Chapter Seven: Structures
|The Assyrian warship Sonks, captained by the legendary Major Natalya and constructed around the unstoppable Hyper Phase Cannon, is the most decorated ship in the Assyrian Space Force. After first seeing action as a Longinus IV-B class Corvette, the Sonks has been retrofitted into a Venus class Destroyer in response to the escalating threat from the Stranian capital ship Hodgepodge and its supporting fleet.
Once a decent-sized Creation like the Sonks enters the game, the all-minifig style of combat described in the Core Rules seems inconsequential at best.
| Photo: Natalya
from "Assyrian Star Empire -- All Units"
Elements shown: LEGO
There is no environment more dangerous to minifigs than the flat open field of an empty dining room table or hardwood floor.
This is not to discount the admirable qualities of minefields, quicksand patches, black holes, and molten lava, but all they can threaten is simple mutilation or death. To the fighting minifig, a featureless plane is much more terrifying. Without strong points to exploit, choke points to control, obstacles to avoid, and sublime vistas to annihilate, minifigs face the danger of becoming tactically disoriented, or worse, bored.
Minifigs are tender, fragile, and slow compared to armored vehicles and other large units. Without cover to duck behind, they have a tendency to get ground up like plastic hamburger meat.
An ideal battlefield is populated with enough Structures to give minifigs a satisfactory range of tactical options. Whether fighting amongst walls and fortifications, trees and rivers, cliffs and caves, or gas stations and convenience stores, the more variety that's available to minifigs in the field, the better.
Underneath all the devices and decorations, every physical object in the BrikWars universe is a Structure at heart, from the minifig and his binoculars and the grassy knoll he's crouching on, to the public libraries and orphanages he's targeting for orbital bombardment. The majority of these Structures are simply handled as free scenery, not owned or paid for by any player, but it's still important to be able to cook up some quick attributes to know how efficiently they can be reduced to smoking craters.
The core of any Creation is its central Structure,
upon which all the limbs, weapons,
devices, and decorations are mounted. As a rule of thumb, any section of
the Creation with an 'interior' (whether for cargo, minifigs,
machinery, or vital internal organs) is Structural.
A Structure has two main stats: Size and Armor.
These apply only to the main Structure of a Creation; non-structural elements are not included in the Size measurement and will often have a lower Armor level.
Any parts that are decorative, moving, have activated functions,
or are otherwise not an integral part of the main Structure
are non-structural. This includes weapons and devices mounted on the surface of a Structure, as well as interior objects like furniture, security systems, and intestines.
While weapons and devices are the most obviously useful type (Chapter 8: Weaponry),
all non-structural elements are great for adding color and interest
to an otherwise humdrum battlefield.
|Structural and Non-Structural Elements
||walls, floors, basement, roof, load-bearing
||furniture, machine gun nest, satellite
dish, drawbridge, searchlights
||chassis, cockpit, fuselage, cargo
||wings, rockets, wheels, laser cannon,
crane arm, shield generator, fuzzy dice
||skull, torso, trunk
||limbs, wings, jaws, tail, fins, tentacles,
weapons, bunny slippers, brains
determine a Structure's Size, players take the physical model and measure the
number of inches along the longest dimension of its Structural section, ignoring non-structural elements like wings or missile launchers.
A wall's longest dimension is its length, a tower's is its
height, a sphere can be measured across the diameter, and so forth.
The number of inches measured
is the Structure's Size rating. Players can round fractions
upward or downward according to preference.
A Structure's Size determines how many weapons and devices it can activate in a turn, how many times it can be damaged before it's destroyed, and its maximum Armor level.
|The variety of possible Creatures is limitless, but gauging their relative strength is as simple as measuring the lengths of their spinal column and cranium. Tails and jaws are excluded.
|Elements shown: LEGO|
Most Structures have a minimum Size of 1", but for very small single-piece Creatures
(snakes, bats, scoprions, and parrots, for instance), a Size rating
of zero inches is allowed. These tiny zero-Sized Creatures are called Vermin. Vermin have zero inches of Size and zero points of Armor.
Chapter Seven: Structures
||1 × Deflection
Creations start with a base Armor of 1d6. A single Size Enhancement to Armor raises the 1d6 to 1d10, and each Enhancement thereafter raises it by an additional +1d10, to a normal maximum Armor of 3d10. (Higher Armor levels are possible, but Armor 4d10 and especially 5d10 should be avoided except in the most unique and epic boss battles.)
Rather than adding another Armor die, players can use an Armor Enhancement to add Deflection (3.3: Bodily Protection), to a maximum one level of Deflection.
|A Deflection Enhancement is most often balanced by a Half Move Impairment.
An Armor Impairment reduces a Structure's Armor level to zero. A Structure with zero Armor is destroyed on any successful hit, without having to make a Damage roll.
||glass, paper, soap bubbles
||hot air ballon
||rope, drywall, plastic, flesh
||wood, sheet metal, steel cables, kevlar
||brick, log walls, wrought iron
||reinforced concrete, stone, steel plating
||heavy steel blocks
||Dungam mobile suit
|* - For minifigs, the 1d6 Armor level is often simplified to 4 to cut down on dice rolling.
By default, unmoving Structures
(buildings, rocks, trees, student loan balances) have Armor based on their inches of Size. Structures up to Size 2" have 1d10 Armor, Structures up to Size 4" have 2d10 Armor, and Structures larger than 4" have 3d10 Armor.
For background scenery, decorations, and props, players can assign Armor levels according to whatever seems most appropriate. If their Creations are based on Human structures, the players can choose an equivalent material from the examples in the Armor Levels table.
If their Creations represent nothing more than the plastic constructions they actually are, then the players can discuss what Armor ranges they'd like for a satisfying game overall. A high Armor range encourages units to manuever around strong points for cover, while a low Armor range invites them to blast through obstacles in a rush to take and hold the initiative.
Any exposed hinges,
turrets, pivots, or other moving attachment points on a Creation are considered weak points, ripe for targeting. By default, these weak points, along with any non-structural elements and interior walls, have one less d10 of Armor than the Structure they're attached to. (Weak points on a Structure that already has 1d10 Armor or less aren't affected.)
Incidental decorations and other objects mounted to a main Structure
may have higher or lower Armor Ratings as seems appropriate to their particular nature, at the players' discretion.
The number of d10s in a Structure's Armor is the Creation's Weight class, which determines its maximum Momentum and its resistance to special Damage effects. (An Armor level of 1d6 is treated as Weight class ½.) A Structure's Weight and number of Armor d10s can never be greater than its inches of Size (or Effective Size, if it's taken Size Damage (7.2: Taking Damage)).
7.2 Taking Damage
In the Core Rules, injuries
are simple to deal with. For minifigs and Heroes, Damage higher than their Armor rating kills
them, Damage of a lesser amount has no effect, and Damage equal to their Armor causes Something Bad to happen (5.1: Making Attacks).
Custom Creations come in a much broader variety of forms, and the greater their Size and complexity, the more options they have for hilarious ways disaster can strike. Depending on how large a Creation
is, Damage might only weaken it by stages or break off chunks
of individual bricks, and every expanded option for customization is another potential disadvantage when Something Bad happens.
When attacking a large Creation, players can handle the Damage in
two ways. Size Damage does damage to the Creation as a whole, treating its Size inches as a type of hit points and allowing attackers to weaken the Creation's overall
abilities by attrition. Component Damage lets attackers focus on destroying individual systems or severing specific construction
element connections rather than doing generalized damage to the whole Creation.
Targeting a Creation for Size Damage doesn't take
a lot of precision the attacker just has to be able to target
any part of its central Structure (7.1: Structure).
This will often grant a nice bonus to the Action Roll, since the attacker
can take a Target Size bonus for however much of the Structure is visible
to him (+1 bonus per 2 target Size; see 5.1: Making Attacks).
As when attacking minifigs, the attack Damage must first exceed the targets
Armor to have any effect. If it does, the target Creation takes one
inch of Size Damage, represented by sticking a colored Damage
Pip to a prominent spot on the Creation or its baseplate. Black
or red 1x1 bricks are the usual choice for Damage Pips, although other
elements may be used for convenience or better visibility.
When a Creation has taken Size Damage, the model remains the same physical Size, but the Creation's Effective Size is reduced by each inch of Size Damage. Abilities limited by Size are now limited by the new Effective Size instead: the Power limit on the number of Weapons and Devices the Creation can activate during a turn (8.1: Weapon Size), its maximum Momentum in a Charge (9.5: Collisions), and its maximum Weight class and Armor d10s (7.1: Structure) are all decreased to match the new Effective Size. Additionally, if the Creation takes enough Size Damage to reduce its Effective Size to half its original Size or less, then the Creation moves at Half Speed.
|When a Creation's Armor is decreased by Size Damage, the Armor of its Non-Structural Elements and moving parts are also weakened accordingly.
Any positive advantages that might result from a smaller Effective Size, such as a decreased targeting bonus for attackers, are ignored. The Creation's Size as a physical target hasn't decreased, only its ability levels.
If Size Damage is enough to reduce a Creation's Effective Size
to zero inches, then the Creation is destroyed in the manner that seems most appropriate.
Towers collapse, spaceships explode, whales go belly-up, zeppelins
burst into flame, and pirate ships sink to the briny bottom. Creations
of Size 1" (and Vermin of Size 0") are destroyed on the
first inch of Size Damage.
|Size Damage Example: Super Heavy Death Tank|
The SHDT Vindicator pushes aside lesser tanks as if they were built out of construction toys.
from "Operation Blau"
Elements shown: LEGO
|Example: The Briktopian military has received reports of a small bar serving Maniac Beer - a serious offense! The Super Heavy Death Tank "Vindicator" is sent to defend Briktopian liquor licensing regulations by destroying the bar and all its patrons.
The SHDT Vindicator is so large that it serves as a carrier vessel for lesser tanks, and is a unique boss unit with stats beyond the normal limits. Its Armor of 4d10 lets it absorb a huge amount of Damage for each of its 12 inches of Size. An opposing force would have to be fools to try to take it down with general Size Damage rather than with more precisely targeted attacks, but - under the influence of Maniac Beer - the bar's patrons attempt exactly that.
|Size 12" SHDT Vindicator|
The first few inches of Size Damage are enough to immediately start decreasing the Vindicator's Power capacity. At six inches of Size Damage, it's lost half of its Effective Size and is reduced to Half Speed. It takes nine inches of Size Damage before the SHDT's Effective Size is reduced below 4", causing decreases to its Weight class and Armor.
In theory, at twelve inches of Size Damage, the Vindicator's Effective Size is reduced to zero, and the tank is destroyed. The chances of a handful of drunken bar patrons accomplishing this are slim to none.
When an attacker wants to focus damage on a Creations
particular weak point, he may single out individual construction
elements for Component
Damage. This takes a little more accuracy than a Size Damage attack
- many elements are small enough to incur Action penalties for small Target Size (5.1:
Making Attacks). The advantage is that Component Damage can be used to disable or destroy specific devices and systems, which tend to be less heavily armored than the main Structure.
If Component Damage exceeds the target element's Armor,
then the element is chopped, smashed, or blasted off of the Creation. The attacker removes either a single building
element or a chunk of bricks up to 1 in Size. Where possible,
players should try to make the damage appropriate to the attack
type piercing armor plating with an energy blade makes a
more precise cut than pounding it with mortar fire.
|Explosives are especially satisfying when used for Component Damage, as they can potentially destroy a large number of Components in their blast radius at once.
If a Creation is made up primarily of a single very large element, such as a towering Cthuloid Furry Horror made out of a stuffed teddy bear, it's
poor form to try and use Component Damage to destroy the
whole thing in one hit. Use Size Damage, or choose a specific
feature to disable rather than destroying the whole element.
The precision of a Component Damage attack allows for several
possible applications. A tank's armor, a castle wall, and a dragon's
ribcage can all be breached to expose the juicy innards to more
effective follow-up attacks. Critical devices like steering wheels,
helicopter blades, and kneecaps can be destroyed individually to disable a target.
By targeting narrow connection points (the tail section of a helicopter
or the waist of a giant wasp), a successful Component Damage attack
can divide one large Creation into two or more smaller ones. The Size
Ratings of the new smaller Creations are reduced to reflect their
new stature, but each then inherits the full Size Damage of the original
Creation, which may mean that one or both are instantly destroyed.
Each section may use whichever weapons and devices remain attached
to them, but only if they still have the necessary remaining Effective Size and
controls to activate them (Chapter 8: Weaponry).
More Something Bad
| Something Bad for Creations
||Creation drops one held item
||Creation loses one limb or device
|Struck to the Ground!
||Creation is Disrupted
|| Creature is Half-Minded (Incompetent)
for one turn
||Creation is unresponsive and Out of Control for one turn
||Player busts a 1" chunk of bricks off of the Creation
||Creation suffers effect at the end of the turn
as if the Damage Roll had been successful
||Player comes up with something
simple, immediate, and unfortunate
When a Creation is struck by Size or Component Damage that exactly matches its Armor, the Creation's player picks Something Bad of their choice to happen as a result. This is the same as for minifigs in the Core Rules (5.1: Making Attacks), but with a larger menu of Something Bads to choose from.
|Something Bad happens less frequently in full Creation combat than in fights between minifigs, since the wider range of Armor and Damage ratings make exact matches less likely.
If Something Bad results from Size Damage, it can potentially any part of the Creation. If it's the result of Component Damage, its effects are limited to the targeted component.
Component Damage that knocks the System Offline!, for example, only knocks the single component offline while leaving the rest of the Creation functional.
Not all Something Bads make sense for all types of Creations or all types of attacks. It's up to the players to determine whether a given Something Bad is appropriate to the situation at hand and creates a genuine inconvenience for the target. If players are trying to break apart an asteroid hurtling towards their capital city, for instance, a result of Stunned! or Out of Control! would have no meaningful effect, and Struck to the Ground! would work to the asteroid's advantage. The only appropriate Something Bads would be for the asteroid to be Mortally Wounded! or for the players to come up with a clever Unexpected Twist! (for instance, deflecting the trajectory slightly to hit the asteroid's mom instead).
When a Creation is Disarmed!, it drops a useful item or passenger it's holding or carrying, and the item or passenger is knocked away a number of inches equal to the Action Roll of the attack (if any).
|Littering is frowned upon. The other players must agree that a dropped item is useful and not just random garbage.
When a Creation is Dismembered!, it loses one useful limb or device. (Limbs and devices with no useful in-game function, like a non-prehensile tail or flightless wings, don't count.) The limb or device is separated cleanly from the Creation and knocked away a number of inches equal to the Action Roll of the attack (if any).
Dismembered! limbs are severed as if they had been Amputated by a Medik, with the same negative effects (10.2: The Medik). A Dismembered! device is still functional, and can be used again if a Mechanik reattaches it to a Creation with enough Power to operate it.
If an attacker is doing Component Damage rather than Size Damage, the targeted component can be Dismembered! right off of the Creation it's attached to.
- Struck to the Ground!
When a Creation is Struck to the Ground!, it immediately falls Disrupted wherever it stands (4.1: Movement). If the Creation is large enough or falls from high enough, it may suffer a Collision or inflict Trample Damage to whatever it falls on.
When a Creature is Stunned!, it becomes Half-Minded (Incompetent) until the end of its next turn, with the accompanying potential for Stupidity (10.1: Minds).
- System Offline!
When a Creation goes System Offline!, it is unresponsive and Out of Control until the end of its next turn (9.1: Propulsion). Whatever it was already doing, it continues doing, whether sitting idle, gunning ahead at full speed, or firing all lasers until the batteries run dry.
- Cosmetic Damage!
When a Creation takes Cosmetic Damage!, its player busts off a chunk of bricks of Size 1" or greater. The effects on the Creation are the same as if that chunk had been lost as Component Damage. Depending on which chunk the player selects, this might decrease the Creation's overall Size, it might detach critical devices or functions, or it might have no significant effect at all.
- Mortally Wounded!
A Creation that is Mortally Wounded! continues as normal until the end of the current player's turn, then suffers the delayed effects as if the Damage Roll had been high enough to exceed its Armor.
- Unexpected Twist!
Not every Something Bad has to be picked from this list. The Creation's player can propose an Unexpected Twist! if it's entertaining and unfortunate enough to earn the other players' approval.
When the Damage from an attack is much higher or much lower
than the target's Armor, players may decide to use special
forms of Damage to account for the effects. Special Damage takes a little more work than the usual kind and should be saved
for appropriately special occasions.
Given enough time, a woodcutter's axe can chop down a telephone pole, a battering
ram can beat down reinforced gates, and a hammer and chisel can punch
a leak in the hull of a submarine. When the Armor of a target is too
great to ever be overcome in a single attack, Grinding Damage can be used to grind down the Armor of specific components over the course of several
Grinding can only be used in Component attacks. Grinding is different from a regular attack, and a player must declare
that they are Grinding before rolling for Damage. Rather than comparing
the Damage total to the target component's Armor, the player instead compares the result
on each individual Damage die to the component's Weight class. For each die that comes up greater than this number, the component receives one point of Grinding Damage
(use Damage Pips to keep track of this as necessary). These points of Grinding Damage
are permanent, and are subtracted from the Armor for all subsequent attacks specifically targeting that component.
Normally, points of Damage in excess of a target's Armor rating are ignored. If an attack is so powerful that the leftover Damage can be effective all over again, then that excess can be treated as Overkill Damage. Especially powerful attacks may cause enough Overkill Damage to inflict
multiple inches of Size Damage on the same target, destroy several Components all at
once, or even blow through multiple targets.
|12 points of Damage is enough to kill multiple minifigs if they all happen to be standing in the line of fire.
12 Damage kills the first minifig. After overcoming his 4 Armor, 8 points of Overkill Damage remain.
8 Damage kills the second minifig. After overcoming his 4 Armor, 4 points of Overkill Damage remain.
4 Damage is enough to match the third minifig's Armor. Something Bad happens to him, but he and the other remaining minifigs survive.
When an attacker makes a successful attack and decides to go for Overkill, the player keeps track of the total Damage inflicted and the defender's unsuccessful Armor Roll against it. After applying the appropriate Damage destruction from the initial attack, they then subtract the result of the Armor Roll from the Damage total to find out how many points were "left over." This leftover Damage becomes Overkill Damage, continuing in the path of the original attack, doing more of the same type of damage (either Size or Component Damage) to whatever objects it hits.
When an attacker causes Size Overkill from a Size Damage attack, he will most often be inflicting multiple inches of Size Damage against a single target. If any of these reduce the target's effective Size enough to lower its Armor, all successive points of Overkill Damage are applied to the target's new, lower Armor, in a satisfyingly vicious cycle.
When Component Overkill results from Component Damage, the attack destroys the initial target Component and proceeds forward to the next Component immediately behind it, potentially burrowing all the way through the Creation and bursting out the other side. Component Overkill can benefit from the fact that the Armor of interior Components is normally lower than exterior Structural ones, so attackers can cause damage more easily once they've punched through the tough outer shell.
Best of all, if Size Overkill is enough to destroy the initial target, or Component Overkill is enough to blast right through it, then the Overkill Damage may continue out the other side as Target Overkill to strike whatever new targets fall along its path. Target Overkill travels in a straight line determined by the direction of the attack and where it struck the target, and is limited by the range of the attack - a battleaxe is limited by the maximum
reach of its swing, a laser blast by its maximum linear range, and
a Charging bull by the maximum distance it's able to run in a straight
When the attacker wasn't specific about which part of a target he was aiming for, assume that the attack struck the closest, largest, and most generic part of he target - the center of a minifig's torso rather than the brainpan or groin, for example.
If the attack location was too-Koincidentally chosen so that the Overkill Damage would happen to hit a target or component the attacker couldn't have known was there, that's in pretty poor taste. It's one thing to fire at a vehicle cockpit and happen to hit the pilot; it's another to fire at the one spot on a blank wall that happens to have a security guard on the other side. In cases of obvious shenanigans, the defending player can declare by fiat which location on the target was struck by the attack, and then kick the attacking player in the shin.
When Target Overkill threatens to strike units positioned behind the original target, they can attempt to Bail or Parry the attack as if they were the original target.
7.3 Field Construction
Minifigs are no fans of Actions that fail to result in violence, but they try to take a tolerant attitude towards the occasional need to put stuff together. Otherwise, the reasoning goes, they'd run out of stuff to blow up, and stuff to blow it up with.
When a minifig is carrying a construction element and tries to connect it to something, he succeeds automatically. Minifigs have been bred for this specific task for generations, and are very efficient at it. Attaching construction elements together costs an Action, but with that single Action they can spend the turn attaching as many construction elements as they can physically move into position.
Makeshift constructed objects (or constructed sections added to other objects) have an Armor rating of 1d6 by default.
A minifig's ability to assemble Structures is limited only by his ability to gather building elements together.
A minifig can pick up, carry, and drop an element (or group of elements) up to the size of a 2x2 brick with one hand, at no cost to Movement or Action. Using both hands, he can carry a load up to a 2x4 brick in size just as easily, although he can no longer Sprint. He can push or drag a larger object or group of objects around at Half Speed, up to 2" in Size.
As a more general rule, a Creation with the ability to carry things can pick up and carry an object its own Size at no cost, and push or drag an object twice its Size at Half Speed. If minifigs work together to combine their strength, they can add their Sizes together to combine their carrying capacity. If a Size 0" Vermin (10.4: Monsters) is able to carry objects, it can carry one minifig equipment item at no penalty, or two equipment items at half speed.
While any minifig can slap some rubble together and call it a day, there are a few brickbuilding savants who, thanks to rigorous education and natural genius, earn the right to wear a hard hat and carry around actual tools. These licensed Mechaniks have the ability to assemble masterworks of engineering on the fly, even in the middle of pitched battles.
Mechanikal Aptitude Specialty: allows the Construction Action on enemy turns within a " radius
A Mechanik has the advantage of Mechanikal Aptitude, which allows him to use Construction Actions to build, repair, modify, and disassemble creations without respect to logic or common sense. Whenever engaging in one of these activities, a Mechanik uses his Specialty d8 rather than his usual Action d6.
|The Mechanikal Aptitude Specialty is marked with a . This is an example of a Specialty die, a special-purpose die used to determine the effectiveness of a Specialty. Similar to an Action Die, the means that the Mechanik is an expert in this Specialty. Various effects might modify his Specialist die size upwards (aid from a competent Assistant) or downwards (drinking on the job).
The Construction Action
elements into new Creations or modifying existing ones, Mechaniks are free to attach a loose brick here or there during their turn like any amateur. For the really big jobs, though, they need to declare a Construction Action and abide by union rules.
|UNION RULE 1
Mechanix don't collect their own bricks.
No matter how hardworking an individual Mechanik might be in private life, the professional standards dictated by the Mechanix' Union require him to be as lazy as possible on the job, in order to protect the hard-won rights of his union brothers. This means that Mechanix avoid collecting their own bricks whenever possible.
Instead, when a Mechanik declares a Construction Action, he rolls his Specialty to determine his Construction Radius. Within that many inches from where he's standing, he may then use all loose chunks of construction elements small enough to carry as if he had taken the trouble to collect them himself. Objects too large to carry can be included in Construction as well, but, unlike the smaller pieces, they must already be within arm's reach. Mechanix can treat any Structures and Vehicles that have been destroyed by Size Damage (that is, their Effective Size has been reduced to zero) as if they were already completely broken apart into component elements, even if they are still otherwise intact.
|Two Mechaniks working together can combine their Construction Radius rolls, but it doesn't give them any more time to Construct stuff.
While Constructing, the player is allowed to take this collection of elements off to one side of the battlefield in order to work with them more easily, but they are all considered to still be on the field, and are still subject to attacks at that location by marauding opponents.
If any bystanders get too curious about how a Mechanik is able to use bricks without gathering them first, they find themselves having a chat soon afterwards with some of the local union boys, and they learn to not be so curious in the future.
|UNION RULE 2
Mechanix don't work on their own turns.
Union rules dictate that Mechaniks are always On Break during their own turn. Break begins the moment the Mechanik declares a Construction Action and lasts until the end of the turn. It's only afterwards, when his managers aren't looking, that he really gets down to business.
All Construction Actions take place during the Mechanik's opponents' turns. This has two advantages: first, it gives the Mechanik's player something to do while waiting for their opponents to move, and second, it encourages opponents to hurry up, since the longer they take, the more work the Mechanik can get done.
The Mechanik's player must take care to never let a Construction Action stall the game. If they're called on to make a roll, if the Mechanik or his Construction are attacked, or if the opponent's turn ends, the player must immediately pause working on the Construction, regardless of the state it's in. The player can return to working on it once the interruption is resolved, if the Mechanik is still alive and in a position to do so.
Mechanix are best known for their ability to create machinery and fortifications from rubble, either as new Creations (a new assault helicopter, a new castle tower) or as objects to add to existing Creations (a new giant robot fist for the copter, a new weaponized assault garderobe for the tower). These are limited only by how fast the player can build, and by the parts available within the Mechanik's range.
A Mechanik's Field Constructions have the following stats, whether finished or in progress:
||As measured in inches
||+2" Move per Propulsion element
||by Weapon Size and type
Size - see 7.1:
The Size of a Field Construction is measured the same as for any other Creation - decide which parts are the core Structure, and measure its largest dimension. The number of inches in this measurement is the Construction's Size.
Armor - see 7.1:
New Field Constructions have Armor 1d6.
Move - see Chapter 9:
By adding appropriate propulsion elements, a Mechanik can turn his Field Construction into a Vehicle. On a ground vehicle, these might be wheels, legs, or treads. A flier might have jet engines, propellers, or rockets. On a seafaring craft, these might be sails, sternwheels, or manned oars.
If the new elements are used to replace previous propulsion elements, they restore whatever functionality was lost when the previous elements were damaged or destroyed. Otherwise, each new propulsion element adds two inches to the Vehicle's Move rating, limited to ten inches for Standard Propulsion and fifteen inches for Flight (9.1: Propulsion). The new elements must logically help push the Vehicle forward - wheels don't add Move if they're not touching the ground, oars don't help if they can't reach the water, and fixed wings don't help to propel an aircraft the way flapping ones do. If any part of a Field-Constructed Vehicle is dragging on the ground, it moves at Half Speed.
Weapons - see Chapter 8: Weaponry
Field-Constructed weapons work the same way as regular weapons. Players determine the basic type of weapon under construction and measure its Weapon Size, and these two factors determine its stats and abilities. The new weapon is subject to all the same limitations as a pre-built one, especially concerning Power limitations for how many Weapons a Creation is able to use at the same time.
The difficulty with Field-Constructed weapons is in determining what counts as a properly-constructed weapon
and what doesn't, since this is entirely up to the building standards of the players. In some groups, for instance, a single 1x10 brick makes a very acceptable Size 3 laser cannon, by sole virtue of being mounted on the front of a death buggy; in more serious groups it would be laughed right off the table. Here are some factors to consider when a Field-Constructed weapon is proposed:
If players can't quickly agree on whether or not a given Field-Constructed weapon or device is acceptable enough to allow, put it to a What I Say Goes Roll and move on.
- Appropriate Parts
Is the new weapon built out of the blown-up pieces of a similar weapon that got destroyed earlier? If so, then it's almost certainly acceptable. Mechanix have a much easier time building devices out of parts that were actually intended for the purpose.
- Context Consistency
Does the weapon look roughly as convincing as other weapons on the table, or does it look embarrassing by comparison? If the other players are fielding intricately customized models that they've slaved over for hours, they have the right to be more judgmental than if they slapped a bunch of rainbow crates together five minutes before the game. If the Mechanik's player can spot any enemies who are fielding weapons of similar quality or worse, then they're immune to criticism.
- Player Hardassness
How much of a hardass do you want to be? Has the Mechanik's player been a pain in the ass over the nitpicking details of every Heroic Feat and What I Say Goes Roll, or have they been willing to let things slide? Either way, now's the time to show your appreciation.
When a Creation takes Component Damage and a couple of chunks are blasted off, it's a simple matter for a Mechanik to gather them up and slap them back into place. Like any Field Construction, the repaired Components
are built with 1d6 Armor, but otherwise behave exactly as they did before.
If a Mechanik wants to repair inches of Size Damage, he takes a Construction Action to do Patch Repairs. He does this by building one or more structural Patches on its surface out of loose bricks.
|Patch Repairs are a separate Construction Action from Field Construction, and a Mechanik can't do both in the same turn.
In order to repair one inch of Size Damage, the Size of the Patch must be one inch larger than the Creation's remaining Effective Size. When an inch of Size Damage is repaired, the Creation regains the abilities it lost when it lost that point of damage, including Power, Armor, Movement, and maximum Momentum.
A Patch must be one continuous construction attached to the surface of the Creation for the entire length of the Patch. Sections of a Patch not directly attached to the surface have no effect. Patches can never be longer than the Creations they're built on. Each inch repaired requires a separate Patch.
A Patch doesn't have to be completed all at once; a Mechanik can work on a single Patch over a series of turns if he's interrupted by a lack of time or parts. Once a Patch is complete, it becomes part of the Structure of its Creation. Blowing it off with Component Damage later won't reverse its effects, and other Patches can be built on top of it.
|Patch Repair Example: Catapult
|Example: A medium-sized catapult (Armor 2d10, Size 4") has taken two inches of Size Damage. Then, adding insult to injury, the enemy has used Component Damage to separate the rear section of the catapult completely. The remaining front section has a new Size of 3" and inherits the two inches of Size Damage, reducing it to an Effective Size of 1". One inch is not enough to operate the 4" Launcher arm normally, or for an Armor of 2d10; the catapult is reduced to Armor 1d10 and the Launcher is deactivated. The separated rear section has a Size of only 1", and also inherits the two inches of Size Damage, reducing its effective Size to less than zero. It's destroyed completely.
A Mechanik arrives on the scene and declares a Construction Action for Patch Repairs. His Construction Radius roll is high enough to give him access to all the pieces of the destroyed rear section, so he has plenty of parts to work with.
He starts by building a 2" Patch on the surface of the catapult. This is enough to repair the first inch of Size Damage, raising the Effective Size to 2" out of its 3" of actual Size. The catapult can now activate its Launcher, and it's returned to its original 2d10 Armor.
Since the Mechanik has parts and time left over, he decides to build another Patch, on top of the first, to repair the second point of Damage. This one needs to be a 3" Patch, to raise the front section's Effective Size back to its actual Size of 3". The catapult remains at 2d10 Armor, even though the new Patch would be large enough to raise it to 3d10. Patches can't raise a Creation's Armor to higher than its starting level.
With the proper tools in hand, the Mechanik is a dangerous weapon - steel-plated armor designed to shrug off heavy mortar fire can find itself helpless against a Mechanik with a screwdriver and the will to use it.
Rather than building or repairing a Creation, Mechaniks can use a Construction Action to Disassemble it in an orderly fashion. To do so, he needs to be touching the Creation with tool in hand at the end of his own turn. If he's still alive and touching the Creation at the beginning of his following turn, then he's had the time to perform a successful Disassembly.
At the beginning of this turn, the Mechanik rolls his Specialty and subtracts the Creation's Weight class. The remaining number is the number of elements the Mechanik can separate from the Creation. He can only remove elements (or groups of elements) that are directly accessible and not held in place by other pieces - that is to say, he has to be able to remove them without having to move any other parts of the Creation. The effects on the Creation are the same as if those pieces had been blown off by Component Damage.
While a Mechanik can use Disassembly on friendly or neutral Creations in order to create a supply of spare parts, he's much more dangerous if he gets access to Disassemble opponents' Creations instead. To help prevent this, enemies have several ways to disrupt his efforts.
If a Mechanik becomes engaged in Close Combat before completing his attempt, or is otherwise removed from the Creation he's working on, Disassembly fails automatically. If he's hit by ranged weapons fire or takes any other kind of Damage, he takes a -1 penalty to his Specialty Roll for every point of Damage. The most effective means of disrupting a Mechanik, of course, is to kill him, and his opponents will generally consider this to be the best option.
|Yellow Castle 375
|In the 1,978th BrikVerse, the ancient Royal empire perfected the art of hinged castlery with the construction of their royal fortress, Yellow Castle 375. While the fates and possible yellowness of the previous 374 castles have been lost to history, Yellow Castle 375 remained the unchallenged pinnacle of castlebuilding for generations to come, until its fade into obscurity and final mysterious disappearance in BrikVerse #1,983.|
Under the rule of the Yellow King, four virtuous and noble bloodlines joined together to form the Sticker Knights: the Order of the Crowns, the Order of the Rays, the Order of the Clover, and the Order of the Hazard Stripes. Tasked with enforcing Yellow purity throughout the kingdom, their Krusades of implacable ethnic cleansing left no survivors. If there were peach-colored minifigs in the BrikVerse then, as there are today, no evidence now remains.
The Yellow Kingdom's mythic history of uninterrupted racist terrorist success took a heavy blow after the appearance of Furbuland in BrikVerse #1,979. Upon discovering the furfigs, the intolerant Yellow King became sickened by a nausea from which he could never recover, and the kingdom fell into decline. The Sticker Knights fought bravely to eradicate the furfigs, and many quested for the Skully Grail that could cure the King's malaise with its miraculous genocidal magic. But in the end, their efforts were for naught. Furbuland continued to thrive for many Reconstruktions after the Yellow Kingdom's fade into obscurity, despite violent fursecution from minifig civilizations holding them to blame for the loss of the Yellow King.
In ages since, rumors and sightings of Yellow Castle in far-flung and mist-shrouded frontiers have been reported from pirates, fugitives, and remote explorers; none have been substantiated. It is believed that Yellow Castle will one day return in glory to restore the true King and heir to the Yellow Crown. Until then, the noble bloodlines descended from the Royal source are fractured and vie for supremacy and familial bragging rights.