I did a playtest here. Worked well enough, but of course there are a lot of units and weapons I haven't tested yet.
Anyway here we go.
Basics & Turn Structure
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Keep It Simple, Stupid
Some of the following rules have optional, simpler replacements. These are marked with and are probably better than the standard rules, especially if you're playing with young children, adults, or drunk people.
Units and Terrain
"Units" refer to all models that have game stats: minifigs, creatures, vehicles, and buildings.
"Terrain" includes those models that lack stats: Hills, rocks, trees, fences, ruins and so on.
Stats
All units have two stats: Move and Armor.
Move is measured in inches, and determines how far the unit can move in the Move Phase. A common minifig has a Move of 5".
Armor determines how much damage is needed to kill the unit. A unit that takes damage equal to or higher than its Armor is killed. A common minifig has an Armor of 5.
Critical Success
When rolling dice, for each die that comes up a 6, roll another die and add it to the result (unless you are rolling on a table that only goes to 6).
Critical Failure
When all the dice for a roll come up 1, the roll fails, even if the total would have been enough to succeed.
Roll Off
Sometimes, players may have to "roll off" against each other. The involved players all roll a die, and the player with the highest score wins the roll-off. Re-roll ties.
The Turn
During a turn, all players get to move and take action with their units. The turn is divided into four phases.
1. Initiative Phase
2. Move Phase
3. Hero Phase
4. Action Phase
Some of the following rules have optional, simpler replacements. These are marked with and are probably better than the standard rules, especially if you're playing with young children, adults, or drunk people.
Units and Terrain
"Units" refer to all models that have game stats: minifigs, creatures, vehicles, and buildings.
"Terrain" includes those models that lack stats: Hills, rocks, trees, fences, ruins and so on.
Stats
All units have two stats: Move and Armor.
Move is measured in inches, and determines how far the unit can move in the Move Phase. A common minifig has a Move of 5".
Armor determines how much damage is needed to kill the unit. A unit that takes damage equal to or higher than its Armor is killed. A common minifig has an Armor of 5.
Critical Success
When rolling dice, for each die that comes up a 6, roll another die and add it to the result (unless you are rolling on a table that only goes to 6).
Critical Failure
When all the dice for a roll come up 1, the roll fails, even if the total would have been enough to succeed.
Roll Off
Sometimes, players may have to "roll off" against each other. The involved players all roll a die, and the player with the highest score wins the roll-off. Re-roll ties.
The Turn
During a turn, all players get to move and take action with their units. The turn is divided into four phases.
1. Initiative Phase
2. Move Phase
3. Hero Phase
4. Action Phase
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In the Initiative Phase, the players determine the initiative order for the turn. All players roll a die. The player with the highest score takes the first spot in the initiative order, the player with the next highest score takes the second spot, and so on. Players who tie roll off to see who gets to go first among them.
The player in the last spot of the initiative order becomes the Field Master for this turn. The Field Master can control any and all non-player units (such as civilians, wild animals, unaffiliated forces etc.) as if they were his or her own.
Instead of bothering with an initiative order, just go clockwise around the table from whoever rolled highest. The player who's last in this order becomes the Field Master.
Fire
It is quite possible that things will be set on fire at some point during the game. A unit or piece of terrain that is on fire has one or more Fire Tokens attached to it.
After the Initiative order has been determined, it is the Field Master's responsibility to make a die roll for every unit or piece of terrain that has Fire Tokens.
1: The flames go down. Remove one Fire Token from the model. Then, if any remain, it takes FD6 damage, where F is the number of Fire Tokens on it.
2-3: The fire keeps burning. The model takes FD6 damage.
4-6: The fire spreads. Place another Fire Token within 1" of any Fire Token already on the model. This can be on the same model or on another within range. A minifig or horse can never have more than one Fire Token. Then, the model takes FD6 damage. If a new model is set on fire, don't roll for it this turn.
If a piece of terrain is damaged by fire, remove one brick from it for each point of damage.
If a unit is killed by fire, or a piece of terrain is completely destroyed by it, the Fire Tokens are removed.
The player in the last spot of the initiative order becomes the Field Master for this turn. The Field Master can control any and all non-player units (such as civilians, wild animals, unaffiliated forces etc.) as if they were his or her own.
Instead of bothering with an initiative order, just go clockwise around the table from whoever rolled highest. The player who's last in this order becomes the Field Master.
Fire
It is quite possible that things will be set on fire at some point during the game. A unit or piece of terrain that is on fire has one or more Fire Tokens attached to it.
After the Initiative order has been determined, it is the Field Master's responsibility to make a die roll for every unit or piece of terrain that has Fire Tokens.
1: The flames go down. Remove one Fire Token from the model. Then, if any remain, it takes FD6 damage, where F is the number of Fire Tokens on it.
2-3: The fire keeps burning. The model takes FD6 damage.
4-6: The fire spreads. Place another Fire Token within 1" of any Fire Token already on the model. This can be on the same model or on another within range. A minifig or horse can never have more than one Fire Token. Then, the model takes FD6 damage. If a new model is set on fire, don't roll for it this turn.
If a piece of terrain is damaged by fire, remove one brick from it for each point of damage.
If a unit is killed by fire, or a piece of terrain is completely destroyed by it, the Fire Tokens are removed.
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Every player gets a Move Phase, going in initiative order.
During their Move Phase, a player can move each of their units as many inches as their Move stat.
At any point during its Move Phase, a minifig can pick up or drop any weapons, equipment, or loose bricks it comes across.
If a unit within 1" of an enemy unit moves away from it (or a unit passes by within 1" of an enemy as it moves) the enemy gets to take a free Attack action against it (see Action Phase), using only Melee weapons.
During their Move Phase, a player can move each of their units as many inches as their Move stat.
At any point during its Move Phase, a minifig can pick up or drop any weapons, equipment, or loose bricks it comes across.
If a unit within 1" of an enemy unit moves away from it (or a unit passes by within 1" of an enemy as it moves) the enemy gets to take a free Attack action against it (see Action Phase), using only Melee weapons.
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Every player gets a Hero Phase, going in initiative order.
During their Hero Phase, a player can attempt one Heroic Feat with one of their Heroes.
The player announces what their Hero is trying to do, and rolls a die. Another player also rolls a die. If the Hero's player roll is equal or higher, the Feats succeeds. Otherwise, the Feat fails, and the Hero suffers whatever embarrassing consequences the players can think up.
Counter-Feats
When a player announces their Heroic Feat, any one other player whose Hero has not attempted a Feat yet can attempt a Counter-Feat against it, jumping ahead in the initiative order. Both players roll off and the winner succeeds with their Feat, the loser suffering the appropriate consequences of their failed Feat. Only one Counter-Feat can be attempted against a single Feat - if several players want to attempt one, only the player who is ahead in the initiative order among them gets the chance. A Hero who attempts a Counter-Feat cannot attempt a normal Feat later in the same turn.
Inappropriate Feats
Heroic Feats are high-octane adrenaline-pumping thrills. Things that slow down the action can never be Feats. The following types of Feats are not allowed:
- Healing, repairing, or resurrection.
- Effects that force units or players to skip turns or phases.
- Effects that increase the Armor of the Hero or other units, or otherwise improve their survivability.
- Speeches of any kind.
During their Hero Phase, a player can attempt one Heroic Feat with one of their Heroes.
The player announces what their Hero is trying to do, and rolls a die. Another player also rolls a die. If the Hero's player roll is equal or higher, the Feats succeeds. Otherwise, the Feat fails, and the Hero suffers whatever embarrassing consequences the players can think up.
Counter-Feats
When a player announces their Heroic Feat, any one other player whose Hero has not attempted a Feat yet can attempt a Counter-Feat against it, jumping ahead in the initiative order. Both players roll off and the winner succeeds with their Feat, the loser suffering the appropriate consequences of their failed Feat. Only one Counter-Feat can be attempted against a single Feat - if several players want to attempt one, only the player who is ahead in the initiative order among them gets the chance. A Hero who attempts a Counter-Feat cannot attempt a normal Feat later in the same turn.
Inappropriate Feats
Heroic Feats are high-octane adrenaline-pumping thrills. Things that slow down the action can never be Feats. The following types of Feats are not allowed:
- Healing, repairing, or resurrection.
- Effects that force units or players to skip turns or phases.
- Effects that increase the Armor of the Hero or other units, or otherwise improve their survivability.
- Speeches of any kind.
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Every player gets an Action Phase, going in initiative order.
Every unit can perform one action in its own Action Phase.
There are two actions that all units have: Run and Attack. Certain units, such as Mediks and Mechaniks, can get their own special actions.
Action: Run
The unit moves up to 1D6". Unlike movement in the Move Phase, this will not trigger attacks from nearby enemies.
Action: Attack
The unit attacks a single target with its weapons. The unit can use any weapons it is carrying, but no more than its hands allow. Most units have two hands, and most weapons use one or two hands. The target must be within range of all weapons that are used.
Roll the Damage for each weapon used, and compare the combined score to the target's Armor. If the damage equals or beats the Armor, the target is killed.
If a unit decides to attack with a random object, it can use no other weapons for that attack, not even a second random object.
Non-melee weapons such as pistols and bows count as random objects if the user is in melee combat (within 1" of an enemy).
Attacks can be aimed at terrain pieces. Take off one brick from terrain piece for every point of damage inflicted on it. If the terrain includes large, sturdy-looking bricks, such as big ugly rock pieces, the player may want to agree before the game that those count as more than one brick.
Cover
Cover is only a factor when attacking with ranged weapons - melee weapons ignore cover.
If an attack is aimed at a target partially concealed by another unit or terrain, the attack may hit the cover instead. Determine the target's Cover Score - a measurement of how much of it is concealed from the attacker's point of view, going from 0 (not concealed at all) to 6 (completely concealed).
For a minifig, you can use this method. A minifig consists of three body parts - head, torso, and legs. For each body part that is fully concealed, add 2 to the Cover Score. For each body part that is partially concealed, add 1 to the Cover Score.
Roll a die. If it is lower than or equal to the Cover Score, the attack hits the cover instead of the target, and inflicts damage on it. If the roll is higher, the target is hit as intended.
Don't worry about calculating Cover Score, just roll a die. If you get 4 or more you hit the target, otherwise you hit the cover.
Every unit can perform one action in its own Action Phase.
There are two actions that all units have: Run and Attack. Certain units, such as Mediks and Mechaniks, can get their own special actions.
Action: Run
The unit moves up to 1D6". Unlike movement in the Move Phase, this will not trigger attacks from nearby enemies.
Action: Attack
The unit attacks a single target with its weapons. The unit can use any weapons it is carrying, but no more than its hands allow. Most units have two hands, and most weapons use one or two hands. The target must be within range of all weapons that are used.
Roll the Damage for each weapon used, and compare the combined score to the target's Armor. If the damage equals or beats the Armor, the target is killed.
If a unit decides to attack with a random object, it can use no other weapons for that attack, not even a second random object.
Non-melee weapons such as pistols and bows count as random objects if the user is in melee combat (within 1" of an enemy).
Attacks can be aimed at terrain pieces. Take off one brick from terrain piece for every point of damage inflicted on it. If the terrain includes large, sturdy-looking bricks, such as big ugly rock pieces, the player may want to agree before the game that those count as more than one brick.
Cover
Cover is only a factor when attacking with ranged weapons - melee weapons ignore cover.
If an attack is aimed at a target partially concealed by another unit or terrain, the attack may hit the cover instead. Determine the target's Cover Score - a measurement of how much of it is concealed from the attacker's point of view, going from 0 (not concealed at all) to 6 (completely concealed).
For a minifig, you can use this method. A minifig consists of three body parts - head, torso, and legs. For each body part that is fully concealed, add 2 to the Cover Score. For each body part that is partially concealed, add 1 to the Cover Score.
Roll a die. If it is lower than or equal to the Cover Score, the attack hits the cover instead of the target, and inflicts damage on it. If the roll is higher, the target is hit as intended.
Don't worry about calculating Cover Score, just roll a die. If you get 4 or more you hit the target, otherwise you hit the cover.
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Minifig
Move: 5"
Armor: 5
Weapons and Armor
Explosive: An explosive is thrown and then explodes, damaging anyone caught in its area of effect. When throwing an explosive, first choose what direction to throw it in. Then roll 1D6" for its range. You must choose a point within this range in the specified direction. This is where the explosion goes off. All models within 2" are damaged by the explosion.
Each explosive is one use only - when it explodes, it is gone.
Horse
Move: 10"
Armor: 5
Steed: A Horse can't act on its own, and must be ridden by a minifig. Any Move penalties to the controller do not apply to the Horse. If the Horse's controller is killed or dismounts, another minifig from any player can take control of the Horse by mounting it.
Horsemanship: While mounted on a Horse, a minifig can bypass the initiative order and take their action before anyone else in the Action phase. If several players have minifigs, then those minifigs act first in initiative order, then all other units act.
Jousting: A minifig on a Horse can wield a Two-Handed Weapon with one hand.
Move: 5"
Armor: 5
Weapons and Armor
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Weapon Range Damage Hands Special
Hand Weapon 1" 1D6 1 hand Melee, can be thrown 6"
Two-Handed Weapon 1" 2D6 2 hands Melee, 3D6 damage against Creations, -1" Move
Random Object 1" 1D6 1 hand Melee, can't use other weapons
Pistol 6" 1D6 1 hand
Rifle/Bow 10" 1D6 2 hands
Explosive 1D6" 2D6 1 hand Explosive
Protection Bonus Special
Shield +1 Armor Takes up 1 hand
Suit Of Armor +1 Armor -1" Move
Each explosive is one use only - when it explodes, it is gone.
Horse
Move: 10"
Armor: 5
Steed: A Horse can't act on its own, and must be ridden by a minifig. Any Move penalties to the controller do not apply to the Horse. If the Horse's controller is killed or dismounts, another minifig from any player can take control of the Horse by mounting it.
Horsemanship: While mounted on a Horse, a minifig can bypass the initiative order and take their action before anyone else in the Action phase. If several players have minifigs, then those minifigs act first in initiative order, then all other units act.
Jousting: A minifig on a Horse can wield a Two-Handed Weapon with one hand.
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Code: Select all
Weapon Range Damage Hands Special
Heavy Melee Weapon 1" 3D6 2 hands Heavy, Melee
HeavyGun 10" 2D6 2 hands Heavy
MachineGun 10" 1D6 2 hands Heavy, Rapid Fire
FlameThrower 6" 1D6 2 hands Heavy, Flame
ExplosiveLauncher 10" 2D6 2 hands Heavy, Blast 2"
Super Melee Weapon 1" 4D6 4 hands Super, Melee
SuperHeavyGun 18" 3D6 4 hands Super
SuperMachineGun 18" 2D6 4 hands Super, Rapid Fire
SuperFlameThrower 10" 2D6 4 hands Super, Flame x2
SuperExplosiveLauncher 18" 2D6 4 hands Super, Blast 4"
Super: Super weapons require four hands to use, meaning they'll usually need a crew of two minifigs. Super weapons cannot be wielded by minifigs; they must be mounted on a vehicle or building, or carried by a bigger creature.
Rapid Fire: This weapon can attack three times when performing an Attack action. Each attack must have a new target, and that target must be within 2" of the last target.
Blast: After you have chosen the target for this weapon, the player controlling it rolls 1D6. That player can pick a new target within that many inches, as long as it belongs to either that player or to you. The explosive hits that target and damages everything within 2" of it as well (or within 4" for SuperExplosiveLaunchers). Each piece of ammunition is one use only - when an explosive explodes, it is gone.
Flame: If the target of this weapon is not killed, it is set on fire. Place one Fire Token on it (or two for SuperFlameThrowers), within the weapon's range.