Chapter Five: Combat
|“If you die horribly on television, you will not have died in vain. You will have entertained us.”
|- Kurt Vonnegut
Engaging in combat is a minifig's highest goal and greatest source
of joy, for he knows that violence is what pleases the Humans best.
If prevented from making attacks, minifigs
become despondent and irrational. The mental imbalance may become
so severe that the minifig is stricken with psychotic pacifism. Such
unfortunate miscreants may find limited use as slave labor, but they're
best put out of their heartbreaking misery by employing them as target
dummies for the other troopers' amusement.
5.1: Making Attacks
|“In case of doubt, attack.”
|- George S. Patton
Regardless of the type of violence employed, every attack follows the
same three steps. First, the player checks the weapon's Range to see
if it can reach the target. Second, he makes an Attack Roll to see
if the attack has the accuracy to hit the target. Third, he makes a Damage Roll to see
if the attack does enough Damage to defeat the target's Armor. Each
of these steps can be affected by a variety of Combat Modifiers, and there are many opportunities to maneuver units for best advantage.
In order to be able to attack a target, a minifig must be able to
strike it with a weapon. This requires a couple of common-sense checks.
Skill and Damage Rolls
- Can he see the target?
The minifig must have a clear line of sight between his
eyes and some visible part of the target.
- Can he reach the target?
The target must be within the weapon's striking distance.
- If the minifig is using a Close Combat weapon (a weapon
with a Range rating of CC), he must be able
to touch the target with the weapon's striking surface.
(Some weapons may have additional restrictions, according
to common sense - a jousting knight can't stick his lance
out sideways to damage a target way off his right shoulder,
- If the minifig is using a Ranged weapon, the target
must be within the number of inches listed as the weapon's
Range, and there must be a clear line of sight between
the weapon barrel and the target.
If an attack can be made, two rolls determine its success, resulting
in either a glorious kill or an ignominious lack of effect.
- Does the attack hit the target?
If the target is in range, the minifig must be skillful
enough to hit it. Roll the minifig's Skill rating (1d6 for regular
minifigs) versus the Use rating of the weapon - this is
called the Attack Roll. If the result of the Skill roll is as
much or greater than the Use rating, the attack strikes
the target! If not, it misses badly, resulting in humiliation
for the attacker. He may say "I meant to do that,"
but everyone knows he's lying.
- Does it do enough damage to kill?
If the attack hits, it has to do enough damage to destroy
the target. Roll the weapon's Damage rating. If this Damage
Roll is greater than the target's Armor, the target
is destroyed. Congratulations! If the roll is equal to or less than the target's Armor, the attack has glanced
away harmlessly, evoking laughter from all who witness
the humorous display.
Destroying a target is rarely a foregone conclusion, and the ambitious
general will want to give his troops every possible advantage. And
while the best defense is an overpowering offense, he
will maneuver just as hard to prevent advantages for his enemies as he does to create advantages for his own forces.
There are a number of conditions, called Attack Modifiers (or
"Mods") that players can manipulate to improve or
handicap a unit's chances of success. Positive modifiers, called Attack
Bonuses, add to the Skill of a unit making an Attack Roll, to
the Range of his weapon, or to the Damage dealt on a successful attack. Attack Penalties, by contrast, subtract from an attacking unit's
Skill. Attack Mods can sometimes raise or lower an attacker's effective
Skill by a large amount, but remember that the possibility of Critical
Success or Failure means that the results of a roll are never guaranteed (1.2: Numbers).
A weapon's standard Use Rating applies when it's used to attack a
minifig or similarly-sized target. A simple targeting advantage can
be gained from aiming at something larger.
|Large target area
|Full minifig or 2x4
|2/3 minifig or 2x2
|1/3 minifig or 1x1
For targets that are very large, like the ground, the broad sides
of barns, and Unix programmers, attackers receive a +1 Attack Bonus for every 2" of the target's Size, up to a +5 bonus.
When special precision is required, the attacker might also try to
hit targets that are much smaller than usual. For a target area equivalent
to 2x4 studs, he fires as normal. If the area is closer to 2x2 studs,
he receives a -1 penalty to Skill. If the target is the size of a
single 1x1 stud, he fires at a -2 penalty. By convention, most equipment
items are considered to be at the 1x1 size.
Even if an object is relatively large, if parts of it are behind protective
cover, the remaining area that an attacker can actually fire at might
be very small. Units receive Size modifiers based only the area they're
able to target. In the case of minifig targets, this process is streamlined.
Rather than trying to estimate how many studs' worth of any given
minifig is visible, minifigs are divided into three main sections
- the head (including helmet, hat, or hair), the torso (including
arms, backpacks, and armor, but not carried equipment), and the legs.
If the attacker can see any part of one of these sections, however
small, then the section is considered visible. If only one minifig section
is visible, the minifig is targeted at -2. If the attacker can only see two
sections, the minifig is 2/3 visible and targeted at -1. If he can
see all three sections, the minifig is completely visible and targeted
|Short minifigs, such as dwarves, goblins, children, and midgets, are given an honorary -1 to hit penalty even though they're really not that much shorter than a full-height minifig. To compensate, Short minifigs have -1" to Move, and the first section of Cover on a Short minifig is ignored. With two sections of Cover, the Short minifig is at -2 to hit, as usual.
Most attacks will be made by moving units against
moving targets. If an attacker holds still to Aim more carefully, or if a target is Stationary,
will be more likely to hit, receiving +1 bonuses to Skill in either
|Target is stationary
|Attacker is stationary and Aiming
To receive the +1 bonus for Aiming, the attacker must be stationary
for his full turn. An attacker riding in a moving vehicle can't be
considered stationary unless his target is in or on the same vehicle.
Minifigs engaged in hand-to-hand fighting are bobbing and weaving
around, prone to sudden movements and jumping around without warning.
Even if players don't actually move the minifigs, units actively engaged
in Close Combat are never considered to be Stationary.
If an attacker lacks the power to take down a target by himself, he
can coordinate attacks with his friends and allies to deliver a united
strike. The main effect of this Combined Attack is that the
Damage from all participants is added together and applied in a single
massive sum, which is handy for punching through otherwise-impregnable
armor or for maximizing the humiliation of weaker targets.
|Close Combat Attacks
(max of 3 on a minifig)
|Combined Damage and effects;
-1 Skill to any Outnumbered
group in CC
All participating units must make their Attack Rolls together; a player
may not attack with a few units and then add a few more if the initial
effort proves inadequate. A second group could make a second Combined
Attack on the target, but could not add their totals to the failed
effort of the first group.
If units want to join together in a Combined Attack with the units of another player, they may Delay individually to make their attacks on that player's turn instead of their own (1.1:
Overview of Play). They return to acting on their own player's turn again afterwards.
Only units making successful Attack Rolls may participate in the Combined
Damage. If by some fluke of luck one of their missed shots still
manages to hit the target (5.3:
Ranged Combat: Missed Shots), its Damage is counted separately.
Combined Ranged Attacks (5.3:
Ranged Combat) are called Combined Fire and have
the simple effect of combining Damage. Any unit capable of making
a ranged attack on the target may join in; he does not need to communicate
with the other attackers beforehand or to be able to fire at the same
part of the target.
Combined Close Combat attacks (5.2:
Close Combat) are called Ganging Up. Besides causing
combined Damage, Ganging Up on a victim makes it more difficult for
him to Counter effectively. Not only will the target's Counters
be quickly used up against multiple attackers, he is also Outnumbered and receives
a -1 penalty to Skill if he has fewer fighters on his side of Close Combat than his opponents do.
|The Skill Penalty for being Outnumbered applies even if his attackers are on different teams; he's still in Close Combat with them even if it's not their turn. If there are several mutually opposing forces in the same Close Combat, they may find themselves in a situation where each of them is Outnumbered, since every one of them is in the minority individually.
As a rule, no more than three attackers can Gang Up on
a minifig-sized target or smaller at any one time, or they'll end
up jostling and lopping each others' arms off by mistake. Larger targets
are subject to no such hard limitations, although other limits may
be dictated according to common sense.
On the victim's turn, he remains in Close Combat with all of his multiple
attackers. If he attacks one of them, only that single opponent may
Counter. If he tries to Withdraw, all of them may Counterattack at once - quite
In a combined Charge Attack (5.4:
Charge!), the attackers combine their Damage and, if they're all striking from the same direction, they can combine their Knockback roll as well. The target must be big enough
for all the attackers to Charge into at the same time; otherwise,
they're prone to disrupt the Charge by all crashing into each other.
It's perfectly allowed to combine attacks of different types, but
keep in mind that Close Combat fighters are likely to be directly
in the line of fire of any of the Ranged attackers' Missed Shots (5.3:
Ranged Combat) or the Charging attackers' Charges, if any of them blow
their Attack Rolls.
The remaining Attack Modifiers don't fit into
any standard category, but will still come up in battle from time
||+1" Range per +1" altitude
|Out of Range
||every die roll reduced by 1
per extra 1"
||-5 to Skill
Ranged attackers with a Height Advantage gain a little extra
edge, in the form of one inch of extra weapon Range (up to +5") for every vertical inch
of altitude between them and the targets below. (Low attackers shooting
at elevated targets are not subject to any corresponding disadvantage.)
Altitude is determined by the surface on which a unit is standing
or on which a weapon is mounted; attackers can't give themselves extra
Range by holding their weapons over their heads.
Attackers frustrated by targets that are slightly Out of Range can go ahead and fire their weapons anyway, but their attacks' accuracy and effectiveness drop off quickly with distance. For every inch past a Ranged Attack's listed Range, the result of every die rolled as part of the attack (each Skill and Damage die, in particular) is reduced by 1.
|Whether a roll is a Critical Failure or Success is determined before subtracting this penalty. Other secondary effects based on individual die results, like Fire (8.3: Automatic Weapons) and Grinding Damage (7.2: Taking Damage), use the modified rolls.
The Out of Range penalty for Damage is ignored for Explosive weapons, which do the same Explosive Damage regardless (3.2:
Ranged Weapons ), making this a handy option for thrown grenades.
Units firing at a target they can't see are Firing Blind, and
receive a -5 Skill penalty in addition to any other Attack Modifiers
at play. The target may be hidden or invisible, or the attacker may
have been blinded or blindfolded, or he may be extra cocky and firing
backwards over his shoulder with his eyes closed. While he is unable
to see the target, the attacker must still somehow have a very close
idea of where the target is (within one inch) to attempt the attack
- the target may have chosen a very small and obvious hiding place
(like inside a barrel) or he may have made enough noise to give
away his location (his cell phone went off).
5.2: Close Combat
A unit with a melee weapon can use it to try to whack any object within
reach, as described above. Some targets (trees, buildings, helicopters)
are not notably responsive to such aggression; they take whatever
damage is applied and, assuming they survive, stoically continue on
with whatever they were doing.
More reactive targets (minifigs, animals, robots) are less likely to
take that kind of thing lying down. Whenever one melee unit attacks
another with hand-to-hand weapons, the two of them leave the regular
cycle of Movement and Action and enter into the more refined state
known as Close Combat. Close Combat is usually initiated by
one minifig running up to whack another with whatever he's
holding in his hands. It can also occur when a unit carelessly
wanders within range of an enemy's melee weapon, and the enemy makes
a preemptive attack. A minifig who is engaged in Close Combat cannot make Response Actions to events outside of Close Combat.
Close Combat is often one-on-one, but can also involve larger groups Ganging Up on a lone victim or attacking one another in grand melees. Any group of minifigs who are outnumbered by their opponents in Close Combat recieve a -1 Skill Penalty. Remember that no matter how large the groups are, no individual minifig can be the target of more than three Close Combat attacks in a single turn.
The Angry Inch
|"Victory is won not in miles but in inches. Win a little now, hold your ground, and later, win a little more.”
|- Louis L'Amour
Minifigs in Close Combat don't take Movement in the normal fashion.
Instead, prior to each Close Combat Maneuver (described below), they may
lunge up to one inch to better position themselves. This fancy footwork
is known as the Angry Inch, and it is not counted against the
minifig's regular Move statistic.
Minifigs can take advantage of this free inch as many times as they
make Close Combat Maneuvers (except for Withdrawing), even outside of Close Combat or against inanimate objects. A minifig cannot deliberately use an Angry Inch to
move to a location from which he would be unable to complete his Close Combat Maneuver.
Close Combat Maneuvers
While in Close Combat, the two minifigs are locked into an intense
struggle, attacking and countering every turn with as many weapons
as they have available, until one of them is defeated or makes a shameful
On a minifig's own turn, he is the Active combatant who drives the course of Close Combat. His opponents are Reactive and can only act in response to an Active minifig's actions.
An Active minifig in Close Combat can choose to engage his opponents with Attacks, Grabs, and Shoves, depending on the Close Combat weapons he has ready in hand. He can use each of his held weapons or empty hands once a turn. (He doesn't have to use all of his weapons or hands if he doesn't want to.) Any combination of one or more of these aggressive maneuvers will spend the minifig's Action for the turn, and his target will have an opportunity to Counter each of them.
If the Active minifig doesn't wish to engage his opponents, he can choose to Ignore them in order to focus on something else, or to make a cowardly attempt to Withdraw from Close Combat. Either option will give all of his Reactive opponents an opportunity to Counterattack at once, but it saves him from spending an Action and he'll be free to spend it on something else if he survives.
If the Active minifig chooses to attack, he may move an Angry
Inch to position himself, and then attack with any Close
Combat weapon he has ready in hand (Ranged attacks can
never be made in Close Combat). If his opponent survives
and has a CC weapon of his own, the opponent may then
Counter (described below). If the attacking unit has a
second CC weapon, he may move a second Inch and make a
second attack; if the opponent survives and also has a
second CC weapon, he can then make a second Counter. This
process might be repeated further if the attacker is some
fantastic creature with extra limbs, but regular minifigs are limited to two weapons.
||Minifigs without a CC weapon
will be at a serious disadvantage in Close Combat.
Fortunately, many types of Random Objects can be
used as CC weapons in a pinch (3.4:
All Close Combat Damage is cumulative for the turn. If
a unit is hit by multiple Close Combat Attacks or Counterattacks
in the same turn, the Damage is added together automatically.
An Active minifig with a free hand (or other gripping appendage) can use it to Grab an opponent within reach. A Grab succeeds as an Automatic Hit unless the target manages to Parry (see
the Countering section, below) or Bail in time to avoid it (4.3:
A Grab does no damage, but once one minifig Grabs another, any Close Combat Attacks between the two of them (including Counterattacks and Ripostes) are Automatic Hits.
Naturally, once Grabbed, the Reactive minifig can immediately Counterattack with an Automatic Hit, making a Grab risky against an armed opponent.
While in a Grab, the Grabbing minifig must keep at least one hand on the Grabbed minifig.
Neither minifig can move, Bail, Withdraw, or use Angry Inches to reposition themselves until the Grab is released. The Grabbing minifig may release the Grab at any time, including right after making his own Attack but right before the Grabbed minifig's Counterattack. A Grabbed minifig can try to break the Grab, either with a successful Shove or by killing the Grabbing minifig.
If the Active minifig has no CC weapon to Attack with,
if he has a Two-Handed Weapon and his target is too
close to strike with it, if his adversary is standing in front of a bottomless pit, or if he just feels pushy, he may try
to Shove his opponent. He must position himself
within arm's reach of his target to make a Shove attempt, and his opponent must be his own size or smaller.
A minifig with a Shield can use it to Shove other minifigs one-handed. Otherwise, any Shove requires the use of two hands, whether they're holding objects or not. If a Shove isn't Parried or dodged by Bailing, it's an Automatic Hit and the opponent is pushed
two inches directly away from the minifig.
Rather than attacking, a cowardly minifig wishing to escape Close Combat can
attempt to Withdraw on his own turn, moving away as part of his regular Movement. He may not use an Angry Inch for this
maneuver. If he is Grabbing any of his opponents, he must release them before moving away. If he is already Grabbed by any of his opponents, he is not allowed to Withdraw until the Grab is broken somehow.
Each of his opponents with an unused weapon available may make a Counterattack
at any point along the Withdrawing minifig's
path, which the Withdrawing minifig may not attempt to
Counter in any way (although he may attempt to Bail as a last resort). If an opponent can't put himself in range to
strike the Withdrawing minifig, the free Counterattack
If the Withdrawing minifig manages to survive, he has successfully Withdrawn from Close Combat and may
carry out the remainder of his turn as usual. Unlike Attacking, Grabbing, and Shoving, Withdrawing doesn't use up his Action for the turn.
An Active minifig who would like to remain in Close Combat, but who needs to focus on something else briefly, has the option to Ignore his opponents and do something else. He does not need to release his Grabs or escape from the Grabs of his enemies to do so, although Grabs will prevent him from spending an Angry Inch to reposition himself.
Each of his opponents in Close Combat with an unused weapon available may make a Counterattack.
If the minifig survives the Counterattacks, he may then take an Action on a target outside of the Close Combat. (For instance, he can make a Ranged Attack on a nearby enemy, but not on one with whom he's already engaged in Close Combat.)
|"When the opponent expands, I contract; when he contracts, I expand; and when there is an opportunity, I do not hit - it hits all by itself.”
|- Bruce Lee
Depending on which Close Combat maneuver the Active minifig chooses,
the Reactive minifigs have several options to Counter it. On each player's turn, a minifig may Counter once for each held CC weapon or empty hand.
Depending on the weapons in hand, a minifig targeted by a Close Combat Attack (including Counterattacks and Ripostes), a Grab, or a Shove can deflect their effects with a successful Parry, and any Active maneuver can be answered with an armed Counterattack. With the right equipment, the two Counters can even be combined in a Parry and Riposte. Alternately, a Reactive minifig may elect to Do Nothing if he is lazy or wants to save his Counters for another foe.
Reactive minifigs are always assumed to be Counterattacking if they
have a CC weapon, Parrying if they have a Shield, or making a Parry and Riposte if they have two weapons and the attacker has one, unless the player states
otherwise. To be fair, if a defending minifig intends to Parry or to Parry and
Riposte, the player should say so before the attacking minifig
makes his Skill roll. If the attacker is too quick with the dice,
however, cut the defender some slack - a Parry declared before the
Damage roll is usually just fine.
After a failed Attack, while attempting to Withdraw from or Ignore Close Combat, or even while walking within range unsuspectingly, an Active minifig may
be momentarily vulnerable. Reactive combatants can try
to take advantage of this, using an Angry Inch and pressing with an immediate Counterattack.
If the Counterattacking minifig is using a CC weapon, then the Counterattack is handled
exactly the same way as a regular Close Combat Attack against the Active minifig.
If the Counterattacking minifig is using his bare hands, then he just ends up looking dumb and accomplishing nothing.
An Active minifig with an unused CC weapon or Shield may try to Parry any incoming Counterattack.
A minifig that cannot make an effective Counterattack,
or that experiences a cowardly fear of getting killed,
can attempt to frustrate an opponent's Close Combat Attacks, Grabs, and Shoves by Parrying the maneuvers.
The difficulty of Parrying a Close Combat maneuver is set by the Attack Roll of the maneuver. If the opponent didn't make an Attack Roll (for instance, for a Shove or Grab or other type of Automatic Hit), it does so now, rolling its Skill against the Use rating of whichever CC weapon or Bare Hands he is using to perform the maneuver, and applying the appropriate Attack Mods.
If the opponent fails this Attack Roll, then the Parry automatically succeeds. Otherwise, the Parrying minifig must make a Skill Roll equal to or higher than the number of the Attack Roll, and also equal to or higher than the Use rating of the CC weapon or Bare Hand he's using to Parry.
A minifig who is Parrying a Close Combat Attack (including Counterattacks and Ripostes) must use a CC weapon or Shield. If the minifig successfully Parries with a weapon, he rolls the Damage of the weapon and subtracts this from the Damage dealt by the Attack. If he successfully Parries with a Shield, then he is Shielded against the attack, reducing the number of each type of Damage dice by one. If he Parries with Bare Hands, he takes full Damage as normal and questions his tactical decision-making.
A minifig Parrying a Grab may use any weapon or object, or he may use a Bare Hand if he's holding nothing in it. A minifig resists a Shove with his own body (with a Use rating of zero) rather than with objects in hand, so Parrying a Shove does not use up any of his weapons' Attacks or Counters. A successful Parry cancels the effect of the Grab or Shove.
|When the consequences of a Grab would be truly dire, the Parrying minifig may drop an object before making the Skill Roll in order to Parry with a Bare Hand instead and improve his chances of successful evasion.
If a Parry fails, then the opponent's maneuver is not deflected.
Worse, if the minifig was trying to Parry a
Two-Handed Weapon with a Hand Weapon, Minifig Tool, or Random Object, or if his Skill
Roll was a Critical Failure, then the Parrying weapon
or object is knocked out of his hands, directly away
from the attacker, for a number of inches equal to the opponent's Attack Roll.
- Parry and Riposte
A minifig can combine a Parry and a Counterattack into a single Counter, if he has the equipment in hand to do so (and assuming he survives the Parry attempt). The minifig may use only one Angry Inch for this move. Because of the difficulty of making two maneuvers simultaneously, all of the Countering minifig's Skill and Damage rolls (including the amount of Damage Parried, if any) are made with a -1 penalty.
|Close Combat Example: Yoko vs. Dan
Example: Tired of the constant abuse, Yoko grabs
her katana and attacks her boyfriend Dan in the kitchen.
Both have Skill:1d6 and Armor:4. Yoko's sword is long
enough to count as a Heavy Weapon (Use:3 Dmg:1d6+2).
Dan's chef's knife is a Hand Weapon (Use:2 Dmg:1d6), and his
frying pan is a Minifig Tool (Use:3 Dmg:1d6-1).
turn: Yoko attacks,
Dan parries and ripostes
Yoko attacks with the sword, initiating Close Combat.
Her sword is much longer than Dan's knife, but Dan's
Angry Inch will be enough to put him in range for a return
strike. Dan declares a Parry and Riposte.
Yoko rolls her Skill against the sword's Use of 3;
she hits with a roll of 4. She rolls a 3 on the Damage
die, for 5 Damage total (Dmg:1d6+2) - enough to kill
Dan outright, if his Parry fails.
Dan desperately parries with the frying pan. His Skill
and Damage rolls are at -1 because he is attempting
to Parry and Counterattack at the same time. The Use
rating of his frying pan is only 3, but he also needs
to beat Yoko's Attack Roll of 4 for the Parry to succeed.
He rolls a 4 for Skill (die roll of 5 minus 1), precisely
matching Yoko's roll; his Parry connects. With the frying
pan's Damage of 1d6-1, minus an additional 1 for the
Parry and Riposte, his next die roll of 3 is reduced
to a single point of Parrying Damage. The Parrying point
reduces the damage from Yoko's sword from 5 to 4 - Dan
manages to survive, but just barely.
Dan completes his Riposte by leaping forward an Angry
Inch and attacking with the knife. He rolls a 2 for
Skill, which would normally be enough for a successful
knife attack, but the -1 Skill penalty from the Parry
and Riposte causes the attack to miss.
Turn Summary (Yoko's Turn):
Yoko initiates Close Combat and declares one Attack. Dan declares Parry and Riposte.
Yoko's Attack Roll 4 versus Sword Use 3: Hit; Damage (3+2)=5.
Dan's Parry Roll (5-1)=4 versus Yoko's Attack Roll 4: Success; Damage parried (3-1-1)=1, final Damage from Sword 4. Dan survives.
Dan's Counterattack Roll (2-1)=1 versus Knife Use 2: Miss.
turn: Dan attacks,
With Close Combat already engaged, Dan attacks
with both weapons. He attacks first with the knife,
since it's more likely to score an immediate kill. Yoko
declares that she'll respond with a Counterattack (if
she survives, and with profuse bleeding otherwise).
Dan rolls another 2 for Skill, but without the earlier
penalty, this time it's good enough for a hit. He rolls
a 3 for Damage. Yoko survives, but by a narrow margin
- Dan only needs to do two more points of damage with
his follow-up frying pan attack for the cumulative total
to be enough to kill her.
Yoko Counterattacks with the sword. She rolls a 6 for
Skill - a critical hit! She elects to use the Bonus Die for Overskill Damage, since the roll has already succeeded.
For Damage she rolls a 6 (die roll of 1 plus Overskill die roll of 3 plus 2 on Dmg:1d6+2).
Dan is killed; he has no chance to make his second attack
with the frying pan. Dan's player casts the minifig's
head away from the body and sprinkles the area with
red bricks for blood. Players will then have to decide
on an appropriate Use rating for Yoko's subsequent attempts
to get her friends to help hide the body.
Turn Summary (Dan's Turn):
Dan declares two Attacks. Yoko declares one Counterattack.
Dan's first Attack Roll 2 versus Knife Use 2: Hit; Damage=3.
Yoko's Counterattack Roll 6 versus Sword Use 3: Hit; Damage (1+3+2)=6. Dan is killed.
Dan's second Attack Roll: none, due to being overly dead. Yoko is the victor.
5.3: Ranged Combat
than get caught up in the chaos of hand-to-hand combat, minifigs may
try using Ranged or Thrown Weapons to strike cleanly from a distance.
While less exciting than Close Combat, Ranged Attacks have
the advantage of not giving enemies any opportunities to Counter. Minifigs
may make only one Ranged Attack per turn, and they may not make any
Ranged Attacks on the same turn in which they are actively engaged in Close
Combat, either before or afterwards. (Minifigs who Withdraw from or Ignore Close Combat, on the other hand, are able to make Ranged Attacks if they survive.)
Ranged Attacks are straightforward affairs. As long as the minifig's
eyes and weapon have an unobstructed line of sight to some visible
part of the target, and as long as the target is close enough to be
within the weapon's listed Range, the minifig can make the Attack.
The Attack and Damage Rolls proceed as normal, making sure to take
the applicable Attack Modifiers into account.
|“Nothing in life is so exhilarating as to be shot at without result.”
|- Winston Churchill
When a Ranged Attack misses, a shot is usually considered to have
flown off into the sky or landed harmlessly on the ground next to
the target. Any player may insist on tracking a Missed Shot more accurately, if he has a good reason to make the effort; for most
shots it's not worth slowing down the game. He might think that the
target is big enough that even a bad shot would have hit it, or that
an Explosive landed close enough to the target to damage it anyway,
or he might be looking greedily towards other potential
targets in the field of fire.
When an attacker misses a shot, and he or another player insists on
tracking it, check to see how many points the Attack Roll missed by.
(For instance, if the attacker rolled a 3 when he needed a 5, then
the Attack Roll missed by 2.) The Missed Shot landed somewhere within
this many inches of the target.
If the target of the attack belongs to an Enemy player (1.4: The Spirit of the Game), then that Enemy gets to decide where the shot Koincidentally lands. Otherwise, the attacking player chooses any of his current Enemies to pick the spot. The Enemy can pick any spot within that range for the shot to Koincidentally strike,
provided that it's somewhere the weapon could theoretically have hit
in the first place, no matter how ridiculous or unlikely. The weapon's
Damage is then dished out as appropriate, including any penalties for going Out Of Range.
The only restriction to the Enemy's choice of Koincidental targets
is that he cannot choose a victim owned by an unaffiliated player.
Player-controlled targets are fair game if they belong to himself,
his attacker, or an Ally of either party. Anyone else's units are
off-limits, unless hitting them can't possibly be avoided.
|Missed Shot Example: Viking vs. Ninja vs. Pirate
Example: When this viking sees his pirate buddy under attack from a ninja ex-girlfriend, he hastens to intervene!
The ninja is too far away for him to engage in Close Combat, so he runs forward and hurls his viking axe at her back. A thrown Hand Weapon has Use:2, Range:3", and Damage:1d6. Luckily, the ninja is just within range, and with the axe's easy Use rating, the viking only needs a 2 or higher to hit. Sadly, he rolls a 1.
Because he missed the roll by 1, the gleeful ninja may now pick any target within one inch for the axe to strike instead of herself. The pirate is the obvious choice - as an ally of the viking, he's a legal accidental target. The pirate is just barely Out of Range of the throw, so there will be a -1 penalty to Damage, but the Skill penalty is irrelevant for a Missed Shot. The viking rolls 1d6 for Damage, minus one for the Out of Range penalty - a 3, not enough to kill the pirate, just enough to give him major lacerations.
The pirate and viking laugh together, because pirates enjoy being cut. Thwarted, the ninja ex-girlfriend vanishes into the shadows, where she mentally prepares herself for a night of composing whiny self-pitying entries for her emo ninja blog.
The third way for minifigs to make attacks is to run flat-out and smash
into their target, either with a thrusting weapon or with their own
A Charge can be used to add power to a thrusting attack with a Charging Weapon, but occasionally minifigs find themselves just slamming into things, whether on purpose or by accident. Knightly jousting, football tackles, and car crashes are all
examples of Charge attacks.
For a Charge to be of any use, a minifig must build Momentum. He does so by running, Sprinting, flying, or falling out of the sky straight at his target from at least four inches away. (As in real life, anything shorter than four inches grants no advantages and can be safely ignored.)
Momentum is measured with a type of Bonus d6 called a MOM. Because of his small size, a minifig can never have more than one MOM at a time.
A minifig's MOM appears when he's run for four inches, and lasts for as many turns as he continues traveling in a straight line.
The moment he turns to the right or left from his straight-line path (jumping over obstacles or running down slopes is allowed), does anything that would prevent running at full speed (opening a door or running up stairs, for instance), or ends a turn without using up all of his Move inches, the MOM is lost and he has to start over. Fortunately, he can get a new MOM by simply running another four inches.
Rolling Your MOM
A MOM is a Bonus d6 that can be added to any roll or stat that would logically benefit from the Momentum of a speeding minifig. A minifig might roll his MOM to add +1d6" to the height of a pole vault, the length of a long jump, or the Range of a thrown spear. As soon as the minifig rolls his MOM, the MOM is spent, and he must run another four inches to get a new one.
The most common uses for a minifig's MOM d6 are to add +1d6 Damage to an attack with his Charging Weapon, or to add 1d6" of KnockBack in a Collision.
A MOM only works on targets directly in the path of the Charge; they can't be spent on targets off to one side or to the rear.
On any turn in which a minifig rolls his own MOM (or tries to, in the case of a missed Charging Attack), he must continue running in a straight line to the limit of his Move inches for the turn, even if this forces him to run over a cliff or into a wall of spears. This can be especially troublesome when Bonus Dice on a critical Sprint roll add more inches of Move than he was expecting.
Ramming enemies head-on is a time-honored combat technique, but
Charging minifigs prefer to lead with a weapon rather than absorb the
collision with their own bodies.
Not all Close Combat Weapons are appropriate for a Charging Weapon Attack. A Charging Weapon must be Heavy or Two-Handed (3.1: Close Combat Weapons). For minifigs Charging on foot, the weapon must be designed for spear-like thrusts (lances,
battering rams, rifle-mounted bayonets). For minifigs flying or falling out of the sky, any type of Heavy or Two-Handed Weapon can be used in a mighty downward strike.
Players may come up with more
exotic examples on a special-case basis; a Charging berserker might
use a horned helmet or a spiked shield, for instance.
Making the Attack
A Charging Weapon attack is treated as a special kind of Close Combat. Due to the rush of the Charge, both attacker and defender are limited to a single Attack or Counter, and they may not use any Angry Inches.
If a Charging Weapon attack successfully hits its target, the attacker can spend his MOM to add +1d6 to the Damage of the attack. If the attack misses, the attacker keeps his MOM and must either Collide with the target (if the target is directly in his path) or continue running in a straight line to the limit of his Move inches.
Charging Weapon attacks
are the only type of attacks that can be combined with a Sprint into a single Action (4.1:
minifigs to cover ground and inflict damage in a hurry.
Countering a Charge
Charging Weapon attacks may only be Parried with a Shield or Heavy Shield (5.2: Close Combat).
If the target minifig is Counterattacking in response to a Charge, then the minifig whose weapon is longer (by at least one inch) strikes first. If the lengths of the weapons are closer than an inch, then both attacks occur simultaneously. This may result in two minifigs successfully killing each other at the same moment.
Whenever a minifig with Momentum crashes into another minifig, a Collision occurs. Collisions occur as part of normal Movement and do not cost an Action.
Even the most heavily-armored minifig is too soft and squishy to cause any damage in a crash, but a Charging minifig has the chance to send other minfigs flying if his Momentum is enough to overcome their Physical Opposition. In the right situations, this can be more entertaining than whatever Damage might have been dealt out, knocking minifigs out of formation, off the sides of of bridges or parapets, and into less-favorable tactical positions such as lava cauldrons or minefields.
A minifig in a Collision spends his MOM die to cause 1d6 inches of Knockback, sending a target minifig flying directly away from the point of Collision like an Explosion (3.2: Ranged Weapons). The target minifig automatically has one die of Physical Opposition (one POP) to resist the Collision, rolling 1d6 and canceling that many inches of KnockBack.
If the POP roll equals or exceeds the MOM roll, reducing the KnockBack inches to zero or less, then the KnockBack is successfully resisted. The Charging minifig is brought to a dead stop, and the two minifigs are now locked in Close Combat.
Otherwise, if there are inches still remaining, then the target minifig is Knocked Back that many inches and Disrupted (4.1: Movement). The Charging minifig must continue running forward to the limit of its Move inches for the turn.
If two minifigs cause a Collision by Charging directly at each other, they each try to Knock each other Back at the same time.
If a minifig is Knocked Back a number of inches and smashes into an immovable obstacle his own size or larger that prevents him from flying the full distance, he receives one point of Smash Damage for every inch of KnockBack prevented, cumulative with any other Damage received from the Charge.