These rules are in the alpha stages. Some things are not very smooth yet, and I haven't made up my mind on some things.
Things You Will Need
1.Non Lego stuff
Just a tape measure, some dice, and Paper. Different colored dice are a good idea, but not necessary. You are going to need to keep track of some stuff, so write it down on paper.
2. Lego stuff
For the battlefield, you are gonna want some terrain that blocks the line of sight of units. This could be anything from mountains to buildings.
Each players base will have 4 different buildings you will need to play.
1. Command center
4. Power station
Also some walls
5 Resource stations, one of which will be worth more than the others, so build it to look special.
Resource station, worth more
You will also need to build:
You can raise or lower these numbers, but this is the max amount of each unit that I have decided upon. You probably won't have all these on the table at one time.
Before you can jump into the strategic action that is Colony Wars, you must first set up the battlefield.
I play on a roughly 4x2 feet area.
First place the terrain and resource stations. Resource stations should be spread out evenly around the battlefield. The Resource station worth more should be in the middle. Leave roughly a 10x10 inch square in the corner for the the player's bases
Then both players will roll the dice to choose sides. The highest roll gets to choose which corner to put their base in.
Place buildings however you want in your 10x10 inch corner. Then set up walls.
Example of a battlefield I set up
After the battlefield is set up, players roll off again to determine who goes first. Highest roll wins.
Colony wars is played in 5 phases
4. Infantry Actions
5. Post Production
Phase 1: Production
The production phase is where you build stuff.
The two buildings you build stuff from is your barracks and your factory. Tanks and Artillery are built from your factory and APC's are built from the barracks
Both the Factory and Barracks have 1 production slot and 1 upgrade slot. These can be upgraded to increase the number of production slots, but more on that later.
The first thing you do in the production phase is total your Resource Points. This is your money in the game. It's abbreviated as RP. RP is gained at the beginning of your turn.
Power Station- 10RP
Resource Station- 5RP
Big Resource Station- 10RP
Count up the total RP you gain that turn and add it to your reserve. Write it down!
Next its time to build your units. Units are built instantly upgrades are completed in post production
After all units and upgrades have been purchased, subtract the total RP you spent from your reserve you have written down.Production Options wrote:Factory Options
Tanks- Squad of 5- 5RP-Uses 1 Production Slot- Built instantly
Artillery- Squad of 3- 10RP- 1 Production slot- Built instantly
Tank- Speed Upgrade- adds 2 inches of movement - 5RP- 1 Turn
Tank- Reactive Armor- Every time a tank sufferers a hit that will kill it, roll the dice. on a 5 or 6, the hit is ignored- 10RP- 2 turns
Artillery- Better stabilizers- Increases the Accuracy to a 4+ instead of a 5+- 10RP- 2 turns
Factory- Extra Production Slot- adds another production slot. Lets you build 2 units per turn. 10RP- 2 turns
APC- Squad of 5- 5RP-Uses 1 Production Slot- Built instantly
Unmanned APC- Squad of 10- 5RP-Uses 1 Production Slot- Built instantly
APC speed upgrade- adds 2 inches of movement- 5RP- 1 turn
APC reactive armor- Every time an APC sufferers a hit that will kill it, roll the dice. on a 5 or 6, the hit is ignored- 10RP- 2 turns
APC anti armor rocket- adds a anti tank rocket to the lead APC. Weapon strength d6+1-5RP- 1 turn
Infantry: specialized breaching training- roll 2 dice instead of one and pick the highest if you are the attacker in infantry combat.- 10RP - 2 Turns
Infantry: Storm Troopers- replaces one standard marine squad with a Storm Trooper Squad. -10RP -2 turns
Barracks- Extra Production Slot- adds another production slot. Lets you build 2 units per turn. 10RP- 2 turns
Now is a good time to show you the stat cards for the different units
R= Weapon Range
AC = Weapon Accuracy
D= Weapon Damage
Tank wrote: Tank
The main combat unit in the game. Good armor, firepower, and decent speed.
M 6" AR 3 R 12"
AC 3+ D 1d6
APC wrote: APC
Fast unit meant to transport infantry around. Can be bought unmanned and used as a light tank.
M 8" AR 2 R 12"
AC 3+ D 1d6-1
Fast: Adds +1 to reaction test rolls
Movement PhaseArtillery wrote: Artillery
Powerful long range guns meant to destroy enemy units from afar
M 4" AR 2 R 24"
AC 5+ D 1d6+1
Artillery: Does not need line of sight to fire.
Barrage: Fires 3 shots per unit.
Slow: Subtracts 1 from reaction test rolls.
Pretty straight forward. Each unit can move up to the amount on the profile. Can also elect not to shoot in the shooting phase to go an extra amount equal to half of the total inches the unit can normally move.
Example: A tank can move 6". It can elect to boost instead of shoot and move 9" APCs would move 12" and artillery would move 6"
All units in the game are bought in squads of 10,5 or 3. These squads don't have to stick together however. You can have them go in different directions if you wish. Make sure that it is easy to see which squads are which
For sake of time, you don't have to precisely measure each unit when it moves. Take the unit closest to the direction you want to move the group, measure it precisely, then place the other units around the one you measured.
The First thing you do in the Combat phase is plan your attack. Declare which squads are attacking which. This is very important when it comes to the reaction test.
Example: Player 1 declares that squads A and B are firing at Player 2's squad 1, and squad C is firing at squad 3
Squads cannot split fire, so make sure you separate them in the movement phase
Next is to take a Reaction Test.The Reaction Test determines which squad shoots first in an engagement.
Both players roll the dice. In order for one player to go before another, he must beat the opposing player's roll by 2. If neither player rolled 2 higher than the other, they fire at the same time.
Example: Players 1 and 2 take a reaction test. Player 1 rolls a 4. Player 2 rolls a 5. Since both are within 1 of each other, they fire at the same time.
Another Example: Players 1 and 2 take a reaction test. Player 1 rolls a 2. Player 2 rolls a 4. Since player 2's roll is 2 higher than player 1's he shoots first.
If the player whose turn it is at the time of the test gets to go first, he then fires his squads at the at the enemy squads he selected. Do this one squad at a time. If one squad completely destroys the targeted squad, the other squad does not get to shoot, so plan your attack wisely!
Example: Squad 4 completely destroys all the units in Squad F. Squad 5 also had targeted Squad F. Squad 5 does not get to choose a new target.
If the other player (the player whose turn it isn't) wins then his squad gets to fire at an enemy squad that targeted him.
Example: Player 2 wins the reaction test. His squad was targeted by the enemy's Squad 4 and 5. He elects to fire at Squad 4.
If no one wins, all firing is done at the same time. The player whose turn it isn't still gets to choose which squad to shoot at.
Combat is done in 2 phases
When a squad shoots, it fires one shot per unit in the squad(except artillery).
Get one die per shot and roll them all at once. To determine which shots hit, look at the units Accuracy. Tanks and APC's have a 3+ accuracy, so rolls of a 3 or higher hit their target. Shots that don't hit are discarded.
Shots that do hit, hit the units in the enemy squad closest to the shooting squad
After determining which shots hit, roll the dice again to determine damage. To destroy an enemy unit, the damage roll must exceed the enemy units armor rating. destroyed units are removed from the battlefield and put back into the unit reserve.
Example: Tank Squad A shoots at Tank Squad 3. Squad a must roll higher than a 3 (Tanks armor rating) in order to destroy it.
In instances where a squad has more than one type of unit in it, roll the damage dice one at a time.
Infantry can perform two actions
1. Capture buildings
2. Assault Enemy buildings
Infantry's main job is to capture and hold buildings and Resource points
For infantry to capture a building or resource point, move an APC within 2" of the Building then place the infantry stud on the baseplate.
Infantry can only hop out and move into a building during the Infantry Action Phase.
Buildings can only hold a garrison of 5 squads.
This Resource Station is occupied by 2 squads
Infantry's second job is to assault and clear out enemy buildings and Resource points.
To assault an enemy occupied building, move the an APC within 2" of and building and place the infantry stud on the baseplate.
Only 5 squads can assault a building at one time
Then both players roll dice one at a time. The highest dice roll wins. If there is a tie, the defender wins. This is continued until either the defender kills off all the Attacker's squads, or the Attacker kills off all the Defender's squads
Storm troopers are elite infantry.
Storm Troopers allow for 2 rerolls during Infantry Combat. multiple squads of Storm Troopers will give you multiple rerolls.
In infantry combat, Storm Troopers will die last. Regular Marine squads will die quicker than these elite troopers.
In this phase, upgrades advance in turns.
Upgrades are completed or they advance a turn if they take longer than one turn to complete.
Like I said guys, these rules are in their Alpha stages. PLEASE ask me questions if one arises. FEEL FREE to give advise or input on these rules. TELL ME if a rule doesn't work
GIVE ME FEEDBACK ON THIS.