The Skully Grail
Players are of course free to invent all kinds of unique minifig items in addition to the generic weapon types. Who knows what mysterious powers this Skully Grail might possess?
Chapter Three: Minifig Weapons
Yo dog, roll 1d6 to roll 1d6
With the logic-defying ability to weild an unlimited number of weapons simultaneously, the semi-mythical hero Zahru Trollarm brought the human minifigs of Medivo back from the brink of extinction in ancient times, slaying his way through hordes of Dungans, trolls, and the undead forces of the evil spirit Warhead.
Wiki entry: Zahru Trollarm

The weapons with which you arm your minifigs are best chosen according to which look the coolest. More practical considerations might increase your army’s chances of victory, but that's hardly a priority compared to the importance of looking rad.

Minifig Weapons
Weapon Cost Use Range Damage Notes
Close Combat Weapons
Hand Weapon (S) a saber 2CP 2 CC Skill dieSkill die  
Heavy Weapon (M) a greatsword 3CP 3 CC Skill dieSkill die +2 may be paired with Shield or Heavy Shield
1" KnockBack to minifigs (no Disruption)
can be used Two-Handed for Armor Piercing
Two-Handed Weapon (L) a pike 4CP 4 CC 2 Skill dieSkill dice Two-Handed; can't be thrown
1" KnockBack to minifigs
Ranged Weapons
Short-Ranged Weapon (S) a bow and arrow 3CP 3 6" d6 some are Two-Handed
Long-Ranged Weapon (M) a rifle 5CP 3 10" d6+1 Two-Handed
Explosive (S) dynamite 1CP 1* 3"* d10 Exp affects all targets within 2"
1" KnockBack
* Range if thrown
Bodily Protection
Shield (S) a Rayho shield 1CP 2 CC ShieldedDeflecting Parry Parry or Shove only; can Parry Charge attacks and thrown weapons
Heavy Shield (M) a teardrop shield 1CP 3 CC ShieldedDeflecting Parry same as Shield; can provide cover
Body Armor plate mail 1CP - - ShieldedArmor +2 can't swim, jump, or fly
Heavy Armor space armor 2CP - - ShieldedDeflection Half Speed; can't swim, jump, or fly
Desperate Measures
Bare Hands a dismembered arm - 0* CC ThrustShove 2" or Grab * Automatic Hit for Shoves and Grabs
Minifig Tool (S) a frying pan 1CP 3 CC Skill die Skill die -1  
Random Object a one by four - 4 CC Skill die Skill die -2  
Thrown Object a spear * * 3" * * use object's Close Combat stats
Extended Armories
Zug zug The minifig armaments presented here are only the most basic assortment. A broader range of weapon sizes, damage types, and fiddly performance variations are available in Chapter Eight: Weaponry.

Less well-equipped minifigs will try to tell you that it's not the size that matters, it's how you use it. This is false. Minifig weapons, like anything of importance, are categorized by length. Weapons shorter than a minifig are Short (S), weapons equal in length to the height of a minifig are Minifig-Size (M), and weapons longer than a minifig are Long (L).

Players might be tempted to think of the letters as standing for Small, Medium, and Large, but that would be much less precise.

With only a few exceptions (shortbows, in particular), Short weapons are one-handed and minifigs can pair them with other Short weapons and equipment in any combination (a sword and shield, a crossbow and knife, a pair of revolvers, a briefcase and syringe), or with a Heavy Shield. Minifig-Sized items are more restricted; a Heavy Weapon can be paired with a Shield or Heavy Shield, but otherwise Minifig-Sized equipment can't be paired. Long weapons are all two-handed and can never be paired by a minifig on foot (although there are exceptions for minifigs on Horseback, described later (Chapter H: The Horse)).



3.1: Close Combat Weapons
Killing enemies from a safe distance is all well and good, but any minifig worth his plastic will tell you that's for cowards. Nothing beats the meaty hands-on thrill of manually whacking an uncooperative enemy into a pile of bloody plastic chunks. Close Combat weapons are used to make Close Combat attacks, as you might suspect (5.2: Close Combat).

The power of a Close Combat strike depends on the strength of the arm swinging the weapon, and a Close Combat weapon's Damage rating is based on the Skill die of the minifig holding it. Normal minifigs have a default d6 Skill die (Chapter 2: The Mighty Minifig), so their Close Combat damage is rated in d6es. Specialized minifigs in later chapters can have larger or smaller Skill dice.


Hand Weapons
The majority of Hand Weapons are about one Brik shorter than a regular minifig; exactly the height of this dwarven warrior.
Weapons shown: Red Bean Studios, Mega Bloks, LEGO, Little Armory
Hand Weapons
Size:(S) Cost:2CP Use:2 Range:CC Damage:Skill dieSkill die
a saberHand Weapons are the lightest, most versatile, and most readily available melee weapons: anything from maces, hand axes, and shortswords to kitchen knives, bicycle chains, and crowbars.

Hand Weapons are light and easy to handle, and they leave the second hand free for another one-hand weapon or equipment item. Hand Weapons can be paired with any other Short weapon (a Hand Weapon, Short-Ranged Weapon, Explosive, Shield, or Minifig Tool) or a Heavy Shield.



Heavy Weapons
Heavy Weapons are the height of a minifig. They are most often paired with a Shield, as this Hoplite demonstrates.
Weapons shown: Red Bean Studios, LEGO, Little Armory, Mega Bloks
Heavy Weapons
Size:(M) Cost:3CP Use:3 Range:CC Damage:Skill dieSkill die +2 Notes: May be paired with Shield or Heavy Shield; 1" KnockBack to minifigs (no Disruption), can be used 2H for Armor Piercing

a greatswordHeavier than regular Hand Weapons, but not requiring the dedicated use of both hands like a Two-Handed Weapon, Heavy Weapons combine many of the advantages of each. Sometimes called Hand-And-A-Half or Bastard Weapons, Heavy Weapons include such weapons as broadswords, battleaxes, flails, spears, katanas, chainsaws, and beamsabers.

Heavy Weapons do not include Lightsabers, because the Lightsaber is a trademark of Lucasfilm Ltd., and god forbid we ever risk infringing a trademark.

Minifigs wielding a Heavy Weapon cannot carry a second weapon of any type in their off hand, although they may equip a Shield or Heavy Shield.

As a Hand-And-A-Half Weapon, a Heavy Weapon can be swung with one hand or two. Either has the same effect against unarmored targets, doing Damage equal to one Skill die plus 2.

Against a target with Deflection, swinging a Heavy Weapon with two hands instead of one can provide Armor Piercing power. When using two hands to swing a Heavy Weapon, Deflection removes the +2 from the Damage rather than the die, bringing the final Damage to one Skill die and making the Heavy Weapon as effective as a Two-Handed Weapon against armored foes. (Subsequent layers of Deflection reduce Damage as normal.)

A minifig can't swing a Heavy Weapon two-handed if he's already used his off hand for something else on that turn. If he's carrying something in the off hand but hasn't used it yet, he can drop the object and immediately make the two-handed swing.

Any minifig who takes Damage from a hit with a Heavy Weapon is pushed one inch directly away from the attacker, regardless of whether the Damage kills him, as if he were experiencing KnockBack from an Explosion (3.2: Ranged Weapons). Unlike other forms of KnockBack, a hit from a Heavy Weapon does not cause a minifig to be Disrupted (4.1: Movement) - they are pushed backwards but manage to stay on their feet.


Two-Handed Weapons
Even with added height of the most ostentatious helmet plumes, this Centurionette is dwarfed by her massive Two-Handed Sword.
Weapons shown: custom mold, Little Armory, LEGO
Two-Handed Weapons
Size:(L) Cost:4CP Use:4 Range:CC Damage:2 Skill dieSkill dice Notes: Two-Handed; cannot be thrown
a pikeTwo-Handed Weapons give heavy troops the power to destroy the sturdiest armored foe, and the ability to hit at targets normally out of reach - striking behind a rank of other minifigs, surprising targets on separate building levels, or nailing riders on horseback.

The drawback is that Two-Handed Weapons can be difficult to maneuver and wield effectively. Minifigs carrying a Two-Handed Weapon have a hard time navigating tight spaces, and they need both hands free to use the weapon in Close Combat. (Players don't have to pose the minifig with both hands physically holding the weapon shaft; it's understood that both hands come together to swing the weapon at the moment of attack, so quickly that the eyesight of Humans is unable to detect it.)

Worse, a Two-Handed Weapon's extra inches of reach carry their own vulnerability - an enemy minifig can sneak up closer than the weapon's minimum effective range. A minifig swinging a Two-Handed Weapon must have one hand on the bottom-most grippable part of the handle. This may mean that he doesn't have enough space to bring the weapon's striking surface into contact with the target. If the minifig is unable to back up far enough to give himself room to swing, then the enemies inside that distance can only be Shoved, not attacked (5.2: Close Combat).

There is one important exception to the Two-Handed Weapon's two-hands requirement: Jousting, decribed in H.3: Fighting From Horseback. A minifig riding a steed or vehicle only needs one hand to use a Two-Handed Weapon as a lance in a Charge attack, as long as it has a pointy tip. Jousting minifigs can use their free hand to wield a Short-sized weapon, Shield, or equipment item.

Any minifig who takes Damage from a hit with a Two-Handed Weapon is pushed one inch directly away from the attacker and Disrupted (4.1: Movement), regardless of whether the Damage kills him, as if he were experiencing KnockBack from an Explosion.



3.2: Ranged Weapons
“You can go a long way with a smile. You can go a lot farther with a smile and a gun.”
- Al Capone

It's hard to beat the joy of plunging a hand weapon into exposed enemy flesh (but not impossible: see the Explosives section below). But it can be frustrating when some jokester thinks it's funny to keep bouncing around just out of reach of a minifig's hand axe. It's times like this that he wants a nice ranged sidearm, to wipe the enemy grin off the enemy face in the most literal fashion (5.3: Ranged Combat).


Short-Ranged Weapons
Smaller Ranged Weapons give a minifig the ability to strike at a distance while leaving his other hand free for life's more visceral pleasures - in the case of this Star Marine, a wickedly serrated gutting-knife.
Weapons shown: Red Bean Studios, Little Armory, LEGO, Best-Lock
Short-Ranged Weapons
Size:(S) Cost:3CP Use:3 Range:6" Damage:d6 Notes:some are Two-Handed

“Remember the first rule of gunfighting: 'have a gun.'”
- Jeff Cooper

a bow and arrowMost light ranged weapons fall under the Short-Ranged Weapons heading: revolvers, shortbows, blowguns, magic wands, and slings are good examples. Most can be fired with one hand; a little common sense should be enough to determine how many hands a given weapon requires (a light crossbow can be fired with one hand, for instance, while a shortbow or slingshot takes two).

Like Hand Weapons, Short-Ranged Weapons can be paired with any Short-sized weapon or a Heavy Shield. Because their limited range puts minifigs dangerously close to an enemy's ability to counterattack, Short-Ranged Weapons are often paired with a Hand Weapon in the opposite hand, or paired with a second Short-Ranged Weapon and used in hit-and-run harrying attacks that keep the Ranged attackers just out of enemies' reach.


Long-Ranged Weapons
Long-Ranged Weapons are for warriors who wish to focus exclusively on ranged attacks. This steel-bikinied commando doesn't care much for hand weapons; she's never met a problem her bazooka couldn't solve.
Weapons shown: Best-Lock, LEGO, Little Armory
Long-Ranged Weapons
Size:(M) Cost:5CP Use:3 Range:10" Damage:d6+1 Notes:Two-Handed

“The deadliest weapon in the world is a Marine and his rifle!”
- John J. Pershing

a rifleLong-Ranged Weapons are higher-powered than regular Ranged Weapons, allowing minifigs to pack a solid punch while staying out of enemy units' immediate melee range. Muskets, longbows, heavy crossbows, and a Magic Staff of Lightning Bolts are all Long-Range Weapons. Long-Range Weapons are generally about the length of a minifig, and always require two hands.


An explosive comeback
These Yellow bullies learn to regret picking on innocent Peaches when RoC shows up with a missile launcher.
Photo: RoC77
From "RoC"
Elements shown: LEGO
Explosives
Size:(S) Cost:1CP Use:1* Range:3"* Damage:d10 Exp Notes:* - if thrown
dynamiteHand-held Explosives come in a variety of forms for a variety of purposes - grenades for throwing, rockets for firing, and timed charges for dropping somewhere and getting the hell away. A minifig's Explosive can do any of the above. If he throws it, it's a grenade; if he fires it from a launcher (launchers are bought as Short-Ranged or Long-Ranged Weapons), it's a rocket. If he drops it on the ground and says "I'm setting the fuse to go off on the end of my next turn," then it's a timed charge; if he attaches it to an enemy vending machine and says "I'm setting the fuse to go off when I hit the button on this transmitter (bought as a Minifig Tool (3.4: Desperate Measures))," then it's a remote detonator.

Sure he's mad - mad about bombing
Three inches isn't a whole lot of Range, especially when it comes to throwing dynamite and grenades. Minifigs who rely on thrown weapons will want to familiarize themselves with the rules for making attacks Out of Range (5.1: Making Attacks).
Elements shown: LEGO, Brickarms
Once they go off, though, all Explosives work exactly the same way. The Explosive does 1d10 Explosion damage to every exposed object and surface within a two-inch radius. (Objects completely hidden behind cover are only damaged if the cover is destroyed.)

Objects within this radius are also subject to KnockBack. Loose objects within two inches of the Explosion, such as minifigs not wearing seatbelts, are pushed one inch directly away from the center of Explosion. Fixed objects, such as brick walls, are only Knocked Back if the Explosion breaks them into loose objects. Minifigs who are Knocked Back are Disrupted (4.1: Movement).

Each Explosive can only be used once, for obvious reasons.



3.3: Bodily Protection
Karma's a bitch
Lord Karetsu's armor awakens the demon curse haunting him since his crimes against Tikoskum.
Photo: Killer Karetsu
From "Karetsu - Background and Stuff"
Elements shown: LEGO
“To a surprising extent the war-lords in shining armor, the apostles of the martial virtues, tend not to die fighting when the time comes. History is full of ignominious getaways by the great and famous.”
- George Orwell

A minifig's job is to do damage and kill enemies, not to worry about coming home alive afterwards. A good leader knows that the best defense is a good offense, and a budget surplus should always be spent on more weapons and more men, not on protective gear. The presence of such equipment calls into doubt the soldiers' eagerness to throw away their lives meaninglessly for the Humans' entertainment.

But the minifigs who request protective gear are likely to be among the least popular units, so it's good to buy them some. The longer the cowards stay alive, the more angry their allies will be, and that's a good state of mind for battle.

Deflection
When damage strikes a minifig wearing Heavy Armor, or one who successfully parries with a shield or weapon, he has Deflection against the blow. Deflection removes one die from each source of Damage, before the Damage is rolled.

For weapons with multiple die types, Deflection removes one of each type of die, except for d12s (MOC Combat: Fancy Dice). If a target has Deflection against a source of Damage that has no dice to remove, then the Deflection cancels 1d6 worth of the Damage.

By wearing Heavy Armor and successfully Parrying an attack at the same time, the most spineless minifigs of all can have Deflection twice, removing two dice from a source of incoming Damage.

Secondary Effects on Shielded Targets
Some special types of attacks can have secondary effects, which are introduced in later chapters. Whether or not Deflection protects from them depends on whether the effects are based on the quantity of Damage dice being rolled, or on the results of the rolls. It can help to handle secondary effects in the following order:
  • Before rolling for Damage, handle any effects based on the quantity of Damage dice. KnockBack effects from large Weapons are the most common example (8.1: Weapon Size).
  • Next, remove Damage dice for Deflection.
  • Finally, roll the Damage dice that remain, and handle any secondary effects that are based on the numbers rolled. Examples include checks for Grinding Damage (7.2: Taking Damage) and objects catching on Fire (8.4: Automatic Weapons).


Shields
Because Princess Wendy can't be armored up for official functions, she depends on a ring of heavily-armored handmaidens to absorb attacks against her royal person.
Weapons shown: Little Armory, LEGO, Red Bean Studios, Mega Bloks
Shields
Shield: Size:(S) Cost:1CP Use:2 Range:CC Effect:ShieldedDeflecting Parry Notes:Parry or Shove only
Heavy Shield: Size:(M) Cost:1CP Use:3 Range:CC Effect:ShieldedDeflecting Parry Notes:Parry or Shove only, can provide cover
a Rayho shieldA Shield is like a Hand Weapon devoted to Parrying (5.2: Close Combat). Shields cannot be used to make Attacks or Counterattacks, but they can sometimes also be handy for Shoving opponents into proper position for a follow-up attack.

A minifig who successfully Parries an attack has Deflection against it. A Shield can Parry the same Close Combat Attacks and Counterattacks as any normal Close Combat Weapon, but it can also Parry thrown weapons and Damage from Charge attacks like Jousts and Crashes (H.3: Fighting From Horseback).
From this day forward, all you are is just another Brick in the Wall
The Police State of Venice's riot squad, called "The Brick Wall," are perfect for defending chokepoints and covering backwards-advances.
Photo: Scratch
From "Police State of Venice OVERHAUL 2014"
Elements shown: LEGO, BrickWarriors, BrickForge

a teardrop shieldShields come in two sizes - regular Short-sized Shields, and Minifig-sized Heavy Shields. The Heavy Shield is slightly more difficult to use, with a Use of 3 rather than 2, but it has an advantage: unlike a regular Shield, the Heavy Shield can be positioned as passive cover against all types of attacks, in addition to being used actively to Parry. It can provide cover either by itself, in conjunction with other cover elements on the field, or put together with the Heavy Shields of other units (5.1: Making Attacks). Like all cover, its effectiveness will depend on how well the Heavy Shield is positioned between the unit and the attacker, of course - if it's pointed in the wrong direction when the attack is made, it's too late to reposition it.

Attacking a Shield
When an enemy minifig is entirely hidden behind a Heavy Shield, attackers may prefer to target the Heavy Shield itself rather than the minifig behind it. When attacked directly, Shields and Heavy Shields have an Armor rating of 1d10 with one level of Deflection. If this Armor is overcome, the item is rendered useless and destroyed.


Body Armor
Armor
Sometimes Armor can become a troop in itself, if it's left lying around too long and becomes posessed by armor ghosts.
Armor shown: Red Bean Studios, LEGO, Little Armory
Body Armor: Cost:1CP Effect:Armor +2 Notes:can't swim, jump, or fly
Heavy Armor: Cost:2CP Effect:ShieldedDeflection Notes:Half Speed; can't swim, jump, or fly

“During the Middle Ages, probably one of the biggest mistakes was not putting on your armor because you were 'just going down to the corner.'”
- Jack Handey

plate mailFor faint-hearted warriors who fear death but are too lazy to lift a Shield in their own defense, Body Armor is a great way to prolong their worthless lives. As a bonus, Body Armor impairs their movement to the point that the cowards can always "coincidentally" be the last to arrive at the front lines.

A minifig wearing Body Armor gets +2 to Armor against all incoming attacks (but not for internal Damage, like the effects of having been Poisoned or of swallowing a grenade). Wearing Body Armor prevents a minifig from swimming, jumping, or flying.

space armorWhen a piece of Body Armor is combined with a visored helmet, it becomes Heavy Armor. A minifig wearing Heavy Armor is even better protected, but has an even harder time moving around. A minifig in Heavy Armor has Deflection against all incoming attacks, but is forced to move at Half Speed (4.1: Movement ).

If a minifig wearing Body Armor or Heavy Armor falls in water, he must either use an Action to remove the armor or hope that someone can fish him out in a hurry. Otherwise, he will die of drowning at the end of his next turn. (Assuming he needs to breathe, that is - non-living minifigs like androids and skeletons can continue wandering around happily underwater with no ill effect.)

Because of their poor mobility on foot, it's best to mount Heavy Armored minifigs on the back of a Horse (Chapter H: The Horse), or to post them in narrow gates and walkways where they can't be easily outmaneuvered and bypassed.

Fighting Minifigs with Deflection
Minifigs with Deflection can seem invulnerable against attacks from minifig weapons, most of which have only a single Damage die to remove. Overcoming this defense can take a little extra strategy.
  • Half Speed makes Heavy Armored minifigs easy to outrun, and their inability to jump over gaps and obstacles makes them easy to outmaneuver. Dunk them in water, and they have a single turn to remove their armor or drown. Their strong defenses mean nothing if no one has to fight them to begin with.
  • Charge Attacks are an effective strategy against Deflection. Momentum can add more Damage dice than a minifig's Deflection can remove, and KnockBack Inches can Disrupt them (5.4: Charge!).
  • Some weapons have Damage left over after dice are removed. Leftover +1s and +2s of Damage from Long-Ranged and Heavy Weapons aren't enough to kill a minifig by themselves, but they can add up if used for Combined Damage. A Two-Handed Weapon does two dice of Damage all by itself, or course, and a Heavy Weapon has an Armor Piercing attack if used two-handed. Either can do a full die of Damage even after accounting for Deflection.
  • For attacks with only a single die of Damage, there are many ways to stack extra dice into the total. Overskill Dice from lucky Skill rolls (4.2: Action) and Instant and Almighty Benny dice (1.4: The Spirit of the Game) can all boost the Damage from an attack.



3.4: Desperate Measures
Twerking hard, or hardly twerking?
Despite the hypnotizing power of minifig butts, mooning the enemy has not been shown to have any practical effect.
Wiki entry: Yellow
“It is important when you haven't got any ammunition to have a butt on your rifle.”
- Winston Churchill

Nothing makes a warrior feel stupider than arriving at a battle and realizing he forgot to bring a weapon. He still has options, but mooning the enemy has limited practical effect, and he's better off trying to scavenge a real weapon as quickly as possible.


Sheep in Flight
Unable to reach the enemy wizard in time to interrupt a deadly spell, Eric Joslin's giant starts hurling the projectiles closest at hand: a flock of sheep.
Photo: Eric Joslin
from "NELUG Gets Medieval"
Bare Hands
Size:- Cost:- Use:0* Range:CC Damage:Shove 2" or Grab Notes:* Automatic Hit

“Those who have not swords can still die upon them.”
- J.R.R. Tolkien

a dismembered armMinifigs lack the ability to clench their clawlike hands into fists, and the limited range of minifig leg motion means that the groins of their enemies will never be exposed to their nonexistent knees. As a result, unarmed combat between minifigs is an almost complete waste of time. The only really worthwhile use for Bare Hands is in grabbing someone else's dropped weapon.

Bare Hands cannot be used to Attack. If a minifig has one or both hands free, he can use it to Grab his opponent, either for the sake of hitting him with a weapon in his other hand, or holding the enemy in place for one of his better-armed allies. If both hands are empty, then the minifig can use both of them to Shove his opponent 2" away, in an attempt to put some distance between himself and the real warriors who remembered to come armed.

Although Bare Hands cannot be used to Parry a Close Combat Attack, they can be used to Parry a Shove or Grab (5.2: Close Combat).


Defend the boobs
When the Elven army arrives to crush a tavern full of Frostborne and Norsemen,, this brave tavern patron takes up a bottle to defend what's really important.
Photo: Kommander Ken
From "Revel Rousers"
Elements shown: LEGO
Minifig Tools
Size:(S) Cost:1CP Use:3 Range:CC Damage:Skill dieSkill Die -1

“In the long history of humankind (and animal kind, too) those who learned to collaborate and improvise most effectively have prevailed.”
- Charles Darwin

a frying panThe "official" purpose of a Minifig Tool is to help minifigs do their jobs. Medix need their first aid kits, Mechanix need their wrenches, and Clerix need their holy symbols. Fortunately for everyone involved, all of these things can also be used to beat people to death.

Any tool designed to be gripped and carried in a minifig's hand can be used as if it were a makeshift Hand Weapon with less effective stats. This includes not only obvious striking implements like hammers, torches, and frying pans, but also suitcases, coffee mugs, megaphones, and teapots. Larger, Minifig-Sized Tools have the same stats but require two hands; these include rifle butts, shovels, metal detectors, pushbrooms, and oars.

Decapitated heads and skulls also count as Minifig Tools when used in combat. Not because this makes any sense, but because beating opponents to death with their own friends' faces is Ossum.


Random Objects
Size:- Cost:- Use:4 Range:CC Damage:Skill dieSkill die -2

“If a person offends you and you are in doubt as to whether it was intentional or not, do not resort to extreme measures. Simply watch your chance and hit him with a brick.”
- Mark Twain

a one by fourIn the Human world, table legs, broken bottles, and even big rocks are all part of a cherished tradition of improvised weaponry. In BrikWars, minifigs are just as likely to improvise with a broken fender, a door, or an unsuspecting sheep. If a minifig can't find a real weapon, Random Objects are better than nothing, although that's only because having nothing sucks to such an impressive degree.

Any object that could conceivably be picked up and swung around by a minifig can be used as an improvised weapon. Some objects are obviously excluded: items like shortbows, flowers, and hats are too flimsy to do any damage, while objects larger than two minifigs in length are too big to pick up.

The minifig must have a physical element he can hold in his hand. He can't claim "there's a belt printed on my torso, I'm taking it off and whacking you with it."


A hard rock enthusiast
Haircules demonstrates an innovative use of thrown boulders to catch fish. And, occasionally, Technovikings.
Photo: Bragallot
From "Attack on Andelmere (Sign-up)"
Elements shown: LEGO
Thrown Objects
Size:* Cost:* Use:* Range:3" Damage:* Notes: * use Close Combat stats

"Though boys throw stones at frogs in sport, the frogs do not die in sport, but in earnest."
- Plutarch

a spearIf an object can be used one-handed in Close Combat (whether as a regular weapon, Minifig Tool, or Random Object), it can also be thrown. A Thrown Object has exactly the same Use and Damage rating as if it were being used in Close Combat, but with a Range of 3" it can be hurled at targets out of immediate reach.

By throwing a weapon rather than running in swinging, minifigs can avoid entering Close Combat and risking Counterattacks. A Thrown Object can be Parried by a Shield or Heavy Shield (5.2: Close Combat), but not by other weapons (except in special cases - thrown baseballs can be Parried by a baseball bat, for instance).

Once they're thrown, Thrown Objects have a known drawback in that surviving opponents can then pick them up and use them against the original thrower. Grenades are a popular workaround for this issue.