MiniFig Death - 212 - Big Things - Step 2: Moving a Big Thing
...Sometimes, you want your Big Thing to move (kind of a good idea if its a vehicle, kind of silly if its a building).
...If the Big Thing can move, it cost depends on how it moves.
- Fig portable (a box with handles)
Costs 1 fig, but you have to provide the Figs to move it. Its speed is determined by how big the Big Thing is and how many figs you have dragging it.
Because a Fig Portable Thing is designed to be Fig Portable, its effective weight is 1/2 normal when you go to figure out how far a fig(s) can move it.
- Wheeled (unpowered, like a trailer)
Costs 2 figs. A trailer. It weighs 1/4 normal when trying to figure out how far a fig or other vehicle can move it. Figs pulling/pushing a Wheeled Thing can run (if enough figs are involved).
- Wheeled (selfpowered, like cars)
Costs 3 figs. The Big Thing can move at 15" per turn, but can't move up a slope over 30 degrees or over obstacles more than 1 plate tall.
- Treaded or Limbed (tank like or mecha like movement)
Costs 4 figs. The Big Thing can move at 15" per turn, and is not bothered by slopes up to 45 degrees or obstacles up to 2 bricks tall. Can go through water up to 1 brick deep. Ignores light cover (runs right over it).
If it tries to move through an obstacle more than 2 bricks tall, roll 1d6, if you roll less than the number of bricks high the obstacle is, the Big Thing is permanently stuck and takes a roll on the Big Thing Damage Table, otherwise, the Treaded Big Thing barells right through, destroying the wall. (note, this only works for ordinary walls, Big Thing or bunker walls cannot be destroyed this way).
- Hover (low altitude controlled flight)
Costs 5 figs. Up to one brick in hovering height, can hover over liquid. The Big Thing can move at 20" per turn, and is not bothered by slopes up to 45 degrees or obstacles up to 1 brick tall.
If the Hover Thing takes a Kerthunk or bigger hit on the Big Thing Damage Table, it is broken and stops moving (tho it can still shoot if it has weapons). If it is broken over rough terrain or over liquid it is destroyed and takes an (additional) roll on the Big Thing Damage Table.
- Flying (free flying)
Costs 6 figs. The Big Thing can move 30" per turn in the air. Obstacles don't bother it. It can climb or dive at 2 bricks per 1" of movement used. Stack blocks under the Big Thing to show how high it is. Measure ranges from its actual location (on top of the stack).
...Use the above guidelines to figure out your specific situation if necessary.
- MFD 211 - Step 1 : Base Cost
- MFD 212 - Step 2 : Moving a Big Thing
- MFD 213 - Step 3 : Big Weapons
- MFD 214 - Step 4 : How Much Damage can a Big Thing Take
- MFD 215 - Step 5 : What Happens when a Big
Thing Gets Hit
This is the simple way of computing Big Things costs and handling Big Things in the game. These rules are great for throw together games when you want to guestimate how many figs you have to pull from your squads to replace them with a Big Thing.
- MiniFig Death 110 : The Basic Fig
- MiniFig Death 120 : Arming the Figs and Shooting Things
- MiniFig Death 201 : On to bigger things (how to make vehicles and buildings)
- MiniFig Death Appendix A : Oh how I hate tables in these games, but here they are anyway.