Chapter Nine: Vehicles
Heavy weapons are all about location; they're only as valuable as the targets they can reach. Sadly, it's rare to find an opponent considerate enough to build targets next to your weapons, or who will allow you to build weapons next to their targets.

Rather than limiting weapons to the targets supplied by a single location, it's handy to give them a means of moving around. The value of a fine weapon can be increased dramatically by strapping a Vehicle to it.



9.1: Standard Propulsion
MoveCreations that move around are called Vehicles, and every Vehicle requires at least one Propulsion system, even if the method of powering that Propulsion is hard to explain. (Construction-brick siege engines are notorious for rolling around merrily despite a lack of horses or slaves to pull them.)

For game purposes, all that’s important is the Vehicle's type of movement. Whether or not it has any means to power that movement is politely overlooked.

Like all devices in BrikWars, every Propulsion system should be represented by specific physical elements. Most will be obvious: wheels and sails and zeppelin balloons are represented by wheel elements and sail elements and zeppelin balloon elements, respectively. For more esoteric Propulsion systems, such as the series of levitation crystals that use sparkle power to transport a floating bordello from one war camp to the next, the physical components should be pointed out to the other players so there's no confusion about which elements to target first.


Propulsion Types

Propulsion Types
Type Cost Examples
Standard Propulsion 1CP per 2" Move wheels, legs, oars, treads
Flying Propulsion (2CP + Structure Level) per 2" Move wings, antigravity, capes

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 creation’s Structure Level. (For instance, an armored space transport with Structure Level 2 would pay 4CP for each 2" of Flight movement.)

More unusual Propulsion types (spider climbing, underground tunneling, teleportation) may be allowed as well, if the players can come to mutual agreement about appropriate rules and CP costs.

Movement Speed Examples
Move" Creatures Ground Vehicles
default: 18" - (2xSize) - SL
Water Vehicles
default: 12" - (½ Size) - SL
Flying Vehicles
default: 24" - (2xSize) - (2xSL)
3" spiders, scorpions, zombies wheelchairs, catapults rowboats, rafts hot air balloons
5" minifigs, monkeys, octopi bulldozers, lawnmowers, golf carts galleys, steamboats zeppelins
8" dogs, alligators, elephants, sharks bicycles galleons, submarines gliders, minicopters
10" horses, lions tanks, trains clippers assault helicopters
12" birds, flying dragons cars motorboats helicopters, light aircraft
16" superheroes sports cars, motorcycles speedboats fighter planes, spacecraft
(upper limit for regular propulsion types)
20" flying superheroes - - fighter jets, starfighters
24" - - - starfighter interceptors
(upper limit for flight propulsion)
Default Move Ratings
If players have a hard time choosing a Move rating, the following defaults can be used.

Ground Propulsion has a default Move of 18", minus twice the Vehicle's Size, minus the Vehicle's Structure Level. The Move rating of Vehicles on legs or treads is further limited to 5" times the Vehicle's Size.

Flying Propulsion has a default Move of 24", minus twice the Vehicle's Size, minus twice the Vehicle's Structure Level. Vehicles that depend on wings for flight (rather than, say, helicopter blades or hover capability) need to have a Move of at least 10" in order to stay aloft.

Water Propulsion has a default move of 12", minus half the Vehicle's Size, minus the Vehicle's Structure Level.

Players choose the Move rating of their Propulsion system according to what they feel is appropriate. Example Move ratings are given above.

Alternate Movement
Vehicles may sometimes move outside of their usual medium if it’s appropriate to do so. Common sense should be an adequate guide: automobiles can move at lower speed through standing water, but they can’t fly; airplanes can move at lower speed on the runway, but can’t swim; submarines may move at lower speed on the ocean surface, but can’t start rolling around on land.

Vehicles moving in an alternate medium move at Half Speed (4.1: Movement). No matter how much Move they have to spend, no Vehicle can move more than five inches in an alternate medium in any single turn.

Sprinting
Like minifigs, a Vehicle can be made to Sprint (4.1: Movement) in order to exceed its normal Move limit in a straight line. As with any other unit, Vehicles cannot make any turns at all while Sprinting.


Propulsion Damage

Propulsion Damage
Damage Effect
Major Propulsion Element Lost -1" Move, cumulative
Half of Propulsion Elements Lost /
Vehicle Dragging on Ground
Half Speed
All Propulsion Elements Lost Move eliminated
Critical Flight Element Lost Flying Move eliminated

For most devices, Damage is an all-or-nothing affair. A steering wheel is either slagged or it isn't; an elbow is either still attached or it's not.

Propulsion systems are a little more granular. If attackers can destroy or disable a major propulsion component (one tire off a dune buggy, one leg off of a RoboSpider), the vehicle's Move is reduced by 1" for each lost component. If half of the propulsion elements are destroyed (one leg off a Tyrannosaurus, one wheel off a motorcycle), or if any part of the Vehicle is dragging on the ground, then the Vehicle moves at Half Speed, after applying all other applicable penalties. If all the elements are destroyed (one pogo off of a pogo stick, one balloon off of a balloon), the Vehicle's ability to Move is eliminated entirely.

Air-based flight systems are especially fragile (as opposed to space or antigravity flight, which are damaged as normal) - the destruction of one blade of a helicopter or one wing of a dragon is enough to ground them immediately.

Loss of Control
A Vehicle can lose control for any number of reasons. The Operator might be dead, absent, or distracted by text messages. Controls might be disconnected, destroyed, or contradicted by auxiliary Controls. Propulsion systems might be damaged, disabled, or sabotaged to function perfectly but in the wrong direction.

Out-of-Control Vehicles keep going in whichever direction they were already going, at whatever speed they were already moving. Their movement continues in a straight line every turn until they Crash into something (9.5: Collisions) or exit the battlefield, unless players come up with a specific reason they should change direction.

A Vehicle that loses power (the fuel line is severed, the minifig working the pedals implodes, etc) or loses Propulsion effectiveness (a truck tipped off its wheels, a boat beaching itself) moves at half its current speed on the following turn, and then grinds to a halt. Flying Vehicles, in particular, grind to a halt by nosediving straight down from their final position and smashing into the ground.



9.2: Standard Maneuvering
Minifigs and animals are used to unlimited maneuvering. Minifigs are free to spend their Move inches almost however they want - running, climbing, spinning, jumping, hopping sideways, and rolling around at will. Most Vehicles aren't able to move quite this freely, and are subject to maneuvering restrictions.

Like minifigs, a Vehicle can be made to Sprint (4.1: Movement) in order to exceed its normal Move limit in a straight line. As with any other unit, Vehicles cannot make any turns at all while Sprinting.

To every thing, turn, turn, turn
This tank may make one right-angle turn each time it travels the length of its own chassis.
Forward Maneuvering
Biplanes, monster trucks, and surfboards aren't able to spin in place or hop sideways the way minifigs can, and when they do, it usually means something's gone wrong. By default, all Vehicles depend on Forward Maneuvering - they must be moving forwards or backwards in order to turn.

In almost all cases, players' instincts about their own Vehicles' maneuverability are good enough. Players tend to have a pretty good idea of what kind of maneuvers a tricycle can and can't perform as compared to a mechadragon or a hot air balloon. Forward Maneuvering rules should only be used in isolated instances when players want a large Vehicle to feel ponderous, or on a temporary basis when they decide that a Vehicle enters a maneuvering space that's tight enough that the limits will make a real difference.

The minimum turning radius for a Forward Maneuvering Vehicle is determined by the length of its main Structure (7.1: Structure). For a Forward Maneuvering Vehicle, any turns are legal as long as it clears the length of its own Structure between ninety-degree turns.

Some Vehicles, like naval vessels and siege engines, may be so large or so slow that it takes multiple turns for them to travel their own Structure length. For Vehicles like these, it's better to use their Move as inches of Pull Thrust rather than Forward Maneuvering (9.3: Thrust Vectors).

Apart from airplanes in flight, almost all Forward Maneuvering Vehicles can move backwards, but they do so at Half Speed. Reverse movement is always at regular Half Speed, even if the Vehicle was already at Half Speed for some other reason; this is the only time a Vehicle can use two types of Half Speed movement at the same time.

There is a season, turn, turn, turn
The corner of the tank chassis moves four inches over the course of turning in place.
Stationary Maneuvering
Certain types of propulsion systems have the ability to Turn in Place while stationary. Rowboats, hovercraft, helicopters, antigravity spacefighters, and Vehicles on treads or legs all have the ability to turn and face a new direction without the need to move forwards or backwards. This is entirely up to the common sense of the players and doesn't have any extra CP cost.

A Stationary Maneuvering Vehicle may use its Move inches for Forward Maneuvering as usual, but it may also use inches to Turn in Place at any point during regular movement. Find the point on the Vehicle's Structure furthest away from the center of rotation, and rotate that point as many Move inches as necessary for the Vehicle to Turn In Place.

Flight Limits
Due to BrikWars' open-ended nature, Flying Vehicles can be ripe for game-breaking abuse. If your opponent knows your forces are limited to sword-wielding knights, he can ruin your day by fielding an assault helicopter, hovering just above sword-throwing range, and casually carpet-bombing your helpless ground troops into oblivion.

Obviously this is fun for nobody, and you have not only the right but the obligation to break his nose if he tries this.

In order to prevent this (the game-breaking, not the nose-breaking), it's best to limit Flying Vehicles to a maximum altitude of five inches in ground battles.
Flight Maneuvering
When Flying Vehicles use Forward Maneuvering, they are limited to forty-five degrees per turn, including any pitch change. Except in outer space, a Flying Vehicle may never raise its pitch to more than forty-five degrees above the horizontal, although it can point as inadvisably far downward as it likes. If you aren't keeping track of Flying Vehicles' specific altitudes, consider them all to be five inches off the ground by default.

Flying Vehicles without a hovering ability must always be moving forward in order to stay in the air, and must use their full Move every turn or else they stall out and crash. A non-hovering Flying Vehicle cannot remain in the air if it is reduced to Half Speed for any reason - this means no moving backwards, equipping Armor Plating, or flying with half its Propulsion missing.

Flying Vehicles may drop bombs or fire Rockets from any height, but for all other weapon types they must be no more than five vertical inches higher than a target in order to attack it.

When dropping bombs or other objects, Flying Vehicles may only target spots directly underneath their own flight path. Like other ranged attacks, the dropped object may end up off of that path due to a Missed Shot (5.3: Ranged Combat). The Use rating for aiming dropped objects is equal to either the object's Size or the distance of the drop in inches, whichever is greater.

When dropping Explosives, remember that the Use rating is based on the object's physical Size rather than its Explosive Size. Because Explosive Size is determined by bricks rather than inches (8.1: Weapon Size), a Size 3 Explosive might only be a Size 1" object for dropping purposes.

Death from above
A Dreadnut can jump up to twice the height of its own legs in order to clear this inconvenient spike pit.

Get out your seat and jump around
The motorcyle's 16" Move is not quite enough to reach the jump limit of twice the length of the ramp, but it's enough to cause Collision Damage from the height of the drop.
Unlimited Maneuvering
While uncommon, there are a few types of Propulsion systems that can match a minifig's freedom of mobility. If a Vehicle's Propulsion system is based on sufficiently agile limbs (mecha, horses, robot velociraptors, minifigs) or hover flight (helicopters, flying carpets, flying saucers), then that Vehicle is Maneuverable and it has the potential to prance around as freely as any minifig.

In order to take advantage of its Maneuverability, the Vehicle must be controlled by an Operator with the Piloting Specialty (9.4: Piloting). A Maneuverable Vehicle that's controlled by a non-Pilot Operator is limited to regular Forward and Stationary Maneuvering instead; full Maneuverability is too complicated for untrained minifigs to handle effectively.

Jumps
Vehicles with legs (or some other jumping system) can leap across any distance within their Move radius, although the height of the leap can't exceed twice the height of their legs (or other jumping system).

Vehicles on wheels or the equivalent can only Jump by launching themselves off of ramps. When a Vehicle is launched off a ramp, it continues traveling in a straight line in the direction at which it left the ramp, to the limit of its own remaining Move inches or twice the length of the ramp, whichever is shorter. (Non-Flying Vehicles generally have no ability to turn while in midair, but What I Say Goes exceptions might be made for Vehicles equipped with some kind of sails or airfoils.) The Vehicle can continue flying in a straight line for any distance up to the limit of its Move inches, and then drops straight down to end its Movement for the turn. Depending on the height of the drop at the end, a Jumping Vehicle may take Collision Damage with the ground when it lands (9.5: Collisions).

Vehicles that start their turn close to a ramp will have more Move to use and can fly further in a Jump than Vehicles that reach a ramp later in their Movement. Properly-executed Jumping can depend on careful positioning on the preceding turn.




9.3: Thrust Vectors
Propulsion Types (continued)
Type Cost Examples
Thrust Propulsion 1CP per 2" Thrust jets, propellers, sails, rockets

In addition to the standard Propulsion system, BrikWars allows for Vehicles and objects that are moved by physically pushing or pulling the model with specific Thrust forces. Thrust may be provided by dedicated Thrust-producing devices like rocket or jet thrusters, aerial or nautical propellers, or by sails and steering fins. Thrust is also used to handle the KnockBack from Shoves, Collisions, attacks, and weapon recoil, or from unusual devices like tractor beams and gravity guns.

Each Thrust effect has two parts: a direction and a number of inches. (The inches are always a whole number; fractional inches are rounded down.)

The Finger

The Assyrian Finger
The Assyrian Salute

Following the tragic Dimmification of the Teknik civilization, the Assyrian Star Empire sent the Armoured Core "Austere" to survey the rediscovered Teknik swamp world of Dungobah for artifacts.

Unprotected against the Dim Side effects generated by the planet's Stupidity, the Pilot was barely able to avoid a crash landing and the impact and swamp splatter drew the attention of hundreds of slavering bayou Dimmies.

Outraged by the AC's sound construction and consistent color scheme, the Dimmies attacked with everything they had: sticks, rocks, and their own faces. The AC Pilot gave the attackers the unofficial salute of impending Assyrian domination: the giant upraised Finger of the Armoured Core. This did nothing to discourage the Dimmies, who'd never seen a finger before and were not yet aware of the significance of Assyrian middle ones in particular. As the Pilot began using the Finger to smash and skewer the nearest malcontents, the remaining Dimmies were able to overcome their Stupidity long enough to recognize the advantages of fleeing in terror.

No Dungam artifacts were located on that initial survey mission, but thanks to the assistance of Heroes from the newly-discovered Bayounikal tribes, the AC was able to escape from Dungobah and make its eventual return to Assyrian space. The Dimmy hordes, ever dominated by the Dim Side's Stupidity and fear, took the traditional course of the Stupid and fearful and started a new religion. The religion's popularity and success were supercharged by the mind-boggling idiocy of its leaders, and even despite the limited contact between Dungobah and other worlds, the Cult of the Finger spread rapidly throughout the surrounding star systems and into extremist factions of Assyrian nationalist parties.

(BrikWiki entry: Armoured Core)

“God does not care about our mathematical difficulties. He integrates empirically.”
- Albert Einstein
Rotation Due to Gravity
The rotational effects on an object resulting from gravitational Thrust are easily calculated.

In BrikWars, an object's mass (m) is equal to its Structure Level times its Size. The acceleration from gravity (g) is equal to 5" of Thrust per turn. This mass times the acceleration (mg) equals the total force (F).

The angle of rotation (ϴ), meanwhile, is trivially determined by multiplying the angular velocity (ω) times the number of turns (t).

With these values in hand, the relation between rotation and gravity matches players' natural expectation:

ϴmg = ωtF

As any mathematician will tell you, vector algebra is an infinitely bigger pain in the ass than either vectors or algebra would seem to indicate on their own. Worse, vector algebra becomes increasingly difficult to perform after a fourth shot of whiskey, making it useless for any part of BrikWars after the first three minutes.

Fortunately, a BrikWars player's instinctive response to Thrust vector calculations turns out to be the correct one: Thrust is handled by Giving It The Finger. Place a fingertip at the point of Thrust (either an active Thrust device or a point of impact, usually), and push the object the appropriate number of inches in the appropriate direction. The model on the table will move and rotate appropriately on its own without any need for calculation. (Wheeled models may need to be stopped manually at the end of each Thrust to keep them from rolling away forever.)

KnockBack from Shoves, Collisions, large Weapon strikes, and Explosions are all executed neatly and efficiently by Giving Them the Finger.

If the object is using Thrust as part of its own Movement, then it can apply Thrust before, after, or during whatever other maneuvers it makes during its turn.

As fine a ship as ever sailed
As part of its regular Movement, this sailing ship receives several inches of forward Thrust from its square sails, and additional inches of thrust to starboard from the staysail. The player decides to use half of the forward Thrust, then push the front of the ship to starboard with the staysail's Thrust, and then finish with what remains of the forward Thrust.

When using Thrust with sailing vessels, it's better to pull from the front rather than push from the rear - this better simulates the drag of ocean water on the vessel.

For an object affected by multiple points of Thrust at the same time, the player controlling the object (if any) may Give those Thrusts the Finger in whichever order he prefers, or split individual Thrusts into smaller Thrusts for fine maneuvering, or even Finger multiple Thrusts at the same time if it seems appropriate. Giving the Finger to Thrusts is not a precise science, and will often involve quite a bit of Fudge.

Two Fingers, one Thrust
Parallel Thrust inches from this fighter's twin thrusters can be Fudged into a single combined forward Thrust. Similarly, Thrust inches from opposite directions on an object can be Fudged to cancel each other out completely.

In the worst-case scenario, rather than resolving Thrust effects one at a time, a player may wish to determine the cumulative result of many simultaneous Thrusts and only then move the object from its initial position to its final one. This is a legal and sometimes even necessary option, but it's a pain in the ass and should be avoided.



9.4: Piloting
Action Controls
As with Weapons (8.6: Manning Guns), a Vehicle should include some type of Controls for its Propulsion systems (steering wheels, flight sticks, computer consoles). A Vehicle that lacks specific Control elements should still at least have a specified Control Area where a minifig has to position himself if he wants to control the Vehicle. Different types of Controls may provide centralized control of all of a Vehicle's Propulsion systems, weapons, and devices (like a fighter cockpit, a starship's master computer, a remote drone control station, or a warhorse’s saddle), while other types of Controls may affect only a single system or device (like the individual gunners' stations on a Death Zeppelin, a ship’s wheel on a galleon, or a self-destruct button in an ice cream truck).

Enemy minifigs can cripple a Vehicle by destroying its Controls. But better still, they can kill the Vehicle 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 Controlling a Vehicle's Propulsion at the same time, whether at separate Controls or in the same Control Area, they can each use their Actions to prevent the other from Controlling the Propulsion at all, rendering the Vehicle Out of Control (9.1: Standard Propulsion).

Systems
Assuming he has access to the proper Controls, a minifig can use its Action to pilot a Vehicle and/or control one (and only one) of its Systems, against a single target (if any). This System may be any one of the following:

  • Ranged Weapons: firing a single weapon, or a paired set of identical weapons, at a single target (5.3: Ranged Combat).

  • Melee Weapons: using one or two melee weapons in Close Combat against a single target (5.2: Close Combat).

  • Manipulators: any combination of 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, a self-destruct function, or an in-dash music system.
If no operator is actively controlling a System, it continues doing whatever it is doing: shields that are up stay up, sails that are unfurled stay unfurled, robotic hands with a bloody grip on crushed enemy heads maintain their bloody grip on crushed enemy heads.


The Pilot
Pilot Stat Card

(Download the Pilot card)

The purpose of Vehicles is to move personnel and equipment into position, but sometimes the nature of Vehicular physics puts that position just out of reach - the Vehicle may not be able to speed fast enough, stop short enough, turn tightly enough, or make ridiculous acrobatic leaps ridiculously enough. These desperate circumstances are the situations a Pilot is born for.

Stunt Driving
Stunt Driving Specialty (+1CP): once a turn, defy Movement rules for a controlled Vehicle for 1d8 Stunt Inches
Thanks to their extraordinary affinity with their Vehicles, Pilots have the ability to push the envelope a critical couple of extra inches with Stunt Driving as a normal part of controlling the Vehicle's Movement. ( Pilots may still operate one of the Vehicle's Systems as usual during the turn, whether or not they elect to do any Stunt Driving.)

When a Pilot wants to attempt a crazy maneuver, his player describes the maneuver being attempted, and determines how many Stunt Inches the Vehicle will travel away from what should normally be possible. If a StarShip is trying to exceed its maximum Move, for instance, then the Stunt Inches are the number of extra inches past the Move limit. If a FireTruck is trying to turn more tightly than Standard Maneuvering would allow, then the Stunt Inches are whatever amount of required distance between turns that the player is trying to ignore. If a MiniVan operator is pulling the e-brake to powerslide sideways into a crowd of soccer hooligans, then the Stunt Inches are whatever distance the MiniVan is sliding sideways.

Once the player declares the number of Stunt Inches to attempt, the Pilot makes a Skill Roll of 1d8 for Stunt Driving. The number rolled is the number of Stunt Inches they were able to complete successfully. If this number equals or exceeds the number of Stunt Inches being attempted, then the Vehicle completes the entire Stunt without mishap.

Otherwise, for every Stunt Inch left over, the player's opponents get one Thrust Inch to use against the vehicle at the end of the successful inches. After coming up with a story for how the Stunt went wrong, they can use that Thrust to (for instance) stop the Vehicle short of its goal, try to cause it to roll, push or turn it in the wrong direction, or even launch it into the air - whatever seems appropriate for the type of Stunt failure they described.

If the Pilot attempting the Stunt rolls a Critical Failure, then not only does he fail at all of the Stunt Inches, but his opponents get to add an extra 1d6 to the inches of Thrust used against him.

Sprinting can be thought of in some ways as a lesser form of Stunt Driving. While it also uses a Skill Roll to add inches to movement, Sprinting is more limited than Stunt Driving in that it requires the unit to be moving in a straight line. On the other hand, a failed Sprint Roll doesn't turn into Thrust inches that opponents can use against the unit.



9.5: Collisions

The best thing about big Creations is smashing them into other Creations. For many budding plastic-brick fans, this is the first game they play with their brick constructions, and for some it's all the game they'll ever need. BrikWars salutes the human spirit and its fundamental drive to smash.

Limited versions of the rules for handling Collisions have been presented twice before, for two specific object Sizes. The rules given for minifigs (5.4: Charge!) are the rules for objects of Size 1", while the rules given for Horses (H.3: Fighting From Horseback) are the rules for objects of Size 2". The rules presented here are the generalized rules for objects of any Sizes running into one another, whether deliberately or otherwise.


Momentum
Momentum = 1 MOM per 4" of straight-line movement, up to Size

Welcome to Momville
Knowing of Warhead's uncontrollable mom-lust, the mysterious entity known as FedoraNuker creates an afterlife paradise for the souls of all hot moms. The ensuing momicide is the first step in a convoluted scheme to break Warhead down using the dark and forbidden art of Psychotherapy.
Forum Thread: The Unmortal
A Mountie in distress
Charge attacks are not always on purpose. The Charging rules also apply to minifigs that unsuspectingly run headlong into sharpened-stake booby traps, or locomotives encountering abandoned laundry machines.
Elements shown: LEGO, string

Collisions become much more satisfying as the colliding objects get bigger, but they also become more complicated. Where a Size 1 minifig can build up a Momentum of 1 MOM with a Charge of four inches (5.4: Charge!), and a Size 2 Horse can gather 2 MOMs in a Charge of eight inches (H.3: Fighting From Horseback), a larger Creation is able to build up a correspondingly larger pile of MOMs as it extends its Charge over a larger number of inches.

In order to build up its MOMs, a Creation must Charge in a straight line directly at its target. The Charge follows the same rules as a Sprint: the path of the Charge may go up or down sloping terrain or over gaps and obstacles if they're small enough for the Creation leap over without slowing down, but if the Charge pauses, slows, or turns to the left or right, then all Momentum is cancelled and the Creation will have to start its MOM collection over again from scratch.

For every four inches in its continuous Charge, a Creation gains one MOM, up to a number of MOMs equal to its own Size (or Effective Size, if it's taken Size Damage (7.2: Taking Damage)).

Even while Sprinting, a large Creation may not have enough Move to build up to its full Momentum in a single turn. Fortunately, Creations can extend a Charge over multiple turns to travel the distance required. These Extended Charges are best used against inanimate targets like walls and security gates, since a more mobile target can casually walk off of the line of a Charge between turns and sidestep the attack entirely.

In the case of an Unintentional Collision, such as for Out-of-Control Vehicles, minifigs running into invisible walls, or objects falling from great heights, it's up to the players to determine the Charge distance by estimating how much straight-line distance the objects traveled. Only the turn immediately prior to the impact need be considered; objects don't unintentionally make Extended Charges. (However, players should be generous in overlooking slight curves in the path of an Unintentional Collision, since Unintentional Damage is much funnier than the regular kind.) As a rule, all of a falling object's travel is counted as being in a straight line; players are expected to forget they know anything about parabolas for the purpose of maximizing Collision Damage from falls.

Spending MOMs
When a Charging Creation is lucky enough to strike a target, it can start converting the MOMs it's been saving into d6es for Collision effects. A MOM disappears as it is spent, but it can be earned back again by the unit continuing to Charge another four inches, even during the same turn.

Spending MOMs
Collision Type Effect per MOM MOM spending Limit
Charging Shove +1d6 Attack Bonus to Shove Shoving Weapon Size
Charging Weapon Attack +1d6 Damage Charging Weapon Size
Crash +1d6 Crash Damage and/or KnockBack inches Crash Damage limited by Structure Level;
no limit for KnockBack inches

Each type of Collision has a different effect that can be amplified by MOMs.

A unit making a successful Shove may spend as many MOMs as the Weapon Size of the weapon or appendages being used for Shoving. Each MOM spent adds +1d6 to the Attack Bonus when making the Shove.

A unit making a successful Charging Weapon attack may spend as many MOMs as the Weapon Size of the Charging Weapon it's striking with (5.4: Charge!). Each MOM spent adds 1d6 to the Damage dealt by the Charging Weapon.

Crash attacks require no Attack Roll. Unlike Shoves and Charging Weapon attacks, they automatically succeed, unless the target manages to Bail out of the way (4.3: Enemy Response). The Crashing unit may spend as many MOMs as its own Structure Level to add 1d6 to both the Crash Damage and the KnockBack inches resulting from the Collision. If it still has MOMs left over, it can spend them to add additional d6es of KnockBack inches, but not any more Damage.

Falling Damage
Snapped Tread
Correctly forecasting a rain of burning Dimmy chieftains falling from the sky, NELUG's pre-built crater plates got plenty of use in their desert battle.
Photo: Wayne McCaul
NELUG's "The Post-Apocalyptic Research Vehicle"
Falling Damage is treated as a standard Crash between a falling object and the ground. This doesn't generally end in success for the falling object, since the ground has a Size rating of over nine thousand, making its potential Physical Opposition almost limitless.

In a pinch, generic surfaces can be divided into soft and hard ground according to color. Green (grass), brown (soil), or tan (sand) ground is considered comparatively soft with Structure Level 1, and so never does more than 1d6 Crash Damage. Gray (stone) or black (asphalt) ground is considered much harder, with Structure Level 3, meaning it can do up to 3d6 Crash Damage if an object falls far enough.

If the falling object's damage manages to exceed the ground's Armor rating (1d10 for soft ground, 3d10 for hard ground), players may elect to build a crater ring around the impact site, with bricks of height and inches of diameter equal to the number of dice in the falling object's Momentum.

It's a generally accepted action-movie fact that pools of liquid such as water or quicksand, no matter how shallow, will cushion Crash impacts safely and completely. Of course, if the liquid is something like stomach acid or hot magma, it may subsequently do other types of damage on its own.


Physical Opposition
Unfortunately for the attacker, the target of a Charge attack can also benefit from the Momentum of a Collision. Where the attacker's Momentum gives it a pile of MOMs to spend, the defender's Physical Opposition give it one POP for every inch in its Effective Size.

Similar to MOMs, POPs can be converted into d6es to counter the effects of a Collision. Unlike MOMs, however, POPs are not used up as they are rolled; the same POP dice used to add to Counterattack Damage with a Charging weapon can be used again for Crash Damage and a third time to resist KnockBack from Shoves and Crashes.

Spending POPs
Collision Response Effect per POP POP Limit
Counterattack with
Charging Weapon
+1d6 Damage Charging Weapon Size
or attacker's MOMs
Any other Counterattack No effect N/A
Crash +1d6 Crash Damage
target's Structure Level
or attacker's MOMs
Resisting KnockBack -1d6 KnockBack inches No limit

The ways that the target of a Collision can use its POPs are similar to the ways that the attacker can use its MOMs, except that the target has no Momentum of its own, and is limited by the Momentum of the attacker when it comes to adding Damage. The target can never spend more of its POPs on Damage dice than the attacker has MOMs to begin with.

The target of a successful Charging Shove may attempt to Parry the Shove as usual, if it's able (8.2: Basic Weapons). POPs do not affect the attempt to Parry.

A target who responds to a Collision by using a Charging Weapon in a successful Counterattack may add a number of dice from its POP Pile to the Damage of the weapon, up to the Weapon Size of the Charging Weapon. (If the weapon is not a Charging Weapon, it may still Counterattack but it receives no benefit from the POP Pile.) As always, if either the defender or the attacker is able to land its strike at least one inch before the other, then they strike first; otherwise, both sides strike simultaneously.

A target who responds (or fails to respond) by allowing the attacker to Crash into it will still deal Crash Damage to the attacker, rolling as many POP dice as its own Structure Level, limited by the attacker's number of MOMs.

Crash Example: Don Coyote and the Fire Giant
Don Coyote
Elements shown: LEGO
Example: The biker Don Coyote tilts his lance at a rampaging Fire Giant. His motorcycle gives him a Size rating of 2, so Don Coyote guns the engines along the necessary eight inches to build up his full 2 MOMs of Momentum.

The Giant has a Size rating of 4 and is wearing heavily armored shin guards, so he's not very worried. Rather than trying to dodge, he decides to allow the Joust in order to bring Don Coyote close enough to engage in Close Combat.

The lance is a Size 2" Charging Weapon, so Don Coyote will be able to spend both MOMs to add Damage if the attack is successful, raising the Damage from 2d6 to 4d6 against the giant's armored shin guard.

Unfortunately he fails the Attack Roll, missing with the lance and Crashing into the Giant with the motorcycle instead. Because he missed the attack, he wasn't able to spend either of the MOMs, and still has both. Unfortunately the motorcycle only has a Structure Level of 1, so it's only able to deliver one of the MOM dice as Crash Damage.

The Giant has a Size of 4, and so he has 4 POPs automatically. The number of dice he can use for Crash Damage is first limited to the number of Don Coyote's MOMs (only two), and limited even further by the Giant's own Structure Level. Although his heavy Armor Plating gives his leg a Shielded bonus, his "natural" Structure Level is only 1/2, limiting his Crash Damage to zero dice. He does no Damage at all in the Collision.

The 1d6 Crash Damage from the motorcycle is negated by the Shielding of the shin guard, leaving the Giant unharmed. Don Coyote's KnockBack Roll is similarly foiled (Don Coyote's 2d6 KnockBack versus the Giant's 4d6 POP), and so Don Coyote is brought to a halt and forced to engage in Close Combat with the Fire Giant automatically as a result of the Collision. The Giant Counterattacks with a mighty football punt.


Crashes and KnockBack
There are two main phases to resolving a Crash between large objects.

First, the objects do Crash Damage to each other. Each spends a number of MOMs or POPs up to their own Structure Level as d6es of Crash Damage to smash each other with. The Damage is resolved as normal, but the die rolls are left on the table - they'll be used as part of the KnockBack roll.

Second, the Crashing object has the chance to Knock Back its target, if the opposing object is capable of being Knocked Back. Objects that are Nailed Down to the ground can only be Knocked Back if the Damage from the Collision manages to break them off. Trees and walls can't be Knocked Back if they're still rooted.

If the target object isn't Nailed Down, the crashing objects spend all their remaining MOMs and POPs on d6es of KnockBack inches, and add their Crash Damage rolls to the results. KnockBack is then resolved as usual.

If the KnockBack is enough to land the object on its side or upside-down, the object is Knocked Over and Disrupted (4.3: Enemy Response), unable to take any Action or defend itself until it gets itself back upright. For vehicles, it's even worse: while a Knocked Over delivery truck is largely helpless, Knocked Over boats are capsized and sink at the end of their following turn; flying vehicles tend to crash. If the Charging object is larger than its Disrupted victim, it may proceed to run right over it, inflicting points of Trample Damage equal to the Size difference between the two. Both Smash and Trample Damage are cumulative with any other Damage dealt in the course of the Collision.


Plowing Through
In most cases, a minifig protester isn't big enough to halt the Momentum of his government's Size 5" BattleTanks. If an attacker would like to keep Charging after making a Collision, and the number of dice in its MOM pile were greater than the amount needed to destroy or Knock Back its target, then the attacker has the option to reclaim the excess dice and keep right on going.

Once a successful Charge attack has been resolved, determine which dice in the MOM pile were used up in the Collision. For dice used in a successful Charging Weapon attack, Crash, or KnockBack, the minimum number of dice needed to overcome the target's Armor or Physical Opposition are considered used up.

Remove all the used up dice from the table. The remaining dice are returned to the MOM pile for use in subsequent Collisions and Charge Attacks. The object may continue its Charge, adding a new MOM to the pile after every four inches as usual, until it reaches its maximum Momentum again or ends up in another Collision.