MiniFig Death 120 - Arming Figs and Shooting Things
...Each army has a vast assortment of weapons to bring to the field,
but when it all works out with training and effects and weapon speed and
recharge time, the individual types of weapons all average out into 4
basic categories:
Close Combat Weapon (CCW)
Close combat only, sharp pointy sticks. CCWs do 2d6 damage but in close
combat only.
Pistol
A single-handed weapon, fairly short range and low power, but easy to
use. Pistols have range of 10" and do 1d6 damage, the fig can fire
while running, but suffers a -3 to hit, if the fig stands still, it
can fire twice.
The fig always carries a CCW with it when carrying a pistol (even if
it is not apparent, it is there!).
Rifle
Double handed weapon, good range and stopping power. Range of 15"
and do 1d10 damage. If the fig stands still, it can shoot up to 20".
Big Weapons
Explosives and other big impact things, heavy and cumbersome (cannons,
launchers, death guns, etc.) - Range 20", damage 3d6 non-explosive
OR 1d10 explosive. The fig cannot fire it if they moved. Ratio 10 non-big
guns for each big gun in the force.
...Each army is free to explain how their particular weapons work (lasers?
bolt throwers? electromagnetic induction of micro-blackholes?). But in
the heat of battle it all averages out.
- Minifig table of actions -
Fig stands still
Move up to 5"
Run up to 10"
Pistol
1d6 dam
Can fire twice up to 10"
1d6 dam
Can fire once up to 10"
1d6 dam
Can fire once up to 10" at -3 TH
Rifle
1d10 dam
Can fire up to 20"
1d10 dam
Can fire up to 15"
Can not fire
Big weapons
1d10 explosive OR 3d6 dam
Can fire up to 20"
Can not fire
Can not fire
Mods to hit:
...These are some guidelines for to hit mods. Fudge them a bit to fit
the situation, just remember to try and be consistent.
Running (with pistol only, never run with scissors): -3 TH
Target partly behind cover (more than about 1/3 covered, but less than 2/3 cover): -1 TH
Target fully behind cover (more than 2/3 cover): -3 TH
Target can't be seen at all: -6 TH
Target is immobile or otherwise not trying or able to dodge: +1 TH
(figs that chose to not move during their movement phase do still count as trying to dodge, so this mod doesn't apply)
Target is less than 3" from shooter: +1 TH
Shooter is in contact with target: +2 TH
(actually, he really automatically hits, this is just to see if he hits well enough to do anything to the target)
For each turn the fig explicitly says it is aiming at a given fig or target: +1 TH
Target is 2x the size as a normal fig: +1 TH
For each additional 2x size: +1 TH
(a fig is 4 blocks high, so a target 16 high would be +2 TH)
Close Combat:
...Two figs in base contact fight close combat. Other figs cannot fire into a melee (if they try, they have a 50% chance of hitting their guys regardless of the ratio of figs, randomly find the fig that gets hit).
...During close combat, all figs involved roll to hit and damage simultaneously.
...If the fig does not have a CCW, it hits on 4 and does 1d6 dam.
Last Ditch:
...If a force is reduced to 10% or less, no vehicles and is outnumbered or outgunned, it can call last ditch.
...Any remaining figs must move towards the closest enemy (they cannot run) (exception, big weapon figs can stand still). The remaining figs get +2 to hit (they are determined to go down fighting), but are also at +1 to be hit and cannot benefit from any form of cover (they are standing and opening fire with all they have left) and have -1 armour (they are easy targets).
...Once called last ditch cannot be undone. The figs will fight on to the death.