Chapter Five: Combat
A-hunting we will go

“If you die horribly on television, you will not have died in vain. You will have entertained us.”
- Kurt Vonnegut

Engaging in combat is a minifig's highest goal and greatest source of joy, for he knows that violence is what pleases the Humans best. If prevented from making attacks, minifigs become despondent and irrational. The mental imbalance may become so severe that the minifig is stricken with psychotic pacifism. Such unfortunate miscreants may find limited use as slave labor, but they're best put out of their heartbreaking misery by employing them as target dummies for the other troopers' amusement.



5.1: Making Attacks
The Grinning Reaper
“In case of doubt, attack.”
- George S. Patton

Regardless of the type of violence employed, every attack follows the same three steps. First, the player checks the weapon's Range to see if it can reach the target. Second, he makes an Attack Roll to see if the attack has the accuracy to hit the target. Third, he makes a Damage Roll to see if the attack does enough Damage to defeat the target's Armor. Each of these steps can be affected by a variety of Combat Modifiers, and there are many opportunities to maneuver units for best advantage.


Checking Range
In order to be able to attack a target, a minifig must be able to strike it with a weapon. This requires a couple of common-sense checks.

  • Can he see the target?
    The minifig must have a clear line of sight between his eyes and some visible part of the target.
  • Can he reach the target?
    The target must be within the weapon's striking distance.
    • If the minifig is using a Close Combat weapon (a weapon with a Range rating of ‘CC’), he must be able to touch the target with the weapon's striking surface. (Some weapons may have additional restrictions, according to common sense - a jousting knight can't stick his lance out sideways to damage a target way off his right shoulder, for instance.)
    • If the minifig is using a Ranged weapon, the target must be within the number of inches listed as the weapon's Range, and there must be a clear line of sight between the weapon barrel and the target.
Automatic Hits
Combat involves a lot of die rolls. You should find excuses to skip them wherever possible.

There are many situations in which an attack is treated as an Automatic Hit, eliminating the need for an Attack Roll. A unit attacking an inanimate object Automatically Hits it, for instance, if he's close enough to touch the object with the business end of his weapon and no one else is attacking him in the meantime.

Many types of bodily attacks are also Automatic Hits: Shoves, Grabs, and bodily Collisions (all described in this chapter), although these can sometimes be Parried or dodged by Bailing out of the way in a panic.
Skill and Damage Rolls
If an attack can be made, two rolls determine its success, resulting in either a glorious kill or an ignominious lack of effect.

  • Does the attack hit the target?
    If the target is in range, the minifig must be skillful enough to hit it. Roll the minifig's Skill rating (1d6 for regular minifigs) versus the Use rating of the weapon - this is called the Attack Roll. If the result of the Skill roll is as much or greater than the Use rating, the attack strikes the target! If not, it misses badly, resulting in humiliation for the attacker. He may say "I meant to do that," but everyone knows he's lying.
  • Does it do enough damage to kill?
    If the attack hits, it has to do enough damage to destroy the target. Roll the weapon's Damage rating. If this Damage Roll is greater than the target's Armor, the target is destroyed. Congratulations! If the roll is equal to or less than the target's Armor, the attack has glanced away harmlessly, evoking laughter from all who witness the humorous display.

Attack Modifiers
Destroying a target is rarely a foregone conclusion, and the ambitious general will want to give his troops every possible advantage. And while the best defense is an overpowering offense, he will maneuver just as hard to prevent advantages for his enemies as he does to create advantages for his own forces.

There are a number of conditions, called Attack Modifiers (or "Mods") that players can manipulate to improve or handicap a unit's chances of success. Positive modifiers, called Attack Bonuses, add to the Skill of a unit making an Attack Roll, to the Range of his weapon, or to the Damage dealt on a successful attack. Attack Penalties, by contrast, subtract from an attacking unit's Skill. Attack Mods can sometimes raise or lower an attacker's effective Skill by a large amount, but remember that the possibility of Critical Success or Failure means that the results of a roll are never guaranteed (1.2: Numbers).

Pirate long division
When checking for cover modifiers, or if you're a ninja practicing swordplay, remember that a minifig is divided into three main parts.

Taking cover
After failing in his attempt to blow up some VOL troops standing inadvisably close to explosive gas cannisters, the Immortal M.Q.S. takes cover at the end of this corridor.
Elements shown: LEGO
Photo: Warhead
from "Zombie (Zulu) Dawn Turn 8"

Target Size
Target Size Skill Mod
Large target area +1 per 2"
Full minifig or 2x4 area (no modifier)
2/3 minifig or 2x2 area -1
1/3 minifig or 1x1 area -2
A weapon's standard Use Rating applies when it's used to attack a minifig or similarly-sized target. A simple targeting advantage can be gained from aiming at something larger.

For targets that are very large, like the ground, the broad sides of barns, and Unix programmers, attackers receive a +1 Attack Bonus for every 2" of the target's Size, up to a +5 bonus.

When special precision is required, the attacker might also try to hit targets that are much smaller than usual. For a target area equivalent to 2x4 studs, he fires as normal. If the area is closer to 2x2 studs, he receives a -1 penalty to Skill. If the target is the size of a single 1x1 stud, he fires at a -2 penalty. By convention, most equipment items are considered to be at the 1x1 size.

Even if an object is relatively large, if parts of it are behind protective cover, the remaining area that an attacker can actually fire at might be very small. Units receive Size modifiers based only the area they're able to target. In the case of minifig targets, this process is streamlined. Rather than trying to estimate how many studs' worth of any given minifig is visible, minifigs are divided into three main sections - the head (including helmet, hat, or hair), the torso (including arms, backpacks, and armor, but not carried equipment), and the legs. If the attacker can see any part of one of these sections, however small, then the section is considered visible. If only one minifig section is visible, the minifig is targeted at -2. If the attacker can only see two sections, the minifig is 2/3 visible and targeted at -1. If he can see all three sections, the minifig is completely visible and targeted as normal.

Short minifigs, such as dwarves, goblins, children, and midgets, are given an honorary -1 to hit penalty even though they're really not that much shorter than a full-height minifig. To compensate, Short minifigs have -1" to Move, and the first section of Cover on a Short minifig is ignored. With two sections of Cover, the Short minifig is at -2 to hit, as usual.


Moving target
Moving targets can be harder to hit, but also hard to resist.
Stationary Targets
Motion Skill Mod
Target is stationary +1
Attacker is stationary and Aiming +1
Most attacks will be made by moving units against moving targets. If an attacker holds still to Aim more carefully, or if a target is Stationary, the attack will be more likely to hit, receiving +1 bonuses to Skill in either case.

To receive the +1 bonus for Aiming, the attacker must be stationary for his full turn. An attacker riding in a moving vehicle can't be considered stationary unless his target is in or on the same vehicle.

Minifigs engaged in hand-to-hand fighting are bobbing and weaving around, prone to sudden movements and jumping around without warning. Even if players don't actually move the minifigs, units actively engaged in Close Combat are never considered to be Stationary.

Space ninja swarm attack!
Even Space Ninjas lack the skill to coordinate this many swords at once. The Space Pirate is momentarily safe as his overeager foes become entangled in one anothers' blades.
Elements shown: LEGO, BrickForge, Mega Bloks
Assyrian heavy lasers in formation
Natalya's Assyrian forces rely on disciplined Combined Fire to take down heavy targets.
Elements shown: LEGO
Photo: Warhead
from "Zombie (Zulu) Dawn Turn 3"
Assyrian enveloping fire
Although the Assyrians are out of formation, it's worth risking friendly crossfire from Missed Shots in order to focus damage on one of the Immortals' deadly Maniacs.
Elements shown: LEGO
Photo: Warhead
from "Zombie (Zulu) Dawn Turn 5"

Combined Attacks
Attack Type Effect
Ranged Attacks Combined Damage
Close Combat Attacks
(max of 3 on a minifig)
Combined Damage and effects;
-1 Skill to any Outnumbered
group in CC
Charge Attacks Combined Damage
and KnockBack
If an attacker lacks the power to take down a target by himself, he can coordinate attacks with his friends and allies to deliver a united strike. The main effect of this Combined Attack is that the Damage from all participants is added together and applied in a single massive sum, which is handy for punching through otherwise-impregnable armor or for maximizing the humiliation of weaker targets.

All participating units must make their Attack Rolls together; a player may not attack with a few units and then add a few more if the initial effort proves inadequate. A second group could make a second Combined Attack on the target, but could not add their totals to the failed effort of the first group.

If units want to join together in a Combined Attack with the units of another player, they may Delay individually to make their attacks on that player's turn instead of their own (1.1: Overview of Play). They return to acting on their own player's turn again afterwards.

Only units making successful Attack Rolls may participate in the Combined Damage. If by some fluke of luck one of their missed shots still manages to hit the target (5.3: Ranged Combat: Missed Shots), its Damage is counted separately.

Combined Ranged Attacks (5.3: Ranged Combat) are called Combined Fire and have the simple effect of combining Damage. Any unit capable of making a ranged attack on the target may join in; he does not need to communicate with the other attackers beforehand or to be able to fire at the same part of the target.

Combined Close Combat attacks (5.2: Close Combat) are called Ganging Up. Besides causing combined Damage, Ganging Up on a victim makes it more difficult for him to Counter effectively. Not only will the target's Counters be quickly used up against multiple attackers, he is also Outnumbered and receives a -1 penalty to Skill if he has fewer fighters on his side of Close Combat than his opponents do.

The Skill Penalty for being Outnumbered applies even if his attackers are on different teams; he's still in Close Combat with them even if it's not their turn. If there are several mutually opposing forces in the same Close Combat, they may find themselves in a situation where each of them is Outnumbered, since every one of them is in the minority individually.

As a rule, no more than three attackers can Gang Up on a minifig-sized target or smaller at any one time, or they'll end up jostling and lopping each others' arms off by mistake. Larger targets are subject to no such hard limitations, although other limits may be dictated according to common sense.

On the victim's turn, he remains in Close Combat with all of his multiple attackers. If he attacks one of them, only that single opponent may Counter. If he tries to Withdraw, all of them may Counterattack at once - quite a dilemma!

In a combined Charge Attack (5.4: Charge!), the attackers combine their Damage and, if they're all striking from the same direction, they can combine their Knockback roll as well. The target must be big enough for all the attackers to Charge into at the same time; otherwise, they're prone to disrupt the Charge by all crashing into each other.

It's perfectly allowed to combine attacks of different types, but keep in mind that Close Combat fighters are likely to be directly in the line of fire of any of the Ranged attackers' Missed Shots (5.3: Ranged Combat) or the Charging attackers' Charges, if any of them blow their Attack Rolls.


The disadvantage of paper walls
Although this assassin can't actually see his target, the shadow on the rice-paper wall gives him a pretty good idea of where to strike.
Other Modifiers
Condition Modifier
Height advantage +1" Range per +1" altitude
(maximum +5")
Out of Range every die roll reduced by 1
per extra 1"
Firing blind -5 to Skill
The remaining Attack Modifiers don't fit into any standard category, but will still come up in battle from time to time.

Ranged attackers with a Height Advantage gain a little extra edge, in the form of one inch of extra weapon Range (up to +5") for every vertical inch of altitude between them and the targets below. (Low attackers shooting at elevated targets are not subject to any corresponding disadvantage.) Altitude is determined by the surface on which a unit is standing or on which a weapon is mounted; attackers can't give themselves extra Range by holding their weapons over their heads.

Attackers frustrated by targets that are slightly Out of Range can go ahead and fire their weapons anyway, but their attacks' accuracy and effectiveness drop off quickly with distance. For every inch past a Ranged Attack's listed Range, the result of every die rolled as part of the attack (each Skill and Damage die, in particular) is reduced by 1.

Whether a roll is a Critical Failure or Success is determined before subtracting this penalty. Other secondary effects based on individual die results, like Fire (8.3: Automatic Weapons) and Grinding Damage (7.2: Taking Damage), use the modified rolls.

The Out of Range penalty for Damage is ignored for Explosive weapons, which do the same Explosive Damage regardless (3.2: Ranged Weapons ), making this a handy option for thrown grenades.

Units firing at a target they can't see are Firing Blind, and receive a -5 Skill penalty in addition to any other Attack Modifiers at play. The target may be hidden or invisible, or the attacker may have been blinded or blindfolded, or he may be extra cocky and firing backwards over his shoulder with his eyes closed. While he is unable to see the target, the attacker must still somehow have a very close idea of where the target is (within one inch) to attempt the attack - the target may have chosen a very small and obvious hiding place (like inside a barrel) or he may have made enough noise to give away his location (his cell phone went off).



5.2: Close Combat
Angry Inch blueprints
An Angry Inch is easy to contruct - two bricks and two plates stacked together make a very accurate inch. A nicely-decorated sticker on the side makes it even classier.

Advancing an Angry Inch
This warrior lunges forward one Angry Inch to attack an enemy just out of reach.

Backing an Angry Inch
When the enemy gets too close, she jumps back one Angry Inch to give herself room to swing her blade.
Elements shown: LEGO, Little Armory, Mega Bloks, custom mold
Order of Attack
With all the Attacks and Counterattacks flying around, it can be tricky to keep track of when everything happens in Close Combat. Just remember to take attacks one at a time, don't use any hand or weapon more than once in the turn, and whenever one side or the other dies, stop.

1. Declare Active and Reactive Maneuvers
The Active player declares his first maneuver (an Attack, Grab, Shove, Withdrawal, or Ignoring), and the defending player declares his Counter (a Counterattack, Parry, Parry and Riposte, or Nothing), depending on whichever weapons or hands they haven't used yet during the turn.

2. Active Maneuvers
The Active minifig takes his first maneuver, and the Reactive minifig attempts to Parry if he intends to do so. If the Reactive minifig dies, stop.

3. Reactive Attacks
If he is still alive and able to do so, the Reactive minifig may make a Counterattack or Riposte. Unless he is Withdrawing or Ignoring, the Active minifig may attempt to Parry this attack if he has a weapon he hasn't used yet. If the Active minifig dies or is Disrupted, stop.

4. Ignore or Withdraw
If the Active minifig is attempting to Ignore or Withdraw and has survived this far, he has succeeded in his attempt. He may now move and spend his Action freely.

4. Rinse and Repeat
If the Active minifig has another free hand or weapon he'd like to use, he may return to step one and declare a new maneuver.

5. All done
When the Active minifig has no more maneuvers to make, Close Combat is finished for the turn. Unless the Active minifig has succeeded in Withdrawing, the minifigs remain locked in Close Combat, and when the Reactive minifigs' next turn rolls around, they will be the new Active minifig.
The Nova defense
Commander Horowitz parries the Assyrian Captain's attack with the blade of the powerful Nova Sword.
Elements shown: LEGO
Photo: Warhead
from "Zombie (Zulu) Dawn Turn 8"
Counters and Actions
Counters are a special kind of action which occurs outside a minifig's usual limit of one Action per round of turns. Counters are not counted as Actions, and a minifig can use his full allotment of Counters regardless of whether or not he's used his Action for the round.

A minifig has his full set of Counters available (that is to say, one Counter for each weapon or empty hand) on every player's turn.

Example: A minfig on the Cowboy team is in a barroom brawl, and is attacked on his own turn by a Response Action from an Outlaw minifig. He has his full set of two Counters for the turn - one for the broken bottle in his left hand, and one for the table leg in his right.

He uses the table leg to Parry; this is a Counter and does not cost an Action. Because it is his turn, the Cowboy is the Active combatant, and so it does cost an Action when he then uses the broken bottle to Attack.

Next, it's the Outlaw's turn. The Outlaw gets his Action back, and attacks the Cowboy again. The Cowboy gets his two Counters once again, because it's a new player's turn.

Next comes the Ninjas' turn, and two Ninjas attack the Cowboy. He gets yet another set of two Counters to divide between them, but now he has a -1 Skill Penalty because he's Outnumbered.

Finally it's the Space Maroons' turn. They first use their boulder cannons to clear away the Outlaw and Ninjas, and then three of the power-suited Space Maroons can Gang Up on the Cowboy with their energy blades and gravitas hammers. Once again, the Cowboy gets a fresh new set of two Counters on the Space Maroons' turn, but now he has to divide them between three attackers.
A unit with a melee weapon can use it to try to whack any object within reach, as described above. Some targets (trees, buildings, helicopters) are not notably responsive to such aggression; they take whatever damage is applied and, assuming they survive, stoically continue on with whatever they were doing.

More reactive targets (minifigs, animals, robots) are less likely to take that kind of thing lying down. Whenever one melee unit attacks another with hand-to-hand weapons, the two of them leave the regular cycle of Movement and Action and enter into the more refined state known as Close Combat. Close Combat is usually initiated by one minifig running up to whack another with whatever he's holding in his hands. It can also occur when a unit carelessly wanders within range of an enemy's melee weapon, and the enemy makes a preemptive attack. A minifig who is engaged in Close Combat cannot make Response Actions to events outside of Close Combat.

Close Combat is often one-on-one, but can also involve larger groups Ganging Up on a lone victim or attacking one another in grand melees. Any group of minifigs who are outnumbered by their opponents in Close Combat recieve a -1 Skill Penalty. Remember that no matter how large the groups are, no individual minifig can be the target of more than three Close Combat attacks in a single turn.


The Angry Inch
"Victory is won not in miles but in inches. Win a little now, hold your ground, and later, win a little more.”
- Louis L'Amour

Minifigs in Close Combat don't take Movement in the normal fashion. Instead, prior to each Close Combat Maneuver (described below), they may lunge up to one inch to better position themselves. This fancy footwork is known as the Angry Inch, and it is not counted against the minifig's regular Move statistic.

Minifigs can take advantage of this free inch as many times as they make Close Combat Maneuvers (except for Withdrawing), even outside of Close Combat or against inanimate objects. A minifig cannot deliberately use an Angry Inch to move to a location from which he would be unable to complete his Close Combat Maneuver.


Close Combat Maneuvers
While in Close Combat, the two minifigs are locked into an intense struggle, attacking and countering every turn with as many weapons as they have available, until one of them is defeated or makes a shameful retreat.

On a minifig's own turn, he is the Active combatant who drives the course of Close Combat. His opponents are Reactive and can only act in response to an Active minifig's actions.

An Active minifig in Close Combat can choose to engage his opponents with Attacks, Grabs, and Shoves, depending on the Close Combat weapons he has ready in hand. He can use each of his held weapons or empty hands once a turn. (He doesn't have to use all of his weapons or hands if he doesn't want to.) Any combination of one or more of these aggressive maneuvers will spend the minifig's Action for the turn, and his target will have an opportunity to Counter each of them.

If the Active minifig doesn't wish to engage his opponents, he can choose to Ignore them in order to focus on something else, or to make a cowardly attempt to Withdraw from Close Combat. Either option will give all of his Reactive opponents an opportunity to Counterattack at once, but it saves him from spending an Action and he'll be free to spend it on something else if he survives.
  • Attacking
    If the Active minifig chooses to attack, he may move an Angry Inch to position himself, and then attack with any Close Combat weapon he has ready in hand (Ranged attacks can never be made in Close Combat). If his opponent survives and has a CC weapon of his own, the opponent may then Counter (described below). If the attacking unit has a second CC weapon, he may move a second Inch and make a second attack; if the opponent survives and also has a second CC weapon, he can then make a second Counter. This process might be repeated further if the attacker is some fantastic creature with extra limbs, but regular minifigs are limited to two weapons.

    Hot kitchen implements Minifigs without a CC weapon will be at a serious disadvantage in Close Combat. Fortunately, many types of Random Objects can be used as CC weapons in a pinch (3.4: Desperate Measures).

    All Close Combat Damage is cumulative for the turn. If a unit is hit by multiple Close Combat Attacks or Counterattacks in the same turn, the Damage is added together automatically.
  • Grabbing
    An Active minifig with a free hand (or other gripping appendage) can use it to Grab an opponent within reach. A Grab succeeds as an Automatic Hit unless the target manages to Parry (see the Countering section, below) or Bail in time to avoid it (4.3: Enemy Response).

    A Grab does no damage, but once one minifig Grabs another, any Close Combat Attacks between the two of them (including Counterattacks and Ripostes) are Automatic Hits. Naturally, once Grabbed, the Reactive minifig can immediately Counterattack with an Automatic Hit, making a Grab risky against an armed opponent.

    While in a Grab, the Grabbing minifig must keep at least one hand on the Grabbed minifig. Neither minifig can move, Bail, Withdraw, or use Angry Inches to reposition themselves until the Grab is released. The Grabbing minifig may release the Grab at any time, including right after making his own Attack but right before the Grabbed minifig's Counterattack. A Grabbed minifig can try to break the Grab, either with a successful Shove or by killing the Grabbing minifig.
  • Shoving
    If the Active minifig has no CC weapon to Attack with, if he has a Two-Handed Weapon and his target is too close to strike with it, if his adversary is standing in front of a bottomless pit, or if he just feels pushy, he may try to Shove his opponent. He must position himself within arm's reach of his target to make a Shove attempt, and his opponent must be his own size or smaller.

    A minifig with a Shield can use it to Shove other minifigs one-handed. Otherwise, any Shove requires the use of two hands, whether they're holding objects or not. If a Shove isn't Parried or dodged by Bailing, it's an Automatic Hit and the opponent is pushed two inches directly away from the minifig.
  • Withdrawing
    Rather than attacking, a cowardly minifig wishing to escape Close Combat can attempt to Withdraw on his own turn, moving away as part of his regular Movement. He may not use an Angry Inch for this maneuver. If he is Grabbing any of his opponents, he must release them before moving away. If he is already Grabbed by any of his opponents, he is not allowed to Withdraw until the Grab is broken somehow.

    Each of his opponents with an unused weapon available may make a Counterattack at any point along the Withdrawing minifig's path, which the Withdrawing minifig may not attempt to Counter in any way (although he may attempt to Bail as a last resort). If an opponent can't put himself in range to strike the Withdrawing minifig, the free Counterattack is lost.

    If the Withdrawing minifig manages to survive, he has successfully Withdrawn from Close Combat and may carry out the remainder of his turn as usual. Unlike Attacking, Grabbing, and Shoving, Withdrawing doesn't use up his Action for the turn.
  • Ignoring
    An Active minifig who would like to remain in Close Combat, but who needs to focus on something else briefly, has the option to Ignore his opponents and do something else. He does not need to release his Grabs or escape from the Grabs of his enemies to do so, although Grabs will prevent him from spending an Angry Inch to reposition himself.

    Each of his opponents in Close Combat with an unused weapon available may make a Counterattack. If the minifig survives the Counterattacks, he may then take an Action on a target outside of the Close Combat. (For instance, he can make a Ranged Attack on a nearby enemy, but not on one with whom he's already engaged in Close Combat.)

Countering
"When the opponent expands, I contract; when he contracts, I expand; and when there is an opportunity, I do not hit - it hits all by itself.”
- Bruce Lee

Depending on which Close Combat maneuver the Active minifig chooses, the Reactive minifigs have several options to Counter it. On each player's turn, a minifig may Counter once for each held CC weapon or empty hand.

Depending on the weapons in hand, a minifig targeted by a Close Combat Attack (including Counterattacks and Ripostes), a Grab, or a Shove can deflect their effects with a successful Parry, and any Active maneuver can be answered with an armed Counterattack. With the right equipment, the two Counters can even be combined in a Parry and Riposte. Alternately, a Reactive minifig may elect to Do Nothing if he is lazy or wants to save his Counters for another foe.

Reactive minifigs are always assumed to be Counterattacking if they have a CC weapon, Parrying if they have a Shield, or making a Parry and Riposte if they have two weapons and the attacker has one, unless the player states otherwise. To be fair, if a defending minifig intends to Parry or to Parry and Riposte, the player should say so before the attacking minifig makes his Skill roll. If the attacker is too quick with the dice, however, cut the defender some slack - a Parry declared before the Damage roll is usually just fine.
  • Counterattacking
    After a failed Attack, while attempting to Withdraw from or Ignore Close Combat, or even while walking within range unsuspectingly, an Active minifig may be momentarily vulnerable. Reactive combatants can try to take advantage of this, using an Angry Inch and pressing with an immediate Counterattack.

    If the Counterattacking minifig is using a CC weapon, then the Counterattack is handled exactly the same way as a regular Close Combat Attack against the Active minifig.

    If the Counterattacking minifig is using his bare hands, then he just ends up looking dumb and accomplishing nothing.

    An Active minifig with an unused CC weapon or Shield may try to Parry any incoming Counterattack.
  • Parrying
    A minifig that cannot make an effective Counterattack, or that experiences a cowardly fear of getting killed, can attempt to frustrate an opponent's Close Combat Attacks, Grabs, and Shoves by Parrying the maneuvers.

    The difficulty of Parrying a Close Combat maneuver is set by the Attack Roll of the maneuver. If the opponent didn't make an Attack Roll (for instance, for a Shove or Grab or other type of Automatic Hit), it does so now, rolling its Skill against the Use rating of whichever CC weapon or Bare Hands he is using to perform the maneuver, and applying the appropriate Attack Mods.

    If the opponent fails this Attack Roll, then the Parry automatically succeeds. Otherwise, the Parrying minifig must make a Skill Roll equal to or higher than the number of the Attack Roll, and also equal to or higher than the Use rating of the CC weapon or Bare Hand he's using to Parry.

    A minifig who is Parrying a Close Combat Attack (including Counterattacks and Ripostes) must use a CC weapon or Shield. If the minifig successfully Parries with a weapon, he rolls the Damage of the weapon and subtracts this from the Damage dealt by the Attack. If he successfully Parries with a Shield, then he is Shielded against the attack, reducing the number of each type of Damage dice by one. If he Parries with Bare Hands, he takes full Damage as normal and questions his tactical decision-making.

    A minifig Parrying a Grab may use any weapon or object, or he may use a Bare Hand if he's holding nothing in it. A minifig resists a Shove with his own body (with a Use rating of zero) rather than with objects in hand, so Parrying a Shove does not use up any of his weapons' Attacks or Counters. A successful Parry cancels the effect of the Grab or Shove.

    When the consequences of a Grab would be truly dire, the Parrying minifig may drop an object before making the Skill Roll in order to Parry with a Bare Hand instead and improve his chances of successful evasion.

    If a Parry fails, then the opponent's maneuver is not deflected. Worse, if the minifig was trying to Parry a Two-Handed Weapon with a Hand Weapon, Minifig Tool, or Random Object, or if his Skill Roll was a Critical Failure, then the Parrying weapon or object is knocked out of his hands, directly away from the attacker, for a number of inches equal to the opponent's Attack Roll.
  • Parry and Riposte
    A minifig can combine a Parry and a Counterattack into a single Counter, if he has the equipment in hand to do so (and assuming he survives the Parry attempt). The minifig may use only one Angry Inch for this move. Because of the difficulty of making two maneuvers simultaneously, all of the Countering minifig's Skill and Damage rolls (including the amount of Damage Parried, if any) are made with a -1 penalty.
Close Combat Example: Yoko vs. Dan
Yoko and Dan
Elements shown: LEGO
Example: Tired of the constant abuse, Yoko grabs her katana and attacks her boyfriend Dan in the kitchen. Both have Skill:1d6 and Armor:4. Yoko's sword is long enough to count as a Heavy Weapon (Use:3 Dmg:1d6+2). Dan's chef's knife is a Hand Weapon (Use:2 Dmg:1d6), and his frying pan is a Minifig Tool (Use:3 Dmg:1d6-1).

Frying-pan parry
Yoko's turn: Yoko attacks,
Dan parries and ripostes
Yoko's turn:
Yoko attacks with the sword, initiating Close Combat. Her sword is much longer than Dan's knife, but Dan's Angry Inch will be enough to put him in range for a return strike. Dan declares a Parry and Riposte.
Yoko rolls her Skill against the sword's Use of 3; she hits with a roll of 4. She rolls a 3 on the Damage die, for 5 Damage total (Dmg:1d6+2) - enough to kill Dan outright, if his Parry fails.

Dan desperately parries with the frying pan. His Skill and Damage rolls are at -1 because he is attempting to Parry and Counterattack at the same time. The Use rating of his frying pan is only 3, but he also needs to beat Yoko's Attack Roll of 4 for the Parry to succeed. He rolls a 4 for Skill (die roll of 5 minus 1), precisely matching Yoko's roll; his Parry connects. With the frying pan's Damage of 1d6-1, minus an additional 1 for the Parry and Riposte, his next die roll of 3 is reduced to a single point of Parrying Damage. The Parrying point reduces the damage from Yoko's sword from 5 to 4 - Dan manages to survive, but just barely.

Dan completes his Riposte by leaping forward an Angry Inch and attacking with the knife. He rolls a 2 for Skill, which would normally be enough for a successful knife attack, but the -1 Skill penalty from the Parry and Riposte causes the attack to miss.
Turn Summary (Yoko's Turn):
Yoko initiates Close Combat and declares one Attack. Dan declares Parry and Riposte.
Yoko's Attack Roll 4 versus Sword Use 3: Hit; Damage (3+2)=5.
Dan's Parry Roll (5-1)=4 versus Yoko's Attack Roll 4: Success; Damage parried (3-1-1)=1, final Damage from Sword 4. Dan survives.
Dan's Counterattack Roll (2-1)=1 versus Knife Use 2: Miss.

The sword is mightier than the knife
Dan's turn: Dan attacks,
Yoko counterattacks
Dan's turn:
With Close Combat already engaged, Dan attacks with both weapons. He attacks first with the knife, since it's more likely to score an immediate kill. Yoko declares that she'll respond with a Counterattack (if she survives, and with profuse bleeding otherwise). Dan rolls another 2 for Skill, but without the earlier penalty, this time it's good enough for a hit. He rolls a 3 for Damage. Yoko survives, but by a narrow margin - Dan only needs to do two more points of damage with his follow-up frying pan attack for the cumulative total to be enough to kill her.

Yoko Counterattacks with the sword. She rolls a 6 for Skill - a critical hit! She elects to use the Bonus Die for Overskill Damage, since the roll has already succeeded. For Damage she rolls a 6 (die roll of 1 plus Overskill die roll of 3 plus 2 on Dmg:1d6+2). Dan is killed; he has no chance to make his second attack with the frying pan. Dan's player casts the minifig's head away from the body and sprinkles the area with red bricks for blood. Players will then have to decide on an appropriate Use rating for Yoko's subsequent attempts to get her friends to help hide the body.

Turn Summary (Dan's Turn):
Dan declares two Attacks. Yoko declares one Counterattack.
Dan's first Attack Roll 2 versus Knife Use 2: Hit; Damage=3.
Yoko's Counterattack Roll 6 versus Sword Use 3: Hit; Damage (1+3+2)=6. Dan is killed.
Dan's second Attack Roll: none, due to being overly dead. Yoko is the victor.




5.3: Ranged Combat
Big guns
Guns aren't always held in the hands, as these skeleton knights discover. These ladies keep their weapons close to their chests.
Elements shown: LEGO
Photo: Warhead
from "Zombie (Zulu) Dawn Turn 5"
Rather than get caught up in the chaos of hand-to-hand combat, minifigs may try using Ranged or Thrown Weapons to strike cleanly from a distance. While less exciting than Close Combat, Ranged Attacks have the advantage of not giving enemies any opportunities to Counter. Minifigs may make only one Ranged Attack per turn, and they may not make any Ranged Attacks on the same turn in which they are actively engaged in Close Combat, either before or afterwards. (Minifigs who Withdraw from or Ignore Close Combat, on the other hand, are able to make Ranged Attacks if they survive.)

Ranged Attacks are straightforward affairs. As long as the minifig's eyes and weapon have an unobstructed line of sight to some visible part of the target, and as long as the target is close enough to be within the weapon's listed Range, the minifig can make the Attack. The Attack and Damage Rolls proceed as normal, making sure to take the applicable Attack Modifiers into account.


Bullseye!
Missed Shots
“Nothing in life is so exhilarating as to be shot at without result.”
- Winston Churchill

When a Ranged Attack misses, a shot is usually considered to have flown off into the sky or landed harmlessly on the ground next to the target. Any player may insist on tracking a Missed Shot more accurately, if he has a good reason to make the effort; for most shots it's not worth slowing down the game. He might think that the target is big enough that even a bad shot would have hit it, or that an Explosive landed close enough to the target to damage it anyway, or he might be looking greedily towards other potential targets in the field of fire.

When an attacker misses a shot, and he or another player insists on tracking it, check to see how many points the Attack Roll missed by. (For instance, if the attacker rolled a 3 when he needed a 5, then the Attack Roll missed by 2.) The Missed Shot landed somewhere within this many inches of the target.

If the target of the attack belongs to an Enemy player (1.4: The Spirit of the Game), then that Enemy gets to decide where the shot Koincidentally lands. Otherwise, the attacking player chooses any of his current Enemies to pick the spot. The Enemy can pick any spot within that range for the shot to Koincidentally strike, provided that it's somewhere the weapon could theoretically have hit in the first place, no matter how ridiculous or unlikely. The weapon's Damage is then dished out as appropriate, including any penalties for going Out Of Range.

The only restriction to the Enemy's choice of Koincidental targets is that he cannot choose a victim owned by an unaffiliated player. Player-controlled targets are fair game if they belong to himself, his attacker, or an Ally of either party. Anyone else's units are off-limits, unless hitting them can't possibly be avoided.

Missed Shot Example: Viking vs. Ninja vs. Pirate
Viking vs. Ninja vs. Pirate
Elements shown: LEGO, Mega Bloks, Little Armory
Example: When this viking sees his pirate buddy under attack from a ninja ex-girlfriend, he hastens to intervene!

The ninja is too far away for him to engage in Close Combat, so he runs forward and hurls his viking axe at her back. A thrown Hand Weapon has Use:2, Range:3", and Damage:1d6. Luckily, the ninja is just within range, and with the axe's easy Use rating, the viking only needs a 2 or higher to hit. Sadly, he rolls a 1.

Because he missed the roll by 1, the gleeful ninja may now pick any target within one inch for the axe to strike instead of herself. The pirate is the obvious choice - as an ally of the viking, he's a legal accidental target. The pirate is just barely Out of Range of the throw, so there will be a -1 penalty to Damage, but the Skill penalty is irrelevant for a Missed Shot. The viking rolls 1d6 for Damage, minus one for the Out of Range penalty - a 3, not enough to kill the pirate, just enough to give him major lacerations.

The pirate and viking laugh together, because pirates enjoy being cut. Thwarted, the ninja ex-girlfriend vanishes into the shadows, where she mentally prepares herself for a night of composing whiny self-pitying entries for her emo ninja blog.



5.4: Charge!
The third way for minifigs to make attacks is to run flat-out and smash into their target, either with a thrusting weapon or with their own bodies. A Charge can be used to add power to a Charging Weapon Attack or effectiveness to a Shove, but occasionally minifigs find themselves just slamming into things, whether on purpose or by accident. Knightly jousting, football tackles, and car crashes are all examples of Charge attacks.


Momentum
For a Charge to be of any use, a minifig must build Momentum, running (or Sprinting) straight at his target from at least four inches away. (As in real life, anything shorter than four inches grants no advantages and can be safely ignored.)
1d6

Your MOM


A single unit of Momentum is called a MOM. As soon as a minifig runs four inches in a straight line, he earns one MOM, which can be represented by placing a spare d6 next to the Charging minifig.

The MOM lasts for as many turns as the minifig continues running in a straight line or until he spends it on something. The moment he turns to the right or left from his straight-line path (jumping over obstacles or running down slopes is allowed), does anything that would prevent running at full speed (opening a door or running up stairs, for instance), or ends a turn without using up all of his Move inches, the minfig loses his MOM and must start over. Fortunately, he can gain a new MOM by simply running another four inches.

Because of his small size, a minifig can never have more than one MOM at a time.

A MOM can be turned into a d6 and spent in one of three ways: to add +1d6 Damage to a hit from a Charging Weapon Attack, to add a +1d6 Attack Bonus to a Shove attempt, or to cause 1d6" of KnockBack in a Collision. A MOM only ever works on targets in the path of the Charge; they can't be spent on targets off to one side or to the rear.


Olaf and the Dull Shaft
Poor Olaf's axe isn't pointy enough to Charge with like Betty's. But players might let him Charge with his horns if they're feeling flexible.
Elements shown: LEGO
Charging Weapon Attacks and Shoves
Ramming enemies head-on is a time-honored combat technique, but Charging minifigs prefer to lead with a weapon rather than absorb the collision with their own bodies. Defending targets have a similar preference for bracing against a Charge with weapons of their own, and preferably longer ones than the attackers are Charging with.

Not all Close Combat Weapons are appropriate for a Charging Weapon Attack. A Charging Weapon must be Heavy or Two-Handed and designed for spear-like thrusts. Lances, battering rams, and rifle-mounted bayonets all make good Charging weapons. Baseball bats, pickaxes, and swords (even pointy swords) do not. Long-hafted battleaxes and halberds can be used as Charging Weapons if they are pointy at one end. Players may come up with more exotic examples on a special-case basis; a Charging berserker might use a horned helmet or a spiked shield, for instance.

Making the Attack
If the minifig uses a Charge to make a Charging Weapon Attack or Shove, then the Charge is treated as a special kind of Close Combat. Due to the rush of the Charge, both attacker and defender are limited to a single Attack or Counter, and they may not use any Angry Inches.

Charging Weapon Attacks and Charging Shoves are the only type of attacks that can be combined with a Sprint into a single Action (4.1: Movement), allowing minifigs to cover ground and inflict damage in a hurry. The player must declare the Charge before rolling the +1d6" for Sprinting distance. If the die roll is not high enough to reach his goal, he must still rush straight towards the target as if he were expecting to succeed. His Momentum carries over between turns, so he can complete his Charge on the following turn if there's still a target foolish enough to be standing in the way.

If a Charging Weapon Attack successfully hits its target, the attacker can spend his MOM to add +1d6 to the Damage of the attack. If the attack misses, the attacker keeps his MOM and can either immediately spend it in a Collision with the target or keep on running.

If a minifig attempts a Charging Shove on a target, he spends his MOM immediately to add a +1d6 Attack Bonus to his Shove attempt.

Countering a Charge
Charging Weapon Attacks may only be Parried with a Shield or Heavy Shield (5.2: Close Combat).

If the target minifig is Counterattacking in response to a Charge, then the minifig whose weapon is longer (by at least one inch) strikes first. If the lengths of the weapons are closer than an inch, then both attacks occur simultaneously. This may result in two minifigs successfully killing each other at the same moment.

If the target of an attack already has a MOM of its own, it may spend it on an appropriate Counter. A minifig Counterattacking with a Charging Weapon can spend a MOM to add +1d6 Damage to a successful hit, and a minifig Parrying a Shove can spend a MOM to add a +1d6 bonus to its Parry roll.


Minifig Collisions
Whenever a minifig with Momentum crashes into another minifig, a Collision occurs. Collisions occur as part of normal Movement and do not cost an Action in themselves.

Even the most heavily-armored minifig is too soft and squishy to cause any damage in a crash, but a Charging minifig does have the chance to send other minfigs flying if his Momentum is enough to overcome their Physical Opposition. This can be more entertaining than whatever Damage might have been dealt out, knocking minifigs out of formation, off the sides of of bridges or parapets, and into less-favorable tactical positions such as lava cauldrons or minefields.
1d6

Your POP


A Colliding minifig spends its MOM die to cause 1d6 inches of Knockback, sending a target minifig flying directly away from the point of Collision like an Explosion (3.2: Ranged Weapons). The target minifig automatically has one POP worth of Physical Opposition to resist the Collision, rolling 1d6 and canceling that many inches of KnockBack.

If this reduces the KnockBack inches to zero or less, then the KnockBack is successfully resisted. The Charging minifig is brought to a dead stop, and the two minifigs are now locked in Close Combat.

Otherwise, if there are inches still remaining, then the target minifig is Knocked Back that many inches and Disrupted as if he had just Bailed (4.3: Enemy Response). The Charging minifig may keep plowing forward and continue with its turn as usual.

If two minifigs are Charging directly at each other, they each spend their MOMs for 1d6 inches of KnockBack, and the higher roll wins. Treat the winner's roll as the Momentum and the loser's roll as Physical Opposition. In the event of a tie, all KnockBack is successfully resisted and both minifigs are now in Close Combat.

If a minifig is Knocked Back a number of inches and smashes into some obstacle that prevents him from flying the full distance, he receives one point of Smash Damage for every inch of KnockBack prevented, cumulative with any other Damage received from the Charge.