Chapter Five: Combat
Engaging in combat is a minifig's highest goal and greatest joy, for he knows that violence is what pleases the Humans best.
If prevented from mayhem for too long, minifigs
become despondent and irrational, eventually succumbing to dreaded pacifism. Victims of this affliction may find limited use as slave labor, but they're
best put out of their misery quickly as target
dummies for the other minifigs' amusement.
5.1: Making Attacks
Regardless of the flavor of violence employed, every attack follows the
same three steps. First, the attacker measures the weapon's Range (for ranged weapons) or reach (for melee weapons) to see
if the attack can reach the target. If the target is within range, the attacking minifig makes an Action Roll to see
if his weapon hits the target accurately. If the attack hits, the attacker rolls the weapon's Damage Roll to see
if the Damage defeats the target's Armor. Each
of these steps can be affected by a variety of modifiers as the units manuever for best advantage.
In order to attack a target, a minifig must be able to
strike it with a weapon.
If the minifig is using a Close Combat weapon (a weapon
with a Range of CC), he must be able
to touch the target with the weapon's striking surface.
(Some weapons may have additional restrictions, according
to common sense - a Jousting knight can't stick his lance
out sideways to damage a target way off his right shoulder,
for instance, and a poleaxe can't be meaningfully swung if it's stuck halfway through an arrow slit.)
If the minifig is using a Ranged weapon (a weapon with a Range measured in inches), there must be a clear line of sight between
the weapon and the target. The weapon's Range is measured from the business end of the weapon to the target; targets outside of this Range can still be attacked, but with penalties (described further below).
Action and Damage Rolls
Two rolls determine an attack's success, resulting
in either a glorious kill or an ignominious lack of effect.
Once he's picked a target, the minifig must be skillful
or lucky enough to hit it. The minifig spends his Action Die to make an Action Roll against the Use rating of his weapon. If the result of the Action Roll (including modifiers) is equal to or greater than the Use rating, the attack strikes
the target. If not, it misses completely, resulting in humiliation
for the attacker. The minifig may say "I meant to do that,"
but everyone knows he's lying.
If the attack hits, it then has to do enough Damage to destroy
the target. The player rolls the dice in the weapon's Damage rating. If this Damage
Roll (including modifiers) is greater than the target's Armor, the target
is destroyed (or parts of it are destroyed, in the case of larger targets). Congratulations! If the roll is less than the target's Armor, the attack has glanced
away harmlessly, traditionally accompanied by one or more players making a "ka-ping!" sound effect.
If the Damage Roll is exactly
the same as the target's Armor, then the target isn't necessarily killed, but it doesn't escape unscathed. Instead, Something Bad happens.
| Something Bad
||Minifig drops one held item
|Struck to the Ground!
||Minifig is Disrupted
||Minifig dies at the end of the turn
||Player comes up with something
simple, immediate, and unfortunate
When a minifig is struck by Damage that exactly matches his Armor, his player chooses Something Bad to happen to him. Something Bads normally have one of three basic effects: the minifig is Disarmed!, Struck to the Ground!, or Mortally Wounded!, but the minifig's player can invent an Unexpected Twist! variation if it's entertaining enough to earn the other players' approval.
When a minifig is Disarmed!, he drops an equipment item he's holding in one or both hands, and it's knocked away a number of inches equal to the Action Roll of the minifig attacking him (if any).
If the other players agree, the minifig's player can choose other non-held items if it makes sense and losing them is an equivalent disadvantage. An attack might sunder a minifig's suit of armor, knock off his golden crown of authority, cut the straps to his backpack full of strategic ice cream sandwiches, or separate him from the Horse he rode in on.
A non-minifig target can also be Disarmed! if it's equipped with or carrying an important item.
A Horse's important items, for instance, might be the hitch attaching him to the royal carriage, a minifig princess out for a joyride, or a side-mounted rocket launcher.
- Struck to the Ground!
When a minifig is Struck to the Ground!, he immediately falls Disrupted wherever he stands (4.1: Movement).
- Mortally Wounded!
A minifig who is Mortally Wounded! can continue fighting as normal, but dies at the end of the current player's turn. If this happens on the minifig's own turn, he can finish his Movement and Action as usual. If it's another player's turn, the minifig can use his final moments to take a desperate Response Action or keep a Close Combat opponent engaged for a crucial few extra moments. In either case, the minifig has time to deliver a final speech before dying.
When a non-minifig target is Mortally Wounded!, it takes damage at the end of the turn as if the Damage Roll had been successful. A fresh Horse becomes Wounded, for instance, and a Wounded Horse dies (H.1: Horse Abilities).
- Unexpected Twist!
Something Bad happens! But what? The minfig's player can come up with their own Unexpected Twist! if it's entertaining enough to get the other players' approval.
Like all Something Bads, an Unexpected Twist! should be simple, immediate, and sufficiently unfortunate for the victim.
Players should resist agreeing to any proposed Unexpected Twist! that requires complex or esoteric details, or requires them to remember anything for more than a turn.
Destroying a target is rarely a foregone conclusion, and ambitious
leaders will want to give their troops every possible advantage. And while the best defense is a gratuitously overpowering offense, it's important to minimize the enemies' advantages at the same time.
There are a number of conditions that players can manipulate for Action Modifiers to improve or
handicap an attack's chances of success. Positive bonuses can add to a minifig's Action Roll, to
the Range of his weapon, or to the Damage dealt on a successful hit. Negative penalties can subtract from an attacking unit's
Action Roll or Damage total.
Action Modifiers can sometimes raise or lower an Action Roll by a large amount, but remember that Critical
Successes and Failures mean that the results of a roll are never guaranteed. Critical rolls are based only on the numbers rolled on individual dice, not on the final totals after modifiers are applied (1.2: Numbers).
Target Size and Visibility
A weapon's standard Use Rating applies when it's used to attack a
minifig or similarly-sized target. Larger targets are easier to hit, and smaller targets are more difficult.
to Action Roll
or Explosion Damage
per 2" of Size
two sections visible
|-1 to Action Roll
or Explosion Damage
or equipment item
one section visible
|-2 to Action Roll
or Explosion Damage
For targets that are very large, like the ground, the broad sides
of barns, and Humans, attackers receive +1 to their Action Roll for every 2" of the target's Size. This bonus only applies to sections of the target the attack is able to hit - if a space frigate is twenty-four inches in length, but only four of those inches are visible and in range, then the bonus is only +2.
|Measuring the Size of objects is described in greater detail in 7.1: Structure, but it works like you'd expect - players measure the main body of an object along its greatest dimension, in inches, and that's good enough for most purposes. A standard minifig's Size is one inch.
When special precision is required, an attacker can focus on smaller targets. For a target equivalent
to a 2x4-stud brick, the attacker fires as normal. If the target size is closer to 2x2 studs,
he takes a -1 penalty to his Action Roll. If the target is the size of a
single 1x1 stud, he takes a -2 penalty.
In the case of minifig targets, this process is streamlined.
Rather than trying to estimate how many studs' worth of any given
minifig is visible, minifigs are divided into three main sections: the head (including helmet, hat, or hair), the torso (including
arms, backpacks, and armor, but not carried equipment), and the legs.
If the attacker can see any part of one of these sections, however
small, then the section is considered visible. If all three sections are visible, the minifig targeted
as normal. If the attacker can see two
out of the three sections, the minifig is targeted at -1. If only one minifig section
is visible, the minifig is targeted at -2.
Action Modifiers for target size and visibility also modify the effectiveness of Explosions and other area-based effects. Only the sections of the target within the area of effect are considered. Even if a minifig is fully visible from an Explosion's point of detonation, if his head and body are outside the two inch radius then the Explosion affects his pants only, doing -2 Damage.
If a minifig lacks the power to take down a target by himself, he
can coordinate attacks with friends and allies to deliver a Combined Attack. The
Damage from all participants is added together and applied in a single
large sum, which is handy for punching through otherwise-impregnable
Armor levels or for maximizing the humiliation of weaker targets.
|Combined Ranged attacks
|Combined Close Combat maneuvers
(maximum of 3 on a single minifig)
|Combined Damage and effects;
-1 to Action Rolls for any outnumbered
minifigs in Close Combat
|Combined Charge attacks
||Combined Damage and Knockback
If units want to join together in a Combined Attack with the units of another player, they may delay individually to make their attacks on that player's turn instead of their own. They return to acting on their own player's turn again afterwards.
Combined Ranged attacks (5.3:
Ranged Combat) have
the simple effect of combining Damage. Any unit capable of making
a Ranged attack on the target may join in; he does not need to communicate
with the other attackers or to be able to fire at the same
part of the target as them.
Combined Close Combat maneuvers (5.2:
Close Combat) combine their Damage and effects, and also make it more difficult for
victims to fight back effectively. Not only will the targets' Counters
be quickly used up against multiple attackers, they also take a -1 penalty to all Action Rolls if they (and their allies, if any) have fewer fighters in a single Close Combat engagement than their opponents.
|The Action Roll penalty for being outnumbered applies even if the opponents are on different teams. If there are several mutually opposing forces in the same Close Combat group, they may find themselves in a situation where each of them is in the minority individually.
As a rule, no more than three Close Combat opponents can gang up on
a single minifig at any one time, or they'll end
up jostling and lopping each others' arms off by mistake. Larger targets
are subject to no such hard limitations, although other limits may
be dictated according to common sense.
In a combined Charge attack (5.4:
Charge!), the attackers combine their Damage and, if they're all striking from the same direction, they can combine their Knockback roll as well. The target must be big enough
for all the attackers to Charge into at the same time; otherwise,
they're prone to disrupt their own Charge by all crashing into each other.
When combining attacks of different types,
keep in mind that Close Combat fighters are likely to be directly
in the line of fire of any of the Ranged attackers' Missed Shots (5.3:
Ranged Combat) or the Charging attackers' Charges if any of them blow
their Action Rolls.
The remaining Action Modifiers don't fit into
the standard categories.
||+1" Range per +1" altitude
|Out of Range
||-1 to Action Roll, Damage Roll,
and secondary Damage effects
||-5 to Action Roll
Ranged attackers with a Height Advantage gain a little extra
edge, in the form of one inch of extra weapon Range (up to +5") for every vertical inch
of altitude between them and the targets below. (Low attackers shooting
at elevated targets are not subject to any corresponding disadvantage.)
Attackers frustrated by targets that are slightly Out of Range can fire their weapons anyway, but their attacks' accuracy and effectiveness drop off quickly with distance. For every inch past a Ranged attack's Range, the attack suffers a -1 penalty to to its Action and Damage Rolls.
|Secondary Effects Out of Range
|In later chapters, some Damage types have secondary effects based on the dice in the Damage Roll. For secondary effects based on individual die results, like Fire (8.3: Automatic Weapons) and Grinding Damage (7.2: Taking Damage), the number on each die is treated as one lower for every inch the target is Out of Range.
The Damage penalty for attacking Out of Range is ignored for Explosive weapons, which do the same Explosive Damage regardless (3.2:
Ranged Weapons), making this a handy option for thrown grenades.
Units firing at a target they can't see are Firing Blind, and
receive a -5 Action penalty in addition to any other Action Modifiers
at play. The target may be hidden or invisible, the attacker may
have been blinded or blindfolded, or he may be extra cocky and firing
backwards over his shoulder with his eyes closed.
While he is unable
to see the target, the attacker must still somehow have a very close
idea of where the target is (within one inch) to attempt the attack. The target may have chosen a very small and obvious hiding place
(he's hiding inside a pup tent) or he may have made enough noise to give
away his location (his cell phone went off).
5.2: Close Combat
A unit with a melee weapon can use it to try to whack any object within
reach. Inanimate targets (trees, buildings, helicopters)
are not notably responsive to such aggression. they take whatever
damage is applied and, assuming they survive, stoically continue on
with whatever they were doing.
More reactive targets (minifigs, animals, robots) are less likely to
take that kind of thing lying down. Whenever one melee unit attacks
another with hand-to-hand weapons, the two of them leave the regular
turn cycle of Movement and Action and enter into the more refined state
known as Close Combat. Close Combat is usually initiated by
one minifig running up to hit another with whatever he's
holding in his hands. It can also occur when he carelessly
wanders within range of an enemy's melee weapon, and that enemy makes
a preemptive Response attack.
Close Combat is often one-on-one, but can also involve larger groups ganging up on lone victims or attacking each another in grand melees. Any minifig or group who are outnumbered by their opponents in Close Combat fight with a -1 penalty to their Action Rolls.
|Remember that no matter how large the groups are, no individual minifig can be the target of more than three Close Combat attackers in a single player's turn.
A minifig who is engaged in Close Combat cannot make Response Actions to events outside of Close Combat.
Close Combat Engagement
While in Close Combat, minifigs are locked in an intense
struggle, attacking on their own turns and countering attacks on their enemies' turns, using as many weapons
as they have available in hand, until one side is defeated or makes a shameful
On each player's turn, every minifig in Close Combat can use each of his hands once, with or without held objects. For normal minifigs with two hands, this limits them to a maximum of two maneuvers per turn.
The Angry Inch
Minifigs in Close Combat don't take Movement in the normal fashion.
Instead, prior to each Maneuver or Counter, they can
lunge up to one inch to better position themselves. This fancy footwork
is known as the Angry Inch, and it's not counted against the
minifig's regular Move inches.
Minifigs can take advantage of this free inch as many times as they
make Close Combat maneuvers against an opponent. A minifig cannot deliberately use an Angry Inch to
move to a location from which he would be unable to complete his maneuver.
A minifig who's Disrupted from a previous turn can use an Angry Inch to recover and immediately initiate a Close Combat maneuver, but only on his own turn.
On a minifig's own turn, he is the active combatant who drives the course of Close Combat. He can use an Action to Engage his opponents with a Strike, a Grab, or a Shove. If he's feeling cowardly, has a more important Action to focus on elsewhere, or just forgets to Engage any of his opponents, he can Disengage, either withdrawing from Close Combat to take Action elsewhere, or ignoring the opponents trying to murder him, although this often doesn't end well.
A Striking minifig makes a Close
Combat attack with a weapon he has ready in hand.
||Minifigs without a weapon
will be at a serious disadvantage in Close Combat.
Fortunately, many types of Random Objects can be
used as Close Combat weapons in a pinch (3.4:
Before the Striking minifig makes his Action Roll, a target with a Shield can declare their intention to Parry. The attack then proceeds as normal. The attacking minifig makes an Action Roll against the Use rating of his weapon, and if it hits, he makes the weapon's Damage Roll to see how much Damage he delivers.
If he has a second weapon ready in hand, he can use it to make a second Strike against the same target.
If a minifig or group of minifigs make multiple Close Combat attacks on a target in the same turn, all of the Damage is cumulative. Remember that a target minifig can only be attacked by a maximum of three Close Combat attackers during any single player's turn.
An active minifig with a free hand (or other gripping appendage) can use it to Grab an opponent within reach. A Grab succeeds as an Automatic Hit unless the target Parries or manages to Bail in time to avoid it.
A Grab does no damage, but once one minifig Grabs another, any Close Combat attacks on either of them (including Counterstrikes and Strikes from minifigs not involved in the Grab) are Automatic Hits.
Naturally, the Grabbed minifig will be able to Strike with an Automatic Hit on his own turn, making Grabs risky against armed opponents.
While in a Grab, the minifig doing the Grabbing must keep at least one hand on the minifig being Grabbed.
Neither minifig can move, Bail, Disengage, or use Angry Inches to reposition themselves until the Grab is released. The Grabbing minifig may release the Grab at any time, including right after making his own Strike on a subsquent turn.
A Grabbed minifig can break the Grab with a successful Shove or by killing the Grabbing minifig.
If the active minifig has no Close Combat weapons to Strike with,
if he has a Two-Handed Weapon and his target is too
close to attack with it, or if his adversary is standing in front of a bottomless pit after foolishly insulting Sparta, the minifig can Shove his opponent. He must position himself
within arm's reach of his opponent to make a Shove attempt. A minifig can use a Shield to Shove one-handed; otherwise, a Shove always takes both hands, regardless of what he's holding in them.
If a Shove isn't Parried or dodged by Bailing, it's an Automatic Hit. The target takes two inches of KnockBack (3.2:
Ranged Weapons), getting pushed
two inches directly away from the Shoving minifig and Disrupted.
An active minifig who'd like to focus on something other than his Close Combat opponents can attempt to Disengage. Before taking advantage of his new freedom from Close Combat obligations, up to three of his opponents can immediately take an Angry Inch and make one Counterstrike if they have a weapon they haven't used yet in the turn.
If the Disengaging minifig survives, his Disengagement is successful.
A Counterstrike works the same way as a Strike, except that a Counterstriking minifig can only use one weapon, and they can make the Counterstrike even if they've already spent their Action. Their Action is spent afterwards either way.
If the Disengaging minifig is being Grabbed, he can't Move
as part of his Disengagement; he remains Grabbed in place while focused on whatever else he's doing. Otherwise, he can take an Angry Inch to aid his escape and then move freely. If his Movement takes him outside the reach of his opponent's Close Combat weapons, then he's no longer in Close Combat with them. Otherwise, he remains in Close Combat in his new position.
If the minifig tries to counter his opponents' Counterstrikes as he's Disengaging, either Parrying or Bailing, then his Action is spent. Otherwise, he's free to spend it on whatever new Action he likes.
Once the active minifig has targeted an opponent with a maneuver, the target can try to Parry it to reduce or nullify its effects. Minifigs don't need to have an unspent Action to attempt a Parry, as long as they haven't already used the hand or object they're Parrying with during the current player's turn. Regardless of whether the target had an unspent Action or not, their Action is spent after Parrying.
|As a last resort, if a target minifig has nothing to Parry with, he can try Bailing out of the way as a Response Action (4.3:
Enemy Response). This can save him from the effects of one Close Combat maneuver, but leaves him Disrupted and defenseless against any subsequent ones. Unlike Parries and Counterstrikes, a minifig must have an unspent Action to attempt a Bail.
A minifig Parries by making an Action Roll against the Use rating of the weapon or object he is Parrying with. When Parrying, Ranged weapons are treated as Minifig Tools (Use:3) rather than using their Ranged Attack stats. Bare Hands have Use:0, meaning that Bare-Handed Parries rarely fail except in Critical Failures or when there are significant Action penalties.
|If a minifig is Parrying against an opponent making an Attack or Shove using a Two-Handed Weapon, he Parries with +1 to his Action Roll due to the weapon's large size.
If a Parry fails, then the opponent's maneuver is not deflected. Worse, any time the Parrying Action Roll is a Critical Failure, the Parrying weapon or object (if any) is knocked out of the minifig's hands as if the minifig had been Disarmed! as Something Bad happened (5.1: Making Attacks).
- Parrying Strikes and Other Damage
Close Combat attacks can only be Parried by a Shield.
If a minifig successfully Parries an attack or other incoming Damage with a Shield, then he has Deflection against the Damage, removing one of each type of Damage dice in the roll (3.3:
||A minifig who rolls Over the Top when Parrying Damage can spend the Benny to take an extra level of Deflection against the incoming Damage. A minifig who's Parrying with Bare Hands is still out of luck, though; bare-handed Parrying is purely Heroic Feat territory (6.3:
Outside of Close Combat, a Shield can be used to Parry any incoming Damage within the minifig's field of view as if it were a Close Combat attack.
- Parrying Grabs and Shoves
A minifig Parrying a Grab or Shove can use any weapon or object already in hand, or he can use his Bare Hands if he's not holding anything in either of them. A successful Parry cancels the effects of the Grab or Shove.
|When the consequences of a Grab or Shove would be truly dire, the Parrying minifig may drop objects in hand before making the Action Roll in order to Parry with Bare Hands (Use:0) instead and improve his chances of successful evasion.
5.3: Ranged Combat
than get caught up in the chaos of hand-to-hand combat, minifigs may
try using Ranged attacks to strike cleanly from a distance, using dedicated Ranged weapons or by throwing Close Combat weapons in a pinch.
A minifig can only make Ranged attacks against a single target in a turn, even if they have multiple Ranged weapons. They may not make Ranged attacks while engaged in Close
Combat. (Minifigs who successfully Disengage from Close Combat without spending their Action are free to make Ranged attacks once they're out of Close Combat range.)
Ranged attacks are straightforward affairs. After taking appropriate modifiers into account for visibility and range, the attacking minifig rolls his Action Roll against his weapon's Use rating and applies its Damage Roll on a successful hit.
When a Ranged attack misses, the shot is usually considered to have
flown off into the sky or harmlessly impacted the ground next to
the target. Any player may insist on tracking a Missed Shot more accurately, if they have a good reason to make the effort; for many
shots it's not worth slowing down the game. Players might think that the
target is big enough that even a bad shot would have hit it, or that
an Explosive landed close enough to the target to catch it in the blast radius,
or they might be looking greedily towards other potential
targets in the field of fire.
When a Ranged attack misses, and players decide to track the shot, check to see how many points the Action Roll missed by.
(For instance, if the attacker needed a 5 but rolled a 3, then
the Action Roll missed by 2.) The Missed Shot lands somewhere within
this many inches of the target.
If the target of the attack belongs to an opposing player, then that player gets to decide where the shot lands, within that many inches. Otherwise, the attacking player chooses any of their current enemies to make the decision.
The enemy can pick any spot within the Missed Shot range for the shot to strike,
no matter how Koincidentally ridiculous or unlikely, provided that it's somewhere the weapon could theoretically have hit
in the first place. The weapon's
Damage is then dished out as appropriate, including any penalties for going Out of Range.
The only restriction to the enemy's choice is that they can't choose a target that's owned by any player other than themselves or the player making the attack.
Anyone else's units are
off-limits, unless hitting them can't possibly be avoided.
|Missed Shot Example: Viking vs. Ninja vs. Pirate
Example: When this viking sees his pirate buddy under attack from a ninja ex-girlfriend, he hastens to intervene!
|Elements shown: LEGO, Mega Bloks, Little Armory
The ninja is too far away for him to engage in Close Combat, so he runs forward and hurls his viking axe at her back. A thrown Hand Weapon has Use:2, Range:3", and Damage:1 Action die. The ninja is just within range, and with the axe's easy Use rating, the viking only needs a 2 or higher to hit. Sadly, he rolls a 1.
Because he missed the roll by 1, the gleeful ninja may now pick any target within one inch for the axe to strike instead of herself. The pirate is the obvious choice - as an ally of the viking, he's a legal accidental target. The pirate is just barely Out of Range of the throw, so there will be a -1 penalty to Damage. (The Action penalty is irrelevant for a Missed Shot.)
The viking rolls his Action Die of 1d6 for Damage, minus one for the Out of Range penalty - a 3, not enough to kill the pirate, just enough to give him major lacerations.
The pirate and viking laugh together, because pirates enjoy being cut. Thwarted, the ninja ex-girlfriend vanishes into the shadows, where she prepares for a night of composing whiny entries for her emo ninja blog.
The third way for minifigs to make attacks is to run flat-out and smash
into their target, either with a thrusting weapon or with their own
A Charge can be used to add power to a thrusting attack with a Charging Weapon, but occasionally minifigs find themselves just slamming into things, whether on purpose or by accident. Knightly jousting, football tackles, and car crashes are all
examples of Charge attacks.
Charge attacks can be combined with a Sprint into a single Action (4.1:
minifigs to both cover ground and cause trouble in the same turn.
For a Charge to be of any use, a minifig must build Momentum. He does so by running, Sprinting, flying, or falling out of the sky straight at his target from at least four inches away. As in real life, anything shorter than four inches grants no advantages and can be safely ignored.
Momentum is counted with a special type of Benny called a MOM. Because of his small size, a minifig can never have more than one MOM at a time.
A minifig gains a MOM when he's run for four inches in a straight line, and it lasts for as long as he continues traveling in that line.
The moment he turns to the right or left from his straight-line path (jumping over obstacles or running down slopes is allowed), does anything that would prevent running at full speed (opening a door or running up stairs, for instance), or ends a turn without using up all of his Move inches, his MOM abandons him and and has to start over. Fortunately, he can get a new MOM as soon as he runs another four inches.
Rolling Your MOM
A MOM can be added to any roll or stat that would logically (by the players' definition of logic) benefit from the Momentum of a speeding minifig. A minifig might roll his MOM to add +1d6" to the height of a pole vault, the length of a long jump, or the Range of a thrown spear. He might also use it to cause 1d6" of KnockBack in a Collision or a Charging Shove.
The most common use for a MOM is to add an extra Action Die of Damage to a Charging attack with an appropriate Charging Weapon. A MOM only works in a direction directly in the path of the Charge; it can't be spent at an angle off to one side or to the rear.
As soon as the minifig rolls his MOM, the MOM is spent, and he must run another four inches to get a new one. Unless he's stopped by whatever he ran into, he must continue running in a straight line to the limit of his Move inches for the turn, even if this forces him to run over a cliff or into a wall of spears. This can be especially inconvenient when Bonus Dice on a critical Sprint roll add more inches of Move than he was prepared for.
Ramming enemies head-on is a time-honored Charging technique, but
a statistically significant number of minifigs prefer to lead with a weapon rather than their own bodies.
Not all Close Combat weapons are appropriate for a Charging attack. A Charging Weapon must be a Two-Handed Weapon or a Heavy Weapon swung or thrust with both hands (3.1: Close Combat Weapons). For minifigs Charging on foot, the weapon must be designed for spear-like thrusts (lances,
battering rams, rifle-mounted bayonets). For minifigs flying or falling out of the sky, any type of Heavy or Two-Handed Weapon can be used in a mighty downward strike.
Players may come up with more
exotic examples on a special-case basis. A Charging berserker might
use a horned helmet or a spiked shield, for instance, if all players agree to allow it.
Making the Attack
A Charging attack is treated as a special kind of Close Combat attack. Due to the rush of the Charge, the attacker and defender are each limited to a single Strike and Counter. They may not use Angry Inches.
If a Charging attack successfully hits its target, the attacker can spend his MOM to add one Action die to the Damage of the attack. If the attack misses, the attacker keeps his MOM and must either Collide with the target (if the target is directly in his path) or continue running in a straight line to the limit of his Move inches.
Charging attacks may only be Parried with a Shield (5.2: Close Combat). When Parrying isn't possible, Bailing is often the best option for Countering a Charging maneuver.
When a minifig with Momentum crashes into another minifig, a Collision occurs. A Collision occurs as part of normal Movement and does not cost an Action.
Even the most heavily-armored minifig is too soft and squishy to cause any damage in a crash, but a Charging minifig has the chance to send targets flying if his Momentum is enough to overcome their Physical Opposition. In the right situations, this can be more entertaining than whatever Damage might have been dealt out, knocking minifigs out of formation, off the sides of of bridges or parapets, and into unfavorable tactical positions like minefields or active volcanoes.
A minifig in a Collision spends his MOM to cause 1d6" of KnockBack, sending a target flying directly away from the point of Collision like the KnockBack from an Explosion (3.2: Ranged Weapons).
A target minifig struck by a Collision automatically has one die of Physical Opposition (one POP) to resist it, rolling 1d6 and canceling that many inches of KnockBack.
If the POP roll reduces the inches to zero or less, then the KnockBack is successfully resisted. The Charging minifig is brought to a dead stop, and the two minifigs are now locked in Close Combat.
If there are inches of KnockBack left remaining, then the target minifig is Knocked Back that many inches and Disrupted (4.1: Movement). The Charging minifig must continue running forward to the limit of its Move inches for the turn.
If two minifigs cause a Collision by Charging directly at each other, they each inflict KnockBack on each other at the same time.
If a Knocked Back minifig is prevented from flying the full distance by slamming into a larger obstacle, he receives one point of Smash damage for every inch of KnockBack prevented, cumulative with any other Damage received from the Charge.