Chapter Nine: Vehicles
|An Assyrian detachment treks across the frozen wastelands of the Iceworld Krysto.
from "2011 Snowpocalypse"
Elements shown: LEGO
Heavy weapons are all about location; they're only as valuable as the targets they can reach. Sadly, it's rare to find an opponent considerate enough to build targets next to your weapon emplacements, or who lets you build weapon emplacements next to their targets.
Rather than limiting weapons to the targets in a single location, it's handy to give them a means of moving around. The value of a fine weapon can be increased dramatically by strapping a Vehicle to it.
Creations that move around are called Vehicles, and every
Vehicle requires at least one Propulsion system, even
if the method of powering that Propulsion is hard to explain. (Construction-brick
siege engines are notorious for rolling around merrily
despite a lack of horses or slaves to pull them.)
For game purposes, all thats
important is the Vehicle's type of movement. Whether or not it has
any means to power that movement is politely overlooked.
Like all devices in BrikWars, every Propulsion system should be represented by specific physical elements. Most will be obvious: wheels and sails and zeppelin balloons are represented by wheel elements and sail elements and zeppelin balloon elements, respectively. For more exotic Propulsion systems, like levitation crystals that use sparkle magic to transport floating minifig bordellos between opposing war camps, the physical components should be pointed out to the other players so there's no confusion about which elements to target first.
While BrikWars Vehicles can utilize whatever bizarre Propulsion systems players come up with, they're generally sorted into one of two categories. Standard propulsion allows units to move around on tabletops, floors, and brick-built surfaces. Flight propulsion allows units to travel above the surfaces, flying over obstacles and sneering at ground forces hampered by petty gravity.
In terrestrial battles, ground and sea units will use Standard propulsion, and air units will use Flight. In other locations and genres, this can change. In an undersea battle, all submarines and swimming units will use undersea Flight, and only the crawling bottom feeders will be stuck in Standard. In an outer space battle, the large capital ships can be treated as Standard propulsion Vehicles, while the spacefighters flying above and around them can use Flight.
For Propulsion types outside of the Standard and Flight categories (spider climbing, underground
tunneling, or teleportation, for example), players are encouraged to come up with house rules as needed.
Vehicles may sometimes move outside of their usual medium if it's
appropriate to do so. Common sense should be an adequate guide: automobiles
can move at lower speed through standing water, but they cant
fly; airplanes can move at lower speed on the runway, but cant
swim; submarines may move at lower speed boating around the ocean surface, but
they can't roll around on land or perform cartwheels.
Vehicles moving in an alternate medium move at Half Speed (4.1: Movement). No matter
how many Move or Sprint inches they have to spend, no Vehicle can move more than
five inches in an alternate medium in any single turn.
Like minifigs, a Vehicle can be made to Sprint (4.1: Movement) in order to add its operator's Action Roll to its Move inches, as long as it's driving in a straight line. As with any other unit, Vehicles can't make any turns while Sprinting.
Chapter Nine: Vehicles
| Half Speed
Creations are stationary by default, with zero Move inches to spend. Each Size Enhancement to Move adds five inches.
Rather than adding more Move inches, players can use an Enhancement to give a Creation Flight propulsion. A Creation with Flight can raise its Move to a maximum of 15"; a Creation without Flight is limited to Move 10" at most.
A Move Impairment reduces a Creation to Half Speed (4.1: Movement). Only Creations with Move inches can take this Impairment.
|Vehicle Movement Speeds
||tanks, trains, cars
||fighter planes, spacecraft
As a general rule, most Vehicles have a Move of 10", but players can choose whatever Move rating they feel is appropriate for their Propulsion system. Five inches is the speed of a minifig, ten inches is the speed of a Horse, and fifteen inches is only possible for Creations with Flight propulsion.
|Move ratings don't always have to be in multiples of five inches, but it tends to make things easier to keep track of, especially if players are relying on sixteen-stud bricks to measure five-inch distances.
|Move and Armor Example: The Space Pyramids
|Example: Three floating Size 3" Pyramids have arrived from another dimension with unknown motives and mysterious properties. Players must decide on their stats and abilities.
If the Pyramids are stationary Structures hovering in place, their Size of 3" means they could have three Armor Enhancements, giving them 3d10 Armor, the highest level allowed for regular units.
If the Pyramids creep along the ground with 5" of Standard Propulsion, they can use their two remaining Enhancements to raise their Armor to 2d10.
If the Pyramids hurtle through the air with a terrifying 15" of Flight Propulsion, they've spent more than their three Enhancements and must take a Half Power Impairment to pay for the fourth. Their Armor remains at the default 1d6.
|Major Propulsion Element Lost
||-1" Move, cumulative
|Half of Propulsion Elements Lost /
Vehicle Dragging on Ground
| Half Speed
|All Propulsion Elements Lost
|| Move eliminated
|Critical Flight Element Lost
|| Flight Move eliminated
|Flight Reduced to Half Speed
|| Flight Move eliminated at end of turn
For most devices, Damage is an all-or-nothing affair. A steering wheel
is either slagged or it isn't; an elbow is either attached
or it's not.
Propulsion systems are a little more granular. If attackers
can destroy or disable a major propulsion component (one tire off
a dune buggy, one leg off of a RoboSpider), the vehicle's Move is
reduced by 1" for each lost component. If half of the propulsion
elements are destroyed (one leg off a Tyrannosaurus, one wheel off
a motorcycle), or if any part of the Vehicle is dragging on the ground, then the Vehicle moves at Half Speed, after applying all other applicable penalties.
If all the elements are destroyed (one pogo off of a pogo stick, one
balloon off of a hot air balloon), the Vehicle's ability to Move is eliminated
Aerodynamic Flight systems are especially fragile (as opposed to space or magic Flight, which tend to be more resilient). The destruction
of one blade of a helicopter or one wing of a dragon is enough to
ground them immediately.
Vehicles Flying above the ground need a minimum amount of Propulsion strength to stay aloft. (Vehicles Flying in orbit or in space have no such problems). Any time a Flying Vehicle is reduced to Half Speed for any reason, it falls out of the sky at the end of the turn.
Loss of Control
A Vehicle can lose control for any number of reasons. The operator might be dead, absent, or distracted by text messages. The Controls might be disconnected, destroyed, or contradicted by enemies Interfering on auxiliary Controls (8.5: Manning Guns). The Propulsion system might be damaged, disabled, or sabotaged to function perfectly but in the wrong direction.
Out of Control Vehicles keep going in whichever direction they were already going, at whatever speed they were already moving. Their movement continues in a straight line every turn until they Crash into something (9.5: Collisions) or exit the battlefield, unless players come up with a specific reason they should change direction.
If a Vehicle loses power (the fuel line is severed, the minifig pressing the gas pedal implodes) or loses Propulsion effectiveness (a truck tips off its wheels, an aircraft carrier beaches itself), it can use Momentum to continue moving, buying 1d6 Move inches for each MOM spent before grinding to a halt. Flying Vehicles, in particular, grind to a halt by nosediving straight down from their final position and smashing into the ground.
Minifigs and animals are used to unlimited maneuvering. Minifigs are free to spend their Move inches almost however they want - running, climbing, rolling around, and doing backflips at will.
Most Vehicles aren't able to move quite this freely. Biplanes, monster trucks, and surfboards aren't able to spin in place or hop sideways the way minifigs can, and when they do, it means something's gone wrong.
In almost all cases, players' instincts about their own Vehicles' maneuverability are good enough. Players tend to have a pretty good idea of what kind of maneuvers a tricycle can and can't perform as compared to a mechadragon or a hot air balloon.
Maneuvering limits should only be used in isolated instances when players want a large Vehicle to feel ponderous, or when Vehicles enter a space that's tight enough for their maneuverability to make a difference.
Using Standard Maneuvering, players shove their Vehicles and Creatures around in whatever manner feels natural, and save their focus and attention for parts of the game more likely to result in stuff getting blown up (8.4: Heavy Explosives).
When players insist on paying attention to a Vehicle's steering limits, they should first take a deep breath and consider their priorities in life. Then they have to decide which type of steering best matches their Vehicle.
By default, most Vehicles rely on Forward Maneuvering - they must be moving forwards or backwards in order to turn.
The minimum turning radius for a Forward Maneuvering Vehicle is determined by the length of its main Structure (7.1: Structure). For a Forward Maneuvering Vehicle, any turns are legal as long as it clears the length of its own Structure between turns.
|Vehicles like large naval vessels and slow siege engines may need multiple turns to travel their own Structure length. When this happens, it's better to use the Vehicles' Move inches as Thrust rather than Forward Maneuvering (9.3: Thrust).
Apart from airplanes and rocket-based Vehicles, almost all Forward Maneuvering Vehicles can move backwards, but they do so at Half Speed.
Some propulsion systems have the ability to turn in place while stationary. Rowboats, hovercraft, helicopters, antigravity spacefighters, and Vehicles on treads or legs all have the ability to turn and face a new direction without the need to move forwards or backwards.
A Stationary Maneuvering Vehicle may use its Move inches for Forward Maneuvering as usual, but it may also use inches to turn in place at any point during regular movement. The player finds the point on the Vehicle's Structure furthest away from the center of rotation, and rotates that point as many Move inches as necessary for the Vehicle to turn in place. If the Vehicle has a Size of one inch or smaller, turning in place is free.
When Flying Vehicles use Forward Maneuvering, their individual turns are limited to ninety degrees, including any pitch change. If players aren't keeping track of Flying Vehicles' specific altitudes, consider them all to be five inches off the ground by default.
Apart from dropping bombs or other objects, Flying Vehicles must be no more than five vertical inches higher than a target in order to attack it.
When dropping bombs or other objects, Flying Vehicles may only target spots directly underneath their own flight path. The dropped object may end up off of that path due to a Missed Shot (5.3: Ranged Combat). The Use rating for aiming dropped objects is equal to the distance of the drop in inches.
While uncommon, there are a few types of Propulsion systems that can match a minifig's freedom of mobility. If a Vehicle's Propulsion system is based on sufficiently agile limbs (mecha, horses, robot velociraptors, minifigs) or hover flight (propeller drones, magic carpets, flying saucers), then that Vehicle is Maneuverable and it has the potential to prance around as freely as any minifig.
Full Maneuverability is too complicated for untrained minifigs to handle effectively. In order to take advantage of unlimited Maneuverability, the Vehicle must either have its own Mind (10.1: Minds) or be controlled by an operator with the Piloting Specialty (9.4: Piloting). A Maneuverable Vehicle that's controlled by a non-Pilot minifig is limited to regular Forward and Stationary Maneuvering instead.
Vehicles with Jump capability can leap across any distance within their Move radius, although the height of the leap can't exceed twice the height of their legs (or other jumping Propulsion system).
Vehicles without Jump capability can only Jump by building up Momentum (9.5: Collisions) and launching themselves off of ramps.
Vehicle is launched off a ramp, it continues traveling in a straight line in the direction at which it left the ramp. The distance of the Jump is determined by the operator's Action die and the Vehicle's Momentum - each MOM spent adds one Action die of Jump distance.
The Vehicle can continue flying in a straight line for any distance up to the Jump distance, and then drops straight down to end its Movement for the turn. Depending on the height of the drop at the end, a Jumping Vehicle may take Collision Damage with the ground when it lands (9.5: Collisions).
|Non-Flying Vehicles generally have no ability to turn while in midair, but What I Say Goes exceptions might be made for Vehicles equipped with some kind of sails or airfoils.
A Dreadnut can jump up to twice the height of its own legs in order to clear this inconvenient spike pit.
Thanks to some unexpected Bonus Dice, this stuntbike is able to convert its two MOMs into 16" of Jump distance. This gives the bike enough altitude to cause Collision Damage from the height of the drop.
In addition to the standard Propulsion system, BrikWars allows for Vehicles and objects that are moved by physically pushing or pulling the model with specific Thrust forces. For Vehicles, directed Thrust can be provided by Thrusters like rockets, jet engines, propellers, or sails. Thrust is also the system used to handle the KnockBack from Shoves, Collisions, attacks, and weapon recoil, or from unusual devices like tractor beams and gravity guns.
Each Thrust has two parts: a direction and a number of inches.
As any mathematician will tell you, vector algebra is an infinitely bigger pain in the ass than either vectors or algebra would seem to indicate on their own. Worse, vector algebra becomes increasingly difficult to perform after a fourth shot of whiskey, making it useless for BrikWars halfway through the first turn.
Fortunately, a BrikWars player's instinctive response to Thrust vector calculations turns out to be the correct one: Thrust is handled by Giving It The Finger. The player places a fingertip at the point of Thrust (either an active Thruster or a point of impact, usually), and pushes the object the appropriate number of inches in the appropriate direction. The model on the table will move and rotate appropriately on its own without any need for further calculation. (Wheeled models may need to be stopped manually at the end of each Thrust to keep them from rolling away forever.)
KnockBack from Shoves, Collisions, large Weapon strikes, and Explosions are all executed neatly and efficiently by Giving Them the Finger.
If the object is using Thrust as part of its own Movement, then it can apply Thrust before, after, or during whatever other maneuvers it makes during its turn.
|As part of its regular Movement, this sailing ship receives several inches of forward Thrust from its square sails, and additional inches of thrust to starboard from the staysail. The player decides to use half of the forward Thrust, then pull the front of the ship to starboard with the staysail's Thrust, and then finish with what remains of the forward Thrust.
When using Thrust with sailing vessels, it's better to pull from the front rather than push from the rear - this better simulates the drag of ocean water on the ship.
For an object affected by multiple points of Thrust at the same time, the player controlling the object (if any) may give those Thrusts the Finger in whichever order they prefer, or split individual Thrusts into smaller Thrusts for fine maneuvering, or even Finger multiple Thrusts at the same time if it seems appropriate. Giving the Finger is not a precise science, and will often involve quite a bit of Fudge.
||Uses inches of Power
A Thruster is treated as a form of weapon, and its effects depend on its Weapon Size. Each Thruster provides two inches of Thrust for each inch of Weapon Size, and spends the Vehicle's inches of Power like any other weapon. For example, a space freighter with two 3" Thrusters would receive 12" of total Thrust, spending six inches of Power to fire them.
As with Weapons (8.6: Manning Guns), a Vehicle should include some type of Controls for its Propulsion systems (steering wheels, flight sticks, computer consoles). A Vehicle that lacks specific Control elements
should still at least have a specified Control Area where a
minifig has to position himself if he wants to control the Vehicle.
Except in special cases, a Vehicle's main Controls provide centralized control of all of a Vehicle's Propulsion systems, weapons, and devices (like a fighter cockpit, a starship's master computer, a remote drone control station,
or a warhorses saddle). Specialized secondary Controls usually only affect a single subsystem or device (like the individual gunners' stations on a Death Zeppelin, a ships wheel on a galleon, or a self-destruct button in an ice cream truck).
Enemy minifigs can cripple a Vehicle by destroying its Controls.
But better still, they can kill the Vehicle's operators and commandeer the Controls
directly. Unlike the Controls for Weapons, if more than one team has minifigs
Controlling a Vehicle's Propulsion at the same time, whether at separate Controls or in the same Control Area, they can each use their Actions
to prevent the other from Controlling the Propulsion at all, rendering the Vehicle Out of Control (9.1: Standard Propulsion).
|Plastic-brick Control systems lack security precautions
like passwords or ignition keys.
Assuming he has access to the proper Controls, a minifig
can use his Action to pilot a Vehicle and/or control the weapons and and devices in one (and only one) of its Systems, up to the Vehicle's Power limit, focusing on a single target. The System may be any one of the following:
If no operator is actively controlling a System, it continues doing
whatever it is doing. Shields that are up stay up, sails that are unfurled stay unfurled,
and robotic hands with a bloody grip on crushed enemy heads maintain their bloody grip on crushed enemy heads.
- Ranged Weapons: firing any number of Ranged Weapons at a single target (5.3: Ranged
- Melee Weapons: using any number of Close Combat Weapons against a single target (5.2:
- Manipulators: any combination of lifting, carrying, throwing, dropping,
or otherwise manipulating one object or grouped set of
- Devices: activating, deactivating, or otherwise
controlling a Vehicle's special-purpose devices, such as sensors,
shields, transporters, a cloaking device, a self-destruct
function, or an in-dash music system.
The purpose of Vehicles is to move personnel and equipment into position, but sometimes the nature of Vehicular physics puts that position just out of reach - the Vehicle may not be able to speed fast enough, stop short enough, turn tightly enough, or make ridiculous acrobatic leaps ridiculously enough. These desperate circumstances are the situations a Pilot is born for.
Stunt Driving Specialty : once a turn, defy Movement rules for a controlled Vehicle for Stunt Inches
Thanks to their extraordinary affinity with their Vehicles, Pilots have the ability to push the envelope a critical couple of extra inches with Stunt Driving as a normal part of controlling the Vehicle's Movement. (Pilots may still operate the Vehicle's systems as usual during the turn, whether or not they elect to do any Stunt Driving.)
When a Pilot wants to attempt a crazy maneuver, his player describes the maneuver being attempted, and determines how many Stunt Inches the Vehicle will travel away from what should normally be possible. If a StarShip is trying to exceed its maximum Move, for instance, then the Stunt Inches are the number of extra inches past the Move limit. If a FireTruck is trying to turn more tightly than Standard Maneuvering would allow, then the Stunt Inches are whatever amount of required distance between turns that the player is trying to ignore. If a MiniVan operator is pulling the e-brake to powerslide sideways into a crowd of soccer hooligans, then the Stunt Inches are whatever distance the MiniVan is sliding sideways.
Once the player declares the number of Stunt Inches to attempt, the Pilot rolls his Specialty for Stunt Driving. The number rolled is the number of Stunt Inches he's able to complete successfully. If this number equals or exceeds the number of Stunt Inches being attempted, then the Vehicle completes the entire Stunt without mishap.
Otherwise, an enemy of the player's choice gets to take the remaining unsuccessful Stunt Inches and turn them into Thrust inches to use against the vehicle at the point where its successful inches ran out. After coming up with a story for how the Stunt went wrong, the enemy can use that Thrust to (for instance) stop the Vehicle short of its goal, try to cause it to roll, push or turn it in the wrong direction, or even launch it into the air - whatever seems appropriate for the type of Stunt failure they described.
If the Pilot attempting the Stunt rolls a Critical Failure, then not only does he fail at all of the Stunt Inches, but his opponent gets to add an extra Bonus 1d6 to the inches of Thrust used against him.
|Sprinting can be thought of in some ways as a lesser form of Stunt Driving. While it also uses a die roll to add inches to movement, Sprinting is more limited than Stunt Driving in that it requires the unit to be moving in a straight line. On the other hand, a failed Sprint Roll doesn't turn into Thrust inches that opponents can use against the unit.
|The Allied Nations / United Systems warship Ripper acts as a delivery platform for an Orange Transparent Chainsaw the size of a battleship. The Akkadian flagship S.S. Dethstar is less than pleased to accept delivery.
From "Rainbow War II: Jellybean Apocalypse: Grail War, Turn 1"
The best thing about big Creations is smashing them into other Creations. For many budding plastic-brick fans, smashing stuff into other stuff is the first game they play with their brick constructions, and for some it's all the game they'll ever need. BrikWars salutes the Human spirit and its fundamental compulsion to smash.
Limited versions of the rules for handling Collisions have been presented twice before, for two specific object Sizes. The rules given for minifigs (5.4: Charge!) are the rules for objects of Size 1", while the rules given for Horses (H.3: Fighting From Horseback) are the rules for objects of Size 2". The rules presented here are the generalized rules for objects of any Sizes running into one another, whether deliberately or otherwise.
Momentum = 1 MOM per 4" of straight-line movement, up to a Creation's Effective Size
|Knowing of Warhead's uncontrollable mom-lust, the mysterious entity known as FedoraNuker creates an afterlife paradise for the souls of all hot moms. The ensuing momicide is the first step in a convoluted scheme to break Warhead down using the dark and forbidden art of Psychotherapy.
|Forum Thread: The Unmortal
Collisions become much more satisfying as the colliding objects get bigger, but they also become more complicated. Where a Size 1" minifig can build up a Momentum of 1 MOM with a Charge of four inches (5.4: Charge!), and a Size 2" Horse can gather 2 MOMs in a Charge of eight inches (H.3: Fighting From Horseback), a larger Creation is able to build up a correspondingly larger pile of MOMs as it extends its Charge over a larger number of inches.
In order to build up its MOMs, a Creation must Charge in a straight line. The Charge follows the same rules as a Sprint: the path of the Charge may go up or down sloping terrain or over gaps and obstacles if they're small enough for the Creation leap over without slowing down, but if the Charge pauses, slows, or turns to the left or right, then all Momentum is cancelled and the Creation will have to start over collecting MOMs from scratch.
For every four inches in its continuous Charge, a Creation gains one MOM, up to a number of MOMs equal to the inches in its Size (or Effective Size, if it's taken Size Damage (7.2: Taking Damage)).
Large Creations may not have enough Move to build up to their full Momentum in a single turn. Creations can extend a Charge over multiple turns to travel the distance required. These Extended Charges are best used against inanimate targets like walls and security gates, since a more mobile target can casually walk off of the line of a Charge between turns and sidestep the attack entirely.
In the case of an Unintentional Charge, such as for Out-of-Control Vehicles, minifigs running into invisible walls, or objects falling from great heights, players may not have been keeping track of an object's Momentum. In cases like these, it's up to the players to estimate the Charge distances after the fact. Only the turn immediately prior to the impact need be considered; objects don't unintentionally make Extended Charges. (However, players should be generous in overlooking slight curves in the path of an Unintentional Charge, since Unintentional Damage is much funnier than the regular kind.) As a rule, all of a falling object's travel is counted as being in a straight line; parabolas are a Human invention, and players are expected to forget they know anything about them for the purpose of maximizing Damage from falls.
While Charging Creations can potentially have a much larger pile of MOMs than minifigs and Horses, they spend them in much the same ways. MOMs can be used for boosting extreme Vehicular maneuvers or catapult launches, but they are most often used to add Damage to a Charging Weapon attack (up to a limit of one MOM per inch of Charging Weapon Size) or KnockBack to a Collision. A MOM disappears as it is spent, but the Creation can earn its MOMs back again by continuing to Charge in further four-inch increments, even during the same turn.
Crashes and KnockBack
|Order of Attack
There are three possible stages in a Charge attack: a Charging Weapon Attack, Crash Damage, and KnockBack. Not every Charge attack will include more than one of these, but when they do, the stages occur in that order.
Collisions are an immediate and reliable outlet for aggression. They require no Action Roll, automatically succeeding unless the target manages to Bail out of the way (4.3: Enemy Response).
However, they can be equally dangerous to collider and collidee alike. Each object in a Collision does Crash Damage to the other - as many d6es of Damage as its own Weight, up to the total number of MOMs in the Collision (including the target's, if both objects were Charging towards each other at the same time).
|Crash Damage doesn't spend or use up any MOMs - they'll be spent on KnockBack instead.
After Crash Damage has been resolved, the Colliding object delivers 1d6 worth of KnockBack inches to the target for each of its MOMs. The defending object resists the KnockBack with its natural Physical Opposition, with one POP d6 for every inch in its Effective Size.
|Objects that are nailed down are only Knocked Back if they were broken by the Crash Damage from the collision. If not, all the MOMs are lost without further effect.
If the defending object successfully resists the KnockBack, the Colliding object is stopped and loses all Momentum. Otherwise, the Colliding object loses as many MOM d6es as the target object had POP d6es, and can keep right on Charging with its remaining MOMs.
|Crash Example: Don Coyote and the Fire Giant
Example: The biker Don Coyote tilts his lance
to Joust at a rampaging Fire Giant. His motorcycle gives him
a Size rating of 2, so Don Coyote guns the engines along
the necessary eight inches to build up his full 2 MOMs of Momentum.
The Giant has a Size rating of 4 and is wearing Armor Plated shin guards, so he's not very worried. Rather than trying to dodge, he decides to allow the Joust in order to bring Don Coyote close enough to engage in Close Combat.
The lance is a Size 2" Charging Weapon, so Don Coyote will be able to spend both MOMs to add Damage if the attack is successful, raising the Damage from two Action dice to four against the giant's shin guard.
Unfortunately, Don Coyote fails the Action Roll and misses with the lance. He must continue Charging forward to the limit of his Move inches, causing him to crash directly into the Giant. He wasn't able to spend his two MOMs in the missed Joust atttack, so they'll now be spent in the Collision instead.
The motorcycle has a Weight of 1 (Armor 1d10), so it does one die of Crash Damage. (This is less than the total number of MOMs in the Collision - Don Coyote's two plus the Giant's zero - so the Crash Damage isn't limited.) The single die is negated by the Deflection of the Giant's shin guard, so it has no effect.
The Giant has Weight ½ (Armor 1d6), despite his Armor Plated shin guard, and does no dice of Crash Damage in return.
With Size 2" and two MOMs still unspent, Don Coyote does 2d6" of KnockBack to the Giant.
The Giant has a Size of 4", and so he has 4 POPs to resist it. The Giant rolls 13", easily beating Don Coyote's KnockBack of 8". The motorcycle is stopped in its tracks.
With no effect from either the KnockBack or the Crash Damage, Don Coyote is brought to a halt and trapped in Close Combat with the Fire Giant. The Giant Counterattacks with a mighty football punt.
|Falling Damage is treated as a Collision between a falling object and the ground. This doesn't generally end in success for the falling object, since the ground has a Size rating of over nine thousand, making its potential Physical Opposition almost limitless.
Generic surfaces can be divided into soft and hard ground according to color. Green (grass), brown (soil), or tan (sand) ground is considered comparatively soft with Weight 1, and so never does more than one d6 of Crash Damage. Gray (stone) or black (asphalt) ground is considered much harder, with Weight 3, meaning it can do up to 3d6 of Crash Damage if an object falls far enough to build up the necessary Momentum.
If the falling object does enough Crash Damage to exceed the ground's Armor rating (1d10 for soft ground, 3d10 for hard ground), players may elect to build a crater ring around the impact site, with bricks of height and inches of diameter equal to the number of dice in the falling object's Momentum.
It's a generally accepted action-movie fact that pools of liquid such as water or quicksand, no matter how shallow, will cushion Crash impacts safely and completely. Of course, if the liquid is something like stomach acid or hot magma, it may subsequently do other types of damage on its own.
If a target is Knocked Back far enough to land on its side or upside-down, the object is Knocked Over and Disrupted, unable to take any Action or defend itself until it gets itself back upright. For Vehicles, it's even worse: while a Knocked Over delivery truck is largely helpless, Knocked Over boats
are capsized and sink at the end of their following turn; flying vehicles
tend to crash.
If the Charging object is larger than its Disrupted victim, it may proceed to run right over it, inflicting a point of Trample Damage for every inch by which its Effective Size exceeds that of its victim. Smash and Trample Damage are cumulative with any other Damage dealt in the course of the Collision.