FantasySection F1: Introduction
And in the Second Age of Man, Man became restless and looked beyond himself into the secrets of the multiverse. Slowly he began to unravel the riddle of the Brick and forge blades and armor. Weird forces seeped through the curtain of the otherworlds where Man's meddling with the arcane had worn the fabric thin. Here was the time of brute force, blinding majiks, and twisted evil in which man would first wage clan war upon himself.
LegoVerse Fantasy is the second installment of the Omniverse World Books. Here you will find rules for Fighters, Mages, Clerics, Black Smiths, weapons for cleaving and crushing, Siege Engines, Castles and the elusive Dragons!!! Again, the thrust of the game is a flexible system of rules which can be customized to the players needs. Use the sections you like, ignore the ones you don't, and mix and match with other worlds as you like.
Section F2: Men: Peaons, Footsoldiers and Knights
The three classes of normal men are;Peaons, FightingMen, and Kmights. There stats can be found on table B1.
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, squad or vehicle 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 F4: Special Men: Smiths, Clerics, Standard Bearers and Mages
Black Smiths are members of the elite order that repairs and maintains the vehicles, weapons, castles, and Siege Engines of the FightingMen. Potential Black Smiths initially stand out when they reach adolecence and begen speaking with a heavy bavarian accent about their massive phisiques. "Ya, I vill Crush ahl de little girly fighting men wit my ion pumping guns o tunder." It's unfortunate that a blacksmiths strength and focus cannot be redirected onto the battlefield.
Black Smiths are incredibly handy to have in one's army. A Black Smith must be equipped with a least one wrench, hammer, ax, or shovel . If a Black Smith is in an army, he can have either his own recovery cart (a small vehicle, carrying up to ten spare parts at a -1" movement penalty) or a Smith's Workshop (can hold up to fifteen spare parts in a parts bin). If the Black Smith is working from a workshop, he'll get a +1 bonus to all rolls having to do with black Smith, not Tohit rolls and such.
A Black Smith 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 Black Smith at a cost of 5 points a piece.
Smith Shops in Castles cost an extra 10 points, added to the cost of the structure.
A Black Smith costs 5 points, and there can only be one Black Smith 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. Black Smith have the chance of building a new vehicle or siege engine 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 Black Smith 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 Black Smith must roll another 1d6. If 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 large flaming balista (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 handlebars. The Black Smith could make a cart with only two wheels and handlebars; however, the new cart doesn't have a mount, so if the driver wants to move, he has to pull it himself.
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.
"Ya, You stroke de big iron bar with manly hands until it so strong no girly man fighter could ever break it in a tousand million yeas!!"
--Claus Kettelkoph to the aprentce class of 1663 M.A.
Clerics are healing holy men who run about the battlefield nagging about piety, binding wounds and smiting the unholy (which is just about anyone not on their side.)
Clerics Move 3", have 3 HP and cost 5Pts.
Clerics may not use projectile or edged weapons, but may choose one holy relic (see Table F1) to aid them in their mission to the almighty.
Cleric are always successful healers, though not very consistant in their potency. The healing Cleric must touch the wounded man to begin his work and can heal 1d6-3 HP per turn to one man (at least one point will always be healed)
Majiks or (MageMen) are a rare form of elitist mana warping egomaniacs. The Majiks are adept at bending the majik aura of the world around them to do their bidding.
There are two types of majiks, Major and Minor. Their stats are as follows.
Major majiks (identified by a robust beard or cape) Cost:9 pts., Move:4", H.P. 4 Minor majiks Cost:6 pts., Move:3", H.P. 3
majiks do not have complete command of the mana aura so at the beginning of a battle they must roll to see how many, and which, spells they can use for the game. A Major majiks rolls 1d6, the result is the # spells he can have for the game. A MinorMajiks rolls 1d6 divided by two (round up). Idividual spells are determined on Table F2.
Majiks may cast any one spell once each turn. There are several majik items floating around which can alter the number and strength of the majiks available spells. These are on Table F3.
Major majiks may also buy familiars. Familiars ar physical beings possesed by the same astral persona as the majiks. Familiars and majiks share senses and thought, but most importantly the mage can cast through the Familiar as if it were the majiks himself. Familiars can be of one of the types found on Table F4.

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?).
Fantasy Heroes can buy any of the skills and attributes found on Table F5 and Table F6.
The fantasy fighter holds close his weapon, his most prized possesion.
Archaic Weapons and Equipment are found on Table F7 and Table F8.
Artifacts
Artifacts are unique items that are extremely powerful but cost dear. They may only be used by heroes with the use artifact skill and are found on Table F9.
Section F7: Vehicle Construction and Movement
Fantasy Vehicles include anything on wheels. This can include war chariots, seige towers, mobile ballista, wagons, carts or anything else a Man can come up with.
Fantasy 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 the speed. Table F10 and Table F11 are respective charts for each.
Note that in order to get a vehicle moving, it's mounts have to have a cumulative pull equal to the Body's Structure points. So, to pull a small vehicle you would need two men, a horse or a lizard.
If a vehicle's locomotion is twice the body's Structure (2 or more horses on a small vehicle), it may charge as a mount.
Mounts
Mounts, being smaller than standard vehicles, are much more manuverable. These include Horses, Dragons, lizards and any thing else a man can ride. Mounts do not get vehicle weapons, and their speed depends on their type. Use Table F11 to determine speed.
The Biggest Advantage to a Mount is its' ability to Charge. When a Mounted Man declairs a Charge, his movement is Doubled for the turn, but he MUST engage an enemy or lose movement the next turn (no measuring before moving).
Siege Engines are, for game purposes, limited to ballistas, catapults and rams.
Catapults are by far the mainstay of second age artilary. The biggest stipulation of catapult construction is that the thing must actually fire (that means moving parts!). There are three types of catapults each with their own ranges, damages and crew size, these are found on Table F10.1. The construction works just like that of vehicles; however, there is a minimum cost for the catapult based on its size.
Catapults can fire over walls or other obstacles provided the height (in bricks) is less than the range of the catapult in inches.
Balistas are the next most common type. Construction is similar to catapults, however there need not be moving parts (see Table F10.2). Ballista ranges are shorter and they can't fire over walls, but they do more damage.
Catapults and Balistas can only fire directly ahead unless they're mounted on pivots or have locomotion.
Rams are big chuncks of stuff used to breach walls and doors. Their damage is based on the type and quantity of their locomotion. figure the size in studs of the ram as you would a standard vehicle, however the cost and sp = the size and it requires 2x the locomotion to use it effectively. For example: a 5x2 ram would cost10 points, do 10 pts of damage and require 20 sp of pull (two men would suffice).
Siege weapons can cause man size breeches in walls if they inflict 1/4 of the remaining sp of a structure in one shot.
Section F9: Castles and Towers
Each of the many Clans have strongholds scattered throughout the land. These fortresses house their Men, Mounts, Smiths and Clerics.
Castles are great objects to center a scenario around. It's great fun to have one player design a castle and protect it, while the other player designs his forces to effectively take the castle.
There are a number of simple rules to follow as guidelines for the constructions of castles and towers. First, is the size of the construct. To get the basic cost for the castle, Find the area in studs (length times the width).
The basic Cost of the structure is equal to the Area, and the SP (strength) is the Area x2.
That is a tower 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 castle. When a castle is built, there is one regular, free door, placed wherever the player wants it, the castle 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 casting spells 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 tower, but at a cost. Double stud walls cost an extra1 point per stud along the wall. An entire wall must be made double thickness, or the extra width is ineffective. For example, a wall 20 studs long is to be made double thickness. This process would add 20 points to the value of the castle. Use this process with triple strength walls as well, except triple stud walls cost 3 points per stud. Whenever a double stud wall is hit by incoming fire, two points are taken off of the damage inflicted. Triple strength walls take four points off of damage inflicted in the same manner.
Extra levels may be added to the castle. the cost of additional levels is 1/2 the Area. Levels are basically extra rooms above the main tower. These extra levels can be as large as the player desires, since he already payed for the size of the castle in the initial stage. Upper levels may be reinforced (thickened) at the cost of 1 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 castle 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. Artilery pieces may be placed on the castle, as described under Section F7. Anything mounted above the first level of the tower must be Medium or Light.
Windows and stairs should be included in the Castle or Tower. These are free, but necessary for climbing, looking and shooting.
Vehicles and Mounts may be housed in the castles, 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 tower.
Weapon emplacement on castles and towers are constructed and behave like siege engines, however, the cost is no greater than the base vehicle cost, and the engines may not move.
Dragons!!
Existing scince the dawn of man, these mighty beasts were hunted to extinction by the end of the second age. Their strength comes with age and there individual characteristics vary greatly. Their characteristics range from flight, to firey breath, to nearly impenatrable scaly armor.
Dragons can not be tamed. To use them in a game, they must be fighting as individuals with no direct army affiliation, or under the command of a Hero wearing the Helm of Noctu (or a similar Artifact).
Dragons are "built" by buying each of their traits, as seen on Table F12.
This is how it works. Dragons have the 11 traits listed across the top of the table. The cost of varying strengths of each trait is listed to the left. These costs are cumulative. Notice some traits will cost Negative points (these are considered to be well below par). Check the dragon below to see how it works.
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| Trait | Move | Fly | HP | Armor | ToHit(C) | Dam(C) | Fire | ToHitS | ToHitL | RangeS | RangeL | Damage | Total |
| Strength | 4" | 10" | 12 | -3 | 8 | 3 | Yes | 8 | 5 | 2" | 7" | 8 | |
| Cost | 2 | 6 | 6 | 4 | 0 | 3 | 3 | 0 | 5 | 2 | 5 | 10 | 45 |
First his movement score (on Land). We choose to have him be at least as fast as a fighting man, so we pick 4" per turn. This costs 2 points. Since he's not to quick on his feet, we'll let him fly up to 10" per turn at a cost af 6 points. He gets a big 12 HP and his armor gives him a -3 to damage. He's not a real scrapper so we only give him a ToHit of 8 for close combat and a damage of 3. Of course we pay the 3 points for fire. Since he's not real big on being up close we'll give him short range fire up to 2" away with a ToHit of 8; But at long range (Between 2" and 7") he gets a ToHit of 5. And the kicker, the fire does a huge 8 points of damage. Our total cost is 45 points and it's gonna take a couple of well armed Heros to take this guy out. Don't mess with Pete.
As a guide, don't spend less than 20 pts or more than 80. The age of the dragon can be said to be their costx10.