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Appendix A: The Tables


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