Table Of Contents
Appendix
A - Fig Stats & Abilities
Appendix
B - Fig & Big Thing Weapon Stats
Appendix
C - Big Thing Classes & Propulsion
Appendix
D - Big Thing Base & Internal Armour Point Costs
Appendix
E - Ramming, Jumping & Pushing
Appendix
F - Big Thing Damage Table
Listed in the Glossary are some general term
explanations to help you along.
Section
0: Introduction
Introduction:
We love Brikwars
(http://www.Brikwars.com/)! Its loads
of fun to slaughter dozens of innocent figs and to leave scattered fig parts
and bricks all over the place!
But sometimes, you want something simpler than
Brikwars. Something where you can
quickly set up and slaughter a pile of figs without having to worry about all
the rules. It's not that Brikwars is
all that complicated or anything; it's just that occasionally you're not in the
mood to think: "is that fig carrying an impact pistol or a gyro
pistol?" Or "is that a UR of
3 or 4?" Other times you want to
throw together a few squads of troops and see what happens without having to
worry about who has what stats and the extra rules that go with them.
So in response to the above we have created the
following rules, greatly simplified and with our own tastes and preferences
thrown in. We call this VLCWars! In the early stages it was also known as MFD:VLC
(Minifig Death -- VLC Edition)!
To those of you who are semi familiar with the
way basic war games work, (read the Brikwars rules, or for that matter just
play Brikwars and ignore these rules altogether) here are the rules to VLCWars!
(If you don't know general war gaming rules, you're going to be lost because
we're too lazy for now to write out basics or give links.)
Play Brikwars!, Play & Die Well!
Special Thanks:
Special Thanks to Alex, Dean, Marc & all the
players in the VLC (http://www.akasa.bc.ca/vlc/)
for their work in drafting up these guidelines.
Special 'Big Thing' Thanks to Stephen F Roberts
(webmaster@wildlink.com) for allowing
us to use his rules as a starting point for VLCWars!. (http://wildbrick.wildlink.com/minifigdeath/
)
Foreword:
We think it is best
said from the Brikwars (www.Brikwars.com) Foreword, and suggest you give it a
read. Good words to play by. http://www.brikwars.com/rules/2000/foreword.htm
Also check out www.lugnet.com's
'lugnet.fun.gaming' forum for discussing brick gaming.
Section
1: Setting Up the game
Necessary Items:
Optional Items:
Points
Allocation (scenario):
When planning a new
game it is a good idea to set a maximum number of points that the players can
use to purchase figs & Big Things.
This allows for a reasonably balanced game. Depending on the scenario being played, the points can be divided
up evenly or at a different ratio. If
you want to have four players all attacking an alien fifth player and modify
the points allocation to equalize the opposing sides then do it.
Placing
Units:
You can use either of
the following for placing your units at the start of the game:
Group Placement:
This is the simplest
way of deploying your troops. The game scenario/group consensus outlines where
each team’s starting area is and then everyone places their units at the same
time and adjusts them as they see fit. When everyone is ready the game begins.
Ordered Placement:
For player placement on
the gaming world map each player should roll a 1d10. The player with the
highest roll selects a 10" X 10" area on the gaming map
(approximately one road baseplate worth) for their starting point. (If two or
more players roll the same number those players must roll again to determine
the order for that particular slot) Then the next highest player selects their
starting point and so on, until all players have made their selection.
Notes: No two armies
may be within 10”’s (one baseplate worth) of each other, unless they are
allies. (There may also be other
guidelines depending on the scenario being played out.)
Once the selection of
starting points has been completed all players simultaneously place their units
within their starting boundaries.
Confirmation of any special
abilities of units:
Players may be asked to
confirm their points allocation and/or describe any 'special' workings of their
armies. If a player has created some
advantage for one of their units, a group consensus can agree to create an
equal disadvantage to offset the advantage.
(Example: your big thing has large opening defense Shields that protect
your units while giving you a wider fighting area. The group may decide that it takes one turn to open or close your
defense Shields.)
When this is done to
all players' general satisfaction, play can begin!
Order of Play:
There are two ways in which turn order is determined. These are listed below.
Initiative:
Initiative is where at the beginning of
each round all players roll a 1d10 to determine the play order for this round.
(And this round only) This eliminates planned attacks based on turn order. Use the same die rules as in picking a
starting location. Once the round has
concluded all players roll once again for initiative. This keeps players
off-balance and creates unpredictably making planned attacks and defense a
challenge!
Fixed
Order:
Fixed order is where the initial unit placement order becomes the turn order for the rest of the game. (If you did not roll for placement then roll for turn order.) This allows for planned attacks & defense and is more structured. Games become more predictable.
Player turn Order
of Events:
Round
Order:
1. Player Order (Initiative or fixed order)
2. Reset Fig Base Armour
3. Movement (Must be done prior to attacks)
Player moves MiniFigs, Big Things etc.
4. Combat (Once combat begins, no further movement
can be performed)
Player one declares his/her attacks, targets & makes the standard rolls.
5.
Mechanic Repairs,
First Aid, Weapons Reload etc.
The next Player moves, attacks, and so on. Do this until
all players have had their turn then the next round begins.
Section
2: Building Your Army - Figs
In VLCWARS! your
standard unit is the Fig. Figs can be
everything from the lowly grunt trooper, the mechanic that fixes your APC to a
tasty snack between rounds. Figs come
in two main types and can also have special
abilities. These two main types are the
Standard Trooper and Advanced Trooper. Each of these two main types can also have a special ability
(Example: mechanic). Figs are limited
by a set of stats that control how they may be used (and abused) in play.
Fig Types:
Fig Stats
|
Standard Trooper |
Move |
5" / Turn - base
move |
Base To Hit (TH) |
3+ on a 1d6 |
Armor |
5 |
Cost |
10pts (includes one
weapon or tool of the trade) |
Additional Weapon |
5pts each |
Special Skills |
A standard trooper
can carry one 2x4 worth of bricks. |
Fig Stats |
Advanced Trooper |
Move |
5 " / Turn -
base move |
Base To Hit (TH) |
3+ on a 1d6 |
Armor |
8 |
Cost |
20pts (includes one
weapon or tool of the trade) |
Additional Weapon |
5pts each |
Special Skills |
An advanced trooper
can carry double the weight of a standard trooper. (In terms of explosives, they can carry two missiles with
launcher or three missiles without launcher.) |
Special
Abilities:
Mechanic: Special Mods: (The Mechanic fires Weapons at a
Base To Hit of 4+ on 1d6)
A mechanic is a special type of trooper and can be either of the standard or advanced type. A mechanic can attempt to repair damaged weapons, components or Big Things. He/she can attempt one repair per turn, and cannot fire weapons within the same turn he/she attempts repairs. Mechanics attempt repairs with a tool on a roll of 4-6 on a 1d6. (Without a tool requires a 6 on 1d6). If the roll fails, the next roll needs a 5-6 on the next repair attempt. If it fails again, they require a 6 on the next repair. If they again fail to repair the target item then that item is permanently damaged and will require a repair shop. (Use flat 1x1 rounds on item for status). Non mechanics can attempt repairs with a tool (or a mechanic without a tool) on a roll of 6 on a 1d6. If this fails then only a mechanic can attempt further repairs on this item. (This counts as the mechanic's first roll (4 - 6 on a 1d6 and once a mechanic with a tool continues with the repair you must roll a 5-6 with a 1d6). Each item can only be repaired once per turn. (Example, you can not have one mechanic attempt the repair and then have another mechanic attempt the same repair in the same round.)
Grouping: For each
additional mechanic you add to the same repair attempt you add +1 to the die
roll.
Repair attempts:
1st
Attempt, 4-6 1d6 (or a 6 if non mechanic w/ tool or mechanic w/o tool)
2nd Attempt, 5-6 1d6
3rd Attempt, 6 1d6
Permanently Damaged (requires a repair bay)
Medic: Special Mods: (The Medic fires Weapons at a Base To Hit of
4+ on 1d6 and cannot perform mechanical repairs.)
Medics (standard or
advanced) are trained in first aid and carry emergency packs. (Suitcases) Medics can attempt to revive a
"dead" fig. (Figs that have
been killed by explosives are not eligible.) On a 5-6, with a 1d6, the first
aid attempt works and the "dead" fig can be used as normal on the
next round. (The revived fig only has 1 armour point until the next
round.) On a 1-4, the fig really is dead and nothing more can be done for the
poor trooper.
The Medic can choose to try and revive an enemy fig from another army. If
he/she succeeds, roll a 1d6. On a 1-3, the formerly dead fig swears allegiance
to his/her savior and now is controlled by the saving player. On a 4-6, the fig
maintains his/her loyalties, but will not attack the Medic who saved him/her
for 2 turns.
Grouping: For each
additional Medic you add to the same first aid attempt you add +1 to the die
roll.
Fig Movement Modifiers: (Taken off of the base movement)
Climbing 45 degrees
or more, each 1" climbed |
-2" movement |
Climbing over wall |
-1" movement for
each brick high |
Opening unlocked door |
-1" movement |
Unlocking the door
first |
-3" movement |
Hopping on or off a
Big Thing |
-2" movement |
Turning more than 45
degrees |
-1” movement / >45
degrees |
Carrying objects:
Fig
Weapons:
Each Army has a vast assortment of weapons to bring to the field, but in the end it all works out with training, effects, weapon speed and recharge time, the individual types of weapons all average out into four basic categories.
Close Combat Weapons (CCW):
Close combat weapons are things like swords, pikes, brass knuckles, buzz saws or any other item that is useful only at extremely close range. An unarmed fig is assumed to be able to defend itself with hand-to-hand combat. (See table “Close Combat – No Weapon”)
Pistol:
A
single-handed weapon, fairly short range and low-power, but easy to use. Pistols have a range of 10” and do 1d6
damage. The fig can fire while running, but suffers a -3 to hit. If the fig stands still he/she can fire
twice (at the same target). The fig
always carries a CCW with it when carrying a pistol. (even if it is not
apparent, it is there) Examples would include: Crossbow, pea shooter, dart gun
or musket.
A double handed weapon, good range and stopping power. Range of 15" and does 1d10 damage. If the fig stands still you can shoot up to 20". This weapon cannot be used while running. (While wielding this weapon the fig cannot operate Big Things.) Examples would include: Bow & Arrow, sling or Elephant gun.
Missiles
(explosives) and other big impact things, heavy and cumbersome, (cannons,
launchers, death guns, time bombs, missiles etc.) have a range of 20". (-1
to hit for the 11 – 20 inch range) They have a damage of 3d6 non-explosive OR
1d10 explosive. (explosive damage has a radius of 10" and does 1d10 damage
to each unit, including surrounding terrain that is in the line of sight of the
impact point.) The fig can either move
or fire, it cannot do both in the same turn.
(While wielding this weapon the fig cannot operate Big Things. Note: if the Fig is onboard a Big Thing, the
heavy trooper can only fire if the Big Thing has NOT moved in that
turn.)
Each Army is free to
explain how their particular weapons work (lasers? bolt throwers?
Electromagnetic induction of Micro black holes?). In the heat of battle it all averages out...
Fig Weapons Table:
|
Fig Stands Still |
Move Up To 5" |
Run Up To 10" |
Close Combat (no Weapon) |
1d6 damage(*) +1 TH |
1d6 damage(*) |
Cannot Attack |
Close Combat Weapon(*) |
2d6 damage(*) +2 TH |
2d6 damage(*) |
3d6 damage(*)
(charge) 1d6 self damage if
target is missed |
Pistol |
1d6 damage Can fire twice up to
10" |
1d6 damage Can fire once up to
10" |
1d6 damage Can fire once up to
10" @ -3 TH |
Rifle |
1d10 damage Can fire up to
20" |
1d10 damage Can fire up to
15" |
Cannot fire |
Heavy Weapon |
1d10 exp(**) OR 3d6
damage. Can fire up to
20" (-1 TH for 10 - 20” range) |
Cannot fire |
Standard Figs Cannot
Run Cannot Fire |
(*) Close Combat:
Two figs in base contact
fight close combat. If other units fire
into a melee they have a chance of hitting their own units. Randomly find the
fig that gets hit. During close combat
all figs involved roll to hit and damage simultaneously. (If the target fig had used a weapon in its
last turn it fights at -1 TH after bonuses)
(**) Missiles
(Explosives):
Your basic Fig portable explosive tipped
missile or similar device of mass destruction. MiniFig Missiles do 1d10
explosive damage up to 10" (radius), but are –1 TH (to hit) for 11 -
20" range.
Firing range is up to 20"
Blast radius is 10"
Damage is 1d10 up to 10" radius
A MiniFig Size Launcher
comes loaded with 1 missile. Additional missiles cost 5 pts
each. Additional trooper(s) can carry up to 2 Missiles each (advanced trooper's
can carry 3), but no other weapons, or 1 Missile and 1 single handed weapon. An
advanced trooper may carry a spare missile in addition to the one loaded in the
Launcher.
Negative |
Positive |
Target is
running: -3 TH |
Target is
immobile(*): +1 TH |
Target partly
covered (1/3): -1 TH |
Target is less
then 3" away: +1 TH |
Target fully
covered (2/3): - 2 TH |
Target is in
weapons contact: +2 TH |
Target can’t be
seen: -6 TH |
For each turn
aiming at target (& not firing): +1 TH |
|
Target is 2X the
size of attacker: +1 TH |
|
For each
additional 2X size: +1 TH |
(*) Immobile: Disabled
or otherwise unable to move or defend itself.
(ie. stunned)
Structures:
Structures are Big
Things that sit in one place for the entire game. They can be a landed spaceship where invaders are pouring out to
take over the landscape or a simple smugglers outpost armed to the teeth
against the authorities. Big Thing
Structures work identically to the vehicles listed below. Structures do not need a form of propulsion
but do require a Power Plant Generator to power the weapons in which to defend
it (If so required). Structures are also commonly split into several
parts. (They are considered separate
Big Things each with their own armour and weaponry. If one is disabled or damaged, the others are still intact and
functioning.) The Power Plant Generator
is considered global to the entire Big Thing Structure. If the Power Plant Generator is disabled,
the guns and other automated devices (power doors etc.) will no longer function
until it is repaired. It therefore,
might be handy to have more than one generator on hand. (Or an extremely able mechanic.) For the
sake of simplicity, Big Thing Structures use the same tables as the
Vehicles. Just ignore the items that
are not applicable and add on the internal damage as indicated.
Vehicles:
Vehicles are Big Things
that can move. They may or may not have
weapons of their own. They may fly in
the air, float on or under the water or roll, hover or walk on the
surface. Big Things are similar to
minifigs in that they have stats that govern how they are used (and
abused). A Big Thing however, is much
more powerful than a fig. A big Thing
can take massive amounts of damage before it is destroyed. (Unless you are extremely unlucky.) Where minifigs are relatively simple, Big
Things are quite configurable and involved.
The options for mayhem and destruction are practically unlimited. Listed below are some of the various items
that make up a Big Thing.
Big Thing
Classes |
Pts |
Additional
Components |
Pts |
|
Base (wall,
vehicle frame etc.) |
|
10pts |
MiniFig Sized
Weapons (excluding heavy) |
5pts |
MiniFig Portable
(box, weapons platform etc.) |
|
5pts |
Big Weapons
(blaster, rifle, missiles) |
15pts |
MiniFig
Powered/Trailer (bicycle, horse, supply trailer, cart etc.) |
|
10pts |
Additional
Weapon Controls (*) |
10pts |
Wheeled (car,
truck, motorcycle etc.) |
|
20pts |
Remote Display
Systems (**) (additional
optics are 5pts ea) |
10pts |
Treaded (tank
etc.) |
|
30pts |
Power Plant
Generator |
20pts |
Hover
(hovercraft, land speeder etc.) |
|
40pts |
|
|
Flyer
(helicopter, space fighter etc.) |
|
60pts |
|
|
(*) Additional
Weapon Controls (cross linking Weapons):
You may have two or
more separate weapons (ie: a gunner has control of the big blaster, and the
driver has control of a big rifle. If you wish to enable the driver to also have
control of the big blaster, you would buy an additional weapon control in case
the gunner is disabled.)
(**) Remote Display
Systems:
In some Big Things you
may have the driver or gunner completely surrounded by protective armour. This
makes the Fig Blind to the outside world. In this case you would require a
special adornment that will allow the controlling unit to “see”. This comes in
the form of a display and remote optics. (cameras) If the remote camera is
damaged then the Fig that uses the display as the main form of tactical
information is blind and cannot drive or target. (They may attempt to drive by
memory but must roll a d6 for every 5” of movement they make. If they roll a
1-2 they crash and must roll a 1d10 for damage. If they crash they can no
longer move by memory.)
Relay Driving. A Fig
may climb out on top of the Big Thing and yell down driving instructions. The
Big Thing travels at ½ motivators Maximum. (example. If you are at full
motivator power, you would relay drive at ½. If you were at ½ or less you run
at that speed.)
A display and 1
camera costs 10pts. There must be a display screen inside the Fig’s controlling
area and there must also be a device to denote a optic unit on the exterior of
the Big Thing. You may have additional Optics for 5pts each. (Example, one at
the front, one at the rear and one on a turret.)
Vehicle/Structure
Armour Value (AV):
Big Things would be
pretty silly if they exploded with one hit.
(Though the enemy would like that.) So, to upset your foes, you can purchase
armour to protect your valuable investment.
By default, your Big Thing comes with no armour. (Base or Internal) You must purchase armour for your Big Thing
on a sliding scale. (See table below)
On some Big Things you may wish a lot of armour, (It may be going into the heat
of battle) and on others, you may wish very little if any at all. This allows maximum configurability of your
Big Thing.
Big Thing armour comes
in two types, Base Armour and Internal Armour.
Base Armour:
Base Armour is the
protection that is on the exterior of your Big Thing. The enemy must first blast through your Base Armour before
reaching the Internal Armour. Once your
Base Armour has been depleted your Big Thing takes a critical damage roll. This armour is reset after the Big Thing has
taken a roll on the critical damage table.
Base Armour Cost Scale:
1 to
5 |
1 pt
each |
6 to
10 |
2
pts each |
11
to 15 |
3
pts each |
16
to 20 |
4
pts each |
21+ |
5
pts each |
Example: I want to have
a total of 20 armour for my Big Thing. To figure out my armour cost, I would do
the following:
The first five
armour cost me 5 points, the second five armour cost me 10
points, the third five armour cost me 15 points and finally,
the last five armour cost me 20 points for a grand total of 50
points. As you can see, the more
you buy the more expensive it becomes.
This could be because you require more expensive materials to make
thicker stronger armour or because you require a larger diamond for your shield
generator etc. See appendix A for a
complete table of armour amounts and costs.
Internal Armour:
Internal Armour is the
protection that is built into your internal structure. This might be extra bracing, shielding
around vital components or redundant systems.
Internal Armour comes into effect once the Base Armour has been
circumvented. When you roll on the
critical damage table you subtract your Internal Armour bonus value from your
die roll before consulting the critical damage table. It should be noted however, that unlike Base Armour that
regenerates after each critical roll, Internal Armour is for the game and is
diminished as dictated by the critical damage table. Internal Armour is not affected (IE repaired) by mechanics or any
other means during the game. As a Big
Thing takes damage and is subsequently repaired during the game the internal
structure is considered to be weakened and more susceptible to future damage.
The Internal Armour
works on a sliding scale, the more you want the more points it requires.
Internal Armour Values & Costs:
Desired Amt |
Total Cost |
-1 |
10 pts |
-2 |
25 pts |
-3 |
40 pts |
-4 |
60 pts |
-5 |
80 pts |
-6 |
100
pts |
As an example, if you
wanted a -3 on the Internal Armour for your Big Thing it would cost you 40
pts. I'm sure you'll agree, protecting your investment can be
expensive. A balance between protection
and economy is up to your own unique playing style and desired use of your Big
Thing.
Vehicle
Movement:
In the base rules there
are six different classifications of Big Thing Vehicle propulsion components.
Add-on rules may contain additional classes.
Each has its associative Cost, positive & negative features. It is important to keep in mind what you
wish to use your Big Thing for when you construct it. For example, building an APC to transport all your personnel and
then omitting adequate armour could be disastrous in battle. Likewise, having a heavily armed bicycle
when the pilot can be easily dispatched is a waste of resources. After you've played a few games, you will be
able to design Big Things tailored to how you would like to play them in the
game.
Note on backup
Motivators:
There may be times
when you would like to have a Big Thing that can have more then one type of
Motivator. This is entirely possible. You can for example have a Hover with a
Wheeled backup. You must pay full price for both Motivator types and any
exposed wheels, treads etc still count on the Special Adornment rolls. Also,
only the active Motivator takes Motivator damage. The inactive system does not.
Big Thing |
Movement |
Conditions |
Fig Portable |
Depends on size |
Number of figs
required to lift/push/pull depends on the size of the big thing. (Calculate
approximate number of 2x4 bricks and divide by 4 if push/pulled or by 2 if
carried.) |
Fig Powered |
10” per turn |
Cannot move over
slopes 10 degrees or over any obstacles. Fig(s) must walk Big Thing up slopes
over 10 degrees and obstacles at the standard Minifig movement rate (Movement
penalties may apply depending on size of Big Thing). |
Wheeled |
15" per
turn |
Cannot move over
slopes 30 degrees or over obstacles more than 1 plate high. If attempted roll
1d6, if you roll less than or equal to the number of plates, the Big thing is
stuck(*) and takes a roll on the Damage Table. |
Treaded |
15" per
turn |
Not bothered by
slopes up to 45 degrees or obstacles up to 1 brick high. If greater, roll
1d6, if you roll less than or equal to the number of bricks, the Big thing is
stuck(*) and takes a roll on the Damage Table. |
Hover |
25" per
turn over ground and liquid |
Can hover 3
bricks in height and is not bothered by slopes up to 45 degrees or obstacles
up to 3 bricks high. If the Hover Thing takes a "Sparks Fly" hit on
the Big Thing Damage Table, it is disabled and stops moving (tho it can still
shoot if it has weapons). If it is disabled over rough terrain or over liquid
it takes an (additional) roll on the Big Thing Damage Table. |
Flyer |
30" per
turn in the air |
Can climb or
dive at Approx. 3 bricks per 1" worth of movement. Stack bricks to show
how high it is. If the Flyer takes a "Sparks Fly" hit on the Big
Thing Damage Table, it is disabled and (on the players turn) makes a
controlled landing at 30" per turn (It can still shoot if it has
weapons). If it is disabled (BLAM!'ed) in the air it crashes at 1d10 damage
per every 10 inches. If armour is
depleted roll on the critical damage table. If it crashes on rough terrain or
over liquid it takes an (additional) roll on the Big Thing Damage Table. |
All Big Things |
- 1/5 Movement |
For each full 45
degrees turned |
(*) Stuck: If
stuck, the unit must wait until the next round and attempt to reverse. Roll the 1d6 again. (Use the rules from
above) If it is still stuck take another roll on the critical damage table and
repeat this procedure next round, otherwise it is free but is still in reverse. (The owner also has the option of just
leaving the big thing there -- stuck.
All features except its movement is still functional unless otherwise
damaged)
Note: Fallen Minifigs are considered three plates high (1 brick). As an example, a treaded vehicle can move
over dead Figs with no penalty.
However, a wheeled vehicle would have to roll better than a 2 on a d6 to
avoid becoming stuck.
Big Thing Weapons:
Big Things may not be very useful without some sort of armaments on
board. As with your Figs, Big Things
can be equipped with a whole host of destructive devices. Each has their pros and cons listed in the
tables below that dictate how they may be used.
Big Weapons |
Range/Damage (unless otherwise stated base to
hit is 3+ on a 1d6) |
|||
Name/Type |
Up to 10" |
10" to 20" |
20" to 30" |
30" to 40" |
Big Blaster |
3d6 damage |
2d6 damage |
1d6 damage |
No damage |
Big Rifle |
2d6 damage |
2d6 damage |
2d6 dam –1 TH |
2d6 dam –2 TH |
Big Missiles -
Incendiary (*) |
1d10 (Radius)
damage +1 TH |
|
–1 TH |
–1 TH |
Big Missiles -
Armour Piercing (*) |
3d10 (Impact),
1d6 (Radius) to 5” +1 TH |
|
–1 TH |
–1 TH |
(*)Missiles (Incendiary
& Armour Piercing):
Big Missile Racks:
Your basic explosive tipped missile, bomb or other such thing. Explosives are
unique in the fact that they not only hit the target but also affect a range
around the target. (Dependant on large obstructions. Example: I launch a
missile at your APC. It hits on the side of the unit. Therefore anything behind
the unit, out of line of sight from the general impact point, is unaffected.)
Surrounding terrain (buildings, trees, other Big Things etc) can take damage
and provide cover to items behind it. If the terrain is damaged to the point of
destruction, the unit, or big thing behind it may take damage from the
destruction of the terrain. IE: A wall that was covering a unit of troopers
crumbles, it would topple toward the units behind it. They may need to roll for
damage from the debris. When in doubt do a quick line of sight. Modify the
rules as you see fit for figs and Big Things that are in partial cover. Use
your best judgment. (Terrain made out
of base plates can never be damaged or altered.)
Missile racks can
contain a combination of Incendiary & Armour Piercing projectiles. (They should be clearly visible as to what
they are in the racks. Example, use red
cones for Incendiary & black cones for Armour Piercing.)
Incendiary
Explosives:
Big Missiles
(Incendiary) do 1d10 explosive damage up to 10" and 1d6 explosive damage
to 20", but are -1 TH (to hit) for the 30 to 40" range. (You also get a +1 TH for the 0 to 10 "
range) Each Big Missile Rack can fire 1 missile each turn or can simultaneously
fire all remaining missiles in the rack (Note: Firing more then one
missile at a time from the same rack will cause that rack to be destroyed and
force the Big Thing to take a roll on the Critical damage table). A Big Thing
can mount as many Big Missile Racks (BMR) as there is room for. By default each
rack comes with one (1) missile.
15 points for the Rack (includes 1 Missile)
10 points for EACH additional missile added to the same rack
Range: 40"
0-10” TH of 2 on d6
11-20” TH of 3 on d6
21-40” TH of 4 on d6
Blast Radius & Damage:
0 – 10” 1d10
11 – 20” 1d6
Armour Piercing
Explosives:
Big Missiles (Armour
Piercing) do 3d10 Impact damage to the target and 1d6 explosive damage up to
5" Radius. They are -1 TH (to hit)
for the 30 to 40" range. (You also
get a +1 TH for the 0 to 10 " range) Each Big Missile Rack can fire 1
missile each turn or can simultaneously fire all remaining missiles in the rack
(Note: Firing more then 1 missile at a time from the same rack will
cause the rack to be destroyed and force the Big Thing to take a roll on the
Critical damage table). A Big Thing can mount as many Big Missile Racks (BMR)
as there is room for. By default each rack comes with one (1) missile.
15 points for the Rack (1 Missile)
10 points for EACH additional missile added to the same rack
Range: 40"
0-10” TH of 2 on d6
11-20” TH of 3 on d6
21-40” TH of 4 on d6
Blast Radius & Damage:
0” 3d10 (directly to target)
0 – 5” 1d6 (Radius)
Big
Thing Ramming Damage Table
When a Big Thing Rams
something the victim takes damage based on the Big Thing type listed below. In
the case of two Big Things Ramming each other, each vehicle rolls damage
according to the table below. The vehicle(s) come to a complete stop after the
impact. In the case of damageable terrain, you may have to roll to see what
additional damage the attacker takes if something falls on them. The resulting damage is deducted from the
Big Thing's armour. (This may cause a
roll on the critical damage table.)
Big Thing Type |
Damage Inflicted |
Big Thing Type |
Damage Inflicted |
1. Base Structure/Terrain |
2d10 (Variable) |
4. Treaded |
4d6 |
2. Minifig Portable/Fig |
1d4-1 |
5. Wheeled,
Hover |
1d10 |
3. Minifig Powered |
1d4 |
6. Flyer |
1d10 per
10"of height(*) |
(*) In the case of
flyer's, they take the same damage to themselves as they inflict on their
target.
Notes: Obviously
lampposts & buildings etc. do different amounts of damage depending on
their size and composition. Use your
best judgment to determine which of the above table items should be used to
represent what terrain.
Also, a Big Thing can
not ram if it's motivator has been damaged.
Jumping out of the way:
MiniFigs have the option of trying to jump out of the way of a Ramming Big
Thing. Naturally, if the fig is facing the Big Thing, they have a better chance
of doing so.
Facing the Big Thing:
4-6 on 1d6
Facing away from Big
Thing: 6 on 1d6
If the MiniFig is
unable to jump out of the way, apply the same damage as the table above, with
the MiniFig causing the 1d4-1 damage on the Big Thing ramming.
Pushing Rules:
Sometimes a Big Thing is blocking where you want to maneuver your monstrosity. These rules are a guideline on how to handle this.
Pushing requires the
following conditions be met:
If the above points are
met it can be pushed at 1/4 of the Big Thing's (1/2 for treaded) standard
speed.
Note: Once a Big Thing has been destroyed (BLOOMM!!!! Or better) it is considered terrain and
can be blasted out of the way. (May
require group consensus, consultation with former Big Thing owner etc.)
What to do when your shinny new Big Thing gets a
scratch:
Big Things are similar to Figs in that they both have armour values. Unlike figs, however, Big Things don't die when
their armour expires. They take a roll
on the critical damage table. The
number of rolls a single combined attack can do depends on the following:
· Number of weapons used in the attack (sets Max number of critical damage rolls for this attack)
· Amount of damage inflicted
· Armour on target (both current and maximum armour values)
Example, Your Big Thing has 10 armour points. I hit you with 29 damage in one
attack using five weapons. You would take 2 critical damage rolls and have 1 armour point
remaining, providing you were not hit again. (10 armour –29 damage = 2 critical rolls and 9 more damage, leaving 1 armour point remaining.)
Note: You may only take as many rolls on the critical damage table as weapons that were used for the attack. Same example as above but say I only used one weapon instead of five. I would therefore only do one critical damage role on your Big Thing. You would also be back to your full 10 points of armour. (Basically, each weapon’s damage cannot exceed the Big Things maximum armour value in a single attack.)
Critical Damage:
When an attack gets
past the armour on a Big Thing you must make a roll on the critical damage
table.
When your Base Armour
is gone and your enemies have huge grins, you know it’s time to roll on the
critical damage table. Grab your trusty 1d6 and hold your breath!
Big Thing Damage Table:
Roll
1d6 |
Result |
0 or
less Not
a thing |
Chips paint or causes
a little splintering etc. but future rolls on this table are at +1. (cumulative) |
1 Sparks
fly, gears grind, smoke rises. |
The Big Thing takes a
hit near its motivators.(*) Its movement is reduced by 1/2, round down.
This result has no effect if the Big Thing can't move but future rolls on
this table are at +1. (cumulative). (If the Big Thing is at 1/2
movement and is hit again then it's movement is reduced to 1/4 and takes a +1
on future rolls.) If it is at 1/4 speed and is hit yet again it takes an additional +2 on
future rolls and can no longer move at all until repaired.(Note: Each repair
brings it to the next higher level.
Disabled to 1/4, then 1/4 to 1/2 and finally 1/2 to Full.) |
2 KerPing |
Go to each
functioning Special Adornment(**) on the Big Thing (that are on the side(s)
that were hit) and roll 1d6, on a 1-2, the Adornment is destroyed,
falls off, or is otherwise disabled. If nothing is affected or the Big Thing
doesn't have any functioning adornments or is already disabled, there's no
effect, but future rolls on this table are at +1. (cumulative) |
3 Kerthunk |
Go to each
functioning weapon on the Big Thing and roll 1d6, on a 1-2, the weapon
is destroyed, falls off, or is otherwise disabled. All mounted Fig
weapons count as a single weapon for this result. For each weapon that is
affected, the Big Thing takes another 3 points of damage (roll
on the Big Thing Damage Table if the Base Armour is defeated.) If nothing is
affected or the Big Thing doesn't have any functioning weapons or is already
disabled, there's no effect, but future rolls on this table are at +1. (cumulative) |
4 Kersplat |
Each Fig that is a
Crew member (manning a Big Thing Control system) must roll a 1d6 to determine
if they are killed from the armour
Breach. On a 1-2 the Fig is killed (On a 1 only for
an advanced Trooper). If nothing
happens then future damage rolls are at +2. (cumulative) |
5 Sparks
fly, gears grind, smoke rises. |
(See item 1) |
6 Kerthunk |
(See item 3) |
7 KerPing |
(See item 2) |
8 BLAM! |
The Big Thing is
reduced to a smoldering heap. It can't move, it can't shoot, and it can't do
anything other than annoy things moving through it. It no longer provides any
protection for Figs inside (tho they are still in cover). Shrapnel and
electrical arcing from the wreck will do 1d6 damage to everything within
5". Any future roll on this table are at +2. (Cumulative) |
9 BLOOMM!!!! |
The Big Thing blows
up in a huge fireball! Everything within 5" of the Big Thing takes 1d20
damage, within 10" of the Big Thing take 1d10 damage & within
20" of the Big Thing take 1d6 damage. |
10
or more KABLOWIE! |
Like a BLOOMM!
Result, but much more so! Everything within 10" of the Big Thing takes
1d20 damage, within 20" of the Big Thing take 1d10 damage & within
30" of the Big Thing take 1d6 damage. Any figs inside are considered
dead by Incendiary. |
(*) 'Sparks fly' in relation to Hovers and Flyers.
If a Hover takes a hit on the motivator it
stops moving (all other components work as normal) and must be repaired before
it can move again. (This grounding
happens immediately even if it is not the Hover owner’s turn.) If the Hover
lands on rough terrain or over liquid it takes an additional roll on the critical
damage table.
If a Flyer takes a hit on the motivator (1/2
speed) it must make a controlled landing (on the owners next turn) at 30"
per turn. (The flyer will take its full
30"s of movement. If it is still in the air after this turn, the controlled
descent continues on the players next turn.)
If the Flyer lands on rough terrain it takes an additional roll on the
critical damage table. If the Flyer is
hit in the motivator again, (1/4 speed) it must make the landing in
15"& take 1d10 damage on landing.
If the motivator is hit a third time (disabled) it crashes immediately
(regardless of whose turn it is) at 1d10 damage per every 10 inches. If armour is defeated roll on the critical
damage table. If it crashes on rough terrain or over liquid it takes an
additional roll on the Big Thing Damage Table.
(**) Special
Adornments: Special Adornments are items that support things like "Power
cockpit shields" remote control antenna's or external control panels etc.
Basically anything that can protect or has a use to the Big Thing is considered
fair game. This includes windshields,
exposed fig weapons, tires/treads (on the side hit. If the hit comes from above then all sides count.)
Example: I have an
Attack Jeep. It has 4 wheels and a windshield that protects the figs from the
front. In this example if I roll a “Kerping" I must roll a 1d6 for each
adornment that was on the side(s) of the attack. If I roll a 1-2 on any item(s)
they are damaged (but repairable). (In the case of attacks from above then all sides
count.)
Some notes on
Explosives:
Explosives explode,
that is their reason for being. Therefore if an explosive device is hit via the
critical damage table you must roll to see if the explosives detonate. To keep
it simple an entire rack will roll as one. (If one goes off, they all go off)
To determine this, roll a 1d6, if it's a 1-2 then the explosives
detonate. This permanently destroys the weapon and you have to take an additional
roll on the dreaded critical damage table.
Dealing with terrain:
Any item not belonging to players in the game is
considered terrain. These can be
buildings, fences, trees, bridges, civilian units & so much more... when
dealing with these ‘wildcards’ it is best to use common sense and group
consensus. If terrain is damaged roll a
1d20 to determine its armour value (for that instance only, roll each
time an armour value is required). If
terrain is destroyed its remains should be realistically/humorously placed on
the map in a pattern conducive to the damage & impact it absorbed. If the falling of the terrain affects a
player, group consensus may be required to deal the appropriate damage or
conditions. One piece molded baseplates
cannot be damaged or modified in any way.
Section
4: General Notes
The following are general
Notes that don’t really fit anywhere else but are important to have here for
reference to clarify any gray areas.
Related to General Game play:
Related to Big Things:
Section
5: OPTIONAL RULES
Optional rules are
available if you want to have a little extra fun or challenge in your battles.
Below are some simple
add-on rule ideas that you can use in your games. Also available are more
advanced rules such as the Walker add-on technical rules. These extra’s make
the game more complicated but can also make the game that much more fun! Decide
what extras you want before the game starts. It should also be pointed out that
ANY rule can be changed or removed from the game. As long as all players agree
on the changes.
Death of a
Leader:
If, by chance, your
leader is killed in battle, your army is affected. During your attack turn,
your army is demoralized, and shoots at a Modifier of –1 to hit for the next 3
turns. (Or an amount agreed upon at the beginning of the game.)
Last Fig
Standing:
If your army is down to
its last Fig it can run at 15”. This is to allow the player to last a little
longer and perhaps make a comeback in some way. They also get +1 TH on all
targets.
Prisoners:
Any units may be
captured. But most troopers either fight to the death or are vaporized by other
troopers regardless. However, some types of troopers have more value than
others…mechanics as an example.
First, an enemy unit
may willingly surrender. If this happens, the unit throws down all weapons,
puts his/her hands up, and is captured by the opposing forces. In the case of Big Things, a unit may
surrender by stopping the Big Thing (if Mobile) and opening all
doors/hatches. Any Figs inside will
drop all weapons and raise their hands. The unit(s) are now considered captured
and are under the conquerors control.
Second, a unit can be
cornered. If it is cornered, the attacker can demand surrender. If surrender is refused, attacker may then
destroy.
Third, you must have a
detention area to hold your prisoners or have 1 guard for each captive.
Prisoners count as 3pts
toward your VLCWars! Standing (if the score rule is in effect).
In a game with Prisoners,
you can use them to trade for other figs, equipment or safe passage. Use your
imagination!
Kinetic Weapons:
These would be
considered Big Missiles, and only to be used if all players agree to this before the game. If you have a
Kinetic Weapon built into your vehicle, and not all players agree to the firing
on their vehicles, figs, and/or buildings, you must remove the weapons ability
to fire prior to the start of the game.
Other
optional Damage ideas:
· Fliers should take 1 roll on the critical damage table for EACH 10 inches of height they come crashing down. Rolled one after the other (this is only if the flyer is disabled in the air).
Score Point Allocations: (For Standings only)
Points |
|
5pts |
First Blood (Reward
for first kill of the game) |
2pts |
For each Confirmed
Kill (other than your own) |
5pts |
For each Confirmed
Vehicle Kill (other than your own, BLAM’d or better) |
1pt |
For each Confirmed
Kill from Explosion (other than your own) |
2pts |
For each Confirmed
Leader Killed (other than your own, see optional rule) |
10pts |
Last army standing
(Winner, In alliance games, all surviving alliance members get points.) |
-1pt |
Each Kill you inflict
on your or an allies army (Friendly Fire) |
3pts |
For each Confirmed
Prisoner in your camp (See Optional Rule) |
Appendices:
Appendix A - Fig Stats & Abilities:
Fig Stats
|
Standard Trooper
|
Move |
5" / Turn - base move |
Base To Hit (TH) |
3+ on a 1d6 |
Armor |
5 |
Cost |
10pts (includes one weapon) |
Additional Weapon |
5pts each |
Special Skills |
A standard trooper can carry one 2x4 worth of bricks. |
Fig Stats |
Advanced Trooper |
Move |
5 " / Turn - base move |
Base To Hit (TH) |
3+ on a 1d6 |
Armor |
8 |
Cost |
20pts (includes one weapon) |
Additional Weapon |
5pts each |
Special Skills |
An advanced trooper can carry double the weight of a standard
trooper. (In terms of explosives,
they can carry two missiles with launcher or three missiles without
launcher.) |
Special Abilities:
Mechanic: Special Mods: (The Mechanic fires Weapons at a Base To Hit
of 4+ on 1d6)
Repair attempts:
1st Attempt, 4-6 1d6 (or a 6 if non mechanic w/
tool or mechanic w/o tool)
2nd Attempt, 5-6 1d6
3rd Attempt, 6 1d6
Permanently Damaged (requires a repair shop)
Medic: Special Mods: (The
Medic fires Weapons at a Base To Hit of 4+ on 1d6 and cannot perform mechanical
repairs. Figs that have been killed by
explosives are not eligible.)
On a 5-6, with a 1d6, fig is alive (1 armour point until players next turn) and on a 1-4, the
fig is dead.
Enemy fig loyalty:
1 - 3 (1d6) loyalty to savior
4 – 6 maintains loyalty
(will not attack savior for 2 turns)
Grouping: For each additional
mechanic or Medic you add to the same repair attempt you add +1 to the die
roll.
Fig Movement Modifiers:
Climbing 45 degrees
or more, each 1" climbed |
-2" movement |
Climbing over wall |
-1" movement for
each brick high |
Opening unlocked door |
-1" movement |
Unlocking the door
first |
-3" movement |
Hopping on or off a
Big Thing |
-2" movement |
Turning more than 45
degrees |
-1” movement / >45
degrees |
Negative |
Positive |
Target is
running: -3 TH |
Target is
immobile(*): +1 TH |
Target partly
covered (1/3): -1 TH |
Target is less
then 3" away: +1 TH |
Target fully covered
(2/3): - 2 TH |
Target is in
weapons contact: +2 TH |
Target can’t be
seen: -6 TH |
For each turn
aiming at target (& not firing): +1 TH |
|
Target is 2X the
size of attacker: +1 TH |
|
Fort each
additional 2X size: +1 TH |
(*) Immobile: Disabled
or otherwise unable to move or defend itself.
(ie. stunned)
Appendix B - Fig & Big Thing Weapon Stats:
Fig Weapons Table:
|
Fig Stands Still |
Move Up To 5" |
Run Up To 10" |
Close Combat (no Weapon) |
1d6 damage +1 TH |
1d6 damage |
Cannot Attack |
Close Combat Weapon(*) |
2d6 damage +2 TH |
2d6 damage |
3d6 damage (charge) 1d6 self damage if
target is missed |
Pistol |
1d6 damage Can fire twice up to
10" |
1d6 damage Can fire once up to
10" |
1d6 damage Can fire once up to
10" @ -3 TH |
Rifle |
1d10 damage Can fire up to
20" |
1d10 damage Can fire up to
15" |
Cannot fire |
Heavy Weapon |
1d10 exp OR 3d6
damage. Can fire up to
20" (-1 TH for 11 - 20” range) |
Cannot fire |
Standard Figs Cannot
Run Cannot Fire |
MiniFig Missiles.
Firing range is up to 20" (–1 TH for 11 - 20" range)
Blast radius is 10"
Damage is 1d10 up to 10" radius
A MiniFig Size Launcher comes loaded with 1 missile. Additional missiles cost 5
pts each.
Big Thing Weapons Table:
Big Weapons |
Range/Damage (unless otherwise stated base to
hit is 3+ on a 1d6) |
|||
Name/Type |
Up to 10" |
10" to 20" |
20" to 30" |
30" to 40" |
Big Blaster |
3d6 damage |
2d6 damage |
1d6 damage |
No damage |
Big Rifle |
2d6 damage |
2d6 damage |
2d6 dam –1 TH |
2d6 dam –2 TH |
Big Missiles -
Incendiary |
1d10 (Radius)
damage +1 TH |
|
–1 TH |
–1 TH |
Big Missiles -
Armour Piercing |
3d10 (Impact),
1d6 (Radius) to 5” +1 TH |
|
–1 TH |
–1 TH |
Big
Missile Racks:
15 points for the Rack
(includes 1 Missile) 10 points for EACH additional missile added
Appendix C - Big Thing Classes & Propulsion:
Big Thing
Classes |
Pts |
Additional
Components |
Pts |
|
Base (wall,
vehicle frame etc.) |
|
10pts |
MiniFig Sized
Weapons (excluding heavy) |
5pts |
MiniFig Portable
(box, weapons platform etc.) |
|
5pts |
Big Weapons
(blaster, rifle, missiles) |
15pts |
MiniFig
Powered/Trailer (bicycle, horse, supply trailer, cart etc.) |
|
10pts |
Additional
Weapon Controls |
10pts |
Wheeled (car,
truck, motorcycle etc.) |
|
20pts |
Remote Display
Systems (additional
optics are 5pts ea) |
10pts |
Treaded (tank
etc.) |
|
30pts |
Power Plant
Generator |
20pts |
Hover
(hovercraft, land speeder etc.) |
|
40pts |
|
|
Flyer
(helicopter, space fighter etc.) |
|
60pts |
|
|
Big Thing |
Movement |
Conditions |
Fig Portable |
Depends on size |
Number of figs
required to lift/push/pull depends on the size of the big thing. (Calculate
approximate number of 2x4 bricks and divide by 4 if push/pulled or by 2 if
carried.) |
Fig Powered |
10” per turn |
Cannot move over
slopes 10 degrees or over any obstacles. Fig(s) must walk Big Thing up slopes
over 10 degrees and obstacles at the standard Minifig movement rate (Movement
penalties may apply depending on size of Big Thing). |
Wheeled |
15" per
turn |
Cannot move over
slopes 30 degrees or over obstacles more than 1 plate high. If attempted roll
1d6, if you roll less than or equal to the number of plates, the Big thing is
stuck(*) and takes a roll on the Damage Table. |
Treaded |
15" per
turn |
Not bothered by
slopes up to 45 degrees or obstacles up to 1 brick high. If greater, roll
1d6, if you roll less than or equal to the number of bricks, the Big thing is
stuck(*) and takes a roll on the Damage Table. |
Hover |
25" per
turn over ground and liquid |
Can hover 3
bricks in height and is not bothered by slopes up to 45 degrees or obstacles
up to 3 bricks high. If the Hover Thing takes a "Sparks Fly" hit on
the Big Thing Damage Table, it is disabled and stops moving (tho it can still
shoot if it has weapons). If it is disabled over rough terrain or over liquid
it takes an (additional) roll on the Big Thing Damage Table. |
Flyer |
30" per
turn in the air |
Can climb or
dive at Approx. 3 bricks per 1" worth of movement. Stack bricks to show
how high it is. If the Flyer takes a "Sparks Fly" hit on the Big
Thing Damage Table, it is disabled and (on the players turn) makes a
controlled landing at 30" per turn (It can still shoot if it has
weapons). If it is disabled (BLAM!'ed) in the air it crashes at 1d10 damage
per every 10 inches. If armour is
depleted roll on the critical damage table. If it crashes on rough terrain or
over liquid it takes an (additional) roll on the Big Thing Damage Table. |
All Big Things |
- 1/5 Movement |
For each full 45
degrees turned |
Appendix D - Big Thing Base & Internal
Armour Point Costs:
Base Armour Values
& Point Costs:
Total Armour Desired |
Cost Total |
Total Armour Desired |
Cost Total |
Total Armour Desired |
Cost Total |
1 |
1 pt |
11 |
18 pts |
21 |
55 pts |
2 |
2 pts |
12 |
21 pts |
22 |
60 pts |
3 |
3 pts |
13 |
24 pts |
23 |
65 pts |
4 |
4 pts |
14 |
27 pts |
24 |
70 pts |
5 |
5 pts |
15 |
30 pts |
25 |
75 pts |
6 |
7 pts |
16 |
34 pts |
26 |
80 pts |
7 |
9 pts |
17 |
38 pts |
27 |
85 pts |
8 |
11 pts |
18 |
42 pts |
28 |
90 pts |
9 |
13 pts |
19 |
46 pts |
29 |
95 pts |
10 |
15 pts |
20 |
50 pts |
30 |
100 pts |
Internal Armour
Values & Costs:
Internal Armour Modifier |
Total Cost |
-1 |
10 pts |
-2 |
25 pts |
-3 |
40 pts |
-4 |
60 pts |
-5 |
80 pts |
-6 |
100
pts |
Appendix E - Ramming, Jumping & Pushing:
Big
Thing Ramming Damage Table
When a Big Thing Rams
something the victim takes damage based on the Big Thing type listed below. In
the case of two Big Things Ramming each other, each vehicle rolls damage
according to the table below. The vehicle(s) come to a complete stop after the
impact. In the case of damageable terrain, you may have to roll to see what
additional damage the attacker takes if something falls on them. The resulting damage is deducted from the
Big Thing's armour. (This may cause a
roll on the critical damage table.)
Big Thing Type |
Damage Inflicted |
Big Thing Type |
Damage Inflicted |
1. Base Structure/Terrain |
2d10 (Variable) |
4. Treaded |
4d6 |
2. Minifig Portable/Fig |
1d4-1 |
5. Wheeled,
Hover |
1d10 |
3. Minifig Powered |
1d4 |
6. Flyer |
1d10 per
10"of height(*) |
(*) In the case of
flyer's, they take the same damage to themselves as they inflict on their
target.
Jumping out of the way (Figs):
Facing the Big Thing: 4-6 on
1d6
Facing away from Big
Thing: 6 on 1d6
If the MiniFig is
unable to jump out of the way, apply the same damage as the table above, with
the MiniFig causing the 1d4-1 damage on the Big Thing ramming.
Pushing Rules:
Pushing requires the
following conditions be met:
If the above points are met it can be pushed at
1/4 of the Big Thing's (1/2 for treaded) standard speed.
If a Big Thing has
been destroyed by a BLAM then it is considered terrain. This means that to
further damage and blow it up more, it must roll a d20 for damage just as
terrain except in this case if the roll is defeated (damage is higher then the
roll) then it rolls on the critical damage table. Any rolls automatically add
the internal damage penalty to the internal damage total. If it blows again it
is final and no further damage is recorded. It is now terrain with no explosive
properties and should be treated as such.
Appendix F - Big Thing Damage Table:
Roll
1d6 |
Result |
0 or
less Not
a thing |
Chips paint or causes
a little splintering etc. but future rolls on this table are at +1. (cumulative) |
1 Sparks
fly, gears grind, smoke rises. |
The Big Thing takes a
hit near its motivators. Its movement is reduced by 1/2, round down.
This result has no effect if the Big Thing can't move but future rolls on
this table are at +1. (cumulative). (If the Big Thing is at 1/2
movement and is hit again then it's movement is reduced to 1/4 and takes a +1
on future rolls.) If it is at 1/4 speed and is hit yet again it takes an additional +2 on
future rolls and can no longer move at all until repaired.(Note: Each repair
brings it to the next higher level.
Disabled to 1/4, then 1/4 to 1/2 and finally 1/2 to Full.) |
2 KerPing |
Go to each
functioning Special Adornment on the Big Thing (that are on the side(s) that
were hit) and roll 1d6, on a 1-2, the Adornment is destroyed, falls
off, or is otherwise disabled. If nothing is affected or the Big Thing
doesn't have any functioning adornments or is already disabled, there's no
effect, but future rolls on this table are at +1. (cumulative) |
3 Kerthunk |
Go to each
functioning weapon on the Big Thing and roll 1d6, on a 1-2, the weapon
is destroyed, falls off, or is otherwise disabled. All mounted Fig
weapons count as a single weapon for this result. For each weapon that is
affected, the Big Thing takes another 3 points of damage (roll
on the Big Thing Damage Table if the Base Armour is defeated.) If nothing is
affected or the Big Thing doesn't have any functioning weapons or is already
disabled, there's no effect, but future rolls on this table are at +1. (cumulative) |
4 Kersplat |
Each Fig that is a
Crew member (manning a Big Thing Control system) must roll a 1d6 to determine
if they are killed from the armour
Breach. On a 1-2 the Fig is killed (On a 1 only for
an advanced Trooper). If nothing
happens then future damage rolls are at +2. (cumulative) |
5 Sparks
fly, gears grind, smoke rises. |
(See item 1) |
6 Kerthunk |
(See item 3) |
7 KerPing |
(See item 2) |
8 BLAM! |
The Big Thing is
reduced to a smoldering heap. It can't move, it can't shoot, and it can't do
anything other than annoy things moving through it. It no longer provides any
protection for Figs inside (tho they are still in cover). Shrapnel and
electrical arcing from the wreck will do 1d6 damage to everything within
5". Any future roll on this table are at +2. (Cumulative) |
9 BLOOMM!!!! |
The Big Thing blows
up in a huge fireball! Everything within 5" of the Big Thing takes 1d20
damage, within 10" of the Big Thing take 1d10 damage & within
20" of the Big Thing take 1d6 damage. |
10
or more KABLOWIE! |
Like a BLOOMM!
Result, but much more so! Everything within 10" of the Big Thing takes
1d20 damage, within 20" of the Big Thing take 1d10 damage & within
30" of the Big Thing take 1d6 damage. Any figs inside are considered
dead by Incendiary. |
Glossary:
d#: Represents a die or dice needed to play with. The number
following the d represents the number of sides a die or dice have.
Allies: Two or more armies
joining forces to battle and opponent.
Figs: All troopers
fall into this category. See “Troopers” below.
Troopers: Any army
personnel are considered a trooper. The troopers fall into two categories:
·
Standard Troops
·
Advanced Troops
Mods: Modifications
to specific items, personnel or rolls.
Base To Hit / TH: This is
what is required to roll to be able to inflict damage to personnel, items or
Big Things.
CCW: Close Combat Weapon.
Firing Range: Distance a weapon can fire.
Blast Range / Radius: Area affected by an explosion. Measured in a
circle from the center of the explosion.
AV: Armour Value
Damageable Terrain: Trees, Houses, Etc. Mountains are not
Damageable Terrain.
Motivators: Items that make the Big Things move. Treads, Tires,
Engines.
Rounds: Each player’s initiative, movement, combat and repair
phase.
Turns: When each player has completed his/her Round, then one
(1) Turn has been completed.