Space

Section S1: Intro

LegoVerse Space is the first installment of the LegoVerse World Books. The Space rules incorporate Blasters, Vibro Blades, Medix, The cultish Mechanix' Droids, Spaceships, Bases, Aliens, and the fearsome Psykiks!!! The system is designed to be flexible so you can include or exclude whatever sections you like; and, of course, this World Book can jive with the others for weird multiverse battles. Rock on.

Section S2: The SpaceMan

SpaceMan. The SpaceMan is the highest order of the Elite FightingMen. Both costly and rare, the very sight of these techno incrusted supersoldiers has been known to send mere men screaming.

The three classes of normal men are; Men, FightingMen, and SpaceMen. Their stats can be found on table B1.

Section S3: Game Play and Combat

Game play works just as stated in Section B3 in the Basic Book, with a couple of additions

The Advanced Game Turn is broken down into 6 Phases. Each phase is dedicated to a certain activity as described below.

Phase1: You and your opponent should each decide on an imaginary line behind which your forces will be deployed. When the lines are drawn, deploy your forces in any fashion you choose. You can put troops on buildings, behind buildings, anywhere they can stand or lay.

Phase2: Roll for initiative. The player with the highest roll moves first for the duration of the turn.

Phase3: Using the movement rates of the models, the winner of the initiative moves one unit, vehicle or squad its allotted distance, then the loser does the same. The twoSome actions, like crashes and bomb dropping may interrupt the movement phase. Collisions between objects are done in the following manner:

When a vehicle collides with an object, some bad bad things can happen.

Assume a vehicle moved 12" and ran into a building. The building would take 12 SP in damage, the vehicle 24 SP. If the vehicle careened through a squad hitting three of the members, they would each take 24 points (ick!) and the vehicle would take 6 points three times (once per man).

Men may attempt to leap out of the way of an oncoming vehicle. If the individual successfully rolls his current HP or less on 1d10, he tumbles safely to the side, but looses one attack this turn.

Collisions with flyers are treated in the same manner for the target, only the flyer always crashes.

Phase 4a: This is the Special Thingy Phase where weird mental powers, majik abilities or funny devices may be used (the device in question will denote its funniness in it's description.)

Phase 4: Men can fire only one weapon per turn (unless they have special skills or abilities) The player that won the initiative fires the weapons of one vehicle, unit or squad at the target(s) he chooses, checking to make sure the target is in range. He then makes the appropriate ToHit roll as supplied by the weapon charts. If he hits a squad, the targeted individual in the squad takes the hit and damage is subtracted from the unlucky schmucks HP (damage does not "roll over" to other members of the squad). If he misses, nothing happens to the target.

Men who are at least 1/2 concealed by cover gain a -2 to being hit by enemy fire.

Some weapons may have burst effects damage (burst effect does roll over as described in burst effect). The players alternate until everyone that wants to and can fire has done so. After all the shooting, Men with hand weapons who are in range and have not shot may hit. Shooting at a nonmoving object at point blank range will automatically hit.

Man and vehicle are ripped apart as soon as the destruction is recorded. Scatter the pieces over the area that the item 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 and equipment over the area they died in.

Section S4: Special Men; Mechanix, Medix, ComOps, Androids and Psys

These are special classes of Men who who have special abilities. They add complexity and flavor to the game.

Mechanix

Mechanix. The ancient cult of the fixetmen. Their secret rites, passed down by the technopriests to their fieldmen acolytes, are derived from the very words spoken by their prophet Joe The Fixet. "When all is Shiny, then will come the Happy". Great debate has raged over the mellinia as to the true meaning of these words. Is the Happy the harbinger of the Apocalypse? Is it simply a mantra for inner peace? One thing has always been clear; in the words of Captain Max Axgrath "Man, those wierdos can really fix stuff!"

A Mechanik costs 10 points, and there can only be one Mechanik for every five men in the army.

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.

When a Mechanik is graced with the opporotunity to repair a damaged piece of equipment he must roll a 5 or a 6 on 1d6 to determine if he has the skill to make the repair. If he makes this roll (proving he is worthy), he must roll a second 1d6 to see how many Structure Points he has restored. He may attempt one repair per turn during the combat phase.

Tools give a Mechanik a technical advantage over tough situations. A Mechanic comes with (and must be equipped at all times with) one tool (wrench, hammer, hose tool, etc.) to repair things. For every 2 tools the mechanic has he gets a +1 bonus to either of his mechanix rolls. These bonuses can be split between the two rolls. (For example if a mechanic has 5 tools (a wrench, a hammer, an oil can, a crowbar, and a chain saw) he gets 2 extra points. He can spend one on his success roll and one on his structure points roll, or he can spend both points on either one roll). The Mechanik must state how many points he's useing before he rolls. Additional or replacement Tools cost 3 points each.

To lug his holy trappings around with him, a Mechanik can employ a recovery wagon. These are simply vehicles with storage space for up to 10 spare parts and tools. For an extra 20 points, a towing device can be attached and the vehicle can tow its own weight (in SP's) to haul wrecked vehicles.

The finest bases are equipped with Mechanix' workshops where the brethren work, live, and pray. If the Mechanik is working in a workshop, he'll automatically succeed in repairing some damage (you only have to roll 1d6 to see how many points he repaired). Repair bays in bases cost 20 points (in addition to the cost of the base) and can hold up to 15 spare parts for repairs.

A Mechanic can repair Androids (1d6 SPs) on an initial roll of 6 on a 1d6.

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 field. 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 in his repair bay if he is at his base. This is the holy martial art of Kit Bashing.

First, the Mechanik 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 then gathers all the spare parts he has available and 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. Any recreated vehicles or weapons are restricted to the standard rules for their type. All Mechanik bonuses apply to Kit Bashing.

 

ComOps

ComOps 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 ComOp is lost, the squad can only move once every other movement phase, but can still fire every attack phase (note: this means if you have a one man squad he should probably have a C.B. or a Head Set). 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 1 point, and must be carried in the hand of the ComOp in order to use it properly. Comlinks cost 2 points but free up the ComOp's hands.

Vehicles and Flyers all have built in radios.

Some heroes may have the Leadership skill which replaces the need for communication.

 

Medix

Medix are basically Mechanix for humans, but since Medicine is not nearly as important as TechnoStuff their advancement is duly behind.

Medix are handy models to have on the tabletop. They must first follow these specifications: A Medik model must carry a medpac. This can be indicated by a case or an extra O2 Tank. Due to the extra weight of the MedPak, a Medik only moves four inches per turn, though he has six HPs. A Medik may only use one of his hands for weapons because he needs at least one free hand for on-the-spot heart transplants or skull replacements.

Medix can heal 1d6-2 HPs (minimum = 0) on a success roll of 4-6 on a 1d6. They may make only one attempt per turn, on one patient. That is they roll 1d6. If they roll a 4, 5, or 6 they may make a second roll to determine how many HitPoints they restore.

Medix may have their bases specially equipped with Medik bays, this grants them automatic success in administering healing, though the amount of HP restored is still random. Medik bays cost 30 points, added to the cost of the base.

Portable Medik bays, as carried on a vehicle, cost an additional 5 points added to the cost of the vehicle. This increases the chance of success to 3-6 on 1d6.

Medix cost 5 points.

RoBots

"Three laws of what??? Who the hell is Azimov??"

So Quoth the Master Mek Mik

 

Robots are the disrespected class of service machinery that have most likely contributed to the population of mankind more than any other thing in the known universe. RoBots come in a countless variaty. They range in skills and intellegence, and are virtually never appriciated for their abilites. To help RoBots interact they can be programmed with three specific commands at the beginning of the game. The first command has the highest priority and will take presidence over the second, and so on. These commands can be over ridden or changed by any friendly human in contact with the RoBot during the special thingy phase of any turn. RoBots with the Abort ability can reprogram any one command one time in the game (per abort ability) at the players descretion.

Example: LegBot 2000 is a service bot with a variaty of Mek skills. It's been allocated to Battle Tank Beta#4. Before the game he was programmed with the following commands;

1) When the tank gets broken, fix it.

2) If the Tank is Destroied and the Crew is alive, get help

3) If the Tank is destroyed and the crew are dead, go home

In the midst of the battle Beta#4 moves by a friendly Heavy Laser Platform that has been critically hit. There is a Mek on site, but it's a big job to fix. Alas, the tank crew is so busy with the duties of combat no one can reprogram the Bot to help out. Fortunately LB2K has been given the Abort ability. LB2K Aborts Program Command 3 and replaces it with "Help that guy fix the Lazer Platform". The service bot leaps (well, kind of falls) off the Tank, suffering minimal damage. It repairs the platform, and turns his attention back to the Tank (which is speeding away into battle). All programming is still in place so If Beta#4 gets broken poor LB2K is doomed to trek across the battlefield to repair it.

RoBots cost 2 points, move 2" and have 2 HP. They get one point to spend on table XX, and may buy additional abilites at the cost listed. While RoBots may never engage in combat or use weapons of any kind (even Astromechs with arc welders!), creative programing has been known to cause the deaths of many SpaceMen. If we get boarded, open all the airlocks.

 

1 point abilites

 
 

2 point abilites

3 point abilites


Androids

Androids are humanoid robots which can fight along side a regular SpaceMan. The members of the squad to which the Android belongs have great reverence for their 'droid and constantly repair and upgrade their comrade. This is mainly due to fear of reprisal from the Mechanix sect for damageing their "true beings of purest form". Because it is not human and made from synthetic materials, Androids are more durable and can move faster than can a normal SpaceMan

There is one drawback to the Android, however, and that is that they are incredibly stupid. The Android has a limited consciousness and is only capable of following direct commands from members of its squad. If all humans in its squad die, then it must report to the nearest friendly thing for further orders. Some claim this is due to insecurity, others say it's loyalty and obedience. The Mechanix claim it's the the result of the 'Droids constant state of epiphany derived from pure, simple programming... whatever the debate, all agree on one thing, the Android is a fierce and deadly soldier.

Androids, in addition to being incredibly strong and fast, may be programmed for specific missions which can last an unlimited time. The player does this by writing exactly what the android is to do for each turn until the end of the mission, at which point the program stops and the Android reverts to normal programming.

For example:

Turn 1; run to trees.

Turn 2; wait for saucer to blow up.

Turn 3 (first turn after saucer blows); run to wrecked saucer.

Turn 4; run around saucer, kill the red guy with the pink helmet and violet boots.

These instructions must be written out in advance, and can not be changed once set in motion. The droid will do every thing in its power to carry out its mission. To ensure this, the programming player will reveal each move immediately after its execution to his opponent for review.

Androids can be programmed with one if/then statement, or 'audible play', that can be played any time.

For example:

Any player disputes that can't be handled logically will be handled by rolling dice to find out who wins.

When not on a mission, an Android must be in a squad, vehicle, or base with at least one friendly 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 receive 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 are:

Android:

They may carry one weapon and/or as much equipment as can be snapped onto them. Due to their ferocious strength they attack in hand to hand with a ToHit:4 and Dam:2.

Psys

Psykiks or (PsyMen) are a rare form of elitist mana warping egomaniacs. The Psykiks are adept at bending the mental aura of the world and people around them to do their bidding. They are feared and respected by all other men, even the Mechanix.

There are two types of Psykiks, Major and Minor. Their stats are as follows.

Major Psikik Cost:20 pts., Move:4", H.P. 4
Minor Psikik Cost:10 pts., Move:3", H.P. 3

Due to the weakness of flesh and the chaos of the universe, Psykiks do not have complete command of the psikik aura, so at the beginning of a battle they must roll 1d20 on table S1 to see how many and which disciplines they can use for the duration of the game. A Major Psykiks gets four rolls on the discipline chart, a Minor Majiks gets two.

Minor Psikiks may use any one discipline once each turn, Major Psys may use two. These disciplines are used during the special thingy phase. There are several psykik items and artifacts floating around which can alter the number and strength of the Psykiks available spells. These can be found on table S2 and table S3 and descriptions are at the end of this text.

Section S5: Heros

"There are many Men, But I am better than most"
---Cpt. J. Tibberious Krik

 

Heros are Men who have risen to the top, some times due to great deeds, but usually due to great egos. In essence the scope and cost of a Hero is unlimited. The Hero's enhanced abilities are due to breeding, training, or in extreme cases magical or mechanical enhancement. Attributes can only be given once and remain for the life of the hero. Skills are learned and can be added after the initial creation of the character. Some Skills are cumulative (this is indicated on each skill table).

Attributes apply to anything the Hero does. That is, if a Hero has the attribute Agility, he gains +1 to all ranged combat. The Hero must have this Attribute when he's created and can only buy it once,

Skills are learned abilities. They can be purchased between games to simulate character growth, and may be purchased beyond the base level.

Combat Skills (specialization, extra attacks, etc) apply to one particular weapon, chosen by the Hero. If the Hero want's to be Specialized in more than one weapon he must purchase more than one Skill.

Any Skills purchased beyond +1 costs the sum of the bonuses (huh? WHAT?? (that means if you want a +2 To Hit specialization on Battle Axe it costs 3 CP (1+2). A level 3 bonus would cost 1+2+3 or 6 points) Get it?).

Space Heroes can buy any of the skills and attributes found on table S4 and tables S5.

 

Section S6: Hand Weapons

These weapons are carried by SpaceMen, or other humans, for use against enemies, in the form of humans or vehicles. They can be found on tables S6.

SpaceMen also have extra equipment they may carry. Things included on this list are shields, armor, and jetpacks and is found on tables S7.

Section S7: Vehicles

We need things to make us go.

Space vehicles consist of two primary parts; a body and a system of locomotion. The body will dictate the stability and amount of damage a vehicle can take and the locomotion will dictate the speed. The cost and strength of a vehicle's body is related to it's area in studs. Tables S8 shows how to compute Structure Points.

The speed of a vehicle is determined by it's type of locomotion. Each type of locomotion can pull a different amount of SP. In order for the vehicle to move, the pull must be more than the body's SP (be sure to include armor). If the Pull is twice the bodies SP the vehicle can move an extra 5" per turn. Wheels come in pairs, hover jets do not necessarily need to be represented, jets and rockets are used for flyers. Locomotion SP counts for determineing how much damage the vehicle can take, but not for determineing how much pull is required. Locomotion types are on tables S9.

To put it all together, first build a Body. When the body is complete find the area (in studs) that it takes up, including weird antennas and wing angles that don't have studs but take up space. This is most easily done by placing it on a square piece of a known area, counting the studs on the square that are visible, and subtracting the latter from the former. Any fraction of a stud counts as a half stud.

Now we know the number of structure points (41 studs/2 is 20.5 or 20 structure pts.). To pull this we need at least 20 pts of pull. We decide to use medium wheels. They cost 10 pts a pair and give 20 pull a pair. Now we have a vehicle that costs 40 points, has 40 SP (20 from body and 20 from the wheels) and moves 15" per turn. Pretty spiffy.

Collisions between vehicles and other objects is discussed in "Game Play and Combat".

Flyers are represented on the playing area as a small vehicle with Jets or Rockets and wings and such. They are supported about six inches from the table by a stand and constructed of a flat plate and a brace to form 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.

 

Section S7a: Vehicle Critical Hits

If a vehicle takes 25% or more of its current SP in damage in one turn, there's a chance for the weapons striking the vehicle to cause more serious internal damage. If this is the case, critical hits are scored on a eight or over on a 1d10.

To determine what is damaged when a vehicle gets a critical hit, roll 1d10 and consult the list (if the item rolled is not available go to the next one on the list:

1 or 2= Cargo hit: take 1d6 damage (if no SP its destroyed)

3 or 4= Engines: move at 1/2

5 or 6= Weapon destroyed: determine which one randomly.(If it's a missile roll 1d10again 1-5 misiles detonate causing damage to vehicle as normal)

7= steering control: (vehicle may stop or move forward or reverse but not steer)

8= Power Plant: vehicle can't move anymore.

9= Random crew member hit: (take 1d10 /2 damage)

10= make 2 more damage rolls

 

If that just seems too weird, stick with the Basic vehicles:

Section S8: Vehicle weapons

Vehicle weapons come in three types; Lasers, Missiles and Rockets, and Specials and can be equipped with enhancements.

Lasers come in three sizes, small, medium and large. These should be represented by the old two barrel laser piece, a mounted antenna and anything bigger, respectively. These are described one tables S10.

Missiles and Rockets come in two classes: light and heavy. These are represented by the round pieces (a light projectile is a one stud pice, a heavy a four). A base cost must be spent to buy the cone and rocket (light missiles need no cone). The payload is determined by the number of sections in the weapons. These are on tables S11.

Note that the "Movement Penalty" refers to SP that are added into the locomotion calculation only. They don't actually absorb damage.

Weapons can be mounted to vehicles directly, or placed on hinges or turntables at a cost of 5pts each.

Rockets and Missiles incur burst effect damage. For light projectiles, this damage effects every thing within a one inch diameter per section of projectile. For heavy projectiles the radius is two inches. After normal dmage is resolved and the target is destroied, any leftover damage points are divided evenly among all units in the burst effect radius. Burst effect has no effect vehicles or buildings.

There are also enhancement devices for heavy weapons, found on tables S13 .

A vehicle may fire one weapon for each member of the crew. A given weapon may only be fired once per turn. When a rocket or missile is fired it should be removed from the vehicle, flown over to the target with a crackling wooshing sound and impacted with a verbal "ka-Kra-BOOM, dude you got SMOKED!" or equivelant. Then the projectile is discarded from play.

Section S9: Bases & Buildings

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. The basic Cost of the structure is equal to the Area, and the SP (strength) is the Area x2.

That is a building 9 studs by 9 studs would have a base cost of 81 CP (9x9) and a strength of 162SP (81x2).

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 (one level is five bricks tall), includes a roof (if desired),and the walls are one stud thick. A small wall with Battlements may be added atop the roof for an additional 30 pts (Battlements are generally made of full size 2x1 bricks.)

If a Man is firing or Psying from behind a battlement, there is a -2 ToHit penalty to hit him.

Extra exterior doors cost 10 points.

A player can thicken the walls to two or three studs, thus giving more protection to the building, but at a cost. Double stud walls cost an extra 2 points per stud along the wall. An entire wall must be made double thickness, or the extra width is ineffective. For example, a wall of length 20 studs is to be made double thickness. This process would add 40 points to the value of the base. Use this process with triple strength walls as well, except triple stud walls cost 4 points per stud of the wall. Whenever a double stud wall is hit by incoming fire, 3 points are taken off of the damage inflicted. Triple strength walls take 4 points off of damage inflicted in the same manner.

Extra levels may be added to the base at a cost of 1/2 the area. 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 a cost of 2 points per stud to double thickness. Triple thickness upper walls are not allowed. If a third level is created, it can only have a one stud 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 shooting 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 Emplacement, Tripods, &Bunkers, although any Lazers mounted above the first level of the building must be Medium or small, and Rockets or Missiles must be less than 5 sections a each.

Be sure to distribute Computers and Droid sockets liberally within the base. They look cool and they don't cost nothin'.

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.

Section S10: Weapon Emplacement

 

Gun emplacements range from simple tripods to full- fledged bunkers. The rules for gun emplacement are as follows: A gun emplacement can mount any weapons that a vehicle can carry. For point costs, simply take the weapon to be mounted and use its points value. Then build a structure (as in section S9 bases and buildings) to mount it in or on .

If the emplacement is to be a bunker (gun with a cover of one stud 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 and controls (these may be levers or computer screens or the like.

All rules for hinges (5 pts.) and turrets (5 pts.) apply to weapon emplacements.

All firing arcs, for vehicles as well, are 90 degrees from the base of the weapon being fired.

See Table S13

Section S11: Descriptions

Psykik Discipline Descriptions

Nullify: This Discipline stops any single Psy Discipline of the user's choice currently in play. This can take effect anywhere on the board and is subject to normal Psy interference (such as another Psy Nullify). If a Nullify is cast on a Psy before he has cast that turn, he may not cast until next turn. Nullify and the like will not affect physical manifestations of Psy disciplines. That is, you can't negate an actual person or unsummon an Astralshark.

Playful Slap: The Psy gives a mental backhand causing 2 HP of damage to a single target within his line of sight.

Steel Skin: The Psy transforms his skin to a glimmering sheath of nearly impregnable metal, giving himself 5 additional HP for one turn. Any damage taken is deducted from these HP before affecting the Psy's actual HP. At the beginning of the next turn the Psy reverts to his actual HP.

Psykik Bolt: A Psykik blast zaps a target in line of sight within 18", doing 2 HP damage and hitting automatically.

Psykik Extinguish: As Nullify noted above.

Steel Muscle: Similar to Steel Skin noted above, except Psy gains +2 Strength for one turn.

BioMechanical Pulse: A pulse wave ripples out in a straight line disabling any and all machinery within 12" along the line on a ToHit of 4.

Eraser: As Nullify noted above

Psy Umbrella: Any single target within 5" of Psy is immune to all Psy powers (good or bad) for one turn.

Kinetic Wave: The Psy sends out a wave of Psykik Kinetic energy. On a roll of 5 or more on 1d6 all units along a straight line extending 10" in any one direction (chosen by the Psy) are knocked down and incapacitated for one turn. Roll once for each individual target.

THC Short Term Memory Loss: Target loses one turn.

Sphere of Motherly Love: As Psy Umbrella noted above, but protection extends to a 3" radius around target.

Gate: Psy can dimensionally transcend to any place on the battlefield that he can see.

Mental Intrusion: The side of the Psy using this discipline automatically wins initiative next turn.

Summon Astral Shark: The Psy warps in an astral shark who will fight as an independent figure on the side of the Psy until sent back by the Psy or killed. If the summoning Psy is killed, the Shark will automatically attack the closest man, regardless of whose side he's on, and fight until one of them is dead (at which point the Shark progresses to the next nearest sucker). Shark stats: Move: 10", HP: 5, ToHit: 4, Damage: 3. Ouch!

Mind Control: Psy gains complete control (until death) over any model touched.

Psykik Armageddon: The caster of this discipline has unleashed the fury of the psykik warp onto the battle field. All Psys (including caster) take 1d10 points of damage (rolled separately). Waggggghhh!

 

psykik Item Descriptions

Items are fairly common and anyone may use them, unless noted.

Alien Crystal: Allows psykik to cast two disiplines per turn (caster may only cast one at a time that is-- I go, you go, I go a second time.)

Psy Circuit Helmet: Creates a null Psy field around wearer (like Psy umbrella).

Positronic BoomBox: Allows the psykik to store the energy for one rolled psy power for one time use.

psykik Artifact Descriptions

Artifacts are rare and unwieldy. Only the keenest of men may control them and only one of each type is allowed per army.

Sword of Psy Slaying: Kills Pays automatically in Hand to Hand on a ToHit of 8.

Blood Grail: Posesser cannot suffer the effects of a Nullify.

Alien Symbiot: From the far reaches of the unknown came the Syilaxerthorak, The Ivory parasites. Resembling flowing beards, moved by unknown motivations to influence the tides of the galaxy they are the bane of thse who must confront them. Both rare and willful these symbiots leech into their hosts brains physically and psyckikly. The host gains 2 HP and the effects of +2 Strength. The Symbiot has one Psy ability (determined randomly), and can attack in HtoH (ToHit 4 Dam 2).