Section B1: Introduction
LegoVerse is a table top game of miniature combat designed to be used with Lego brand building blocks. This is the Basic book which gives an outline of the game play and general rules for combat. Other books will have more detailed text for each Lego World. Each World's rules are designed to be both unique to that world's technology, and compatible with all the others. This way they can be played together for bizarre situations. The Idea is to have miniature battles in a myriad of settings which can overlap and interact (UFO's crashing in the old west!!). Have fun
This is the Basic Rules section which should allow you to jump right in and start whacking. The Genre Rules and Supplements will build on these, increasing the complexity and possibilities.
Section B2: Men
In the game of LegoVerse, There are three types of Men. They are Men, Fighting Men, and the dreaded Elite.
Men have three basic statistics which describe their abilities: Movement, Hit Points and Cost. Movement is the number of inches man can move in one turn. Hit Points (HP) is the amount of damage the man can take before being reduced to so much useless plastic (Vehicles and objects incur Structure Points (SP) instead of HP). Cost is the number of "Points" you must spend to use a man (Points are used as a relative worth of pieces in order to judge whether a battle is equally matched or not, 50 Points in vehicles should be roughly equal to 50 points of Men).
The cost of one Man does not include weapons or equipment, which are described Section 5.
See Table B1 for the cost of the three types of men.
Section B3: Game Play and Combat
The battlefield should be laid out by all the players involved and should include various debris, buildings and barriers to give terrain. The size is totally dependent on the scale of the battle. We like a good size coffee table or card table.
Units can be grouped into "Squads" if they are in close proximity Any individual within 3 inches of another individual can be considered grouped with that unit. The individual does not have to be within 3 inches of all the others, allowing some freedom of movement. A Squad moves and fires as a single unit, but must still target and roll to hit as individuals. Grouping simulates the cohesion provided by clear communication and and team work not found in a rabble or mob.
A Game Turn is broken down into 4 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 or vehicle or squad its allotted distance, then the loser does the same.
Some 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 4: Men can use only one weapon per turn. All Shooting (ranged weapon) combat is resolved first, then the Hand to Hand is resolved. 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, the targeted individual 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 attacks.
After all the shooting, Men with hand weapons who are in range and have not shot may hit. Shooting at a non moving object at point blank range w automatically hit.
Man and vehicles are ripped apart as soon as they are destroyed. Scatter the pieces over the area that the item was destroyed in and remove half of illthe pieces from the playing area, leaving realistic debris behind. When a squad of men is 0..
This series of steps is repeated for the duration of the game, until one of the players is totally wiped out. Fun!
Men can use as many things as they can carry, however they may only use one thing per turn. The Basic game offers a sampling of weapons from different genres. he attacker must roll the weapons ToHit number or higher (as provided by the weapon chart) to strike a foe. Some weapons have a ranged value and can only hit objects within that range. Damage is the amount of HP or SP the weapon deals upon hitting, and cost is how much you gotta pay.
Section B5: Vehicle Construction
In the Basic Rules vehicles are very simple.
A vehicle costs:
1 point for every Structure Point (SP)
1 point for every crew member or every 2x2 space worth of cargo
1 point for every 1" of movement on land (20 inches is generally the max)
2 points for every 1" of movement by air (50 inches is generally the max)
If you are using Animal Powered vehicles use the Mount Stats below. A Mount may pull a 2 wheeled vehicle at 1/2 movement. Multiple mounts may be needed for larger vehicles.
Section B6: Bases and Buildings
In the Basic game Buildings are considered impenetrable. Good for cover!
Section B7: Heavy Weapon
Heavy Weapons which are basically big versions of there hand weapon counterparts. The "Move" stat is the amount of movement deducted from a vehicle if the weapon is to be mounted..
When you're first starting out, try playing one or two squads of five men each against each other to get the hang of the rules. Later, as you become more comfortable with the rules, try some of the more advanced Genres. You may want to impose some limitations on what can be bought so you don't always end up with a bunch of 100 pt supermen battling it out. For example, only one man in five can have skills and attributes, only one artifact per side, only one Heavy weapon (Plasma Gatlin) per squad, 10 point limit per man or 75 points for 5 men in any combination, etc.
You may want to continue characters; try starting with a 15 point man (including equipment) and then at the end of each game the character gets one point for each man he kills to add to his skills (maybe equipment can be plundered).