LEGOWARS II
	 +- - - - - - - - - - - - - - - - - - - - - - - - - - - -+ 
	 | T  R  O  O  P  E  R  '  S      H  A  N  D  B  O  O  K |
	 +- - - - - - - - - - - - - - - - - - - - - - - - - - - -+
			    
			    The Next Generation 
			    of the Greatest Game 
		       Ever To Be Created By Human Kind           
			Or Other Primates And Things
			
		 Designed by Eric O'Dell and R. Todd Ogrin
	      Manuals, diagrams, and graphics by R. Todd Ogrin
			   and Deluxe Paint IIE

		      All Rights Reserved, January 1995
			      
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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.                     |
     + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - +        
			
			




Table of Contents

Chapter 0:  Introduction

Chapter 1:  Normal People                                       

Chapter 2:  SpaceTroopers
	Verse 2.1: SpaceMen                                     
	Verse 2.2: SpaceScouts                                  
	Verse 2.3: SpaceWomen
	Verse 2.4: CommOps                                      
	Verse 2.5: Mechanix                                     
		Verse 2.5.1: Repairing Damaged Vehicles         
		Verse 2.5.2: Building Stuff from Wreckage       
		Verse 2.5.3: Recovery Vehicles and Repair Bays  
	Verse 2.6: Medix                                        
	Verse 2.7: SpaceDroid                                   
	Verse 2.8: SpaceDrivers                                 
	Verse 2.9: SpaceHeroes                                  
	Verse 2.10: SpaceChampions                              

Chapter 3:  SpacePirates
	Verse 3.1: Matey
	Verse 3.2: Monkeys & Parrots
	Verse 3.3: HelmsMan
	Verse 3.4: MateDroid
	Verse 3.5: Doc
	Verse 3.6: FirstMate
	Verse 3.7: Cap'n

Epilogue
Full Disclaimer
How To Reach Us




==========================================================================
Chapter 0: Introduction
=======================
	In this manual are described the various troop types available to
the LegoWarrior.  Each troop description contains a quick statistical
overview of the trooper in question, a short background of the trooper
and his or her duties, and finally what the trooper does in game terms.

	In the statistical section at the beginning of each trooper 
description, a number of statistics are given pertaining to the trooper.
Here is a quick overview of each of these statistics.

	Move" - This statistic tells how far a particular trooper may move
		in a single turn.

	Armor Value - This is the armor value that must be rolled whenever a
		trooper is hit in order to determine if he or she dies from
		the bite of the weapon.

	Skill - The Skill value of a trooper is the value rolled when a 
		trooper is trying to hit someone else with a weapon.  If
		he rolls equal to or greater than the Usage Rating of the
		weapon being used, he hits his target.

	Ratio - The Ratio statistic is used to prevent armies from consisting
		entirely of super-powered characters.  If a trooper is
		designated as having no ratio (or has the word "troop" next
		to his or her ratio), then this trooper counts towards the
		number of "troops" in the army.  

		Other character troopers, such as the SpaceChampion for
		example, must conform to their ratios.  Thus, an army may
		only have a SpaceChampion if it has 12 or more troops.  An 
		army may have two SpaceChampions if it has 24 troops, etc.

	Points - This is the point value of the trooper, which is used to 
		make evenly matched battles between players.




==========================================================================
Chapter 1: Normal People
========================
Move":          4"
Armor Value:    1d3
Skill:          1d3
Ratio:          None (troop)
Points:         3

	Normal People are the denizens of the LegoWars universe that are
not usually involved in war-like activity.  Normal People are simply 
everyday folk who inhabit the buildings and cities where most wars take
place.  
	Sometimes, Normal People don't have sense enough to get the hell
out of a war-zone, and end up stumbling across a street filled with
Gyrofire and exploding vehicles on their way to work at the office, barber
shop, sporting goods store, or local eatery.
	However, sometimes Normal People are part of a riot, uprising, or
revolt that takes place on a remote planet.  Or perhaps the Normal People
get really tired of continued SpacePirate raids, and take it upon themselves
to try to fend off the brigands.  In these cases, the Normal People take up
arms and fight for themselves in their best interests, or so they think.
Usually, they just end up getting shot.

+------------------------------------------+
| "I'm normal.  I don't know how to use a  |   .\                 /. 
|  gun.  I don't have armor.  I bleed just |  ./\\               //\.
|  like everyone else.  Speaking of which, | ./\\\\             ////\.
|  I think I've just been shot in the leg."| .\\\\\--   .-.   --/////.
|     -- Walter Perkins being interviewed  |  .\____\`- /v\ -'/____/.
|        on Hesperus, during an invasion   |    ' ' \__(   )__/ ` `
|        by a band of SpacePirates.        |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	Before the games actually begins, the players must agree upon 
whether or not they want to have Normal People in their game.  If they do, 
then up to 1d10 Normal People minifigs may be placed at random on the 
playing surface.  During the course of the game, these minifigs go about
their daily business (i.e. mailing a letter, going to lunch, getting their
car fixed) despite the fact that there is a war raging around them.
	After both players move and fire (and they may fire at the Normal
People), both players get half of the remaining Normal People to manipulate
into doing normal, mundane activities.  This can slow the game down a bit,
but if you really get into a silly mood, you can even make them have complete
conversations.  

	Normal People may also form small armies of armed rabble (not rabbis).
It's sometimes amusing to play out one of these battles, just to watch the
Normal People get blasted in a futile attempt to fight off vastly superior
forces.  Normal People, though, may sometimes be assisted by SpaceMen who
they have payed off.  Normal People may only ally with SpaceMen, and this
is the only alliance allowed in the entire game.
	In the case where Normal People take an active combat role, there
are some equipment restrictions that must be followed.  Normal People may
not carry any rifles or Death Guns.  Normal People also may not have any
special equipment beyond body armor or shields.  Normal People vehicles
should look like normal cars and trucks (just build the Legoland type
vehicles, like the tow truck or fire truck).  Any weapons mounted on 
Normal People vehicles always have a jury-rigged look to them.




==========================================================================
Chapter 2:  SpaceTroopers
=========================
	The SpaceTroopers of a StarShip Civilization are the men, women, 
and 'Droids who risk their lives in an effort to destroy as many enemies
and as much enemy property as possible, all in the name of their home
Civilization.  
	There a number of SpaceTroopers, and their abilities are all very
different.  From the all-around utility of the SpaceMan, to the highly 
specialized (and useful) special troops, like Medix and Mechanix, each
SpaceTrooper has their part to play during the course of a battle.

___________________
Verse 2.1: SpaceMen
-------------------
Move":          5"
Armor Value:    5
Skill:          1d6
Ratio:          None (troop)
Points:         5

	SpaceMen are the standard troopers of any Starship Civilization
(see the Main Rules Tome for more details).
	SpaceMen are represented by a "normal" space minifig; that is, 
the coloring of SpaceMen (and of all SpaceTroopers, for that matter) is
a consistent, single color.  Troopers of different colored uniforms may
fight on the same side, but the uniform of each individual trooper must 
be of a single color.
	All SpaceTroopers wear helmets and AirTanx, unless otherwise 
specified.


______________________
Verse 2.2: SpaceScouts
----------------------
Move":          12"
Armor Value:    1d6
Skill:          1d4
Ratio:          Maximum 1 SpaceScout for every 5 troops
Points:         8

	SpaceScouts are usually taken from the ranks of the newly 
initiated SpaceTroopers.  Since they have no true battle-experience, 
these troopers are given the opportunity to act as SpaceScouts for a time.
They undergo a rigorous training regimen for a day or two, consisting of
some jogging and swimming at the local STYMCA, and upon completion, they
are given a suit of ScoutArmor.
	ScoutArmor is hardly armor at all, but the suit gives the trooper
several abilities useful to the army.  ScoutArmor is lighter and thus
allows the trooper to move much more quickly.  The armor is also equipped
with a special targeting system, which allows enemy targets to be "tagged"
for weapons fire, making a direct hit more likely.
	Scouts are a tremendously secretive bunch, and have many rituals in
which they pray that they will not be blasted by a Mk5 Missile.  It is in 
these rituals that the SpaceScouts shave their heads in a ceremony known as
"The No-More-Hair Ritual".


+------------------------------------------+
| "We're quick!                            |   .\                 /. 
|  We're fast!                             |  ./\\               //\.
|  We help you hit the bad guys!           | ./\\\\             ////\.
|  We have no hair!"                       | .\\\\\--   .-.   --/////.
|                                          |  .\____\`- /v\ -'/____/.
|     -- A Xeain SpaceScout rallying song. |    ' ' \__(   )__/ ` `
|                                          |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	SpaceScouts are represented by a normal SpaceMan minifig, only
they shave their heads in a closely guarded ritual, known only to the
SpaceScouts themselves.  Thus, SpaceScouts wear nothing on their heads
(i.e. no helmets or hair or hats).  SpaceScouts do not wear AirTanx, either.
	The only weapons SpaceScouts are allowed to carry are Gyro and
Impact Pistols, and non-ranged close combat weapons that do not confer
movement penalties.  SpaceScouts are not allowed any other armor besides
their ScoutArmor.
	However, despite these restrictions, SpaceScouts still have their
uses.  SpaceScouts have the ability to "Tag" enemy vehicles and units for 
his army's ranged weapon fire.  In order to tag an enemy vehicle or unit,
the SpaceScout must be within 6" of the target, and be able to see it.  As
long as he can see the target unit or vehicle, anybody allied with the 
SpaceScout may shoot at it, from anywhere on the board.  Even if the rest
of the SpaceScout's army is behind a large wall, blindfolded, and thinks the
enemy is coming from the south when they're actually in the north, they may
still fire at the "tagged" enemy.  They even get a +1d6 Skill bonus for 
shooting at a tagged enemy.
	A SpaceScout may only tag one vehicle or unit at a time.  If he is 
within 6" of two vehicles and can see them both, then he must specify which 
one is being tagged.
	Multiple SpaceScouts tagging a vehicle confers only one bonus To Hit;
that is, more than one SpaceScout may tag a target, but only one bonus is
given.
	SpaceScouts must carry a CB with them at all times to relay vital
information.


______________________
Verse 2.3:  SpaceWomen
----------------------
Move":          7"
Armor Value:    1d4
Skill:          1d6 (+2 CC bonus)
Ratio:          None (troop)
Points:         6

	SpaceMen once held the title for being the most destructive
beings in the universe, but now, they are tied for that title with
the SpaceWomen.  Once confined to minor skirmishes and ladies'
auxiliary clubs, the women of the LegoWars II universe have carved a niche
for themselves among the deadliest of warriors.
	SpaceWomen are highly trained female warriors who wear special
suits of SpaceArmor, designed by a woman, with fashion and utility
in mind.  SpaceWomen's armor is specially equipped with a Neural Synapse
Accelerator, designed to give SpaceWomen a unique combat attribute.
Because of this special equipment, SpaceWomen are faster and more agile 
than SpaceMen, and perform well in close combat.  However, this equipment
was added at the cost of some protection.


	SpaceWomen have a +2 Close Combat Bonus, as described in the Main
Rules Tome.
	SpaceWomen are represented by a normal SpaceMan piece, but instead
of a SpaceHelmet, SpaceWomen wear a "girl-hair piece", to designate them
as SpaceWomen.  This breaks the continuity that SpaceTroopers must wear a
helmet to survive in the harsh environments in which they fight, but it
looks like they just stepped out of a salon.
	There is no limit to the number of SpaceWomen allowed; you can
have as many SpaceWomen as you have girl-hair pieces.


___________________
Verse 2.4:  CommOps
-------------------
Move":          5"        
Armor Value:    5
Skill:          1d6
Ratio:          One per squad (troop)
Points:         5
	
	CommOps are the members in a squad of SpaceMen that operate
the communications equipment necessary to keep in touch with the 
commander of the army.  
	The rest of the SpaceTroopers just think that the CommOps like to
talk on the phone a lot.

+------------------------------------------+
| "SpaceMan Frigart?  Do you realize that  |   .\                 /. 
|  this phone bill is 5,000 credits?       |  ./\\               //\.
|  Who do you think is going to pay for    | ./\\\\             ////\.
|  this?"                                  | .\\\\\--   .-.   --/////.
| "Uh, me, sir, Hero Nero, sir."           |  .\____\`- /v\ -'/____/.
| "No, I am, because I'm a nice fatherly   |    ' ' \__(   )__/ ` `
|  type -- of course you are, Frigart!"    |         __>/ \<__
+------------------------------------------+         ``'\_/`''
	
	Every squad of SpaceTroopers must have one CommOp in order to
take care of communications.  This single CommOp must have a "CB" piece
in one hand.  His other hand is free for whatever else the player wants
him to carry.
	If a SpaceDroid is part of a squad, then the Squad doesn't need
a CommOp, because the SpaceDroid has a built-in CB.
	The loss of a CommOp from a squad confers no penalties; it is 
assumed that another squad member picks up the CB, but the model doesn't
have to carry it in hand.


___________________
Verse 2.5: Mechanix
-------------------
Move":          5"        
Armor Value:    5
Skill:          1d8
Ratio:          Maximum one per vehicle
Points:         8
	
	Mechanix are members of the elite order that repairs and
maintains the vehicles, bases, and installments of the SpaceMen.
When a potential Mechanic is identified in the SMTC, he is
immediately given an aptitude test to determine whether or not
he would make a skilled Mechanic.  SpaceMen who are trained as
Mechanix spend an extra 20 years in training at the Citadel of
Mechanix.  In the Citadel, the Mechanic trainee is trained how
to design, test, and finalize designs of machinery *in his head*.
The skilled Mechanic can design a new vehicle from the wreckage
of another in about ten minutes, the fastest Mechanix can do it
in five minutes.  Mechanix require tools with which to work, and
many of the sets of tools that the Mechanix use have been in 
circulation for thousands of years, handed down from generation
to generation.


+------------------------------------------+
| "Then one must lift the flus inverter to |   .\                 /. 
|  the sun, while repeating the Chant of   |  ./\\               //\.
|  the Carburetor to himself.  When the    | ./\\\\             ////\.
|  Chant is complete, one must sprinkle    | .\\\\\--   .-.   --/////.
|  the inverter with the sacred motor oil."|  .\____\`- /v\ -'/____/.
|    -- Excerpt from the Book of the Engine|    ' ' \__(   )__/ ` `
|       a Holy Book of Mechanix.           |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	Mechanix are incredibly handy to have in one's army.  Not
only can they repair damage done to vehicles, but they can salvage
parts from wreckage and create new devices in the midst of battle.
A Mechanic must be equipped with a least one wrench, hammer, hose
tool, or a robot arm (we use this piece as a tool).  Tools are required 
by the Mechanic at a cost of 5 points a piece.
	
	Mechanix have two roles to play on the battle field; they can
repair damaged vehicles, or they can build new vehicles out of wreckage.

Verse 2.5.1: Repairing Damaged Vehicles
------------
	A Mechanic can help to fix vehicles which have suffered damage
as a result of collisions or weapons fire.  It was stated above that 
Mechanix must carry tools with them at all times, to be of any use on
the battle field, and now you will learn why.
	When a Mechanic is trying to fix a vehicle, he specifies which 
damage he is attempting to correct (i.e. destroyed weapon, etc.).  Then,
he rolls 1d6 for every tool that he carries (max. 2).  If he rolls above
the number corresponding to the damaged system on the Vehicle Ker-Pow!
Table, then the damage is repaired.  Note that exploded vehicles or flipped-
over vehicles cannot be repaired.
	A Mechanic must stand next to the vehicle (i.e. touching it) in order
to be of service.  The vehicle must not move during the turn in which it is
being repaired.
	A Mechanic may try as many times as he likes to fix the machine.
	For example, let's say a Proximan HoverTank had it's main Mk3 
Ballistic Cannon shot by enemy fire (the enemy rolled a 5 on the Ker-Pow!
Table).  Then, a friendly Mechanic decides, "Hey, let me fix that...", and
he races up to the vehicle.  He then must roll over 5 in order to repair the
damaged weapon.
	After a system has been repaired, it operates normally.        


Verse 2.5.2: Building Stuff from Wreckage        
------------
	Suppose that the best efforts of a SpaceDriver were not enough
to save his vehicle (and himself) from destruction.  As described in the 
Main Rules Tome, the vehicle is then shredded into pieces, half of them
removed, and then sprinkled over the area in which it was destroyed.  It is
from these pieces that Mechanix can build new stuff, such as a smaller 
vehicle (perhaps with no steering system) or a tiny weapons platform.
	
	First, the Mechanic must roll a 1d6 to see if it is 
possible to create a new device.  If he rolls a four or over, he
can do it.  
	If Mechanic rolled a 4, he has fifteen seconds to create a new 
device, a 5 means he has thirty seconds, and a 6 means that he gets 
forty-five seconds to build something new.  
	All silliness for these rules applies.  For example, say a 
small vehicle got blasted by a Mk 5 missile (yikes!), and the vehicle was 
ripped up, and half of the pieces were discarded.  The pieces left are a 
2x6 chassis plate, one set of wheels, and fenders.  The Mechanic
could make a car with only two wheels and fenders; however, the 
new car doesn't have a steering wheel, so if the driver wants
to turn, he has to stop the car, get out, lift it up and turn it, 
get back in, and go on his way (this process takes one turn). 
	Any recreated vehicles move 7", and all weapon movement penalties 
are counted.

Verse 2.5.3: Recovery Vehicles and Repair Bays        
------------
	A Mechanic may have a separate vehicle all to himself. Vehicles 
driven as recovery vehicles cost an extra 10 points and can hold up to 
10 spare parts.  Recovery vehicles move at a -2" penalty.  The pieces
carried in the recovery vehicle are chosen by the player and may be used 
to help create new vehicles from wreckage.

	Mechanix may also have base workshops which can hold up to fifteen 
spare parts in a parts bin.  If the Mechanic is working from a workshop, 
he'll get a +1d4 bonus to all repair rolls (i.e. not To-Hit rolls).  So, a
Mechanic in a repair bay in a base with one tool would roll 1d4 + 1d6 to
try and repair damage to vehicles.

	When recreating a vehicle, spare parts are taken out of
the repair bay or recovery vehicle as they are needed, not before
the actual construction time limit begins.

_________________
Verse 2.6:  Medix
-----------------
Move":          4"
Armor Value:    6
Skill:          1d6
Ratio:          Maximum one for every 10 troops
Points:         7


	Medix are basically Mechanix for humans.  After the initial SpaceMan
training in the SMTC, those desiring to become Medix move onto the
Hippocratic College of SpaceMen (each civilization has it's own College),
where they learn for ten years how to mend battle wounds, such as No-Knee
Syndrome, Skull Explosion, Hyper-Extended Spine, Shattered Torso, and the
devastating All-Bones-Fused-Together Trauma.
	At graduation time, the Medix are awarded their MediPak (which 
contains such medical accessories as BakTeen, BandAdes, and a hammer) and 
are sent off to perform their duties with a specific unit, which they are 
attached to for the rest of their lives as SpaceTroopers.

+------------------------------------------+
| "Being a LeCroix Medik is on of the most |   .\                 /. 
|  honorable and exciting positions a      |  ./\\               //\.
|  person could possibly hold.  I like     | ./\\\\             ////\.
|  blood, too."                            | .\\\\\--   .-.   --/////.
|     -- Medik Jansen Orroork (17th LeCroix|  .\____\`- /v\ -'/____/.
|        Corps), in his interview with     |    ' ' \__(   )__/ ` `
|        Walter Barbarsa.                  |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	Medix are represented by a red and white SpaceTrooper, with two
sets of "air-tanx".  Both tanks are either red or white, and one must be
worn on the back, and one on the front.  This extra tank is used to simulate
the extra equipment carried by the Medic, used to heal other troopers.
	Medix have the ability to heal troopers who have fallen in combat.
If a fallen comrade lies in the battlefield, the Medic can race to his or
her side and administer medicines and perhaps a skull-replacement.
	To raise a fallen friend, a Medic must be next to the victim.  The
Medic then gets one roll on 1d10.  If the player rolls 1-6, the victim is 
saved, and may begin to fight again on the next turn.  If the player rolls
a 7-10, however, the soldier is lost forever, and cannot be saved.


_______________________
Verse 2.7:  SpaceDroids
-----------------------
Move":          7"
Armor Value:    1d6 + 2
Skill:          1d10
Ratio:          Maximum one for every 5 troops
Points:         8

	SpaceDroids are human shaped and sized robots which can fight
along side a regular SpaceMan.  The members of the squad to which the 
SpaceDroid belongs constantly repair and upgrade their comrade, and treat 
it as if it were a real man.  
	Due to the fact that the android is not human, and made from 
synthetic materials, it is more durable and can move faster than can a 
normal SpaceMan.  Androids, however, are not autonomous creations, and must 
be attached to a squad of other SpaceTroopers, or else they get lost.

+------------------------------------------+
| "Champion Vitarc!  Don't throw that!     |   .\                 /. 
|  It's SpaceDroid 1138-AW's head!"        |  ./\\               //\.
|                                          | ./\\\\             ////\.
|     -- SpaceScout Flippin's protest that | .\\\\\--   .-.   --/////.
|        SpaceDroid 1138-AW's head be pre- |  .\____\`- /v\ -'/____/.
|        served.  The head impacted with an|    ' ' \__(   )__/ ` `
|        enemy tank and blew it up.        |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	SpaceDroids are basically human SpaceMan pieces, but with an
odd mechanical feature or two.  These features can range from 
having a maneuver jet for a head, to having wheels instead of 
legs.  However, the heads of SpaceDroids cannot be the normal human
face, and must be some other piece (SpaceDroids aren't technologically
advanced enough to support human features, yet).
	A SpaceDroid must be in a squad, vehicle, or base with at 
least one human SpaceMan in it.  If all of the humans in the
SpaceDroid's squad die, then the `droid will return to the nearest
squad or base to receive new orders, at which time he can join a
new squad.  It is possible to have a squad of four SpaceDroids and
one human, if you really want to.  
	SpaceDroids are also equipped with a built in CB radio, which
it can use like a normal CommOp.


_______________________
Verse 2.8: SpaceDrivers
-----------------------
Move":          5"
Armor Value:    1d4
Skill:          1d8
Ratio:          One per vehicle (troop)
Points:         7

	SpaceDrivers are the elite and cocky group of warriors who pilot the
vehicles of their army.  
	Before becoming a full-fledged SpaceDriver, the Initiate must pass
a special course called "SpaceDrivers' Ed," which is offered at the local 
high school.  In SpaceDrivers' Ed, the Initiate learns such vital things as
how to drive in a straight line, how to operate the weapons and communications
systems of his vehicle, and how to parallel park.
	Once a SpaceDriver is given his first vehicle, he takes tremendously
good care of it.  On the weekends, with the week's fighting behind him, the
SpaceDriver tends to his vehicle.  SpaceDrivers follow a grueling ritual 
which involves meticulously waxing, polishing, and detailing their vehicle.
After the external ointments have been applied, the SpaceDriver carefully
tunes the engine, with the help of his unit's Mechanix.  Finally, he vacuums
inside the vehicle, and cleans up the floormats.  He rotates the tires, too,
if the vehicle has any.

+------------------------------------------+
| "Hey!  Can't you watch where you're      |   .\                 /. 
|  going?!  What a moron.  Maybe I'll      |  ./\\               //\.
|  shoot at her, that'd teach her!"        | ./\\\\             ////\.
|    -- Armson Pitipalda, SpaceDriver      | .\\\\\--   .-.   --/////.
|       of the Ralan DriverCorps, after    |  .\____\`- /v\ -'/____/.
|       a Ralan SpaceWoman ran in front of |    ' ' \__(   )__/ ` `
|       his tank.  It was his mom.         |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	Every vehicle must have a SpaceDriver driving it.  If a vehicle has
no SpaceDriver, then it can't go anywhere, so try to avoid designing vehicles
with no pilots.


______________________
Verse 2.9: SpaceHeroes
----------------------
		Men                             Women
Move":          5"                              7"
Armor Value:    1d10 + 4                        1d4 + 4
Skill:          1d10 + 2                        1d10 + 2 (+2 CC Bonus)
Ratio:          -----> Maximum one for every 7 troops <-----
Points:         12                              11

	A normal SpaceMan is the most deadly organism in all of known 
space.  If, however, the SpaceMan's power is in some way naturally
augmented, he becomes even deadlier than the next guy.
	SpaceMan Heroes do not command entire divisions, but instead
serve as rallying points and as symbols of their Civilization's power
and glory.  Heroes are normal SpaceMen who have displayed extraordinary
feats of strength, speed, or agility.  A Hero tends to spend about 20 years 
(instead of the normal 17) in the SpaceMan training Camp, which allows him 
to further hone his advantages.
	SpaceMan Heroes are also incredible morale boosters who often
whip regulars into such a frenzy that they often shoot at trees, rocks,
sometimes even the ground.

+------------------------------------------+
| "I'm a Hero, oh yes I am!                |   .\                 /. 
|  I fights them boys and kill them dead,  |  ./\\               //\.
|  I like my sandwiches with cheese n' ham,| ./\\\\             ////\.
|  So give me one now or I crack yer head!"| .\\\\\--   .-.   --/////.
|     -- A favorite childrens' rhyme,      |  .\____\`- /v\ -'/____/.
|        commemorating the exploits of     |    ' ' \__(   )__/ ` `
|        SpaceHero Fleeben Goonter.        |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	SpaceHeroes are incredibly efficient killers, and serve as the 
leaders of the SpaceForce, when no Champions are available.
	SpaceHeroes function just like normal SpaceTroopers, but have
a somewhat large advantage called the "Stupendous Feat Ability".  A 
stupendous feat (or just a "feat") is something incredible that the 
SpaceHero does during the battle that could not be done by anyone else.
	Feats are inherently useful things, such as shooting again, moving
again, punching through a wall, etc.  More examples are given below in a 
small list.
	In order for a feat to succeed, both players roll 1d6.  If the player
attempting the feat rolls equal to or higher than the other player, then the
feat succeeds.  The opposing player need not roll against the player 
attempting the feat, if he does not want to.
	Note that the player attempting the feat must declare before the roll
exactly what feat he is trying to accomplish.
	Some sample feats include:
	1)  Shooting again (no automatic hits)
	2)  Moving again 
	3)  Grabbing hold of a passing vehicle/flyer
	4)  Punching a hole in a wall
	5)  Climbing sheer surfaces
	6)  Moving something big
	7)  Leaping great distances
	8)  Troubelshooting medical help for a fallen trooper
	9)  Fixing a vehicle
	10) Moving terrain features
	11) Etcetera...

	Note that feats can be as silly as the players desire.  A very 
serious game could be played with very strict rules on which types of feats
can be performed, or players can choose to allow such things as eating
obstructions or drinking rivers dry.  The point is to make SpaceHeroes 
truly great warriors with near super-human abilities.  We leave the 
restrictions on silliness to the players' taste, but we suggest a high level
of stupidity.
	We do not describe all possible Stupendous Feats because there are
a number of actions a Hero can take.  So many options exist that we leave
it up to the players to think of something silly for their Heroes to do.
We like to have our Heroes pick up vehicles and throw them at other vehicles.
Our Heroes do a lot of Really Fast Running and 400-Meter Leaps, as well.
	Heroes get one Stupendous Feat per turn.


___________________________
Verse 2.10: Space Champions
---------------------------
		Men                             Women
Move":          12"                             14" 
Armor Value:    2d10 + 1                        1d10 + 4
Skill:          1d10 + 4                        1d10 + 4 (+2 CC Bonus)
Ratio:          -----> Maximum one for every 12 troops <-----
Points:         23                              19
	
	SpaceChampions are even more deadly then their companions,
the SpaceTroopers and Heroes.  Normal SpaceMen have been known to shoot
themselves in a battle frenzy, and Champions live up to this standard.
However, a Champion usually misses when he pulls the trigger, but ends
up hitting four enemies anyhow.
	Champions are genetik freaks who have the uncanny ability of
making stupendous (and often stupid) things go in their favor.  Argor
Frant (43rd Xeain Legion) once jumped up forty feet and grabbed onto
a laser barrel of a passing enemy Flyer, shot the driver, grabbed the
controls, piloted the Flyer back towards an enemy tank, and jumped from
the Flyer just before impact, unscathed, while obliterating the enemy tank.
Champion Frant was unfortunately hit by a Mk5 Missile at that time,
though his right knee was left intact, and the Xeain geneticists cloned
him.  Champion Frant is now back with his original unit.

+------------------------------------------+
| "Who's next?"                            |   .\                 /. 
|    -- Champion Maxwell Mokrev to an      |  ./\\               //\.
|       underling after leaping a fortress | ./\\\\             ////\.
|       wall, killing 19 enemy SpaceMen,   | .\\\\\--   .-.   --/////.
|       jumping into a tank, and crashing  |  .\____\`- /v\ -'/____/.
|       through all of the walls of the    |    ' ' \__(   )__/ ` `
|       fortress, leaving nothing standing.|         __>/ \<__
+------------------------------------------+         ``'\_/`''
  
	SpaceChampions are even more powerful versions of the SpaceHeroes.
The only difference between Heroes and Champions, beyond statistical
differences, is the fact that SpaceChampions have THREE Stupendous Feats
PER TURN.  Now that's something to write home about.




==========================================================================
Chapter 3: SpacePirates
=======================
	SpacePirates are the ruffians of the LegoWars II universe.  Hailing
from every corner of the galaxy, SpacePirates are those people who think 
only of themselves, only of money and personal gain, and only of killing
and pillaging.
	SpacePirates constantly perform raids against Civilization outposts,
seeking to steal the vital supplies they need to survive on their own
secret bases, usually hidden in the recesses of a large asteroid belt.  Some
Pirates actually have a great cause towards which they strive, possibly even
a noble cause, but most of them just don't want to do any work for themselves
so they pillage and steal.
	Often, SpaceTroopers will undertake the destruction of a Pirate base,
and they are only mildly successful.
	The equipment of SpacePirates is temperamental to say the least.
PirateArmor is different for each Pirate, and the armor that saves a Matey 
from an Impact Rifle one moment, may fail utterly when hit by a simple fist.
PirateArmor is unpredictable, but can actually provide more protection than
SpaceArmor, in rare cases.  Some Pirates go to battle in only a tank-top!
	Close Combat is the Pirates' specialty.  It seems as if SpacePirates
were born for fighting at close quarters, and countless bar brawls and 
pit-fights serve only to hone the skills of the strong, and weed out the 
weak members of a pirate band.



	Every turn, there is the possibility that the Pirate Fleet will
Mutiny against the Cap'n or Cap'n's commanding the Fleet.  Every movement
turn, the Pirate player must roll 2d6.  If he rolls a 2-4, then the Fleet 
revolts against their Cap'n.  
	The Cap'n and FirstMate can then try to explain themselves and regain
control of his Mateys.  The Cap'n must roll over the number of troops
revolting, using his own Skill, in order to regain control.  If he does so, 
the turn may proceed normally.  The FirstMate, acting as "The Cap'n's Hand",
may add his Skill roll to the Cap'n's roll.  If there is more than one Cap'n
or FirstMate, then all of their Skills are added for this roll.
	If the rolls fails, then the opposing player takes control of all
Mateys and vehicles and tries to kill the Cap'n.  The Cap'n may make one
Control Roll for every movement phase he remains alive.

	SpacePirates (or just "Pirates") have a number of restrictions
on the types of vehicles in their Fleet.   
	Pirates cannot have ANY land vehicles; all of their vehicles must
be Flyers.  This is because Pirates do not take well to the land and except
for Mateys who take to the ground as foot-soldiers, Pirates rarely set foot
on earth.  Those who spend their lives planetside are known as LandLubbers.
	However, Pirate Flyers are highly customized and can use Mk1 - Mk5
weapons, unlike normal Flyers which can only use Mk1 - Mk3 weapons.  The
limit of 4 weapons per Flyer, however, must be obeyed by SpacePirates.


_________________
Verse 3.1: Mateys
-----------------
Move":          6"
Armor Value:    1d6 
Skill:          1d6 + 2 (+2 CC Bonus)
Ratio:          None (troop)
Points:         7

	Mateys are the men and women who make up the crew of a Pirate
Fleet, and they make up the fighting forces that are commanded by the 
great Pirate Cap'ns.  
	Mateys come from all ends of the galaxy, and every Matey has a 
story to tell.  In fact, their stories are so important to them that 
sometimes they even have someone write it down for them.  Even though
they couldn't read it themselves, at least they know their story is 
preserved.  
	Thus, the background of every Matey is different: some come from
broken, dysfunctional families; some are former SpaceTroopers who dropped
out of the SpaceTrooper Training Corps in favor of a less rigorous 
lifestyle; and some Mateys are Normal People who got tired of writing 
memos, so they picked up a Power Cutlass and tromped off with the boys.
In any case, it is safe to say that every Matey is different.
	What unifies these vastly differing personalities is their 
overwhelming bloodlust and greed.  Theft, murder, and pilferage is a way
of life for the Mateys of a Fleet.

+------------------------------------------+
| "Make the pris'ner walk the plank,       |   .\                 /. 
|  Cap'n!" said Scruffy Larry.             |  ./\\               //\.
|                                          | ./\\\\             ////\.
| The Cap'n turned to face him.  "Larry,   | .\\\\\--   .-.   --/////.
| I hates ta tell ya this, but we's got    |  .\____\`- /v\ -'/____/.
| no plank!  This 'ere's a spaceship!      |    ' ' \__(   )__/ ` `
| Dumb lout!"  The Cap'n stabbed Larry.    |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	Mateys are the standard troopers for a Fleet of Pirates, and they
make up the bulk of ground forces when the Pirates go to war.
	There is no differentiation made between male and female Mateys.
All are one under Mateydom.


____________________________
Verse 3.2: Monkeys & Parrots
----------------------------
		Monkey                          Parrot
Move":          7"                              12"        
Armor Value:    1d4                             1d3
Skill:          1d4                             0
Ratio:          -----> One for every 5 troops <-----
Points:         5                               7
	
	Almost every Pirate Fleet has a few mascots slightly lower on the
evolutionary scale than the Pirates themselves.  Usually, these mascots
come in the form of small animals collected on short planetside excursions
or stolen from pet shops at the mall.  The most common of these animals 
are Monkeys and Parrots.
	The Pirates take these cute animals into their homes and hearts, 
training them to have battlefield use, as well as housetraining them.  By
training these animals with small rewards of bananas and crackers, the
Monkeys and Parrots soon acquire the ability to scout out enemy targets
and perform as rangefinders.  
	It is unclear how the animals communicate to the Fleet, since they 
do not carry any communication gear when scouting.

+------------------------------------------+
| "Polly wanna cracker!"                   |   .\                 /. 
|    -- Polly the Parrot                   |  ./\\               //\.
|                                          | ./\\\\             ////\.
| "Ooh-ooh!  Ooh-ooh-ooh!"                 | .\\\\\--   .-.   --/////.
|    -- Molly the Monkey  (roughly         |  .\____\`- /v\ -'/____/.
|       translated: "Molly wanna banana!") |    ' ' \__(   )__/ ` `
|                                          |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	Monkeys and Parrots are to Pirate Fleets as SpaceScouts are to 
Civilization Armies, and have the same rangefinding and tagging abilities.
	Parrots may move 12" per turn, and they do not need to take obstacles
into account (i.e. they can fly over any terrain).
	Monkeys can move over obstacles up to 4" in height with no penalty.
	Monkeys may also carry small weapons.  However, before using the
weapon, the Monkey must roll 1d6.  If he rolls 4-6, he may use the weapon
normally, but if he rolls 1-3, he forgets what the weapon is for.  This
must be done every time the Monkey wishes to shoot or engage in Close 
Combat.


___________________
Verse 3.3: HelmsMan
-------------------
Move":          6"
Armor Value:    1d6
Skill:          1d6 + 2
Ratio:          One per vehicle (troop)
Points:         6

	HelmsMen are the Pirates responsible for piloting their Pirate
Flyers into battle, and basically are SpaceDrivers for Pirates.  
	More importantly, however, the HelmsMen are the men and women (yes,
"HelmsMan" is politically incorrect) who pilot the quick and agile fighting
ships of the Pirate Fleet.  Mateys who show promise in piloting vehicles
and navigation are conscripted by the Fleet as "Swabbies", which is the 
Pirate term for those in training to be a HelmsMan.  "Swabbie" is derived
from the fact that the trainee must swab the decks, clean the galley, and 
tidy up the commode on board the Pirate Schooners and other FleetShips.
	Once a Swabbie has proved his or her worth, they become a HelmsMan,
and take part in astronavigation and steering the ship (all Pirate FleetShips
have a big wooden wheel to steer with).

+------------------------------------------+
| "The targeting computer do be locked     |   .\                 /. 
|  on!  Fire, you Scurvy Dog!"             |  ./\\               //\.
|     -- The targeting computer of a       | ./\\\\             ////\.
|        standard Pirate Flyer, indicating | .\\\\\--   .-.   --/////.
|        a missile lock-on.                |  .\____\`- /v\ -'/____/.
|                                          |    ' ' \__(   )__/ ` `
|                                          |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	Every Pirate vehicle (i.e. every Pirate Flyer) must have one 
HelmsMan.


____________________
Verse 3.4: MateDroid
--------------------
Move":          7"
Armor Value:    1d6
Skill:          1d10 (+2 CC Bonus)
Ratio:          One for every 7 troops
Points:         8

	Pirates are too stupid to make robots on their own.  As a result,
they steal them.
	Most MateDroids are simply reprogrammed versions of SpaceDroids,
usually knocked unconscious during a battle between SpaceTroopers and 
Pirates.  The Pirates then remove the NegaTronic brain of the SpaceDroid 
and replace it with a Monkey brain, or with the brain of a fallen Matey,
which had been preserved on a shelf in the Cap'n's Quarters.

+------------------------------------------+
|                                          |   .\                 /. 
|                                          |  ./\\               //\.
| "MateDroid Ugar-13, yer head be leaking  | ./\\\\             ////\.
|  lubricant," said FirstMate One-Eyed     | .\\\\\--   .-.   --/////.
|  Mooga, to his subordinate.              |  .\____\`- /v\ -'/____/.
|                                          |    ' ' \__(   )__/ ` `
|                                          |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	MateDroids act the same as SpaceDroids, and all rules applying to
SpaceDroids also apply for their Pirate counterparts.


______________
Verse 3.5: Doc
--------------
Move":          6"
Armor Value:    1d6
Skill:          1d6 + 2
Ratio:          One for every 6 troops
Points:         8

	Ship's Doctors, or just "Docs", are highly skilled Pirates who
know a great deal about human anatomy and physiology, and thus can revive
fallen fellow Pirates.
	Actually, Docs are no more intelligent than normal Mateys.  In 
fact, most Docs simply try and wake up fallen Pirates.  Because no other
Mateys think to do this, those that do are hailed as great medical geniuses,
by other pirates, anyway.  But some Docs actually do have some medical
knowledge, mostly gained by reading a couple pages of a book (a true genius
of a Pirate can read), or perhaps by watching a couple reruns of
"Trapper John, SpaceMedic" or "St. Nowhere".

+------------------------------------------+
| "Aye, I do be thinking the heart be      |   .\                 /. 
|  attached to the legs by ways of 'is     |  ./\\               //\.
|  neck.  'Is heart's in 'is noggin, aye?" | ./\\\\             ////\.
|                                          | .\\\\\--   .-.   --/////.
|     -- Doc Two-Hooks-For-Hands,          |  .\____\`- /v\ -'/____/.
|        discussing field medicine with    |    ' ' \__(   )__/ ` `
|        a Doc trainee.                    |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	Unlike SpaceTrooper Medix, Docs do not think that they'll need
any special equipment to help provide medical aid, thus the models that
represent Docs need only to be more red-and-white than are normal Mateys.  
Some Docs do carry around stethoscopes, but they usually use it on the 
patient's forehead, to see if his brain is still working.
	Pirate Docs are much less apt in practicing medicine than are the
SpaceTrooper Medix.  Thus, when rolling to determine if a fallen Pirate
is revived, a roll of 8-10 signifies success, and a roll of 1-7 means that
the Pirate being treated is simply dead, and will not wake up.  That's what
happens when you're dead.  At least, that's what they tell me.
     

____________________
Verse 3.6: FirstMate
--------------------
Move":          6"
Armor Value:    1d10 + 1
Skill:          1d10 + 2 (+2 CC Bonus)
Ratio:          Two for every Cap'n.
Points:         13

	FirstMates play the role of the mediator between the Cap'n and the
Crew of a Fleet, and act as "The Cap'n's Hand".  
	When the Cap'n of a Fleet doesn't want to risk his life in a 
particularly dangerous gambit, he orders the FirstMate to do so.  The
FirstMate, eager to please the Cap'n and impress the Crew, will always
carry out his orders.
	Also, the FirstMate, understanding the viewpoints of both Crew and
Cap'n, has the ability to mediate Mutinies during battle.

+------------------------------------------+
| "Cap'n Herve!!  Cap'n!  The Mateys!      |   .\                 /. 
|  They do be causin' a mutiny!  They be   |  ./\\               //\.
|  shootin' at us!"                        | ./\\\\             ////\.
|     -- FirstMate Ishmaello to Cap'n      | .\\\\\--   .-.   --/////.
|        Herve Fillachez upon an entire    |  .\____\`- /v\ -'/____/.
|        army of 100 Mateys mutinying      |    ' ' \__(   )__/ ` `
|        against their leaders.            |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	The FirstMate of a Fleet has the abilities of a SpaceHero, including
one Stupendous Feat per turn.
	Also, the FirstMate may add his Skill to any Control Roll needed by
the Cap'n in order to avert a Mutiny.  If a Mutiny does occur, the FirstMate
fights to protect the Cap'n or Cap'n's.


________________
Verse 3.7: Cap'n
----------------
Move":          14"
Armor Value:    2d10 + 1
Skill:          1d10 + 4 (+2 CC Bonus)
Ratio:          One for every 10 troops.
Points:         21

	SpacePirate Cap'ns are the greatest warriors a SpacePirate army
can field.  Equal in status to a SpaceChampion, a Cap'n can equal a 
Champion in battle, and more often than not, actually defeat the Champion.
	However, the usual Cap'n stumbles into battle with a bottle of rum
in the hand that isn't carrying his Power Cutlass, and so he sometimes takes
a serious loss at the hands of a simple SpaceMan.
	Cap'ns' personalities range from the suave and debonair Errol Flynn
type, to the smelly, disgusting, burping, unshaven, too-much-hair-under-the-
arms, eight-teeth-missing type.  A vile image, but one the reader is sure
not to forget soon.
	Most Cap'ns have one eye.  Some Cap'ns pretend to have only one eye,
even though they have perfect 20/20 vision.  A Cap'n with both eyes intact
is thought less of, and an eye-patch is a mark of prestige.

+------------------------------------------+
| "Now, I do be expecting a fine fight     |   .\                 /. 
|  from you lads, with no whinin', no      |  ./\\               //\.
|  cryin', and no relievin' of bowels!     | ./\\\\             ////\.
|  You hear?"  Cap'n Redbeard took another | .\\\\\--   .-.   --/////.
|  swig from his bottle.                   |  .\____\`- /v\ -'/____/.
| "Cap'n the fight were yesterday..."      |    ' ' \__(   )__/ ` `
| "Oh.  Maybe I'll drink s'more, then."    |         __>/ \<__
+------------------------------------------+         ``'\_/`''

	Cap'n's have the same abilities as a SpaceChampion, including 
three Stupendous Feats per turn.
	Cap'n models must have a face with an eye-patch.
	How the Cap'n deals with Mutinies is described at the beginning of 
this Chapter.






==========================================================================
Epilogue
========
	This is the end of the Trooper's Handbook.  
	Those of you who have followed us from LegoWars version 1 will 
notice numerous new troop types, beyond the 4 or 5 troops offered before.
Our reasoning behind this was to give the players something more to choose
from when designing an army, and also to add in some special abilities that
we felt were needed.  We hope you like the additions.
	In the future, we hope to produce a set of non-restrictive "Troop
Lists" for several individual StarShip Civilizations which have unique or
interesting troops not listed here.  No guarantees, though.  ;)
	And again, if you have any comments, please send them to the e-mail
addresses below, and thank you for taking the time to page through our rules.
We feel fulfilled.

Eric O'Dell
R. Todd Ogrin




==========================================================================
Full Disclaimer        
===============
	This  document  was created  in order to provide  rules  for
	miniature-scale  warfare  using  the  LEGO  Bricks  building 
	system,  specifically  the  "Space"  line  of LegoLand sets,
	and elements  of  the  "Pirate"  line as  well.  No  profits
	were  gained  by  the  designers  whatsoever, and any profit
	made  through  the  sale  of  this  document  are not legal.
	These rules were  written and distributed  in an exchange of
	free information.

	These rules are completely unauthorized, and not sanctioned 
	in any way by  INTERLEGO AG, the company responsible for the 
	production of  LEGO bricks.  All likenesses  are property of
	INTERLEGO AG, and used without permission.
	
	What  rights  remain are  reserved by  Robert Todd Ogrin and 
	Eric O'Dell, the sole creators; January 1995.

==========================================================================
How To Reach Us        
===============
	Any comments or suggestions can be sent via e-mail to
	xero@camelot.bradley.edu, xero@lydia.bradley.edu, or
	Z926207@corn.cso.niu.edu

	The LegoWars Homepage is located at:
	http://rhf.bradley.edu/~xero/Lego/lego.html





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