this draft was last updated 1/8/06
comments welcome: rseater@mit.edu
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Minifig Weapons
Cost = 2 * average damage per turn * range value + defensive benefit
default accuracy is 50% -- you need to pass one (in)accuracy coin-flip
(the first 2 multiplier  in the cost formula counteracts the default inaccuracy)
If a weapon is weilded 2 handed, then reflip the first failed accuracy flip each turn

Range Values (multiply cost):
1	hand-to-hand (weapon's reach reduced speed but not affect cost)
2	line-of-sight (no range limit)
(*)	lobbed-area-effect (variable range as described below)

(*) = (1/4) x sqrt(studs in template) x sqrt(range, min 1). Range is the maximum distance that the nearest point of the template may be placed from the firing weapon.  After declaring direction and range, flip for accuracy -- each failed accuracy flip halves actual distance the template travels.  The attack is lobbed and needs a clear arc but not a clear line of sight.  The affected area can be any predetermined shape (usually a square, circle, or triangle).  Only minifigs covered by at least 2 studs of the template are affected.

Benefits (multiply cost, minimum cost multiplier of 1):
damage: remove larger armor / body parts (default 1 damage)
attacks: strike multiple times each turn (default 1 attack)

Drawbacks (divide cost):
reload: turn delay between attacks and until first attack (default is 1 meaning no delay, a value of 2 means you can fire every other turn)
accuracy -1: need to pass an additional (in)accuracy coin flip (default is 1 test required, cost /2 per additional test required)

It is perfectly fine to have a reload time and multiple attacks: the weapons would make a burst of attacks every few turns.

Defensive Benefits (adds to cost after multiplying)
parry X: first hand-to-hand hit each turn does X less damage, even if this piece is not exposed (add X to cost)
deflect X: first line-of-sight hit each turn does X less damage, even if this piece is not exposed (add X to cost)
For defense against lobbed-area-effect damage, use an Air Supply item (see Armor section below).

Damage Element (no effect on cost, pick exactly 1)
rend/slash/laser
	default
pierce/stab
	instead of doing X damage to a minifig, do 1 damage X times
	then restore any eliminated armor with 0 (extra) damage done to it.
	does normal damage to vehicles
impact/stun
	instead of doing X damage to a minifig, do 1 damage X times
	then restore any eliminated flesh with 0 (extra) damage done to it.
	does normal damage to vehicles
chemical/fire/radiation
	instead of doing X damage now,
	do 1 damage at the beginning of each of the victim's next X turns
	mark with a flame that reduces in size each turn
	if victim already on fire, extend that fire's duration rather than starting a new fire
magic/electric
	does half damage to minifigs and beasts (round down)
	does double damage to vehicles
sonic/biological
	does half damage to vehicles (round down)
	does double damage to minifigs and beasts
herbal/medicinal
	no damage to minifigs but instead the recipient may reattach a body part in reach
	does normal damage to vehicles

alternate firing modes
If a weapon has alternate firing modes, the cost is the cost of the more expensive one plus half the cost of the cheaper one.  After that, the costs of defensive benefits are added.  Only one mode may be used each turn.  The delay-to-first-shot values are combined, and neither may be used while either is reloading.

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Armor AC Ratings
Cost = AC squared (+1 if air supply)

If a piece of armor is build into a body part (e.g. a torse with armor printed on it), then the cost of that body part is refunded. When the armore is eliminated the body part will go with it.  For example, chain mail usually has AC 2, so a torso with chain mail printed on it would have AC 2.  It would cost only 3 not 4 (2 squared), but you would have 1 fewer pieces in the model (and it will be eliminated that much faster).  It counts as both armor and flesh for the purposes  os stun and stab effects.

You choose which item of armor absorbs each attack.  If the damage meets or exceeds its AC rating, eliminate (drop) the armor.  No matter how much damage is done, only one piece can be removed by each normal attack.  If the damage is insufficient, the armor it is weakened by that much for the rest of the turn, but returns to full strenght after each player's turn.

Headwear (absorbs hits before head)
1	soft hat / hair
2	hard helmet
2	transparent visored helm (space visor), air supply
3	solid visored helm

A shield is dropped when it absorbs a hit, just like other armor. It can be picked up again next turn. Judge a shield's AC rating by the percentage of the minifig it covers.

Shields (dropped to absorb a hit)
AC	shield type		coverage		examples
1	small buckler		25% coverage	classic triangle
2	medium shield	50% coverage	diamond, ovoid
3	large shield		75% coverage	wood square, octogon
4	full shield		100% coverage	tall cusped

Neckwear (only provides protection after head removed)
1	cape / lapels / soft
2	chain / light
3	plate / heavy

Special Neckwear (special abilities, varied costs)
1	quiver (cost 3) Grants +1 accuracy to bows and crossbows
1	bucket (cost 2) can carry 1 extra piece
1	opening pack (cost 3) can carry 2 extra pieces (must actually open!)
1	wings (cost 3) flight (when moving M horizontal, unit may also move M vertically)

Any piece of army may optionally serve as an "air supply" -- The first lobbed-area-effect hit each turn does -1 damage, even if this piece is not exposed.  This adds 1 to cost (after squaring) and imposes 1 slowdown.

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Footwear (?)
cost 1 per pair

Since these are always on the bottom of a model, they never serve a defensive benefit.  Instead, they provide movement benefit on certain terrain.  They are free to put on or take off, and either act can be performed away from your home base.

Each pair costs 1 and allows the user to ignore movement penalites due to armor and weapons while on their designated terrain.