LegoWars II
                   Tables Document


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
===========================


NORMAL PEOPLE  (Normal citizens of the warzone)
 Piece              Move"          AV           Skill         Point Cost
 -----              -----        -------     -----------      ----------
 Normal Person        4"           1d3           1d3               3


---------------------------------------------------------------------
SPACETROOPERS  (Standard SpaceMen, Women, etc. of the Civilizations)

 Piece              Move"       AV        Skill          Point Cost     Troop
 -----             ------     ------    ---------        ----------     -----
 SpaceMan            5"         5          1d6               5            X 
 SpaceScout         12"        1d6         1d4               8
 SpaceWoman          7"        1d4         1d6 (+2)*         6            X
 CommOp              5"         5          1d6               5	        X
 Mechanix            5"         5          1d8               8
 Medix               4"         6          1d6               7
 SpaceDroid          7"        1d6+2       1d10              8
 SpaceDriver         5"        1d4         1d8	             7            X
 Heroes              5"        1d10+4      1d10+2            2 
   ->Women           7"        1d4+4       1d10+2(+2)*      11
 Champions          12"        2d10+1      1d10+4           23
   ->Women          14"        1d10+4      1d10+4(+2)*      19
	* -- Close Combat bonus

----------------------------------------------------------------------
SPACEPIRATES  (Ruthless outlaws; they're quick and skilled (especially in
	       close combat, but have unpredictable powered armor)

 Piece            Move"        AV           Skill       Point Cost    Troop
 -----            -----      -------     -----------    ----------    -----
 Matey             6"          1d6         1d6+2(+2)*        7          X
 Monkey            7"          1d4         1d4               5
 Parrot           12"          1d3          0                7 
 HelmsMan          6"          1d6         1d6+2             6          X
 MateDroid         7"          1d6         1d10(+2)*         8
 Doc               6"          1d6         1d6+2             8
 FirstMate         6"          1d10+1      1d10+2(+2)*      13
 Cap'n            14"          2d10+1      1d10+4(+2)*      21


	* -- Close Combat bonus



==========================================================================
Table 2: Troop-Portable Weapons
===============================


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          8            25"       5           -1"        2d6 + 2

Death Gun             10            30"       4           -2"        3d6 + 2

Fist  *        (C)     0             --       2            0         1d6 - 1
Mini Power Axe (C)     1             --       2            0         1d6
Electro Sword  (C)     1             --       3            0         1d6
Energy Pike    (C)     2             --       3            0         1d6 + 1
Power Axe      (C)     3             --       3            0         1d6 + 3
Power Cutlass  (C)     2             --       4            0         1d10
Force Lance    (C)     3              3"      3           -1"        1d10 + 1
Energy Staff   (C)     3              5"      4           -1"        1d10 + 2

	 *  -- Fists may only be used if the model has no other CC weapons.
	       Fists may not be used as a second counter-attack weapon in
	       Close Combat.

	(C) -- Close Combat Weapon only.
	       Close combat weapons with a range can make an energy discharge
	       up to it's range.




==========================================================================
Table 3: Trooper Equipment
==========================

Object                 Pts.        Function
------                 ----        -----------------------------------------
Hi-Pro Ammo             2          +1d4 damage to ranged weapons, +1 UR to weapon
ShootFar Ammo           2          +5" to ranged weapon, +1 UR to weapon
Stabilizer Scope        2          -1 Usage Rating on any ranged weapon
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"
CB                      0          Allows squads to communicate (1 required/squad)
Visored Helmet          5          Adds 1d6 to skill of trooper
Powered Epaulets        5          Adds +2 CC Bonus (1/Model)
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 --
Small                  30            14"         0"          2d10 + 4
Medium                110            12"         2"          3d10 + 4
Large                 225            10"         4"          4d10 + 4

Flyers --
Small                  30            20"         0"          1d10 + 2
Medium                 90            18"         0"          2d10 + 2
Large                 200            16"         0"          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 (1d20)     Effect
-----------------------------------------------------------------------
     1          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.

     2		The engine is hit lightly and begins to smoke.
	   -->  The vehicle is at a -2 Skill to be hit by enemies.


     3          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.

     4          The driver gets a bruised elbow.
	   -->  -1 Skill modifier.

     5          The shot hits the weapons systems, and a weapon falls off.
	   -->  One weapon of defender's choice is destroyed.

     6          The shot hits the weapons systems, and a weapon falls off.
	   -->  One weapon of the attacker's choice is destroyed.

     7          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.

     8          The steering wheel becomes disconnected.
	   -->  The vehicle moves at maximum speed for every turn following,
	   -->  and the players alternate steering (straight lines only).

     9          The motive systems (wheels, treads, etc.) fall off.
	   -->  Vehicle operates normally, except now it can't move.

     10         The driver blows up.  The vehicle flips over and crashes.
	   -->  The vehicle is useless.

     11         The engine shoots out of the vehicle.
	   -->  The vehicle can no longer move.  Weapons fire is allowed.

     12    	The driver gets lost and has to ask directions.
	   -->  The vehicle cannot move or fire for one turn.

     13    	The driver stops to heed nature's call.
	   -->  The vehicle may not move of fire for one turn.

     14        	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.

     15		The stick shift gets stuck in reverse.
	   -->  The vehicle may only move backwards at 1/2 rate.

     16  	The back wheels of the vehicle get shot off.
	   -->  The vehicle may only move at 1/2 rate.

     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.

     19+        The engine blows up in a tremendous plume of fire.
		Everyone cheers at the beautiful sight.
	   -->  Vehicle is destroyed and all models within 4" of the vehicle
	   -->  take a 1d10 DV hit.




==========================================================================
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              17      --         4      -2"     2d10           1 Cylinder
Mk2              23      --         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		 
-------------------------------------------------------------------------

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