Appendix A: The Tables

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Chapter Sections:

Troop Weapons

Weapon
2H
Pts.
Range
UR
-MP"
Damage
Pirate Pistol
 
3
8"
4
-
1d6
Revolver
 
3
10"
3
-
1d6
Gyro Pistol
 
2
12"
2
-
1d6
Impact Pistol
 
3
10"
3
-
1d6+2
Assault Pistol
 
4
15"
4
-
1d10
 
Pirate Rifle
X
5
12"
5
-
1d6
Shotgun
X
5
14"
3
-
1d6+1
Gyro Rifle
X
5
20"
3
-
1d6+3
Impact Rifle
X
6
18"
4
-
1d6+5
Assault Rifle
X
8
20"
5
-1"
2d6+2
 
Launcher
X
10
(16")
6
-3"
(1d10+3)
Death Gun
X
10
16"
5
-2"
2d10+2
Sniper Cannon
X
10
20"
5
-2"
3d6+4
 
CannonBall
X
3
(16")
(6)
-3"
(1d10+3)
MkI Explosive
 
4(6)
(20")
3(6)
-
1d10+3
MkII Explosive
 
8(10)
(22")
3(7)
-1"
1d10+6
MkIII Explosive
 
12(14)
(24")
3(8)
-2"
2d10+3
 
Fists
(X)
-
CC
2
-
1d6-3
Mace
 
1
CC
2
-
1d6-1
Staff
X
1
CC
2
-
1d6-1
Shovel
X
N/A
CC
5
-
1d6-1
Hammer
X
N/A
CC
4
-
1d6-2
 
ChainSaw
X
3
CC
6
-
2d6+1
LightSaber
 
10
CC
2
-
3d6+2
Golden BroadSword
 
5
CC
3
-
2d6+1
Katana
 
4
CC
2
-
1d6+3
ShortSword
 
2
CC
3
-
1d6+1
Saber
 
2
CC
2
-
1d6
Knife
 
1
CC
2
-
1d6-1
 
Lance (Iron)
 
4
CC
4
-2"
(max 20)
Lance (Wood)
 
3
CC
3
-1"
(max 15)
Trident
X
3
CC
3
-
1d6+1 (max 10)
Spear
X
2
CC
3
-
1d6 (max 10)
Spike
 
3
CC
2
-
1d6-1 (max 30)
 
Halberd
X
4
CC
5
-2"
2d6
BattleAxe
X
3
CC
4
-1"
1d6+3
PickAxe
X
2
CC
3
-
1d6+2
Hatchet
 
2
CC
2
-
1d6
 
CrossBow
(X)
2
8"
3
-
1d6
Bow
X
1
5"
4
-
1d6-1
Quiver
 
1
-
-
-
-
 
Shield
 
1
-
-
-
+2 Armor
BigShield
 
2
-
-
-
+4 Armor
PlateArmor
 
5
-
-
-1"
+1d6 Armor
Helmet
 
1
-
-
-
+1 Armor
BigHelmet
 
2
-
-
-
+2 Armor

 
Equipment
Pts.
Range
Effect
CB Radio
0
-
allows squads to communicate
JetPack
5
-
doubles movement
AntiGrav Parachute
2
-
prevents falling damage
Brain Control Device
10
5"
controls Civilians
Tools
5
-
sometimes you just need tools
Thermal Skis
2
-
doubles movement on smooth ground
Flippers
1
-
unit moves at full speed underwater
Hi-Pro Ammo (green)
2
-
+1d5 damage to ranged weapons, +1 to weapon UR
ShootFar Ammo (blue)
2
-
+5" to range of weapon, +1 to weapon UR
Stabilizer Scope (red)
2
-
-1 UR to a ranged weapon
 
 
 
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Combat and Movement Modifiers

Conditions
Modifier
Aimed for one full Movement Phase
+2 ToHit
Snap shot or Opportunity Fire
-2 ToHit
Target behind 1/3 cover
-1 ToHit
Target behind 2/3 cover
-2 ToHit
Target hidden
-5 ToHit
Target is Light Vehicle or larger
+1 ToHit
Target is smaller than a Blok
-1 ToHit
Target has been stationary for one turn
+1 ToHit
For every 6" target moved last turn
-1 ToHit, cumulative
 
For every set of counterattacks after the first
-2 ToHit, cumulative
For every Close Combat attacker after the first
-2 Armor, cumulative
 
Moving uphill (10 to 45 degree incline)
-1" minifigs, -2" vehicles
Moving uphill (46 to 60 degree incline)
-2" minifigs, -2" vehicles
Moving in, into, or out of water
half speed; all movement penalties from equipment are doubled
Jumping 1" high and 2" away
no penalty
Climbing onto obstacle up to 2 Brix tall
no penalty
Climbing onto obstacle 2 to 5-Brix tall
-2"
Climbing a rope, ladder, tree, etc.
half speed
Driving over obstacle up to 1 Brik tall 
no penalty
Driving over obstacle up to 2 Brix tall 
half speed
 
Picking up up to own weight
-1"
Picking up up to double own weight
-2"
Carrying more than own weight
-1"
Shoving or dragging a rolling object up to four times own weight
half speed
Shoving or dragging a non-rolling object up to four times own weight
quarter speed
Vehicle towing up to half own weight
no penalty
Vehicle towing up to own weight
half speed
Distance a Vehicle should travel before turning 45 degrees
vehicle's Class Number in inches
Runway a Flier needs to take off or land
six times the vehicle's Class Number in inches
 
Range of thrown objects
5" + thrower's Skill - object's Movement Penalty 
Horizontal range of dropped objects
1" x number of stories dropped
Damage from a Collision
(CollisionSpeed / 5") x Armor Value of colliding object
 
 
 
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Vehicle Chassis

Class
Size(area)
Speed
Weapon Mounts
Armor Value
Ground Vehicles  cost = ( area / 10 )  and
Treaded Vehicles  cost = ( area / 10 ) + ClassNumber
1. One-Piece
one piece
16"
1" *
1d10+4
2. Small
up to 30
14"
2"
2d10+4
3. Medium
up to 110
12"
6"
3d10+4
4. Large
up to 225
10"
10"
4d10+4
 
Boats and Trains  cost = ( area / 20 )
4. One-Piece
one piece
16"
2" *
1d10+4
8. Small
up to 80
14"
4"
2d10+4
12. Medium
up to 200
12"
8"
3d10+4
16. Large
up to 600
10"
16"
4d10+4
 
Flyers  cost = ( area / 10 ) + ( 5 x ClassNumber ) and
Hover Flyers  cost = ( area / 10 ) + ( 10 x ClassNumber )
1. One-Piece
one piece
22"
0" *
1d6+2
2. Small
up to 30
20"
1" **
1d10+2
3. Medium
up to 90
18"
2" **
2d10+2
4. Large
up to 200
16"
4" **
3d10+2
* - MkII weapons are the biggest a One-Piece vehicle can carry.  One-Piece vehicles can only carry two weapons maximum.
** - MkIII weapons are the biggest a Flyer can carry.  Flyers can only have four weapons maximum.
 
 
 
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Vehicle Ker-Pow! Table

Ker-Pow! Roll
(1d20+Damage-Armor)
What Happens
The Real Effect
Any time
a 1 is rolled,
regardless
of bonus
In a flash of revelation as the weapon blast hits, the driver of the vehicle realizes his destiny in life is to become a hero of great renown!
The driver of the vehicle gets one Stupendous Feat every turn for the rest of the game.
3
The engine is hit lightly and begins to smoke.
The vehicle is at -2 to be hit by enemies.
4
The driver bruises his elbow.
The driver gets a -1 skill modifier for the rest of the battle.
5
The driver becomes confused and has to ask for directions.
The vehicle cannot move or fire for one turn.  Flyers maintain a holding pattern.
6
The driver becomes enraged and throws a fit, forgetting to steer or fire weapons.
The vehicle cannot fire for one turn.  It travels in a straight line at maximum speed.
7
The shot panics the driver, causing an intense need to relieve his bladder.
The driver must park or land his vehicle as quickly as he can and run for the nearest tree, fire hydrant, or alleyway.  He can do nothing else until he's spent a full turn there.
8
The driver becomes enraged and swears a Personal Death Vendetta against the soldier, vehicle, or weapon that hit him.
The driver will do everything in his power to destroy the offender.  He can focus on nothing else until that attacker has been destroyed.
9
The stress of battle becomes too much for the poor driver, who starts drinking heavily.
Every time a driving Skill Roll is called for, it fails automatically.  Weapons are fired at -2 to Skill.
10
The shot hits the weapons systems, and a weapon falls off.
One weapon of the defender's choice falls off of the vehicle.  If it is explosive, a roll of 6 on a 1d6 means it goes off when it hits the ground.
11
The shot hits the weapons systems, and a weapon falls off.
One weapon of the attacker's choice falls off of the vehicle.  If it is explosive, a roll of 6 on a 1d6 means it goes off when it hits the ground.
12
The back wheels (or treads, propellors, thrusters, etc.) of the vehicle are blown off.
The vehicle may only move at half speed.
13
All forward gears are destroyed.
The vehicle may only move at half speed, in reverse.
14
The primary motive systems (wheels, jets, etc.) fall off.
Unless the vehicle has backup motive systems, it is now a stationary vehicle.  Flyers have one turn to pull off an emergency landing before they crash-land.
15
The links between the control systems and the rest of the vehicle are severed.
Unless the vehicle has a backup control system, it is now out of control.  It zips along at maximum speed, and the players take turns steering on alternate Movement Phases.  Defender steers first.
16
The engine shoots out of the vehicle.
The vehicle is now stationary.  Turrets no longer rotate, hinges no longer hinge, power windows no longer work.  You can still use the weapons by climbing over to them and firing them by hand.
17
The power cells overload.
All the weapons on the vehicle are destroyed.  Any explosive weapons detonate.
18
Arcing electricity and shrapnel fill the interior of the vehicle.
All troopers in the vehicle are killed.  Ground vehicles stop wherever they are.  Flyers continue at maximum speed for one turn before crash landing.
19
Arcing electricity, shrapnel, smoke, bursts of pure energy, and geysers of flame fill the interior of the vehicle.  The driver explodes in a tremendous cloud of blood and viscera.  The vehicle flips end-over-end and lands on its top. 
The driver is destroyed.  The passengers are tossed clear, unless they are in an enclosed cabin, in which case they are pummeled into hamburger against the walls of the vehicle interior.  If the vehicle survives the additional damage of flipping over, it is useless until it can somehow be turned right-side-up again.
20+
The engine explodes in a huge plume of fire, setting off the fuel system and causing a tremendous explosion.  Everyone on the battlefield, friend and foe alike, cheer at this beautiful image, so dear to SpaceMen's hearts.
The vehicle blows up, doing explosion damage equal to its Armor Value.  Flyers nose-dive straight down and crash.  Boats sink to the briny bottom.
if you roll a result that doesn't apply to your vehicle (for instance, you roll a nine for a vehicle whose driver is already dead), keep adding one to your roll until you get a result that applies.
 
 
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Building Armor Value Ratings


Rating
AV
Equivalent to:
PointX
I
1d10
Wooden shacks, huts
x 1
II
2d10
Plastic, unmotared stone, log walls, sandbags
x 2
III
3d10
Concrete and stone
x 4
IV
4d10
Goodcrete
x 8
V
5d10
Strongcrete
x 12
 
 
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Siege Weapons


Weapon
Pts.
Range
UR
-MP"
Damage
Size
Lasers
MkI
14
20"
2
-1"
1d10+4
4 dots
MkII
20
20"
3
-1"
2d10+4
6 dots
MkIII
26
20"
4
-1"
3d10+4
10 dots
Ballistix
MkI
20
20"
4
-2"
1d20
6 dots
MkII
24
24"
5
-3"
1d20+1d6
12 dots
MkIII
28
28"
6
-4"
2d20
18 dots
MkIV
32
32"
7
-5"
2d20+1d6
24 dots
Missiles and Bombs
CannonBall
3
(16")
(6)
-3"
(1d10+3)
1 Brik
MkI Explosive
4 (6)
(20")
3 (6)
-
1d10+3
1 Brik
MkII Explosive
8 (10)
(22")
3 (7)
-1"
1d10+6
2 Brix
MkIII Explosive
12 (14)
(24")
3 (8)
-2"
2d10+3
3 Brix
MkIV Explosive
16 (18)
(26")
3 (7)
-3"
3d10
6 Brix
MkV Explosive 
20 (24)
(28")
4 (6)
-4"
4d10
10 Brix
MkVI Explosive
24 (32)
(30")
5 (5)
-5"
5d10
16 Brix
Mass Drivers
MkI ( 1 Blok / One-Piece )
40
20"
7
-12"
1d10 x AV
10 dots
MkII ( 2 Blox / One-Piece )
50
30"
8
-16"
(1d10+3) x AV
15 dots
MkIII ( 3 Blox / Small )
60
40"
9
-20"
2d10 x AV
20 dots
MkIV ( 4 Blox / Small )
70
50"
10
-24"
(2d10+3) x AV
25 dots
 
 
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SpaceTroopers

Name
Move
Armor
Skill
Ratio
Points
Ability
SpaceMan
5"
5
1d6
(troop)
5
kills things
SpaceWoman
7"
1d4+2
1d6 CC+2
(troop)
6
feminine appeal
SpaceScout
12"
1d6
1d4
5
8
laser targeting
Synthetik
7"
1d6+2
1d10
5
8
built-in radio
SpaceSlave
6"
1d4 (10)
1d4 (10)
(troop)
4
carries things, catches bullets
SpacePilot
5"
1d4
1d6+2
1 per vehicle (troop)
6
driver's license
Mechanik
5"
5
1d8
1 per vehicle
8
fixes cars
Medik
4"
6
1d6
10
7
heals the wounded
Technik
5"
5
1d6
1 per 3 Slaves
6
makes Blox
Kamikaze
8"
1d4
1d6
4
5
detonates self
SpaceNinja
10"
1d6+2 (CC 3d6+2)
3d6+4
7
12
1 Stupendous Feat
SpaceHero
5"
1d10+4
1d10+2
7
12
1 Stupendous Feat
SpaceChampion
12"
2d10+1
1d10+4
12
23
3 Stupendous Feats
Normal Person
4"
1d4
1d6-2
(normal)
2
meat for the dogs
Abnormal Person
4"
1d4
1d6
1 per 10 normals
3
mentally disturbed
Belligerent Person
4"
1d6
1d6
(troop)
3
varying CC bonuses
Mercenary
6"
1d4+4
1d6+2
(merc)
4
may Ditch you
Specialist
6"
1d4+3
1d8
1 per 10 mercs
6
can fix anything
Pirate Cap'n
10"
2d10+1
1d10+4 CC+2
10
21
3 Stupendous Feats
Pirate FirstMate
8"
1d10+1
1d10+2 CC+2
2 per Cap'n
13
1 Stupendous Feat
Matey
6"
1d6
1d6 CC+2
(troop)
5
can swab decks
Doc
6"
1d6
1d6
8
7
can cure men of naps
Parrot
12"
1d4-1
-
5
5
targets
Monkey
7"
1d4
1d4-2 CC+2
5
4
targets
MateDroid
7"
1d6
1d10 CC+2
7
6
built-in radio
Conehead
4"
1d4
1d6+1
(normal)
3
yuppieism
Blockhead
4"
5
1d6-2
(normal)
3
bureaucratic
Large Stumpy
4"
1d6+2
1d6
(normal)
3
large
Porous Giant
8"
1d4
1d6-2
(normal)
3
really large
Green Thing
3"
1d20-3
1d4
3
4
will swallow your soul
Johari SpaceManiak
20"
2d6+3
1d6+2
10
12
hyperactive
Setvian Cybernetik
5"
5
1d8
1 per 5 robots / droids
10
makes Cyborgs
Meikon Commando
7"
1d4+3
1d8+2
5
10
immensely resourceful
Aennri SpaceTinker
5"
4
1d6
5
7
makes traps
Kirsitian Knight
8"
1d6+4
2d6
10
30
the Farce is his ally
Krann Dark Lord
6"
1d6+4
2d6
1 per battle
40 ( +10 per additional 1d6 0f Skill )
the Dark Side of the Farce dominates his destiny
HeadHugger Droid
6"
1d4
1d6
4
4
implants HED devices
Pantus Pants Lord
5"
2d6+2
1d6
1 per 10 pantlings
10
controls Pants and Stones
Pantus Crawling Stone
2"
2d10+10
1d6
(pantling)
3
can breed
Pantus Ominous Pants
4"
1d10+5
1d6
(pantling)
3
immovable
 
 
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