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Chapter Two: The Trooper's Arsenal

2.1 Weapon and Equipment Charts


pip Weapon or Item - This column lists the name of the weapon or item being described.

TL - The TekLevel of the item.  Units with at least this level of teknological sophistication will have no problem using this item.  A unit one TekLevel below this number will be able to use the item with a -2 Skill Penalty (although not always completely - a Crusader might be able to fire a musket but will have no idea how to reload it).  A unit who is two or more TekLevels below this number will not be able to use the item for its intended purpose at all.

pip CP - The Construction Point cost to purchase one of these items.
pip UR - Short for 'Usage Rating.'  A unit needs to make a Skill Roll higher than this number to successfully use this item.
pip -CMP" - Short for Cargo Movement Penalty.  This item is heavy enough, or clumsy enough, that it slows down the unit carrying it by the number of inches listed in the column.  If a unit is especially strong, it is less affected by Cargo Movement Penalties.  For every point in its Power Rating above the usual 1 Power, it can ignore -2" of -CMP".
pip Damage or Effect - If a unit successfully uses this item, it will either do the damage dice listed in this column, or have the effect listed in this column.  A weapon listed as 'slow' may only be used to attack once every other turn.  Weapons with damage marked 'exp' do Explosive damage (3.3.2: Explosions); weapons marked 'stun' do Stun damage (3.3.6: Getting Stunned); weapons marked 'fire' do Fire damage (3.3.5: Fire!).

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Our Beautiful Assistants

To demonstrate how well our stylish troop arsenal accessorizes a fashionable trooper's uniform, we've asked some of our sexiest Characters to model their favorite instruments of destruction.

2.2 Ranged Weapons

2.2.1 Pistols

Classification: Pistols
(light anti-infantry ranged weapons)
Weapon TL 2H CP Range UR -CMP" Damage
Pirate Pistol 3 - 3 6" 3 - 1d6 (slow)
Revolver 4 - 3 8" 3 - 1d6
Siege Pistol 5 - 4 15" 4 - 1d10 (exp)
* - pistols marked with an asterisk can be used for Automatic Fire at the UR listed in parentheses.  See 3.3.9: Automatic Fire.

Admiral Sausage, Gon Zollo, and a bunch of Pistols

You can make pistols by starting with a PistolPiece (just about any piece with a handle can be made into some kind of pistol) and adding cylinders and transparent bits until the pistol is as big as you like.

You should come up with a good consistent way to tell different kinds of pistols apart.  Either design a distinct style for each type, use a specific color of transparent pieces for each type, or find some other method that is clear to everyone in the game.  For instance, you might decide that a pistol made of one piece is a Gyro Pistol, a pistol with two pieces is an Impact Pistol, and a pistol with three pieces is a Siege Pistol.  If you do not want to choose a method to differentiate between different types of pistols, then you may decide that all pistols in the game are Gyro pistols.





Admiral Sausage (29 CP) serves in the Imperial Navy, where he works hard to stamp out piracy and protect Imperial shipments.  Sausage is a TL3 Champion (24 CP), armed with a FlintLock 'Pirate' Pistol (3 CP) and an Imperial Navy Saber (2 CP), which he uses in sweeping gestures to inspire his loyal crew and to slice deli meats.  He is well-known for his characteristic battle cry: "Sausage time!"

Gon Zollo (11 CP) is a notorious SpaceSmuggler in a galaxy somewhat far away.  His tricked-out Y2000 SpaceFreighter, the Millennium Bug, is respected and feared by customs officials throughout the Republik.  Gon is a TL5 SpacePilot (7 CP) and packs a powerful BursTek Siege Pistol (4 CP).

2.2.2 Rifles

Classification: Rifles
(medium anti-infantry ranged weapons)
Weapon TL 2H CP Range UR -CMP" Damage
Pirate Rifle (Musket) 3 X 4 12" 5 - 1d6 (slow)
Shotgun (Rifle) 4 X 5 14" 3 - 1d6+1
Siege Rifle 5 X 8 20" 5 - 2d10 (exp)
* - rifles marked with an asterisk can be used for Automatic Fire at the UR listed in parentheses.  See 3.3.9: Automatic Fire.
Commando Sam, Officer Ortega, and some Rifles


A rifle is built like a pistol, but bigger.  Like pistols, you should choose a consistent way to tell different types of rifles apart.  For instance, you may decide that a Gyro Rifle is made of four pieces (three if they're big pieces), an Impact Rifle is made of five, and a Siege Rifle is made of six pieces.  A SpaceRifle piece (the one with two Dots on one side and a sight on the other) counts as two pieces.  Some players have used the CrossBow piece for Gyro Rifles, because Laser BowCasters are just cool-looking.  If you don't want to think of a consistent way to differentiate between different kinds of rifles, you may decide that all rifles in the game are Gyro Rifles.

Rifles are among the most versatile of weapons.  Unlike a fragile Bow, Rifles can be used as Clubs or Staves in a pinch, or as makeshift crutches, pinions, splints, stabilizer struts, etc.  If you buy a Saber or Knife, you can attach it to the barrel of your Rifle as a bayonet at no additional cost, allowing you to use your Rifle as if it were a Spear.

At TL4 or above, all Rifles (except Siege Rifles) can be Stun weapons affecting living targets, firing tranquilizer darts, beanbags, or tazer caps instead of normal rounds.  At TL5 these rifles can be Stun weapons affecting electronic and mechanical targets, firing an ion blast or scrambling magneton beam.  At TL6 all rifles (including Siege Rifles) can switch 'on-the-fly' between doing normal damage and firing Stun-beams that affect both living and mechanical targets.


Commando Sam (22 CP) is a TL5 Meikon Commando with the Blue Berets (15 CP), specializing in infiltrating enemy ice cream factories and commandeering vital enemy ice cream reserves.  He is armed with the standard Blue Beret Survival Knife, a Magnetic Parachute (2 CP), a helmet radio (0 CP), and an Ion Gyro Rifle (5 CP) for disabling small vehicles.

Officer Orteaz (11 CP) is an overzealous but bumbling member of the S.W.A.T. Team with the HillsBoro Police.  He is a TL4 Trooper (5 CP) armed with a Machine Gun (6 CP) and a CB Radio (0 CP).

2.2.3 Death Guns

Classification: Death Guns
(troop-portable siege weapons)
Weapon TL 2H CP Range UR -CMP" Damage
Bazooka (Launcher) 4 X 10 16"* 6* -3" 1d10+3 (slow, exp)
Death Gun 6 X 10 16" 5 -2" 2d20 (exp)
Sniper Cannon 6 X 10 20" 5 -2" 3d6+4 (slow)
* - Bazooka stats marked with an asterisk apply when firing MkI grenades - these stats will change when firing missiles or larger grenades.

KillBot 9000 and some death guns



(Be careful not to stand behind a Bazooka when it fires a missile!  Flames shoot out the back of the launcher and 45 degrees to each side, to a range of the missile's Mk number in inches and doing that number of d6 in Fire Damage (3.3.5: Fire!).  For instance, a MkII missile would shoot 2" flames that did 2d6 Fire damage.)



The Sniper Cannon is a big Rifle with an extended barrel (an antenna piece).  It is another 'slow' weapon, because you have to stand still for at least one turn to aim before you can fire it.  However, every consecutive turn you stand still aiming at a target gives you an additional +1 to Skill when you shoot at it.


KillBot 9000 (20 CP) is a TL6 StarDroid (10 CP).  Due to a freak power surge when his motivation circuits were being programmed, KillBot's 'homicidal' setting is stuck about 2 clicks past maximum.  He uses his superior strength to carry a massive Pheonix Death Gun (10 CP) into battle.  Because of his superior strength, the -CMP" from the Death Gun is reduced to -1".

2.2.4 Explosives

Classification: Explosives
(general-area demolition / entertainment)
Weapon TL 2H CP Range UR -CMP" Damage
CannonBall 3 X 3 16"* 6* -3" 1d10+3 (exp)
MkII Explosive 4 - 6(8) (22") 3(7) -1" 2d10 (exp)
MkIII Explosive 4 - 8(10) (24") 3(8) -2" 2d10+3 (exp)
() - Numbers in parentheses are for Missile stats.

Rho-9, Demolition Dave, some grenades, and three missiles

Explosions are integral to any BrikWar.  They are not always the most precise or elegant tactical solution, but they are almost always the most entertaining.  There are higher grades of explosives than those listed in this chart, but not in troop-portable sizes.  Explosives have four potential uses: as grenades, as bombs, as timed explosives, or as missiles (The numbers in parentheses are the statistics for missiles).  All types of explosives can be launched out of a Bazooka, except for CannonBalls, which must be launched from Cannons.  Any non-missile Explosive will have a Range of 16" and a UR of 6 when launched from a Bazooka.

Grenades and bombs look about the same; you can tell them apart because bombs are attached to Fliers, while grenades are carried by Troopers.  Grenades are cylindrical in shape, and increase in size depending on their Mk rating.  For most minifigs, the range of a thrown grenade is five inches plus the minifig's Skill, minus the MovePenalty of the grenade (3.6.3: Throwing Objects).  For instance, a SpaceMan with a MkII Grenade would be able to throw it 5+1d6-1 inches, or 1d6+4".  A StarMan with a MkIII Grenade wants to be behind cover when he throws it, because he often can't throw it far enough to be out of the blast range.





Rho-9 (26 CP)is a typical TL5 DarkTron Trooper (6 CP).  DarkTrons are well-known for their ability to strike fear in their enemies with massive scary weapons, and Rho-9 is no exception.  He packs a Bazooka (10 CP) loaded with a MkII Missile (10 CP).  Other soldiers in his squad help out, each carrying an extra MkII Missile, and bringing an extra SiegeRifle for Rho-9 to use when they run out of Missiles.
(Note: Despite the DarkTrons' similar appearance to Kraan Lords, they come from a different part of the galaxy and are completely unrelated.)

Demolition Dave (26 CP) is a TL4 Trooper in the Army Corps of Engineers.  His love for and expertise in blowing things up are so great that he paid the money to have his name legally changed to Demolition Dave, largely because Demolition Hubert didn't sound nearly as cool.  He wears heavy Plate Armor (5 CP) to protect him from blast damage, and carries a MkI Grenade (4 CP) and a MkIII Time Bomb (12 CP).

2.2.5 Archery

Classification: Archery
(low-tek anti-infantry ranged weapons)
Weapon TL 2H CP Range UR -CMP" Damage
ShortBow 1 X 1 5" 3 - 1d6-1
LongBow 2 X 5 12" 5 - 1d6+2
CrossBow 2 (X) 2 8" 3(2) - 1d6+1 (slow)
CompoundBow 4 (X) 2 10" 4 - 1d6+2
Quiver 1 - 1 - - - -

Bob Hood, Creeping Buffalo, quivers, a crossbow, and two bows


A CrossBow can be fired with one hand (UR3), but it is more accurate to use two hands (UR2).  A minifig always needs two hands and a full Movement Phase to reload a CrossBow.  It takes two hands to fire a Bow, but it doesn't take any time to reload.  No unit can use a Bow or use a CrossBow more than once unless he is wearing a Quiver.  Surprisingly, Quivers never run out of arrows or bolts.

If an archer has a buddy standing nearby with a torch or other source of fire, the buddy can light the archer's arrows as he fires them.  Flaming Arrows do 1d6 Fire Damage (3.3.5: Fire!).  The arrows must be fired on the same turn they are lit, otherwise they burn up and light the bow on fire, which can be extremely inconvenient.


Bob Hood (13 CP) is a TL2 Hero (10 CP) to all the poor citizens of Dottingham, especially the poor female citizens of Dottigham.  Each morning the Sheriff of Dottingham asks his magic mirror on the wall, "Who is the sexiest man of all?" to which the mirror replies, "Bob Hood and his band of Unmarried Men."  This has thrown the sheriff into a rage, and he has declared Bob Hood an outlaw until such time as he finds a nice girl and settles down.  Bob's skill with the CrossBow (2 CP + 1 CP for the Quiver) is legendary, and despite claiming to be interested only in 'Maid Marryin',' he and his Unmarried Men have so far escaped the Sheriff's conjugal nooses.

Creeping Buffalo (3 CP) is a TL1 Belligerent Person (1 CP).  She is a great hunter for her tribe, and has been named for her unusual stealth.  She carries a ShortBow (1 CP) and Quiver (1 CP).

2.2.6 Thrown Weapons

Classification: Thrown Weapons
(low-tek projectiles)
Weapon TL 2H CP Range UR -CMP" Damage
Hand Weapons (normal weapon stats)
Rok 0 - 0 * 2 - 1d6-3 + (2xMass)
Sling 1 - 1 *x2 3 - 1d6
Bolo 1 - 1 * 2 - (-1d6 Skill)
Net 1 - 2 * 3 - (-2d6 Skill)
Boomerang 1 - 1 * 2 - 1d6-1 (stun)
Shuriken 2 - 1/3 * 2 - 1d6-1
Chakram/Discus 2 - 3 *x2 2 - 1d6
EnergyDisk 6 - 8 *x3 2 - 2d6
* - The range of thrown weapons is usually Skill+5"-MP" (3.6.3: Throwing Objects).

Jack Dagger, Troff, and an assortment of hrown weapons








Jack Dagger (13 CP) is a famed 1930s serial adventurer, taking deadly risks and defying death in order to write magazine articles and pulp novels afterwards to supplement his income as an insurance salesman.  He is a TL4 Hero (12 CP) to his readers, and his skill is unrivaled when throwing his Knife (1 CP).

TROFF (22 CP) is a Hero program (14 CP) in the TL6 world inside a corporate supercomuter.  Management's tracking and debugging programs have made it next to impossible for independent Users to hack into the system and get the files they need.  Troff was created to disable and subvert the evil security programs with his powerful EnergyDisk (8 CP).

2.3 Close Combat Weapons

2.3.1 Bludgeons

Classification: Bludgeons
(bonking weapons)
Weapon TL 2H CP Range UR -CMP" Damage
Fists** 0 - - CC 2 - 1d6-1 (stun*)
Club 0 - 1 CC 2 - 1d6 (stun*)
Staff 1 X 1 CC 2 - 1d6 (stun*)
BatteringRam 2 X Sx CC (6) -Sx" Power x 1d6 (stun*)
Shovel - X - CC 5 - 1d6 (stun*)
Hammer - - - CC 3 - 1d6 (stun*)
* - Bludgeons cause Stun damage to living targets, and normal damage to other targets (3.3.6: Getting Stunned).
** - A minifig can only use Fists if he has no other CC weapon.  Do not try to punch anything harder than bamboo armor or you'll break your hand and look stupid.

The Psycho Chefs, some beatin' sticks, and Babe Ruthless

Just about anything can be turned into a bashing implement by a determined Trooper.  However, bashing weapons are pretty weak, so Troopers use them only if they have no other options.  Bashing weapons only cause Stun Damage to living targets.



Staves happen when you let little kids come over and play with your PBBs, and they break the heads off your spears and pitchforks.  (How they do that is a mystery to us.  We had always thought PBBs were nigh-indestructible.)

BatteringRams are used by groups of minifigs to bash down large immobile objects like doors and walls.  It is difficult to hit a moving target with a Ram; of all the units in the group wielding the Ram, the one with the least Skill must make a Skill Roll against the Ram's UR of 6 in order to hit a mobile target.  A Ram's stats depend on how big it is.  Each BatteringRam is given a Size Multiplier number (Sx) based on the maximum number of minifigs who can grab and swing the Ram at the same time.  The Ram costs Sx CP, and incurs a Cargo Movement Penalty of -Sx".  To find out how much damage a BatteringRam does, add up the Power ratings of all the minifigs swinging it.  The Ram does this many d6's of damage to its target.


Most Close Combat weapons can be 'turned' to act as bludgeons.  If a Trooper wishes to Stun rather than kill a target, he can hit it with the butt of a pistol, the flat of a blade, the blunt side of an axe, etc.  Weapons used in this manner will use the stats of the equivalent bludgeon.



The Psycho Chefs (16 CP) Guido, Shamus, and Angry Cougar, are a dangerous trio of TL4 Abnormal People (3 CP each).  Each of them cracked under the high pressure of being a gourmet chef, and they met and formed a team on the "alt . cooking . homicidal-maniacs" chat group.  In addition to their FryingPans (1 CP each), Guido carries a ButcherKnife (2 CP), Shamus carries a CookingPot (1 CP), and Angry Cougar carries a Knife (1 CP).

Babe Ruthless (13 CP) was a TL4 baseball player who, by a freak accident, was transported back in time to the barbarian lands of early TL2.  Once there, his skill with his BaseBall Bat (1 CP) allowed him to quickly become a powerful leader and Hero (12 CP) among the barbarian peoples.  He is well-known for his merciless behavior, often pausing for a moment to point to distant forests or rivers to indicate where his next victim's head will land.

2.3.2 Blades

Classification: Blades
(laceration inducers)
Weapon TL 2H CP Range UR -CMP" Damage
Knife 1 - 1 CC 2 - 1d6-1
Saber 3 - 2 CC 2 - 1d6
ShortSword 2 - 2 CC 3 - 1d6+1
Katana 2 - 4 CC 2 - 1d6+3
Golden BroadSword 2 - 5 CC 3 - 2d6+1
ChainSaw 4 X 3 CC 6 - 2d6+1
LightSaber 6 - 10 CC 2 - 3d6+2
Double LightSaber 6 - 20 CC 2 - 3d6+2

Hippolyta, two ninjas, and a bunch of blades



ChainSaws and BuzzSaws are excellent cutting tools but are very difficult to use in combat.  The gyroscopic forces of the spinning blade or chain make it tricky to swing around with enough skill to hit an adversary.  (We had to do some real-world combat testing before we found this out.)  Usually, your troops will be using them against inanimate objects like locked doors and parked cars.  


Hippolyta (15 CP) is named after her direct maternal ancestor, the ancient Queen of the Amazons.  Now in TL5, she has become an Amazon (7 CP) herself, and if anything she is an even fiercer fighter than her namesake, her anger spurred by years of being called 'Hippo' in school.  She wears a VisoredHelmet (1 CP) and goes into battle armed with a Golden BroadSword (5 CP) and a BigShield (2 CP).

Two Ninjas (44 CP) allowed their pictures to be taken but would not provide any biographical information for this document.  'We're just here to spread awareness about our badass Katanas (4 CP each),' said one.  They both appeared to be TL2 Ninjas (18 CP each), although the exact era of their origin was impossible to ascertain.

JetEye Jane, Darth Bobo, and some lightsabers


A minifig using a Double Lightsaber can use it to make two attacks per turn, and can defend against multiple Close Combat attackers at no penalty.  If the minifig is trained in the Farce, he can use the Double Lightsaber to attack two different targets in a single turn.  If the minifig is not trained in the Farce, any failed roll while using the Double Lightsaber (including a roll made while attempting to activate the blades) results in the minifig's loss of one hand, arm, leg, torso, or head (player's choice).

JetEye Jane (40 CP) and Darth Bobo (55 CP) are mortal enemies, but agreed to be photographed together in order to demonstrate their pride in their LightSabers.  Jane is a Kirsiti Knight (30 CP), weilding a normal Lightsaber (10 CP) and promoting such ideals as goodness and kindness.  Darth Bobo is a Kraan Dark Lord (35 CP) who wields a Double LightSaber (20 CP) and advocates a system of morality based largely on pure evil.

2.3.3 Spears

Classification: Spears
(perforation producers)
Weapon TL 2H CP Range UR -CMP" Damage
Trident 2 X 3 CC 3 - 1d6+1 (max 10)
Spear 1 X 2 CC 3 - 1d6 (max 10)
* - An Iron Lance is very heavy and can only be wielded by a trooper with a power of 2 or greater.

Professor Rocket, Cannibal Timmy, and a whole slew of spears




Optional Rule: Getting Stuck Indifferent Face



Professor Rocket (14CP) was a regular early-TL4 Mad Scientist before one IRS Audit too many drove him over the edge to become a Really Mad Scientist.  Now he is an Abnormal Person (3 CP) who acts as an anti-tax vigilante.  He invented a JetPack (5 CP, +1 CP to use in TL4) that allows him to run extremely fast and stick IRS agents with his Aluminum Lance (like an Iron Lance but with only -1MP"; 4 CP +1 CP for +1").

Cannibal Timmy (3 CP) is a good example of why Timmy infestations must be culled and eradicated.  Timmies have no sense of morals or propriety, engage in the most disgusting behavior, and have no redeeming value whatsoever.  Cannibal Timmy is a TL1 Timmy (1 CP) with a Spear (2 CP), which he uses as a shiskebab or spit on which to roast other Timmies.

2.3.4 Axes

Classification: Axes
(limb / head / torso separators)
Weapon TL 2H CP Range UR -CMP" Damage
Hatchet 1 - 2 CC 2 - 1d6
PickAxe 2 X 2 CC 3 - 1d6+2
BattleAxe 2 X 3 CC 4 -1" 1d6+3
Halberd 2 X 4 CC 5 -2" 2d6

Death, WulfGar, and a mess of axes

Axes are good for some cheap Close Combat power and range.  Unfortunately, at the higher end, they require two hands and have high Usage Ratings.  The most important consideration, of course, is how scary a Trooper wants to look.  Axes are probably the meanest-looking weapons you can field.


Death (infinity plus 4 CP), or 'Azrael' to his friends, is normally extremely busy but was eager to do some self-promotion.  'I work harder than the other three Horsemen combined!' he claimed.  'War, Conquest, Pestilence - how many lives do they claim, compared to the Grim Reaper?'  Death is a TL0 Force of Nature (incalculable CP), and has here foregone his usual Scythe to wield a Halberd (4 CP).

Wulfgar (7 CP) is a TL2 Trooper (3 CP) with the Taor tribes of barbarians and rebels.  He was unusually comfortable posing with Death, and even appeared to be flirting with Death at times, although later he admitted he was only giving the skeletal spectre 'a friendly ribbing.'  Wulfgar packs a mean BattleAxe (3 CP) and a Shield (1 CP).

2.3.5 Whips

Classification: Whips
(painful welt generators)
Weapon TL 2H CP Range UR -CMP" Damage
Lasso/Rope 1 - (1) CC 2 - -
Leather Whip 1 - (1) CC 3 - 1d6 (stun, unarmored flesh only)
Chain 2 - (2) CC 4 - 1d6-1 (living targets only)
Flail 2 - 1+(1) CC 3 - 1d6+1 (stun vs. living targets)
Rope w/ Hook 2 - 2+(1) CC 3 - 1d6
() - CP costs in parentheses indicate CP cost per full 5" of rope length.

Bruise Lee, Ann Diana Brown, and all kinds of whips




Bruise Lee (2 CP) has a hard time reconciling his belief in the Buddhist ideal of non-violence with his love of kicking maximum ass.  In an attempt to find a middle ground, the TL2 Normal Person (1 CP) has set aside his nunchaku for a less-lethal Rubber Hose (1 CP).

Ann Diana Brown (13 CP), a TL4 TombRaider and Heroine (12 CP) adventurer extraordinaire, would simply be lost without her Leather Whip (1 CP).  Whether using it to swing across chasms, grab magikal idols, or inspire those lazy sweatshop slaves to work harder sewing wallets and fashion accessories, her Whip is her most invaluable tool.

2.3.6 Fire

Classification: Fire
(burn creators)
Weapon TL 2H CP Range UR -CMP" Damage
Lighter 4 - 1 CC - - lights fires
Torch 0 - 2 CC 2 - 1d6 (fire)
OilFlask 2 - 3 - 3 - 2d6 (fire in 2" puddle)
GreekFire/Napalm 2 - 5 (16") 3(6) - 3d6 (fire in 3" puddle)
FireBomb 4 - 5 (16") 3(6) - 1d10 (exp) + 1d6 (fire)
FlameThrower 4 X 5 8" 3 -2" 2d6 (fire)*
PlasmaGun 5 X 6 8" 4 -2" 3d6 (fire)*
() - stats in parentheses are for when these bombs are launched from Bazookas.
* FlameThrowers and PlasmaGuns can be used in full-auto fire at standard UR, with a maximum firing arc of thirty degrees.  See 3.3.9: Automatic Fire.

FlameBot, a bunch of torches, and Pyros the Magic Dragon

Fire is scary stuff, and is a lot more complicated than most types of damage (3.3.5: Fire!). Unless you're willing to put up with a lot of extra die rolls, you might want to avoid using Fire in your battles.

Items such as Lighters, Torches, Lanterns, Braziers, etc. never run out of fuel and their fire never runs out unless they are deliberately put out.


To use a FlameThrower or PlasmaGun, minifigs must carry some sort of portable power source, fuel tank, or backpack cannisters.  If the minifig takes more than three damage in a single attack, a roll of 1 on 1d6 means the fuel source explodes.  FlameThrower fuel goes up in a 2d10 exlposion; PlasmaGun fuel creates a 3d10 explosion.

Remember that any fire, including the stream of fire from a FlameThrower or PlasmaGun, burns everything nearby, doing full damage within 1", and losing 1d6 of Fire Damage for every inch thereafter.


FlameBot (14 CP), or 'Mandroid,' is an experimental TL5 SpaceDroid (9 CP).  Originally developed to help SpacePsykology students study pyromania in simulation, FlameBot escaped and joined the SpaceMarines, where his skill with a FlameThrower (5 CP) is valued by his squad.  When he's not lighting things on fire, he enjoys logging into newsgroups and finding ways to start huge arguments.

Pyros the Magic Dragon (13 CP) lives by the sea.  He has been known to frolic in the autumn mists and to barbecue the citizens of Onalee.  Pyros is a One-Piece Flier (5 CP) who is an Autonomous Animal (3 CP) and acts as his own Pilot.  He can breathe fire out his mouth like a FlameThrower (5 CP).

2.4 Armor and Equipment

2.4.1 Armor

Classification: Armor
(damage deflectors)
Item TL 2H CP Range UR -CMP" Effect
Shield 1 - 1 - - - +2 AV
BigShield 1 - 2 - - - +4 AV
PlateArmor 2 - 5 - - -1" +1d6 AV
(No Helmet) 0 - (-1) - - - (-1 AV)
Helmet 2 - 0 - - - +0 AV
VisoredHelmet 2 - 1 - - - +1 AV
HorseHelmet 2 - 2 - - - +2 AV for Horses only

Lord Wyvyrne, a whole bunch of armor, and Samurai Shota



Shields only protect a minifig from attacks on one side.  Imagine a line shooting straight out each side of the shield.  If an incoming attacks originates on the side of this line away from the minifig holding the shield, the minifig receives the benefit of the shield's AV bonus.  If the attack originates on the minifig's side of the line, he receives no bonus from the shield.



Lord Wyvyrne (22 CP) is a TL4 Abnormal Person (3 CP).  His real name is Morty Niedermeyer, but years of social ostracism resulting from his being a complete dork caused him to sink further and further into an imaginary world of fantasy roleplaying, miniatures wargaming, and playing with plastic building bricks.  He squanders his large inheritance on giving himself the lifestyle of a medieval lord.  He is often seen riding back and forth from the bookstore on his mighty steed ShadywFyxxe (3 CP), fully outfitted with a VisoredHelmet (2 CP), PlateArmor (5 CP), a BigShield (2 CP), a Wooden Lance (3 CP), and a Banner (0 CP).  Shadywfyxxe wears a HorseBlanket (2 CP) and HorseHelmet (2 CP).

Samurai Shota (15) is just a normal TL2 Samurai Trooper (3 CP) and is embarrassed to be in the same picture with Lord Wyvyrne.  He carries a Shield (1 CP) and Katana (4 CP), and wears PlateArmor (5 CP) and a VisoredHelmet (2 CP).

2.4.2 Equipment

Classification: Equipment
(special-purpose items)
Item TL 2H CP Range UR -CMP" Effect
JetPack 5 - 5 - - - doubles straight-line minfig Move
Parachute 4 - 2 - - - prevents falling damage
Tools 1 - 5 - - - sometimes you just need tools
Skis 2 - 2 - - - x2 minifig Move on slick surfaces
Flippers 4 - 1 - - - full minifig Move underwater
Container 1 - 1 - - - holds things
PowerPak 5 - 2 - - -1" provides 2 Power to one device
Epaulets 2 - 1 - - - +1 to Skill
Communications Systems
(yelling) 0 - - 8" - - allows units to communicate
Bugle 2 - 0 12" - - "  "
Banner 2 X 0 - - - "  ", must be mounted on Lance
CB Radio 4 - 0 - - - allows radio communication
Gun Conversions
Magikal Potions
Strength 1 - 2 - - - (red) +1 Power (1d6 turns)
Speed 1 - 3 - - - (green) +1d6" Move, +1 Attack (1d6 turns)
Protection 1 - 2 - - - (white) +1d6 AV (1d6 turns)
Flight 1 - 3 - - - (blue) unit can fly (1d6 turns)
Energy 1 - 1 - - - (yellow) unStuns unit

Tom "The ToolBox"  Bellini, Professor Blokmann, SpaceCourier Bill, and all kinds of tools





A container is any PBB that holds things, such as a barrel, chest, backpack, safe, or suitcase.  If you want to use a minifig-backpack as a backpack rather than as a Parachute, go right ahead.  A backpack can hold two reasonably small tool-sized items, or one tool-sized item and a whole bunch of gem- and coin-sized items.  Since you can't really put anything inside the backpack piece, keep these items off to the side somewhere and try to remember which minifig's backpack they are supposedly in.



Communications systems and gun conversions are holdovers from earlier versions of the game.  If you decide to operate under the optional communications rules, then every squad of three to five Troopers will need to be able to communicate with other squads or they become disoriented and move at half speed.  If you decide to use gun conversions, each conversion is represented by a transparent colored cylinder stuck on the modified weapon.

Magical Potions of one kind or another exist in every age, although they might be called Stimulants or SynthoHormones or CaffeinatedBeverages or Guinness or whatever is most appropriate to the TL.  A magic potion is represented by a colored cylinder (or mug, or chalice) with a colored gem on top.

Creating New Weapons and Equipment



Customized Equipment
(special-purpose special-purpose items)
Attribute Modified CP Cost
TekLevel +1 CP per -1 TL
2-Handed +1 CP to make a 2H object 1H,
-1 CP to make a 1H object 2H
Range +1 CP per +4"
CC Weapon Length +1 CP per +1 Brik of length
Usage Rating +1 CP per -1 UR
Cargo MovePenalty -1 CP per -1CMP"
Damage +1 CP per +2 Damage
+1 CP per +2 Stun Damage
+4 CP per +1d6 Fire Damage
+6 CP per +1d10 Explosion Damage
+1 CP per +1 Poison Rating



Tom "The ToolBox" Bellini (17 CP) is a skilled TL4 Mechanik (7 CP) who occasionally moonlights as an interrogator.  In that capacity, his SocketWrench (5 CP) and PneumaticDrill (5 CP) find all-new uses.

Professor Blokmann (7 CP), a TL5 Teknik (7 CP), is always trying to find new uses for ABS plastic.  He uses his Teknik's ABS SprayCan (0 CP) to create new and fascinating ABS creations.

SpaceCourier Bill (10 CP) is a typical TL5 Trooper (6 CP) in the SpaceCourier Corps.  He has the unglamorous job of delivering Power to Vehicles with dead batteries.  He carries a PowerPak (2 CP) and wears SpaceSkis (2 CP) which allow him to travel quickly along futuristic SpaceRoads.

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