Appendix T
The Tables



T.1 Movement, Action, and Combat

Impaired Movement Examples
4.1: Movement
ActivityMovement
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
Action die Operating a computer or Vehicle Controls Stopped
Stopping to Aim an attack
Dying Stopped
(Dead dead)
Using Equipment
Drawing or holstering a weapon(no effect)
Action die 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
Action die 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
Action die Bailing out of the way
Recovering after being Disrupted Half Speed
(1 turn)
Impaired Movement Examples
4.1: Movement
ActivityMovement
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
Action die Operating a computer or Vehicle Controls Stopped
Stopping to Aim an attack
Dying Stopped
(Dead dead)
ActivityMovement
Using Equipment
Drawing or holstering a weapon(no effect)
Action die 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
Action die 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
Action die Bailing out of the way
Recovering after being Disrupted Half Speed
(1 turn)
Activities marked with a Action die cost the minifig's Action for the turn.

Use Ratings
4.2: Action
Use:Diffi­cultyWeapon ExampleAction 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
ConditionEffect
Target Size Modifiers
Large target

+1 to Action Roll per 2" of target SizeSize

+1 to area effect Damage types*
per 2" of affected SizeSize

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 BadEffect
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


T.2 Weapons, Equipment, and Hazards

Minifig Weapons and Equipment
Chapter 3: Minifig Weapons
Item one-handed
Hands
Use
Use
Range
Range
Damage
Damage
Notes

Close Combat Weapons

3.1: Close Combat Weapons

Hand Weapon (S) a saber one-handed 2 CC Action die Action die  
Heavy Weapon (M) a greatsword one-handed/two-handed 3 Action die Action die +2

Move1" Knock­Back to minifigs
(no Dis­ruption)

two-handed: Armor Piercing

Two-Handed Weapon (L) a pike two-handed 4 2 Action dieAction dice

can't be thrown

Move1" Knock­Back to minifigs

Ranged Weapons

3.2: Ranged Weapons

8.1: Weapon Size

Short-Ranged Weapon (S) a bow and arrow one-handed/two-handed 3 6" d6  
Long-Ranged Weapon (M) a rifle Two-Handed 10" Damage d6+1
Auto­Gun (M)   8" may require Reload
Shot­Gun (M) 6" Damage d8+1 - (dist­ance)

1 Firing Arc, no Auto Penalty

Move1" Knock­Back to mini­figs or smaller
(no Dis­ruption)

Flame­Gun (M) 2 5" Damage d4+1 Fire  
Bazooka (M) 4 6" (deter­mined
by Ammo)

max Ammo Explosive SizeXSize of 1

each shot re­quires Reload

Rail­Gun (M) 8" (deter­mined
by Pay­load)

max Pay­load SizeSize of 1"

max Pay­load Explosive SizeXSize of 2

Explosive (S) dynamite one-handed 2 CC or 3" d10 Exp

affects all targets within 2"

Move1" Knock­Back

Bodily Protection

3.3: Bodily Protection

Light Shield (S) a Rayho shield one-handed 2 CC Shielded Deflect­ing Parry  
Heavy Shield (M) a teardrop shield 3 provides cover
Light Armor plate mail   Shielded Armor +2 wearer can't swim
Heavy Armor space armor ShieldedDeflec­tion

MoveHalf Speed

wearer can't swim

Desperate Measures

3.4: Desperate Measures

Bare Hands a dismembered arm one-handed/two-handed 0 CC Shove or Grab only Auto­matic Hit unless Parried
Minifig Tool a frying pan 3 Action die Action die -1  
Random Object a one by four 4 Action die Action die -2
Thrown Object a spear * 3" * * use object's Close Combat stats

Wands and Staves

D.3: SuperNatural Effects

Wand (S)   one-handed 2 CC / 6" - extends the reach of Super­Natural Effects
by touch, melee attack, or ranged attack
Staff (M) two-handed 3 CC / 10"
Minifig Weapons and Equipment
Chapter 3: Minifig Weapons
Item Use one-handed
Use /
Hands
Range
Range
Damage
Dam­age

Close Combat Weapons

3.1: Close Combat Weapons

a saber
Hand Weapon (S)

2

one-handed

CC Action die
a greatsword
Heavy Weapon (M)

3

one-handed/two-handed

Action die+2
Move1" KnockBack to minifigs (no Disruption)
two-handed: Armor Piercing
a pike
Two-Handed Weapon (L)

4

two-handed

CC Action die
can't be thrown
Move1" KnockBack to minifigs

Ranged Weapons

3.2: Ranged Weapons

8.1: Weapon Size

a bow and arrow
Short-Ranged Weapon (S)

3

one-handed/two-handed

6" d6
a rifle
Long-Ranged Weapon (M)

3

two-handed

10" d6+1
Auto­Gun (M) 8"
may require Reload
Shot­Gun (M)

3

two-handed

6" Damage d8+1 - (dist­ance)

1 Firing Arc, no Auto Penalty

Move1" Knock­Back to mini­figs or smaller
(no Dis­ruption)

Flame­Gun (M)

2

two-handed

5" Damage d4+1 Fire
Bazooka (M)

4

two-handed

6" (deter­mined
by Ammo)

max Ammo Explosive SizeXSize of 1

each shot re­quires Reload

Rail­Gun (M)

4

two-handed

8" (deter­mined
by Pay­load)

max Pay­load SizeSize of 1"

max Pay­load Explosive SizeXSize of 2

dynamite
Explosive (S)

2

one-handed

CC or 3" d10 Exp
affects all targets within 2"
Move1" Knock­Back

Bodily Protection

3.3: Bodily Protection

a Rayho shield
Light Shield (S)

2

one-handed

CC Shielded Parry
a teardrop shield
Heavy Shield (M)

3

one-handed

provides cover
plate mail
Light Armor
  Shielded Armor +2
wearer can't swim
space armor
Heavy Armor
  ShieldedDeflec­tion
MoveHalf Speed
wearer can't swim

Desperate Measures

3.4: Desperate Measures

a dismembered arm
Bare Hands

0

one-handed/two-handed

CC Shove or
Grab only
Auto­matic Hit unless Parried
a frying pan
Minifig Tool

3

one-handed/two-handed

  Action die -1
a one by four
Random Object

4

one-handed/two-handed

Action die -2
a spear
Thrown Object
* 3" *
* use object's Close Combat stats

Wands and Staves

D.3: SuperNatural Effects

Wand (S)

2

one-handed

CC / 6" **
Staff (M)

3

two-handed

CC / 10"
** extends the reach of
Super­Natural Effects
by touch, melee attack,
or ranged attack

Weapons and Devices
8.1: Weapon Size
Item Use
Use
Range
Range
Damage
Damage or Effect
Notes
A weapon's stats are based on its Weapon Size Weapon Size, measured in inches.

Close Combat Weapons

8.2: Basic Weapons

Melee Weapon Weapon Size+1 CC Weapon Size×Action dieAction die  
Melee Shield Weapon Size×2 Weapon Size×ArmorDeflec­tion on Parry

Parry or Shove only

can provide cover

Ranged Weapons

8.2: Basic Weapons

8.3: Automatic Weapons

Gun Weapon Size+2 Weapon Size×4"+2" Weapon Size×Damage d6  
Machine­Gun Weapon Size×3"+2" may require Reload
Blast­Gun Weapon Size+1 Weapon Size×2"+2" (Weapon Size×Damage d8) - (dis­tance)

1 Firing Arc

No Auto Penalty

Flame­Thrower Weapon Size×Damage d4 Fire  

Explosive Weapons

8.4: Heavy Explosives

An Explosive's stats are based on its Explosive Size Explosive Size, measured in construction elements.
Explo­sive * Explosive Size×Damage d10 Exp * ranged stats of
Laun­cher or Cannon, if any
Rocket Explosive Size×2 Explosive Size×6"  
Cannon Weapon Size+3 Weapon Size×4" (deter­mined by Ammo)

each shot requires Reload

max Ammo Explosive Size of Weapon Size

Laun­cher Weapon Size×2 Weapon Size×6" (deter­mined by Pay­load)

max Pay­load Explosive Size of ½Weapon Size

max Pay­load Explosive Size of Weapon Size

Armor

8.2: Basic Weapons

Armor Plating   ArmorDeflec­tion over area

Half Speed

No alter­nate Move­ment


Explosive Variants
8.4: Explosive Variants
Type Die
Replace­ment
Effect
Alternate Damage Dice
Incen­diary d4
Fire
Fire Damage
Armor
Pier­cing
d6
Pier­cing
Cancels one layer of Deflec­tion
Con­cussion d6
Knock­back
1d6" Knock­back,
opp­osed by POP
Explos­ive d10
Exp
1" Knock­Back
Phased d12
Phased
(cost: 2 dice)
Damage d12s are not
aff­ected by Deflec­tion

Field Hazards

Chapter F: Field Hazards

Field
Hazard
Any Hazard Die

4" Explosive Size per
Smoke

2" Explosive Size per
Expo­sure Damage die

3" Explosive Size per
other Hazard die

Explosive Size shrinks 1" per turn


Field Hazards
Chapter F: Field Hazards
HazardDice OptionsNotes
Smoke - 100% visual cover
Exposure Damage

Damage d6
Damage

Damage d4
Fire

Target Size modifiers affect Damage
Difficult Terrain Move d6"
Move
Spiked Obstacles may cause Damage
instead of affecting Movement
Concealed Hazard

Damage d6
Damage

Damage d4
Fire

Damage d10
Exp

Move d6"
Move

Target rolls Action vs. inches moved
to avoid Concealed Hazard

Target Size modifiers affect difficulty

Energy Shield Any die of
ArmorDeflection
Deflection dice protect against same Damage die type


T.3 Creations

Size Enhancements
MC.1: Making MOCkeries
StatBaseEnhancement MaximumImpairment
Armor
Armor
Chapter Seven: Ch. 7:
Struc­tures
Armor
1Armor d6
Armor
+1Armor d10
(removes Armor d6)
Armor
3Armor d10
-Armor
0
Armor
Deflec­tion
Armor
1 × Deflec­tion
Power
Power
Chapter Eight: Ch. 8:
Wea­pons
Power
Size × 2
Power
+ Size
Power
Size × 4
-Power
Half
Power
Move
Move
Chapter Nine: Ch. 9:
Vehi­cles
Move
0"
Move
+5"
Move
10"
(with­out Flight)
-Move
Half
Speed
Move
Flight
Move
15"
(with Flight)
Action
Action
Chapter Ten: Ch. 10:
Crea­tures
Action d6
Mind
Action
+1 die size
Action d12
Mind
-Action
Half-
Minded
+1 Action d6 Mind
Unit Inches
Value
MC.4:
Unit Inches
Unit Inches
(Units)
Size
Unit Inches
Ü
Unit Inches
minimum ¼Ü
-Unit Inches
+1Ü
Unit Inches
(Struc­tures)
0

Default Enhancements
MC.1: Making MOCkeries
Crea­tion Size
1"
Size
2"
Size
3"
Size
4"
Size
5"+
Struc­tures Armor
1Armor d10
Armor
2Armor d10
Armor
3Armor d10
Units Move
5"
Move
10"

Armor
1Armor d10

Move
10"

Armor
2Armor d10

Move
10"

Armor
3Armor d10

Move
10"

Flying Units Move
5" Flight
Move
10" Flight
Move
15" Flight

Armor
1Armor d10

Move
15" Flight

Armor
2Armor d10

Move
15" Flight

-Power
Half Power
(pays for Flight)

Half Minds
10.1: Minds
Impair­mentUseful­nessNotes
Incom­petent im­paired by Stu­pidity Action Action d4
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
Appen­dageMotor Skills Natural Attacks
Hands two-handed

can carry, throw,
and operate items

no natural attacks

can Grab or Shove

Teeth and Claws

can carry or drag items

Action Action d8 in Close Combat

equivalent to one Melee Weapon
up to Creature SizeSize

may automatically Grab
on successful hit, if appropriate

Horns and Hooves

can push items

equivalent to one Melee Weapon
up to Creature SizeSize

may be used as a Charging Weapon,
if appropriate

may automatically Shove
on successful hit, if appropriate


Effects of Amputation
10.2: The Medik
LimbsEffects
Legs/Wings
One leg/wing lost -1" MoveMove each
Legs reduced by half Move

Half Speed

cumulative with
other Move penalties

Wings reduced by half
or all legs lost

MoveMove reduced to 0"

may use Action to drag self
the length of remaining arms

Arms
Reduced to one arm One-Handed may not use
two-handed equipment
All arms lost may not hold items
or use devices requiring Hands
Heads
One head lost -1 ActionAction
All heads lost DeathDeath



T.4 Minifigs, Animals, and Monsters

Minifig Specialists
S.1: Specialist Roles
Minifig Specialists
S.1: Specialist Roles
Job TitleStatsSpecial­ties CAP
Civilians
The Civilian

Action
Action:d4

Unit Inches
0

Civil­ized a chicken leg
The Profess­ional

Civil­ized

Job
Training

Action:d6

a plunger
Infantry
The Minifig   random axe of violence
The Worker

Action
Action:d4

Unit Inches
½Ű

Job
Training

Action:d6
a pickaxe
The Cannon
Fodder

Armor
0

Unit Inches
½Ű

Irrel­evant mook weapons
The Skir­misher

Move
7"

Armor
3

Harass­ment a knife*
The Scout

Path­finding

Tracking
Action:d8

a pair of binoculars*
The Phalanx

Shield Wall

March

a scutum*
The Marks­man Aiming
Action:d8
a musket*
The Sniper Action
Action:d4
Sniping a sniper rifle*
The Heavy

Move
4"

Armor
5

Compen­sating a ridiculous sword*
Operators
The Rider Unit Inches
**
Horse­man­ship a Horse*
The Pilot Stunt
Driving

Action:d8
a wheel*
The Gunner Gunnery
Action:d8
a cannon*
Support
The Tek Assist­ance a Medik*
The Mech­anik Mech­anikal
Apti­tude

Action:d8
a wrench*
The Engi­neer Rational­ism
Action:d8
life-giving coffee*
The Medik Ker-Triage
Action:d8
a syringe*
The Cyber­netik Mad Science
Action:d6
mad science*
Elite Units
The Comm­ando Field Train­ing a monkey wrench
The Hero

Action
Action:d10

Move
7"

Armor
2Armor d6

Unit Inches
2Ű

Heroic Ego

Duel­ing

a fabulous cape
Command Units
The Officer Action
Action:d4
Coord­ination
Action:d8
braided epaulets
The Leader Inspir­ation
Action:d6
an electric guitar*
The Comm­ander Strategic
Inter­vention
a radio*
The Great
Leader

Action Action:d4

Unit Inches
2Ű

Megalo­mania a shining golden crown
Job TitleStatsSpecial­ties CAP
Support
The Tek Assist­ance a Medik*
The Mech­anik Mech­anikal Apti­tude Action:d8 a wrench*
The Engi­neer Rational­ism Action:d8 life-giving coffee*
The Medik Ker-Triage Action:d8 a syringe*
The Cyber­netik Mad Science Action:d6 mad science*
Elite Units
The Comm­ando Field Training a monkey wrench
The Hero

Action Action:d10

Move 7"

Armor 2Armor d6

Unit Inches 2Ű

Heroic Ego

Duel­ing

a fabulous cape
Command Units
The Officer Action Action:d4 Coord­ination Action:d8 braided epaulets
The Leader Inspir­ation Action:d6 an electric guitar*
The Comm­ander Strategic Inter­vention a radio*
The Great Leader

Action Action:d4

Unit Inches 2Ű

Megalo­mania a shining golden crown
except where noted, all minifig Specialists have ActionAction: Action:d6, MoveMove: 5", and ArmorArmor: 4, and are worth Unit Inches1Ű.

* 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.

Animals
10.3: Dangerous Beasts
Animals
10.3: Dangerous Beasts
Crea­ture Size
Size
Action
Action
Move
Move
Armor
Armor
Attack
Size 0": Vermin Size 0": Vermin
Vermin 0" Action d4
Incom­petent
4" Spider­ing 0 Tiny Bite or Tiny Spit
Flying Vermin 4" Flying
Venom­ous Vermin 4" Spider­ing Tiny Sting
Size 1": Minifigs and Their Peers Size 1": Minifigs and Their Peers
Minifig 1" Action d6 5" 4 Hands:
two-handed
Pig none
Dog / Wolf Bite
Monkey 5" Spider­ing Hands:
first handsecond hand
third handfourth hand
Moun­tain Goat Ram
Octo­pus 5" Swim­ming Claw
Sting­ray Sting
Size 2": Horses and Other Steeds Size 2": Horses and Other Steeds
Cow 2" Action d6 5" 4 Ram
Bear Bite, Claw
Panther 10"
Veloci­raptor Bite
Horse Kick
Ostrich
Camel Kick,
Tiny Spit
Unicorn Kick, Ram
Hippo­griff 10" Flying Bite, Claw
Pteran­odon Bite
Croco­dile 5" Ground /
Swim­ming
Armor d10
Shark 5" Swim­ming
Dolphin 10" Swim­ming 4 Ram
Sawfish Claw
(face­blade)
Size 3"+: Great Beasts Size 3"+: Great Beasts
Rhino­ceros 3" Action d6 10" Armor d10 Ram
Hippo 5" Ground /
Swim­ming
Big Bite
Great White Shark 10" Swim­ming
Eleph­ant 4" 10" Ram
Mam­moth Big Ram
Tricera­tops varies 10"
Half Speed
Armor d10
Deflec­tion
(head)
Ram
Stego­saurus Armor d10
Deflec­tion
Big Club
(tail)
T-Rex 10" Armor d10 Big Bite

Natural Attacks
10.3: Dangerous Beasts
Attack Use
Use
Range
Range
Damage
Damage
Notes
Tiny Attacks
Tiny Bite 1 CC 1  
Tiny Spit 5"
Tiny Sting CC Damage d4-2 Poison
Attacks
Bite /
Claw
2 CC Action Die Action Die

may Grab on hit

Action Action d8 in Close Combat

Kick /
Club

may Shove on hit

Ram

may Shove on hit

may use as Charging Weapon

Sting Damage d4 Poison  
Big Attacks
Big Bite /
Big Claw
3 CC Action Die Action Die

may Grab on hit

Action Action d8 in Close Combat

Big Kick /
Big Club

may Shove on hit

Big Ram

may Shove on hit

may use as Charging Weapon


Monsters
10.4: Monsters
Monsters
10.4: Monsters
Crea­ture Size
Size
Action
Action
Move
Move
Armor
Armor
Attack
Corrupted Minifigs Corrupted Minifigs
Dimmy 1" Action d4
Incom­petent
5" 4

Dimmy Bite

Hands:
two-handed

Jaw-Jaw Armor d4 Regen­erating

Suck

Hands:
two-handed

Blok­Bot Action d6 1 Mod­ular

Ram

Recon­struct

Fur­fig 4

Natural Attack

Hands:
two-handed

Figures of Unusual Size Figures of Unusual Size

Munch­fig

Size 0"

0" Action d4
Incom­petent
4" Spider­ing 0 Edible Tiny Bite

Bas-
tard­fig

Size 1.5"

1.5" Action d6 5" 4 Hands:
two-handed

Big­fig

Size 2"

2" Action d8

Brute­fig

Size 3"

3" Action d6
Stupid­ity
4" 2Armor d10
Deflec­tion

Giant

Size 4"+

4"+ Action d8 10" 1Armor d10
Monstrosities Monstrosities
Dra­gon unknown unknown
Brik­Thulhu varies Action d6 N/A Ensan­ity


T.5 Campaigns

Strategic Action Costs
C.2: Glory and Sacrifice
Strategic ActionCostAmountLimit
Increasing the Alert level
+1In­crease the Faction
Alert Alert
level by one
Sacrifice Sacrifice current
Alert Alert
level
once
each time
taking the Offensive

Engaging in Combat

Chapter Thirteen:
Assaults and Escapades

Intro­duce
a new Hero in an Escapade
Unit Inches Budget 2Ü none
Re­intro­duce a
defeated
Hero in an Escapade
1Ü
Send
attack­ing
units on an Assault or Heroic Escapade
Glory Glory Size Size
inches of
largest
unit sent
current
Alert Alert
level
Send
defend­ing
units to defend against an Assault or Heroic Escapade
Sacrifice Sacrifice
Deploy
a Battlefield's garri­soned
units

Free

maximum garrisoned unit Size Sizes
equal to the Battlefield's
Fortification Fortification level

Developing Battlefields

Chapter Eleven:
Battlefields

Intro­duce
a new
Battle­field
Glory Glory number of
Battle­fields
the Faction already controls
current
Alert Alert
level
+1Add a level of Production
Pro­duction to a Battlefield
Battle­field's
new Production
Pro­duction
level
+1Add a level of Fortification
Forti­fication to a Battlefield
Sacrifice Sacrifice Battle­field's
new Fortification
Forti­fication
level

Army Maintenance

12.1: Military Development

Add a unit to the Army Unit Inches Budget Unit Inches value
of unit added
final
Unit Inches value
of unit
cannot
exceed
current
Alert Alert
level
Up­grade
a unit in the Army
amount of
Unit Inches value
increase
to unit
Re­pair
a unit in the Army
Unit Inches value of
Eff­ective
Size inches
repaired
Downgrading, disbanding, or giving away Army units Dis­miss
units
Free

Unit Inch Values
12.1: Military Development
Unit or Item Unit Inches
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
Size × Ü includes one minifig
operator,
if needed
Unique Powers
Heroic Feat +1Ü  
Super­Natural
Dice
Ü per
SuperNatural d4
(D.2:
Super­Natural
Dice
)
+1Ü per
SuperNatural d6 or SuperNatural d8
+2Ü per
SuperNatural d10 or SuperNatural d12



T.6 SuperNatural Dice

Diemons
D.1: Dice and Diemons
Diemons
D.1: Dice and Diemons
Diemon Size
Size
Armor
Armor
Action
Action /
Move
Move
Diemon Bonus
4pion 4pion 0"0 Action:
Action d4 or
Move:
1Move d4"
1Damage d4 Burning
Diemon Bonus: 1Damage d4 Burning
6creant 6creant 1" 1Armor d6 Action:
Action d6 or
Move:
1Move d6"
SizeSize:1" WeightWeight ½
Diemon Bonus: SizeSize:1" WeightWeight ½
8vian 8vian 0"0 0"0 Action:
Action d8 or
Move:
1Move d8"

spider crawling

one Specialty d8-based Specialty
or Flight, assigned at creation

Diemon Bonuses:

spider crawling

one Specialty d8-based Specialty
or Flight, assigned at creation

10amyte 10amyte 0"0 Action:
Action d10 or
Move:
1Move d10"
Can self-destruct
at any time
in a 1Damage d10 Explo­sion
Diemon Bonus: Can self-destruct
at any time in a 1Damage d10 Explo­sion
12vard 12vard 0"0 Action:
Action d12 or
Move:
1Move d12"
Phasing Move­ment
Diemon Bonus: Phasing Move­ment

SuperNatural Objects and Items
D.3: SuperNatural Effects
Created Objects
Object Use
Use
Range
Range
Damage
Damage
Notes
Created Object (Number of
SN Dice)
0"/CC 0 Size / Weapon Size / Explosive Size / Field Size
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
AspectEffectsDie-Specific Bonus Effects
Range
Range
+/- inches of Range to Effect or weapon

d8
optional +1 Firing Arc

d12
bypasses obstacles

Range
Movement

+/- inches of non-Flight Move

+ ½ inches or - inches of Flight Move

move small objects directly

apply inches of Thrust to any object

d8
ignores Flight penalty

d12
bypasses obstacles

Damage
Damage
+/- Damage to Effect or weapon

d4
Fire Damage

d8
Blast Damage, +1 Firing Arc

d10
Explosion Damage

d12
ignores Deflection

Armor
Armor

+/- Armor to object

+/- Deflection vs. same die type or smaller

d10
+/- one Weight class
(max 5, min ½)
Action
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