A.1
Trooper Equipment
|
A.1.1 Ranged Weapons
Throwing
Objects (3.6.3:
Throwing Objects)
A unit can throw objects weighing up to one Blok
a number of inches equal to (5 x Power) + Skill. Heavier
objects have a throwing range of (((5 x Power) / object Mass
in Blox) + Skill) inches. The range of a hand weapon
thrown by a Trooper is 1d6+5".
| Weapon |
TL |
2H |
CP |
Range |
UR |
-CMP" |
Damage |
Pistols
* - Pistols marked with an asterisk (*)
may be used for Automatic Fire, at the Usage Rating listed
in parentheses.
At TL5 or higher, all Pistols (except Siege Pistols) may
be Stun Pistols, doing Stun Damage against living targets.
(3.3.6: Getting Stunned) |
| Pirate
Pistol |
TL3 |
- |
3CP |
6" |
UR3 |
- |
1d6
(slow) |
| Revolver |
TL4 |
- |
3CP |
8" |
UR3 |
- |
1d6 |
| Machine
Pistol* |
TL4 |
- |
4CP |
10" |
UR2(6*) |
- |
1d6 |
| Gyro
Pistol* |
TL5 |
- |
2CP |
12" |
UR2(5*) |
- |
1d6 |
| Impact
Pistol* |
TL5 |
- |
3CP |
10" |
UR3(6*) |
- |
1d6+2 |
| Siege
Pistol |
TL5 |
- |
4CP |
15" |
UR4 |
- |
1d10
(exp) |
Rifles
* - Rifles marked with an
asterisk (*) may be used for Automatic Fire, at the Usage
Rating listed in parentheses.
At TL5, all Rifles (except Siege Rifles) may be Stun or
Ion Rifles, doing Stun Damage against either living or
mechanical targets, respectively.
At TL6 or higher, all Rifles may switch between normal
and Stun damage on the fly. |
| Pirate
Rifle (Musket) |
TL3 |
2H |
5CP |
12" |
UR5 |
- |
1d6
(slow) |
| Shotgun
(Rifle) |
TL4 |
2H |
5CP |
14" |
UR3 |
- |
1d6+1 |
| Machine
Gun* |
TL4 |
2H |
6CP |
16" |
UR2(5*) |
- |
1d6 |
| Gyro
Rifle* |
TL5 |
2H |
5CP |
20" |
UR3(5*) |
- |
1d6+3 |
| Impact
Rifle* |
TL5 |
2H |
6CP |
18" |
UR4(6*) |
- |
2d6+2 |
| Siege
Rifle |
TL5 |
2H |
8CP |
20" |
UR5 |
- |
2d10
(exp) |
Death
Guns
* - Bazooka stats marked with an asterisk
apply when firing MkI grenades - these stats will change
when firing MkI grenades - these stats will change when
firing missiles or larger grenades.
Remember that flames shoot out the back of a Bazooka when
it is fired. (2.2.3: Death Guns) |
| Bazooka
(Launcher) |
TL4 |
2H |
10CP |
16"* |
UR6* |
-3" |
1d10+3
(slow, exp) |
| Death
Gun |
TL6 |
2H |
10CP |
16" |
UR5 |
-2" |
2d20
(exp) |
| Sniper
Cannon |
TL6 |
2H |
10CP |
20" |
UR5 |
-2" |
3d6+4
(slow) |
Explosives
Numbers in parentheses are for Missile
stats. |
| CannonBall |
TL3 |
2H |
3CP |
16"* |
UR6* |
-3" |
1d10+3
(exp) |
| MkI
Explosive |
TL3 |
- |
4(6)CP |
(20") |
UR3(6) |
- |
1d10+3
(exp) |
| MkII
Explosive |
TL4 |
- |
8(10)CP |
(22") |
UR3(7) |
-1" |
2d10
(exp) |
| MkIII
Explosive |
TL4 |
- |
12(14)CP |
(24") |
UR3(8) |
-2" |
2d10+3
(exp) |
Archery
Bows cannot be reloaded without a Quiver. |
| ShortBow |
TL1 |
2H |
1CP |
5" |
UR3 |
- |
1d6-1 |
| LongBow |
TL2 |
2H |
2CP |
12" |
UR5 |
- |
1d6+2 |
| CrossBow |
TL2 |
(2H) |
2CP |
8" |
UR3(2) |
- |
1d6+1
(slow) |
| CompoundBow |
TL4 |
(2H) |
2CP |
10" |
UR4 |
- |
1d6+2
|
| Quiver |
TL1 |
- |
1CP |
- |
- |
- |
- |
Thrown
Weapons
* - The range of thrown weapons is usually
5+Skill"-MP". For some weapons, this range
may be multiplied as listed. (3.6.3:
Thrown Objects) |
| Hand
Weapons |
(normal
weapon stats) |
| Rok |
TL0 |
- |
0CP |
* |
UR2 |
- |
1d6-3
+ (2xMass) |
| Sling |
TL1 |
- |
1CP |
*x2 |
UR3 |
- |
1d6 |
| Bolo |
TL1 |
- |
1CP |
* |
UR2 |
- |
(-1d6
Skill) |
| Net |
TL1 |
- |
2CP |
* |
UR3 |
- |
(-2d6
Skill) |
| Boomerang |
TL1 |
- |
1CP |
* |
UR2 |
- |
1d6-1
(stun) |
| Shuriken |
TL2 |
- |
1/3CP |
* |
UR2 |
- |
1d6-1 |
| Chakram/Discus |
TL2 |
- |
3CP |
*x2 |
UR2 |
- |
1d6 |
| EnergyDisk |
TL6 |
- |
8CP |
*x3 |
UR2 |
- |
2d6 |
Fire
* - Stats listed in parentheses () are
for weapons launched from Bazookas. Otherwise, these
weapons may be thrown.
Remember that Fire's radius is increased by +1" for
each 1d6 of Fire Rating. (3.3.5:
Fire!) |
| OilFlask |
TL2 |
- |
3CP |
* |
UR3 |
- |
2d6
(fire in 2" puddle) |
| GreekFire/Napalm |
TL2 |
- |
5CP |
(16")* |
UR3(6) |
- |
3d6
(fire in 3" puddle) |
| FireBomb |
TL4 |
- |
5CP |
(16")* |
UR3(6) |
- |
1d10
(exp) + 1d6 (fire) |
| FlameThrower |
TL4 |
2H |
5CP |
8" |
UR3 |
-2" |
2d6
(fire) |
| PlasmaGun |
TL5 |
2H |
6CP |
8" |
UR4 |
-2" |
3d6
(fire) |
|
|
A.1.2
Close Combat Weapons
| Weapon |
TL |
2H |
CP |
UR |
-CMP" |
Damage |
Bludgeons
* - Bludgeons do Stun damage vs. living
targets, and normal damage vs. mechanical targets. (3.3.6:
Getting Stunned)
Fists can only be used if the minifig has no other
Close Combat weapons. |
| Fists** |
TL0 |
- |
- |
UR2 |
- |
1d6-1
(stun*) |
| Club |
TL0 |
- |
1CP |
UR2 |
- |
1d6
(stun*) |
| Staff |
TL1 |
2H |
1CP |
UR2 |
- |
1d6
(stun*) |
| BatteringRam |
TL2 |
2H |
SxCP |
(UR6) |
-Sx" |
Power
x 1d6 (stun*) |
| Shovel |
- |
2H |
- |
UR5 |
- |
1d6
(stun*) |
| Hammer |
- |
- |
- |
UR3 |
- |
1d6
(stun*) |
Blades
A minifig with a Double Lightsaber can
make two attacks per turn, and defend and counterattack
against multiple attackers at no penalty. |
| Knife |
TL1 |
- |
1CP |
UR2 |
- |
1d6-1 |
| Saber |
TL3 |
- |
2CP |
UR2 |
- |
1d6 |
| ShortSword |
TL2 |
- |
2CP |
UR3 |
- |
1d6+1 |
| Katana |
TL2 |
- |
4CP |
UR2 |
- |
1d6+3 |
| Golden
BroadSword |
TL2 |
- |
5CP |
UR3 |
- |
2d6+1 |
| ChainSaw |
TL4 |
2H |
3CP |
UR6 |
- |
2d6+1 |
| LightSaber |
TL6 |
- |
10CP |
UR2 |
- |
3d6+2 |
| Double
LightSaber |
TL6 |
- |
20CP |
UR2 |
- |
3d6+2 |
Spears
An Iron Lance is very heavy and can only
be weilded by a unit with a Power of 2 or greater. |
| Lance
(Iron)* |
TL2 |
- |
4CP |
UR4 |
-2" |
(max
20) |
| Lance
(Wood) |
TL2 |
- |
3CP |
UR3 |
-1" |
(max
15) |
| Trident |
TL2 |
2H |
3CP |
UR3 |
- |
1d6+1
(max 10) |
| Spear |
TL1 |
2H |
2CP |
UR3 |
- |
1d6
(max 10) |
| Gold
Spike |
TL4 |
- |
3CP |
UR2 |
- |
1d6-1
(max 30) |
Axes
An Axe which hits and does damage may
become stuck, incurring -2MP" to unstick it on the
following turn. |
| Hatchet |
TL1 |
- |
2CP |
UR2 |
- |
1d6 |
| PickAxe |
TL2 |
2H |
2CP |
UR3 |
- |
1d6+2 |
| BattleAxe |
TL2 |
2H |
3CP |
UR4 |
-1" |
1d6+3 |
| Halberd |
TL2 |
2H |
4CP |
UR5 |
-2" |
2d6 |
Whips
Items may be grabbed with a successful
attack with a Whip.
CP costs in parentheses () indicate extra cost per full
5" of rope length. |
| Lasso/Rope |
TL1 |
- |
(1)CP |
UR2 |
- |
- |
| Leather
Whip |
TL1 |
- |
(1)CP |
UR3 |
- |
1d6
(stun, unarmored flesh only) |
| Chain |
TL2 |
- |
(2)CP |
UR4 |
- |
1d6-1
(living targets only) |
| Flail |
TL2 |
- |
1+(1)CP |
UR3 |
- |
1d6+1
(stun vs. living targets) |
| Rope
w/ Hook |
TL2 |
- |
2+(1)CP |
UR3 |
- |
1d6 |
Fire
Fire's radius is increased by +1" for each 1d6 of
Fire Rating. (3.3.5: Fire!) |
| Lighter |
TL4 |
- |
1CP |
- |
- |
lights
fires |
| Torch |
TL0 |
- |
2CP |
UR2 |
- |
1d6
(fire) |
|
|
A.1.3
Armor and Equipment
| Item |
TL |
2H |
CP |
Range |
-CMP" |
Effect |
Armor
Shields only protect from attacks that
originate on the side in which the shield is facing.
Military units automatically come with Helmets. |
| Shield |
TL1 |
- |
1CP |
- |
- |
+2
AV |
| BigShield |
TL1 |
- |
2CP |
- |
- |
+4
AV |
| PlateArmor |
TL2 |
- |
5CP |
- |
-1" |
+1d6
AV |
| (No
Helmet) |
TL0 |
- |
(-1CP) |
- |
- |
(-1
AV) |
| Helmet |
TL2 |
- |
0CP |
- |
- |
+0
AV |
| VisoredHelmet |
TL2 |
- |
1CP |
- |
- |
+1
AV |
| HorseBlanket |
TL2 |
- |
2CP |
- |
- |
+2
AV for Horses only |
| HorseHelmet |
TL2 |
- |
2CP |
- |
- |
+2
AV for Horses only |
| Equipment
|
| JetPack |
TL5 |
- |
5CP |
- |
- |
doubles
straight-line minfig Move |
| Parachute |
TL4 |
- |
2CP |
- |
- |
prevents
falling damage |
| SuitCase
PsiAmp |
TL6 |
- |
10CP |
5" |
- |
controls
Civilians' brains |
| Tools |
TL1 |
- |
5CP |
- |
- |
sometimes
you just need tools |
| Skis |
TL2 |
- |
2CP |
- |
- |
x2
minifig Move on slick surfaces |
| Flippers |
TL4 |
- |
1CP |
- |
- |
full
minifig Move underwater |
| Container |
TL1 |
- |
1CP |
- |
- |
holds
things |
| PowerPak |
TL5 |
- |
2CP |
- |
-1" |
provides
2 Power to one device |
| Epaulets |
TL2 |
- |
1CP |
- |
- |
+1
to Skill |
| Communications
Systems |
| (yelling) |
TL0 |
- |
- |
8" |
- |
allows
units to communicate |
| Bugle |
TL2 |
- |
0CP |
12" |
- |
"
" |
| Banner |
TL2 |
X |
0CP |
- |
- |
"
", must be mounted on Lance |
| CB
Radio |
TL4 |
- |
0CP |
- |
- |
allows
radio communication |
| Gun
Conversions |
| Hi-Pro
Ammo |
TL5 |
- |
2CP |
- |
- |
(green
gem) +1d6 Damage, +1 UR |
| ShootFar
Mod |
TL5 |
- |
2CP |
- |
- |
(blue
gem) +5" Range, +1 UR |
| Stabilizer
Gyro |
TL5 |
- |
2CP |
- |
- |
(red
gem) -1 UR |
| Magikal
Potions |
| Strength |
TL1 |
- |
2CP |
- |
- |
(red)
+1 Power (1d6 turns) |
| Speed |
TL1 |
- |
3CP |
- |
- |
(green)
+1d6" Move, +1 Attack (1d6 turns) |
| Protection |
TL1 |
- |
2CP |
- |
- |
(white)
+1d6 AV (1d6 turns) |
| Flight |
TL1 |
- |
3CP |
- |
- |
(blue)
unit can fly (1d6 turns) |
| Energy |
TL1 |
- |
1CP |
- |
- |
(yellow)
unStuns unit |
| Yak's
Blood |
TL1 |
- |
0CP |
- |
- |
(black)
no good can come of drinking this! |
| Customized
Equipment |
| Attribute
Modified |
CP
Cost |
| TekLevel |
+1
CP per -1 TL |
| 2-Handed |
+1
CP to make a 2H object 1H,
-1 CP to make a 1H object 2H |
| Range |
+1
CP per +4" |
| CC
Weapon Length |
+1
CP per +1 Brik of length |
| Usage
Rating |
+1
CP per -1 UR |
| Cargo
MovePenalty |
-1
CP per -1CMP" |
| Damage |
+1
CP per +2 Damage
+1 CP per +2 Stun Damage
+4 CP per +1d6 Fire Damage
+6 CP per +1d10 Explosion Damage
+1 CP per +1 Poison Rating |
|
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