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