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
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Table 1: Trooper Statistics
===========================
NORMAL PEOPLE (Normal citizens of the warzone)
Piece Move" AV Skill Point Cost
----- ----- ------- ----------- ----------
Normal Person 4" 1d3 1d3 3
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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
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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
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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.
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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)
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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.
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Table 5: Vehicle Ker-Pow! Table
===============================
_______________ Vehicle Ker-Pow! Table ________________________________
Roll (1d20) Effect
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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.
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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
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Table 7: Building Armor Value Ratings
=====================================
___________________ Building Armor Value Ratings ____________________
Rating Armor Value Equivalent to: Points (base size x)
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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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