Table B1

Types of Men

 Type Move HP Cost
Elite (SpaceMan) 5"/Turn 5 5pts
FightingMan 4"/Turn 4 4pts
Man 3"/Turn 3 3pts

Table S1

Psy Disciplines

 Die Roll  Discipline  Range  Description
 1  Ha Ha    No more Discipline rolls
 2  Nullify  Infinite  Halts Opponents active Psy Discipline
 3  Playful Slap  Line of Sight Dmg:2pts ToHit:Auto
 4  Steele Skin  self +5 HP for 1 full turn
 5  Psykik Bolt  18"  Dmg:2pts ToHit:Auto
 6  Psykik Extinguish  Infinite  Halts Opponents active Psy Discipline
 7  Steele Muscle  self +2 Str for 1 full turn
 8  BioMech Pulse  12"  Dmg:Disable Machine ToHit:4
 9  Eraser  Infinite  Halts Opponents active Psy Discipline
 10  Psy Umbrela  5"  Target invulnerable to all Psy for 1 turn
 11  Kinetic Wave  10"  Knocks down all in los ToHit:5
 12  THC Short Term Memory Loss  10"  Target looses one turn
 13  Sphere of Motherly Love  2" radius  All in Sphere are invulnerable to Psy action for 1 turn
 14  Psy Restore  Touch  restores 1d4 HP (up to original HP)
 15  Gate  Line of Sight  Gates Psy to any point Psy can see
 16  Mental Intrusion    Automatic Initiative next turn
 17  Summon Astral Shark  10"  Astral Shark appears 2" from Psy Move 10" HP:5 ToHit:4 Dmg:4
 18  Mind Control  Touch  Gain compleete control of non-hero enemy
 19  Dope!     No more Discipline rolls
 20  Psykik Armagedon  Entire Field  ALL Psys take1d10 HP damage

Table S2

Psy Items

 Item  Cost  Abilities
Psyonic Circutry Helmet  3  Creates a NullPsy field around wearer (immune to all Psy)
 Positronic Boom Box  1  Stores Psy energy for any one Discipline for one use
 Alien Crystal  5  Allows posseser to use 2 Diceplines per turn

Table S3

Artifacts

 Artifact  Cost  Abilities
 Sword of Psychic Slaying  8  Auto Kill Psykik in HtoH when hits, ToHit:8 Dam:2
 Blood Grail  5  Psy User can not be Nullified
 Alien Symbiot  10  ToHit:4 Dam:2(HtH; +2Str +2HP 1 Psy Ability

Table S4

Attributes

 Attribute  Cost  Effect
 Strength  1 +1 to (C) damage
 Agility 1 +1 to (C) ToHit
Speed .5 +1" Move
Tough  1 +1 HP
Extra Attack 3 1 additional attack
Initiative 1 +1 on Initiative

Table S5

Skills

 Skill Cost Effect
Martial Arts 2 Weaponless Combat ToHit:6 Dmg:1
Marksman 1 +1 to 1 Ranged Weapon ToHit
Specialization 1 +1 ToHit OR Dmg with any 1 Weapon type
Tough 1 +1 HP
Extra Attack 3 +1 Attack per Turn with specified weapon
Initiative 1 +1 on Initiative
Use Artifact 1 Hero may use any 1 artifact found or bought

Table S6

Man Portable Weapons

 Weapon Cost S Range L Range S ToHit L ToHit MvePnlty Damage
Blaster Pistol 1 6"  12" 5 6 0 2
Heavy Blaster 2 6" 12" 5 6 0 4
Auto Blaster 2 4" 10" 5 6 0 5
Gauss Gun 2 12" 24" 5 6 -1" 8
Flamer* 2 2" 8" 4 4 0 4(50%cd)
Gatlin Plasma 5 6" 12" 6 8 -2" 10
Energy Staff 3 1" 1" 4 7 -1" 6(C)
ElectroSword 1 1" 1" 5 5 0 3(C)
Chain Ripper 1.5 1" 1" 4 4 0 3(C)
VibroPike** 1 1" 6" 5 8 0 2(C)
Power Ax 2 1" 1" 5 5 -1" 4(C)
Stun Ax 1 1" 1" 6 6 0 2(C)
Zap Lance 2 1" 3" 5 6 -2" 4(C)
* If Hit, Victim has an X% chance of remaining on fire and takeing further damage next turn. This continues on consecutive turns
 **Thrown Weapon, SpaceMan must retriev if thrown

Table S7

Equipment

Object Cost Function
Quantum Accelerator 2 +2"SR+5"LR+2damage on Blaster weapon
Valence Lense 2 -2 ToHit SR-1ToHitLR on Blaster weapons
Shield 3 -1 ToHit
Body Armor 5 -1 to any damage taken
Power Armor 10 -2 to any damage taken +1 Strength
Jet Pack 10 Move X2
Walkie Talkie 1  Long Range Communication
Macro Scanner 3 +5"LR -2ToHitSR -1ToHitLR
 Combat Helmet 3 +1 Initiative -1ToHit +1 Range

Table S8

Vehicle Construction Cost

 Pt Cost = Body Size (in studs)/2
 Structure Pts (SP)= Body Size (in studs)/2
Armor (extra SP)= Free (but they do slow you down!!)

Table S9

Vehicle Locomotion

 Locomotion Type Cost Pull Speed SP
 Sml Wheele  5 15sp 10" 5
Med Wheele 10 20sp 10" 10
Lrg Wheele 15 25sp 10" 15
Sml Hover Jet 5 15sp 15" 5
Med Hover Jet 10 20sp 20" 5
Lrg Hover Jet 15 25sp 15" 5
 Directional Jet 5 10sp 10" 0
Jet 15 20sp 15" 5
Rocket 25 30sp 20" 10
 Capaciter 5  /  +5"  /
 Super Capaciter  10  /  +10"  /

Table S10

Vehicle Lazers

 Lazer Size Cost Range S Range L ToHit S ToHit L Dmg Mve Pnlty
 Small 3 8" 12" 4 5 3 0
Medium 5 10" 20" 4 5 5 +5sp
Large 8 10" 25" 4 5 10 +10sp

Table S11

Rockets

 Type Cost Damage* Range S/L ToHit S/L Mve Pnlty
Light (3)3 5  10/20 5/6 +1 sp
Heavy (5)5 10 15/30 6/7 +2sp
 All Stats for rockets are "per section" except range and ToHit. That is, a 3 piece light rocket would cost 12 pts (3 for the base rocket cost and 3 for each section) it would deal an unholy 15 points of damage (*remember to calculate burst effect (Ouch!))and slow the carrier or vehicle by 1.5" per turn.

Table S12

Weapon Enplacements

SP of Enplacement Move Penalty Cost
10 -1" 50
20 -2" 60
30 -3" 70

Table S13

Heavy Weapon Equipment

Type Cost Function
Link 1 Links one weapon to any other weapon of the same type (weapons fire together, at same target, but seperate to hit rolls)
Lazer Capaciter 2 +1 damage for lazers
Smart Bomb 2 +1 ToHit for rockets
Anti Personell Payload 2 all rocket damage immediately devided up amoung targets in burst radius
Targeting Computer 2 +1 ToHit
Gunnery Computer 5 Vehicle may fire extra weapon