6. 1 Mounting Siege Weapons

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Chapter Six: Siege Weapons

Vehicles are nice if you want to move your troops in a hurry, and bases are nice because they give your troops a strong point of defense. But let's not kid ourselves - the real reason you want to have these things around is because the weapons your soldiers are carrying around just aren't big enough to really satisfy your appetite for destruction. The whole point of keeping a bunch of bases and vehicles around is that they carry those really big guns.

6.1 Mounting Siege Weapons
Any troop-level weapon can be mounted on a building or vehicle for 1 CP, plus 1 CP for every inch of MovePenalty the weapon incurs, plus the cost of buying the weapon. But who wants to buy troop-level weapons when there are Siege Weapons to be had? This is no time to wuss out. Take a look at the different sets of weapons in the charts throughout this chapter and you'll see what I'm talking about. Siege Weapons are designed to be mounted, so the listed cost for buying the weapon is the cost of mounting it.
Every Siege Weapon has a Power requirement (PwrRq). The Siege Weapon cannot be activated unless that Power is being supplied to it by a vehicle, building, or portable battery packs. A Siege Weapon does not ‘use up’ the Power that a vehicle or base supplies to it; that Power is still available to any other Siege Weapons or devices that are attached to that base or vehicle.
Whatever direction a mounted weapon is pointing is pretty much the direction it fires. A mounted weapon has a 45 degree arc of fire on either side and above and below the direction it is pointing. If you want to shoot at something that is not in that arc of fire, you're going to have to turn the weapon somehow. If it's on a vehicle, just turn the vehicle to point in the desired direction. If it's on a building, you're not usually going to have much luck trying to rotate the building. Also, if you're in a gun emplacement on the top of a wall, and your enemies are camping out at the base of the wall, you're going to wish there were a way to point your guns downward.

Good thing there are hinges and turrets! For 5 CP, you can buy a turret to rotate groups of mounted weapons, or a hinge to change the elevation of a mounted weapon. If you use some combination of multiple turrets and hinges to aim your weapons, the maximum cost per group of weapons is 8 CP. Ballistic, Missile, and Mass Driver weapons automatically come with hinges at no extra CP cost, because you have to elevate them before they'll be of any use.

6.2 Using Siege Weapons
Siege Weapons are described in charts similar to the charts used for troop weapons. For an explanation of most of the column headings, see 2.1: Weapons and Equipment.
The two new headings are Size and PwrRq. Size describes the minimum length, in dots, of the weapon or weapon barrel. This is the most generic way to differentiate between the Mk levels of each weapon type, and we only include it on the off chance you don't like the more elegant solutions that are included in the supporting text. PwrRq describes the power requirements of the weapon. The weapon can only be mounted on a vehicle or base that is able to supply at least that much Power.
Siege Weapons can only be fired by minifigs. With all those futuristic ComputerViruses, it's too dangerous to let computers fire weapons. A minifig can either use Manual or RemoteControl to operate a mounted weapon. In ManualControl, the minifig must actually be sitting or standing next to the weapon (or group). RemoteControl is usually used by a Pilot to fire the weapons on his vehicle. RemoteControl can also be used by a minifig at a ComputerBank in his base, to control base weapons that are equipped with ComputerConsoles.
A minifig cannot control Siege Weapons both manually and remotely in the same turn. However, whichever one of the two control methods he chooses to employ, he can control however many weapons that type of control gives him access to.
Each minifig can only shoot at one target per turn. If you have two mounted weapons and you want them to fire at two separate targets, you'll have to have a separate minifig for each.
Siege weapons are affected by the same Ranged Attack Modifiers as troop weapons.

If a mounted weapon is not manned by the side that owns it, an enemy can sneak up and use it for his own purposes. For weapon emplacements just sitting out in the wilderness, all he has to do is show up and he can use it right away. For weapons mounted on bases, he can't use them unless he has control of the computer that controls the weapon (see 5.1.1: ComputerBanx to see how to take control of base computer systems). For weapons mounted on vehicles, he has to get into the gunner's seat for the weapon (if there is one), or (more usually) eliminate the driver and commandeer the vehicle.

6.3 Siege Ranged Weapons

6.3.1 Big Guns
Guns are the most common types of siege weapons, because with guns you never really have to worry about ammunition.
The Big Guns

Weapon TL CP Range UR –MP” PwrRq Size Damage

MkI Laser 5 15 20” 2 -1" 2 4 Dots 1d10+4 Exp

MkII Laser 5 20 20” 3 -1" 4 6 Dots 2d10+4 Exp

MkIII Laser 5 25 20” 4 -1" 8 10 Dots 3d10+4 Exp

MkIV Laser 6 30 20” 6 -2” 12 16 Dots 3d10+10 Exp

“Yamato” MkV 6 45 25” 8 -3” 15 20 Dots 4d10+10 Exp

MkI Mortar 3 20 20” 5 -2" 2 6 Dots 1d20 Exp

MkII Mortar 4 24 24” 6 -3" 4 12 Dots 1d20+2d6 Exp

MkIII Mortar 4 28 28” 7 -4" 6 18 Dots 2d20 Exp

MkIV Mortar 5 32 32” 8 -5" 8 24 Dots 2d20+2d6 Exp

MkV Mortar 6 40 40” 9 -6” 12 30 Dots 3d20+2d6 Exp
Big Guns are divided into two groups: Lasers, which cover all types of energy weapons (i.e. lasers, phasers, disruptors, death beams, blasters, PPCs, etc.), and Ballistix, which cover all types of slug-throwers (i.e. cannons, mortars, artillery, deck guns, etc.). Both cause Explosion Damage wherever they hit.
(In real life, Ballistik guns have definite ammunition limits – tank cannons and deck guns often have to be loaded by hand. What a pain! If you want to reflect this in your BrikWars game, it takes one soldier one turn to load one round into a Ballistik weapon – but why bother? We’ve found that it’s sometimes fun to make medieval soldiers have to go through the extra trouble of reloading cannons and catapults, but at TL4 and above it just slows down the game.)
While Lasers only fire in straight lines, Ballistik weapons fire in high parabolic arcs. If a Ballistik weapon is restrained from elevating its barrel to at least 45 degrees, whether due to mechanical malfunction or because it is trying to fire underneath an obstacle, its Range is halved. A Ballistik weapon can fire over the tops of obstacles to hit targets on the other side. They can hit a distant enemy outside their range of sight if a Scout targets the enemy and relays the position back to the Ballistik gunners.
If you don't want to sit around counting the dots in the Size column, an easier way to build Big Guns is to invent GunPieces. One good LaserPiece, for instance, is an antenna with a small radar dish and a jewel on one end. For a MkI laser, we use one LaserPiece. For a MkII laser, set two of these together. For a MkIII, use three. You see how it works. You can invent your own BallistikPieces and do the same thing. If you have a lot of mast pieces from old pirate sets, you can make nice-looking Ballistik guns very quickly. We use the stumpy mast base is a MkI Mortar, the longer top mast piece as a MkII, the bottom two mast pieces together as a MkIII, the top two together as a MkIV, and all three pieces make the MkV Mortar.

6.3.2 Missiles and Bombs
You'll notice the first half of this chart looks just like the Explosives chart from 2.1.1: Ranged Weapons. This is, in fact, the same set of weapons, extended a little further. Although it’s a lot of fun to have a couple of really powerful explosives to toss around, it is very common for a player to want to spend his 96 CP to buy a whole bank of sixteen MkI Missiles rather than three MkVI's.
Missiles and Bombs

Weapon TL CP Range UR –MP” PwrRq Size Damage
Cannonball 3 3 16" 6 -3" - 1 Cyl. 1d10+3 Exp,

can only be fired from Cannons

MkI Explosive 4 4 - 3 - 1 1 Brik 1d10+3 Exp

MkII Explosive 4 8 - 3 -1" 1 2 Brix 1d10+6 Exp

MkIII Explosive 4 12 - 3 -2" 1 3 Brix 2d10+3 Exp

MkIV Explosive 4 16 - 3 -3" 2 6 Brix 3d10 Exp

MkV Explosive 4 20 - 4 -4" 4 10 Brix 4d10 Exp

MkVI Explosive 4 24 - 5 -5" 8 16 Brix 5d10 Exp

MkI Warhead 4 6 20" 6 - 2 1 Brik 1d10+3 Exp

MkII Warhead 4 10 22" 6 -1" 4 2 Brix 1d10+6 Exp

MkIII Warhead 4 14 24" 7 -2" 6 3 Brix 2d10+3 Exp

MkIV Warhead 4 18 26" 7 -3" 8 6 Brix 3d10 Exp

MkV Warhead 4 24 28" 8 -4" 12 10 Brix 4d10 Exp

MkVI Warhead 4 32 30" 8 -5" 16 16 Brix 5d10 Exp
The Size of an Explosive is measured in Brix of height rather than Dots of length.
Explosives up through MkIII are built with the smaller one-dot missile pieces (cylinders, cones, cylinders with tail-fins). Explosives of MkIV and higher are made with the larger four-dot missile pieces. Put antennas and tail-fins on your missiles if you're having a hard time telling them apart from your bombs.
Explosives all do Explosion Damage, of course.

6.3.3 Mass Drivers
Mass drivers are tremendously entertaining weapons. Normally these are huge rail guns or other magnetic accelerators, but these stats also work for catapults, trebuchets, mangonels, and other relatively low-tech launchers. They are expensive, huge, slow (you'll have to have a minifig spend a full turn resetting them before they can be reloaded), and extremely inaccurate (you'll spend a lot of time referring to 3.1.1: NearMiss Rules). On the other hand, they do amazing amounts of damage at a very long range, and can deliver all kinds of fascinating payloads.
Mass Drivers

Weapon TL CP Range UR –MP” PwrRq Size Damage Maximum Payload
MkI Launcher 3 40 20" 7 -12" 5 10 Dots 1d10 x AV 1 Blok / One-Piece

MkII Launcher 3 50 30" 8 -16" 10 15 Dots (1d10+3) x AV 2 Blox / One-Piece

MkIII Launcher 4 60 40" 10 -20" 15 20 Dots 2d10 x AV 4 Blox / Small

MkIV Launcher 5 70 50" 12 -24" 20 30 Dots (2d10+3) x AV 8 Blox / Small

“MeteorGun” MkV 6 80 60” 16 -30” 30 40 Dots 3d10 x AV 12 Blox / Medium
Vehicles must be at least Medium in size to carry a Mass Driver.

There are a million things you might want to fire out of a Mass Driver. Normal payloads like boulders, flaming coals, and bombs; military units, like Paratroopers and Death Gliders; or more exotic things like plague-infested rats, the dismembered corpses of your enemies, anti-inflammatory foam, or Awful Green Things from Outer Space.
Mass Drivers have one extra statistic, the Maximum Payload rating. For regular objects, check to see if their weight is lower than the maximum number of Blox (see 3.6.1, Determining Mass). Sometimes you will have to roll an object's AV to see if it is less than the maximum number of Blox (mass in Blox is equal to Armor Value divided by five). If it ends up heavier than the maximum, you've just burned out the Mass Driver engine and it won't work again until a Mechanik has worked on it for a full turn. You can also use it to launch Flyers without runways; MkI and MkII Mass Drivers can only launch One-Piece Flyers, MkIII and MkIV can launch Small Flyers, and the All Powerful MkV Meteor Gun can even launch Medium Flyers.
If you really want to, you can also launch these classes of Ground Vehicles. If the pilot is wearing an AntiGrav Parachute, he can bring a One-Piece Ground Vehicle down safely, but no number of Parachutes can save larger vehicles. The only reason you would ever want to launch a Small or Medium Ground Vehicle is if you are tired of it and want to see it smashed into tiny pieces.

Damage is also a little different for Mass Drivers. Heavier payloads deliver more damage, so the damage delivered is multiplied by the weight of the payload. Consequently, the Mass Driver has the potential to deliver some truly stupendous amounts of damage! When the payload hits the target, both payload and target take this amount of damage, so be careful. Launching your own troops around without AntiGrav Parachutes is not a good idea unless you are fond of large-scale splatter painting. Tying up enemy troops and using them as ammunition is both economical and entertaining.

When the payloads hit, they hit hard enough to cause Explosion Damage. Be careful, though, when you calculate the Explosion’s AreaEffect - you subtract 1d10's before you multiply by AV, not after. For example, if you launch a 3-Blok boulder out of a MkIII Mass Driver, it does 2d10x15 damage to its target. Two inches away, it does 1d10x15 damage, and four inches away it does no damage. If you multiplied the 2d10x15 before you started subtracting 1d10s, you'd do 30d10 to the target, 29d10 two inches away, and so on, destroying everything within five feet of ground zero!

6.4 Siege Close Combat

We were pretty proud of ourselves with our rules for big Siege lasers, towering missiles, and all our other ranged weapons of mass annihilation. We sat around patting each other on the back every time we blew up a big section of the enemy base, thinking we had achieved the end-all in visceral destructive pleasure.
Then Truckasaurus came to town, and didn't we feel dumb!
He showed us a whole world of vehicular mayhem that we had totally overlooked - the Jaws of Death! The Giant Buzzsaw Hand! Oxy-Acetylene Claws! The Spiked Wrecking Ball, the Battering Ram, the Constricto-Noose, the Auto-Grinder, the Whirling Blades of Death, the Electrified Scorpion Tail, the Enormous Food Processor, the Gigantic Spiked Cleats - this was more than a minor oversight. We have come to realize that these are the weapons that are absolutely essential to a satisfactory battlefield experience. We apologize for not having understood this earlier.

6.4.1 Siege Close Combat Weapons
If you want to give your vehicle arms and legs (or tentacles, tails, wings, etc.), you should take a look at the Robots rules supplement (see RV.3: Robotic Limbs). You can put Siege CC Weapons in the hands of your Robot, or you can mount them directly on the front and sides of your vehicle.
Siege CC Weapons are like Troop CC Weapons that have been amplified and blown out of proportion. A Troop CC Weapon is designed to be used by a Trooper, who has a Power of 1. Vehicles’ Power Ratings can be many times larger, so you can give them CC Weapons that are that many times bigger, stronger, and more expensive.
To convert a Troop CC Weapon to a Siege CC Weapon, first choose a Size Multiplier (‘Sx’). The Siege CC Weapon should be about this many times as big as the original troop weapon, although this is not absolutely necessary. The new weapon’s statistics will be as follows:
Original New

Troop Stat Siege Stat

TekLevel TL+(Sx-1)

Two-Handed same (only applies to a Robot with hands)

CP Cost CP x Sx

Usage Rating UR + Sx

Move Penalty -MP” x Sx (minimum –1")

Damage Damage x Sx

Power Required Sx Power

Maximum Damage no limit
If your Robot has to pick up the weapon with its hands or claws, then you’re all done. Your Robot uses the weapon just as a Troop would use the equivalent Troop weapon.
If the weapon is mounted onto the vehicle or onto one of the vehicle’s Limbs, then it costs an extra 4 CP.
If the weapon is immobile and mounted on the vehicle’s front grill, then the vehicle will have to crash the weapon into a target in order to use the weapon. You can buy more turrets and hinges to mount the weapon on for 5 CP each.

6.4.2 Siege Equipment and Armor
You can buy Siege Equipment and Armor as well. If you want to put a BullDozer blade on the front of your vehicle, for instance, you can ‘Siegeify’ a BigShield. A Shield with a Size Multiplier of 4 would have a TL of 4, cost 8 CP, have a Move Penalty of –2”, require 4 Power, and have 16 Armor in addition to the vehicle’s normal armor rating. This Armor wouldn’t apply to the whole vehicle, unfortunately, just to the BullDozer blade itself. However, this blade would be very useful for crashing into things and blocking weapons fire.
There are any number of useful Siege Equipment devices that you might come up with. Two that we use frequently are Scanners and Cloaking Devices.
Item TL CP –MP” PwrRq Size Effect
5" Scanner 5 2 -1" 1 4 dots Scans area

1 Blok Vehicle Cloaking Device 6 3 -1" 2 4 dots Cloaks Vehicle

1" area Base Cloaking Field 6 10 - 2 4 dots Cloaks Base
Scanning capability is bought in 5” chunks. If you wanted 25” of scanning range, for instance, you would pay 10 CP, take a –5” Movement Penalty, need 5 Power, and install a radar dish at least 20 dots in Size. A Scanner is always active (you do not need to take a separate action to fire or activate it) and it scans everything in a 45 degree cone around the direction it is pointing (for this reason many scanners are on turrets and rotate once a turn). The scanning unit knows everything there is to know about any object within its scanning area, regardless of interference or obstructions, unless the object is cloaked.
Cloaking capability is bought in chunks of 1 Blok (for moving objects like Vehicles or SpaceMen) or a stationary Cloaking Field Generator can be used to cover an area (for stationary objects like Bases). For instance, if you wanted your Cloaking Field Generator to cloak everything within 12”, it would cost 120 CP, require 24 Power, and you would have to build the Generator as a permanent ground installation at least 48 dots in size. Any object or unit that is cloaked is not perfectly invisible, but has the advantage of Stealth and cannot be detected by a Scanner. If a cloaked unit fires a weapon or makes an attack, then it is uncloaked until its next turn.

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