Chapter Ten: Creatures
Not all Creations are designed for active roles. Objects like trees, warehouses, and bridges perform their duties perfectly well by just sitting there and not wandering off at critical moments. If a Creation is intended for more proactive tasks, such as moving around, carrying loads, or vaporizing civilians, it needs either a mind of its own, or an intelligent operator at the controls.

The difference between a Creature and a Vehicle is that Creatures are capable of independent thought and action, whether their brain is composed of meat, circuitry, or magic. A mech piloted by a minifig is a robotic Vehicle; a mech operating independently to destroy all minifigs is a robotic Creature.

10.1: Minds
Action Dice
Of all the inadvisable weapons and devices ever bolted onto a Creation by negligent Humans, the Mind is the most destructive. A Mind harnesses the power of an Action die to turn a Structure or Vehicle into an independent Creature, granting it one Action per turn without any corresponding sense of moderation or decency to use that Action wisely.

Action Dice
Action Die Skill Level Example Over The Top Chances
Action d4 Incompetent (see Half Minds, below)
1 2 3 4 +1d4*
Action d6 Trained (default) standard troopers
1 2 3 4 5 6
Action d8 Expert specialists, officers, veterans
1 2 3 4 5 6 7 8
Action d10 Heroic Heroes
1 2 3 4 5 6 7 8 9 10
Action d12 Supernatural demigods, immortals
1 2 3 4 5 6 7 8 9 10 11 12

* - Action d4s can't roll high enough to take an Action Over the Top. The best they can do is earn a Bonus d4 on a Critical Success.

Like Weapons, Propulsion systems, and Controls, a Creature's Mind must be represented by a specific physical component on the Creature. For minifigs and other organic Creatures, the Mind is usually contained in the head, but a Mind can be located in any appropriate container: a computer A.I. core, a haunted phylactery, an extradimensional energy crystal, or a haphazardly-wired brain in a jar, for example. If the component containing the Mind is destroyed, the Mind is also destroyed, and the Creature becomes an inanimate object again unless it has at least one backup Mind still functioning.

By default, all BrikWars units have an Action Action d6. For independent Creatures, the Action d6 is all in their own Mind, while Vehicles, gun emplacements, and dependent Creatures rely on the Action d6 in the mind of a minifig handler or operator.

Half Minds
Creatures with Minds are fully independent, able to form their own strategies and wage effective warfare without supervision. If this doesn’t fit a player's vision for their Creature, they may elect instead to give it a Half Mind.

Half Minds
Impairment Usefulness Notes Examples
Incompetent impaired by Stupidity Action Action d4 zombies, civilians
Programmed while executing program can be reprogrammed robots, mind-control victims
Submissive when directed by a master accepts new masters when free horses, fanboys
Subjugated while restrained by a master never controlled by oppressor when free slaves, schoolchildren
Their boom is worse than their bark
The Space Commies are well-known for their questionable attempts to train animals for warfare. The Type-9 Self-Propelled, Remotely Detonated Anti-Tank mines destroyed as many allied tanks as enemy ones.
Photo: Silent-Sigfig
from "Space Commie BMD-300 IFV and Self-propelled mines.(not cool)"
Elements shown: LEGO

Half-Minded Creatures operate no differently than full-Minded Creatures as long as their requirements for Usefulness are met. A Horse is Useful when a rider directs it, a computer is Useful while it has a program to execute, an employee is Useful while under the lash, and a regular civilian can be Useful when he's not being an idiot.

When the requirements for Usefulness aren't met, a Half-Minded Creature becomes a liability. The player controlling the Creature must choose an enemy player and hand control of the Creature to them. The enemy player, on their next turn, may then direct the Creature to take either a Movement or an Action (but not both). At the end of the turn, if the Creature has not been returned to Usefulness, then that player must hand control of the Creature to an enemy of their own. Control passes from enemy to enemy until the Creature has been made Useful again or until it is killed or otherwise removed from battle.

  • An Incompetent Creature is similar to other full-Minded Creatures, but due to a lack of training, motor skills, or intelligence, it is prevented it from being an effective combatant. An Incompetent Creature’s Action die is set at a Action d4, which means it can never roll high enough to go Over the Top. Instead, an Action Action d4 can earn Bonus d4s on a Critical Success like non-Action dice.

    Incompetent units suffer from Stupidity. If a player controls more than one unit with Stupidity, then at the beginning of their turn, before taking any other action, one enemy of the player's choice may choose any one of the Stupid units and control it as if it were their own for that turn. It's nice if they can come up with a good story for why the unit is engaging in its particular Stupid behavior, but not required; Incompetent behavior doesn't have to make sense.

    Examples: Zombies, civilians, zombified civilians, corporate middle managers, clone-brand minifigs, ogres, mutants, politicians

  • A Programmed Creature is limited in its ability to make high-level strategic decisions, and instead follows a simple set of behaviors.

    Programmed Creatures are given a list of behaviors at the beginning of the battle, and may only behave in accordance with those instructions. A Programmed behavior must be specific: “Move to the nearest wounded allies and attempt to heal them” or “Stay within 5" of the nearest allied troops and fire at enemy combatants” are fine Programmed behaviors; “Defeat all enemies” and “Win the battle” are not. Random animals and wildlife are sometimes made Programmed for efficiency’s sake, with short behaviors like “flee from any nearby threat” or “if it's nearby and looks edible, try to eat it.”

    While not technically Creatures, mechanized defense systems are often given Programmed behaviors as well, such as "fire at anything in range and moving" or "if intelligent life is detected, release deadly neurotoxin gas."

    Mechanized Traps are often set up with free Triggers rather than expensive Minds - see F.2: Traps.

    A Programmed Creature is Useful as long as it has a Program to execute. Deleting the program or tricking it into a paradox can cause the Creature to go haywire.

    Examples: Kill-bots, golems, summoned elementals, guard dogs, mind-control victims, bureaucrats, sheeple

  • A Submissive Creature may have the ability to think on its own, but it prefers to obey the commands of a master. Under an intelligent minifig’s direction, the Creature may act as intelligently as if it had a full Mind, but if abandoned, the Creature reverts to whatever animal-like behavior seems appropriate: milling around aimlessly, running and hiding, or attacking everything in sight.

    A Submissive Creature loses its Usefulness if its master is killed, wanders off, or stops paying attention to it. If another intelligent minifig can catch a masterless Creature, regardless of whether he’s on the same team, the Creature accepts him as its new master.

    Examples: Steeds, androids, grad students, interns, emotional support monsters, targeting computers, football players, talk radio listeners, fetishists, cultists

  • Subjugated Creatures are restrained or harnessed and forced to cooperate against their will. They may be completely intelligent, but have Half a Mind to break free and run amuck. As long as they are kept in their restraints, they must follow the orders of their captors, but if they can be released, they will do whatever they can to prevent being enslaved again. This usually means attacking their captors or fleeing the battlefield, but can also be as simple as just attacking everything in sight, regardless of allegiance.

    A Subjugated Creature must be kept in chains or under the whip of an overseer in order to be kept Useful. If it breaks free, control of the Creature is handed from enemy to enemy as usual, but can never be handed back to the original owner. If the original player is the only enemy at the table, control does not transfer.

    Once freed, a group of formerly Subjugated units receives one Instant Benny every turn that they can use for directly attacking their former owner's forces.

    Examples: galley slaves, schoolchildren, chain gangs, draft oxen, conscripts, berserkers, retail employees

By default, Creatures with Minds have the same general abilities as a regular minifig. As long as they have the proper appendages, they can use equipment, open doors, and toss items around as normal. Common sense should be an adequate guide for whether a Creature has the proper body shape to work a stick shift or the fine manipulators to type on a keyboard. When players aren't sure, a What I Say Goes roll can quickly resolve the issue (for instance, an intelligent cockroach can type on a keyboard by jumping real hard, but it takes him twice as long as normal, and he can't use the shift key without the help of the local cat).

Carrying and Manipulating Objects
Natural Appendages
Appendage Motor Skills Natural Attacks Examples
Hands two-handed can carry, throw,
and operate items
no natural attacks; can Grab or Shove minifig hands, monkey paws,
robot manipulators
Teeth and Claws can carry or drag items
Action Action d8 in Close Combat
equivalent to one Melee Weapon up to Creature Size
may automatically Grab on successful hit, if appropriate
dog teeth, giant lobster claws,
octopus tentacles
Horns and Hooves can push items equivalent to one Melee Weapon up to Creature Size
may be used as a Charging Weapon, if appropriate
may automatically Shove on successful hit, if appropriate
mammoth tusks, moose antlers,
unicorn horns, horse hooves
Extra Hands
A standard minifig comes equipped with two Hands, but there's no reason for players to limit themselves to the stock package when exploring the full range of Creatures.

Minifigs and other Creatures with extra sets of Hands are subject to the same Power and Action limits as any other unit: twice as inches of Weapon Size as their own Size, and one Action focused on one target per turn (unless they also have Multitasking).

Depending on the Size and weapons of the Creature, this may dramatically increase their Close Combat maneuvers - a 2" Genie with four arms could swing four one-inch minifig weapons at once. A regular 1" minifig can still only swing a 1" minifig's worth of weapons, even if he's carrying four Hands' worth.

By default, Creatures have one pair of arms and Hands (or close equivalents) that they can use to carry and manipulate objects.

Creatures without Hands or equivalent appendages may be able to clumsily carry and drag objects, but they can't operate weapons or devices in any useful way. To compensate for this, Hand-less Creatures develop improved natural combat abilities. They gain natural Close Combat attacks equivalent to a Melee Weapon up to their own body Size (8.1: Weapon Size). Dogs can bite, horses can kick, giant scorpions can sting, and possessed food processors can initiate a hostile puree maneuver. For teeth, claw, and tentacle attacks (or if otherwise appropriate), a Creature can make an automatic Grab with any successful hit with its natural attack, and the Creature's Action die is raised to a Action d8 for Close Combat rolls . For horn, hoof, and club tail attacks (or if otherwise appropriate), a Creature can make an automatic Shove on a successful hit, and horns in particular can be treated as Charging Weapons.

A Creature (or any Creation) with the ability to pick up items can carry an object or group of objects up to its own Size at full speed, or twice its Size at Half Speed. It can push or pull objects around up to twice its own Size, at full speed if the object is on wheels or the equivalent, or at Half Speed otherwise. For objects that are Too Big to pull or carry, creations can Divert All Power or use Teamwork to increase their effective strength, just as if they were trying to power a large weapon (8.1: Weapon Size).

As with minifigs, a Creature with a standard Mind has one Action and can focus on one target per turn. If that's not enough for the species a player is imagining, they can keep adding additional Minds at the usual cost. These extra Minds may all exist in the same physical element as the Creature's original Mind, or they may be put in different places if the Creature doesn't want to put all its eggs in one basket, but they must have a physical location.

A Creature with an extra Mind has an extra Action (and an extra Action die) that it can use to focus on one additional target during its turn. The extra Action can have a different Action die than the original Mind - a multi-brained Creature might be an expert (Action d8) for its first Action every turn, but incompetent (Action d4) any time it goes for a second one.

With extra Actions, a Creature with multiple Ranged or Close Combat attacks can divide them between multiple targets in the same turn, or to make multiple types of attacks on the same target. A multi-brained or superintelligent Creature can even take two or more completely dissimilar Actions in the same turn (e.g., playing the piano while laying down sniper fire); however, it may not use the same weapon, hand, or equipment item for more than one Action during the turn, and it cannot use more weapons or devices than are allowed under its Power limitations (8.1: Weapon Size).

Multitasking Example: Professor Monkeyhead
Professor Monkeyhead
Elements shown: LEGO, Little Armory

A pioneer in the field of self-bioengineering, the six-armed Professor Monkeyhead is brilliant but insane.

Once a normal minifig student with an Action d6, the future Professor improved his Mind to a powerful Action d10 by using programmed monkey impersonators to avoid attending school.

With all the extra brainpower from escaping education, Professor Monkeyhead was able to develop innovative techniques in the field of replacing his own head with a monkey. In the process, he gave himself four extra arms and a second monkey Mind with an Action d6, allowing him to focus on two Actions simultaneously at different levels of skill. He's still Size 1", so he can't use more than a minifig's Power limit of two weapon inches in a turn, but he plans to use the extra Action for filling out grant applications and claiming authorship on his grad students' research.

10.2 The Medik

Hospital 555
This will not be covered by your insurance
Chemikal analysis shows that Ablogikal Binding Substance was in use as early as Retkon BrikVerse #1,963. It is believed that the interdimensional disruptions caused by mishandled ABS may have had mutagenic effects on a more primitive species. Records of earlier minifigoids are difficult to verify, but seem to sport a variety of disfiguring mutations, from stunted and limbless homonculi to strange noodle-limbed giants. Theories abound as to whether the earlier civilizations were aware of the effects of uncontrolled ABS and continued using it anyway, bringing about their own destruction.

The notorious Hospital 555 first appeared in the timeline of Retkon BrikVerse #1,976. It was staffed by faceless and limbless proto-figs, who captured unsuspecting citizens and performed horrible genetik experiments on them.

The proto-figs' operations culminated in the engineering of the first true minifig. Their ABS gene-splicing madness successfully gave this new fig arms, hands, legs, and even a face.

Consumed with rage and bloodlust after having been submitted to experiments more gruesome than previously thought possible, the first minifig who survived broke free from his restraints, killed the proto-figs who gave him his new body, and he escaped into the world; a deadly killer genetically engineered for destruction. This first minifig was the Deadly Spaceman.

This is also how babies are made.

(BrikWiki entry: Hospital 555)

Creatures are as susceptible to Damage as any other Creation - Size Damage, Component Damage, and all the other special Damage types work exactly the same way (7.2: Taking Damage).

When doing Damage to a living Creature, it's important to remember that its head and body are treated as the central Structure, while any limbs, wings, tails, or tentacles are Surface Elements with a Weight class one level lower (7.1: Structure).

Creatures have an extra vulnerability in that their Minds have a physical location, and they can be specifically targeted like any other device. For most Creatures, destroying or severing the head is usually enough to end its adventures in a single stroke. If the location of a Mind isn't obvious from a Creature's anatomy, its owner should point it out to the other players on request.

Another disadvantage of wounded Creatures is that the biological ones (like minifigs) can't be conveniently patched up or reassembled by any passing Mechanik. A Mechanik's abilities only work for mechanical devices, not living flesh.

There are settings in which this rule becomes fuzzy - biomechanical alien species, Lovecraftian abominatrixes, and mad-geneticist vivisectors may occasionally pop up with attendant Mechaniks for whom biological parts are interchangeable with mechanical ones. This is entirely setting-specific, but should be discussed by players beforehand.

The Medik
Medik Stat Card
(Download the Medik card)

Fortunately, there are minifigs who specialize in meat-based repairs just like Mechaniks specialize in reconfiguring machinery. The Medik is a unit specially trained to perform impromptu surgeries in the field, reviving fallen soldiers over and over again so that each one can experience repeated gruesome deaths in the greatest agonizing variety.

Ker-Triage! Specialty: allows a Medik to perform field amputations to revive fallen minifigs and Creatures
Lacking fancy operating facilities or any time for second opinions, the Medik uses the tried-and-true methods of Ker-Triage!, allowing him to quickly discern how many limbs need to be Amputated in order to bring fallen minifigs and Creatures back up to combat readiness.

Roll Amputations
6+ No Amputations;
instant revival
5 No Amputations
4 1 Amputation
3 2 Amputations
2 3 Amputations
Crit Fail Head Amputated
Shock therapy
Deep Space Management Mediks have no time for subtlety. A massive electric shock to the groin revives this fallen trooper in a hurry.
Photo: BrickSyd
From "An old friend"
Elements shown: LEGO
Minifig Limbs
There are many types of minifigs from many different companies. Some are designed with arms and legs (and heads) that are easy to remove; some aren't, and some (especially older ones) can be dismembered but you risk damaging the minifig in the process.

Rather than removing an arm and risk damage to the shoulder socket, it's sometimes more practical to remove a hand instead. This counts as Amputating the whole arm; players cannot then Amputate the handless arm and count it as another Amputation.

Rather than removing a leg and risk damage to the hip peg, it can be easier to remove the set of both legs and replace one of them with 1x1 bricks.
Don't thank me, thank the knife
The pregnant Il-Duchessa arrives on Bas-Tyra, already in contractions. Doctor Almagna prepares his birthing knife and expertly predicts the labor will take six turns.
Photo: Scratch
from "HEAT IN THE JUNGLE: Sign up"
Elements shown: LEGO

Farewell to arms
This tavern lout picked the wrong girl to drunkenly accost, as he discovered when Major Natalya offhandedly disarmed him.
Photo: Quadruple.Digits
from "Hey, you're… LET'S FIGHT! (Signups)"
Elements shown: LEGO
d8A Medik carrying proper medikal Tools (3.4: Desperate Measures) can attempt to revive a fallen minifig or other Creature of Size 1" or greater as long as it has at least one head still attached. To do so, he declares a Construction Action, similar to a Mechanik's (7.3: Field Construction), and begins operating.

At the beginning of his next turn, if the Construction Action wasn't interrupted, the Medik rolls their Specialty Specialty d8 on the Ker-Triage! Table. (If multiple Mediks are operating on the same patient, they each roll separately, and only the highest roll is used.)

A Medik without his Tools can attempt impromptu Ker-Triage! with any bladed weapon instead, but he rolls a d6 rather than a d8.

If the Medik rolls a five or greater, congratulations! The minifig or Creature is revived with no ill effects. It may immediately stand up and re-equip itself as needed (so that players don't forget it's alive), and it can take Movement and Action and continue fighting as normal starting on its following turn. (On a six or better, the revived Creature can jump up and take its turn immediately.) Creatures larger than Size 1" are revived with an Effective Size of 1", along with the limitations that entails - a maximum of Armor of 1d10, in particular (7.2: Taking Damage).

If the Medik rolls less than five, then the problem is more serious and he'll have to perform one or more Amputations in order to save the patient. The Amputations succeed automatically; the Medik doesn't need to make any Action or Damage rolls or spend any more Actions to remove the number of limbs indicated by the Ker-Triage! result.

Each limb removed (or otherwise disabled, for Creatures whose limbs can't be removed) counts as one Amputation. Arms and legs are the most common limbs chosen; wings and tentacles will also do. Tails don't count.

If there are not enough regular limbs to satisfy the Amputation requirements, the Medik has no choice but to Amputate the head. This may still save a Creature if it has extra heads in reserve, but a normal one-headed Creature will now be dead beyond any hope of Medikal revival.

If the Medik's Construction Action is interrupted, he still rolls on the Ker-Triage! Table and performs the indicated amputations, but the minifig or Creature is not revived. He can continue attempting Ker-Triage! on subsequent turns.

Effects of Amputation
The complete loss of an arm or leg is a massive trauma that causes all surrounding tissue to swell and adrenaline to course through the body, cutting off blood loss and allowing the Creature to ignore the pain, at least until the end of the battle.

Creatures who lose one or more limbs are still capable of continuing to fight. They're just differently capable.

Effects of Amputation
Limbs Effects
One leg/wing lost -1" MoveMove each
Legs reduced by half MoveHalf Speed, on top of other Move penalties
Wings reduced by half
or all legs lost
MoveMove reduced to 0"; may use Action
to drag self the length of remaining arms
Reduced to one arm One-Handedmay not use two-handed equipment
All arms lost may not hold items or use devices
One head lost -1 ActionAction
All heads lost DeathDeath

Can I axe you somethingThe loss of legs, wings, or other limbs the Creature uses to move around is treated as Propulsion Damage (9.1: Standard Propulsion). Each Propulsion limb removed or disabled reduces the Creature's Move by 1" (to a minimum of 1", if it still has at least one Propulsion limb remaining). For regular Propulsion types, if half or more of the Creature's Propulsion limbs are lost, it moves at Half Speed after applying all other penalties. For flight Propulsion, the loss of half of the Propulsion limbs means the Creature is grounded and cannot fly.

If all of the Propulsion limbs are lost, the Creature is limited to dragging itself along by the length of any arms it still has attached. (For minifigs, whose arms are each 1/2" long, this means that a minifig with both arms and no legs can drag itself one inch per turn.) This uses up the Creature's Action for the turn; it may not use its arms for anything else. Even if it's still able to drag itself around, a Creature with no Propulsion limbs is treated as one that has no Move ability - it may not Sprint, Bail, or use Angry Inches, and all Close Combat attacks against it are Automatic Hits.

Regardless of the state of its Propulsion limbs, a Creature who loses one or more hands or arms is limited in other obvious ways. A Creature with only one hand can't use a Two-Handed or Long-Ranged Weapon. A Creature with no hands can't use any tools or weapons at all. Less common objects have to be considered on a case-by-case basis; it may take a What I Say Goes Roll to decide whether a given armless minifig can successfully operate a door latch with his teeth or mash a self-destruct button with his face.
It's what's inside that counts
This Adamarian sniper finds his perspectives broadened by a renegade Calvarian's thrown grenade.
Photo: Ben-Jammin
From "Battle of Alkborough Village"
Elements shown: LEGO

Dismemberment and Disabling
In the Core Rules, dead is dead, and the treatment of corpses is a matter of taste. Whether they slump over uneventfully or their bodies are blown into discrete plastic bits depends only on how excited the players are about the quality of the attack.

In a battle that includes Mediks, injuries can make a big difference between easily-revived minifigs and hopeless casualties. A minifig with both legs blown off is two points closer to failure on a Ker-Triage! Roll than his anatomically intact buddy, and it's important to track who's just mostly dead and who's really, really, no-fooling dead.

If players decide to allow Dismemberment, then minifigs and other Size 1" Creatures (or Effective Size 1" Creatures, for larger Creatures on their last inch of life) are no longer unaffected by Damage that exactly matches their Armor. Instead, the attacker (or any Enemy, if there is no attacker) may choose a Disabling consequence based on the type of Damage taken.

Minifig Dismemberment and Disabling
Damage Type Consequence Effect
Cutting, blasting Dismemberment remove one limb of victim's choice
Bashing, poison Stunned victim is Incompetent (Action Action d4) for one turn,
with potential Stupidity (10.1: Minds)
Impalement, lashing Pinned / Entangled victim is Grabbed by the weapon
Any Disrupted victim is Knocked Back one inch and Disrupted

If a minifig is killed by Damage equal to double its Armor or greater, then the minifig is Decapitated. Its head is removed, along with any extra heads and whichever other body parts seem appropriate, to show that there is no chance of revival by Mediks on the battlefield.

10.3: Dangerous Beasts
What the heck even is that thing
Ebon-clad Torquemada tries to warn a Majistik that there are more things under heaven and earth than are dreamt of by his philosophy.
Photo: Zahru II
From "A Meeting of Minds"
Elements shown: LEGO, Bandai
Friendship is hazardous
The Bavarian Kaiser decides what to do with captured Pwny specimens and their corrupting deviant magik called "Friendship."
Photo: Silverdream
From "The Chain of Command and an Alliance of Friendship"
Elements shown: LEGO, Hasbro
The playthemes of the construction toy world offer any number of pre-molded beasts and monsters, and there's no limit to the custom species players might come up with on their own. Most of these Creatures are easily handled as variations of standard units - a dragon, for instance, is statted as a Flying Horse with a FlameThrower on its face, while a telekinetic alien is just a regular minifig with a couple of SuperNatural Dice.

Creature SizeSize Action Action Move Move ArmorArmor Attack
Vermin 0" Action d4
4" Spidering 0 Tiny Bite
(Chapter Two: The Mighty Minifig)
1" Action d6 5" 4 Hands: two-handed
(Chapter H: The Horse)
2" 10" Kick
Monster 3"+ 8" Bite

Creatures are categorized by the Size measurement of their head and main body (or their closest anatomical equivalents), and variations are based on standardized defaults for each Size. The standard Creatures for Size 1" and 2" are the Minifig and Horse, each described in their own chapters. The standard Size 0 Creature is a Vermin, and the standard Creature of Size 3" or larger is a Monster.

Size Zero: Vermin
Creature SizeSize Action Action Move Move ArmorArmor Attack
Vermin 0" Action d4
4" Spidering 0 Tiny Bite or Tiny Spit
Flying Vermin 4" Flying
Venomous Vermin 4" Spidering Tiny Sting
Tiny Attacks
Attack Use Range Damage
Tiny Bite 1 CC 1
Tiny Spit 5"
Tiny Sting CC Damage d4-2 Poison

Vermin are Creatures that are so small that their Size is rounded straight down to zero. The most common Vermin are the simple one-piece pre-molded animals scattered as props in adventure settings: snakes, bats, spiders, parrots, and babies, for instance, depending on the genre. The small Size of Vermin makes them ineffective as individuals, so they are usually deployed in swarms, giving them strength in numbers to harass unarmored foes and support the attacks of larger allies.

All Vermin are Half-Minded (Incompetent). On any team with multiple Vermin, one of them will do something Stupid on every turn (10.1: Minds).

Size Zero
Tiny objects like Vermin are so small that they're treated as if they have no Size or mass at all. Being effectively weightless, they can be carried like equipment items, or even swung or thrown as Random Objects for Bite Damage. (When throwing large bundles of Vermin, the size of the overall bundle is used, not the sum of all the Vermins' individual zero-inch Sizes.)

Zero weight automatically gives Vermin the Spidering ability: they can climb on any vertical or inverted surface at no penalty (although they must end their turn in a stable position for practicality's sake), and they are immune to Falling Damage (7.6: Creation Combat).

If they have the proper appendages, a Vermin is strong enough to carry a one-handed item of minifig equipment or weaponry at no penalty, or two such items (or one two-handed item) at Half Speed. It isn't strong enough to operate them, throw them, or use them in combat, or to operate mounted weapons or other devices. Vermin have zero Momentum and offer zero Physical Opposition, and cannot perform Shoves.

Vermin have a Structure Level of zero and zero Armor. Any attack that hits a Vermin kills it automatically, without having to make a Damage Roll. Tightly-packed groups of Vermin are especially vulnerable to Explosions and Arc Fire. If Vermin are Disrupted, units and objects of Size 1" or greater can crush any number of them underfoot with Trample Damage (9.5: Collisions). If the Vermin aren't Disrupted, a unit can choose one of them to try to stomp on, but must treat this as an Attack with Use:0. The Vermin can attempt to Bail out of the way if it wishes, or hope that the stomper Critically Fails his Attack Roll.

Vermin Attacks
Because Vermin are so small, they don't have the natural attacks of larger animals. They must rely on a Tiny Bite or Tiny Spit attack.

A Vermin's attack is painful but not particularly dangerous - it's only effective against unarmored Creatures of Structure Level 1 or less, and even then it only does 1 point of Damage (or 1d4-2 Poison Damage for Venomous Vermin). Creatures that have a higher Structure Level or are Armored can ignore Vermin almost completely. The Vermin cannot engage such a target in Close Combat at all, although they can still climb around on it and be struck by its Close Combat Attacks in return.

If a Venomous Vermin's Tiny Sting does zero points of damage or less, it fails to break the skin and the Poison effect is canceled.

When attacking in cooperation with non-Vermin allies, Vermin are subject to the usual Close Combat limit of three attackers for every inch in the target's Size, or else they risk being struck by their own allies' attacks. When a group of Vermin attacks by itself, it can ignore these limits, forming a swarm that can pile as many attacks onto an unarmored Creature as there are Vermin able to reach it.

A single point of Damage isn't enough to threaten most enemies, although the Cumulative Damage of several Vermin attacking together can bring down a full-sized minifig if they all make successful Bites at the same time. Vermin are more useful for tying up opponents in Close Combat in high enough numbers to inflict Skill Penalties, and to absorb attacks to protect higher-value allies.

Size 1": Minifigs and Their Peers

Creature SizeSize Action Action Move Move ArmorArmor Attack
Minifig 1" Action d6 5" 4 Hands: two-handed
Pig none
Dog / Wolf 8" Bite
Ostrich 10" Kick
Monkey 5" Spidering Hands: one-handedone-handedone-handedone-handed
Mountain Goat Ram
Octopus 5" Swim Claw
Stingray Sting

Natural Attacks
Attack Use Range Damage Notes
Bite / Claw 2 CC Action Die Action Die
may Grab on hit
Action Action d8 in Close Combat
Kick may Shove on hit
Ram may Shove on hit
may use as Charging Weapon
Sting Damage d4 Poison  

Size 1" Creatures are roughly equivalent to minifigs. Minifig bosses are unable to see a difference between their underlings and their livestock, and the minifigs themselves treat the animals as peers or even superiors.

Most Size 1" Creatures have a natural attack equivalent to a minifig's Hand Weapon, with an extra side effect where appropriate.

Size 2": Horses and Other Steeds

Creature SizeSize Action Action Move Move ArmorArmor Attack
Horse 2" Action d6 10" 4 Kick
Camel Kick, Tiny Spit
Unicorn Kick, Ram
Cow 5" Ram
Bear 8" Bite, Claw
Velociraptor Bite
Hippogriff 10" Flying Bite, Claw
Pteranodon Bite
Crocodile 5" Ground / Swim
Shark 10" Swim
Dolphin Ram
Sawfish Claw (faceblade)

Size 2" Creatures are variations on the Horse. All can be ridden as steeds, although the sea Creatures are tricky as they lack dorsal studs for mounting.

The natural weapons of Size 2" Creatures aren't any more powerful than those of Size 1" Creatures, but they sometimes have more of them.

Size 3" and Up: Great Beasts
Great Beasts often appear in multiple variations depending on origin. Dragons, in particular, have wildly different Sizes and abilities from individual to individual.

Creature SizeSize Action Action Move Move ArmorArmor Attack
Elephant 4" Action d6 8" 4 Ram
Rhinoceros 3"
Hippo 5" Ground / Swim Bite
Great White Shark 10" Swim
BURPman Action d4
5" 2Armor d10 Hands: two-handed
Three-Headed Dog Action d6Action d6Action d6
8" 4 Bite, Bite, Bite
Triceratops varies Action d6 8"
(Half Speed)
Armor d10
(Armor Plated head)
Stegosaurus Armor d10
(Armor Plated)
Kick (tail club)
T-Rex 8" Armor d10 Bite
Dragon unknown

Natural Attacks
Attack Use Range Damage Notes
Bite Weapon Size+1 CC Weapon Size×Action Die Action Die
may Grab on hit
Action Action d8 in Close Combat
Kick may Shove on hit
Ram may Shove on hit
may use as Charging Weapon

Great Beasts are less standardized than their smaller counterparts, and players may have to take their own measurements of Beasts' bodies and attack appendages to determine their stats and abilities.

A Great Beast's attack abilities are based on the Weapon Size of the appendage in use (8.1: Weapon Size). Elephants and mammoths have similar stats, for instance, but the elephant's tusks have a Weapon Size of 1" (Use:2, Damage:1 Action Die) while the mammoth's tusks are Weapon Size 3" (Use:4, Damage:3 Action Dice).