| 7: Special Creations |
 |
Design Overview |
|
|
|
 |
Structure vs. Surface Elements |
|
 |
Size |
|
 |
Structure Level |
|
 |
Base Cost |
|
|
|
 |
Alternate Movement |
|
 |
Propulsion Damage |
|
|
|
 |
Weapon Size |
|
|
|
 |
Minds |
|
 |
Operators |
|
|
|
 |
General Damage |
|
 |
Component Damage |
|
 |
Special Damage |
|
|
|
 |
Close Combat |
|
 |
Ranged Combat |
|
 |
Charge Attacks |
|
|
|
| Chapter Seven: Special Creations |

| Construction bricks
can be assembled into an infinite variety of crazy
contraptions. Assembly is much safer when on the ground
than while the contraption is in flight, but sometimes
minifigs don't have a choice in the matter. |
| Mike Rayhawk,
2006 |
|
Watching minifigs hack and smash each other into plastic bits
is loads of fun, but few generals will be satisfied with minifigs-only
combat in the long run - not while visions of tanks, castles,
dinosaurs, and nuclear assault sleighs dance in their heads.
Rather than attempt to describe and give stats for every possible
construction and creature an enterprising player might field,
BrikWars provides a quick and simple framework for classifying
any Creation you might come up with.
Design Overview
Once you've got your model in hand, the first step for any Creation
is to define its Structure (7.1:
Structure). All Creations begin with the same two Structural
stats: Size and Structure Level, which together
determine its Base Cost.
If the Creation is a simple Building, then the Structure
stats may be all that are required. Otherwise, the next steps
depend on what type of Creation is being made. If the Creation
moves as a Vehicle, it needs one or more types of Propulsion
(7.2: Propulsion).
If its equipped with weapons or other devices, these will
need to be purchased separately as well (7.3:
Weapons). Lastly, if the creation is a living, robotic,
or magical Creature, then it will need to be given the
appropriate level of independence (7.4:
Taking Action).
While it's possible to start with a set of stats and try to build
a model to match, you will usually come up with more exciting
Creations if you build the model first and then base the stats
on the model. If the Creation comes out a little more or less
expensive than you budgeted, you can usually just add or remove
a couple of minifigs from your army to make up the difference.
7.1: Structure
Structure vs. Surface Elements

| The more props
and clever details you can pack into your structures,
the more opportunities players will discover for
unplanned mayhem. |
Photo: Shaun
Sullivan
NELUG's "VersaillesPunk," Dec. 2005
Winners: British delegation |
|
The foundation of any Creation is its central Structure,
upon which the non-Structural Surface Elements (limbs, weapons,
devices, etc.) are mounted. As a general rule, any section of
the Creation with an 'interior' (whether for cargo, minifigs,
machinery, or internal organs) is Structural.
Surface Elements
Any parts that are decorative, moving, have activated functions,
or are otherwise not an integral part of the main Structure
are Surface Elements. Non-Structual Objects in the Structure's
interior, such as furniture, security systems, or intestines,
are also considered to be Surface Elements. Surface elements
added for a tactical purpose are purchased as Weapons or Devices
(7.3: Weapons);
otherwise they are free, and great for adding color and interest
to an otherwise humdrum and dreary battlefield.
|
| Creation Type |
Structural Elements |
Surface Elements |
| Building |
walls, floors, basement, roof, load-bearing
columns |
furniture, machine gun nest, satellite
dish, drawbridge, searchlights |
| Vehicle |
chassis, cockpit, fuselage, cargo
hold, trailer |
wings, rockets, wheels, laser cannon,
crane arm, shield generator, fuzzy dice |
Creature
|
skull, torso, trunk |
limbs, wings, jaws, tail, fins, tentacles,
weapons, bunny slippers, brains |
|
A Structure has two main attributes: Size and Armor Level, which are
used to calculate its Base Cost.
Size
To
determine a Structure's Size, take your model and measure the
number of inches along the Structural section's longest dimension.
For a wall this would be its length, for a tower this would be its
height, for a sphere you would measure its diameter, and so forth.
Ignore Surface elements when making this measurement, and round fractions
upward or downward according to preference. The number of inches measured
is the Structure's Size rating.

| 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. |
| Elements shown:
LEGO |
|
Vermin
Most Structures have a minimum Size of 1, but for very small Creatures
(snakes, bats, scoprions, and parrots, for instance) a Size rating
of zero is allowed. These tiny Creatures are called Vermin
and do not recieve an Armor Level like other Creations. By default,
Vermin have zero points of Armor and a Base Cost of zero CP;
additional Armor can be bought at +0.5CP
per +1 Armor.
Structure Level

| The Armor Level of Shaun
Sullivan's evil Juggerbunny fluctuates according to how
fast it can absorb live rabbits. Fortunately those little
buggers breed quick. |
Photo: Shaun Sullivan
NELUG's "T.E.A.M. Rebirth," June 2005
Winners: not the civilians |
|
A
Structure's Armor is determined by its Structure Level.
A Creation's Structure Level is chosen by the player, according
to what seems most appropriate.
|
| Structure
Levels |
Structure
Level |
Armor
Rating |
Equivalent
Materials |
Building
example |
Vehicle
example |
Creature
example |
| 0 |
1d6 |
rope, drywall, plastic, flesh |
tent |
hang glider |
minifig |
| 1 |
1d10 |
wood, sheet metal, steel cables, kevlar |
outhouse |
motorcycle |
troll |
| 2 |
2d10 |
brick, log walls, wrought iron |
brick building |
pirate galleon |
dragon |
| 3 |
3d10 |
concrete, mortared stone, armor plating |
castle |
armored tank |
stone giant |
| 4 |
4d10 |
heavy steel, reinforced concrete,
titanium |
nuclear bunker |
space warship |
steel golem |
5
|
5d10 |
adamantite, force fields |
Illuminati pyramid |
Dungam mobile suit |
Olympian god |
|
This is entirely a judgment call on the part of the player. The
Armor of a dragon, for instance, might be anywhere from 1d6 to 3d10
depending on its size, age, and type. Keep in mind that the larger
and more heavily-armored a Structure is, the more it will cost.
Surface Armor
As a rule of thumb, all Surface elements, interior walls, weapons,
or devices have a Structure Level one level below that of the main
Structure (to a minimum Structure Level of zero). Any exposed hinges,
turrets, or other moving parts are considered "weak points"
and are two Structure Levels weaker.
Incidental decorations and other objects mounted to the Structure
may have higher or lower Armor Ratings as seems appropriate.
Base Cost
When
the Size and Structure Level have been determined, multiply them
together (for Structure Level zero, multiply Size times 0.5). The
result is the Structures Base Cost. A player must pay
this many CP in order to build the
Creation's central Structure.
7.2: Propulsion

| Dave Eaton's magnificent
Post-Apocalyptic Research Vehicle is the target in a running
battle across the nuclear wasteland. |

| Jonathan Dallas's converted
assault schoolbus is loaded with dynamite-strapped kamikaze
warriors and a catapult with which to launch them. |

| The massive propulsion
treads prove to be a weak spot - the detonation of one
well-placed kamikaze snaps the tread and leaves it to
trail out behind the PARV until the vehicle grinds to
a halt. |
Photos: Wayne McCaul
NELUG's "The Post-Apocalyptic Research Vehicle,"
Sept. 2005
Winners: Omics (PARV) |
|
Any
Creation that moves around requires a Propulsion system, even
if the method of that Propulsion is hard to explain (construction-brick
siege engines, for instance, are notorious for rolling around merrily
despite a lack of horses or slaves to pull them). All thats
important is the Creation's type of movement; whether or not it has
any means to power that movement is politiely overlooked.
Propulsion Types
Most regular types of Propulsion (Ground, Water, and
Underwater) cost 1CP per two
inches of Move (e.g., it costs 5CP
to buy 10 of Ground movement). Flying is more expensive:
every two inches of Move cost 2CP plus
the creations Structure Level. For instance, an armored space
transport with Structure Level 2 (for 2d10 Armor Rating) would pay
4CP for each 2" of Flight movement.
| Speed
Examples |
| 2" |
spiders, scorpions, hot air balloons,
rowboats |
| 5" |
minifigs, alligators, monkeys, blimps |
| 8" |
tanks, dogs, submarines |
| 10" |
horses, bicycles, boats |
| 12" |
cars, birds, trains, helicopters |
| 16" |
sports cars, planes, motorcycles |
| (upper limit for
regular propulsion types) |
| 20" |
fighter planes, spaceships |
| 24" |
rocket jets, starfighters, superheroes |
| (upper limit for
flight propulsion) |
|
Very advanced or unusual Propulsion types (spider climbing, underground
tunneling, teleportation) may be allowed as well, if the players can
come to mutual agreement about an appropriate CP
cost.
Alternate Movement
Creations may sometimes move outside of their usual medium if its
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 on the ocean surface, but
cant start crawling around on land.
Creations moving in an alternate medium move at half speed. No matter
how much Move they have to spend, no Creation can move more than
five inches in an alternate medium in any single turn.
Propulsion Damage
For most systems, Damage is an all-or-nothing affair: a steering wheel
is either slagged or it isnt, an elbow is either still attached
or it's not. Propulsion systems are a little more resilient. 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) then the vehicle's Move is immediately reduced to 1".
If all the elements are destroyed (one pogo off of a pogo stick, one
balloon off of a balloon), the Vehicle's ability to Move is eliminated
entirely. Flight systems are especially fragile - the destruction
of one blade of a helicopter or one wing of a dragon is enough to
ground them immediately.
7.3: Weapons
BrikWussies (see sidebar) may try to
distract you with talk of the beauty of a Gothic cathedral or the
protective strength of castle walls, but in their hearts the real
BrikWarriors know the truth. The only reason to build the really large
creations is because you need a place to put the really big guns.
| Weapons |
| Weapon |
Cost |
Use |
Range |
Damage |
Notes |
| Close Combat Weapons |
| Melee Weapon |
2x |
2x |
CC |
xd6 |
- |
| Jousting Weapon |
2x |
2x |
(Ram) |
+xd6* |
* -
Damage added to impact |
| Ranged Weapons |
| Gun |
3x |
3x |
6x" |
xd6 |
- |
| Launcher |
3x |
3x |
xd6" |
xd6* |
* -
or payload's Damage rating
max payload 1/2 Size |
| Explosive |
1x |
3x* |
0" * |
xd10 exp |
* -
or determined by Launcher |
| Rocket |
2x |
4x |
6x" |
xd10 exp |
- |
| Protection |
| Armor Plate |
2x |
2x* |
CC |
+xd6 Armor to area
Shove 2x" * |
* -
if swingable, it may be
used to Parry or Shove |
| Note on Weapon Size: Wherever
x appears, multiply the stat by the the Weapon's Size
level. |
|
Weapon
Size
As
with Structures and everything else of real importance, Weapons are
classified according to their Size in inches. At Weapon Size
1 (one inch or less), a Weapon is equivalent to what you might find
in the hands of a minifig. However, as Size increases, so do the Weapon's
stats every single statistic is multiplied by Size, up to the
maximum Weapon Size of five inches.
Because Weapon Size increases the Use rating just as fast as the Damage
rating, the highest-damage weapons are most effective against the
largest targets - minifig troops are just too hard to hit with such
a high Use rating. Contrarily, high-accuracy small arms are best used to target minifigs, since their Damage rating isn't high
enough to pose a real threat to larger Creations.
 |
| Weapon
Example: The Ripper Blade |
Example:
Cobbling together war machines to defend their swamp and
kin, Bayounix take standard weapons and (BAM!) kick them
up a notch. Thanks to a discarded hacksaw and a wildly
incorrect glasses prescription, a Bayounik man is inspired
to forge a vicious Ripper Blade.
After selecting and measuring the appropriate Bayounikal
element for the blade, the player may choose to make
it anywhere from a Size 3 to a Size 5 Melee Weapon,
according to how he fudges the measurement. He splits
the difference and arbitrarily picks a Weapon Size of
4. Where a standard Hand Weapon has stats of Cost:2
Use:2 Damage:1d6, his Size 4 Melee Weapon now has stats
four times greater. It costs 8CP,
has a Use rating of 8, and does 4d6 Damage.
|
|
 |
Size Limits
Size is also important because it determines the limit on the number
of Weapons a Creation can have equipped. All Creations are limited
to equipping twice as many inches worth of Weapons as the Creation's
own Size rating. Creations flying in the air (rather than in outer
space) are limited even further, to their own Size. If a Creation
has more Weapons than its Size Limit, the Weapons must be 'down-powered'
- the physical weapon model may be five inches long, for instance,
but only be given stats for Weapon Size 3.
 |
| Size
Limit Example: Scorpiosaurus Rex |
Example:
With ratings slipping against sleeker, sexier velociraptor
upstarts, Scorpiosaurus Rex is trying to regain popularity
with a bionic makeover.
The Scorpiosaurus Rex is a Size 3 Creature. With a four-inch
Scorpion Tail and two one-inch Claw Blades, it is at its
Size Limit of six inches' worth of Weapons. If its owner
wants to install a Size 1 set of Eye Lasers in its head,
the Scorpiosaurus will have to either lose one Claw Blade
or downgrade its Scorpion Tail to Size 3 stats, in order
to stay within the six inch limit. |
|
 |
7.4: Taking Action

| If a Creature is clearly
Half-Minded but doesn't fit into one of the standard categories,
players can make up rules ad hoc for whatever its bizarre
impairments may be. |
Elements shown:
Sullis, doughnut
Photo Credit: Todd Lehman |
|
Not
all Creations are designed for active roles. Objects like trees, warehouses,
and bridges perform their duties perfectly well by just sitting there
and not wandering off at critical moments. If a Creation is intended
for more active tasks, such as moving around, carrying loads, or vaporizing
civilians, it will need to have either a Mind of its own, or
intelligent Operators at the controls.
Minds

| Some Creatures are more
intelligent than others. |
|
The difference between a Creature and a Vehicle is that a Creature
is capable of independent thought and action, whether its brain is
composed of meat, circuitry, or magic. If a giant mech requires a
minifig to pilot it, then it's a Vehicle; if it can operate independently,
it's a Creature.
Giving life to a Creation is cheap and easy. For a CP
cost (minimum 1CP) equal to the Creation's
Size, it develops a Mind, becoming a full-fledged Creature
with a Skill of 1d6. Additional Skill boosts of +1 Skill level (or +1 die size, if players have the appropriate dice) can be purchased
for the same price.
| Skill Levels |
| Level |
Skill
(standard) |
Skill*
(superior) |
Description |
Example |
| 1/2 |
1d6-2** |
1d4* ** |
Incompetent |
(see Half Minds, below) |
| 1 |
1d6 |
1d6 |
Trained (default) |
standard troopers |
| 2 |
1d6+1 |
1d8* |
Expert |
specialists, officers, veterans |
| 3 |
1d10 |
1d10 |
Heroic |
Heroes |
| 4 |
1d10+1 |
1d12* |
Supernatural |
demigods, immortals |
* - Although BrikWars' Core Rules are designed to rely on d6es and d10s as much as possible, if you also have d4s, d8s, and d12s handy, it's good form to use them instead when their associated Skill levels call for them.
** - Incompetent creatures never get Bonus Dice on their Skill rolls. |

A d4, d6, d8, d10, and d12.
If you've read this far, you almost certainly already have these. |
| Elements shown: dice |
|
Creatures with Minds have the same mental abilities as regular minifigs.
As long as they have the proper appendages, they can use equipment,
open doors, and toss items around as normal. Common sense should be
an adequate guide for whether a Creature has the proper body shape
to work a stick shift or the fine manipulators to type on a keyboard.
In the occasional instances in which players aren't sure, a What I
Say Goes roll can quickly resolve the issue with an ad hoc edict or
special rules (for instance, an intelligent cockroach can type on
a keyboard by jumping real hard, but it takes him twice as long as
normal, and he can't use the shift key without the help of a friendly
cat).
Half Minds
 |
| Wild animals never kill
for sport. Man is the only one to whom the torture
and death of his fellow creatures is amusing in
itself. |
| - James Anthony Froude |
|
|
 |
Creatures with Minds are fully independent, able to form their own
strategies and wage effective warfare without supervision. If this
doesnt fit your vision for the Creature, you may elect instead
to give it a Half Mind, at one half the cost of a regular Mind.
+1 Skill boosts can still be purchased at the full regular price.
 |
 |
An Incompetent Creature is similar to other full-Minded
Creatures, but due to a lack of training, skill, or intelligence,
it is prevented it from being an effective combatant.
An Incompetent Creatures Skill is set at 1d6-2 (or 1d4, if you have d4s handy) and
cannot be raised any further with Skill boosts or Bonus Dice.
Examples: Zombies, civilians,
zombified civilians, Republicans, corporate middle managers,
clone-brand minifigs, ogres, mutants, Democrats |
|
 |
 |
 |
A Simple Creature is limited in its ability to
make complex strategic decisions, and instead follows
a simple set of behaviors. Simple Creatures are given
a list of behaviors at the beginning of the battle, and
may only behave in accordance with those instructions.
A Simple behavior must be fairly specific: Move
to the nearest wounded allies and attempt to heal them
or Stay close to allied troops and fire at enemy
combatants would be fine behaviors; Defeat
all enemies and Win the battle would
not. BrikWars animals are often made Simple for efficiencys
sake, with short behaviors like flee from any nearby
threat or if it's nearby and looks edible,
try to eat it. While not technically Creatures,
traps are often given Simple behaviors as well, for instance
"fire at anything in range and moving" or "if
the pressure plate is activated, release poison gas."
Examples: Kill-bots, golems,
summoned elementals, guard dogs, mind-control victims,
AOL users, sheep |
|
 |
 |
 |
A Submissive Creature may have a limited ability
to think on its own, but prefers to obey the commands
of a master. Under an intelligent minifigs direction,
the Creature may act as intelligently as if it had a full
Mind, but if abandoned, the Creature reverts to whatever
animal-like behavior seems appropriate: milling around
aimlessly, running and hiding, or attacking everything
in sight. If another intelligent minifig can catch a masterless
Creature, regardless of whether hes on the same
team, the Creature accepts him as its new master.
Examples: Steeds, androids,
grad students, trainees, housepets, work animals, targeting
computers, football players, fetishists, cultists |
|
 |
 |
 |
Subjugated Creatures are restrained or harnessed
somehow and forced to cooperate against their will. They
may in fact be completely intelligent, but have Half a
Mind to break free and run amuck. As long as they are
kept in their restraints, they must follow the orders
of their captors; if they can be released, they will do
whatever they can to prevent being enslaved again. This
usually means attacking their captors or fleeing the battlefield,
but can also be as simple as just attacking everything
in sight, regardless of allegiance.
Examples: galley slaves,
schoolchildren, chain gangs, draft bulls, conscripts,
berzerkers, retail employees |
|
 |

|
 |
| Half-Mind
Example: The Warhorse |
Example:
Horses are Submissive Creatures with the following stats:
SIZE: 2
ARMOR: 1d6 (Structure Level
0 x Size 2 = +1 CP)
MOVE: 10" (2"
x 5 = +5 CP)
SKILL: 1d6, submissive
(Size 2 x Half Mind = +1 CP)
WEAPON: Kick or Bite CC
UR2 1d6 (Size 1 Melee = +2 CP)
COST: 9 CP
This horse's plate mail costs +2 CP,
adds +1d6 to Armor, and -1" to Move. |
|
 |
Enhanced Abilities
As with minifigs, a Creature with a standard Mind has one Action
per turn and can attack with one ranged weapon or two melee weapons.
If that's not enough for the species you have in mind, you can purchase
additional levels of capacity for the cost of the Creature's original
Mind. There are two types of mental capacity:
 |
 |
Multidexterity
Appropriate for Creatures with multiple arms or several
natural weapons, Multidexterity increases the number
of weapons the Creature can use in a single attack, provided
it has enough hands to use them. The Creature can attack
and Counter with two additional Close Combat weapons,
use one additional weapon in a Ranged attack, or use one
additional set of tools for other special actions. The
Creature is still limited to one Action against one target
during its turn, unless it has also purchased the Multitasking
ability. |
|
 |
 |
 |
Multitasking
Appropriate for Creatures with multiple heads or an advanced
multiprocessing brain, Multitasking (or "Extra
Action") allows a Creature to focus on one additional
target during its turn. A Creature with multiple Ranged
or Close Combat attacks may divide them between multiple
targets in the same turn. A multi-brained or superintelligent
Creature can even take two or more completely dissimilar
Actions in the same turn (e.g., playing the piano while
laying down sniper fire); however, it may not use the
same weapon, hand, or equipment item for more than one
Action during the turn. It may not use more than two hands
or weapons for Actions unless it has also purchased Multidexterity.
|
|
 |
| Elements shown:
LEGO, Little Armory |
|
 |
| Enhanced
Abilites Example: Professor Monkeyhead |
Example:
A pioneer in the field self-bioengineering, the six-armed
Professor Monkeyhead is brilliant but insane.
Once a normal minifig (4CP), the Professor has spent a
further +2CP to raise his Skill to 1d6+2, +2CP on Multitasking
to engage in three Actions at once, and +1CP on Multidexterity
to use any four of his six hands at the same time. His
total worth is now 9CP, enough to apply for tenure in
his university department.
|
|
 |
Operators
Any Creation can be loaded up with systems and abilities, but
if it lacks the intelligence to use them then itll need an Operator
to take control.
Controls
Ideally, such Creations should include some type of Control Element
(a steering wheel, a flight stick, a computer console), but if not,
they should at least have a specified Control Area where a
minifig has to be if he wants to act as an Operator. Different types
of Controls may be able to control the entire Creation (a vehicles
cockpit, a buildings nerve center, a space stations bridge,
a horses saddle), or simply a single system or function (a gunners
chair, a ships wheel, a missile silo's Big Red Button).
Enemy minifigs can cripple a Creation by destroying its Controls.
But better still, they can kill the Operators and commandeer the Controls
directly. (Plastic-brick Control systems lack security precautions
like passwords or ignition keys.) If more than one team has minifigs
in a Control area at the same time, they can each use their Actions
to prevent the other from Operating the Creation at all.
In the rare case that minifigs from allied teams find themselves at
the same set of Controls, they cannot each Operate the Creation on
their own turns that would effectively double the Creations
abilities unfairly. A team can only Operate a system if none of its
allies used the same system on the allies' previous turn. This special
limitation only applies to allies; when enemies commandeer a set of
Controls they can make immediate use of them, for the sole reason
that its much funnier to let them have instant benefits than
to give the original owners any time to react.
Systems
Assuming he has access to the proper Controls, an Operator
can use its Action to control one (and only one) System on
a Creation, against a single target. This may be any one of the following:
 |
 |
Propulsion: driving the vehicle any combination
of steering, accelerating, decelerating, etc. Charge attacks
are allowed as part of Propulsion (5.4:
Charge!). |
|
 |
 |
 |
Ranged Weapons: firing a single weapon, or a
paired set of identical weapons, at a single target
(5.3: Ranged
Combat). |
|
 |
 |
 |
Melee Weapons: using a single melee weapon to
attack a single target or parry a single attack (5.2:
Close Combat). |
|
 |
 |
 |
Manipulators: lifting, carrying, throwing, dropping,
or otherwise manipulating one object or grouped set of
objects. |
|
 |
 |
 |
Devices: activating, deactivating, or otherwise
controlling one special-purpose device, such as sensors,
shields, transporters, a cloaking device, or a self-destruct
function. |
|
 |
If no Operator is actively controlling a System, it continues doing
whatever it is doing shields stay up, sails stay unfurled,
robotic hands maintain their bloody grip on crushed enemy heads. This
is most frequently a factor when steering Vehicles. If the driver
of a moving Vehicle switches his attention to firing weapons or operating
other devices, the Vehicle continues moving in its current direction,
at whatever speed it was traveling at the end of its last turn.
The Pilot
Any minifig can drive a Vehicle or direct a Steed, but if they try
to do anything else at the same time (applying makeup, talking on
a cell phone, targeting enemy airfields with roof-mounted artillery
pieces, etc.), then disaster is almost guaranteed. Steering a Creation
and operating its weapons or devices are separate Actions, and a regular
minifig can only do one or the other in any given turn. Armed Vehicles
will often have separate minifigs acting as drivers and gunners; if
the driver of a moving vehicle switches to gunning or some other task,
the vehicle continues moving in a straight line at its current speed
until the minifig returns his attention to driving.
The exception to this rule is the specially-trained Pilot,
who can steer and take a regular Action at the same time. Pilots will
usually use this ability to make attacks: a helicopter Pilot might
fly in and open up with machine guns, a gangsta Driver might perform
a drive-by spraying handgun rounds out the window, and a horse-mounted
Rider might charge past and cave in your skull with a spiked mace.
Less belligerent Actions are just as easy, although less destructive:
a starship Pilot might use his mid-maneuver Action to recalibrate
shields, warm up a cloaking device, or activate the passenger compartment
ejection system.
7.5 Taking Damage
 |
| All created things are
impermanent. |
| - Buddha |
|
|
 |
For minifigs and other small Creations (Size 1 or less), injuries
are simple to deal with. Damage higher than their Armor rating kills
them; Damage of an equal or lesser amount has no effect.
A larger Creation takes a little more work. Overcoming its Armor rating
doesnt grant an instant kill. Depending on how large the Creation
is, the Damage might only weaken it by stages or break off chunks
of individual bricks.
When attacking a large Creation, players can handle the Damage in
two ways. General Damage weakens a target Creation's overall
abilities and wears it down by attrition. Component Damage
lets attackers focus on destroying an individual system or construction
element.
General Damage
Targeting a Creation for General Damage doesn't take
a lot of precision the attacker just has to be able to target
any part of the Creations central Structure (7.1:Structure).
This will often grant a nice bonus to the Attack Roll, since the attacker
can take a Size bonus for however much of the Structure is visible
to him (+1 bonus per 2 target Size; see
5.1: Making Attacks). If the attack strikes
Surface rather than Structural elements of the Creation, it damages
the Surface elements specifically rather than doing General Damage
(see Component Damage, below).
Size Damage
As when attacking minifigs, General Damage must first exceed the targets
Armor to have any effect. If it does, the target Creation takes one
point 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 takes a point of Size Damage, its Move is decreased
by 1" (to a minimum of 1") and its abilities are reduced
as if its Size were one inch worse. The weapons and devices it can
activate during a turn and the Creation's maximum Momentum in a Charge
attack are decreased as if it were one inch smaller.
If a Creation's Size Damage is enough to reduce its effective Size
to zero, 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 point of Size Damage.

| Never having been known
for its sense of fair play, this Mega Bloks dragon aims
for a particular weak spot while making a bite attack
on its LEGO counterpart. Finer points of reptilian anatomy
aside, it wouldn't be unreasonable for players to grant
this attack a couple extra dice of damage or some especially
crippling side effect. |
| Elements shown:
LEGO, Mega Bloks |
|
Component Damage
When an attacker wants to focus damage on a Creations
particular weak point, he may single out an individual construction
element or a small area (Size 1" or less) for Component
Damage. This takes a little more accuracy than a General attack
- many elements are small enough to incur Attack Penalties for size,
although a rare few are large enough to confer a bonus (5.1:
Making Attacks). The advantage of Component Damage is
that the targeted sections will often have much lower Armor ratings
than the Creations main Structure one Structure Level
lower (minimum Structure Level zero) for Surface elements and exposed
hinges, and possibly lower still for other decorative features.
If the Component Damage exceeds the target Component's Armor rating,
then the Component is chopped, smashed, or blasted off of the Creation
as seems appropriate. 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
much smaller hole than pounding it with mortar fire.
If a Creation is made up primarily of a single large element, it's
poor form to try and use Component Damage to try and destroy the
whole thing in one hit. Use General Damage, or choose a specific
feature to disable rather than destroying the whole element.
Applications
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 targeted and disabled individually.
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 small ones. The Size
Ratings of the new smaller Creations are reduced to reflect their
new stature, but each inherits the full Size Damage of the original
Creation, which may mean that one or both are instantly destroyed.
Each section may only use whichever weapons and devices remain attached
to it, and only if it has the necessary remaining Size rating and
controls to activate them.
Special Damage
When the Damage from an attack is much higher or much lower
than the target's Armor rating, players may decide to use special
forms of Damage to account for the effects. Special Damage
takes a little more work than the usual kinds and should be saved
for appropriate special occasions.
Grinding

| Eric Joslin's giant
slays a series of Greg's minifig troops with a single
mighty swing of his flail. |
Photo: Eric Joslin
"NELUG Gets Medieval," Nov. 2000
Winners: a flock of sheep |
|
Given enough time, a woodcutter's axe can chop down a redwood, 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 statistic over the course of several
turns. Grinding can be used in either a General or Component attack.
The weakened Armor rating only applies to future attacks of the same
type against the same target or component.
Grinding is different from a regular attack, and a player must declare
that he is Grinding before rolling for Damage. Rather than comparing
the Damage total to the target's Armor rating, he compares the result
on each individual Damage die to the target's Structure Level (e.g.,
a target with Armor rating 4d10 has an Structure Level of 4 (7.1:
Structure)). For each die that comes up greater than the
Structure Level, the target receives one point of Grinding Damage
(use Damage Pips to record this if necessary). The Grinding Damage
is added to the Damage of all future attacks against that target.
Overkill
Especially powerful attacks may cause enough Damage to inflict
multiple points of Size Damage or destroy several Components all at
once. Normally, attack Damage in excess of a target's Armor rating
is ignored. If players think the excess would be enough to overcome
the target's Armor again, then the excess amount can be treated
as Overkill Damage.
When an attacker decides to go for Overkill, the defender must roll
its Armor once again versus the remaining Overkill Damage to see if
the target takes another point of Size Damage or loses another Component.
If the Damage is high enough, there might even be another round of
Overkill from the Overkill; the process may repeat until there is
either no more Overkill Damage or the target is destroyed.
Besides doing multiple Damage levels to a single large target, Overkill
can also be used to blast through a group of smaller ones. With enough
Damage and lucky positioning, the Overkill from a single attack might
blow through several targets in succession. Normally, Overkill Damage
is applied to the same target (or a different part of the same target)
as the original Damage. But if the target is broken through, blasted
aside, or destroyed, then the Overkill continues on in the direction
of the attack, striking whatever new targets fall along its path,
to the attack's maximum range. 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 he's able to run in a straight
line. Overkill Damage past the attack's maximum Range has no further
effect and is lost.
7.6 Creation Combat
In combat, Creations follow the usual attack sequence, choosing between
Ranged, Close Combat, or Charge attacks, making Attack Rolls against
their weapons Use ratings, and rolling for Damage against their
targets Armor.
Depending on its Mind, a Creature might do all of this as independently
as any minifig. If a Creation lacks a Skill rating of its own, it
will need a minifig or other intelligent Operator at the controls
(7.4: Taking Action)
whose Skill rating can be used instead. If a Creature has both a Mind
and an Operator, then the Operator gives the commands but the Creature
uses its own Skill Rating when making attacks.
Close Combat
(see 5.2: Close Combat)
A Creation with a Close Combat weapon can use it to whack at targets
the same way a minifig might. However, Creations are not always able
to participate fully in the back-and-forth attacks of formal Close
Combat. There are specific conditions under which Creations may have
their abilities limited.
 |
 |
Mindless: Unlike independent Creatures, a Creation
being piloted by an Operator lacks the necessary reflexes
to Counter attacks. |
|
 |
 |
 |
Too Big: Larger combatants lack the reflexes
to Counter against opponents much smaller than themselves.
A Creature can Counter against an opponent with half its
Size rating, but no smaller. Only a Size 0 Creature can
Counter against another Size 0 Creature. |
|
 |
 |
 |
Unmoving: Creations without a leaping ability
cannot use an Angry Inch when making their attack. |
|
 |
Ranged Combat
(see 5.3: Ranged Combat)
Minifigs are able to change facing instantly and swing their arms
to point weapons in any direction. Depending on their type of Propulsion
system and the way their weapons are mounted, some Creations may
be much less flexible.
To make a Ranged attack, a Creation must be able to point its weapon
at its target. The aiming doesn't have to be perfect, however - players
are allowed to fudge the angle by up to forty-five degrees. Both the
firing angle and the weapon Range are measured from the end of the
weapon barrel. (Building a telescoping barrel to take advantage of
this fact is perfectly legal, but the Weapon Size must be measured
at the barrels shortest length.)
Players can mount a Creation's weapons on any type of turret, hinge,
or arm to cover a wider firing arc. This has no extra cost, but remember
that any moving parts involved are automatically at two Structure
Levels lower than the rest of the Creation (7.1:
Structure: Structure Level).
Charge Attacks
(see 5.4: Charge!)
Charge attacks are much the same for Creations as they are for minifigs,
paying special attention to the proper Momentum limits according to
Size.
A very large Creation making a Charge attack may be able to plow through
several smaller targets before grinding to a halt. Overkill (7.4:
Taking Damage: Special Damage) works slightly differently
in a Charge than in other types of attacks. It doesnt matter
whether the target is destroyed as much as whether it's knocked away;
Overkill from a Charge is limited by Momentum rather than by Damage.
The Charging unit rolls its Momentum (MOMd6)
only once; the total is whittled away by the Physical Opposition (POPd6)
of each target that it strikes, until there is not enough left to
knock a target out of the path of the Charge.
Trampling
An attacker cant Charge the same unit twice; if a unit is Knocked
Back into the path of a Charge, the attacker is stopped rather than
Charging the unit again. However, if the target has been Knocked Over
and is low enough that the Charging unit can run over the top of it
without having to jump or climb, then the Charging Unit has the option
to Trample the target and continue onward. A Trampling unit
does its own Size in bonus Damage, added on top of whatever Damage
had already been done in the initial impact.
The maximum range of Charging Overkill only extends as far as the
attacker's stright-line movement. If the attacker stops, swerves,
or turns from its course, the Overkill ends.
|