3: Minifig Weapons |
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Hand Weapons |
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Heavy Weapons |
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Two-Handed Weapons |
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Short-Ranged Weapons |
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Long-Ranged Weapons |
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Explosives |
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Shields |
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Body Armor |
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Bare Hands |
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Random Objects |
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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? |
Mike Rayhawk, 2006 |
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Chapter Three: Minifig Weapons
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Laughter is the greatest
weapon we have and we, as humans, use it the least. |
- Mark Twain |
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Weapon |
Cost |
Use |
Range |
Damage |
Notes |
Close Combat Weapons |
Hand Weapon (S) |
2CP |
2 |
CC |
1d6 |
Range 1d6" if thrown |
Heavy Weapon (M) |
3CP |
3 |
CC |
1d6+2 |
may be paired with Shield |
Two-Handed Weapon (L) |
4CP |
4 |
CC |
2d6 |
Two-Handed; -1" to Move |
Ranged Weapons |
Short-Ranged Weapon (S) |
3CP |
3 |
6" |
1d6 |
some are Two-handed |
Long-Ranged Weapon (M) |
5CP |
3 |
10" |
1d6+1 |
Two-Handed |
Explosive |
1CP |
3 |
- |
1d10 exp |
Range 1d6+2" if thrown |
Bodily Protection |
Shield |
1CP |
2 |
CC |
1d6 Parry or Shove 2" |
Parry or Shove only;
can Parry Charge attacks |
Body Armor |
1CP |
- |
- |
- |
+2 to Armor, -1" to Move |
Desperate Measures |
Bare Hands |
- |
2 |
CC |
Shove 2" |
Shove only |
Random Object |
- |
3 |
CC |
1d6-2 |
Range 1d6-1" if thrown |
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The weapons with which you arm your minifigs are best chosen according
to which look the coolest. More practical considerations might increase
your armys chances of victory, but that hardly compares with
the importance of looking awesome.
3.1: Close Combat Weapons |
Killing enemies from a safe distance is all well and good, but any
real minifig will tell you that's for cowards. Nothing beats the meaty
hands-on thrill of physically whacking an uncooperative enemy into
a pile of bloody chunks. Close Combat weapons are used to make
Close Combat attacks, as you might suspect (5.2:
Close Combat).
Less well-equipped minifigs will try to tell you that it's not the
size that matters, it's how well you use it. This is of course completely
false. Melee weapons, like everything else of importance, are categorized entirely according to length. They fall into three categories, separated by how they compare
to a minifig's height: weapons shorter than a minifig are Short (S), equal to a minifig are Minifig-Size (M), and longer than a minifig are Long (L). You might be tempted
to think of the letters as standing for Small, Medium, and Large,
but that would be much less precise.
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 |
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Hand Weapons
Size:(S) Cost:2CP Use:2 Range:CC Damage:1d6 Notes:Range 1d6" if
thrown
Hand Weapons are the lightest, most versatile, and most readily
available melee weapons; anything from maces, hand axes, and shortswords,
to baseball bats, bicycle chains, and crowbars.
Because Hand Weapons are so light and easy to handle, they leave the
second hand entirely free for a second weapon or equipment item. They
may even be thrown, in a pinch, doing full damage at a range of up
to 1d6 inches.
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 |
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Heavy Weapons
Size:(M) Cost:3CP Use:3 Range:CC Damage:1d6+2 Notes:May be paired with
Shield
Heavier than regular Hand Weapons, but not requiring the dedicated
use of both hands, Heavy Weapons are sometimes called Hand-And-A-Half
or Bastard weapons. Heavy Weapons include such weapons as broadswords,
battleaxes, flails, spears, katanas, chainsaws, and beamsabers.
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Heavy Weapons do
not include lightsabers, because the lightsaber is a trademark
of Lucasfilm Ltd., and we would never want to risk infringing
a trademark.
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Less versatile than Hand Weapons, minifigs wielding a Heavy Weapon
cannot carry a second weapon of any type in their off hand, although
they may equip a Shield.
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 |
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Two-Handed Weapons
Size:(L) Cost:4CP Use:4 Range:CC Damage:2d6 Notes:Two-Handed, -1"
to Move
Two-Handed Weapons give heavy troops the power to destroy the
sturdiest foe, and the ability to do it at a fair distance - through
a rank of other minifigs, over the top of a barricade, surprising
a target on a separate building level, or nailing a rider on horseback.
Their drawbacks are that they are heavy, slow, and difficult to weild
effectively. Minifigs carrying a Two-Handed Weapon have their Move
ability reduced by one inch, they have a hard time navigating tight spaces,
and they need both hands free to use the weapon in melee. (You don't
have to pose your minifig with both hands physically holding the weapon
shaft, as that isn't always possible or easy to manage; it's 'understood'
that both hands come together to swing the weapon at the moment of
attack, so quickly that the eyesight of mere Humans is unable to detect
it.)
What's 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 effective minimum range! A minifig swinging a Two-Handed
Weapon must have a 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.
Unscrupulous players may try to get around problems of minimum striking
distance by giving their Two-Handed Weapon a very long striking surface.
This is considered to be in poor taste, and justified grounds for
a moderate-to-thorough beating. The amount of striking surface on
a Two-Handed Weapon should never be longer than a minifig.
There is one important exception to the two-hands requirement: jousting.
Although Two-Handed Weapons are too heavy to swing with one hand,
nothing stops a mounted minifig from tucking it one under one arm
and riding full-tilt at an opponent with it. A minifig riding a steed
or vehicle only needs one hand to use a Two-Handed Weapon as a lance in a Charge
attack (5.4: Charge!),
as long as it has a pointy tip.
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You can go a long way with
a smile. You can go a lot farther with a smile and
a gun. |
- Al Capone |
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While it's hard to beat the joy of plunging a hand weapon into exposed
enemy flesh (but not impossible: see the Explosives section below),
it can be frustrating when some piddly little opponent thinks it's
funny to keep bouncing around just out of reach of your hand axe.
It's times like that that you want a nice ranged sidearm, to wipe
that self-satisfied grin off his face in the most literal fashion (5.3: Ranged Combat).
Smaller Ranged Weapons
give a minifig the power to strike at a distance while
leaving his other hand free for life's more visceral pleasures
- in the case of this Space Marine, a wickedly serrated
gutting-knife. |
Weapons shown: Red
Bean Studios, Little Armory, LEGO, Best-Lock |
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Short-Ranged Weapons
Size:(S) Cost:3CP Use:3 Range:6" Damage:1d6 Notes:some are Two-Handed
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Remember the first rule
of gunfighting: 'have a gun.' |
- Jeff Cooper |
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Most light ranged weapons fall under the Short-Ranged Weapons heading (also called "Pistols" for short): revolvers,
shortbows, blowguns, magic wands, and slings are good examples. Many
can be fired with one hand, although reloading (if necessary) always
requires the use of both; a little common sense should be enough to
determine how many hands a given weapon requires (a crossbow can be
fired with one hand, for instance, while a shortbow takes two). Because
their short range puts minifigs dangerously close to an enemy's ability
to counterattack, Short-Ranged Weapons are best paired with a Hand
Weapon in the opposite hand, or used in hit-and-run harrying attacks
that keep the Ranged attackers just out of enemies' reach.
Throwable melee weapons are better purchased as Hand Weapons. In some
cases, non-melee versions of regular Hand Weapons may be bought as
Short-Ranged Weapons instead (javelins instead of spears, throwing
knives instead of daggers, etc.), although players should be careful
to make sure there's no confusion about which weapons are Hand Weapons
and which ones aren't. Thrown Ranged Weapons are considered to be
in 'infinite supply,' but can only be used by one minifig at a time.
A ninja throwing a pile of shuriken never 'runs out,' but the thrown
shuriken can't be collected and used by other minifigs, and the ninja
can't share shuriken with his friends (unless he gives them the whole
pile, or they steal it from his lifeless corpse). Ranged Weapons used
in Close Combat are always treated as Random Objects at best, even
if they look just like Hand 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 |
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Long-Ranged Weapons
Size:(M) Cost:5CP Use:3 Range:10" Damage:1d6+1 Notes:Two-Handed
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The deadliest weapon in
the world is a Marine and his rifle! |
- John J. Pershing |
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Long-Range Weapons (or "Rifles") are higher-powered
than regular Ranged Weapons, allowing minifigs to pack a solid punch
while staying safely out of enemy units' 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.
Because the major construction-brick companies offer such a limited
variety of bows for archers, it can be difficult to differentiate
shortbows (a Short-Ranged Weapon) from longbows (a Long-Ranged Weapon).
If you insist on using both kinds in the same battle, try to make
them easy to distinguish, either with different colors ("shortbows
are brown, longbows are black") with different troop types ("light
cavalry have shortbows, standing archers have longbows"), or
by decorating them somehow.
Explosives
Size:- Cost:1CP Use:3 Range:- Damage:1d10 exp Notes:Range 1d6+2"
if thrown
Hand-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
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.
Once they go off, though, all Explosives work exactly the same way.
The Explosive does 1d10 Explosion damage to every object and
surface within a two-inch radius. Loose objects within this radius,
such as minifigs not wearing seatbelts, are tossed one inch directly
away from the center of Explosion. Fixed objects, such as brick walls,
are only tossed away if the Explosion breaks them into loose objects.
Each Explosive can only be used once, for obvious reasons. If you
want three rockets for your bazooka, you need to purchase three Explosives.
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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 |
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Any portion of the military budget can be put to more weapons or more
men, but sometimes generals will assign a budget for protective gear
for the troops. This is silly - a trooper's job is to kill enemies,
not worry about coming home alive. Even worse, the soldiers might request
this equipment themselves, a bad sign that they're not mentally prepared
to sacrifice themselves for their Humans' meaningless cause.
The cowards that request protective gear are likely to be among your
least popular troops, so go ahead and buy them some. The longer they
stay alive, the more pissed off the rest of the troops will be, and
that's a good state of mind for battle.
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 |
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Shields
Size:- Cost:1CP Use:2 Range:CC Damage: 1d6 Parry or 2" Shove Notes:Parry or
Shove only
A Shield is like a Hand Weapon devoted exclusively for Parrying (5.2: Close Combat),
although they can sometimes also be handy for Shoving opponents into proper position
for a follow-up attack. A minifig can Parry a wider range of incoming attacks with a Shield than with a regular Hand Weapon, including Joust attacks (H.3: Fighting From Horseback), Crash Damage, thrown weapons, and even slower projectiles like arrows and slingshot bullets
(although not, for instance, rifle rounds or lightning bolts).
For the purposes of Parrying, a Shield has a Damage rating
of 1d6. It cannot be used in regular attacks, no matter how much you
sharpen the edges.
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 |
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Body
Armor
Size:- Cost:1CP Use:- Range:- Damage:- Notes:+2 to Armor, -1" to
Move
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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 |
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For warriors who fear death, but not enough to lift a Shield in their
own defense, Body Armor is a great way to prolong their lives
as lazy cowards. As a bonus, when they're always last to arrive at
the front lines, they can claim that the reason is because their heavy
Armor slows them down. Whether or not that's the actual reason for
their tardiness is left for debate.
A suit of Armor adds +2 to a minifig's Armor rating against all forms
of damage. However, it's less easy to move around in - minifigs wearing
Armor also lose one inch from their Move rating, which is why many
Armored minifigs prefer to ride horses or other steeds.
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If you're the type who likes to use fancy dice in your wargames, then you should instead consider Body Armor to add two die sizes to a minifig's Armor. A minifig's regular Armor of 4 (equivalent to 1d6) becomes 1d10; A Hero's Armor of 2d6 (6.1: The Hero) becomes 2d8.
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In the long history of
humankind (and animal kind, too) those who learned
to collaborate and improvise most effectively have
prevailed. |
- Charles Darwin |
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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 hasn't been shown to have any useful effect, and he's better
off trying to scavenge a real weapon as quickly as possible.
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
"NELUG Gets Medieval," Nov. 2000
Winners: sheep |
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Bare Hands
Size:- Cost:- Use:2 Range:CC Damage:Shove 2" Notes:Shove only
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Those who have not swords
can still die upon them. |
- J.R.R. Tolkien |
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Minifigs 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 worthwhile use for Bare Hands is in
grabbing someone else's dropped weapon.
Bare Hands cannot be used to Attack or Parry. They may only be used
to Shove, and only if both hands are empty, in a desperate attempt
to get away from the real warriors who remembered to come armed.
Random Objects
Size:- Cost:- Use:3 Range:CC Damage:1d6-2 Notes:Range 1d6-1" if
thrown
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It is important when you
haven't got any ammunition to have a butt on your
rifle. |
- Winston Churchill |
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Table legs, broken bottles, burning torches, and even big rocks are
all part of a cherished tradition of improvised weapons; a pistol
butt, rifle stock, or sword pommel can be used as makeshift bludgeons
when the weapon's main function can't be brought into play. If a minifig
can't find a real weapon, Random Objects are better than nothing,
although this is only because having nothing sucks to such an impressive degree.
Any object that could conceivably approximate a Hand Weapon may
be used as an improvised weapon. Some objects are obviously excluded:
items like shortbows, flowers, and hats are too flimsy to do any
damage. The minifig must have an actual object he can hold in his
hand; he can't for instance claim "there's a belt printed on
my torso, I'm taking it off and whacking you with it."
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