Allright, with the 44 units below, drafters will select a unit, then the next drafter, and this will keep going on and on until There are two left over units, so only 42 will be drafted.
When I say S, M, or L I am reffering to the abbreviations for CC weapons.
Massam:
1. Legodovian Tank
2. White Bayounicle
3. Clone Squad
4. White-Blue Mech
5. Advanced Robot squad. Terminator!
Tunasailor:
1. Desert Jaguar
2. AAT
3, Stormtrooper squad
4. hailfire Tank
5. Lite-side heros.
Cpt. Zipps:
1. Demolisher Tank
2.Legodovian infantry
3. Green Bayounicle.
4.Cyclops Robot
5.Giant Helicopter
6. None, see above choice.
RDLC/Warhead:
1. DreadNaught
2. Dimmie Infantry.
3. Undead squad (ZOMBIE LINCOLN!)
4. Dimmie Flyers
RJ:
1. Mechsuit heros
2. Sith Lords
3. Monster Squad
4. Giant fleebnork
BenKim123
1. Drop-Pod with troops.
2. AAC-1 tank
3. Squiggoth!
4. Brown Exo-bots
UNIT LIST:
1. Military helicopter:
The military copter has armour of 1d20 and 10 structure points, a move of 15" with two pilots, with a skill of 1d6 each. Note that, if you select the helicopter as one of your choices, that will take up your next turn as well, because it is so huge.
Inside is 2 minifigs with rifles, a smalll scooter, and a medic, plus room for 7 more guys
Weapons:
(x2) Six round Mk. II missile launchers, one on each side
Use: 4
Rng: 24"
Dmg: 2d6 expls.
(x4) mk. III missiles
Use: 4
Rng; 24"
DMG: 3d6 expl.
Chin mounted chaingun
Use: 4
Dmg: 1d6 +2
Rng: 12"
Shots: 3
Side mounted RPGs:
Use: 3
Rng: 12"
Damage: 2d6 expl.
Ammo limit: 3 shots each per game.

2. Demolisher tank: 1 driver and one turret gunner, transport capacity of five guys (not included)
Armour: d20
Skill: 1d6
Structure points: 5
Mv. 5"
Heavy cannon on turret:
Use: 5
Rng: 30"
Damage: 3d6 expl.
4 shot Mk. 2 missile launcher on turret
Use: 4
Rng: 24"
Damage: 2d6

3. Squad of Dimmies: All the figures are minifig stats, but -1 to skill. They start the game as a squad, but can be split up.
There are: 14 Dimmies with CC weapons. all are S size, except for 1 L size weapon.
There are 3 with rifles, one with a pistol, and one with a 3 shot Mk. II launcher.
Mk.II launcher has a range of 12"

4. Desert jaguar car: credit to Tunasailor in the design
Their are two minifigs inside, a pilot and a gunner: Gunner has a knife.
Armour: 2d6
Skill: 1d6
Mv. 10"
3 damage points
Has the following guns:
Side sponsons: 1 on each side: grenade launchers:
Use 3:
Rng: 12"
Damage: 2d6
Machine gun on turret:
Use: 4
Rng: 18"
Damage: 1d6 +2
Two shots

5. Winged Dino rider:
Their is a single rider controlling the Dino, he has a rifle:
The dino has 3d6 armour, a 10" move, flies, and has a pair of 2d6 damage attacks, Use of 4, with a skill of 1d6, and 4 wounds

6. Kadu riders:
kadu: Armour 1d10,
wounds: 2
Mv: 5"
One kadu has a single rider, and a single gun:
Use: 5
Rng: 12"
Dmg: 2d6
The other has an additional pilot, and 4 rifles

7. Cyclops Robot:
Skill: 1d6 +1
Move: 6"
Armour: 3d6
Structure points: 4
Weapons: 2 powerfists:
Use: 5
Damage: 3d6

8. Advanced Robot squad:
The unit starts as a squad, but may be split up during the game:
5 assault droids: 4 pistols, one rifle
Skill: 1d6 +1
Armour: 1d6 +2
Mv. 6"
The terminator: The terminator is a hero. He has a two shot rifle as a weapon. When the terminator dies, he is revived on a 4+ the next turn.

9. Monster Squad: 4 monsters, 2 L and 2 M weapons
Monster:
Armour: 2d6
Skill: 1d6
Wounds:2
Mv. 4"

10. Droid squad:
1 minifig with pistol.
10 droids with pistol: Droids have Armour 3, but are a normal fig otherwise:
1 flying Minifig with rifle:
1 Droid on flying gun horse:
the Winged Geo-Nose-an and the STAP are not part of the squad, and move freely as such

11. Madeival squad:
3 minifigs with pistols:
3 minifigs with M weapons
1 minifig with S weapon.
1 Seige Bow:
Seige Bow:
Armour: 1d6
Use: 5
Damage; 2d6 Explosive
Unlimited Ammo
1 hero on horse with L weapon, shield and armour

12. Drop Pod with squad:
On the second turn, he Drop Pod will fall from the sky, wherever the contolling player wants.
Armour: 2d6
Mv: 0"
Damage points: 1
Automatic turret system has a skill of 1d6-1
Turret: two rifles
Inside are 5 figs:
1 hero with lazersword and crystal gun:
Lazersword: Use: 4
Damage 2d6
Crystal gun
Rng: 12"
Use: 4
Damage: 1d6 +3
The 4 other minifigs have officer stats, but lack the special rule:
3 have crystal gun and M weapon, one has 2 crystal guns


13. Giant Fleebnork:
Skill: 1d6
Armour: 4d6, 3d6 against flame/explosives.
Mv: 4"
Wounds: 4
The fleebnork has three CC atacks at:
Use: 5
Damage; 3d6

14. Wiite Bayou-nickle
Move: 10"
Skill: 1d6 +1
Armour: 2d6
Wounds: 3
Weapons:
Laser:
Use 4
Dmg: 2d6
Rng: 30"
3d6 damage CC weapon, Use of 5

15. Graen bayou-Nickle
Move: 10"
Skill: 1d6 +1
Armour: 2d6
Wounds: 3
6 shot mk. II missile launcher, Explosive, rng: 24"
a 2d6 damage CC weapon, Use: 5

16. Dimmie Tankhunter cavalry;
5 minifigs on a horse
TankHammer is a CC weapon, consisting of a Mk. III rocket tied to a stick, which is used as a warhammer to blow up tanks.
Use of 4
Damage:3d6 Explosion
The Fig that uses the hammer is auto hit by the explosion, but no-one else in the squad is.

17. SBD rocket squad:
SBD are minifigs, but with Armour 6. They have a move of 8 with their rocket packs.
2 are armed with rifles, 3 are armed with Mk.2 missile launchers, rng. of 12"

18. Squiggoth!
The Squiggoth has a rider, who has a M weapon.
The Squiggoth:
Mv. 6"
armour 3d6
wounds: 4
Skill: 1d6
The sqiggoth has a 2d6 bit attack, use of 5

19. Stormtrooper squad:
6 stormtroopers with pistols, 3 with rifles, and a Teknishan with pistol
Stormtroopers have armour of 5, not 4, but are otherwise Minifigs

20. Brown Exo-bots:
Exo-bots are minifigs in armour, so have a move of 4"
8 with rifles, one with a single shot mk. 3 launcher (rng 24") and a flamethrower.
Flamethrower:
Rng: 4 inches fingercone
Use: 2
Damage: 1d6 +2

21. Brown walker & Brown spider gun
Sentry walker: Armour 2d6
skill 1d6
Mv. 6"
2 structure points:
A laser:
Use: 4
Damage 2d6
Rng: 30"
2 Mk. 2 missiles, explosion, range 24"
Spider droid:
Armour of 1d6 +2
Skill 1d6
Move: 5"
weapon is laser (same as sentry walker)

22. HailFire tank:
Armour: 2d6
Move: 8"
Skill: 1d6
2 wounds
8 mk. 2 missiles, range of 24"

23. Aqua monster: The rider has a L weapon, and a single Mk. 2 missile, Rng. 24"
The Aqua monster: Is armed with a single M size wepon.
Armour: 2d6
Mv. 5"
Skill: 1d6
Wounds: 3

24. Sith Lords:
All three guys are heros, and have laserswords.

25. AAC-1 Tank: two pilots
Armed with 10 Mk. 2 missiles, range 24"
Two machine guns:
Str. 1d6+2
Use: 4
Rng: 12'
Shots: 2
The tank:
Armour: 3d6
Mv. 6"
Skill: 1d6
5 structure points.

26. White/blue Mech: (note that I took parts of the design from NatalyaAF's mechs.)
Armour: 2d6
Wounds: 2
Skill: 1d6+1
Mv. 10"
Weapons: 5 Mk. 3 missiles, rng. 24"
a lasersword, and a laser:
Laser:
Rng: 30"
Damage; 2d6
Use: 4

27. Dimmy Horse-drawn Cannon Cart
Their are two gunners, who are unarmed, and a horse.
Cart:
Armour: 1d6+2
Wounds: 2
Mv. 6"
Cannon:
Rng: 30"
Use: 5
Damage: 3d6 expl.

28. Clone squad: The walker is independant of the squad.
4 clones with rifles, one with 2 pistols. Clones have +1 armour
Two more clones in the walker, with pistols.
The walker:
Armour: 2d6
Wounds: 2
Mv. 6"
A rifle and two Mk. 2 missiles.

29. Legodovian infantry
5 rifles.
2 rifle and sheild
1 RPG
2 pistols and M weapons
1 heavy machine gun
Damage: 1d6+2
Rng: 18"
Use: 4
shots: 3
1 engineer with rifle
1 rotary cannon
Damage: 1d6+1
Rng. 12"
Use: 4
Shots; 2

30. Zombie Squad: Zombie Lincoln, in his 3rd battle! All Zombie will revive themselves on a 6 on the turn after they died.
Three minifigs with M weapon and shield:
Two with M weapon
Two with M weapon and pistol
1 horse
1 Hero with rifle and pistol.

32. AAT: Two battledroids, unarmed
Armour: 1d20
Move: 6"
Wounds: 6
Weapons:
Main Cannon:
Rng: 30"
Damage: 3d6 Explosion
Use: 5
Side guns:
Rng: 18"
Damage: 1d6+2
Use: 4
2 shots

33. Blood Angels MOD dreadnaught. One pilot, can't disembark, skill 1d6+1
Armour: 1d20
Move: 6"
Wounds: 4
Weapons:
Assault Cannon:
Damage: 1d6+3
Rng: 18"
Use: 4
Shots: 3
Powerfist:
Damage: d20
Use: 5

34. Speeder Bike: Flying Armoured Gun Horse, +2"
1 pilot.
2 Mk. III bombs (3d6 damage)

35. Tri-bots destroyers:
All 3 have same base stats:
Armour: 2d6
Move: 5"
Skill: 1d6
Wounds: 2
2 have grenade launchers:
Damage: 2d6 explosion
Rng: 12"
Use: 3
One has an autocannon:
Rng: 24"
Use: 4
Damage: 1d6+2
shots: 2

36. Silver Exo-Bots.
Exo-Bots are Minifigs in armour, with two S weapons each.
The Gold has 2 M weapons.

37. Legodovian BattleTank: Two Crew
Armour:3d6
Skill: 1d6
Move: 6"
Wounds: 4
Guns:
Damage: 2d6 esplosive
Rng: 30:
Use: 4
Two side guns:
Each are:
Damage: 1d6+2
Rng: 18"
Use: 4

38. Shuttles: Both shuttles are identical, and each may carry an additional 4 guys.
Armour: 2d6
Move: 12"
Wounds: 2
The pilots are officers, that replace the officer rule with Piloting.
Weapons: Each has two pistols and two rifles, the rifles may be removed and given to minifigd.

39. Dimmie-mobile: 4 crewman.
Armour: d20
Wounds: 4
Move: 8"
Skill; 1d6
Weapons: two guys onboard each have L weapons.
their is also a Mk. 2 grenade launcher at range: 24"
their are Two Mk. 2 missiles on front, and 4 cannons.
Cannons: Rng: 18:
Use: 4
damage: 2d6 Explosion

40. Dimmie Flyers:
Both Flyers are identical stats: Flying, armoured Gun horses.

41. Mutant Lizards: All three are identical:
Armour: 2d6
wounds: 2
Mv. 10"
Skill: 1d6
The lizards have a single M weapon each.

42. Lite-side heroes:
Three Heroes with laserswords

Mechsuit Heroes:
Both have the same base stats:
Armour: 2d6
Wounds:2
Move: 10"
Skill: 2d6
Weapons:
One has two powerfists (L weapon) and a Mk. III bomb strapped to his back.
The other has a Powerfist and a Pair of Rifles together.

Alright, The list is done! Massam, your move!
jifel




