MiniFig Death - 213 - Big Things - Step 3 : Big Weapons
...Big Things can be armed too and with a variety of fun filled things.
Big Things and Little Guns
...Fig sized weapons can be mounted on the Big Thing and behave just like their Fig counterpart. 1 fig buys two fig sized weapons.
Big Things and Big Guns
...If little Figs can have guns then Big Things should be able to have Big Guns too!
...Big Weapons cost 2 figs each and come in 3 basic types:
- Big Blaster
a laser, beam weapon, or similar effect thing. Big Blasters have a range of up to 30" but lose effectiveness at range. They do 3d6 up to 10", 2d6 up to 20" and 1d6 up to 30". - Big Rifles
Bolt throwers, cannons, similar things. Big Rifles can also fire up to 30", but they are harder to target at long range. Targets more than 20" away are -1 to hit. Big Rifles do 2d6 damage at any range. - Big Missile Racks
Your basic explosive tipped missile or similar thing. Big Missiles do 2d10 explosive damage up to 40", but are -1 to hit for each full 10" range. Each Big Missile Rack can fire 2 missiles either simultaneously or in two separate rounds. A Big Thing can mount several Big Missle Racks (BMR) each one has 2 missiles.
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Big Things and Big Clubs:
...Big Things can also carry non-gun weapons. Non-gun Big weapons cost 1 fig each.
- Big Club
A giant box, tree, or other blunt object carried by a Big Thing
Big Clubs do 1d10 damage to a range of 2".
- Big Sword
A pole, energy sword, giant chainsaw, or some kind of 'sharp' tool.
Big Swords do 3d6 damage to a 'range' of 3".
- Big Claw
A giant claw, hand, tentacle, whatever.
Big Claws do damage like a Big Club, but can also lift and move things just like a giant fig.
A Big Claw can move blocks up to about 1/4 the blocks in the Big Thing for no penalty. It breaks off if it tries to grab more than that.
Using Big Weapons
...Big Things automatically have 1 'control panel' where the Big Thing can be operated from. Additional control panels can be bought for 1 fig each. The controls can be mounted on the outside for other Figs to operate (good idea if the Big Thing is Fig portable).
...Each control panel can be used to control the Big Thing including movement and/or making it fire some or all of the Big Thing's Weapons on a single target (though, duh, each weapon can only fire once per turn). The base to hit is the same as the Fig firing the weapons.
...Important Note:
Control panels can be operated by any Fig of either side. At the start
of the game, the Big Thing is under the control of the side that brings
it to the game, but if at any point, another player has the only Figs
at controls, then that player takes control of the Big Thing and can
'lock out' any other player (until they retake it by being the only
player with Figs at controls).
- 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.