LEGOWARS
"A Fun Game To Play"
Designed by
E.O'Dell
& T.Ogrin
Manual written by T.Ogrin
All rights (whatever they may be) reserved.
Written March 16th & 17th, 1991
"LEGO" is a registered trademark of the LEGO Bricks Company
DISCLAIMER: This product was created in order to conduct miniature scale
warfare using the LEGO building system, specifically the "space" line of
sets. No profits were gained by the designers whatsoever, and any profits
made by anyone through sale of this file are not valid. These rules are not
sanctionned in any way by the LEGO Bricks Company
|
Section
0: Introduction
When designing this game, we tried to keep a number of factors in mind. First
of all, we tried to keep the game incredibly simple, since complicated games
get dull and slow. Thus, by keeping the game simple, it'll quicken the pace,
providing for pulse-pounding action. Second, we wanted to have some fun with
the manual and we borrowed some of the format from other wargames such as
Warhammer 40,000 (by Games Workshop), though we made a few humorous changes.
Third, we didn't want to have for the player to keep track of loads of data.
Some games require the player to fill out reams of paper simply to begin
the game, so we attempted to keep the amount of paper needed by the player
to one or two sheets. Finally, we tried to keep it light-hearted. This game
lends itself to silliness, since anyone who'd claim that smiley-faced guys
in brightly colored space suits are the galaxy's most fearsome warriors has
to be a little warped.
Anyway, we hope you think our efforts to make realistic wargaming a little
more attainable were worthwhile. Thank you...
E.O'Dell, T.Ogrin
|
Section 1:
Background
In the year AD 3500, humanity finally completed its quest to leave its home
solar system. Groups of soldiers and colonists left for the nearest star
systems, using the new invention of the Really Fast Drive. Going their separate
ways, fifty starships left on their voyages to explore the universe.
These fifty groups of humans did not come in contact for approximately 11000
years. However, in AD 14746 they ran across each other in the star system
of Arcturus VIII, and greeted each other with open arms, until they realized
that both civilizations wanted the same planet for its valuable minerals,
useful in the maintenance of the Really Fast Drives. A war broke out between
the two groups of humans, sucking in the rest of the forty-eight
original starship-civilizations which eventually were rediscovered during
the course of the war across the galaxy.
To fight in this great war, the starship-civilizations were forced to design
the most fearsome bio-genetically engineered soldiers humanity had ever seen.
In 14989 the SpaceMen were born. Trained under the most gruelling conditions
and forced to run the fitness trail at the local park at least *twice* a
day, the SpaceMen became the most violent, murderous death dealers in all
of human history. So violent, in fact, that they have been known to shoot
themselves in a battle frenzy.
The war rages on to the present day, AD 15250, with no civilization gaining
the upper hand on another. Wars and skirmishes are waged over planets, solar
systems, even entire arms of galaxies, yet no civilization dominates for
more than several hundred years.
Now the task of commanding one of these great armies of SpaceMen is your
mission. To quote 4th Aldonan Guard Commander, "The enemy must die, for if
he does not, then he won't be dead."
|
Section 2: The
SpaceMan
SpaceMan. The name itself instills a feeling of terror in all who hear it
uttered. These proficient warriors of the galaxy have been trained from birth
to be nothing but machines of terror and destruction.
When they are born, they are immediately fused to a suit of bio-mechanical
machinery which alters their physiology to accept the rigors of SpaceMan
Training Camp. At the age of three, the SpaceMan recruit enters the SMTC,
and spends the next seventeen years in training. At the age of twenty, the
freshly initiated SpaceMan is given his first suit of SpaceArmor, which will
support him in practically any environment. The SpaceMan is now a full recruit
and is eligible for SpaceMen's pensions and the like, when he retires at
the age of 150 years (SpaceMen usually live about 200 years, due to their
altered physiology).
SpaceMen can be assigned to a number of missions. These missions are usually
objectives such as ground attacks, boarding parties, sabotage, Flyer strikes,
and base protection. A SpaceMan is always loyal to his original civilization,
and will never retreat or be routed.
"One who fails to advance upon the vile
antagonist is less than a coward. He
is not a good man."
--Al Rargh, 8th Brigade: Vegan Guard |
In the game of Legowars, SpaceMen have statistics that are very easy to remember.
Their stats follow:
SpaceMan: Move: 5" HP: 5 Cost: 5 pts.
The system that we used for the description of characters, as well as vehicles
(described later), is not too tough to comprehend. First of all, is the name
of the character for whom the stats are being given, in this case, "SpaceMan".
Next, is the heading of "Move:". This refers to how far this model can move
during one movement phase, in this case, 5" (if you use a Lego plate, such
as the one with a crater in it, you can multiply the movement in inches by
three, giving you the number of dots that the model can move). Next is "HP:",
which refers to Hit Points, or the amount of damage that the model can take,
in this case, 5. Finally is "Cost:", referring to the cost in points for
one SpaceMan, in this case, again, is 5.
Points are used to be able to judge whether a battle is equally matched or
not. If you assign a 500 pt. limit to your battle, you and your opponent
can use up to 500 pts. of men and vehicles in that battle, and so on.
SpaceMen *never* retreat. Even if they are the only soldier left on the field,
they will still fight until they are dead, unless their commanding officer
has them fall back for strategic reasons, such as protecting a vital vehicle
or installment. Any SpaceMan that retreats is considered scum, as the insightful
quote by Al Rargh suggests.
The cost of one SpaceMan does not include weapons, described the next section.
SpaceMen are arranged into squads of five men.
|
Section 3: Man-Portable
Weapons
The weapons of a SpaceMan are his most prized possession. Without the weapons,
the SpaceMan would be hindered, and without the SpaceMan, the weapons are
only hunks of metal and plastic. For many hours a day, the SpaceMen devote
time and rituals to repair and clean their weapons.
"A SpaceMan must honor his weapon
with his heart and soul. Without
this understanding, his weapon
will blow up in his hands, most
likely taking off his head."
--Unknown SpaceMan, whose head
was blown off by a weapon
malfunction. |
These weapons are carried by SpaceMen, or other humans, for use against enemies,
in the form of humans or vehicles. A chart follows, giving the stats of each
of the weapons. Pictures of these weapons are available within the .GIF file
(titled LEGOWARS.GIF) contained in this archive.
Weapon |
Pts |
Range S |
Range L |
To Hit S |
To Hit L |
Move Penalty |
Damage |
Gyro Pistol |
1 |
6" |
12" |
4 |
5 |
0 |
2 |
Death Gun |
5 |
12" |
24" |
4 |
5 |
-2" |
8(4") |
ForcePistol |
2 |
4" |
10" |
4 |
5 |
0 |
5 |
EnergyStaff |
3 |
1" |
5" |
3 |
6 |
-1" |
6(C) |
ElectroSword |
1 |
1" |
1" |
4 |
4 |
0 |
3(C) |
VibroPike |
1 |
1" |
6" * |
4 |
7 |
0 |
2(C) |
Power Axe |
2 |
1" |
1" |
4 |
4 |
-1" |
4(C) |
Stun Axe |
1 |
1" |
1" |
5 |
5 |
0 |
2(C) |
Zap Lance |
2 |
1" |
3" |
4 |
5 |
-2" |
4(C) |
Key: (C)-- Close Combat Weapon * -- Thrown Weapon (Once thrown,
the SpaceMan must retrieve it to use it again.)
Next is a list of extra equipment a human model may carry. Things included
on this list are shields, armor, and jetpacks. A description of the object's
function is given, as well.
Object | Pts. | Function |
Slug Accelerator | 2 | +2"SR, +5"LR, +2 damage to pistol or gun |
Centrifugal Stabilizer | 2 | -2 ToHit SR, -1 ToHit LR (pistols & guns) |
Shield | 3 | -1 to any damage inflicted |
Body Armor | 5 | -2 to any damage inflicted |
Jet Pack | 10 | Movement x2" |
CB | 2 | Allows squads to communicate |
|
Section 4: Game Play
and Combat
Since this is the section of the manual that gets kinda dull, we'll keep
this short and sweet. Just follow the numbers, and you'll play the game
correctly.
Step 1: You and your opponent should decide on an imagin- ary line behind
which your forces should be deployed. When the lines are drawn, deploy your
forces in any fashion you chose. You can put troops on buildings, behind
buildings, anywhere, except obviously silly places, like on the end of a
gun barrel of a turret.
Step 2: Roll for intiative. The player with the highest roll moves first.
The loser of the roll moves first on the second turn, etcetera.
Step 3: Using the movement rates of the models, the winner of the intiative
moves one squad or vehicle it alloted distance, and the two players alternate.
In the case of flyers dropping bombs, damage from bomb hits is applied during
the movement phase, right when the player announces it. Any collisions between
vehicles and anything else are done in the following manner:
Assume a vehicle moved 12" and ran into a building. Multiply the number of
inches the vehicle moved by two and subtract that number from the vehicle's
structure points (-24 SPs). Then subtract the number of inches moved by the
vehicle from the structure points of the building. If the vehicle hit a squad
of men, consider the squad as a whole (35 HPs), and reverse the process described
above. Therefore, the squad would take 24 pts. of damage and the vehicle
would take 12.
Collisions with flyers are treated in the same mannner, only the flyer is
always completely destroyed.
Step 4: The player that won the initiative fires the weapons of one vehicle
or squad at the target he chooses, checking to make sure the target's in
range. He then makes the appropriate ToHit roll as supplied by the weapon
charts. If he hits, damage is subtracted. If not, nothing happens to the
target. All weapons, except expendable rockets, are assumed to have unlimited
ammo. Do not forget to take burst effects into account. The players alternate
until everyone that wants to and can fire has done so. Also, if a target
is within ridiculously close range to the attacker, such as a SpaceMan shooting
at a wall from a dot away, the attacker will hit automatically.
Step 5: Destroyed vehicles are ripped apart as soon as they are destroyed.
Scatter the pieces over the area that it was destroyed in and remove half
of the pieces from the playing area, leaving realistic debris behind. When
a squad of men is destroyed, simply sprinkle their bodies over the area they
died in.
This series of steps is repeated for the duration of the game, until one
of the players is totally wiped out. Fun, ain't it?
|
Section 5: Vehicles and
Vehicle Weapons
The vehicles of the SpaceMen are driven by dedicated and violent men known
as the SpaceDrivers. They have only one goal in their lives, and that is
to destroy as much enemy property as possible while not getting their own
vehicle shot out from under them. They are fiercely devoted to their vehicles,
often naming them endearing terms, such as "The Spreader of Sanguinity" or
"LifeSnatcher". As with the SpaceMen and their weapons, the
SpaceDrivers spend hours a day performing rituals dedicated to their vehicles.
"Attempt to prolong the life of your
vehicle, for you are in it, and if
it is destroyed, a few effects of
death may be observed."
--Xereve Grungt,
SpaceDriver Elite, Hesperan Guard
|
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:
Class | Size(in dots) | Pts. | Speed Structure | Points |
Small | Small- 6x6 | 50 | 14" | 25 |
Medium | 6x7 - 8x10 | 75 | 12" | 35 |
Large | 9x10 - 12x24 | 100 | 10" | 45 |
Flyer | 8x16 | maximum 85 | 20" | 30* |
* -- Mk 2 weapons are the biggest a Flyer can carry.
Flyers can only have three weapons maximum.
Flyers cannot mount any Ballistic weapons.
There are a number of simple rules for vehicle contruction. First of all,
there must be some sort of propulsion device somewhere on the model of the
vehicle. Propulsion devices include wheels and treads for land vehicles,
and propellers or jets for Flyers.
Secondly, vehicles must be at least three-fourths of the length of any barrel
or missle mounted on it. For example, a Mk 5 Missle could not be mounted
upon the chassis of a small vehicle.
Collisions between vehicles and other objects is discussed in "Game Play
and Combat".
Armor is available for all vehicles, adding ten SPs to the stats of the vehicle,
up to 30 extra points. Armor comes in sections of ten points. There is a
-1" movement penalty per section of armor. Each section of armor costs fifty
points. No modifications are made to the actual model that represents the
armored vehicle; there are no external visual effects of armor, but you should
tell your opponent beforehand which vehicles are armored, as he will do the
same.
Flyers are represented on the playing area as a small vehicle with wings,
propellers, etc., which is supported about six inches from the table by a
stand, constructed of a flat 1x8 stuck into a base. The base does not represent
anything on the table except the shadow of the Flyer, which has no effect
on the game. However, due to Flyers' speed and due to the fact that they
fly above the table, there is a -1 modifier ToHit, since it's harder to target.
Vehicle weapons are described on the following table:
Weapon |
Pts |
Range S |
Range L |
To Hit S |
To Hit L |
Move Penalty |
Damage |
Size |
Missles |
Mk1 | 10 | 10" | 20" | 1 | 2 | -1" | 5 | 4 |
Mk2 | 20 | 12" | 25" | 2 | 3 | -1" | 7 | 6 |
Mk3 | 40 | 15" | 30" | 3 | 4 | -1" | 10 | 10 |
Mk4 | 80 | 17" | 35" | 4 | 5 | -2" | 12 | 13 |
Mk5 | 160 | 20" | 40" | 5 | 6 | -3" | 15 | 16 |
Lasers |
Mk1 | 20 | 10" | 20" | 2 | 3 | -1" | 5 | 1LasPiece |
Mk2 | 40 | 15" | 30" | 3 | 4 | -1" | 10 | 2LasPiece |
Mk3 | 80 | 20" | 40" | 4 | 5 | -1" | 15 | 3Laspiece |
Ballistic |
Mk1 | 10 | 12" | 24" | 3 | 5 | -1" | 10 | 12 |
Mk2 | 40 | 8" | 16" | 1 | 2 | -1" | 5 | 6 |
Mk3 | 40 | 30" | 60" | 4 | 5 | -3" | 5 | 24 |
Mk4 | 80 | 12" | 24" | 4 | 5 | -2" | 15 | 18 |
Bombs |
Mk1 | 15 | -- | -- | 4 | (Target | -1" | 8 | 2 |
Mk2 | 25 | -- | -- | 45 | below) | -2" | 10 | 4 |
When equipping vehicles with numerous weapons of death and destruction, please
keep the rules that follow in mind.
"-Move" refers to the number of inches per turn that get taken off of the
speed designated by the chassis size chart. Please note that these values
are per weapon, so two Mark 5 MIssles would take 6" off of your movement
rate. However, if those missles are fired, your vehicle would regain all
of its previous speed.
All weapons except lasers have a "blast effect". This simulates a fiery cloud
of fire as the weapons shell impacts with its target. The blast effect is
only effective against squads of men. This system involves the firer to designate
a target SpaceMan in a squad of men. If the firer hits with the weapon, the
damage listed on the chart is first applied to the target soldier. If any
additional damage remains, the player being attacked "spreads it around"
to the remaining men of the unit. The target player could opt to kill off
two of his men, or simply injure three. For example, the attacker designates
the CommOp of a squad as the primary target of a Mk5 Missle. The attacker
hits, effectively decimating the CommOp in a ball of flaming something-or-other.
Ten points of damage still remain for the defender to distribute to the rest
of the men of the target squad.
The size column of the chart designates how long a weapon should be. These
values are given in dots, so it may be handy to make a "key" of sizes out
of LEGOs, so you can quickly measure the sizes of various weapons, without
having to always count the dots.
Lasers have a different approach to sizes. Instead of using barrel sizes,
we decided to use the pieces that look like this:
|| ||
||-------||
|| () () ||
+---------+
...for each individual laser. For example, a vehicle with one Mk 3 Laser
on it would have to have three of the above pieces ("LasPiece") placed somewhere
on the vehicle, and all facing in the *same* direction and, if on a turret,
all on the *same* turret, and *same* direction.
When weapons are placed on a vehicle, with no turret or hinges, that weapon
can only fire in the direction that it is facing. In other words, it is fixed
in one postion, and must be aimed by moving the vehicle. With no hinge on
the weapon, it can only fire to its short range, the exception being lasers
and bombs, which go straight, and don't need to be arced.
In other words, if you want to be able to achieve your long range, a hinge
is required. If you want to be able to aim wherever you want, even if the
vehicle is facing a different direction, you need a turret. Turrets cost
45 points, and hinges cost 45 points.
Bombs have no range. When a player announces that he is dropping a bomb during
the movement phase, the bombs jets are fired, propelling the bomb straight
downward at about 1500 meters per second, and hits are resolved immediately.
If the player misses his ToHit roll, the bomb is considered a dud and drills
itself into the ground, not harming any surrounding targets.
A vehicles minimum movement after all additions must be at least 1". Vehicles
of 0" movement are not allowed.
Only Flyers may be equipped with bombs, for obvious reasons. SpaceDrivers
are goofy, but not *that* goofy.
All vehicles must be equipped with controls, which can be either computers,
steering wheels, or anything else that the players agree on as being worthy
of being controls. Vehicles with no controls can only move straight. Vehicles
without drivers are stupid things to make, so don't do it. While SpaceMen
outside a vehicle need oxygen equipment, SpaceDrivers do not, because their
vehicles have atmosphere within them already, and are pressurized.
Vehicles may also carry up to ten SpaceMen, provided they can fit on or in
the vehicle. Only medium and large vehicles may carry extra men. Troop transports
are possible. For every five extra SpaceMen carried, a -1" movement penalty
is applied. Once the men get off, the 1" speed is regained. For ease of play,
the men do not actually have to be inside of the vehicle. You can hold them
outside, and place them on the board when they are deployed by the vehicle.
However, the men you say are being carried by the vehicle must be able to
fit in it. Your opponent may, if he wants to, challenge you into showing
him that they all actually do fit in the vehicle. If the men do not, all
of the men claimed to be in the vehicle are striken by a rare disintegrative
disease and are immediately removed from play. Oops...
|
Section 6: Bases &
Buildings
There are numerous emplacements of troops from all fifty of the
starship-civilizations, which are usually housed within giant bases. Many
are several levels high, and many more levels deep. Within these bases are
the facilities for vehicle maintenance, weapon reparations, and dorms for
the SpaceMen. The bases are usually armed with heavy weaponry; weapons such
as Mk 4 Missles are not uncommon. The walls are made of fortified FerroPlast,
and are capable of standing up to an incredible amount of punishment from
those that would do it ill. The base is the SpaceMan's home, which he is
willing to protect at all costs, and to which his life is dedicated.
"Our base is our home. We live there. It's nice."
-- A rousing excerpt from Commander Hallen's
(17th LeCroix Corps) speech to his troops
on the event of the base being attacked by
lements of the Aldonan Guard.
|
Bases are great objects to center a scenario around. It's great fun to have
one player design a base and protect it, while the other player designs his
forces to effectively take the base. There are a number of simple rules to
follow as guidelines for the constructions of bases and buildings. First
of all, is the size of the building. To get the basic cost for the building,
imagine if all the walls of the building had been extended to make a perfect
rectangle, with no indentions. You will have two imaginary points where the
corners of the imaginary walls would be. Measure across the base with a ruler
and get the number of inches. Multiply this length by 25 points for the cost,
and times 30 for the number of structure points of the building. If this
is confusing, please see the below diagram:
****** --------A
****** |
****************
| *************
| *************
| *************
B--*************
This is a diagram of a base, where the asterisks represent the actual base
(the base walls and interior of the base). The dotted lines are imaginary
extensions of the outer walls of the base, which intersect at points A and
B. The dotted lines are not walls themselves, but where the base would be
if all of the walls were extended. To get the base value, measure from point
A to B and take that value in inches and do the above calculations on this
value. This is similar to measuring the size of a TV screen, from corner
to corner.
Now that the Structure Points (Hit Points for a structure) and Cost Points
have been determined, we'll get on with building the rest of the base. When
a base is built, there is one regular, free door, placed wherever the player
wants it, the base is one level high, and the walls are one dot thick. Extra
doors cost 25 points, while unique doors are classified under Outstanding
Architechtural Features (see below).
A player can thicken the walls to two or three dots, thus giving more protection
to the building, but at a cost. Double dot walls cost 10 points per dot along
the wall. An entire wall must be made double thickness, or the extra width
is ineffective. For example, a wal of length 20 dots is to be made double
thickness. This process would add 200 points to the value of the base. Use
this process with triple strength walls as well, except triple dot walls
cost 25 points per dot of the wall. Whenever a double dot wall is hit by
incoming fire, three points are taken off of the damage inflicted. Triple
strength walls take six points off of damage inflicted in the same manner.
Extra levels may be added to the base at a cost of 75 points per level. Levels
are basically extra rooms above the main building. These extra levels can
be as large as the player desires, since he already payed for the size of
the building in the initial stage. Upper levels may be armored (thickened)
at the cost of 5 points per dot to double thickness. Triple thickness upper
walls are not allowed. If a third level is created, it can only have a one
dot thick wall, as well as the fourth and higher levels. When a base is fired
on, the firer must designate which level he is firing at, at a -1 per level.
Thus there is no penalty for shoot at the ground level, -1 penalty at level
two, -2 at level three, etc. Guns may be placed on the base, as described
under Section 7: Gun Emplacements, Tripods, & Bunkers, Although anything
mounted above the first level of the building must be Mark three or less.
Computers should be located somewhere in the base. These are free, but there
should be some in the base somewhere.
Vehicles may be housed in the bases, as long as they can get in and out of
the doors.
There is no ToHit bonus for firing down from an upper level of a building.
There are such things as Outstanding Architechtural Features (mentioned to
hereforth as OAFs) which increase the value of a base. OAFs are things such
as sliding doors, roll up doors, launch pads, elevators, and other things
along the same lines. All OAFs are 100 points, and should be discussed by
both players to see if they agree on whether something is or isn't an OAF.
|
Section 7: Gun Emplacements,
Tripods, & Bunkers
Gun emplacements can be found anywhere in the LEGOWARS universe; they can
be in the mountains, in the fields, behind cows, underground, *anywhere*
(except obviously silly places, like being carried by a squad of men). The
men that are stationned in a gun emplacement rarely see any action, because
they're basically token guards. So when a battle comes their way, they fire
like mad. These men are incredibly devoted to the upkeep and maintenance
of their prize weapon. When the SpaceMen get bored of their garrison duty,
they blow away a couple of rocks or other features of the landscape. Thus,
the terrain within the range of a gun emplacement tends to be very barren,
with few trees and rocks.
"One hundred bottles of beer on the wall,
one hundred bottles of beer, take one down,
pass it around! Ninety-nine bottles of beer
on the wall..."
-- Excerpt from an ancient chant which
garrison officers sing when bored.
|
Gun emplacement range from simple tripods to full- fledged bunkers. The rules
for gun emplacements are as follows:
A gun emplacement mounts any weapons that a vehicle can carry up to Mk 3.
Mk 4 and Mk 5 weapons are not allowed to be mounted, unless the emplacement
is on the ground level of a base. For points cost, simply take the weapon
to be mounted, and use its points value.
Then, to determine the basic cost of the equipment on which to mount the
weapon, look up the movement point penalty of the weapon and use it on the
following chart:
Penalty | Structure Pts. of Emplacement | Pts. Cost |
-1" | 10 | 50 |
-2" | 20 | 60 |
-3" | 30 | 70 |
If the emplacement is to be a bunker (gun with a cover of one dot thickness)
multiply the cost and structure points by two, and build the bunker around
the weapon. Be sure that there is room for at least one operator.
All rules for hinges (45 pts.) and turrets (45 pts.) apply to gun emplacements.
All firing arcs, for vehicles as well, are 90 degrees from the base of the
weapon being fired.
|
Section 8:
Androids
Androids are human shaped and sized robots which can fight along side a regular
SpaceMan. The android can wield weapons just as can a human. The members
of the squad to which the android belongs constantly repair and urgrade their
comrade, and treat it as if it were a real man. Androids have a limited
consciousness, but are capable of running programs that allow it to perform
as well as, or better than a normal human. 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. There is one drawback to the android,
however, and that is if all humans in its squad die, then it must report
back to its commander for further orders. Even though there is this one drawback,
the android is a fierce and deadly soldier.
"AAAARRRRGGGGHGHHH!!"
--Tauran SpaceMan's last
words as Android 182A of the
Hesperan Guard blasted his
face off.
|
Androids 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 androids cannot
be the normal human face, and must be some other piece (Androids aren't
technologically advanced enough to support human features, yet).
An android must be in a squad, vehicle, or base with at least one human SpaceMan
in it. If all of the humans in the android's squad die, then the `droid will
return to the nearest squad or base to recieve new orders, at which time
he can join a new squad. It is possible to have a squad of four androids
and one human, if you really want to. The stats for an Android follow:
Android: Move: 7" HPs: 6 Cost: 10 pts.
Androids are also equipped with a built in CB radio, which it can use like
a normal CommOp, but if the android is using its CB, it can only move once
every other turn (the `droids CPU isn't fast enough to follow his squad and
receive orders over the radio). `Droids do not have to be used as a CB, but
can be if the squad's CommOp dies, or something equally tragic.
|
Section 9:
Mechanix
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 flux inverter
to the sun, while repeating the Chant
of the Matrix to himself. When the
Chant is complete, one must sprinkle
the inverter with the sacred motor oil...
--Excerpt from the Book of the Matrix,
one of the Mechanix' Fifteen Holy Boox
|
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).
If a Mechanic is in an army, he can have either his own recovery vehicle
(small-medium vehicle, carrying up to ten spare parts at a -1" movement penalty)
or a base workshop (can hold up to fifteen spare parts in a parts bin). If
the Mechanic is working from a workshop, he'll get a +1 bonus to all rolls
having to do with mechanix, not Tohit rolls and such.
A Mechanic can repair 1d6 structure points (on a vehicle or a base) with
a roll of 5 or higher on a 1d6(One try per turn).
Tools are required by the Mechanic at a cost of 5 points a piece.
Repair bays in bases cost an extra 30 points, added to the cost of the base.
A Mechanic can repair Androids (1d6 SPs) on an inital roll of 6 on a 1d6.
Vehicles driven as recovery vehicles cost an extra 20 points and can hold
up to 10 spare parts.
A Mechanic costs 10 points, and there can only be one Mechanic for every
five men in the army.
When a vehicle is destroyed, it is ripped apart by the players, and half
of the debris is discarded, while the other half is left on the board. Mechanix
have the chance of building a new vehicle or weapon platform from the remaining
wreckage and can use any spare parts he is carrying with him, or has with
him in his repair bay at the base.
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 the previous roll
was successful, the Mechanic must roll another 1d6. If the he rolled a 1
or 2, he has thirty seconds to create a new device, a 3 or 4 and he has one
minute, and a 5 or 6 and he has one minute and thirty seconds. All silliness
for these rules applies. For example, say a small vehicle got blasted by
a Mk 5 missle (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.
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.
|
Section 10: Vehicle
Critical Hits [Optional]
If a vehicle takes ten or more points of damage in one turn, there's a chance
for the weapons striking the vehicle to cause more serious internal damage.
Critical hits are scored on a five or over on a 1d6. For every ten points
of damage inflicted over ten points, there is an additional +1 bonus added
to the critical hit die roll (i.e., 30 points of damage in one turn would
be an automatic critcal hit).
To determine what is damaged when a vehicle gets a critical hit, follow this
list: First, missles are destroyed; second, the ballistics go; third, lasers
are mutilated; fourth, is the steering system of the vehicle; and finally
is the Power Plant, and thus the vehicle can't move anymore.
|
Section 11:
Communications
CommOps are the members in a squad of SpaceMen that operate the communications
equipment, in order to keep in contact with the commander of the army. If
the CommOp is lost, the squad can only move once every other movement phase,
but can still fire every attack phase. This rule simulates what happens if
a unit has to make decisions on its own, without the guidance of a leader
and his computer and advisors.
CBs cost 2 points, and must be carried in the hand of the CommOp in order
to use it properly.
Vehicles and Flyers all have built in CBs.
Android CBs were discussed in Section 8: Androids.
A squad can use an Android instead of or in conjunction with a unit with
a CommOp in it (i.e., the android has a back up CB in case the CommOp dies).
|
Section 12:
Epilogue
Well, that's about it for the rules that we've made so far. The game should
run fairly smoothly if you follow all of the rules, but don't be afraid to
drop the ones you don't like, or make up new ones for things we didn't discuss.
There are a number of topics we're planning to work out, and decide if we'll
include them in a future edition of updated rules, such as:
1) SpaceMan Heroes and Champions
2) Giant Robots
3) Extra Heavy Vehicles
4) Explosives
5) Medix
6) and Starships (maybe...!)
We're also planning to release a set of scenarios that we think are pretty
good, as well as a Medieval Set of rules for mass combat in the Middle Ages,
for use with the LEGO system. Most importantly, what needs to be said is
not to limit yourself too much by our rules. We tried to make them as open
to the designers imagination as possible, so feel free to make exotic vehicles
and bizarre androids. You can make your missles look however you want them
to, within the size limits. Feel free to experiment with our ideas. Most
of all, have fun sending happy little spacemen to their fiery doom. Enjoy!
T.Ogrin
E.O'Dell
PS --> Any complaints, compliments, or ideas can be relayed to us by leaving
a message to Todd Ogrin on the Waukegan Public Library BBS, at (708)623-2226.
Thanx go to the LEGO Bricks Company for making LEGOs for the past several
years. Without you, this file would be about using fish and other aquatic
wildlife for miniature scale warfare. Or something like that. I think...
NOTES: This file was originally distributed as a ZIP file over some local
BBSes in the Lake County Illinois area. Thus, there are references to a GIF
file which contained representations of the weapons. This file is not absolutley
necessary to play, as long as the players agree as to which piece represents
which weapon.
Also, any comments or suggestions can be sent via e-mail to
[email protected].
Thanks much!
|
|