Chapter Eleven: Minifig Armies
|Controlling thousands of worlds across the Tharcan Galaxy, the M-Throne Empire is committed to using all means necessary to establish the Greater Good for all life-forms. No one has been able to define their "Greater Good" precisely, but their "all means necessary" is the largest assembled military force in intergalactic space.
from "M-Throne Imperial Army Overwatch"
Elements shown: LEGO
Every great civilization has learned through bloody experience to maintain a standing army of military professionals. These dedicated soldiers are the men, women, animals, droids, and miscellaneous extras who risk their lives (and the lives of as many innocent bystanders as possible) to destroy as much enemy property as they can in the name of their arbitrarily-assigned faction membership.
11.1: Minifig Specialists
|| Job Training
|The Cannon Fodder
|The Great Leader
|except where noted, all minifig Specialists have Action: , Move: 5", and Armor: 4, and are worth 1Ű.
* a CAP marked with an asterisk is required equipment for the Specialist.
** a Rider or Pilot is counted as part of his Horse or Vehicle, with no Unit Inch value of his own.
A fully-developed minifig military has a number of defined roles, from basic minifig grunts to highly trained Mediks and Snipers.
Each minifig has his part to carry out, whether on the front lines jumping on grenades to protect the vital strategic doughnut reserves, or back in mission headquarters performing vital doughnut consumption activities.
A handful of minifig Specialist roles have already been introduced in earlier chapters: the Hero, Mechanik, Heavy, Gunner, Pilot, and Medik, each with rules for their respective Specialties. As the mission objectives made up by Human players become ever more gratuitously convoluted and contrived, a minifig military requires a wider range of Specializations to keep up.
Budgeting and Equipment
Minifigs in the Minifig Specialists table have two new stats - Unit Inches (Ű) and CAP.
Unit Inches are used in BrikWars military budgeting, and can be safely ignored in most battles. Players only need to track Unit Inches in the rare cases when they want to balance teams or keep score, or when a Commander is calling in Reinforcements. Most Specialists are worth
A CAP, or Career Assignment Piece, is a piece of equipment that determines a Specialist's combat role. For many Specialists
Sadly, not every minifig in the BrikWars universe is cut out for military service. Whether due to physical, psychological, or philosophical weakness, many unfortunate individuals are denied the opportunity to take part in their factions' campaigns of mass destruction. Even so, this unhappy majority still has its purpose to serve. Without the teeming hordes of Civilians, who would construct the industrial centers to bomb? Who, like rutting vermin, would breed the next generation of soldiers? How would the military finance its operations without a large subscription base for their recreational wars on pay-per-view?
For minifigs, the blood, gore, and agony they inflict on their opponents is only half the fun. Piles of steaming enemy corpses are appetizers in anticipation of the main course of terror, disfigurement, and lifelong psychological trauma that they can bring about by staging battles in the midst of innocent and unsuspecting Civilian populations.
Civilians will almost never have any serious effect on the outcome of a battle (unless one of the Heroes refuses to fight until he gets some sushi, in which case his faction had better hope one of the local Professionals is a SushiChef). Civilians exist only to add casual casualties and a light-hearted body count, so there's no need to stress out over how their initial placement and control are handled. Players can just go with whatever their playing style suggests.
The Civilian Round
Unless there's an extra player who wants the task of controlling the Civilian population, the simplest way to handle them is to place all Civilian minifigs, Vehicles, and buildings as free scenery during battlefield setup. At the end of each round, after all players have taken their regular turns, they take a Civilian Round during which all players (regardless of whose "side" the Civilians are on) control the Civilians by Mob Rule (Endgames), taking turns picking an unused Civilian and directing him through his everyday mundane tasks. The Civilian Round can serve as a useful break to relax, step out to hit the refrigerator or bathroom, or explore the complex soap-opera melodrama of common Civilian lives in between rounds of more directed violence.
Civilians may occasionally form small armies of armed rabble, if the military's misbehavior gets them riled up enough. Civilians may sometimes even receive assistance from unaffiliated soldiers with whom they have shared pizza or nachos in the past. It can sometimes be fun to play out battles in which one or more armies has a large Civilian component, just to watch the Civilians get blasted to bits in the course of their futile attempt to make any difference whatsoever.
Most Civilians don't have sense enough to get the hell out of a war zone, and end up stumbling across streets filled with rocket fire and exploding vehicles on their way to work at the police departments, gas stations, and fast-food franchises that compose the majority of Civilian cities. Occasionally, Civilians will band together in riots and uprisings against government oppression or in support of their local sports team. Other times, they'll grow tired of the local warlords' continued raids for supplies and entertainment, and take it upon themselves to try and fend off the brigands. Regardless of the situation, a Civilian heading out onto the battlefield hasn't got much to look forward to besides getting splattered.
units are controlled by Mob Rule
A minifig suffering from the Civilized disability has very little ability to act in his own self-interest or follow through with consistent plans. Players use Mob Rule to take turns controlling as many Civilized units as they can tolerate during a special Civilian Round.
Even without any enemies to kill, Civilians still have jobs to do. A Civilian doing a job is treated as a Professional. Very few Professional jobs involve killing, and so all Professionals hate their jobs. The mark of a true Professional is that he'll drop his job at a moment's notice if there's a chance to engage in real violence.
Specialty: Job Training
improves Action die to for specific job-related tasks
Job Training makes a Professional slightly less incompetent, using his Specialty instead of his usual Action die for any job-related tasks. A Barista Professional, for instance, has a Civilian's regular d4 Action for non-coffee-related tasks, but a for operating an espresso machine, overcharging customers, and dodging awkward pick-up lines from hipster coffeeshop deadbeats.
The Professional is still subject to a Civilian's Civilized handicap; players take turns controlling Professionals in the Civilian Round along with all the other Civilians.
Infantry is the heart and soul of all BrikWars armies. An army's infantry units are responsible for operating the weapons and machinery of war, keeping score with their own accumulating corpses, and enjoying the spoils of victory in the rare instance that any of them survive.
It's possible, although inadvisable, to field infantry-free armies made up of automated machinery or strange otherworldly beings. But without a host of fighting minifigs and their hopes and dreams to see crushed and see splattered across the landscape, the exercise falls flat. Conveniently, the hopes and dreams of fighting minifigs are almost entirely concerned with splattering each other across landscapes, and so any ensuing splattery tends to be a satisfying experience for splatterers and splatterees alike.
(Chapter 2: The Mighty Minifig)
The minifig is the basic unit of BrikWars, and the foundation from which other Specialist minifigs are created. Although lacking the Specialties of more advanced units, minifigs can perform any basic function of combat to a competent degree - operating weapons, riding animals, piloting Vehicles, and committing battlefield atrocities with a standard Action .
A Worker is a special kind of Professional who works directly on behalf of his faction, rather than bumbling around with the other Civilians. All Workers are Half-Minded - either Programmed, Submissive, or Subjugated (10.1: Minds). They can be automatically converted and put to work by any new faction that captures them (possibly changing their Half Mind in the process - a group of Submissive construction workers might become Subjugated when captured by a hated enemy).
Specialty: Job Training
improves Action die to for specific job-related tasks
Like the Professionals, Job Training lets a Worker roll his Specialty rather than his regular Action die for any job-related tasks. Unlike Professionals, this enhanced Action is used for the benefit of the Worker's faction rather than for screwing around uselessly in the background.
The Cannon Fodder
Cannon Fodder are forgettable extras who exist only to absorb enemy attacks without risking anything of value. If players want an epic-scale battle without the stress of fielding minifigs who actually matter, Cannon Fodder make great filler.
Cannon Fodder can be set up with Spawners to respawn endlessly, because sometimes it takes multiple incarnations to really hammer home their disposability.
attacks do 1 point of Damage; Actions never go Over the Top; Effective Size 0" for many purposes; unit can Respawn endlessly but it doesn't matter
Cannon Fodder are Irrelevant. Their Actions never go Over the Top, and their attacks never do more than one point of Damage. The single point is enough to kill other Cannon Fodder and the occasional Size 0" Vermin, but it's largely ineffective against real targets unless used in Combined Fire with real minifigs operating real weaponry. Cannon Fodder (along with Vehicles or devices operated solely by Cannon Fodder) have zero Momentum Dice, zero Physical Opposition, zero throwing ability, and can Shove for a grand total of zero inches.
Cannon Fodder come equipped with one Ranged or Close Combat Mook Weapon, which are just as Irrelevant as the Cannon Fodder. Even if regular minifig picks up a Mook Weapon, it still does a maximum of one point of Damage.
When a Cannon Fodder is killed, he and his Mook Weapon can be left where they fall or removed from the battlefield, and no one notices or cares. Their corpses may flash in and out a few times before fading away, or turn upside-down and fall off the bottom of the screen while a point total rises above their place of death. On the following turn, a new, identical Cannon Fodder can appear in a designated Spawner area, and nobody notices or cares about that either. They're just that Irrelevant.
Depending on the players' tolerance for more Cannon Fodder, a player can set up one Spawner area for each Cannon Fodder in their army. Depending on the genre, new Cannon Fodder might emerge from a barracks tent, a teleportation portal, a troop transport, or a summoning pentagram. Spawners operate according to plausible deniability - as long as enemies can't prove that there aren't any more Cannon Fodder inside, there are always more Cannon Fodder inside. As soon as an enemy unit either touches or attacks the inside of a Spawner, however, the Spawner is "cleared" and no more Cannon Fodder can emerge from it.
required item: any one-handed weapon
A Skirmisher is a quick and lightly-armored minifig specializing in harassment, evasion, and avoiding responsibility or consequences. Skirmishers are useful for pinning down clumsier foes with open attacks followed by flimsy evasions like "it was just a joke," "it's not my fault you're so sensitive," "I'm sorry if anyone was offended," and the classic "I'm just going out for some cigarettes." The stupider the excuse, the better for keeping targets confused and off-balance while the Skirmishers escape repercussions.
unit can Withdraw from Close Combat freely without drawing Counterattacks
A Skirmisher has professional Harassment training, allowing him to Withdraw from Close Combat freely after making a single one-Handed attack.As long as he Withdraws to a distance outside of the reach of his opponents' Close Combat weapons (including any Angry Inches), he escapes consequence-free, without drawing the usual Counterattacks.
Skirmishers only use one-handed weapons and equipment. A Skirmisher who equips larger items, or whose movement is reduced to Half Speed for any reason, is unable to use his Harassment ability and must suffer Counterattacks as normal when Withdrawing.
required item: any Optics Tool
(F.3: The Scout)
The Scout is an ultra-paranoid minifig with a sixth sense for navigating Field Hazards, detecting hidden enemies, and Marking targets for allied attacks. To take advantage of his Specialties, he must carry an Optics Tool like a telescope or binoculars.
Action when rolling vs. Field Hazards; stops safely before setting off Concealed Hazards for self and others
Scouts have the Pathfinding Specialty, which allows them to safely navigate Field Hazards (Chapter F: Field Hazards). A Scout rolls his Specialty for any Action Roll involving a Field Hazard or Trap.
When traveling or leading other units in single file through a Concealed Hazard, the Scout rolls his to see how many inches they can safely travel during the turn. He can then stop at that distance without setting off the Hazard.
automatically detects hidden or invisible units, Traps, and Triggers; allows Marking of a target for allied visibility and a +1 Action Bonus to Ranged Attacks
A Scout also has the Tracking Specialty. A Scout's intense paranoia allows him to see all hidden or invisible objects within his field of view, including units, Traps, and Triggers. Any unit or target visible to a Scout is also visible to all allied units, even if they don't have a line of sight to the target.
Tracking allows Scouts to spend an Action to Mark a single target within 8" that they can see. Until the beginning of the Scout's next turn, the target is considered visible to all allies, and they recieve a +1 Action Bonus when making Ranged attacks against it.
required item: a Heavy Shield
Phalanx minifigs specialize in coordinated use of Heavy Shields in formation with other Phalanx minifigs. Greek hoplites, Viking raiders, and militarized riot police are all examples of Phalanx units.
Specialty: Shield Wall
units can cooperate to form a Shield Wall, automatically Parrying all Damage from one direction
If a Phalanx minifig is in formation with one or more other Phalanx minifigs, all with Heavy Shields pointed in the same direction, then they have formed a Shield Wall.
While protected by a Shield Wall, all Damage from the other side of the Shield Wall is automatically Parried, without spending any of the minifigs' Actions or Counters. Individual Phalanx minifigs can't use their Shields to Parry damage from any other direction without breaking the Shield Wall.
When in a Squad, minifigs cannot be forced to engage in Squad Melee through their Phalanx's Shield Wall. If they are forced to engage in Melee from an attack on one of their non-Shield-Wall sides, or if they choose to drop the Shield Wall and engage in a Melee voluntarily, the Shield Wall is broken and any Shield Wall benefits are cancelled for as long as they are in Melee.
A Phalanx can open and close a Shield Wall very quickly in order to let allied units pass through unhindered without losing their Shield Wall advantages. A group of Skirmishers coordinating with a Phalanx can be great for popping through a Shield Wall to Harass enemies on the other side before escaping again.
units Marching in formation ignore Movement penalties from Heavy Armor while walking
If a Marching minifig is in a Squad with at least one other Marching minifig, they can March in formation, walking at normal speed and ignoring Movement penalties from Heavy Armor. Marching is walking only - units cannot jump, Sprint, or climb in the same turn as Marching, although they can still Bail if necessary. Marching does not cost an Action.
required item: a minifig Long-Ranged Weapon
The Marksman is a minifig who specializes in combat with handheld Ranged Weapons. Medieval longbowmen, digital disc-throwers, and halfling slingers all fit into this category.
can Aim a Ranged Attack as a Full-Round Action, using a Specialty to replace the Action Roll, replace a Damage die, or to add inches to Range
Marksmen have the Aiming Specialty, granting them a Specialty they can use to increase the effectiveness of a Ranged Attack.
When Aiming, a Marksman can make a single Ranged attack with a Short- or Long-Ranged Weapon, or an AutoGun set to single fire. Aiming is a Full-Round Action; the Marksman can't use any Move inches during the turn. As long as his Aiming isn't interrupted (a single point of Damage or inch of KnockBack is enough to ruin a Marksman's Aim), the Marksman can use his Specialty to either replace his Action die for the Action Roll, replace one of the weapon's Damage dice, or add inches to the weapon's Range.
required item: a minifig Long-Ranged Weapon with a scope attached
When young minifigs are diagnosed with farsightedness, they're sent away to special summer camps under the supervision of carefully-trained Mediks who screw up their eyeglass prescriptions to cause even-farthersightedness. This makes the patients unbearably clumsy for close-up work, but preternaturally precise at a distance. As a side effect, they also gain a tolerance for lots and lots of camping - perfect candidates to become Snipers.
can Snipe with a scoped Long-Ranged Weapon as a Full-Round Action, Automatically Hitting targets at least 5" away
As a Full-Round Action, a Sniper can Snipe with a scoped Long-Range Weapon. The weapon must have a physical scope built onto it, even if the Sniper has to steal a Scout's Optics Tool and a Marksman's Long-Ranged Weapon and combine the two himself.
When Sniping at a target five inches away or more, the Sniper doesn't have to make an Action Roll - every shot is an Automatic Hit, no matter how ridiculous or unlikely. The Damage can still be affected by Out of Range penalties, and RedShirts can still intercept the shot, but the Sniper's aim is always perfect.
Like an Aiming Marksman, the Sniper can't use any Move inches during the turn, and his Sniping abilities are canceled if he's interrupted. Because his field of view is so constrained, he's treated as an inanimate object while Sniping, and he can't Parry enemy attacks or make Response Actions of any kind.
(8.1: Weapon Size)
required item: any Too Big weapon
The Heavy is a physically powerful minifig who can perform inadvisable feats of strength as long as he doesn't have to move anywhere at the same time.
when standing still, can use Weapons 1" larger than normally allowed
Whether due to superior strength, coordination, or the superhuman determination that rises from crippling insecurity, Heavies are able to wield larger weapons than other minifigs thanks to their Compensating ability. As long as a Heavy doesn't use any Move inches during the turn, he can lift, operate, and throw objects 1" larger than usual, and he's treated as having a Size of 2" when resisting Grabs, Shoves, and Collisions.
Most often, Heavies use Compensating to weild and fire a 2" Ranged Weapon, but it also allows the use of larger Close Combat Weapons. A Compensating Heavy can wield Heavy Weapons as if they were Hand Weapons, Two-Handed Weapons as if they were Heavy Weapons, or a Size 3" Melee Weapons as if it was a Two-Handed Weapon.
Minifig-level units running around generously gifting each other with horrible injuries and death are the easiest for Human players to empathize with, but they're far from the most powerful. Siege-level Vehicles, Weapons, and steeds bring the heavy piles of dice, and all of these larger Creations benefit from the Actions of specialized minifig Operators.
required item: a Horse or other steed
While any minifig can ride a Horse, the Rider is an experienced horseman who fights as one with his steed. Riders are most often found on the back of some variety of Horse, but their Actions apply to any vehicle or mount, from dragons to riding lawn mowers to assault helicopters.
can control a Horse and make attacks from horseback as part of a single Action
Where lesser minifigs have to choose between either controlling their steed's Movement and weapons or fighting with their own minifig weapons in hand, a Rider has the Horsemanship to do both at once, as naturally as if they were a single unit. In Close Combat, Riders and their mounts can Counter and take attacks for each other at will.
When a Action Roll is called for, the mount always uses the Rider's Action die, regardless of whose is larger.
required item: any Vehicle
All minifigs can operate vehicles, but only a Pilot can show how they were meant to be driven. Whether anyone else agrees that forklifts and hot air balloons were meant to be driven that way is immaterial.
Specialty: Stunt Driving
once a turn, defy a controlled Vehicle's Movement limitations for up to Stunt Inches
Even compared to other minifigs, Pilots lack any sense of self-preservation. Once per turn, a Pilot can harness this advantage to violate the laws of both physiks and courteous driving to pull off a Stunt Driving maneuver.
The Pilot declares the Stunt he's about to pull, measures how many inches this will push the vehicle beyond its sane performance limits, and rolls his Specialty . If the number rolled is equal to or higher than the number of Stunt inches needed, then the Stunt is successful.
If not, then the number rolled is the numer of inches for which the Stunt succeeds, and the remaining inches are given to an enemy player to use as Thrust against the vehicle while the enemy explains how the Stunt failed disastrously.
(8.6: Manning Guns)
required item: must be assigned to a mounted weapon
All minifigs love firing mounted weapons, regardless of which direction they're pointed or what gets destroyed in the process. In the occasional instance where accuracy is required, a team of trained Gunners can make the difference between hitting picked targets and blowing oneself up at random.
Action with mounted weapons; allows Gunnery Support Action
For any Action Roll related to the use of a Weapon mounted on a Creation, Gunnery allows the Gunner to roll his Specialty rather than his regular Action die.
Gunners can spend their Actions to provide Gunnery Support to another unit operating a large Weapon, granting cumulative +1 Attack Bonuses to fire. The number of minifigs in the firing team (the firing minifig, plus the minifigs providing Gunnery Support or Assistance) is limited to the number of inches in the Size of the Weapon, and each minifig must be able to access the Weapon or a working set of Controls for it.
As long as the Weapon keeps firing at the exact same point, and neither the Weapon or the target move, the Attack Bonuses from Gunnery Support continue until the Weapon moves or aims somewhere else. Each turn that the firing team fires the Weapon at the same target, they can Home In, adding additional Gunnery Support to the continuing Attack Bonus from the previous turn. Any Critical Failure cancels the Homing In bonus and requires the Gunners to start over.
Fighting battles is hard work, and all elements of a military force can use some Support. Whether stapling misplaced limbs back onto soldiers, bolting misplaced thrusters back onto rocket ships, or mixing things up and duct-taping misplaced rockets onto the soldiers to make rocket soldiers, Support units are on the job to restore units' capacity for aggression in order to keep violence flowing freely.
The Specialties of most Support Units depend on a successful Construction Action (7.3: Field Construction). To initiate a Construction Action, a minifig spends an Action and immediately goes On Break, doing nothing else for the rest of his own turn. From the end of that turn to the beginning of his next turn, the minifig can do their Specialty work during the time when any opponent is taking their turn. Mechaniks build new creations, Engineers modify existing ones, Mediks perform improvised surgeries, and Cybernetiks commit crimes against nature. At the beginning of the Specialist's following turn, or whenever they're interrupted by Damage, Disruption, or death, their Construction Action ends immediately and they're stuck with the results of their labor.
required item: must be assigned as an assistant to another Specialist
Support units work tirelessly behind the scenes to keep their armies running. Behind those units are the Support units' Support units, who work tirelessly to keep the Support units running. Teks are the nurses, secretaries, grad students, unpaid interns, and other assistants who do all the actual work so that their superiors have something to steal the credit for.
use Action to boost another Specialist's Specialty die
A Tek's job is to give Assistance to other Specialists, increasing their Specialty die by one die size. With a Tek's Assistance, a Medik's Ker‑Triage! Roll or a Mechanik's Construction Action can be made with a rather than a , for example.
Assisting other units costs the Tek's Action, and the Tek must be within arm's reach of either the Specialist unit they're Assisting or the target of their Specialty die roll. Only one Tek can assist with any Specialty die roll. Teks cannot give an Assistance bonus to Commandos.
(7.3: Field Construction)
required item: a Mechanik's Tool
Throwing construction bricks together into inadvisable creations crammed full of violent potential is almost as fun as using them to destroy each other afterwards. Luckily for the Mechanik, the Mechanix' Union reserves all the best constructions for its dues-paying members, or else everyone would be building them.
Specialty: Mechanikal Aptitude
allows a Construction Action to build or repair Creations on enemy turns within a radius of inches
Using Mechanikal Aptitude, a Mechanik with an appropriate Mechanik's Tool in hand can use his Action to declare a Construction Action. At the end of his turn, while opposing players are taking their turns, the Mechanik gets to work. The Mechanik makes a roll on his Specialty , and can use any loose bricks and parts within that many inches to build, repair, and modify Creations.
Newly-built objects are Field Constructions, with a Size equal to their physical size in inches, a Weight class of ½ and Armor of 1d6, and a Move of 2" per usable Propulsion Element. Stats for Weapons and other devices are based on their apparent type and Weapon Size, but may be subject to negotiation among the players.
Mechaniks can also use a Construction Action to build continuous Patches of bricks on an object to perform Patch Repairs, repairing a damaged object's Size Damage. To reduce Size Damage by one inch, the Size of the Patch must be one inch larger than the object's current Effective Size.
The third use of a Construction Action is to Dissassemble Creations, allied or otherwise. Rather than collecting new bricks, the Mechanik stands next to the object to be taken apart, and gets to work. At the beginning of his next turn, if he was able to work on the object continuously without interruption, the Mechanik rolls his Specialty . If the roll is higher than the object's Weight class, then the Mechanik can immediately detach that many construction elements, up to 1" in Size apiece, or a single construction element up to that many inches in Size. Otherwise, the object was too difficult to take apart right away. The Mechanik can continue to attempt Disassembly on subsequent turns.
required item: an Engineering Tool
There is a species of minifig for whom no matter how good something is, they know how they could make it better - usually by making all the other parts worse. Tunnel-visionaries with the ability to hold themselves oblivious to the big picture for the sake of optimizing tertiary features have what it takes to become a successful Engineer.
allows a Construction Action to Rationalize modifications to existing objects and devices
No matter how misguided, counterproductive, or insane the Engineer's ideas may be, his Technical School training ensures that they will always at least be Technically Correct. Thanks to atomistic reductive problematization, punctilious obfuscatory jargonizing, and a slavish fetishization of the ill-advised meddling that derives therefrom, the Engineer is able to "solve" any problem with the power of Technobabble (or his culture's verbal equivalent). Engineers and internet debaters alike call this technique Rationalism, and will happily list a hundred reasons explaining why the entire rest of the world is wrong in thinking there's nothing rational about it.
Using a Construction Action, an Engineering Tool (usually coffee), and the power of Rationalism, an Engineer can Rationalize performance tradeoffs that make no logical sense, rerouting a Specialty from the samoflange distributors to the subspace induction processor core in complete contravention of the warranty and the laws of Physiks, and with no regard for whether the object has samoflanges or subspace induction to begin with.
|Vehicles and Structures
||Supercharged: + to Power
||Fuel Efficient: - to Power
||Creations with 4 or more Power
||Turbocharged: +" to Move or Thrust
||Comfort Ride: -" to Move or Thrust
||Creations with 4" or more Move or Thrust
||Reinforced: + to Armor
||Easy Access: - to Armor
||Creations with Weight:1 or more
|Weapons and Devices
||High Precision: one Action reroll per use
||Sawed Off: + to Use
||Devices with Use ratings
||Long Range: +" to Range
||Close Quarters: -" to Range
||Devices with 4" Range or more
||High Powered: + to Damage or Effect
||Surgical: - to Damage or Effect
||Devices with a Damage or Effect
measured in dice or numbers
||High Caliber: + to Max Payload Size" and Xsize
or to Max Ammunition XSize
|Low Impact: - to Max Payload Size" and Xsize
or to Max Ammunition XSize
|Devices with a Max Payload or Max Ammuntion
of Size:4" or XSize:4 or more
In order to properly Rationalize a performance shift, an Engineer must have an Engineering Tool and access to the working parts of the device he's Rationalizing. He declares his Technobabble justification, selecting one positive Mod and one negative Mod, and takes a Construction Action.
At the beginning of his following turn, if his Construction Action wasn't interrupted, the Rationalization is successful, and the positive and negative Mods are both applied. He removes one or more pieces from the Rationalized object and attaches them to a different part of the object, to show that it's been modified. (If the object doesn't have removable pieces, he can add a new element at random.) Neither the Technobabble nor the modification are required to make any sense whatsoever.
If the Construction Action is interrupted, then the Rationalization is incomplete. The Engineer removes one or more pieces from the object and does not reattach them. The object now has the negative Mod applied, but not the positive Mod.
Incomplete Mods can be completed and existing Mods reversed by Engineers with another Construction Action. They can also be destroyed by Component Damage to the moved pieces, canceling the positive Mod but leaving the negative Mod in effect.
A Creation or device can only have one Rationalism Mod at a time, but Engineers can switch the Positive and Negative Mods around at will with new Construction Actions.
Rationalism Mods are reliably unreliable. As long as the Mod is intact, the Positive and Negative s are rolled again on every turn the devices are used.
(10.2: The Medik)
required item: a Medikal Tool
A minifig's greatest value is in his capacity for suffering horribly for the entertainment of Humans, but there are hard limits to how much abuse he can take before falling over dead. The Medik is the minifigs' attempt to address this shortcoming.
allows a Construction Action to roll on the Ker‑Triage! Table to revive fallen minifigs and Creatures
In the heat of battle, there's no time to mend wounds or heal injuries. Thankfully, literal weeks of Medikal training allow a Medik to perform Ker‑Triage!, instantly assessing the number of limbs he needs to amputate to get a fallen minifig or Creature back into combat and fighting again.
When operating on a fallen minifig or other Creature, the Medik takes a Construction Action and begins operating.
At the beginning of the Medik's next turn, if his Construction Action wasn't interrupted, he rolls a (if he's using a proper Medikal Tool) or a (if he's improvising with a bladed weapon or other cutting tool) and amputates the number of arms, legs, and/or heads indicated by the Ker‑Triage! Table. If the patient loses its last remaining head, then it's permanently dead and no further Ker‑Triage! can save it. Otherwise, the Creature can jump up with whatever limbs it has remaining and take its Movement and Action as usual on its following turn (or immediately, if the Medik rolled a six or better). Minifigs and minifig-sized Creatures are brought back up to full strength, minus whatever limbs they lost in the process. Larger Creatures are brought back up to an Effective Size of 1".
If the Medik's Construction Action is
interrupted, he still makes the Ker‑Triage! Roll and removes the number of limbs indicated, but the patient is not revived. As long as the patient still has at least one head, the Medik may continue attempting Ker‑Triage! on subsequent turns.
required item: a Science Utensil
Haphazard repairs to machines and minifigs may be enough to satisfy Mechaniks and Mediks, but such petty tinkering holds no interest for the Cybernetik. His desire isn't to play god, but to outrage the widest variety of existing gods at once, and as frequently and thoroughly as possible. Rather than fixing damaged mechanical and biological assets, he uses the opportunity to graft them together in the most unnatural and offensive ways he can devise.
Specialty: Mad Science
allows a Construction Action to combine mechanikal and biologikal creations within inches
Using Mad Science and a proper Science Utensil, a Cybernetik can declare a Construction Action to begin combining mechanical and biological parts in direct contravention of minifig decency. His Construction Action is similar to a Mechanik's, except that he can only attach biological parts to mechanical ones, and vice versa. He will never attach machine parts to machines, or biological parts to biology - not because he lacks the skills, but to do so would go against his code of violating ethiks (and against the strict trade agreements imposed by the Mechaniks' Union and Mediks' Association).
During a Mad Science Construction Action, a Cybernetik can utilize and combine all loose mechanical and biological parts within inches. He can, for instance, add an antenna to a decapitated soldier's neck to control the body by remote, and attach the soldier's head to a hot dog cart to give it a Mind of its own. He could graft the hot dog cart's wheels to the torso of the hot dog vendor to replace his amputated legs, and graft the hot dogs onto the soldier's assault rifle for no reason whatsoever. The resulting monstrosities receive the same stats as a Mechanik's Field Constructions (7.3: Field Construction), with any newly reanimated Minds treated as Incompetent () and suffering from Stupidity (10.1: Minds).
11.6: Elite Units
The minifigs whom all the other minifigs wish they were aren't the minifigs making the strategic decisions. They're the minifigs who ignore those minifigs' decisions and spend the battle doing (and wearing) whatever they want. Elite units are answerable only to themselves, despite what their so-called superiors may think.
Not all minifigs play well with others. The only reason any of them can claim to is because a minifig's idea of "playing well" includes open combat. Even against that standard, there are antisocial loners who fall short. When a minifig is so tired of dealing with his peers that he can't even join them in cooperative homicide, he inevitably takes off his underpants and goes Commando.
Specialty: Field Training
can copy any ally's Specialty marked with a Specialty die, using a Specialty die one size smaller
A minifig going Commando is much less restricted than other Specialists. Thanks to his independent nature and extensive solo Field Training, the Commando has enough field knowledge of his allies' major Specialties to strike out on his own and not have to put up with any of them. He has a basic familiarity with any of their Specialties marked with a Specialty die, but not a mastery of any of them - when he copies a Specialty, he uses a Specialty die one size smaller.
The Commando can only copy Specialties that were possessed by at
least one of his allies at the beginning of the battle - otherwise, his teammates don't know the techniques, so he never had a chance to learn them. An army that sends a Cybernetik into battle has proven that they're familiar with Mad Science , and that they think it's an important battlefield capability; it makes sense when their Commando tries his half-assed Mad Science on his own. By contrast, in an army without a single Engineers and his Rationalism , a Commando can't suddenly reveal a skill in Rationalism .
Tek minifigs can't use Assistance to improve a Commando's copied Specialties. If Commandos wanted to accept help from a teammate, they wouldn't have become Commandos in the first place.
(Chapter 6: Minifig Heroes)
The Hero transcends the limitations of lesser minifigs by strength of personality and the power of a fashionable wardrobe, so long as an ego blown out of all proportion counts as a personality and a complete absence of restraint counts as a fashion.
Specialty: Heroic Ego
(+1Ü): can take one Heroic Feat per turn appropriate to his Cliché; can inspire nearby friendly units (within an Action Roll worth of inches) to RedShirt and take Damage meant for the Hero; becomes Cranky in the presence of other Heroic units or items
Rules, restraints, and logik are beneath the Hero and his massive Ego. Once per turn, he can ignore them completely
in a Heroic Feat appropriate to his Heroic Cliché, and more often than not, they'll ignore him right back. The Hero's player declares the Feat and its results and rolls 1d6. One opponent offers their competing idea about what the results of such an attempted Feat would be, usually much less favorable to the Hero, and also rolls a 1d6. If the Hero's player rolls higher, or if the rolls are tied, then the Feat succeeds. If the opponent rolls higher, than the Feat fails, with whatever consequences logically result.
Taking Damage is also beneath a Hero, who has neither the time nor the inclination to bleed. When a Hero is about to be struck by incoming Damage, the Hero rolls his Action . If there's an allied unit within that many inches, they become a plot-convenient RedShirt and jump in the way instead, knocking the Hero out of the blast radius if necessary.
Of all the things that are beneath a Hero, sharing a battlefield with Heroic teammates is the beneathest of all. Enemy Heroes are good for killing, and Heroes on allied teams are good for dramatic betrayals, but another Hero on his own team is an insult that no Hero can overlook. There can only be one star of the show, and he doesn't like getting upstaged. If a single player fields multiple Heroes, then their clashing Egos make each of them Cranky, and the more Heroes there are, the Crankier they get.
For every other unit on his team with a Heroic Ego or a Heroic Artifakt, a Hero's Action die is reduced by one size, to a minimum of . This penalty for Crankiness only remains in effect while the other Heroic units on the team are conscious. As the other Heroes and Artifakt-holders are knocked out or killed, the penalty is lightened accordingly. (If the Hero arranges to neutralize the co-headliners himself, all the better.) The penalty is reinstated if an incapacitated Hero is revived or if new Heroes arrive.
|In the Core Rules, players can only field a single Hero each. In MOC Combat, they can have as many as they like - not just Heroic minifigs, but Heroic weapons, Heroic Vehicles, Heroic Creatures, or Heroic household appliances. While perfectly legal, larger numbers of Heroes offer diminishing returns, due both to Crankiness penalties and limitations on Heroic Feats.
Regardless of how many Heroic Feats a player has available, they can only attempt one Feat per turn. Like a regular minifig's Response Action, if a player doesn't use their Feat during their own turn, it can be used as a Response Feat during another player's turn at no penalty. Feats can't be "saved up" between turns - at the beginning of the player's next turn, they will once again have a maximum of one Feat to spend.
If multiple Heroes or Heroic Artifakts are attempting a combined Heroic Feat, their player rolls a separate d6 for each of them, and keeps the highest roll. The opposing player still rolls one d6 to oppose the Feat.
can make different Close Combat maneuvers with each hand or held object; can use any held object to Parry Close Combat attacks and thrown objects; can Counterstrike in response to any active maneuver
Further down on the list of things that are beneath the Hero, Close Combat weapon categories are also beneath the Hero. For a Dueling Hero, any object can be used to beat down foes and Parry their attacks. A Hero can use any held object to Parry Close Combat attacks and Thrown Weapons.
Even Close Combat maneuvering restrictions are beneath the Hero. He can perform as many different Close Combat maneuvers in a turn as he has hands to perform them with, and he can Counterstrike after every opponents' active maneuvers as if they had attempted to Disengage. He's still limited to using each hand or held object once on each player's turn.
11.7: Command Units
While not Heroes in their own right, there are certain minifigs that
are possessed of a pigheaded mindset that leads them to push their comrades harder than most would find sensible or even conscionable. When confronted with their own lack of accomplishment or ability, they only increase the pressure on everyone around them in response. The fine art of keeping the focus on whether other minifigs are doing their jobs, and as far away as possible from their own performance, is what separates a minifig cut out for Command from his productive peers.
An Officer lives to tell other minifigs how to do their jobs properly. No matter how much skill, talent, and experience a group of minifigs has, and how much nothing whatsoever the Officer has in comparison, the Officer is compelled to micromanage and critique them relentlessly in order to justify his slightly fancier uniform. Army sergeants, pirate first mates, corporate middle managers, and art directors are all examples of Officers.
The Officer is lost without other minifigs to boss around, and his entire existence revolves around his Squad (11.9: Squads). When he's part of a Squad, his dumb ideas are mitigated by the smarter underlings carrying them out. Whenever an Officer isn't part of a Squad at the beginning of his turn, he's subject to Stupidity like other Incompetent units (10.1: Minds).
can spend an Action to improve the Action dice of his Squad mates by one die size, up to , for one shared Action
The Officer's one advantage is his natural ability to foster Coordination among the members of his Squad, pushing them to all-new slightly-improved levels of performance. Once per turn, the Officer can spend an Action to give detailed directions and managerial feedback to the Squad, creating a momentary spirit of solidarity and unity among the Squad members as a direct effect of their shared irritation at his incredible uselessness and terrible ideas.
Coordination increases the effectiveness of combined Squad Actions. As long as at least two Squad members are participating in an Action together, their Action dice are increased by one size for that Action, up to the Officer's Specialty die size of . This is especially useful when an Officer leads a Squad into Close Combat, where their amplified Action dice increase their chances to hit, the Damage they inflict, and their ability to Counter their opponent's responses.
Coordination is not cumulative. No matter how many Officers are annoying the Squad, their Action dice aren't increased more than one size. If a Tek is Assisting the Officer, the increase isn't any larger, but the maximum die size is raised to a .
required item: a Motivational Tool
While other minifigs are toiling away to achieve objectives and destroy enemies, the Leader is a visionary who see the bigger picture: combat is meaningless without an audience, and the audience deserves to be entertained, and as long as someone's going to be entertained then it might as well be him.
Using music, dancing, gymnastics, and speeches - whatever it takes - a Leader Inspires the forces around him to ever more spectacular feats of chaos and destruction for the sake of his own front-row-seat experience.
can spend an Action and use a Motivational Tool to grant a Action re-roll or to add to a stat for a target unit or Squad
A Leader's job is to get his allies pumped up for combat. An extra surge of motivation at the right moment can get them to push past normal limits and succeed where they might have failed, or succeed excessively and ridiculously where they might have only had a boring regular success.
A Leader's ability to create Inspiration is based in his dedicated Motivational Tool. For political rabble-rousers it's the MegaPhone, for war drummers it's the WarDrums, for cheerleaders it's the Pom-Poms, for sports mascots it's the Furry Costume, and for heavy metal lead guitarists it's the Electric Guitar.
Using his Motivational Tool, a Leader can spend an Action to target any unit or Squad in his field of view within ten inches for a of Inspiration. He can roll this die and give them the result an Inspiration bonus to one stat for the turn: adding Move inches, points of Armor, or points of Power.
If he wants to boost his targets' Actions instead, he can give them the as a backup Action die for the turn. Whenever they make an Action Roll, they roll their own Action die and the Inspiration and keep the higher of the two rolls.
required item: a Communications Device
After all the other minifigs have picked their careers and started their training, any undecided minifig left behind is bagged up and hauled away by benevolent handlers to a forced logistiks boot camp. His inability to commit to a course of action indicates a bright future as a Commander.
Specialty: Strategic Intervention
after a successful kill, spends an Action to add one brick to a Strategy Pile, which can then be spent on a Strategic Intervention
Minifigs in the field look to the Commander to offer strategic direction and coordination. He doesn't have any to offer; he's only there to create the illusion that a plan exists. The Commander's job is to stall for as long as he can, keeping his options open until the last possible minute before calling in a Strategic Intervention.
Using a Communications Device, the Commander can spend an Action to relay information to a distant headquarters on any turn in which his team kills an enemy unit at least one inch in Size. (The minifigs at headquarters have no interest in battle reports that aren't about killing something, even if there are lots of pictures.) The Commander's player adds one brick to his Strategy Pile, held off to the side of the battlefield. When the Commander is ready to call in one or more Strategic Interventions, he can start spending these bricks on Reinforcements and Strategic Bombardment.
|Players can agree to give their Commanders access to other sources of Strategic income and deployment options, depending on the players' tolerance for house rules and desired style of play.
Extra Strategy Pile bricks can be looted from battlefield treasure caches, carried over between games, or harvested by Workers, and then be made available to Commanders as a backup supply for their Strategy budget.
Production facilities staffed by the appropriate Support units can construct new Reinforcement units, and teleportation chambers and magic portals can beam them in directly rather than having to summon them from the edges of the battlefield.
|Commanders and Campaigns
|In a regular BrikWars battle, Commanders are free to call in whatever Reinforcements and Strategic Bombardments the players can think of on the spur of the moment. In campaign play, they're limited to the units and weapons available in their Faction's Army (Chapter 12: Campaigns). These
Strategic Interventions aren't subject to a Faction's usual limits on force deployment - the units and weapons are activated by the Commander's Strategy bricks, not by the Faction's Alert level, Glory, or Sacrifice.
Reinforcement units are pulled directly from the Army. Strategic Bombardments depend on the Army having an undeployed Launcher or flying unit armed with Explosives of the appropriate Explosive Size for the Strategic Bombardment, either to launch from off-map, drop in a high-altitude bombing run, or fire in an airstrike. The attack uses the Strategic Bombing stats rather than the stats of the Launcher or Explosive weapon.
If a Faction has lost its campaign Headquarters, the Commander has no central headquarters to coordinate Strategy with and can't use his Specialty abilities.
When a Commander calls in Reinforcements, he can spend bricks from his Strategy Pile to bring in new units and equipment. The new units enter from any edge of the battlefield under friendly control - that is, any part of the battlefield edge that's closer to an allied unit than it is to any enemy units, and with no enemy units within ten inches. Reinforcements are placed on the battlefield at the end of the turn they're called in on, and take their Movement and Action on the following turn.
|Depending on how much of a hurry the players are in, and how many loose bricks they have immediately at hand, players with Commanders may want to build some or all of their potential Reinforcement units in advance, or construct ad hoc Reinforcements during their opponents' turns.
Each spent Strategy brick buys one Unit Inch worth of Reinforcements (Ω.1: The Budget). If players aren't using Unit Inches for budgeting, each spent Strategy brick buys one properly-equipped minifig, Specialist, or Horse, except for Heroes and Great Leaders, which cost two Strategy bricks.
||Damage or Effect
| Explosive Size is measured in construction bricks rather than inches.
||arrives one turn after firing
When a Commander calls in a Strategic Bombardment, he can drop one or more Explosives onto any target Marked by an allied Scout, launched from Strategic weapons located somewhere off the map. Depending on the battle, these might be offshore deck artillery, flyby jet airstrikes, orbital death satellites, or powerful wizards launched overhead by magikal trebuchets.
Like long-distance Payloads fired from a high-powered Launcher, the Explosives take a full turn to arrive (8.4: Heavy Explosives). The attacking player places a marker at the intended impact point and waits. At the beginning of the following turn, a distant Gunner makes a Action Roll against the Use rating of the Strategic Bombardment (or several Action Rolls, if the Bombardment is broken into multiple smaller Explosives instead of a single large one) to see if the Explosive struck its target, or how many inches it missed by.
The Great Leader
Not every army is blessed with the presence of a Great Leader, but when one appears, he's a wonder to behold. Charismatic, dynamic, and always sporting the fanciest hat his civilization has to offer, the Great Leader can do no wrong. The reason the Great Leader can do no wrong is because if anything does go wrong, it's always someone else's fault, and the Great Leader is on the spot to grandly and magnanimously inform everyone of exactly which minifig is responsible - a minifig who's definitely not him.
The Great Leader is beloved by his minifigs because he always lets them know who to hate and why. He catalogues every enemy insult and transgression, and assigns blame for every allied shortcoming, even if he has to make them up whole cloth.
An army can only have one Great Leader.
(+1Ü): can ScapeGoat subordinate units; can make a Great Speech to convert casualties into Outrage Bennies
Any run-of-the-mill Leader can view their subordinates as expendable assets. It takes true Megalomania to see their deaths as the valuable political capital they are - the more casualties, the better.
By throwing subordinates under the bus and sensationalizing military losses, the Great Leader can stoke Outrage among his followers that drives them into ever-greater heights of frenzy and adoration.
Once a turn, a Great Leader can ScapeGoat any subordinate unit that hasn't taken its turn yet, blaming them for failures real or imagined and inspiring the troops with his decisive leadership. The Great Leader finds the ScapeGoated unit guilty of treason, sentences it to immediate execution on sight, and hands control of it to an enemy player of his choice.
Because the ScapeGoat unit hasn't taken its turn yet, it immediately does so, interrupting the Great Leader's turn until it's used its full Movement and Action in an attempt to either escape or take revenge. From that point forward, if it survives, it takes its turn with the team of the enemy player now controlling it.
The unit's involuntary betrayal doesn't go unnoticed. The Great Leader's team receives one Instant Outrage Benny against that enemy for each inch in the ScapeGoat's Effective Size (including the Effective Size of any Creature or Vehicle the unit was operating when it was ScapeGoated), and each Instant Outrage Benny is worth a die size equal to his Action die.
Whenever the Great Leader's forces take casualties, he adds one brick to his faction's Outrage Pile for each minifig killed.
Once per battle, he can use this accumulated Outrage to deliver a Grand Speech to the fighting minifigs in the field, sensationalizing the atrocity of their deaths and naming the enemy who deserves to pay the price for them. Each brick in the Outrage Pile is immediately converted into an Instant Outrage Benny against the named enemy.
| If the Great Leader wants to increase the level of Outrage before his Grand Speech, he is perfectly within his rights and his character to arrange massacres of his own troops.
|Running this many soldiers as individual units could take hours. Organized into Squads, there's a much greater chance of players reaching the second turn.
|Elements shown: LEGO, Mega Bloks, Little Armory
BrikWars is well set up to send pairs, handfuls, or full half-dozens of individual minifigs and vehicles into tactical skirmishes. For more epic toy campaigns, with units numbering in the dozens or hundreds, handling combatants individually can slow a battle to a crawl. Instead, it's best to group units together into Squads. A Squad moves together, takes its Action together, and attacks and defends together as a single coordinated unit.
Besides improving command efficiency, Squads enjoy a number of other advantages. Attacking and defending as a single unit, a Squad can pool and combine Damage, Momentum, and Counters in a way that its individual units can't, and it can coordinate Action-based movement like Sprints in order to stay in formation. A Squad also enjoys Safety in Numbers, allowing it to distribute incoming attacks away from its most critical or vulnerable members and soak them up with more durable or expendable ones. And because a Squad is treated as a single unit, many types of bonuses that are normally limited to an individual can be expanded to apply to a whole Squad.
But the most important advantage of organizing units into a Squad is not that it allows them to be directed to horrible deaths with greater machine-like efficiency. It’s that, as they are methodically slaughtered, they can know that they died as entries in an org chart rather than as people.
While groups of foot soldiers are the most common, any types of units can be grouped into Squads - Squads of horsemen or assault helicopters operate by the same rules. A Squad is much simpler to handle if it's composed of identical or similar units (a group of knights all on horseback, or a squadron of starfighers), but heterogeneous Squads are just as common (a catapult and its defending crew, or a necromancer and his summoned undead).
The Squad Plate
The constructible nature of brick warriors makes them easy
to group into quick formations just take all the Squad members
and stick them to a shared baseplate.
The Squad Plate combines a number of lesser units
into a single super-unit. Instead of having to move and attack with Squad members
individually, players can now move the Squad Plate as a unit and roll all of its attacks together. Players measure Ranges to or from whichever Squad member is most convenient, and instead of having
to touch individual units to objects they want to act on, they
touch the object with the Squad Plate and all the Squad members gain
access to it implicitly.
In the best-case scenario, a Squad Plate should be an appropriate size for its Squad. There should be a roughly 4x4-stud area for
each minifig on foot, for example, or 4x8 for each rider on horseback.
These numbers can be fudged quite a bit, however, depending on the
sizes of available plates in the players collections, and
whether the troops need to be arranged in some specific formation.
|If players don't have appropriate plates available for their Squads, they'll have to decide who is or isn't in a Squad by mutual agreement rather than by putting them on Squad Plates.
Units can create, join, leave, or change the formation of a Squad Plate at any time during their own turn. On other players' turns, units aren't able to create or join Squads, but they may be able to leave the Squad Plate as part of a Response Action (for example, if they're forced to Bail out of the path of an incoming attack) or as a consequence of opposing players' actions (usually because they're Knocked Back by an Explosion or Collision).
A Squad moves as quickly as its slowest member, and is as maneuverable as its least manueverable member.
A Squad can move through spaces that don't have room for it, if there's enough room for the Squad's individual members to pass through (for instance, moving through an archway wide enough for each of a Squad's minifigs, but too narrow for the entire Squad Plate itself), but a Squad can't end its turn in a position where it doesn't fit.
A Squad is most effective when several or all of its members take the same Action together for a single Combined Action, although individual members are still allowed to take individual Actions with no penalty. A Squad treats its members' Combined Actions as a cumulative effect, combining (for instance) their Damage from successful attacks, their Momentum in a Collision, or their Size for the purpose of handling large objects. Any bonuses from Bennies, SuperNatural Effects, or unit Specialties that affect a Squad as a whole can only be applied to the Squad's Combined Action or movement, not to individuals' Actions or movement taken independently from the rest of the Squad.
If a Squad uses its Action to Sprint, it makes a single Sprint Roll with its smallest Action die, allowing the Squad to stay in formation. If a Squad uses its Action to Bail, on the other hand, all Squad members roll individually.
For other types of Actions, each participating Squad member makes a separate Action Roll. Often, these rolls can be combined - if a firing Squad of ten minifigs with identical Action d6es all fire at the same condemned prisoner with ten identical rifles, they can simply roll 10d6 and count the number of successful hits. All that matters is how many hits occur, not which specific minifigs were the ones responsible.
One advantage of forming a Squad is that it's harder for enemies to focus Damage on any single unit. The drawback is that targeting a Squad as a whole is much easier than targenting individuals - as long as an attacker can target any unit or object within the Squad, it can make an attack on the Squad. Opponents making Ranged Attacks on the Squad take an Action Bonus for the Target Size of the whole Squad (5.1: Making Attacks). Close Combat attacks are still based on the Size of the individual Squad members.
Whenever a Squad is hit by a single attack or other source of Damage, the Squad's player may assign the Damage to any unit within the Squad they wish.
There are exceptions to this rule: an attacker can Single Out a specific unit or units within a Squad if striking the target would be an Automatic Hit ( for instance, if the target is Disrupted, involved in a Grab, or otherwise immobilized) or if the target units are at least twice the attacking unit's Size. A Rat (Size 0") could Single Out a Peasant (Size 1") in a Peasant Squad; the Peasant could Single Out a mounted Knight (Size 2"); and the Knight could Single Out an individual Giant of Size 4". Otherwise, Damage done to a Squad is distributed among its members according to the defending player's preference.
When a Squad is hit by multiple attacks at once, the attacking player makes all their Attack Rolls first, and the defending player distributes the successful hits among the Squad members. The distribution of hits should be as equal as possible - no Squad member can take a second hit until every legal target has had its first - but otherwise, the defender can favor whichever units they want when assigning hits.
|Remember that minifigs can't be hit by more than three Close Combat Attackers in the same turn. If a Squad is hit by enough Close Combat Attacks to exceed this limit, the minifigs who have already hit the limit will have to be passed over. The extra hits must either be distributed to larger targets or lost without effect.
If there are targets the attacking player would like to Single Out with specific attacks, then those targets are handled first. First, the attacking player delivers the attacks on Singled Out targets that are Automatic Hits, since these require no Attack Roll. Next, the remaining attackers make all of their Attack Rolls and count the successful hits, assigning as many of the hits as they like to the targets that can be Singled Out. If there are any hits left over, or if the attacker declined to Single Out any targets, the defending player then distributes the remaining successful hits among the defenders. The defender's distribution of attacks must still be even, taking the Singled Out attacks into account - if the attacker loaded two attacks onto one of the Singled Out units, the defender can't distribute a third attack to that unit until every legal target has also had two attacks.
Regardless of who is handling the distribution, Damage is rolled as hits are assigned. All Damage from multiple simultaneous attacks is cumulative. When a unit is destroyed or killed, it is no longer a legal target, and further hits can skip over them.
|If there are a large number of victims with different Damage levels to keep track of, it's good to have a pile of extra dice lying around to use as temporary Damage counters for each of them until the turn is over.
Some sources of Damage are location-specific, or have additional location-based effects after the initial Damage has been distributed. A nearby Explosion might go off, causing Damage and KnockBack to everything within its Explosion Radius. A massive laser blast might have enough Overkill to take out a series of Squad members along its line of fire, or a rocket-boosted bulldozer might be Plowing Through an audience of monster truck fans. Location-based Damage is distributed based on where the Squad members are standing, rather than the defending player's choice.
Squad Close Combat
Ranged combat between Squads is simple - players measure the Range between Squad Plates, make their Combined Attack Rolls, and distribute Damage from the successful hits accordingly. Squad Close Combat is a more involved process.
Levels of Engagement
In Close Combat, a Squad has two possible levels of Engagement, depending on whether it has brought its Squad Plate into contact with its opponent when it first engages.
If a Squad is close enough for some or all of its members to strike an opponent, but has not brought the Squad Plate into contact with its opponent, then the Squad can make a Skirmish attack. Only the Squad members and opponents who are close enough to strike or be struck with melee weapons are involved in a Skirmish, although the Squad still takes its Angry Inch all together. This is especially useful for Squads with longer Two-Handed Weapons that want to keep opponents at arms' length, or Squads with mixed melee and ranged units who want to keep their ranged units out of direct contact with the enemy.
A Squad can rearrange its members before making a Skirmish attack to best position themselves. Once engaged in combat, they're stuck in their positions.
If a Squad brings its Squad Plate into contact with the opponent, then it enters Full Engagement. The Squad and its opponents are considered to be all mixed up together in a grand melee, and all members of the Squad can participate in the Close Combat, regardless of their relative positions. Because the combatants are all mixed up together, any Ranged Attacks fired into a Fully Engaged Squad will also hit whatever opponents the Squad is Fully Engaged with. The involved players take turns distributing successful hits to their own units as if they were all part of one giant Squad, skipping players when necessary to maintain an even distribution (no player's unit can take a second hit until all players' units have taken their first hit).
Any unit or Squad that's involved in a Full Engagement cannot use Actions to target or focus on anything outside of the Full Engagement, unless it first successfully Disengages. Units can still defend themselves normally if they're targeted by Skirmishing attacks from outside the Full Engagement.
The Communal Angry Inch
A Squad in Close Combat only takes its Angry Inch once per turn, at the beginning of its first combat maneuver. Rather than moving individual units, the entire Squad Plate takes the Angry Inch in formation. If there's a unit in the Squad that isn't capable of taking an Angry Inch, then the Squad can't take an Angry Inch.
While a Squad and its opponents can easily use Angry Inches to move from Skirmishing range into a Full Engagement, the reverse is more difficult. Squads and other units can only use an Angry inch to exit a Full Engagement as part of an attempt to Disengage. Otherwise, some part of the Squad Plate must remain in contact with the opponent or opponents.
Squad Close Combat follows a sequence similar to minifig Close Combat (5.2:
Close Combat). The active Squad takes its sole Angry Inch for the turn, then declares what type of Close Combat maneuver it will be making. If it's an Engaging maneuver, then Defenders can Parry or Bail as hits are distributed, and the active Squad can repeat the same type of maneuver for as long as its members have unused hands or unused weapons. If the active Squad is Disengaging, then the defenders Counterstrike together.
Rather than handle Squad members' maneuvers one at a time, Attack Rolls and Parrying Rolls are combined into big piles of Action dice as much as possible. As long as a group of units has the same Action die and weapon type, it doesn't matter which specific units hit or miss; only the number of successes matters.
Action Rolls for Bailing are handled individually. If a unit in a Full Engagement fails to Bail far enough to land outside of the Squad Plate, then it's still in the middle of the Engagement, and still a fair target for Close Combat maneuvers.
When members of a Squad make a Grab or a Shove, the defending player distributes them among the legal targets. Successfully Grabbed units, along with the units Grabbing them, are moved to the nearest edge of the Squad Plate between them. Successfully Shoved units are Knocked Back from wherever they're standing.
When Skirmishing, but not when Fully Engaged, it's also possible to attempt a Combined Shove to push back an entire Squad rather than its individual members. In this case, the Shoving unit or units total the sum of their Effective Sizes, and the target Squad does the same, and the Shove is handled as though between two units of those respective Sizes (8.2:
Basic Weapons). Remember that a smaller unit can't Shove a larger one, and a larger unit gets +2 to a Shove for every inch of Size advantage. If the Shove is successful, the target Squad is pushed back the appropriate distance. Otherwise, all the involved units are now Fully Engaged.
|Imperial Rome has no tolerance for hippies.
|Elements shown: LEGO
|Combined Rolls Example: Smiting Hippies
|Example: Squads of five pikemen (Skirmishing) and ten swordsmen (Fully Engaged) are attacking the three remaining members of a Squad of sign-waving hippies.
Making their Attack Roll, the Roman Squads roll one pile of five dice for the pikes, and a second pile of ten dice for the swords, counting the number of successful hits from each weapon type but with no other concern for which hits came from which specific Squad members. The Squads roll two hits with the pikes and six with the swords.
Once the hits are counted from each set of attacks, the hippies reveal that their protest signs are actually Heavy Shields in disguise. They roll a pile of three dice for their attempt to Parry with the signs, with no concern for which successful Parry was achieved by which hippie. They take a -1 Action Penalty for being Outnumbered, and only one Parry is successful.
The attacking player chooses to deliver the pike hits first, doing two dice of Damage apiece, and the sword hits second, each doing one die of Damage.
The defending player gives hippie #1 the sole successful Parry and the first pike hit. The attacker rolls 3 Damage (thanks to the Parry); hippie #1 survives. The defending player leaves a die with the three facing upwards next to the hippie, to keep track of the unit's total Damage until Close Combat is resolved for the turn.
Hippie #2 takes the remaining pike hit. The attacker rolls 8 Damage for an immediate kill.
Hippie #3 takes the first sword hit. The attacker rolls a 1, Critically Failing and causing no Damage.
All hippies have now been struck once, and are ready for their second hits.
With two hippies remaining, the defending player gives the second sword hit to hippie #1. The attacker rolls 2 Damage. Combined with the earlier hit from the pike, this is enough for a kill.
Only hippie #3 remains, and the defender gives her the next two sword hits. The attacker rolls a 2 and another 2 for a total of 4. It's enough to match the hippie's Armor but not exceed it; the hippie gets one hand chopped off, but survives the attacks.
Although the attacker still has successful sword attacks to deliver, hippie #3 has reached the limit of three Close Combat attacks on a single minifig. The remaining sword attacks go to waste, and the hippie survives to protest for another turn.