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Appendix T
The Tables
T.1 Movement, Action, and Combat
Impaired Movement Examples
4.1: Movement |
| Activity | Movement |
| Movement Conditions |
| Leaping across chasms | (no effect) |
| Easy climbs: stairs, ramps, or ladders |
| Difficult climbs: ropes, trees, or cliffs |
Half Speed |
| Swimming |
| Moving in mud or thick vegetation |
| Crawling or dragging along the ground |
| Hopping or hobbling on one leg |
| Minor Activities |
| Sneezing |
(no effect) |
| Talking, delivering pithy one-liners |
| Operating a latch, lever, button, or door |
Operating a computer or Vehicle Controls |
Stopped |
| Stopping to Aim an attack |
| Dying |
Stopped ( dead) |
| Using Equipment |
| Drawing or holstering a weapon | (no effect) |
Attacking a target with a weapon |
| Picking up or dropping items |
| Carrying or dragging a heavy item |
Half Speed |
| Swimming with a heavy item |
Stopped (drowning) |
| Wearing Armor |
Putting on Body Armor |
Stopped |
| Taking off Body Armor | (no effect) |
| Walking in Light Armor |
| Walking in Heavy Armor |
Half Speed |
| Swimming in Body Armor |
Stopped (drowning) |
| Disruption |
| Knocked over by a Shove, Explosion, or Collision |
Disrupted |
Bailing out of the way |
| Recovering after being Disrupted |
Half Speed (1 turn) |
Impaired Movement Examples
4.1: Movement |
| Activity | Movement |
| Movement Conditions |
| Leaping across chasms | (no effect) |
| Easy climbs: stairs, ramps, or ladders |
| Difficult climbs: ropes, trees, or cliffs |
Half Speed |
| Swimming |
| Moving in mud or thick vegetation |
| Crawling or dragging along the ground |
| Hopping or hobbling on one leg |
| Minor Activities |
| Sneezing |
(no effect) |
| Talking, delivering pithy one-liners |
| Operating a latch, lever, button, or door |
Operating a computer or Vehicle Controls |
Stopped |
| Stopping to Aim an attack |
| Dying |
Stopped ( dead) |
|
| Activity | Movement |
| Using Equipment |
| Drawing or holstering a weapon | (no effect) |
Attacking a target with a weapon |
| Picking up or dropping items |
| Carrying or dragging a heavy item |
Half Speed |
| Swimming with a heavy item |
Stopped (drowning) |
| Wearing Armor |
Putting on Body Armor |
Stopped |
| Taking off Body Armor | (no effect) |
| Walking in Light Armor |
| Walking in Heavy Armor |
Half Speed |
| Swimming in Body Armor |
Stopped (drowning) |
| Disruption |
| Knocked over by a Shove, Explosion, or Collision |
Disrupted |
Bailing out of the way |
| Recovering after being Disrupted |
Half Speed (1 turn) |
|
|
Activities marked with a

cost the minifig's Action for the turn.
Use Ratings
4.2: Action |
| Use: | Difficulty | Weapon Example | Action Examples |
| - |
trivial (no roll required) |
Bare Hands |
taking off pants; stacking bricks |
| 2 |
easy: almost always succeeds |
shortsword |
jumping to grab a rope; hacking a U.S. election machine |
| 3 |
normal: might take more than one try |
spear |
kicking open a regular locked door; mixing complex drinks |
| 4 |
tricky: even odds of success |
halberd |
rock-climbing a brick wall; reassembling an unfamiliar rifle |
| 5 |
difficult |
battering ram |
disarming a bomb; winning at Vegas |
| 6 |
very difficult |
catapult |
walking a tightrope; performing minor surgery |
| 8 |
heroic |
wrecking ball |
Olympic-level gymnastics; catching a crossbow bolt in flight |
| 10 |
legendary |
deck artillery |
hacking into a military satellite; dodging concentrated machine-gun fire |
| 12 |
godlike |
orbital laser |
injuring a Human; performing a judo throw on a T-rex |
Combat and Action Modifiers
5.1: Making Attacks |
| Condition | Effect |
| Target Size Modifiers |
| Large target |
+1 to Action Roll per 2" of target
Size
+1 to area effect Damage types* per 2" of affected
Size |
2x4 brick / minifig target, fully visible |
(no modifiers) |
2x2 brick / minifig target, two sections visible |
-1 to Action Roll
-1 to area effect Damage types* |
1x1 brick or equipment item /
minifig target, one section visible |
-2 to Action Roll
-2 to area effect Damage types* |
| * Explosion Damage, Arc Fire Damage, Field Exposure Damage, and other Damage over an area |
| Combined Attacks |
| Combined Ranged attacks |
Combined Damage |
Combined Close Combat maneuvers
(maximum of 3 on a single minifig) |
Combined Damage and effects
-1 to Action Rolls for any outnumbered minifigs in Close Combat |
| Combined Charge attacks |
Combined Damage and Knockback |
| Other Modifiers |
| Height advantage |
+1" Range per +1" altitude
(maximum +5") |
| Out of Range |
-1 to Action Roll, Damage Roll, and secondary Damage effects |
| Firing Blind | -5 to Action Roll |
Something Bad
7.2: Taking Damage |
| Something Bad | Effect |
| Disarmed! |
Target drops one held item |
| Dismembered! |
Target loses one limb or device |
| Struck to the Ground! |
Target is Disrupted |
| Stunned! |
Target is Half-Minded (Incompetent)
for one turn |
| System Offline! |
Target is unresponsive and Out of Control for one turn |
| Cosmetic Damage! |
Player busts a 1" chunk of bricks off of the target |
| Mortally Wounded! |
Target suffers effect at the end of the turn
as if the Damage Roll had been successful |
| Unexpected Twist! |
Player comes up with something
simple, immediate, and unfortunate |
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T.2 Weapons, Equipment, and Hazards
Minifig Weapons and Equipment
Chapter 3: Minifig Weapons |
| Item |

Use / Hands |
 Range |
 Damage |
Close Combat Weapons
3.1: Close Combat Weapons |

Hand Weapon (S) |
2

|
CC |
 |

Heavy Weapon (M) |
3
/
|
+2 |
1"
KnockBack to minifigs (no Disruption)
:
Armor Piercing |

Two-Handed Weapon (L) |
4

|
CC |
2× |
can't be thrown
1"
KnockBack to minifigs |
Ranged Weapons
3.2: Ranged Weapons
8.1: Weapon Size |

Short-Ranged Weapon (S) |
3
/
|
6" |
 |

Long-Ranged Weapon (M) |
3

|
10" |
+1 |
| AutoGun (M) |
8" |
| may require Reload |
| ShotGun (M)
|
3

|
6" |
+1 - (distance) |
1 Firing Arc, no Auto Penalty
1"
KnockBack to minifigs or smaller (no Disruption)
|
| FlameGun (M)
|
2

|
5" |
+1
Fire |
| Bazooka (M)
|
4

|
6" |
(determined by Ammo) |
max Ammo
XSize of 1
each shot requires Reload |
| RailGun (M)
|
4

|
8" |
(determined
by Payload) |
max Payload
Size of 1"
max Payload
XSize of 2 |

Explosive (S) |
2

|
CC or 3" |
Exp |
affects all targets within 2"
1"
KnockBack |
Bodily Protection
3.3: Bodily Protection |

Light Shield (S) |
2

|
CC |
Parry |

Heavy Shield (M) |
3

|
| provides cover |

Light Armor |
|
Armor +2 |
| wearer can't swim |

Heavy Armor |
|
Deflection |
Half Speed
wearer can't swim |
Desperate Measures
3.4: Desperate Measures |

Bare Hands |
0
/
|
CC |
Shove or Grab only |
| Automatic Hit unless Parried |

Minifig Tool |
3
/
|
|
-1 |

Random Object |
4
/
|
-2 |

Thrown Object |
* |
3" |
* |
| *
use object's Close Combat stats |
Wands and Staves
D.3: SuperNatural Effects |
| Wand (S) |
2

|
CC / 6" |
** |
| Staff (M) |
3

|
CC / 10" |
**
extends the reach of SuperNatural Effects
by touch, melee attack, or ranged attack |
Field Hazards
Chapter F: Field Hazards |
| Hazard | Dice Options | Notes |
| Smoke |
- |
100% visual cover |
| Exposure Damage |

Damage

Fire
|
Target Size modifiers affect Damage |
| Difficult Terrain |
"
Move |
Spiked Obstacles may cause Damage instead of affecting Movement |
| Concealed Hazard |

Damage

Fire

Exp
"
Move
|
Target rolls Action vs. inches moved to avoid Concealed Hazard
Target Size modifiers affect difficulty
|
| Energy Shield |
Any die of
Deflection |
Deflection dice protect against same Damage die type |
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T.3 Creations
Half Minds
10.1: Minds |
| Impairment | Usefulness | Notes |
| Incompetent |
impaired by Stupidity |
Action  |
| Programmed |
while executing program |
can be reprogrammed |
| Submissive |
when directed by a master |
accepts new masters when free |
| Subjugated |
while restrained by a master |
never controlled by oppressor when free |
Natural Appendages
10.1: Minds |
| Appendage | Motor Skills |
Natural Attacks |
Hands
 |
can carry, throw, and operate items |
no natural attacks
can Grab or Shove |
| Teeth and Claws |
can carry or drag items
Action in Close Combat |
equivalent to one Melee Weapon up to Creature Size
may automatically Grab on successful hit, if appropriate |
| Horns and Hooves |
can push items |
equivalent to one Melee Weapon up to Creature Size
may be used as a Charging Weapon, if appropriate
may automatically Shove on successful hit, if appropriate |
Effects of Amputation
10.2: The Medik |
| Limbs | Effects |
| Legs/Wings |
| One leg/wing lost |
-1" Move each |
| Legs reduced by half |
 Half Speed
cumulative with other Move penalties |
Wings reduced by half
or all legs lost |
Move reduced to 0"
may use Action to drag self the length of remaining arms |
| Arms |
| Reduced to one arm |
may not use two-handed equipment |
| All arms lost |
may not hold items or use devices requiring Hands |
| Heads |
| One head lost |
-1 Action |
| All heads lost |
Death |
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T.4 Minifigs, Animals, and Monsters
except where noted, all minifig Specialists have  Action:  ,  Move: 5", and  Armor: 4, and are worth  1Ű.
* a CAP marked with an asterisk is required equipment for the Specialist.
** a Rider or Pilot is counted as part of his Horse or Vehicle, with no Unit Inch value of his own.
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T.5 Campaigns
Unit Inch Values
12.1: Military Development |
| Unit or Item |
 Value |
Notes |
| Non-Combatants |
Non-combatant minifigs,
Creatures, and Vehicles |
None |
controlled in Civilian Round
or by Mob Rule |
Buildings, scenery,
and Field Hazards |
(Chapter F: Field Hazards) |
| Units and Equipment |
Weapons, devices, equipment, and emplacements |
None | |
Minifig or Specialist |
1Ü* |
* with some exceptions
(Chapter S: Minifig Specialists) |
Hero or Great Leader |
2Ü |
Creature or Vehicle |
×
Ü |
includes one minifig operator, if needed |
| Unique Powers |
| Heroic Feat |
+1Ü |
|
SuperNatural Dice |
+½Ü
per
 |
(D.2: SuperNatural Dice) |
+1Ü
per
or  |
+2Ü
per
or  |
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T.6 SuperNatural Dice
SuperNatural Objects and Items
D.3: SuperNatural Effects |
| Created Objects |
| Object |
 Use |
 Range |
 Damage |
Notes |
| Created Object |
(Number of
SN Dice) |
0"/CC |
0 |
/
/
/

Size limited to number of SN Dice used |
| Summoned Items |
| Short Item (S) |
Determined by item |
SN cost: 2 |
| Medium Item (M) |
SN cost: 3 |
| Long Item (L) |
SN cost: 4 |
| Ranged Item |
+1 to SN cost |
SuperNatural Effect Aspects
D.4: SuperNatural Aspects |
| Aspect | Effects | Die-Specific Bonus Effects |
 Range |
+/- inches of Range to Effect or weapon |

optional +1 Firing Arc

bypasses obstacles
|
 Movement |
+/- inches of non-Flight Move
+ ½ inches or - inches of Flight Move
move small objects directly
apply inches of Thrust to any object |

ignores Flight penalty

bypasses obstacles
|
 Damage |
+/- Damage to Effect or weapon |

Fire Damage

Blast Damage, +1 Firing Arc

Explosion Damage

ignores Deflection
|
 Armor |
+/- Armor to object
+/- Deflection vs. same die type or smaller |

+/- one Weight class
(max 5, min ½) |
 Action |
+/- Bonus or Penalty to one Action or Specialty Roll
+/- Blessing or Curse on same die size or smaller
+ Action die or Specialty die
- Action or Specialty of same die size or smaller |
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