######### ##/ \# ### # ### # ### ###### ##### ##### ## ## ### ###### /##### # ### /###\ ## ##/ ##/ \# ## ## ## # ## ># ##< # ### #/ \# #### ## ### ## # ## # ## ##### ###### \####\ ##\ /# ###______/# ## ##\ /# ##\ /# ## # # ## ## ## ## \# >## ################/ ###### ##### ##### ## ## ## ## ## \# #####/ # /########## ########## #/ # ### # ### # ### # ### # ### # ### # ### # ### # ### # ### # ### # ### /# ########## ##########/ +- - - - - - - - - - - - - - - - - - - - - - - - - - - -+ | T R O O P E R ' S H A N D B O O K | +- - - - - - - - - - - - - - - - - - - - - - - - - - - -+ The Next Generation of the Greatest Game Ever To Be Created By Human Kind Or Other Primates And Things Designed by Eric O'Dell and R. Todd Ogrin Manuals, diagrams, and graphics by R. Todd Ogrin and Deluxe Paint IIE All Rights Reserved, January 1995 + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + | Mini-Disclaimer | | (see end of document for full disclaimer) | | | | These rules are completely unauthorized, and not sanctioned | | in any way by INTERLEGO AG, the company responsible for the | | production of LEGO bricks. All likenesses are property of | | INTERLEGO AG, and used without permission. | + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + Table of Contents Chapter 0: Introduction Chapter 1: Normal People Chapter 2: SpaceTroopers Verse 2.1: SpaceMen Verse 2.2: SpaceScouts Verse 2.3: SpaceWomen Verse 2.4: CommOps Verse 2.5: Mechanix Verse 2.5.1: Repairing Damaged Vehicles Verse 2.5.2: Building Stuff from Wreckage Verse 2.5.3: Recovery Vehicles and Repair Bays Verse 2.6: Medix Verse 2.7: SpaceDroid Verse 2.8: SpaceDrivers Verse 2.9: SpaceHeroes Verse 2.10: SpaceChampions Chapter 3: SpacePirates Verse 3.1: Matey Verse 3.2: Monkeys & Parrots Verse 3.3: HelmsMan Verse 3.4: MateDroid Verse 3.5: Doc Verse 3.6: FirstMate Verse 3.7: Cap'n Epilogue Full Disclaimer How To Reach Us ========================================================================== Chapter 0: Introduction ======================= In this manual are described the various troop types available to the LegoWarrior. Each troop description contains a quick statistical overview of the trooper in question, a short background of the trooper and his or her duties, and finally what the trooper does in game terms. In the statistical section at the beginning of each trooper description, a number of statistics are given pertaining to the trooper. Here is a quick overview of each of these statistics. Move" - This statistic tells how far a particular trooper may move in a single turn. Armor Value - This is the armor value that must be rolled whenever a trooper is hit in order to determine if he or she dies from the bite of the weapon. Skill - The Skill value of a trooper is the value rolled when a trooper is trying to hit someone else with a weapon. If he rolls equal to or greater than the Usage Rating of the weapon being used, he hits his target. Ratio - The Ratio statistic is used to prevent armies from consisting entirely of super-powered characters. If a trooper is designated as having no ratio (or has the word "troop" next to his or her ratio), then this trooper counts towards the number of "troops" in the army. Other character troopers, such as the SpaceChampion for example, must conform to their ratios. Thus, an army may only have a SpaceChampion if it has 12 or more troops. An army may have two SpaceChampions if it has 24 troops, etc. Points - This is the point value of the trooper, which is used to make evenly matched battles between players. ========================================================================== Chapter 1: Normal People ======================== Move": 4" Armor Value: 1d3 Skill: 1d3 Ratio: None (troop) Points: 3 Normal People are the denizens of the LegoWars universe that are not usually involved in war-like activity. Normal People are simply everyday folk who inhabit the buildings and cities where most wars take place. Sometimes, Normal People don't have sense enough to get the hell out of a war-zone, and end up stumbling across a street filled with Gyrofire and exploding vehicles on their way to work at the office, barber shop, sporting goods store, or local eatery. However, sometimes Normal People are part of a riot, uprising, or revolt that takes place on a remote planet. Or perhaps the Normal People get really tired of continued SpacePirate raids, and take it upon themselves to try to fend off the brigands. In these cases, the Normal People take up arms and fight for themselves in their best interests, or so they think. Usually, they just end up getting shot. +------------------------------------------+ | "I'm normal. I don't know how to use a | .\ /. | gun. I don't have armor. I bleed just | ./\\ //\. | like everyone else. Speaking of which, | ./\\\\ ////\. | I think I've just been shot in the leg."| .\\\\\-- .-. --/////. | -- Walter Perkins being interviewed | .\____\`- /v\ -'/____/. | on Hesperus, during an invasion | ' ' \__( )__/ ` ` | by a band of SpacePirates. | __>/ \<__ +------------------------------------------+ ``'\_/`'' Before the games actually begins, the players must agree upon whether or not they want to have Normal People in their game. If they do, then up to 1d10 Normal People minifigs may be placed at random on the playing surface. During the course of the game, these minifigs go about their daily business (i.e. mailing a letter, going to lunch, getting their car fixed) despite the fact that there is a war raging around them. After both players move and fire (and they may fire at the Normal People), both players get half of the remaining Normal People to manipulate into doing normal, mundane activities. This can slow the game down a bit, but if you really get into a silly mood, you can even make them have complete conversations. Normal People may also form small armies of armed rabble (not rabbis). It's sometimes amusing to play out one of these battles, just to watch the Normal People get blasted in a futile attempt to fight off vastly superior forces. Normal People, though, may sometimes be assisted by SpaceMen who they have payed off. Normal People may only ally with SpaceMen, and this is the only alliance allowed in the entire game. In the case where Normal People take an active combat role, there are some equipment restrictions that must be followed. Normal People may not carry any rifles or Death Guns. Normal People also may not have any special equipment beyond body armor or shields. Normal People vehicles should look like normal cars and trucks (just build the Legoland type vehicles, like the tow truck or fire truck). Any weapons mounted on Normal People vehicles always have a jury-rigged look to them. ========================================================================== Chapter 2: SpaceTroopers ========================= The SpaceTroopers of a StarShip Civilization are the men, women, and 'Droids who risk their lives in an effort to destroy as many enemies and as much enemy property as possible, all in the name of their home Civilization. There a number of SpaceTroopers, and their abilities are all very different. From the all-around utility of the SpaceMan, to the highly specialized (and useful) special troops, like Medix and Mechanix, each SpaceTrooper has their part to play during the course of a battle. ___________________ Verse 2.1: SpaceMen ------------------- Move": 5" Armor Value: 5 Skill: 1d6 Ratio: None (troop) Points: 5 SpaceMen are the standard troopers of any Starship Civilization (see the Main Rules Tome for more details). SpaceMen are represented by a "normal" space minifig; that is, the coloring of SpaceMen (and of all SpaceTroopers, for that matter) is a consistent, single color. Troopers of different colored uniforms may fight on the same side, but the uniform of each individual trooper must be of a single color. All SpaceTroopers wear helmets and AirTanx, unless otherwise specified. ______________________ Verse 2.2: SpaceScouts ---------------------- Move": 12" Armor Value: 1d6 Skill: 1d4 Ratio: Maximum 1 SpaceScout for every 5 troops Points: 8 SpaceScouts are usually taken from the ranks of the newly initiated SpaceTroopers. Since they have no true battle-experience, these troopers are given the opportunity to act as SpaceScouts for a time. They undergo a rigorous training regimen for a day or two, consisting of some jogging and swimming at the local STYMCA, and upon completion, they are given a suit of ScoutArmor. ScoutArmor is hardly armor at all, but the suit gives the trooper several abilities useful to the army. ScoutArmor is lighter and thus allows the trooper to move much more quickly. The armor is also equipped with a special targeting system, which allows enemy targets to be "tagged" for weapons fire, making a direct hit more likely. Scouts are a tremendously secretive bunch, and have many rituals in which they pray that they will not be blasted by a Mk5 Missile. It is in these rituals that the SpaceScouts shave their heads in a ceremony known as "The No-More-Hair Ritual". +------------------------------------------+ | "We're quick! | .\ /. | We're fast! | ./\\ //\. | We help you hit the bad guys! | ./\\\\ ////\. | We have no hair!" | .\\\\\-- .-. --/////. | | .\____\`- /v\ -'/____/. | -- A Xeain SpaceScout rallying song. | ' ' \__( )__/ ` ` | | __>/ \<__ +------------------------------------------+ ``'\_/`'' SpaceScouts are represented by a normal SpaceMan minifig, only they shave their heads in a closely guarded ritual, known only to the SpaceScouts themselves. Thus, SpaceScouts wear nothing on their heads (i.e. no helmets or hair or hats). SpaceScouts do not wear AirTanx, either. The only weapons SpaceScouts are allowed to carry are Gyro and Impact Pistols, and non-ranged close combat weapons that do not confer movement penalties. SpaceScouts are not allowed any other armor besides their ScoutArmor. However, despite these restrictions, SpaceScouts still have their uses. SpaceScouts have the ability to "Tag" enemy vehicles and units for his army's ranged weapon fire. In order to tag an enemy vehicle or unit, the SpaceScout must be within 6" of the target, and be able to see it. As long as he can see the target unit or vehicle, anybody allied with the SpaceScout may shoot at it, from anywhere on the board. Even if the rest of the SpaceScout's army is behind a large wall, blindfolded, and thinks the enemy is coming from the south when they're actually in the north, they may still fire at the "tagged" enemy. They even get a +1d6 Skill bonus for shooting at a tagged enemy. A SpaceScout may only tag one vehicle or unit at a time. If he is within 6" of two vehicles and can see them both, then he must specify which one is being tagged. Multiple SpaceScouts tagging a vehicle confers only one bonus To Hit; that is, more than one SpaceScout may tag a target, but only one bonus is given. SpaceScouts must carry a CB with them at all times to relay vital information. ______________________ Verse 2.3: SpaceWomen ---------------------- Move": 7" Armor Value: 1d4 Skill: 1d6 (+2 CC bonus) Ratio: None (troop) Points: 6 SpaceMen once held the title for being the most destructive beings in the universe, but now, they are tied for that title with the SpaceWomen. Once confined to minor skirmishes and ladies' auxiliary clubs, the women of the LegoWars II universe have carved a niche for themselves among the deadliest of warriors. SpaceWomen are highly trained female warriors who wear special suits of SpaceArmor, designed by a woman, with fashion and utility in mind. SpaceWomen's armor is specially equipped with a Neural Synapse Accelerator, designed to give SpaceWomen a unique combat attribute. Because of this special equipment, SpaceWomen are faster and more agile than SpaceMen, and perform well in close combat. However, this equipment was added at the cost of some protection. +------------------------------------------+ | "I'm a 'bitch', am I?" | .\ /. | -- Judy Wuncher (2nd Pegasite Space- | ./\\ //\. | Woman Brigade) after successfully | ./\\\\ ////\. | punching an Aldonan SpaceMan in | .\\\\\-- .-. --/////. | the face, knocking his helmet off, | .\____\`- /v\ -'/____/. | and kicking him in a naughty place.| ' ' \__( )__/ ` ` | | __>/ \<__ +------------------------------------------+ ``'\_/`'' SpaceWomen have a +2 Close Combat Bonus, as described in the Main Rules Tome. SpaceWomen are represented by a normal SpaceMan piece, but instead of a SpaceHelmet, SpaceWomen wear a "girl-hair piece", to designate them as SpaceWomen. This breaks the continuity that SpaceTroopers must wear a helmet to survive in the harsh environments in which they fight, but it looks like they just stepped out of a salon. There is no limit to the number of SpaceWomen allowed; you can have as many SpaceWomen as you have girl-hair pieces. ___________________ Verse 2.4: CommOps ------------------- Move": 5" Armor Value: 5 Skill: 1d6 Ratio: One per squad (troop) Points: 5 CommOps are the members in a squad of SpaceMen that operate the communications equipment necessary to keep in touch with the commander of the army. The rest of the SpaceTroopers just think that the CommOps like to talk on the phone a lot. +------------------------------------------+ | "SpaceMan Frigart? Do you realize that | .\ /. | this phone bill is 5,000 credits? | ./\\ //\. | Who do you think is going to pay for | ./\\\\ ////\. | this?" | .\\\\\-- .-. --/////. | "Uh, me, sir, Hero Nero, sir." | .\____\`- /v\ -'/____/. | "No, I am, because I'm a nice fatherly | ' ' \__( )__/ ` ` | type -- of course you are, Frigart!" | __>/ \<__ +------------------------------------------+ ``'\_/`'' Every squad of SpaceTroopers must have one CommOp in order to take care of communications. This single CommOp must have a "CB" piece in one hand. His other hand is free for whatever else the player wants him to carry. If a SpaceDroid is part of a squad, then the Squad doesn't need a CommOp, because the SpaceDroid has a built-in CB. The loss of a CommOp from a squad confers no penalties; it is assumed that another squad member picks up the CB, but the model doesn't have to carry it in hand. ___________________ Verse 2.5: Mechanix ------------------- Move": 5" Armor Value: 5 Skill: 1d8 Ratio: Maximum one per vehicle Points: 8 Mechanix are members of the elite order that repairs and maintains the vehicles, bases, and installments of the SpaceMen. When a potential Mechanic is identified in the SMTC, he is immediately given an aptitude test to determine whether or not he would make a skilled Mechanic. SpaceMen who are trained as Mechanix spend an extra 20 years in training at the Citadel of Mechanix. In the Citadel, the Mechanic trainee is trained how to design, test, and finalize designs of machinery *in his head*. The skilled Mechanic can design a new vehicle from the wreckage of another in about ten minutes, the fastest Mechanix can do it in five minutes. Mechanix require tools with which to work, and many of the sets of tools that the Mechanix use have been in circulation for thousands of years, handed down from generation to generation. +------------------------------------------+ | "Then one must lift the flus inverter to | .\ /. | the sun, while repeating the Chant of | ./\\ //\. | the Carburetor to himself. When the | ./\\\\ ////\. | Chant is complete, one must sprinkle | .\\\\\-- .-. --/////. | the inverter with the sacred motor oil."| .\____\`- /v\ -'/____/. | -- Excerpt from the Book of the Engine| ' ' \__( )__/ ` ` | a Holy Book of Mechanix. | __>/ \<__ +------------------------------------------+ ``'\_/`'' Mechanix are incredibly handy to have in one's army. Not only can they repair damage done to vehicles, but they can salvage parts from wreckage and create new devices in the midst of battle. A Mechanic must be equipped with a least one wrench, hammer, hose tool, or a robot arm (we use this piece as a tool). Tools are required by the Mechanic at a cost of 5 points a piece. Mechanix have two roles to play on the battle field; they can repair damaged vehicles, or they can build new vehicles out of wreckage. Verse 2.5.1: Repairing Damaged Vehicles ------------ A Mechanic can help to fix vehicles which have suffered damage as a result of collisions or weapons fire. It was stated above that Mechanix must carry tools with them at all times, to be of any use on the battle field, and now you will learn why. When a Mechanic is trying to fix a vehicle, he specifies which damage he is attempting to correct (i.e. destroyed weapon, etc.). Then, he rolls 1d6 for every tool that he carries (max. 2). If he rolls above the number corresponding to the damaged system on the Vehicle Ker-Pow! Table, then the damage is repaired. Note that exploded vehicles or flipped- over vehicles cannot be repaired. A Mechanic must stand next to the vehicle (i.e. touching it) in order to be of service. The vehicle must not move during the turn in which it is being repaired. A Mechanic may try as many times as he likes to fix the machine. For example, let's say a Proximan HoverTank had it's main Mk3 Ballistic Cannon shot by enemy fire (the enemy rolled a 5 on the Ker-Pow! Table). Then, a friendly Mechanic decides, "Hey, let me fix that...", and he races up to the vehicle. He then must roll over 5 in order to repair the damaged weapon. After a system has been repaired, it operates normally. Verse 2.5.2: Building Stuff from Wreckage ------------ Suppose that the best efforts of a SpaceDriver were not enough to save his vehicle (and himself) from destruction. As described in the Main Rules Tome, the vehicle is then shredded into pieces, half of them removed, and then sprinkled over the area in which it was destroyed. It is from these pieces that Mechanix can build new stuff, such as a smaller vehicle (perhaps with no steering system) or a tiny weapons platform. First, the Mechanic must roll a 1d6 to see if it is possible to create a new device. If he rolls a four or over, he can do it. If Mechanic rolled a 4, he has fifteen seconds to create a new device, a 5 means he has thirty seconds, and a 6 means that he gets forty-five seconds to build something new. All silliness for these rules applies. For example, say a small vehicle got blasted by a Mk 5 missile (yikes!), and the vehicle was ripped up, and half of the pieces were discarded. The pieces left are a 2x6 chassis plate, one set of wheels, and fenders. The Mechanic could make a car with only two wheels and fenders; however, the new car doesn't have a steering wheel, so if the driver wants to turn, he has to stop the car, get out, lift it up and turn it, get back in, and go on his way (this process takes one turn). Any recreated vehicles move 7", and all weapon movement penalties are counted. Verse 2.5.3: Recovery Vehicles and Repair Bays ------------ A Mechanic may have a separate vehicle all to himself. Vehicles driven as recovery vehicles cost an extra 10 points and can hold up to 10 spare parts. Recovery vehicles move at a -2" penalty. The pieces carried in the recovery vehicle are chosen by the player and may be used to help create new vehicles from wreckage. Mechanix may also have base workshops which can hold up to fifteen spare parts in a parts bin. If the Mechanic is working from a workshop, he'll get a +1d4 bonus to all repair rolls (i.e. not To-Hit rolls). So, a Mechanic in a repair bay in a base with one tool would roll 1d4 + 1d6 to try and repair damage to vehicles. When recreating a vehicle, spare parts are taken out of the repair bay or recovery vehicle as they are needed, not before the actual construction time limit begins. _________________ Verse 2.6: Medix ----------------- Move": 4" Armor Value: 6 Skill: 1d6 Ratio: Maximum one for every 10 troops Points: 7 Medix are basically Mechanix for humans. After the initial SpaceMan training in the SMTC, those desiring to become Medix move onto the Hippocratic College of SpaceMen (each civilization has it's own College), where they learn for ten years how to mend battle wounds, such as No-Knee Syndrome, Skull Explosion, Hyper-Extended Spine, Shattered Torso, and the devastating All-Bones-Fused-Together Trauma. At graduation time, the Medix are awarded their MediPak (which contains such medical accessories as BakTeen, BandAdes, and a hammer) and are sent off to perform their duties with a specific unit, which they are attached to for the rest of their lives as SpaceTroopers. +------------------------------------------+ | "Being a LeCroix Medik is on of the most | .\ /. | honorable and exciting positions a | ./\\ //\. | person could possibly hold. I like | ./\\\\ ////\. | blood, too." | .\\\\\-- .-. --/////. | -- Medik Jansen Orroork (17th LeCroix| .\____\`- /v\ -'/____/. | Corps), in his interview with | ' ' \__( )__/ ` ` | Walter Barbarsa. | __>/ \<__ +------------------------------------------+ ``'\_/`'' Medix are represented by a red and white SpaceTrooper, with two sets of "air-tanx". Both tanks are either red or white, and one must be worn on the back, and one on the front. This extra tank is used to simulate the extra equipment carried by the Medic, used to heal other troopers. Medix have the ability to heal troopers who have fallen in combat. If a fallen comrade lies in the battlefield, the Medic can race to his or her side and administer medicines and perhaps a skull-replacement. To raise a fallen friend, a Medic must be next to the victim. The Medic then gets one roll on 1d10. If the player rolls 1-6, the victim is saved, and may begin to fight again on the next turn. If the player rolls a 7-10, however, the soldier is lost forever, and cannot be saved. _______________________ Verse 2.7: SpaceDroids ----------------------- Move": 7" Armor Value: 1d6 + 2 Skill: 1d10 Ratio: Maximum one for every 5 troops Points: 8 SpaceDroids are human shaped and sized robots which can fight along side a regular SpaceMan. The members of the squad to which the SpaceDroid belongs constantly repair and upgrade their comrade, and treat it as if it were a real man. Due to the fact that the android is not human, and made from synthetic materials, it is more durable and can move faster than can a normal SpaceMan. Androids, however, are not autonomous creations, and must be attached to a squad of other SpaceTroopers, or else they get lost. +------------------------------------------+ | "Champion Vitarc! Don't throw that! | .\ /. | It's SpaceDroid 1138-AW's head!" | ./\\ //\. | | ./\\\\ ////\. | -- SpaceScout Flippin's protest that | .\\\\\-- .-. --/////. | SpaceDroid 1138-AW's head be pre- | .\____\`- /v\ -'/____/. | served. The head impacted with an| ' ' \__( )__/ ` ` | enemy tank and blew it up. | __>/ \<__ +------------------------------------------+ ``'\_/`'' SpaceDroids are basically human SpaceMan pieces, but with an odd mechanical feature or two. These features can range from having a maneuver jet for a head, to having wheels instead of legs. However, the heads of SpaceDroids cannot be the normal human face, and must be some other piece (SpaceDroids aren't technologically advanced enough to support human features, yet). A SpaceDroid must be in a squad, vehicle, or base with at least one human SpaceMan in it. If all of the humans in the SpaceDroid's squad die, then the `droid will return to the nearest squad or base to receive new orders, at which time he can join a new squad. It is possible to have a squad of four SpaceDroids and one human, if you really want to. SpaceDroids are also equipped with a built in CB radio, which it can use like a normal CommOp. _______________________ Verse 2.8: SpaceDrivers ----------------------- Move": 5" Armor Value: 1d4 Skill: 1d8 Ratio: One per vehicle (troop) Points: 7 SpaceDrivers are the elite and cocky group of warriors who pilot the vehicles of their army. Before becoming a full-fledged SpaceDriver, the Initiate must pass a special course called "SpaceDrivers' Ed," which is offered at the local high school. In SpaceDrivers' Ed, the Initiate learns such vital things as how to drive in a straight line, how to operate the weapons and communications systems of his vehicle, and how to parallel park. Once a SpaceDriver is given his first vehicle, he takes tremendously good care of it. On the weekends, with the week's fighting behind him, the SpaceDriver tends to his vehicle. SpaceDrivers follow a grueling ritual which involves meticulously waxing, polishing, and detailing their vehicle. After the external ointments have been applied, the SpaceDriver carefully tunes the engine, with the help of his unit's Mechanix. Finally, he vacuums inside the vehicle, and cleans up the floormats. He rotates the tires, too, if the vehicle has any. +------------------------------------------+ | "Hey! Can't you watch where you're | .\ /. | going?! What a moron. Maybe I'll | ./\\ //\. | shoot at her, that'd teach her!" | ./\\\\ ////\. | -- Armson Pitipalda, SpaceDriver | .\\\\\-- .-. --/////. | of the Ralan DriverCorps, after | .\____\`- /v\ -'/____/. | a Ralan SpaceWoman ran in front of | ' ' \__( )__/ ` ` | his tank. It was his mom. | __>/ \<__ +------------------------------------------+ ``'\_/`'' Every vehicle must have a SpaceDriver driving it. If a vehicle has no SpaceDriver, then it can't go anywhere, so try to avoid designing vehicles with no pilots. ______________________ Verse 2.9: SpaceHeroes ---------------------- Men Women Move": 5" 7" Armor Value: 1d10 + 4 1d4 + 4 Skill: 1d10 + 2 1d10 + 2 (+2 CC Bonus) Ratio: -----> Maximum one for every 7 troops <----- Points: 12 11 A normal SpaceMan is the most deadly organism in all of known space. If, however, the SpaceMan's power is in some way naturally augmented, he becomes even deadlier than the next guy. SpaceMan Heroes do not command entire divisions, but instead serve as rallying points and as symbols of their Civilization's power and glory. Heroes are normal SpaceMen who have displayed extraordinary feats of strength, speed, or agility. A Hero tends to spend about 20 years (instead of the normal 17) in the SpaceMan training Camp, which allows him to further hone his advantages. SpaceMan Heroes are also incredible morale boosters who often whip regulars into such a frenzy that they often shoot at trees, rocks, sometimes even the ground. +------------------------------------------+ | "I'm a Hero, oh yes I am! | .\ /. | I fights them boys and kill them dead, | ./\\ //\. | I like my sandwiches with cheese n' ham,| ./\\\\ ////\. | So give me one now or I crack yer head!"| .\\\\\-- .-. --/////. | -- A favorite childrens' rhyme, | .\____\`- /v\ -'/____/. | commemorating the exploits of | ' ' \__( )__/ ` ` | SpaceHero Fleeben Goonter. | __>/ \<__ +------------------------------------------+ ``'\_/`'' SpaceHeroes are incredibly efficient killers, and serve as the leaders of the SpaceForce, when no Champions are available. SpaceHeroes function just like normal SpaceTroopers, but have a somewhat large advantage called the "Stupendous Feat Ability". A stupendous feat (or just a "feat") is something incredible that the SpaceHero does during the battle that could not be done by anyone else. Feats are inherently useful things, such as shooting again, moving again, punching through a wall, etc. More examples are given below in a small list. In order for a feat to succeed, both players roll 1d6. If the player attempting the feat rolls equal to or higher than the other player, then the feat succeeds. The opposing player need not roll against the player attempting the feat, if he does not want to. Note that the player attempting the feat must declare before the roll exactly what feat he is trying to accomplish. Some sample feats include: 1) Shooting again (no automatic hits) 2) Moving again 3) Grabbing hold of a passing vehicle/flyer 4) Punching a hole in a wall 5) Climbing sheer surfaces 6) Moving something big 7) Leaping great distances 8) Troubelshooting medical help for a fallen trooper 9) Fixing a vehicle 10) Moving terrain features 11) Etcetera... Note that feats can be as silly as the players desire. A very serious game could be played with very strict rules on which types of feats can be performed, or players can choose to allow such things as eating obstructions or drinking rivers dry. The point is to make SpaceHeroes truly great warriors with near super-human abilities. We leave the restrictions on silliness to the players' taste, but we suggest a high level of stupidity. We do not describe all possible Stupendous Feats because there are a number of actions a Hero can take. So many options exist that we leave it up to the players to think of something silly for their Heroes to do. We like to have our Heroes pick up vehicles and throw them at other vehicles. Our Heroes do a lot of Really Fast Running and 400-Meter Leaps, as well. Heroes get one Stupendous Feat per turn. ___________________________ Verse 2.10: Space Champions --------------------------- Men Women Move": 12" 14" Armor Value: 2d10 + 1 1d10 + 4 Skill: 1d10 + 4 1d10 + 4 (+2 CC Bonus) Ratio: -----> Maximum one for every 12 troops <----- Points: 23 19 SpaceChampions are even more deadly then their companions, the SpaceTroopers and Heroes. Normal SpaceMen have been known to shoot themselves in a battle frenzy, and Champions live up to this standard. However, a Champion usually misses when he pulls the trigger, but ends up hitting four enemies anyhow. Champions are genetik freaks who have the uncanny ability of making stupendous (and often stupid) things go in their favor. Argor Frant (43rd Xeain Legion) once jumped up forty feet and grabbed onto a laser barrel of a passing enemy Flyer, shot the driver, grabbed the controls, piloted the Flyer back towards an enemy tank, and jumped from the Flyer just before impact, unscathed, while obliterating the enemy tank. Champion Frant was unfortunately hit by a Mk5 Missile at that time, though his right knee was left intact, and the Xeain geneticists cloned him. Champion Frant is now back with his original unit. +------------------------------------------+ | "Who's next?" | .\ /. | -- Champion Maxwell Mokrev to an | ./\\ //\. | underling after leaping a fortress | ./\\\\ ////\. | wall, killing 19 enemy SpaceMen, | .\\\\\-- .-. --/////. | jumping into a tank, and crashing | .\____\`- /v\ -'/____/. | through all of the walls of the | ' ' \__( )__/ ` ` | fortress, leaving nothing standing.| __>/ \<__ +------------------------------------------+ ``'\_/`'' SpaceChampions are even more powerful versions of the SpaceHeroes. The only difference between Heroes and Champions, beyond statistical differences, is the fact that SpaceChampions have THREE Stupendous Feats PER TURN. Now that's something to write home about. ========================================================================== Chapter 3: SpacePirates ======================= SpacePirates are the ruffians of the LegoWars II universe. Hailing from every corner of the galaxy, SpacePirates are those people who think only of themselves, only of money and personal gain, and only of killing and pillaging. SpacePirates constantly perform raids against Civilization outposts, seeking to steal the vital supplies they need to survive on their own secret bases, usually hidden in the recesses of a large asteroid belt. Some Pirates actually have a great cause towards which they strive, possibly even a noble cause, but most of them just don't want to do any work for themselves so they pillage and steal. Often, SpaceTroopers will undertake the destruction of a Pirate base, and they are only mildly successful. The equipment of SpacePirates is temperamental to say the least. PirateArmor is different for each Pirate, and the armor that saves a Matey from an Impact Rifle one moment, may fail utterly when hit by a simple fist. PirateArmor is unpredictable, but can actually provide more protection than SpaceArmor, in rare cases. Some Pirates go to battle in only a tank-top! Close Combat is the Pirates' specialty. It seems as if SpacePirates were born for fighting at close quarters, and countless bar brawls and pit-fights serve only to hone the skills of the strong, and weed out the weak members of a pirate band. Every turn, there is the possibility that the Pirate Fleet will Mutiny against the Cap'n or Cap'n's commanding the Fleet. Every movement turn, the Pirate player must roll 2d6. If he rolls a 2-4, then the Fleet revolts against their Cap'n. The Cap'n and FirstMate can then try to explain themselves and regain control of his Mateys. The Cap'n must roll over the number of troops revolting, using his own Skill, in order to regain control. If he does so, the turn may proceed normally. The FirstMate, acting as "The Cap'n's Hand", may add his Skill roll to the Cap'n's roll. If there is more than one Cap'n or FirstMate, then all of their Skills are added for this roll. If the rolls fails, then the opposing player takes control of all Mateys and vehicles and tries to kill the Cap'n. The Cap'n may make one Control Roll for every movement phase he remains alive. SpacePirates (or just "Pirates") have a number of restrictions on the types of vehicles in their Fleet. Pirates cannot have ANY land vehicles; all of their vehicles must be Flyers. This is because Pirates do not take well to the land and except for Mateys who take to the ground as foot-soldiers, Pirates rarely set foot on earth. Those who spend their lives planetside are known as LandLubbers. However, Pirate Flyers are highly customized and can use Mk1 - Mk5 weapons, unlike normal Flyers which can only use Mk1 - Mk3 weapons. The limit of 4 weapons per Flyer, however, must be obeyed by SpacePirates. _________________ Verse 3.1: Mateys ----------------- Move": 6" Armor Value: 1d6 Skill: 1d6 + 2 (+2 CC Bonus) Ratio: None (troop) Points: 7 Mateys are the men and women who make up the crew of a Pirate Fleet, and they make up the fighting forces that are commanded by the great Pirate Cap'ns. Mateys come from all ends of the galaxy, and every Matey has a story to tell. In fact, their stories are so important to them that sometimes they even have someone write it down for them. Even though they couldn't read it themselves, at least they know their story is preserved. Thus, the background of every Matey is different: some come from broken, dysfunctional families; some are former SpaceTroopers who dropped out of the SpaceTrooper Training Corps in favor of a less rigorous lifestyle; and some Mateys are Normal People who got tired of writing memos, so they picked up a Power Cutlass and tromped off with the boys. In any case, it is safe to say that every Matey is different. What unifies these vastly differing personalities is their overwhelming bloodlust and greed. Theft, murder, and pilferage is a way of life for the Mateys of a Fleet. +------------------------------------------+ | "Make the pris'ner walk the plank, | .\ /. | Cap'n!" said Scruffy Larry. | ./\\ //\. | | ./\\\\ ////\. | The Cap'n turned to face him. "Larry, | .\\\\\-- .-. --/////. | I hates ta tell ya this, but we's got | .\____\`- /v\ -'/____/. | no plank! This 'ere's a spaceship! | ' ' \__( )__/ ` ` | Dumb lout!" The Cap'n stabbed Larry. | __>/ \<__ +------------------------------------------+ ``'\_/`'' Mateys are the standard troopers for a Fleet of Pirates, and they make up the bulk of ground forces when the Pirates go to war. There is no differentiation made between male and female Mateys. All are one under Mateydom. ____________________________ Verse 3.2: Monkeys & Parrots ---------------------------- Monkey Parrot Move": 7" 12" Armor Value: 1d4 1d3 Skill: 1d4 0 Ratio: -----> One for every 5 troops <----- Points: 5 7 Almost every Pirate Fleet has a few mascots slightly lower on the evolutionary scale than the Pirates themselves. Usually, these mascots come in the form of small animals collected on short planetside excursions or stolen from pet shops at the mall. The most common of these animals are Monkeys and Parrots. The Pirates take these cute animals into their homes and hearts, training them to have battlefield use, as well as housetraining them. By training these animals with small rewards of bananas and crackers, the Monkeys and Parrots soon acquire the ability to scout out enemy targets and perform as rangefinders. It is unclear how the animals communicate to the Fleet, since they do not carry any communication gear when scouting. +------------------------------------------+ | "Polly wanna cracker!" | .\ /. | -- Polly the Parrot | ./\\ //\. | | ./\\\\ ////\. | "Ooh-ooh! Ooh-ooh-ooh!" | .\\\\\-- .-. --/////. | -- Molly the Monkey (roughly | .\____\`- /v\ -'/____/. | translated: "Molly wanna banana!") | ' ' \__( )__/ ` ` | | __>/ \<__ +------------------------------------------+ ``'\_/`'' Monkeys and Parrots are to Pirate Fleets as SpaceScouts are to Civilization Armies, and have the same rangefinding and tagging abilities. Parrots may move 12" per turn, and they do not need to take obstacles into account (i.e. they can fly over any terrain). Monkeys can move over obstacles up to 4" in height with no penalty. Monkeys may also carry small weapons. However, before using the weapon, the Monkey must roll 1d6. If he rolls 4-6, he may use the weapon normally, but if he rolls 1-3, he forgets what the weapon is for. This must be done every time the Monkey wishes to shoot or engage in Close Combat. ___________________ Verse 3.3: HelmsMan ------------------- Move": 6" Armor Value: 1d6 Skill: 1d6 + 2 Ratio: One per vehicle (troop) Points: 6 HelmsMen are the Pirates responsible for piloting their Pirate Flyers into battle, and basically are SpaceDrivers for Pirates. More importantly, however, the HelmsMen are the men and women (yes, "HelmsMan" is politically incorrect) who pilot the quick and agile fighting ships of the Pirate Fleet. Mateys who show promise in piloting vehicles and navigation are conscripted by the Fleet as "Swabbies", which is the Pirate term for those in training to be a HelmsMan. "Swabbie" is derived from the fact that the trainee must swab the decks, clean the galley, and tidy up the commode on board the Pirate Schooners and other FleetShips. Once a Swabbie has proved his or her worth, they become a HelmsMan, and take part in astronavigation and steering the ship (all Pirate FleetShips have a big wooden wheel to steer with). +------------------------------------------+ | "The targeting computer do be locked | .\ /. | on! Fire, you Scurvy Dog!" | ./\\ //\. | -- The targeting computer of a | ./\\\\ ////\. | standard Pirate Flyer, indicating | .\\\\\-- .-. --/////. | a missile lock-on. | .\____\`- /v\ -'/____/. | | ' ' \__( )__/ ` ` | | __>/ \<__ +------------------------------------------+ ``'\_/`'' Every Pirate vehicle (i.e. every Pirate Flyer) must have one HelmsMan. ____________________ Verse 3.4: MateDroid -------------------- Move": 7" Armor Value: 1d6 Skill: 1d10 (+2 CC Bonus) Ratio: One for every 7 troops Points: 8 Pirates are too stupid to make robots on their own. As a result, they steal them. Most MateDroids are simply reprogrammed versions of SpaceDroids, usually knocked unconscious during a battle between SpaceTroopers and Pirates. The Pirates then remove the NegaTronic brain of the SpaceDroid and replace it with a Monkey brain, or with the brain of a fallen Matey, which had been preserved on a shelf in the Cap'n's Quarters. +------------------------------------------+ | | .\ /. | | ./\\ //\. | "MateDroid Ugar-13, yer head be leaking | ./\\\\ ////\. | lubricant," said FirstMate One-Eyed | .\\\\\-- .-. --/////. | Mooga, to his subordinate. | .\____\`- /v\ -'/____/. | | ' ' \__( )__/ ` ` | | __>/ \<__ +------------------------------------------+ ``'\_/`'' MateDroids act the same as SpaceDroids, and all rules applying to SpaceDroids also apply for their Pirate counterparts. ______________ Verse 3.5: Doc -------------- Move": 6" Armor Value: 1d6 Skill: 1d6 + 2 Ratio: One for every 6 troops Points: 8 Ship's Doctors, or just "Docs", are highly skilled Pirates who know a great deal about human anatomy and physiology, and thus can revive fallen fellow Pirates. Actually, Docs are no more intelligent than normal Mateys. In fact, most Docs simply try and wake up fallen Pirates. Because no other Mateys think to do this, those that do are hailed as great medical geniuses, by other pirates, anyway. But some Docs actually do have some medical knowledge, mostly gained by reading a couple pages of a book (a true genius of a Pirate can read), or perhaps by watching a couple reruns of "Trapper John, SpaceMedic" or "St. Nowhere". +------------------------------------------+ | "Aye, I do be thinking the heart be | .\ /. | attached to the legs by ways of 'is | ./\\ //\. | neck. 'Is heart's in 'is noggin, aye?" | ./\\\\ ////\. | | .\\\\\-- .-. --/////. | -- Doc Two-Hooks-For-Hands, | .\____\`- /v\ -'/____/. | discussing field medicine with | ' ' \__( )__/ ` ` | a Doc trainee. | __>/ \<__ +------------------------------------------+ ``'\_/`'' Unlike SpaceTrooper Medix, Docs do not think that they'll need any special equipment to help provide medical aid, thus the models that represent Docs need only to be more red-and-white than are normal Mateys. Some Docs do carry around stethoscopes, but they usually use it on the patient's forehead, to see if his brain is still working. Pirate Docs are much less apt in practicing medicine than are the SpaceTrooper Medix. Thus, when rolling to determine if a fallen Pirate is revived, a roll of 8-10 signifies success, and a roll of 1-7 means that the Pirate being treated is simply dead, and will not wake up. That's what happens when you're dead. At least, that's what they tell me. ____________________ Verse 3.6: FirstMate -------------------- Move": 6" Armor Value: 1d10 + 1 Skill: 1d10 + 2 (+2 CC Bonus) Ratio: Two for every Cap'n. Points: 13 FirstMates play the role of the mediator between the Cap'n and the Crew of a Fleet, and act as "The Cap'n's Hand". When the Cap'n of a Fleet doesn't want to risk his life in a particularly dangerous gambit, he orders the FirstMate to do so. The FirstMate, eager to please the Cap'n and impress the Crew, will always carry out his orders. Also, the FirstMate, understanding the viewpoints of both Crew and Cap'n, has the ability to mediate Mutinies during battle. +------------------------------------------+ | "Cap'n Herve!! Cap'n! The Mateys! | .\ /. | They do be causin' a mutiny! They be | ./\\ //\. | shootin' at us!" | ./\\\\ ////\. | -- FirstMate Ishmaello to Cap'n | .\\\\\-- .-. --/////. | Herve Fillachez upon an entire | .\____\`- /v\ -'/____/. | army of 100 Mateys mutinying | ' ' \__( )__/ ` ` | against their leaders. | __>/ \<__ +------------------------------------------+ ``'\_/`'' The FirstMate of a Fleet has the abilities of a SpaceHero, including one Stupendous Feat per turn. Also, the FirstMate may add his Skill to any Control Roll needed by the Cap'n in order to avert a Mutiny. If a Mutiny does occur, the FirstMate fights to protect the Cap'n or Cap'n's. ________________ Verse 3.7: Cap'n ---------------- Move": 14" Armor Value: 2d10 + 1 Skill: 1d10 + 4 (+2 CC Bonus) Ratio: One for every 10 troops. Points: 21 SpacePirate Cap'ns are the greatest warriors a SpacePirate army can field. Equal in status to a SpaceChampion, a Cap'n can equal a Champion in battle, and more often than not, actually defeat the Champion. However, the usual Cap'n stumbles into battle with a bottle of rum in the hand that isn't carrying his Power Cutlass, and so he sometimes takes a serious loss at the hands of a simple SpaceMan. Cap'ns' personalities range from the suave and debonair Errol Flynn type, to the smelly, disgusting, burping, unshaven, too-much-hair-under-the- arms, eight-teeth-missing type. A vile image, but one the reader is sure not to forget soon. Most Cap'ns have one eye. Some Cap'ns pretend to have only one eye, even though they have perfect 20/20 vision. A Cap'n with both eyes intact is thought less of, and an eye-patch is a mark of prestige. +------------------------------------------+ | "Now, I do be expecting a fine fight | .\ /. | from you lads, with no whinin', no | ./\\ //\. | cryin', and no relievin' of bowels! | ./\\\\ ////\. | You hear?" Cap'n Redbeard took another | .\\\\\-- .-. --/////. | swig from his bottle. | .\____\`- /v\ -'/____/. | "Cap'n the fight were yesterday..." | ' ' \__( )__/ ` ` | "Oh. Maybe I'll drink s'more, then." | __>/ \<__ +------------------------------------------+ ``'\_/`'' Cap'n's have the same abilities as a SpaceChampion, including three Stupendous Feats per turn. Cap'n models must have a face with an eye-patch. How the Cap'n deals with Mutinies is described at the beginning of this Chapter. ========================================================================== Epilogue ======== This is the end of the Trooper's Handbook. Those of you who have followed us from LegoWars version 1 will notice numerous new troop types, beyond the 4 or 5 troops offered before. Our reasoning behind this was to give the players something more to choose from when designing an army, and also to add in some special abilities that we felt were needed. We hope you like the additions. In the future, we hope to produce a set of non-restrictive "Troop Lists" for several individual StarShip Civilizations which have unique or interesting troops not listed here. No guarantees, though. ;) And again, if you have any comments, please send them to the e-mail addresses below, and thank you for taking the time to page through our rules. We feel fulfilled. Eric O'Dell R. Todd Ogrin ========================================================================== Full Disclaimer =============== This document was created in order to provide rules for miniature-scale warfare using the LEGO Bricks building system, specifically the "Space" line of LegoLand sets, and elements of the "Pirate" line as well. No profits were gained by the designers whatsoever, and any profit made through the sale of this document are not legal. These rules were written and distributed in an exchange of free information. These rules are completely unauthorized, and not sanctioned in any way by INTERLEGO AG, the company responsible for the production of LEGO bricks. All likenesses are property of INTERLEGO AG, and used without permission. What rights remain are reserved by Robert Todd Ogrin and Eric O'Dell, the sole creators; January 1995. ========================================================================== How To Reach Us =============== Any comments or suggestions can be sent via e-mail to xero@camelot.bradley.edu, xero@lydia.bradley.edu, or Z926207@corn.cso.niu.edu The LegoWars Homepage is located at: http://rhf.bradley.edu/~xero/Lego/lego.html T H E E N D