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 |
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. |