LegoWars
                         II


			
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	     |  M  A  I  N      R  U  L  E  S      T  O  M  E   |
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			    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
			      

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|                             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.		      |
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			Table of Contents

Foreword

Chapter 0:  Introduction
	Verse 0.1: Things You Will Need
	Verse 0.2: BrickSpeak

Chapter 1:  Timeline of Events That Happened

Chapter 2:  An Introduction to The SpaceMan 

Chapter 3:  The Armory 
	Verse 1: Arms
	Verse 2: Equipment

Chapter 4:  Combat                     
	Verse 1: Ranged Combat and Damage Resolution                                    
	Verse 2: Close Combat and Damage Resolution

Chapter 5:  Game Sequence                                   
	Verse 1: Pre-Game
	Verse 2: The Game

Chapter 6:  Machinery of Destruction
	Verse 6.1: Building Vehicles
		Verse 6.1.1: General Vehicle Construction Rules
		Verse 6.1.2: Troop Transport Vehicles
	Verse 6.2: Vehicle Movement
	Verse 6.3: Vehicle Damage Resolution
	Verse 6.4: Vehicle Arms
		Verse 6.4.1: Vehicle Weapon Firing Arcs
		Verse 6.4.2: Hinge and Turret Mountings
		Verse 6.4.3: Bomb Damage
	Verse 6.5: Vehicle Collisions
		Verse 6.5.1: Collisions with Stationary Objects
		Verse 6.5.2: Collisions with Other Vehicles

Chapter 7:  Bases and Buildings                         
	Verse 7.1: Building a Base
	Verse 7.2: Attacking Buildings
	Verse 7.3: Damaging Buildings

Epilogue
Thanx!
Full Disclaimer
How To Reach Us




==========================================================================
Foreword
========
	To tell you the truth, we never expected to be writing another 
version of LegoWars.  
	The first version was a fluke, the product of two warped guys sitting
in a basement on a boring summer evening.  We playtested it, and we thought
that it was sort of fun, so we uploaded it to a couple of BBSes in our area.
	Once we had access to the InterNet, I posted the rules on the whim
that someone might find it interesting.  Lots of people have found it 
interesting, it seems.  We receive e-mail on an almost weekly basis.  Rarely
does a week pass with no one showing any interest.  We really couldn't 
believe it.  When we had an offer from an actual game publisher, we just 
about lost it (this deal was put on hold until we made some changes; these
new rules are the changes).
	The changes incorporated in LegoWars II are huge.  The entire system
has been reworked to make it simpler and less paper-intensive.  In fact, 
when playtesting, we only wrote down a vehicle design that worked particularly
well, and never prepared on paper before a battle (except to count points).
We played from the tables and charts, and this made it much more fun.  More
troop types have been added as well, including SpacePirates, who use the new
Pirate pieces produced by INTERLEGO AG.
	We didn't change the stupidity of the game, however.  It's more
tongue-in-cheek (what the hell is that supposed to mean, anyway?!) than 
ever, and the silliness is at an all-time high.
	The rules have been split up into three sections: The Main Rules
Tome, The Trooper's Handbook, and The Tables.  What you are reading now is 
the Main Rules Tome; it covers vehicles, buildings, gameplay, and combat
rules.  The Trooper's HandBook is a document containing all of the troop
types available to the LegoWarrior, and all special rules that apply to 
them.  Finally, The Tables simply contains all of the statistics and tables
needed to play the game, all in one handy document, so a player won't need
to scramble through the entire Main Rules Tome to find a number.
	And without further ado, we'll let you get to the rules.

		  
Eric O'Dell    (Z926207@corn.cso.niu.edu)
R. Todd Ogrin  (xero@camelot.bradley.edu)

		 




==========================================================================
Chapter 0:  Introduction
========================

	This game is the product of many hours of, quite simply, playing
with Lego bricks.  Before you jump wholeheartedly into reading the rest
of these rules, you should know that LegoWars is a building-intensive game.
This, in itself, wouldn't frighten many Lego "maniacs", but the game goes
beyond creative construction, and steps into the violent realm of killing
things and making things blow up into a thousand pieces which rain down
onto a battlefield littered with the corpses of SpaceMen.
	In short, building with Lego bricks is fun, and you know that if
you ever want to build anything else with those bricks, you will have to
disassemble your first creation, so why not disassemble it in a grand 
fashion by having it blown to smithereens?  If you don't like tearing 
apart things that you've lovingly created, then stop reading, because at
some point during the game, it will happen.
	If you do like doing this, like we do, then you will enjoy this
game very much.

_______________________________
Verse 0.1: Things You Will Need
-------------------------------
	Lego bricks are not the only thing necessary to play this game.
Here is a list of some other stuff that will be handy to have around:

1) Dice - You will need quite a few of these.  In specific, you will need
	d10's, d8's, d6's, and d4's.  Any "d3" rolls are made using a d6
	and counting 1-2 as 1, 3-4 as 2, and 5-6 as 3.

2) Paper and Pencil - We have made an effort to get rid of this entirely by
	getting rid of the "hit point" system used in the 1st Edition rules.
	However, for larger battles, you may need to write some stuff down
	to keep from losing your mind.

3) Terrain - Terrain is used as cover and scenery for the battlefield itself.
	When playtesting, we used simple buildings made from a LOT of Lego
	bricks.  The advantage of using such buildings is that the minifigs
	can stand up without support; if you were to use a flat gaming surface
	with no dots, you'd need to tack every minifig to a base plate of some
	sort so that they'd stand up.  What a pain.
		If you don't have enough Lego bricks or plates to make up
	some nice terrain, then you could use the type of terrain used for 
	Warhammer 40,000, since the scales are almost identical, or simply 
	use stuff from around the house (books for hills, potted plants for 
	foliage, your dog for a 13-story Googa Monster, etc.)

4) Table - Or some other playing surface, like the floor.  The size depends
	on the size of your battle.  If you don't have a table or floor, you
	could construct one out of Lego bricks.

5) Tables - The tables document that comes with this game is a necessity,
	and it is partially responsible for the lesser amount of paper needed
	for LegoWars II.

6) Measuring Device - We use small measuring tapes about a yard long (the
	retractable kind).  These are nice to have, and better than rulers,
	because rulers can't bend around corners.

7) Another Player - You will need at least one opponent, unless you're really
	bored and want to play by yourself.  If you do not have another 
	player, you could construct one out of Lego bricks.

8) Some Free Time - You shouldn't play this game at work because you're
	supposed to be working.

_____________________
Verse 0.2: BrickSpeak
---------------------
	Since we were small children (we are now big children), we have
encountered all sorts of terminology for Lego bricks.  Now, in an effort
to make this manual mildly readable, we will now define some terms that
we'll use to refer to certain bricks.

Minifig - A minifig is one of those little people with a smiling, yellow
	face.  They shoot at each other and fight in this game; their
	faces are a cunning ploy.

Dot - A dot is one of those little circular things on top of most bricks.
	A minifig has one dot on top of its head.  Dots are used as units
	of measurement in LegoWars (i.e. a 2 x 2 brick refers to a brick
	with 4 dots on top, in a square).

Brick - A brick is the fundamental building block of all Lego creations.
	Bricks come in all sizes, and are three times the height of a 
	plank (see below).

Plank - A plank is the "thinnest" Lego piece, and like bricks, they come
	in many different sizes.  Three planks stacked on top of each
	other would be the same height as a brick.
	
Flat - A flat is basically a plank, but with no dots on top (they're smooth).



	



==========================================================================
Chapter 1:  Timeline of Events That Happened
============================================ 
	For your convenience, here is a LegoWars II Timeline of Events
That Happened, which you will undoubtedly refer to frequently during the
course of your games.  All years in CE (Common Era).

CE 1973-74 (approx.) -- LegoWars II authors born

CE 3450 -- Dr. Farl Piggins is born, and immediately solves the world
	hunger problem.

CE 3480 -- Dr. Piggins makes public his intentions to design a HyperCosmic
	engine for use on StarShips.  The media camps out at his house.

CE 3490 -- Dr. Piggins gets married to Fata Blobba.  Media gives Mrs. Piggins
	the affectionate nickname, "Fat Pig".  Dr. Piggins clones himself so
	that he has someone intelligent to talk to.

CE 3500 -- Dr. Piggins builds first successful Really Fast Drive, and travels
	to Pluto in a second.  In this same year, Dr. Piggins discovers that
	the Earth is going to blow up in a couple of years.  Dr. Piggins also
	discovers the secret of ending poverty.  All other men and women of
	science give up their jobs and become barbers and cooks.

CE 3502 -- 50 StarShips built, each the size of the moon.  Dr. Piggins custom
	fits each StarShip with a Really Fast Drive.  The Earth is evacuated,
	and the StarShip Civilizations all take off in different directions,
	destinations unknown.  Dr. Piggins disappears mysteriously before the
	last StarShip takes off.

CE 3503 -- The Earth blows up.

CE 3504 - 14745 -- The Time When Nobody Saw Anybody Else

CE 14746 -- The Civilizations Proxima and Moola meet each other in the 
	Arcturus VIII system, after 11,000 years of no contact with another
	group of humans.  Each of the StarShips has grown in size to almost
	2500 times the size of Earth.  The Civilizations go to war over 
	Arcturus VIII.

CE 14747-89 -- The other 48 Civilizations converge on Arcturus VIII.  By the 
	time the last Civilization arrived(the Xeains), Arcturus VIII is 
	a wasteland planet, and 3 StarShip Civilizations had been destroyed
	utterly.

CE 14800 -- The Xeains suggest a less intensive war, and the remaining 47
	Civilizations ratify the Let's Not Fight For a While Agreement of
	14800.

CE 14801 -- The Xeains get bored, so they start a fight with the Moolans.
	The Civilizations start fighting again.

CE 14802 -- In order to preserve themselves, and to plot the downfall of the
	other Civilizations in peace, the Civilizations break from the intense
	combat and set up colonies on other planets.

CE 14989 -- The Ralans design the first SpaceMen.  The most violent and 
	murderous death-dealers the galaxy the world had ever seen went to
	war against the Aldonans.  After a serious butt-kicking, the Ralans
	returned home victorious.  The other 46 Civilizations genetically
	engineer their own versions of the Ralan SpaceMen.  Media coverage
	is intensive.

CE 14990 -- The Ralans sue the other 46 Civilizations for copyright 
	infringement.  They settle out of court.

CE 14991 -- The Ralans suffer a grievous defeat at the hands of everyone else.

CE 14995 -- Dr. Farl Piggins returns, now over 11,000 years old.  He sees the
	current state of affairs and disappears again.  Everyone blames
	everyone else for his second disappearance.  The media hounds 
	everyone.

CE 14996 -- The Media is attacked by all 47 Civilizations in an unprecedented
	act of cooperation.  The Civilizations take serious losses and 
	retreat.  

CE 14998 - 15305 -- The Time of Galactic Empires

CE 15306 - 16438 -- The Time of No Galactic Empires

CE 17250 -- The present day.  No Civilization has gained the upper hand over
	another.  Wars and skirmishes are waged over planets, solar systems,
	even entire arms of galaxies, yet no Civilization dominates for more
	than a couple hundred years.
		Now the task of commanding one of these great armies is your 
	mission.  To  quote  4th Aldonan Guard Commander Thaka Bahding, "The 
	enemy must die, for if he does not, then he won't be dead."




========================================================================== 
Chapter 2:  An Introduction to 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.  After being born, they are taken to the SpaceMan
Nursery, where nurses constantly monitor their growth, and feed them special
gene-altering formula from a bottle.
	At the age of three, the SpaceMan recruit enters the SpaceMan
Daycare School.  It is in this school that the SpaceMan forges his first
friendships, and draws his first picture.  The mornings are spent in the
"PlayRoom", where the SpaceKids play with blocks, role-play mother/father
relationships, and learn what it is to share.  In the afternoon, the 
SpaceKids take to the shooting range or combat chambers in order to hone 
their budding combat abilities.
	At age 5, the SpaceKid becomes a Trainee, enters the SpaceTrooper
Training Camp of his Civilization, and spends the next seventeen years in 
training.  At the age of twenty, in a grand ceremony, 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.

+--------------------------------------------------+
| "My SpaceArmor is exactly like my real           |
|  body, only different."                          |      
|                                                  |     
|     -- Denraw Soup, describing the               |    
|        benefits of his SpaceArmor to             | 
|        a group of Moolan Trainees at the         |      
|        Moolan STTC.                              |           
+--------------------------------------------------+           
	
	
	In the game of Legowars, SpaceMen have the following statistics: 

SpaceMan:  Move:           5"  
	   Armor Value:    5    
	   Skill:          1d6   
	   Cost:           5 pts.

	The system that we used for the description of characters,
as well as vehicles (described later), is simple enough for a SpaceMan to
comprehend.  First of all, we give the name of the model, in this case, 
"SpaceMan".  

	The heading of "Move" 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 "Armor Value" (which will be referred to as simply AV),
which refers to the amount of damage that a model can take in one turn, 
which is, in this case, 5.  Sometimes a model will have a random AV, and
rolls using this AV are called Armor Rolls.

	The "Skill" heading is used to determine exactly how skilled the 
trooper is.  This Skill level is used for determining how well the trooper
performs in close and ranged combat.  The Skill of a SpaceMan is 1d6.

	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 point limit to your
battle, you and your opponent may use up to 500 points of troopers 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 
they fall back for tactical reasons, such as protecting a vital vehicle 
or installment.  Any SpaceMan that retreats is shot on sight.

	The cost of one trooper does not include weapons, described in
the next section.
	
	SpaceMen are arranged into squads of five men.  
	In LegoWars II, there is little emphasis on squad coherency.  The
primary coherency rule is that the members of a squad must be deployed near
each other (within 3" of another squad member).  After the initial deployment,
squad members must try to stay in the relative area of other squad members.



==========================================================================
Chapter 3:  The Armoury
=======================
	Weapons are what SpaceMen live for.  They have nothing, except
their unit and their weapons, and without these things, they are nothing.
Thus, the SpaceMen are highly dependant on the SpaceSmiths of their
Civilization, the men and women who have the know-how, ingenuity, and
morbid sense of purpose to construct death-dealing weaponry for their
SpaceMen.  
	While SpaceSmiths design new prototypes and refine new ideas,
the Mechanix serve to keep these weapons in top fighting condition.
While the Mechanix do not have the experience to create new weapons,
they are invaluable to the maintenance of them.
	The SpaceMen depend on the Mechanix and SpaceSmiths to come through
and produce the most finely-tuned weapons, so that they do not falter
in battle.  The SpaceMen, after all, are behind the trigger, and a faulty
weapon brings shame unto all.
	These are the warriors who forge weapons, without which, this
game would be pretty darn boring.

+-------------------------------------------------+
| "Honor your weapons with all your heart,        | 
|  all your soul, and don't shoot yourself        |  
|  with them."                                    | 
|     -- Lumis Feeben, SpaceSmith of the          | 
|        Proximan SmithWorks, giving some         |  
|        sage advice to the wielder of his        |   
|        weapons.                                 |        
+-------------------------------------------------+        


_______________        
Verse 3.1: Arms        
---------------
	
	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.  
				  
		  Two-                  Usage
Weapon            Handed  Pts.   Range  Rating   MovePenalty    Damage
------            ------  ---    -----  ------   -----------    ---------
Gyro Pistol                2     12"      2           0         1d6
Impact Pistol              3     10"      3           0         1d6 + 2
Assault Pistol             4     15"      4           0         1d10
		    
Gyro Rifle                 5     20"      3           0         1d6 + 3  
Impact Rifle               6     18"      4           0         1d6 + 5  
Assault Rifle        X     8     25"      5          -1"        2d6 + 2

Death Gun            X     10    30"      4          -2"        3d6 + 2

Fist  *        (C)         0     --       2           0         1d6 - 1
Mini Power Axe (C)         1     --       2           0         1d6
Big Knife      (C)         1     --       3           0         1d6
Energy Pike    (C)         2     --       3           0         1d6 + 1
Power Axe      (C)         3     --       3           0         1d6 + 3
Power Cutlass  (C)         2     --       4           0         1d10
Force Lance    (C)   X     3     3"       3          -1"        1d10 + 1
Energy Staff   (C)         3     5"       4          -1"        1d10 + 2 
	
	 *  -- Fists may only be used if the model has no other CC weapons.
	       Fists may not be used as a second counter-attack weapon in
	       Close Combat.

	(C) -- Close Combat Weapon only.
	       Close combat weapons with a range can make an energy discharge
	       up to it's range.

	Each troop-portable weapon is represented by a group of statistics.
The first of these statistics is "Two-Handed".  If there is an X in this
column, then if a model is armed with the weapon, it is the only thing that
he or she may carry in hand.
	"Pts." refers to the cost in points for the weapon.
	"Range" refers to the maximum distance that the weapon is effective
at.  An entry of "--" implies that it is a Close Combat weapon only.
	The "Usage Rating" of a weapon is the relative level of difficulty 
in actually operating the weapon.  A trooper must roll equal to or above this
rating with a Skill Roll in order to use his or her weapon successfully.
	"Move Penalty" represents how much a certain weapon will slow down
the wielder.  For example, a Death Gun is a hefty piece of machinery, so
troopers carrying it will be slowed by 2".
	The "Damage" column reveals how much damage a certain weapon causes
against enemy targets.  Rolls made using this Damage Value (DV) are called
Damage Rolls.

	Troop-portable weapons may actually be mounted upon vehicles for the
normal movement penalty.  No more than 4 of a single troop-portable weapon
may be mounted on a vehicle.
	Troop-portable weapons may be made a part of a base or building as 
well, for an extra cost of 5 points.


____________________
Verse 3.2: Equipment
--------------------
	
	Next is a list of extra equipment a trooper may carry.  A 
description of the object's function is given, as well.


Object           Pts.    Function
------           ----    -----------------------------------------
Hi-Pro Ammo        2     +1d4 damage to ranged weapons, +1 UR to weapon
ShootFar Ammo      2     +5" to ranged weapon, +1 UR to weapon
Stabilizer Scope   2     -1 Usage Rating on any ranged weapon
Shield             3     Adds 1d4 to Armor Value (1/model)
Body Armor         5     Adds 1d6 to Armor Value (-1" Move, 1/Model)
Jet Pack          10     Movement x2"
CB                 0     Allows squads to communicate (1 required/squad)
Visored Helmet     5     Adds 1d6 to skill of trooper
Powered Epaulets   5     Adds +2 CC Bonus (1/Model)
Cape              -1     Makes your model easier to hit (+ 1 to Skill of 
			   enemy shooting or in CC with the model)
========================================================================
Chapter 4:  Combat
==================
	SpaceTroopers are taught all sorts of combat styles, depending on
the mission at hand, and the Civilization to which the SpaceTrooper belongs.
Combat is all that a SpaceTrooper lives for, besides closely guarded rituals.
Every SpaceTrooper army of every StarShip Civilization has its own set of
closely guarded rituals.  

+------------------------------------------------+
| "I think that fighting and war is one of   | 
|  the greatest inventions of the human      |  
|  mind.  I mean, it sure would be boring   | 
|  if we didn't all hate each other.  Or        | 
|  something."                                           | 
|     -- Jill Gurps, sociologist of the            |   
|        Antauran Civilization.                     |        
+------------------------------------------------+        

	There are two types of combat in LegoWars, and they are ranged 
combat and close combat.  Ranged combat, obviously, takes place over 
long distances using guns, missiles, or rocks.  Close combat is when things
get personal, and troopers take it upon themselves to engage each other 
one-on-one with hand weapons, fists, teeth, head-butting, elbowing, kneeing,
kicking, and sitting on the enemy for an extended period of time.

_______________________________________________
Verse 4.1:  Ranged Combat and Damage Resolution
-----------------------------------------------

	Ranged combat occurs during the combat phase of a player's turn.
The players make rolls in order to determine if the firer actually hit his
target, and, if so, whether or not the shot caused any damage.

	To determine if the firer hit the target, the firing player must
make a Skill roll against the Usage Rating of the weapon being fired.  Each
trooper has a unique Skill level, and so players should keep abreast of who
is firing and where their Skill level stands.  If the attacking player rolls
equal to or greater than the Usage Rating of the weapon using his Skill dice,
then the shot has found it's mark, and damage resolution takes place.  If the
shot missed, then no further action is taken, and the next firer tries to 
pick off one of the bad guys.

	If the shot was successful, then both players must roll to determine
if the target was killed by the shot.  The firer now rolls the Damage Value
dice of the weapon which he was firing.  The defender rolls his Armor Value
dice, which can be found in the Trooper's Handbook.  
	If the defender rolls higher, or if it is a tie, then the target 
survives the weapon blast.  If the attacker rolls higher, then the target 
dies.  His body can be removed from play entirely, knocked over to simulate 
a body, or ripped to pieces and sprinkled liberally over the surrounding area,
to simulate appropriate carnage.

	In the case of an "automatic death", the attacker still must roll
Damage dice.  If the roll comes up one (or all ones), then the target lives
anyway.  For example, if a SpaceMan were hit by an Impact Rifle, (1d6 + 5 
Damage), he should be killed automatically, but the attacker must roll 
Damage dice anyway; if he rolls a one on 1d6, then the target lives.

	By positioning a model behind some sort of cover, players can
get the benefit of some minor protection.  Shots made at models behind
cover (any cover, no distinction is made between hard and soft cover)
is made at a -1 Skill of the firer.
	
	No To-Hit roll is automatic.  Rather, a roll which will most
definitely be above the UR of the weapon being used (i.e a UR of 2
and a Skill of 2d10) Still has the possibility of missing.  A roll of
one (or ones, if multiple dice are rolled) means that the shot has missed,
just like the "automatic death" rule described above.

	If the attacker is at "Ridiculously Close Range" (i.e. less than
an inch from his target), then he hits automatically.  If players still
want to roll dice, the attacker is considered to have a +2d20 Skill at
that range only.

	Note that both the rolls of the attacker and defender may be 
modified by the use of special equipment, such as extra armor or special
targeting attachments for weapons.


______________________________________________
Verse 4.2:  Close Combat and Damage Resolution
----------------------------------------------

	Close combat is similar to ranged combat in that the damage 
resolution is carried out identically.  However, for every turn that
two models are locked in close combat, BOTH of them get to try and whack
the head, arms, legs, or torso off the other.

	First, the attacker makes his to-hit and any necessary damage rolls.
If the defender is still standing, he then gets to make a counter-attack,
and follows the same process.  This is done once per game turn, until
one of the combatants falls, or until one of the combatants breaks off 
combat.

	A model with two Close Combat weapons may make attacks (or
counter attacks) with both weapons.  Imagine two SpaceMen locked in battle,
both armed with a Big Knife and Energy Staff.  The attacking SpaceMan
would most likely strike first with his Energy Staff (it has the best chance
of blasting his enemy).  The defender would then roll a counter attack with
his Energy Staff.  The attacker would then attack with his Big Knife,
and then the defender would counter attack with his Big Knife.  Note that
a defender gets only as many counter attacks as his attacker has attacks 
(i.e. if the attacker has one weapon, and the defender has two, then the 
defender only gets one counter attack).  Fists do not count as a weapon,
unless the model carries no other Close Combat weapons.

	A group may use gang-up tactics on a single model to try and
bring him down.  In this case, the first attacker is treated normally
as described above; he attacks the target, and the target gets a counter-
attack against this first attacker.  If subsequent attackers hit the 
defender, the target takes a -2 Armor Value penalty, AND a -2 Skill penalty.  
	For example, Champion Oogtar is being attacked by 4 SpaceWomen. 
The first SpaceWoman makes her attack.  She misses.  Champion Oogtar
makes his counter attack and lops her head off with his Powered Cutlass.
The second SpaceWoman makes her attack.  She hits, and Oogtar has to make
an Armor Roll at a -2 penalty against the SpaceWoman's Damage Roll.  He
succeeds and is left standing.  He may make a counter attack at -2 Skill
against this second SpaceWoman. The third and fourth SpaceWomen continue the 
attack, and if they hit, Oogtar has to take a -4 Armor penalty and a -4
Skill penalty for his counter attack, and then a -6 Armor and Skill penalty.  
The penalties accrue no matter if the attacker hits or not.
	No more than 4 troopers may gang up on another.  All that pushing 
and shoving to get the killing blow... what a pain!

	If a trooper wishes to break from close combat, he or she may do so,
but the attacker gets one free attack with a single weapon as the trooper 
breaks off.  If there are multiple attackers to break off from, then they ALL 
get a free attack. 
	The trooper breaking away gets no counter attacks.  If the breaker 
survives the free attack, then he or she may move normally.  Breaking from 
close combat takes place in the Movement phase.

	Some troops have Close Combat bonuses.  These bonuses are valid
only when the trooper is in close combat, and never at range.  Therefore,
although an Energy Staff and a Force Lance are close combat weapons, the
bonus is only valid when they are used as close combat weapons, and not as
ranged ones.  
	Close combat bonuses are added to the to-hit roll of the weapon 
when the trooper is trying to chop off his enemy's limbs, and if he does
manage to hit him, the bonus is also added to his Damage Value.  
	So, if a Matey was trying to hit someone, his To-Hit Dice would 
effectively be 1d6+4, which means he hits on anything except a one.  He rolls 
a 3, which makes his To-Hit total come out to 7.  This is greater than 4,
which is the UR of the Power Cutlass he is using, so he hits.  He now rolls
1d10 + 2, instead of the normal 1d10, because of his close combat bonus.  As
you can see, this makes SpacePirates pretty mean up close.

	Vehicles other than Flyers may be engaged in Close Combat.  If the
Driver is exposed (i.e. not in an enclosed cockpit), then the attacker can
attack the Driver at a -1 Skill modifier.  If the Driver is enclosed, then
the attacker must try to cause damage versus the armor value of the vehicle
itself.
	If the Driver is killed, the vehicle cannot move or fire (unless it 
has gunners inside, or another trooper takes the place of the driver).



==========================================================================
Chapter 5 - Game Sequence
=========================
	This Chapter covers the order of battle in a typical LegoWars II
game.  Follow these guidelines and everything should go smoothly.  

__________________        
Verse 5.1: Pregame        
------------------
	STEP 1:  You and your opponent should find a table or some
other suitable flat surface on which to play the game.  Ping-pong
tables or large sheets of plywood make excellent playing surfaces.  
You may want to use the floor for particularly huge battles.
	
	STEP 2:  Players will then need to set up some sort of terrain 
for the game to be played on.  Terrain can range from fancy modelled 
trees and mountains, to the simple Lego trees and a stack of books for a 
hill or two.  It is perfectly acceptable to use whatever you have at hand 
for gaming terrain.  Heck, build a whole darn city out of bricks, for all we
care... (We did it, that's how we playtested this game)
	STEP 3:  Players roll 1d6.  The player with the highest roll can 
either choose to have the first turn, or choose which table edge he wishes to
play from.  After this decision has been made, the person who lost the
die roll then sets up his troops.  After all troops have been set up, the
player who lost the initiative roll may swap the positions of any two units.
All troops must be set up within 6" of the table edge.


___________________
Verse 5.2: The Game
-------------------
	Repeat these steps until one side is wiped out, one side 
retreats or concedes, or until the players decide that they can't live
any longer if they don't have some New York Cherry Ice Cream and make a 
mad dash for the local grocery.

	MOVEMENT: Using the movement rates of the models, the player
whose turn it is moves all his squads or vehicles their allotted 
distances.  In the case of flyers dropping bombs, damage from bomb hits is 
applied during the movement phase, right when the player announces it.  
Vehicle collision damage is also determined at this time; the rules for 
vehicle collision damage is covered in the vehicle section.

	COMBAT: 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 is in range.  He then makes the appropriate ToHit roll
according to his Skill and the UR of the weapon being used. If he hits, 
a Damage Roll must be made, and the target must try and save on his Armor
Roll.  The player continues until every unit that is conducting close or 
ranged combat has done so.   

	DESTRUCTION:  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.

	The players alternate between themselves for the duration of the
game (i.e. Player 1 moves and shoots, Player 2 moves and shoots, Player 1
moves and shoots...etc.).


==========================================================================
Chapter 6:  Machineries of Destruction
======================================
	
	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 of the effects      | 
|  of death may be observed."                 | 
|     -- Xereve Grungt,                       |  
|        SpaceDriver Elite,                   |    
|        Hesperan Guard                       |         
+---------------------------------------------+         

____________________________
Verse 6.1: Building Vehicles        
----------------------------        
	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:
					  
				  Weapon
Class    Size(area)       Speed   Mounts   Armor Value
-----    ----------       -----   ------   -----------
Ground --
Small        30            14"      0"      2d10 + 4
Medium      110            12"      2"      3d10 + 4
Large       225            10"      4"      4d10 + 4

Flyers --
Small        30            20"      0"      1d10 + 2
Medium       90            18"      0"      2d10 + 2
Large       200            16"      0"      3d10 + 2


*  -- Mk 3 weapons are the biggest a Flyer can carry.
      Flyers can only have three weapons maximum.


Verse 6.1.1: General Vehicle Construction Rules
------------
	To determine the base cost of your vehicle, you must first compute
the area (in dots) of the vehicle.  Take the length of the vehicle and
multiply it by the width of the vehicle.  Items which to not contribute to
the area of a vehicle include:
	* Wheels / Jets / Motive devices
	* Weapon barrels extending beyond the chassis
	* The portion of the wings of a Flyer that do not contain
	  any mounted weapons.

	Using this area, divide it by 10 (round fractions up), and this is
the base cost of the chassis.  If you are building a Flyer, add 5 points.
Depending on the area of the chassis, the vehicle comes equipped with a
motive device and possibly weapon mounts.

	Weapon mounts are special mountings on the vehicle for weapons.
Normally a weapon mounted on a vehicle incurs a movement penalty because of
the weight of the weapon.  However, vehicles with weapon mounts may add
weapons at no movement penalty until the mounts are used up, and then weapons
incur the normal penalty.  
	For example, imagine a Medium ground vehicle was being built, and it
had 3 Mk2 Lasers mounted on it.  The first two laser would cause no penalty,
because they could be mounted on the weapons mounts, but the third laser 
would incur a penalty of -1", because all of the mounts are used already, 
giving the vehicle a speed of 11".
	
	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.  No differ-
differentiation is made between the behavior of any motive type, besides ground
and air vehicles.
       
	Vehicles must be at least three-fourths of the length of any barrel 
or missile mounted on it.  For example, a Mk 5 Missile could not be mounted 
upon the chassis of a small vehicle.
	
	A flyer is 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 To-Hit, since it's harder to target.
	Since Flyers fly, they do not need to take movement penalties, or
circumvent buildings.  They may fly directly over anything.
	Flyers may mount up to 4 weapons.

	A vehicle's minimum movement after all weapon and equipment 
additions must be at least 4".  Vehicles of lesser speed are not allowed.
Flyers must be able to move at least 10" per turn.        

	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 steering 
wheels, or flightsticks, or anything else that the players deem as worthy 
of controldom.  Vehicles with no controls can only move straight.  Vehicles 
without drivers are stupid things to make, so don't do it.   
	

Verse 6.1.2: Troop Transport Vehicles
------------
	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 -3" 
movement penalty is applied.  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 claim are being carried by the vehicle must be 
able to fit in it.  Your opponent may, if he wants to, challenge you to show 
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 stricken by a rare disintegrative 
disease and are immediately removed from play.  
	
	A vehicle may not move during the same turn that it drops off
troops.
	
	Riders in an open-topped vehicle (or a vehicle with windows or
gun slits) may make Ranged attacks at -1 Skill.
	
	Riders may make Close Combat attacks if the vehicle is open-topped 
at -1 Skill.


___________________________
Verse 6.2: Vehicle Movement
---------------------------
	Vehicles may turn as much as they'd like during any single turn.
	
	Vehicles move very easily over the terrain in LegoWars.  The rules
are as follows:
	1)  A vehicle moving over an obstacle less than one inch tall
	    moves at half rate.  Moving into obstacles which are taller than
	    one inch is a vehicle collision.
	2)  A vehicle moving up hill has a -2" movement modifier.
	3)  A vehicle moving downhill moves an extra 2".
	4)  Vehicles moving in, into, or out of water move at half rate.

____________________________________
Verse 6.3: Vehicle Damage Resolution
------------------------------------
	Note that vehicles have an Armor Value, just like normal troopers
do.  This Armor Value is used exactly as the Armor Value for troopers is;
that is, if a vehicle is hit by an enemy weapons blast, then the attacker
rolls his Damage Value dice, and the defender rolls his Armor Value dice.
If the defender rolls higher, then the vehicle's armor repelled the blast
with no damage, except for perhaps a little bit of charred and flaked paint.
	If the attacker rolls higher, then the attacker rolls on the
following table to determine the effects of the weapons fire on the vehicle.
The attacker adds the difference between his Damage roll and the Armor
roll of the defender.

_______________ Vehicle Ker-Pow! Table ________________________________
Roll (1d20)     Effect
-----------------------------------------------------------------------
     1          In a flash of revelation as the weapons blast hits, the
		driver of the vehicle realizes that his destiny in life
		is to become a hero of great renown.
	   -->  The driver of the vehicle gets one Stupendous Feat per turn
	   -->  for the rest of the game.

     2          The engine is hit lightly and begins to smoke.
	   -->  The vehicle is at a -2 Skill to be hit by enemies.


     3          The driver spends some time ranting at how badly the other
		drivers on the battle field are driving.
	   -->  The vehicle continues in a straight line at max speed,
	   -->  for one turn.

     4          The driver gets a bruised elbow.
	   -->  -1 Skill modifier.

     5          The shot hits the weapons systems, and a weapon falls off.
	   -->  One weapon of defender's choice is destroyed.

     6          The shot hits the weapons systems, and a weapon falls off.
	   -->  One weapon of the attacker's choice is destroyed.

     7          The driver can no longer take the stress of combat, and
		finds solace in his bottle of Arsenic Vineyards '76.
	   -->  -1d6 to all Skill rolls.

     8          The steering wheel becomes disconnected.
	   -->  The vehicle moves at maximum speed for every turn following,
	   -->  and the players alternate steering (straight lines only).

     9          The motive systems (wheels, treads, etc.) fall off.
	   -->  Vehicle operates normally, except now it can't move.

     10         The driver blows up.  The vehicle flips over and crashes.
	   -->  The vehicle is useless.

     11         The engine shoots out of the vehicle.
	   -->  The vehicle can no longer move.  Weapons fire is allowed.

     12         The driver gets lost and has to ask directions.
	   -->  The vehicle cannot move or fire for one turn.

     13         The driver stops to heed nature's call.
	   -->  The vehicle may not move of fire for one turn.

     14         The driver of the vehicle becomes so enraged that someone
		blasted the paint job of his vehicle that he swears a
		Personal Death Vendetta against the trooper or vehicle that
		hit him.
	   -->  The vehicle must do everything in its power to destroy the
		trooper or vehicle that made the shot.

     15         The stick shift gets stuck in reverse.
	   -->  The vehicle may only move backwards at 1/2 rate.

     16         The back wheels of the vehicle get shot off.
	   -->  The vehicle may only move at 1/2 rate.

     17         A cunning enemy causes critical damage to the vehicle.
	   -->  All weapons on the vehicle are destroyed.

     18         The vehicle's crew is killed.
	   -->  All troopers in the vehicle are killed.  The vehicle is still
		intact.

     19+        The engine blows up in a tremendous plume of fire.
		Everyone cheers at the beautiful sight.
	   -->  Vehicle is destroyed and all models within 4" of the vehicle
	   -->  take a 1d10 DV hit.







_______________________
Verse 6.4: Vehicle Arms
-----------------------

	Vehicle weapons are described on the following table:

			Usage              Damage
Weapon    Pts.   Range  Rating  -Move      Value        Size
------    ----   -----  ------  -----    -----------    ----
Missiles --
Mk1       14     20"    2       -1"      1d10 + 1d6     4
Mk2       19     25"    3       -1"      1d10 + 2d6     6
Mk3       23     30"    4       -2"      2d10 + 1d6     10
Mk4       31     35"    4       -3"      3d10 + 1d6     13
Mk5       39     40"    5       -4"      4d10 + 1d6     16
Lasers --
Mk1       14     20"    2       -1"      1d10 + 4       1LasPiece (4)
Mk2       20     20"    3       -1"      2d10 + 4       2LasPiece (6)
Mk3       26     20"    4       -1"      3d10 + 4       3Laspiece (10)
Ballistic --
Mk1       23     40"    4       -2"      1d20           6
Mk2       27     35"    5       -3"      1d20 + 1d6     12
Mk3       35     30"    5       -4"      2d20           18
Mk4       39     25"    5       -5"      2d20 + 1d6     24
Bombs --
Mk1       17     --     4       -2"      2d10           1 Cylinder
Mk2       23     --     4       -3"      3d10           2 Cylinders


	Nearly all of the statistics used to represent a vehicular weapon
are identical to the statistics used for troop-portable weapons, except for
the "Size" column.
	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 Lego bricks, 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 only 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.
	There is also the option of using "landing-gear" pieces to
construct some sort of laser weapon.  This is also acceptable, and
the barrel lengths should conform to the values to the right of the
"LasPiece" word in the Size column of the weapon chart.

	Bombs are represented by the small 1 x 1 round "cylinders", the kind
of thing used on the end of an Energy Staff.  A Mk1 Bomb uses a single
cylinder, and a Mk2 Bomb must have two cylinders mounted on the underside
of the Flyer carrying it.



Verse 6.4.1: Vehicle Weapon Firing Arcs
------------
	Vehicles with fixed-mounted weapons (i.e. weapons not mounted on
turrets, see Chapter 6: Verse 4.1) can only shoot in a 45 degree angle
firing arc, extending from the center of the vehicle in the direction the
weapon faces.


Verse 6.4.2: Hinge and Turret Mountings
------------
	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 position, and must be
aimed by moving the vehicle.  If a weapon is mounted on a turret,
however, it has a full 360 degree arc of fire.  Turrets cost 10 points.
	The addition of a hinge gives a special range bonus to 
Ballistic and Missile weapons.  If a Ballistic or Missile weapons is
mounted on a hinge, then the range is increased by 6".  Hinges cost
10 points.


Verse 6.4.3: Bomb Damage        
------------
	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 tremendous speeds. and hits
are resolved immediately.  If the player fails the Skill roll, the bomb 
is considered a dud and drills itself into the ground, not harming any 
surrounding targets.
	

_____________________________
Verse 6.5: Vehicle Collisions
-----------------------------
	Vehicle collisions fall under two categories: collisions with
stationary objects and collisions with units or vehicles.
	Note that if flyers ever crash into anything, they are destroyed
automatically.
	A vehicle must move at least 4" to cause any sort of damage to 
anything.


Verse 6.5.1: Collisions with Stationary Objects
------------
	If a vehicle collides with a stationary object (i.e. mountain,
forest, residence hall), then the player driving rolls the Armor Value
of the vehicle plus the Armor Value of the object that was hit.  If the 
object has no defined Armor Value, assume that it is 3d10.  He then must
make an Armor save versus this value.
	So, if a Small Vehicle lost control and smashed into a mountain 
then the Small Vehicle would have to roll 2d10 + 4 + 3d10 against an Armor 
Value of 2d10 + 4.  Nice driving, Ace.  Good luck with that mountain.
	The object which was hit takes damage as well.  The players should
use their faculty of common sense to help in this process.  If the obstacle
was a mountain, then a mountain wouldn't care if a truck smashed into it,
so the mountain goes about its daily business without a thought to the 
foolish driver that crashed into it.  If it is a set of trees, then some of 
the trees get knocked over.  
	If the vehicle crashes into a base or building with a defined Armor
Value, then the building must make the same Damage Roll as the vehicle does,
that is, the Armor Value of the vehicle plus the Armor Value of the 
object itself.
	Troopers are considered stationary objects in terms of collisions,
but the vehicles do not need to make an Armor Roll; that is, vehicles take no
damage from running people over.  Ah, if only it were so in real life...


Verse 6.5.2: Collisions with Other Vehicles.
------------
	If two vehicles collide head on, add the two Armor Values 
of the vehicles; both vehicles must save against this value to avoid serious
damage.  "Serious damage" implying, "No more funny little trucks driving
around."
	If the collision was a t-bone, both vehicles must save against the
other's Armor Value.  For example, if a Small Vehicle crashed into a Large
one, the  Large would have to make an Armor save against the 2d10 + 4
AV of the Small, and the Small would have to save against the AV of the Large,
or 4d10 + 4.  The driver of the Small vehicle had a bad idea.
	If the collision was a rear-ender, then both vehicles must make an
Armor save using the lower AV of the two vehicles as the Damage Value to 
beat.  Must have been those slippery roads.





==========================================================================
Chapter 7:  Bases & Buildings
=============================
	There are numerous emplacements of troops from all 47 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 Missiles are not uncommon.  Most walls are made of fortified StrongCrete, 
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 upon being           |  
|        attacked by elements of the 8th           |    
|        Aldonan Guard.                            |         
+--------------------------------------------------+         

__________________________        
Verse 7.1: Building a Base        
--------------------------        
	The first order of business in creating a base or a building
is to compute the base cost.  To do this, measure the building from 
corner to corner.  There may be several ways to measure from "corner to
corner", but you should choose the largest of all possible measurements.
Multiply this measurement by 10 to get the base cost.  Note that in the
case of buildings with multiple floors or levels, the base cost is
the sum of the base costs of the individual floors.
	Imagine that we had a building with the following floor outline:
		      
		      A****E                       
		      ******                      
		      F**************D                     
			 *************                       
			 *************                  
			 *************                    
			 B***********C                    
								   
	Assume that it has two floors (note that catwalks or battlements
do not count as another floor).  We would measure the largest corner to
corner distance (A to C), and multiply this by ten, and then by two for the
second floor.  Note that we cannot count measurements from F to E or B to D
as our base measurement.
	
	Bases and buildings have five Armor Value levels possible, and they
are summarized on the following chart:

___________________ Building Armor Value Ratings ____________________
Rating    Armor Value   Equivalent to:         Points (base size x)         
---------------------------------------------------------------------
  I          1d10       Wooden shacks, huts             1
  II         2d10       Synthesized plastic             2
  III        3d10       Concrete and stone              4
  IV         4d10       Goodcrete                       8
  V          5d10       Strongcrete                     12
---------------------------------------------------------------------


	When a base is built, there is one regular, free door, placed 
wherever the player wants it, the base is one level high.  Extra doors 
cost 5 points, while unique doors are classified under Outstanding
Architectural Features (see below).
	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, otherwise they may only drive around inside.
	Weapons may be built into the building for an extra cost of 12
points.  Note that weapons built into the building only fire in one
direction unless it is installed with a turret, at the vehicle turret
cost.  Weapons must be manned by at least one trooper.  Hinges are also
acceptable, and have the same effects as the vehicle hinges.
	There are such things as Outstanding Architectural
Features (mentioned to henceforth 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.  OAFs are at least 15 points, and should be 
discussed by both players to see if they agree on whether
something is or isn't an OAF, and whether or not the price should be
increased or not.

______________________________
Verse 7.2: Attacking Buildings
------------------------------
	When attacking a building, troopers may shoot at either a specific
target on the building, or just at the building in general.
	
	When shooting at the building in general, troopers get a +1 Skill
for attack purposes only, because buildings are big and they don't move around 
when you try to shoot them.  However, attackers must try to cause damage 
against the normal Armor Value of the building, which can be as high as 5d10!

	However, troopers may also fire at a specific target on the building,
such as a door, a turreted weapon, a window, a radar dish, or anything.  In
this case, the trooper shoots at a -2 Skill (close combat against a specific
target has no Skill modifier), but if he hits, the Armor Value of the 
building will be modified by -2d10, with a minimum of a 1d10 Armor Value.


_____________________________
Verse 7.3: Damaging Buildings
-----------------------------
	When a building is penetrated by an attack, then just bust off a 
good hunk of the building.  Maybe knock down a wall.  Just make it look
like something bad happened to the building, but don't destroy the whole
thing.
	Understandably, this is a vague and somewhat ambiguous rule.  We 
considered a number of systems to simulate building damage, but they were
too bulky, too stupid, or too deadly.  So, we ask you, the player, to make
some nice explosion sound effects, and rip off a chunk of the building.
	
	Any troopers who were located in or on the portion of the building 
that got blasted are considered dead.




==========================================================================
Epilogue
========
	Well, that just about does it for the LegoWars II Main Rules Tome.
All we ask of you is that you have fun with these rules.  And we know that
a lot of rules can get to be a drag, so if you find a particular rule
tiresome and annoying, ditch it and play it your way.  In fact, if you think
the "Official Rules" could use an "Official Change", drop us a line at one
of the e-mail addresses below (send it to both of us, if possible), and we'll
consider your suggestions.  Really we will!  We have nothing better to do!
Honest!
	We also ask that you honor the disclaimer printed at the beginning 
and end of this file.  We like the people at INTERLEGO AG, and we don't want
any trouble.  Besides, if they sued us, they wouldn't get any money anyway, 
and it's not because we're legal experts.  It's because we don't HAVE any 
money!  Haha!
	So, have fun, be good, and don't stay out too late.
	And a "thank you" for everyone who wrote to show their support of
our wonderful little game.

Eric O'Dell
R. Todd Ogrin




==========================================================================
Thanx!
====== 
Thanks go to Scott Ogrin for helping us build some vehicles and stuff
for play-testing.

Thanks to the NUMEROUS people who have written us via e-mail expressing
their interest in the game, and giving us some ideas.  It all helps!

And, of course, thanks to INTERLEGO AG for making LEGO BRICKS for the past 
several years.  Without you, this file would be about using various kitchen 
implements and household appliances for miniature scale warfare. 
					       



==========================================================================
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
	We'd love to hear from you.  It makes us feel needed.  It gives
	us that sense of security.

	The LegoWars Homepage is located at:
	http://rhf.bradley.edu/~xero/Lego/lego.html
	Check it out!  It's rad!





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