MiniFig Death - 215 - Big Things - Step 5 : What Happens when a Big Thing Gets Hit
...When a Big Thing gets hit and it gets past the armour, roll a d6. Add to the roll however much more the damage was over the armour. Also add any cumulative plusses from previous hits. Then check the table.
| Big Thing Damage Table | |
|---|---|
| Roll | Result |
| 4 or less | Not a damn thing But future rolls on this table are at +1 (cumulative) |
| 5 | Sparks fly, gears grind, smoke rises. The Big Thing takes a hit near its motivators. Its movement is reduced to 1/2, round down. This result has no effect if the Big Thing can't move. |
| 6 | Kerthunk Go to each functioning weapon on the Big Thing and roll 1d6, on a 1-3, 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 armour again and possibly again on the Big Thing Damage Table). If the Big Thing doesn't have functioning weapons or it is already disabled, there's no effect, but future rolls on this table are at +1 (cumulative). |
| 7-9 | Hit on the Engines and Controls Control is lost. The Big Thing stops dead in its tracks and can no longer move or fire or provide air conditioning in the heat. The armour still works though, so at least its not a total loss. See the Repair Big Thing Rules. |
| 10-13 | BLAM! The Big Thing is reduced to a smoldering heap. It can't move, it can't shoot, it can't do anything other than annoy things trying to move through it. It no longer provides any real armour protection for Figs inside (tho they are still in cover). Shrapnel and electrical arcing from the wreck will do 1d6 damage to everything within 3" (including Figs inside or on the Big Thing). Any future roll on this table is at +2. If you hit this result again, there is more electrical arcing. 1d6 damage to everything within 3". See the Repair Big Thing Rules. |
| 13-14 | BLOOOOOMM!!!! The Big Thing blows up in a huge fireball! Anything within 3" of the Big Thing takes 1d20 damage. Take the Big Thing apart into at least 4 pieces and drop them from 10" over where the Big Thing used to be. Wherever each piece lands, it causes a 2d10 explosion. The Big Thing is no longer in play. |
| 15 or more | KABLOWIE!!!! Like a BLOOOOOOMM!!! result, but much more so! Everything within 5" of the Big Thing takes 1d20 damage. Drop at least 6 pieces from 20" up. They cause 3d10 size explosions. The Big Thing is no longer in play. |
- 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.