Medix ----- 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, as well as the specialty of Cybernetix. 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 SpaceMen. +-------------------------------------------+ | "Being a SpaceMan Medik is one of the | | honorable and exciting positions one | | can hold. I like blood, too." | | --Medik Jansen Orroork (17th LeCroix | | Corps), in his interview with | | Walter Barbarsa | +-------------------------------------------+ Medix are handy models to have on the tabletop. They must first follow these specifications: A Medik model must be red or white with two "OxygenTanx". One of the tanx must be white, and worn on the front of the SpaceMan, the other must be red and worn on the back. Due to the extra weight of the MediPack, 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 on a 4-6 on a 1d6, per attempt. They may make only one attempt per turn, on one patient. Medix are also capable of constructing living creatures on the spot, usually from the dead tissue of obliterated SpaceMen. If a Medik is in the area where a SpaceMan squad was decimated, he can use the pieces left over from the attack to make more soliders. He rolls 1d6 and on a 4-6, he successfully creates another living being, a sort of FrankenSpaceMan, if you will! If he fails the roll, the pieces he tried to reanimate are discarded and removed from play. Roll 1d6 again; this will reveal how many turns the reassembled SpaceMan has until his seams come apart (ick!). Use mismatched colors to recreate the SpaceMan, if you can, and do not give him a helmet. Recreated SpaceMen have the following stats: Move": 4" HPs: 1 Cost: 0 pts. Once the rebuilt SpaceMan falls apart, it's all over, and he's removed from play. He may function just like a normal SpaceMan until he gets involuntarily disassembled. If a Medik wishes to make a Cyborg from an injured man, the patient must have at least two HPs left, and be in a Cyborg bay at a base. The Medik must roll 6 on a 1d6, and may only attempt the utilization of Cybernetix once per patient. Cyborgs have special advantages, so roll on the following table: Roll Portion of Body Replaced Advantage Applied ---- ------------------------ ----------------- 1-2 Head CB (as Android) 3-4 Body +2 HPs 5-6 Legs +2" Movement Medix may have their bases specially equipped with Medik bays which incur a +2 to any rolls having to do with medicine. Medik bays cost 40 points, added to the cost of the base. Cyborg bays are required if the Medik wishes to create Cyborgs. Cyborg bays cost 70 points, added to the cost of the base. Portable Medik bays, as carried on a vehicle, cost an additional twenty points added to the cost of the vehicle, but incur no movement restrictions. There are no such things as portable Cyborg bays. Medix cost ten points. /*Written May, 1991*/ ------------------------------------------------------------------ LegoWars designed by R.Todd Ogrin and Eric O'Dell (1990-1992) All documentation by R.Todd Ogrin. All rights reserved. Send any rules ideas/write-ups to xero@camelot.bradley.edu Lego on, Brother! The brix never die! DISCLAIMER: This product was created in order to conduct mini- ature 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 sanctioned whatsoever by the LEGO Bricks Company.