MiniFig Death - Appendix A - some misc tables

...I hate tables, specially for what's supposed to be a stupidly simple game, but I might as well have a couple for reference.

- Minifig table of actions -
  Fig stands still Move up to 5" Run up to 10"
Pistol 1d6 dam
Can fire twice up to 10"
1d6 dam
Can fire once up to 10"
1d6 dam
Can fire once up to 10" at -3 TH
Rifle 1d10 dam
Can fire up to 20"
1d10 dam
Can fire up to 15"
Can not fire
Big weapons 1d10 explosive OR 3d6 dam
Can fire up to 20"
Can not fire Can not fire

 

- Table of Big Guns -
  up to 10" 10" to 20" 20" to 30" 30" to 40"
Big Blaster 3d6 dam 2d6 dam 1d6 dam just a vague warming
Big Rifle 2d6 dam 2d6 dam 2d6 dam -1 TH the wind does more damage
Big Missiles 2d10 dam 2d10 dam -1 TH 2d10 dam -2 TH 2d10 dam -3 TH

 

Big Thing Damage Table
Roll Result
4 or less Not a damn thing
But future rolls on this table are at +1 (cumulative)
5 Sparks fly, gears grind, smoke rises.
The Big Thing takes a hit near its motivators. Its movement is reduced to 1/2, round down.
This result has no effect if the Big Thing can't move.
6 Kerthunk
Go to each functioning weapon on the Big Thing and roll 1d6, on a 1-3, the weapon is destroyed, falls off, or is otherwise disabled.
All mounted Fig weapons count as a single weapon for this result.
For each weapon that is affected, the Big Thing takes another 3 points of damage (roll armour again and possibly again on the Big Thing Damage Table).
If the Big Thing doesn't have functioning weapons or it is already disabled, there's no effect, but future rolls on this table are at +1 (cumulative).
7-9 Hit on the Engines and Controls
Control is lost. The Big Thing stops dead in its tracks and can no longer move or fire or provide air conditioning in the heat. The armour still works though, so at least its not a total loss.
See the Repair Big Thing Rules.
10-13 BLAM!
The Big Thing is reduced to a smoldering heap. It can't move, it can't shoot, it can't do anything other than annoy things trying to move through it.
It no longer provides any real armour protection for Figs inside (tho they are still in cover).
Shrapnel and electrical arcing from the wreck will do 1d6 damage to everything within 3" (including Figs inside or on the Big Thing).
Any future roll on this table is at +2.
If you hit this result again, there is more electrical arcing. 1d6 damage to everything within 3".
See the Repair Big Thing Rules.
13-14 BLOOOOOMM!!!!
The Big Thing blows up in a huge fireball! Anything within 3" of the Big Thing takes 1d20 damage. Take the Big Thing apart into at least 4 pieces and drop them from 10" over where the Big Thing used to be. Wherever each piece lands, it causes a 2d10 explosion.
The Big Thing is no longer in play.
15 or more KABLOWIE!!!!
Like a BLOOOOOOMM!!! result, but much more so!
Everything within 5" of the Big Thing takes 1d20 damage. Drop at least 6 pieces from 20" up. They cause 3d10 size explosions.
The Big Thing is no longer in play.