B R I K W A R S The Tables (please see Main Rules Tome or Trooper's Handbook for Full Disclaimer) Table of Tables --------------- Table 1: Trooper Statistics Table 2: Troop-Portable Weapons Table 3: Trooper Equipment Table 4: Vehicle Chassis Specs Table 5: Vehicle Ker-Pow! Table Table 6: Vehicle Arms Table 7: Building Armor Value Ratings ========================================================================== Table 1: Trooper Statistics =========================== SPACETROOPERS (Standard SpaceMen, Women, etc. of the Civilizations) Piece Move" AV Skill Points Ratio ----- ----- ------- ----------- ------ ----- SpaceMan 5" 5 1d6 5 (troop) SpaceScout 12" 1d6 1d4 8 1 / 5 troops SpaceWoman 7" 1d4 1d6 (+2 CC) 6 (troop) CommOp 5" 5 1d6 5 (troop) Mechanik 5" 5 1d8 8 1 / Vehicle Medik 4" 6 1d6 7 1 / 10 troops Engineer 5" 5 1d6 6 1 / 3 SpaceMenials SpaceDroid 7" 1d6+2 1d10 8 1 / 5 troops SpaceDriver 5" 1d4 1d8 7 1 / Vehicle(troop) SpaceMenial 6" 1d3(10) 1d4(10) 4 (troop) Kamikaze 8" 1d4 1d6 5 1 / 4 troops SpaceNinja 10" 1d6 3d6+4 12 1 / 7 troops 1 Stupendous Feat / Turn SpaceHero 5" 1d10+4 1d10+2 12 1 / 7 troops ->Women 7" 1d4+4 1d10+2(+2CC) 11 1 / 7 troops 1 Stupendous Feat / Turn Champions 12" 2d10+1 1d10+4 23 1 / 12 troops ->Women 14" 1d10+4 1d10+4(+2CC) 19 1 / 12 troops 3 Stupendous Feats / Turn Green Things 3" 1d20-3 1d3 6 1 / 3 troops -> w/ host (host) (host) 1d3 SPACEPIRATES (The original alternative to SpaceMen) Piece Move" AV Skill Points Troop ----- ----- ------- ----------- ------ ----- Matey 6" 1d6 1d6+2(+2CC) 7 (troop) Monkey 7" 1d4 1d4 5 1 / 5 troops Parrot 12" 1d3 0 7 1 / 5 troops HelmsMan 6" 1d6 1d6 + 2 6 1 / Vehicle (troop) MateDroid 7" 1d6 1d10(+2CC) 8 1 / 7 troops Doc 6" 1d6 1d6+2 8 1 / 6 troops FirstMate 6" 1d10+1 1d10+2(+2CC) 13 2 / Cap’n 1 Stupendous Feat / Turn Cap'n 14" 2d10+1 1d10+4(+2CC) 21 1 / 10 troops 3 Stupendous Feats / Turn CIVILIZATION SOLDIERS (Soldier types specific to Civilizations) Piece Move" AV Skill Points Ratio ----- ----- ------- ----------- ------ ----- Johar (all regular troops are one point cheaper) SpaceManiak 20" 2d6+3 1d6+2 12 1 / 10 troops Setvia SpaceDroid 7" 1d6+2 1d10 6 troop WorkDroid 6" 1d3(10) 1d4(10) 3 troop Cybernetik 5" 5 1d8 10 1 / 5 robots & droids Mikon Commando 7" 5 1d8+2 10 1 / 5 troops Annri (all spacemen have -1 AV, and -1 skill for any post-medieval weapon, +1CC.) SpaceTinker 5" 4 1d6 7 1 / 5 troops Hotelie (Hotelie Medix cost 5 points and make medical rolls at +1.) Knight 8" 1d6+4 2d6 30 1 / 10 troops 1 Hospitable Feat / Turn Kraan Dark Lord 6" 1d6+4 2d6 40 (usually just one) additional d6's of Skill can be bought for 10 points each. 1 Humiliating Feat / Turn HeadHugger 6" 1d4 1d6 4 1 / 4 troops Rios (No special troops) Pantus Pants Lord 5" 2d6+2 1d6 10 1 / 10 Stones or Pants Crawling Stone 2" 2d10+10 0 3 (troop) Pair of Pants 4" 1d10+5 1d6 3 (troop) OTHER PEOPLE (Natives, aliens, and other innocent bystanders) Piece Move" AV Skill Points ----- ----- ------- ----------- ------ Normal Person 4" 1d3 1d3 2 Conehead 4" 1d3 1d6+1 3 Blockhead 4" 5 1d3 3 Enormous-Head No-Limb Person 3" 1d6+5 1d3 3 Large Stumpy 4" 1d6+2 1d6 3 Porous Giant 8" 1d3 1d3 3 Genetically Defective Person 3" 1d3-1 1d3-1 1 Normal Belligerant Person 4" 1d6 1d6 3 Abnormal Person 4" varies varies variable ========================================================================== Table 2: Troop-Portable Weapons =============================== Two- Usage Weapon Handed Pts. Range Rating MovePenalty Damage ------ ------ --- ----- ------ ----------- --------- Gyro Pistol 2 12" 2 0 1d6 Impact Pistol 3 10" 3 0 1d6 + 2 Assault Pistol 4 15" 4 0 1d10 Gyro Rifle 5 20" 3 0 1d6 + 3 Impact Rifle 6 18" 4 0 1d6 + 5 Assault Rifle X 8 25" 5 -1" 2d6 + 2 Death Gun X 10 30" 4 -2" 3d6 + 2 Grenade (E) 3 ** 3 0 1d10 + 3 Hefty Grenade (E) 5 ** 3 0 2d10 + 3 Time Bomb (E) 5 -- 1 0 2d10 + 3 Big Time Bomb (E) 7 -- 1 0 3d10 + 3 Energy Club (C) 3 3" 4 -1" 1d10 + 2 Energy Staff (C) 5 5" 4 -2" 1d10 + 3 Fist * (C) 0 -- 2 0 1d6 - 1 Club (C) 1 -- 2 0 1d6 - 1 Hatchet (C) 1 ** 2 0 1d6 Shortsword (C) 1 -- 3 0 1d6 Cutlass (C) 2 -- 2 0 1d6 Pickaxe (C) X 2 -- 3 0 1d6 + 1 Spear (C) X 2 ** 3 0 1d6 (M) max. 10 Battleaxe (C) X 3 -- 3 -1" 1d6 + 3 Halberd (C) X 4 -- 4 -2" 2d6 Lance (M) 3 -- 3 -1" max. 15 Iron Lance (M) 4 -- 4 -2" max. 20 Bow X 1 5" 2 0 1d6 - 1 Crossbow 2 8" 2 0 1d6 * -- Fists may only be used if the model has no other CC weapons. (C) -- Close Combat Weapon only. (M) -- Mounted weapon, for use while jousting. (E) -- Explosive weapon, does Explosion damage. ========================================================================== Table 3: Trooper Equipment ========================== Object Pts. Function ------ ---- ----------------------------------------- CB 0 Allows squads to communicate (1 required/squad) Hi-Pro Ammo 2 +1d4 damage to ranged weapons, +1 UR to weapon (green cylinder) ShootFar Ammo 2 +5" to ranged weapon, +1 UR to weapon (blue cylinder) Stabilizer Scope 2 -1 Usage Rating on any ranged weapon (red cylinder) Normal Shield 1 Adds 2 to armor value Large Shield 2 Adds 4 to armor value Energy Shield 3 Adds 1d4 to Armor Value (1/model) Body Armor 5 Adds 1d6 to Armor Value (-1" Move, 1/Model) Jet Pack 10 Movement x2" Waist Mount 4 Allows a SpaceMan to use a ranged weapon at no movement penalty, or a vehicle weapon at normal movement penalty. Magnetic Parachute 2 Cancels any falling damage. Brain Control Device 12 Allows a SpaceMan to control all Normal People (CB with a within 5". A Normal Person subject to more than switch on it) one Device at a time will suffer Head Explosion Syndrome. *Visored Helmet 5 Adds 1d6 to skill of trooper *Powered Epaulets 7 Adds +2 CC Bonus (1/Model) Subtracts 1" from any movement penalties. *Cape -1 Makes your model easier to hit (+ 1 to Skill of enemy shooting or in CC with the model) ========================================================================== Table 4: Vehicle Chassis Specs ============================== Vehicles are classified by the size of their chassis, or the base plate on which they built. This refers to the plate that the designer of the vehicle started to build with. The following chart classifies all of the most popular sizes of chassis: Weapon Class Size(area) Speed Mounts Armor Value ----- ---------- ----- ------ ----------- Ground -- 1 - One-Piece -- 16" - 1d10 + 4 2 - Small 30 14" - 2d10 + 4 3 - Medium 110 12" 2" 3d10 + 4 4 - Large 225 10" 4" 4d10 + 4 Flyers -- 1 - One-Piece -- 22" - 1d6 + 2 2 - Small 30 20" - 1d10 + 2 3 - Medium 90 18" - 2d10 + 2 4 - Large 200 16" - 3d10 + 2 * -- Mk 3 weapons are the biggest a Flyer can carry. Flyers can only have three weapons maximum. ========================================================================== Table 5: Vehicle Ker-Pow! Table =============================== _______________ Vehicle Ker-Pow! Table ________________________________ Roll Effect 1d20 + (Damage-AV) ----------------------------------------------------------------------- any time a 1 is rolled, regardless of bonus - In a flash of revelation as the weapons blast hits, the driver of the vehicle realizes that his destiny in life is to become a hero of great renown. --> The driver of the vehicle gets one Stupendous Feat per turn for the rest of the game. 3 - The engine is hit lightly and begins to smoke. --> The vehicle is at a -2 Skill to be hit by enemies. 4 - The driver spends some time ranting at how badly the other drivers on the battle field are driving. --> The vehicle continues in a straight line at max speed, for one turn. 5 - The driver gets a bruised elbow. --> -1 Skill modifier. 6 - The driver gets lost and has to ask directions. --> The vehicle cannot move or fire for one turn. A flyer maintains a holding pattern. 7 - The shot hits the weapons systems, and a weapon falls off. --> One weapon of defender's choice falls off. If it is explosive, roll to see if it goes off. 8 - The shot hits the weapons systems, and a weapon falls off. --> One weapon of the attacker's choice falls off. If it is explosive, roll to see if it goes off. 9 - The driver stops to heed nature's call. --> The vehicle may not move of fire for one turn, except to reach a tree within 6". A flyer finds a space to land as quickly as possible. The driver must then step out of the vehicle for one turn before getting back to business. 10 - The driver of the vehicle becomes so enraged that someone blasted the paint job of his vehicle that he swears a Personal Death Vendetta against the trooper or vehicle that hit him. --> The vehicle must do everything in its power to destroy the trooper or vehicle that made the shot. 11 - The steering wheel becomes disconnected. --> The vehicle moves at maximum speed for every turn following, and the players alternate steering (straight lines only). 12 - The back wheels (or treads, jets, thrusters) of the vehicle get shot off. --> The vehicle may only move at 1/2 rate. 13 - The stick shift gets stuck in reverse. --> The vehicle may only move backwards at 1/2 rate. A plane stalls and has one turn to attempt an emergency landing. 14 - The driver can no longer take the stress of combat, and finds solace in his bottle of Arsenic Vineyards '76. --> -1d6 to all Skill rolls. 15 - The motive systems (wheels, treads, etc.) fall off. --> Vehicle operates normally, except now it can't move. If it is a flyer, the pilot has enough time for an emergency landing if he can pull it off within the next turn. 16 - The engine shoots out of the vehicle. --> The vehicle can no longer move. Weapons fire is allowed. A flyer has one turn to attempt an emergency landing. 17 - A cunning enemy causes critical damage to the vehicle. --> All weapons on the vehicle are destroyed. 18 - The vehicle's crew is killed. --> All troopers in the vehicle are killed. The vehicle is still intact. Flyers continue moving at maximum velocity. 19 - The driver blows up. The vehicle flips over and crashes. If the vehicle has an open top, everyone inside is thrown clear as many inches as the vehicle's maximum velocity. If not, everyone inside is beaten into a homogenous liquid mass. --> The vehicle is useless until enough minifigs get together to turn it right-side-up again. A flyer does a nosedive into the spot immediately below it and explodes. * 20+ The engine blows up in a tremendous plume of fire. Everyone cheers at the beautiful sight. --> Vehicle explodes. * * Any vehicle explosion does Explosion Damage equal to the AV of the vehicle. It is possible, although unlikely, that the driver and/or some of the passengers might survive the blast and be tossed free of the wreckage. ========================================================================== Table 6: Vehicle Arms ===================== Vehicle weapons are described on the following table: Usage Damage Weapon Pts. Range Rating -Move Value Size ------ ---- ----- ------ ----- ----------- ---- Missiles -- Mk1 14 20" 2 -1" 1d10 + 1d6 4 Mk2 19 25" 3 -1" 1d10 + 2d6 6 Mk3 23 30" 4 -2" 2d10 + 1d6 10 Mk4 31 35" 4 -3" 3d10 + 1d6 13 Mk5 39 40" 5 -4" 4d10 + 1d6 16 Lasers -- Mk1 14 20" 2 -1" 1d10 + 4 1LasPiece (4) Mk2 20 20" 3 -1" 2d10 + 4 2LasPiece (6) Mk3 26 20" 4 -1" 3d10 + 4 3Laspiece (10) Ballistic -- Mk1 23 40" 4 -2" 1d20 6 Mk2 27 35" 5 -3" 1d20 + 1d6 12 Mk3 35 30" 5 -4" 2d20 18 Mk4 39 25" 5 -5" 2d20 + 1d6 24 Bombs -- Mk1 14 -- 4 -2" 2d10 1 Cylinder Mk2 20 -- 4 -3" 3d10 2 Cylinders ========================================================================== Table 7: Building Armor Value Ratings ===================================== ___________________ Building Armor Value Ratings ____________________ Rating Armor Value Equivalent to: Points (base size x) --------------------------------------------------------------------- I 1d10 Wooden shacks, huts 1 II 2d10 Synthesized plastic 2 III 3d10 Concrete and stone 4 IV 4d10 Goodcrete 8 V 5d10 Strongcrete 12 ---------------------------------------------------------------------