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Basic Rules

Space Rules
Fantasy Rules
RoadWar2000
Supplements
Omni Intro
Links



The basic game is finally a simple stand alone, actions have been re-defined, hero's are a little clearer and squad
cohesion is different.
Watch for army and spell cards coming soon!!

This is a game to be used with any building block system. I prefer Lego. This is an unofficial site. The site, game and any
ideas here in are not endorsed in any way by The Lego Group.
The idea in Lego Omniverse is a universal squad level combat game which is very customizeable and can take place in any
genre. At present we've developed Space and Fantasy. RoadWars is in the works, and we've plans for Adventure Cowboys,
Pirates and Ninjas, and Police HQ.
All rolls, unless noted are conducted on 1d10 (1 ten sided Die). The basic rules are designed to limit paperwork as much as
possible.
This game was created by J oe Brandt (astralshark@tds.net) and Mik Burns (cygnus@mindspring.com). We began work on
this a few years ago and have worked on it off and on since. We thought it was original when we created it but now it seems
everyone and his little brother has a Lego game. I wrote the text and crunched the numbers. Mik drew the pictures and came
up with a lot of the cool powers and Hero classes. He was also the continuity cop when I took off into left field or made
things too complex.
The rules are rough, the grammar aint no great shakes and some pictures/diagrams are missing. I plan on continually
updateing and correcting this so keep tuneing in.
The Tables are pretty big so they have their own page.
Later, J oe
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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

Game Tenants.
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.
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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.
The object and the vehicle take 2x the vehicle speed in SP or HP damage.
Structures being hit take only the Vehicle speed in damage
Vehicles hitting people take 1/2 x the vehicle speed in damage.
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
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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)
Mounts
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
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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..

Gaming Suggestions
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).
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B1- Men
Type of
Man
Move
per Turn
HP Cost
Elite 5" 5 5
Fighting
Man
4" 4 4
Man 3" 3 3
B2- Basic Portable Weapons
Weapon Cost Range ToHit Damage
Move
Penalty
Sword .5 NA 4 1
Great Sword 1 NA 4 1 -1"
Spear .5 HP+4" 5 2
Axe 1 NA 4 2(C)
Bow 1 12" 5 1
Cross Bow 1 7" 6 2
Chain Saw 2 NA 4 3(C)
Revolver 1 10" 6 2
Rifle 3 14" 6 3
Blaster 2 10" 6 4
Auto Blaster 2 8" 6 5
Gatlin Plasma 5 10" 7 10 -2"
B3-Basic Equipment
Item CostFunction
Archaic Armor 3 -2 to non energy damage
Archaic Shield 2
-1 ToHit (Non Energy
weapon)
Impact Armor 3 -2 Energy Damage
Impact Shield 2 -1 Energy ToHit
Composite
Armor
5 -2 All Damage
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B4-Basic Heavy Weapons
Weapon Cost Range ToHit Damage
Move
Penalty
Powder
Cannon
5 10" 6 5 -8"
Machine Gun 8 8" 5 5 -3"
Mechanical
Cannon
10 15" 6 8 -5"
Gauss Gun 10 10" 5 8 -8"
Med Lazer 8 15" 5 5 -5"
Heavy Lazer 15 18" 5 10 -8"
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Section S1: Intro
LegoVerse Space is the first installment of the LegoVerse World Books. The Space rules incorporate Blasters, Vibro Blades, Medix, The cultish
Mechanix' Droids, Spaceships, Bases, Aliens, and the fearsome Psykiks!!! The system is designed to be flexible so you can include or exclude whatever
sections you like; and, of course, this World Book can jive with the others for weird multiverse battles. Rock on.
Section S2: The SpaceMan
SpaceMan. The SpaceMan is the highest order of the Elite FightingMen. Both costly and rare, the very sight of these techno incrusted supersoldiers has
been known to send mere men screaming.
The three classes of normal men are; Men, FightingMen, and SpaceMen. Their stats can be found on table B1.
Section S3: Game Play and Combat
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, vehicle or squad its allotted distance, then the loser does
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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.
The object and the vehicle take 2x the vehicle speed in SP or HP damage.
Structures being hit take only the Vehicle speed in damage
Vehicles hitting people take 1/2 x the vehicle speed in damage.
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 S4: Special Men; Mechanix, Medix, ComOps, Androids and Psys
These are special classes of Men who who have special abilities. They add complexity and flavor to the game.
Mechanix
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Mechanix. The ancient cult of the fixetmen. Their secret rites, passed down by the technopriests to their fieldmen acolytes, are derived from the very
words spoken by their prophet J oe The Fixet. "When all is Shiny, then will come the Happy". Great debate has raged over the mellinia as to the true
meaning of these words. Is the Happy the harbinger of the Apocalypse? Is it simply a mantra for inner peace? One thing has always been clear; in the
words of Captain Max Axgrath "Man, those wierdos can really fix stuff!"
A Mechanik costs 10 points, and there can only be one Mechanik for every five men in the army.
Mechanix are incredibly handy to have in one's army. Not only can they repair damage done to vehicles, but they can salvage parts from wreckage and
create new devices in the midst of battle.
When a Mechanik is graced with the opporotunity to repair a damaged piece of equipment he must roll a 5 or a 6 on 1d6 to determine if he has the skill
to make the repair. If he makes this roll (proving he is worthy), he must roll a second 1d6 to see how many Structure Points he has restored. He may
attempt one repair per turn during the combat phase.
Tools give a Mechanik a technical advantage over tough situations. A Mechanic comes with (and must be equipped at all times with) one tool (wrench,
hammer, hose tool, etc.) to repair things. For every 2 tools the mechanic has he gets a +1 bonus to either of his mechanix rolls. These bonuses can be
split between the two rolls. (For example if a mechanic has 5 tools (a wrench, a hammer, an oil can, a crowbar, and a chain saw) he gets 2 extra points.
He can spend one on his success roll and one on his structure points roll, or he can spend both points on either one roll). The Mechanik must state how
many points he's useing before he rolls. Additional or replacement Tools cost 3 points each.
To lug his holy trappings around with him, a Mechanik can employ a recovery wagon. These are simply vehicles with storage space for up to 10 spare
parts and tools. For an extra 20 points, a towing device can be attached and the vehicle can tow its own weight (in SP's) to haul wrecked vehicles.
The finest bases are equipped with Mechanix' workshops where the brethren work, live, and pray. If the Mechanik is working in
a workshop, he'll automatically succeed in repairing some damage (you only have to roll 1d6 to see how many points he
repaired). Repair bays in bases cost 20 points (in addition to the cost of the base) and can hold up to 15 spare parts for repairs.
A Mechanic can repair Androids (1d6 SPs) on an initial roll of 6 on a 1d6.
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 field. Mechanix have
the chance of building a new vehicle or weapon platform from the remaining wreckage, and can use any spare parts he is carrying with him, or has in his
repair bay if he is at his base. This is the holy martial art of Kit Bashing.
First, the Mechanik 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 Mechanic then gathers all the spare parts he has available and must roll another 1d6. If the 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. Any recreated vehicles or weapons are
restricted to the standard rules for their type. All Mechanik bonuses apply to Kit Bashing.

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ComOps
ComOps are the members in a squad of SpaceMen that operate the communications equipment in order to keep in contact with the commander of the
army. If the ComOp is lost, the squad can only move once every other movement phase, but can still fire every attack phase (note: this means if you have
a one man squad he should probably have a C.B. or a Head Set). This rule simulates what happens if a unit has to make decisions on its own, without the
guidance of a leader and his computer and advisors.
CBs cost 1 point, and must be carried in the hand of the ComOp in order to use it properly. Comlinks cost 2 points but free up the ComOp's hands.
Vehicles and Flyers all have built in radios.
Some heroes may have the Leadership skill which replaces the need for communication.

Medix
Medix are basically Mechanix for humans, but since Medicine is not nearly as important as TechnoStuff their advancement is duly behind.
Medix are handy models to have on the tabletop. They must first follow these specifications: A Medik model must carry a medpac. This can be indicated
by a case or an extra O2 Tank. Due to the extra weight of the MedPak, 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 (minimum =0) on a success roll of 4-6 on a 1d6. They may make only one attempt per turn, on one patient. That is they roll
1d6. If they roll a 4, 5, or 6 they may make a second roll to determine how many HitPoints they restore.
Medix may have their bases specially equipped with Medik bays, this grants them automatic success in administering healing, though the amount of HP
restored is still random. Medik bays cost 30 points, added to the cost of the base.
Portable Medik bays, as carried on a vehicle, cost an additional 5 points added to the cost of the vehicle. This increases the chance of success to 3-6 on
1d6.
Medix cost 5 points.
RoBots
"Three laws of what??? Who the hell is Azimov??"
So Quoth the Master Mek Mik

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Robots are the disrespected class of service machinery that have most likely contributed to the population of mankind more than any other thing in the
known universe. RoBots come in a countless variaty. They range in skills and intellegence, and are virtually never appriciated for their abilites. To help
RoBots interact they can be programmed with three specific commands at the beginning of the game. The first command has the highest priority and will
take presidence over the second, and so on. These commands can be over ridden or changed by any friendly human in contact with the RoBot during the
special thingy phase of any turn. RoBots with the Abort ability can reprogram any one command one time in the game (per abort ability) at the players
descretion.
Example: LegBot 2000 is a service bot with a variaty of Mek skills. It's been allocated to Battle Tank Beta#4. Before the game he was programmed with
the following commands;
1) When the tank gets broken, fix it.
2) If the Tank is Destroied and the Crew is alive, get help
3) If the Tank is destroyed and the crew are dead, go home
In the midst of the battle Beta#4 moves by a friendly Heavy Laser Platform that has been critically hit. There is a Mek on site, but it's a big job to fix.
Alas, the tank crew is so busy with the duties of combat no one can reprogram the Bot to help out. Fortunately LB2K has been given the Abort ability.
LB2K Aborts Program Command 3 and replaces it with "Help that guy fix the Lazer Platform". The service bot leaps (well, kind of falls) off the Tank,
suffering minimal damage. It repairs the platform, and turns his attention back to the Tank (which is speeding away into battle). All programming is still
in place so If Beta#4 gets broken poor LB2K is doomed to trek across the battlefield to repair it.
RoBots cost 2 points, move 2" and have 2 HP. They get one point to spend on table XX, and may buy additional abilites at the cost listed. While RoBots
may never engage in combat or use weapons of any kind (even Astromechs with arc welders!), creative programing has been known to cause the deaths
of many SpaceMen. If we get boarded, open all the airlocks.

1 point abilites

+1 to Mech roll (this bonus is applied when assisting a Mech or if the 'Bot has the Mek skill)
+1 to Medic Roll (this bonus is applied when assisting a Medic or if the 'Bot has the Medic skill)
+1 to Initiative*
+1 program command
Servailance (may be sent as remote spy)
+2 Strength (labor only)

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2 point abilites
Pilot vehicle (RoBot may pilot any vehicle, but operate no special equipment or weapons))
operate machinery (RoBot may operate equipment (loaders etc.) but no weapons)
abort program for higher function (may replace any program feature one time per game (RoBots can have multiple abort abilites))
3 point abilites
Full Mekanik (RoBot has all Mek skills but can't repair Androids (There scared))
Full Medic (RoBot has all Medik abilites)
Androids
Androids are humanoid robots which can fight along side a regular SpaceMan. The members of the squad to which the Android belongs have great
reverence for their 'droid and constantly repair and upgrade their comrade. This is mainly due to fear of reprisal from the Mechanix sect for damageing
their "true beings of purest form". Because it is not human and made from synthetic materials, Androids are more durable and can move faster than can a
normal SpaceMan
There is one drawback to the Android, however, and that is that they are incredibly stupid. The Android has a limited consciousness and is only capable
of following direct commands from members of its squad. If all humans in its squad die, then it must report to the nearest friendly thing for further
orders. Some claim this is due to insecurity, others say it's loyalty and obedience. The Mechanix claim it's the the result of the 'Droids constant state of
epiphany derived from pure, simple programming... whatever the debate, all agree on one thing, the Android is a fierce and deadly soldier.
Androids, in addition to being incredibly strong and fast, may be programmed for specific missions which can last an unlimited time. The player does
this by writing exactly what the android is to do for each turn until the end of the mission, at which point the program stops and the Android reverts to
normal programming.
For example:
Turn 1; run to trees.
Turn 2; wait for saucer to blow up.
Turn 3 (first turn after saucer blows); run to wrecked saucer.
Turn 4; run around saucer, kill the red guy with the pink helmet and violet boots.
These instructions must be written out in advance, and can not be changed once set in motion. The droid will do every thing in its power to carry out its
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mission. To ensure this, the programming player will reveal each move immediately after its execution to his opponent for review.
Androids can be programmed with one if/then statement, or 'audible play', that can be played any time.
For example:
Audible Program; if the guy with the pink helmet ever moves, chase him down.
Audible Program; if the walls get breached kill us all so we don't get taken alive.
Any player disputes that can't be handled logically will be handled by rolling dice to find out who wins.
When not on a mission, an Android must be in a squad, vehicle, or base with at least one friendly SpaceMan in it. If all of the humans in the Android's
squad die, then the `droid will return to the nearest squad or base to receive new orders, at which time he can join a new squad. It is possible to have a
squad of four androids and one human, if you really want to. The stats for an Android are:
Android:
Move:7"
HPs:6
Strength+2
Armor-1 to Dam Taken
Cost: 10 pts.
They may carry one weapon and/or as much equipment as can be snapped onto them. Due to their ferocious strength they attack in hand to hand with a
ToHit:4 and Dam:2.
Psys
Psykiks or (PsyMen) are a rare form of elitist mana warping egomaniacs. The Psykiks are adept at bending the mental aura of the world and people
around them to do their bidding. They are feared and respected by all other men, even the Mechanix.
There are two types of Psykiks, Major and Minor. Their stats are as follows.
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Major Psikik Cost:20 pts., Move:4", H.P. 4
Minor Psikik Cost:10 pts., Move:3", H.P. 3
Due to the weakness of flesh and the chaos of the universe, Psykiks do not have complete command of the psikik aura, so at the beginning of a battle
they must roll 1d20 on table S1 to see how many and which disciplines they can use for the duration of the game. A Major Psykiks gets four rolls on the
discipline chart, a Minor Majiks gets two.
Minor Psikiks may use any one discipline once each turn, Major Psys may use two. These disciplines are used during the special thingy phase. There are
several psykik items and artifacts floating around which can alter the number and strength of the Psykiks available spells. These can be found on table
S2 and table S3 and descriptions are at the end of this text.
Section S5: Heros
"There are many Men, But I am better than most"
---Cpt. J . Tibberious Krik

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?).
Space Heroes can buy any of the skills and attributes found on table S4 and tables S5.

Section S6: Hand Weapons
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These weapons are carried by SpaceMen, or other humans, for use against enemies, in the form of humans or vehicles. They can be found on tables S6.
SpaceMen also have extra equipment they may carry. Things included on this list are shields, armor, and jetpacks and is found on tables S7.
Section S7: Vehicles
We need things to make us go.
Space 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 will dictate the speed. The cost and strength of a vehicle's body is related to it's area in studs. Tables S8 shows how to compute
Structure Points.
The speed of a vehicle is determined by it's type of locomotion. Each type of locomotion can pull a different amount of SP. In order for the vehicle to
move, the pull must be more than the body's SP (be sure to include armor). If the Pull is twice the bodies SP the vehicle can move an extra 5" per turn.
Wheels come in pairs, hover jets do not necessarily need to be represented, jets and rockets are used for flyers. Locomotion SP counts for determineing
how much damage the vehicle can take, but not for determineing how much pull is required. Locomotion types are on tables S9.
To put it all together, first build a Body. When the body is complete find the area (in studs) that it takes up, including weird antennas and wing angles
that don't have studs but take up space. This is most easily done by placing it on a square piece of a known area, counting the studs on the square that are
visible, and subtracting the latter from the former. Any fraction of a stud counts as a half stud.
Now we know the number of structure points (41 studs/2 is 20.5 or 20 structure pts.). To pull this we need at least 20 pts of pull. We decide to use
medium wheels. They cost 10 pts a pair and give 20 pull a pair. Now we have a vehicle that costs 40 points, has 40 SP (20 from body and 20 from the
wheels) and moves 15" per turn. Pretty spiffy.
Collisions between vehicles and other objects is discussed in "Game Play and Combat".
Flyers are represented on the playing area as a small vehicle with J ets or Rockets and wings and such. They are supported about six
inches from the table by a stand and constructed of a flat plate and a brace to form a base. The base does not represent anything on
the table except the shadow of the Flyer, which has no effect on the game. However, due to Flyers' speed and due to the fact that
they fly above the table, there is a -1 modifier ToHit, since it's harder to target.

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Section S7a: Vehicle Critical Hits
If a vehicle takes 25% or more of its current SP in damage in one turn, there's a chance for the weapons striking the vehicle to cause more serious
internal damage. If this is the case, critical hits are scored on a eight or over on a 1d10.
To determine what is damaged when a vehicle gets a critical hit, roll 1d10 and consult the list (if the item rolled is not available go to the next one on the
list:
1 or 2=Cargo hit: take 1d6 damage (if no SP its destroyed)
3 or 4=Engines: move at 1/2
5 or 6=Weapon destroyed: determine which one randomly.(If it's a missile roll 1d10again 1-5 misiles detonate causing damage to vehicle as normal)
7=steering control: (vehicle may stop or move forward or reverse but not steer)
8=Power Plant: vehicle can't move anymore.
9=Random crew member hit: (take 1d10 /2 damage)
10=make 2 more damage rolls

If that just seems too weird, stick with the Basic vehicles:
Section S8: Vehicle weapons
Vehicle weapons come in three types; Lasers, Missiles and Rockets, and Specials and can be equipped with enhancements.
Lasers come in three sizes, small, medium and large. These should be represented by the old two barrel laser piece, a mounted antenna and anything
bigger, respectively. These are described one tables S10.
Missiles and Rockets come in two classes: light and heavy. These are represented by the round pieces (a light projectile is a one stud pice, a heavy a
four). A base cost must be spent to buy the cone and rocket (light missiles need no cone). The payload is determined by the number of sections in the
weapons. These are on tables S11.
Note that the "Movement Penalty" refers to SP that are added into the locomotion calculation only. They don't actually absorb damage.
Weapons can be mounted to vehicles directly, or placed on hinges or turntables at a cost of 5pts each.
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Rockets and Missiles incur burst effect damage. For light projectiles, this damage effects every thing within a one inch diameter per section of projectile.
For heavy projectiles the radius is two inches. After normal dmage is resolved and the target is destroied, any leftover damage points are divided evenly
among all units in the burst effect radius. Burst effect has no effect vehicles or buildings.
There are also enhancement devices for heavy weapons, found on tables S13 .
A vehicle may fire one weapon for each member of the crew. A given weapon may only be fired once per turn. When a rocket or missile is fired it
should be removed from the vehicle, flown over to the target with a crackling wooshing sound and impacted with a verbal "ka-Kra-BOOM, dude you got
SMOKED!" or equivelant. Then the projectile is discarded from play.
Section S9: Bases & Buildings
Bases are great objects to center a scenario around. It's great fun to have one player design a base and protect it, while the other player designs his forces
to effectively take the base.
There are a number of simple rules to follow as guidelines for the constructions of bases and buildings. First of all, is the size of the building. The basic
Cost of the structure is equal to the Area, and the SP (strength) is the Area x2.
That is a building 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 Base. When a
Base is built, there is one regular, free door, placed wherever the player wants it, the Base 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 Psying 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 building, but at a cost. Double stud walls cost
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an extra 2 points per stud along the wall. An entire wall must be made double thickness, or the extra width is ineffective. For
example, a wall of length 20 studs is to be made double thickness. This process would add 40 points to the value of the base. Use
this process with triple strength walls as well, except triple stud walls cost 4 points per stud of the wall. Whenever a double stud wall
is hit by incoming fire, 3 points are taken off of the damage inflicted. Triple strength walls take 4 points off of damage inflicted in the same manner.
Extra levels may be added to the base at a cost of 1/2 the area. Levels are basically extra rooms above the main building. These extra levels can be as
large as the player desires, since he already payed for the size of the building in the initial stage. Upper levels may be armored (thickened) at a cost of 2
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 base 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. Guns may be placed on the base as described under Section 7: Gun
Emplacement, Tripods, &Bunkers, although any Lazers mounted above the first level of the building must be Medium or small, and Rockets or Missiles
must be less than 5 sections a each.
Be sure to distribute Computers and Droid sockets liberally within the base. They look cool and they don't cost nothin'.
Vehicles may be housed in the bases, 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 building.
Section S10: Weapon Emplacement

Gun emplacements range from simple tripods to full- fledged bunkers. The rules for gun emplacement are as follows: A gun emplacement can mount
any weapons that a vehicle can carry. For point costs, simply take the weapon to be mounted and use its points value. Then build a structure (as in
section S9 bases and buildings) to mount it in or on .
If the emplacement is to be a bunker (gun with a cover of one stud thickness) multiply the cost and structure points by two, and build the bunker around
the weapon. Be sure that there is room for at least one operator and controls (these may be levers or computer screens or the like.
All rules for hinges (5 pts.) and turrets (5 pts.) apply to weapon emplacements.
All firing arcs, for vehicles as well, are 90 degrees from the base of the weapon being fired.
See Table S13
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Section S11: Descriptions
Psykik Discipline Descriptions
Nullify: This Discipline stops any single Psy Discipline of the user's choice currently in play. This can take effect anywhere on the board and is subject
to normal Psy interference (such as another Psy Nullify). If a Nullify is cast on a Psy before he has cast that turn, he may not cast until next turn. Nullify
and the like will not affect physical manifestations of Psy disciplines. That is, you can't negate an actual person or unsummon an Astralshark.
Playful Slap: The Psy gives a mental backhand causing 2 HP of damage to a single target within his line of sight.
Steel Skin: The Psy transforms his skin to a glimmering sheath of nearly impregnable metal, giving himself 5 additional HP for one turn. Any damage
taken is deducted from these HP before affecting the Psy's actual HP. At the beginning of the next turn the Psy reverts to his actual HP.
Psykik Bolt: A Psykik blast zaps a target in line of sight within 18", doing 2 HP damage and hitting automatically.
Psykik Extinguish: As Nullify noted above.
Steel Muscle: Similar to Steel Skin noted above, except Psy gains +2 Strength for one turn.
BioMechanical Pulse: A pulse wave ripples out in a straight line disabling any and all machinery within 12" along the line on a ToHit of 4.
Eraser: As Nullify noted above
Psy Umbrella: Any single target within 5" of Psy is immune to all Psy powers (good or bad) for one turn.
Kinetic Wave: The Psy sends out a wave of Psykik Kinetic energy. On a roll of 5 or more on 1d6 all units along a straight line extending 10" in any one
direction (chosen by the Psy) are knocked down and incapacitated for one turn. Roll once for each individual target.
THC Short Term Memory Loss: Target loses one turn.
Sphere of Motherly Love: As Psy Umbrella noted above, but protection extends to a 3" radius around target.
Gate: Psy can dimensionally transcend to any place on the battlefield that he can see.
Mental Intrusion: The side of the Psy using this discipline automatically wins initiative next turn.
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Summon Astral Shark: The Psy warps in an astral shark who will fight as an independent figure on the side of the Psy until sent back by the Psy or
killed. If the summoning Psy is killed, the Shark will automatically attack the closest man, regardless of whose side he's on, and fight until one of them is
dead (at which point the Shark progresses to the next nearest sucker). Shark stats: Move: 10", HP: 5, ToHit: 4, Damage: 3. Ouch!
Mind Control: Psy gains complete control (until death) over any model touched.
Psykik Armageddon: The caster of this discipline has unleashed the fury of the psykik warp onto the battle field. All Psys (including caster) take 1d10
points of damage (rolled separately). Waggggghhh!

psykik Item Descriptions
Items are fairly common and anyone may use them, unless noted.
Alien Crystal: Allows psykik to cast two disiplines per turn (caster may only cast one at a time that is-- I go, you go, I go a second time.)
Psy Circuit Helmet: Creates a null Psy field around wearer (like Psy umbrella).
Positronic BoomBox: Allows the psykik to store the energy for one rolled psy power for one time use.
psykik Artifact Descriptions
Artifacts are rare and unwieldy. Only the keenest of men may control them and only one of each type is allowed per army.
Sword of Psy Slaying: Kills Pays automatically in Hand to Hand on a ToHit of 8.
Blood Grail: Posesser cannot suffer the effects of a Nullify.
Alien Symbiot: From the far reaches of the unknown came the Syilaxerthorak, The Ivory parasites. Resembling flowing beards, moved by unknown
motivations to influence the tides of the galaxy they are the bane of thse who must confront them. Both rare and willful these symbiots leech into their
hosts brains physically and psyckikly. The host gains 2 HP and the effects of +2 Strength. The Symbiot has one Psy ability (determined randomly), and
can attack in HtoH (ToHit 4 Dam 2).
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Table B1
Types of Men
Type Move HPCost
Elite
(SpaceMan)
5"/Turn5 5pts
FightingMan4"/Turn4 4pts
Man 3"/Turn3 3pts
Table S1
Die
Roll
Discipline Range Description
1 Ha Ha No more Discipline rolls
2 Nullify Infinite
Halts Opponents active Psy
Discipline
3 Playful Slap
Line of
Sight
Dmg:2pts ToHit:Auto
4 Steele Skin self +5 HP for 1 full turn
5 Psykik Bolt 18" Dmg:2pts ToHit:Auto
6 Psykik Extinguish Infinite
Halts Opponents active Psy
Discipline
7 Steele Muscle self +2 Str for 1 full turn
8 BioMech Pulse 12" Dmg:Disable Machine ToHit:4
9 Eraser Infinite
Halts Opponents active Psy
Discipline
10 Psy Umbrela 5"
Target invulnerable to all Psy
for 1 turn
11 Kinetic Wave 10" Knocks down all in los ToHit:5
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12
THC Short Term
Memory Loss
10" Target looses one turn
13
Sphere of
Motherly Love
2" radius
All in Sphere are invulnerable
to Psy action for 1 turn
14 Psy Restore Touch
restores 1d4 HP (up to original
HP)
15 Gate
Line of
Sight
Gates Psy to any point Psy can
see
16 Mental Intrusion Automatic Initiative next turn
17
Summon Astral
Shark
10"
Astral Shark appears 2" from
Psy Move 10" HP:5 ToHit:4
Dmg:4
18 Mind Control Touch
Gain compleete control of
non-hero enemy
19 Dope! No more Discipline rolls
20
Psykik
Armagedon
Entire
Field
ALL Psys take1d10 HP
damage
Table S2
Psy Items
Item Cost Abilities
Psyonic Circutry
Helmet
3
Creates a NullPsy field around wearer
(immune to all Psy)
Positronic Boom
Box
1
Stores Psy energy for any one Discipline
for one use
Alien Crystal 5
Allows posseser to use 2 Diceplines per
turn
Table S3
Artifacts
Artifact Cost Abilities
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Sword of Psychic
Slaying
8
Auto Kill Psykik in HtoH when hits,
ToHit:8 Dam:2
Blood Grail 5 Psy User can not be Nullified
Alien Symbiot 10
ToHit:4 Dam:2(HtH; +2Str +2HP 1 Psy
Ability
Table S4
Attributes
Attribute Cost Effect
Strength 1
+1 to (C)
damage
Agility 1 +1 to (C) ToHit
Speed .5 +1" Move
Tough 1 +1 HP
Extra
Attack
3
1 additional
attack
Initiative 1 +1 on Initiative
Table S5
Skills
Skill Cost Effect
Martial Arts 2 Weaponless Combat ToHit:6 Dmg:1
Marksman 1 +1 to 1 Ranged Weapon ToHit
Specialization1
+1 ToHit OR Dmg with any 1
Weapon type
Tough 1 +1 HP
Extra Attack 3
+1 Attack per Turn with specified
weapon
Initiative 1 +1 on Initiative
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Use Artifact 1
Hero may use any 1 artifact found or
bought
Table S6
Man Portable Weapons
Weapon Cost
S
Range
L
Range
S
ToHit
L
ToHit
MvePnltyDamage
Blaster Pistol 1 6" 12" 5 6 0 2
Heavy Blaster 2 6" 12" 5 6 0 4
Auto Blaster 2 4" 10" 5 6 0 5
Gauss Gun 2 12" 24" 5 6 -1" 8
Flamer* 2 2" 8" 4 4 0 4(50%cd)
Gatlin Plasma 5 6" 12" 6 8 -2" 10
Energy Staff 3 1" 1" 4 7 -1" 6(C)
ElectroSword 1 1" 1" 5 5 0 3(C)
Chain Ripper 1.5 1" 1" 4 4 0 3(C)
VibroPike** 1 1" 6" 5 8 0 2(C)
Power Ax 2 1" 1" 5 5 -1" 4(C)
Stun Ax 1 1" 1" 6 6 0 2(C)
Zap Lance 2 1" 3" 5 6 -2" 4(C)
* If Hit, Victim has an X% chance of remaining on fire and takeing
further damage next turn. This continues on consecutive turns
**Thrown Weapon, SpaceMan must retriev if thrown
Table S7
Equipment
Object CostFunction
Quantum Accelerator 2
+2"SR+5"LR+2damage on Blaster
weapon
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Valence Lense 2
-2 ToHit SR-1ToHitLR on Blaster
weapons
Shield 3 -1 ToHit
Body Armor 5 -1 to any damage taken
Power Armor 10 -2 to any damage taken +1 Strength
J et Pack 10 Move X2
Walkie Talkie 1 Long Range Communication
Macro Scanner 3 +5"LR -2ToHitSR -1ToHitLR
Combat Helmet 3 +1 Initiative -1ToHit +1 Range
Table S8
Vehicle Construction Cost
Pt Cost = Body Size (in studs)/2
Structure Pts
(SP)=
Body Size (in studs)/2
Armor (extra
SP)=
Free (but they do slow you
down!!)
Table S9
Vehicle Locomotion
Locomotion
Type
CostPull SpeedSP
Sml
Wheele
5 15sp10" 5
Med Wheele10 20sp10" 10
Lrg Wheele 15 25sp10" 15
Sml Hover
J et
5 15sp15" 5
Med Hover
J et
10 20sp20" 5
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Lrg Hover
J et
15 25sp15" 5
Directional
J et
5 10sp10" 0
J et 15 20sp15" 5
Rocket 25 30sp20" 10
Capaciter 5 / +5" /
Super
Capaciter
10 / +10" /
Table S10
Vehicle Lazers
Lazer
Size
Cost
Range
S
Range
L
ToHit
S
ToHit
L
Dmg
Mve
Pnlty
Small 3 8" 12" 4 5 3 0
Medium5 10" 20" 4 5 5 +5sp
Large 8 10" 25" 4 5 10 +10sp
Table S11
Rockets
Type Cost Damage* Range S/L ToHit S/L Mve Pnlty
Light (3)3 5 10/20 5/6 +1 sp
Heavy (5)5 10 15/30 6/7 +2sp
All Stats for rockets are "per section" except range and ToHit. That
is, a 3 piece light rocket would cost 12 pts (3 for the base rocket cost
and 3 for each section) it would deal an unholy 15 points of damage
(*remember to calculate burst effect (Ouch!))and slow the carrier or
vehicle by 1.5" per turn.
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Table S12
Weapon Enplacements
SP of
Enplacement
Move
Penalty
Cost
10 -1" 50
20 -2" 60
30 -3" 70
Table S13
Heavy Weapon Equipment
Type Cost Function
Link 1
Links one weapon to any other weapon of the same type (weapons fire together, at same
target, but seperate to hit rolls)
Lazer Capaciter 2 +1 damage for lazers
Smart Bomb 2 +1 ToHit for rockets
Anti Personell Payload 2 all rocket damage immediately devided up amoung targets in burst radius
Targeting Computer 2 +1 ToHit
Gunnery Computer 5 Vehicle may fire extra weapon
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Section SI1: Intro
At first the Saucers came, bearing strange beings with stranger technologies. Mankind, in it's feeble wisdom, knew that all things different were
nessicarily evil, and acted accordingly. The humans abbandoned their feuds and united the the tribes together "to save humanity" Had they not emploied
there Blasters more readily than their Translators they may have heard the alien message of peace. They may have even heeded it. The fleet of saucers
succumed easily to the full might of the Human aliance, the celebration quickly passed, the feuds resumed,... and then came the swarm.
LegoVerse TheBugs is a suplement to the Space World Book. Equiped with BioGiants, ManDroids, Pulse Beamers, coldblooded prescision and the
"Alien" slave race, the Insectoids are massing. Assimilation is not an option; Man will be exterminated.
Section SI2: The Bug
Bug. It says it all.
The three classes of normal Bugs are; Drone, Warrior, and Monarch. Their stats can be found on table S1.
Section SI3: Special Bugs; Techoid, Juicers, InsectoDroids and Mystoids.

Techoid
A genetic subset of the Drones, Techoids are born with an innate understanding of things mech and tech. They are responsible for the creation and
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maintenence of all aspects of the machines and technology that move their race.
Techoids cost 10 points, and the hive can only produce one for every five drones in a squad.

Techoids have the same capabilites as human mechanix with the following modifications.
A techoid can repair 1d6 sp to an InsectoDroid after a successful initial roll of 5 or more on 1d6.
When determining if the techoid is able to build a new device a roll of 3 or more on 1d6 is needed.

Juicers
The name J uicers has been attributed to Apothicary Insectoids because of their method of entimology. A J uicers equipment consists of dozens of
variously colored fluids and a myriad of long, sharp, crooked needles. These chemicals are combined into noxious cocktails which are injected into the
creases of Insectoid carapices to push the Bugs on in combat.
J uicers Move 4", have 5 hp and cost 5 points and, like Techoids, there can be only one J uicer for every 5 Bugs in the army.
J uicers work just like Medix in the space rules, but with one important difference.
The J uicer may be equipped with a J uice Syringe (3cp). This enhances his ability to deliver the enzymes and gives the J uicer a +1 on his success roll.
J uicers can get an additional +1 if they are in a Portable Tissue Repair Bay.
It has been found that when J uicers employ their skills upon organic tissue it results in massive corrosive damage. ToHit 6, Dam3(C).

InsectoDroids
Insectoid technological theory varies greatly from that of the ManSciences. This is most evident in the field of Anamatons, or Androids. Bug Techoids
have far surpassed Men in the development of an adaptible artificial intellegence, which is the brain behind the bug machine. This AI allows the
InsecoDroids to learn and interact with it's environment. They require no pregame programming and behave like free thinking units on the battlefield.
The three distinct classes of battle ready InsectoDroids are SquadDroid, ManDroid, and the oppressive BioGiant.
SquadDroids
These are the most common InsectoDroid combat unit. In the ancient days Squads so loved and cherished their Droids they were known to sacrafice
themselves to protect the AI. This was seen as a bat tactical policy by the Bug commanders. Today squads have been engeneered to view thier Droids as
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little more than walking pices of equipment, though the Droids still love their SquadBugs. This has lead to both fewer squad level casualties, and a much
higher emotional stability in the face of a disintegrated SquadDroid. An army may have two SquadDroids for every Techoid present. The SquadDroids
do not need to be in the presence of the Techoid, however they must stay with their allocated Squad at all times. SquadDroid stats are; Move 7", HP 6,
cost 10. They are equipped with Body Armor and have +1 Strength.
ManDroids
The Insectoid inside joke. ManDroids look, and from a distance behave like typical Humans. They are implanted with the most rudementary artificial
intelligence and are often found playing in the dirt or puzzeling over the intracacies of their shoe laces. ManDroids will be hidden about the battlefield.
or may lurk amongst an Insectoid squad until they are within 7" of a human squad, at which time they activate theier L7 programming and leap into
action. An activated ManDroid will dash at blinding speed towards the Human squad waving it's arms and bleating pop song choruses, commercial
jingles, or other nonsensical jibberish. When the ManDroid feels the time is right, it detonates.
ManDroids can detonate during any phase of the turn, but will automatically detonate when reduced to 0 hp. Upon detonation all objects within a 3"
radius take 4 points of damage. When attempting to fire at a ManDroid Men often hesitate due to confusion or fear of fireing on a friendly unit. A
shooter mustroll 6 or more on 1d10 to "get it together". Failure means the shooter may not fire at anything this turn. Any targeting bonuses or Leadership
skills may be applied to the hesitation roll.
ManDroid implementation is a widespread form of entertainment among the Insectoids. Insectoid Pupae play ManDroid games, Squads place bets on
ManDroid performance, and the video tanks on the Insectoid Hiveworld show ManDroid sitcoms. In 25hex13partG (Insectoid standard time) an
underground Techoid competition began to see who could come up with the most creative ManDroid design. Past winning designs included The Rapping
Chef, Timmy IV, and, the ManDroid standard, Bob.
Mandroids Move 7" have 2 hp and cost 10 points.
Bio Giants
The BioGiant is a gentile, fun loveing droid whose turn ons include long walks on the beach, classical music and Italian food. No, actually the BioGiant
is a constructed nightmare. A terrifying fusion of meat and machine, it's sole purpose is the wanton dismemberment of all it's enemy. BioGiants are an
amalgamation of techoid gearservos and J ucier supplied clonetissue, and they very greatly in build. In general they tower, at least twice as tall as a man,
with multiple flailing limbs and sundry implements of close combat rendering..
An army may be populated by one BioGiant for each Techoid & J ucier pair present. BioGiants are not allowed to use equipment or weapons. They cost
20 points, move 4", have 10 hp, and they have ToHit (c) 5, Dam 3. there strength is +4, they get 3 attacks per turn and their armor will absorb 2 points of
damage per hit.

Mystoids
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Every two or three spawnings the Hive Queen lays a clutch of Mystoid pupae. These grow to form the elite cadre of Insectoids who are privy to the
mystical threads of the Hive Mind web. These Bugs hone rare powers very similar to the Human Psykiks. The mystoids begin their service as Acolytes,
but those who are adept and avoid being eaten by their teachers become Elders.
Mystoids cannot control the Hive Mind, more they channel the surges of communal energy that surround their environment at any given moment. This
channeling allows them to randomly determine their powers before a battle, much like their human counterparts. Elders get four rolls on table SI11,
while Acolytes get only two.
Mystoids have access to the same Psykik items and artifacts as humans as found on tables S2 and S3.
Section SI4: Heros
Insectoid Heros are subject to the same rules as Human Heros as described in section S4.
Section S5: Game Play and Combat: The Hive Mind
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 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.
The object and the vehicle take 2x the vehicle speed in SP or HP damage.
Structures being hit take only the Vehicle speed in damage
Vehicles hitting people take 1/2 x the vehicle speed in damage.
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).
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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 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 them about the area.
Section SI6: Insectoid Pod Weapons
Laser technology has never fully developed in the Insectoid realm. In it's place the Bugs have developed the Pulse Gun. The actual Pulse generator
cannot create a very powerful charge, however the ReCharge Capaciter coil is capable of re-energizing as much as 100Thz of power to the emitter
chamber in as little as 23ns. This results in a salvo of energy beams fired in very rapid succession. The limitation of this Pulse technology is the size of
the Capaciter. The faster the recharge rate, the larger the coil, and the bigger the gun.
In game terms, for each successful ToHit roll a pulse gun will actually land a randomly determined number of beams. These beams always strike the
same target and there damage is cumulative (i.e. if a Heavy Pulse Gun scores a hit and 4 beams land, the target would suffer 8 points of damage).
Section SI7: Insectoid Vehicle
Insectoid vehicles work just as human vehicles found in Section S7 and all aplicable tables. Insectoid vehicles may use large and small legs in place of
wheeles of the respective size.
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Section SI8: Insectoid Vehicle Weapons.
Bug moble weaponry is quite different from Human in it's nature and design. Bug Rocket and Missle are actually biological in nature, but have the same
stats for game purposes. Vehicle pulse technology works the same as for portable weapons in section SI1.
Their is a specialized class of Insectoid Vehicle Weapons designd for use in close comba, Razor Wings and Power Pinchers. Carried by all sizes and
classes of Insectoid vehicles these weapons are used to damage enemy vehicles and are leathal when turned upon squads.
Razor Wings allow vehicles to preform a flyby attack as opposed to direct ramming. The flyer can articulate the wing to graze it's target causing 1 point
of damage for every 2" of speed that turn. Razor wings are bought as pairs.
Power Pincers may be emploied immediately after a vehicle ends its movement for the turn. A vehicle or man caught in the pincers suffers (c) damage
immediately. The attacker must roll a successful to hit every turn to hold the prey, failure means the victim slipped out. Grabbing counts as an attack
(that is, if you have a one Bug crew and he employs his Pincers he may not fire), but holding does not. When the victim is held he may attack but not
move until realeased.
All human vehicle enhancements have an Insectoid counterpart, however Lazer Capaciters apply only to Beam weapons, not Pulse weapons. Pulse
weapons cannot be linked or enhanced in any way due to the limitations of pulse phase technology.
The Insectoids have developed one additional piece of combat equipment, the Electronic Countermeasure Pods. E-CiMPs disrupt electronic weapon
enhancements, negating the effects of Smart Bombs and targeting devices.
Section SI9: Bases and Buildings
Upon realizing the fate of the Peace envoy, the Hive Mind rallied all Bugs. The Insectoids dropped what they were doing and launched toward the
Human Frontier. Many left without packing, some forgot to turn off their irons. They were in a hurry. No Bases have been established, the Insectoid
advence has been to swift. Reports of fledgling nests have been heard from the retreating border colonies, but these rumors are unreliable. Barring
special campaign twists, Insectoids are always the marauding force and will never set up a base or outpost.
Section SI10: Weapon Enplacements

Useing weapons and equipment scavanged from wreckages, Techoids have scrambled together a variaty of field weapon enplacements. These rules are
the same as those for Humans in section S10. Unfortunately in the rush to avenge their Scouts the Bugs did not stoe any prefab bunkers, and as such are
limited to tripods and platforms.
Section SI11: Descriptions
Mystik Psy Descriptions
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Negate: This Discipline stops any single Psy Discipline of the user's choice currently in play. This can take effect anywhere on the board and is subject
to normal Psy interference (such as another Psy Nullify). If a Nullify is cast on a Psy before he has cast that turn, he may not cast until next turn. Nullify
and the like will not affect physical manifestations of Psy disciplines. That is, you can't negate an actual person or unsummon an Astralshark.
Playful Slap: The Psy gives a mental backhand causing 2 HP of damage to a single target within his line of sight.
Hardened Carapice: The Psy transforms his skin to a glimmering sheath of nearly impregnable metal, giving himself 5 additional HP for one turn. Any
damage taken is deducted from these HP before affecting the Psy's actual HP. At the beginning of the next turn the Psy reverts to his actual HP.
Black Flagg: A Psykik blast zaps a target in line of sight within 18", doing 2 HP damage and hitting automatically.
Mystik Extinguish: As Nullify noted above.
Steel Muscle: Similar to Steel Skin noted above, except Psy gains +2 Strength for one turn.
BioMechanical Wave: A wave ripples out in a straight line disabling any and all machinery within 12" along the line on a ToHit of 4.
Eraser: As Nullify noted above
Mystik Shroud: Any single target within 5" of Psy is immune to all Psy powers (good or bad) for one turn.
Kinetic Push: The Psy sends out a wave of Psykik Kinetic energy. On a roll of 5 or more on 1d6 all units along a straight line extending 10" in any one
direction (chosen by the Psy) are knocked down and incapacitated for one turn. Roll once for each individual target.
DDT Short Term Memory Loss: Target loses one turn.
Hive Mind Protection: As Mystik Shroud noted above, but protection extends to a 3" radius around target.
Warp: Psy can dimensionally transcend to any place on the battlefield that he can see.
Hive Intrusion: The side of the Mystic using this discipline automatically wins initiative next turn.
Summon Astral Swarm: As the Humans can warp in the terror of their psyche, so can the insects. An Astral Swarm consists of 1 to 3 (determined
randomly) Astral Scorpions or Spiders appearing 2" from the caster. Swarm stats: Move: 6", HP: 2, ToHit: 5, Damage: 1. Ickh!
Mind Control: Psy gains complete control (until death) over any model touched.
Psykik Armageddon: The definitive Mystoid superriority complex in action can be a terrifying thing to witness. This complex stems from the Mystoids
greater sensetivity to the Psychic Web. This sensitivity can have grave consequenses when exposed to the Psykik Armageddon. All Insectoid Mystics
take and additional 2 hp of damage when anyone invokes this power.
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Table S1
Types of Bugs
Type Move HP Cost
Monarch 6"/Turn5 5pts
warrior 5"/Turn4 4pts
Drone 4"/Turn2 3pts
Table SI1
Die
Roll
Discipline Range Description
1 Curses No more Discipline rolls
2 Negate Infinite
Halts Opponents active Psy
Discipline
3 Playful Slap
Line of
Sight
Dmg:2pts ToHit:Auto
4
Hardened
Carapice
self +5 HP for 1 full turn
5 Black Flagg 18" Dmg:2pts ToHit:Auto
6
Mystik
Extinguish
Infinite
Halts Opponents active Psy
Discipline
7 Steele Muscle self +2 Str for 1 full turn
8 BioMech Wave 12" Dmg:Disable Machine ToHit:4
9 Eraser Infinite
Halts Opponents active Psy
Discipline
10 Mystik Shroud 5"
Target invulnerable to all Psy
for 1 turn
11 Kinetic Push 10" Knocks down all in los ToHit:5
12
DDT Short Term
Memory Loss
10" Target looses one turn
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13
Hive Mind
Protection
2" radius
All in radius are invulnerable to
Psy action for 1 turn
14 Psy Restore Touch
restores 1d4 HP (up to original
HP)
15 Warp
Line of
Sight
Warps Mystik to any point it
can see
16 Hive Intrusion Automatic Initiative next turn
17
Summon Astral
Swarm
10"
1 to 3 bugs appear 2" from Psy
Move 6" HP:2 ToHit:5 Dmg:1
each
18 Mind Control Touch
Gain compleete control of
non-hero enemy
19 Dope! No more Discipline rolls
20
Psykik
Armagedon
Entire
Field
ALL Psys take1d10 HP
damage, mystiks 1d10+2
Table SI2
Psy Items
Item Cost Abilities
Psyonic Circutry
Helmet
3
Creates a NullPsy field around wearer
(immune to all Psy)
Positronic Boom
Box
1
Stores Mystik energy for any one
Discipline for one use
Alien Crystal 5
Allows posseser to use 2 Diceplines per
turn
Table SI3
Artifacts
Artifact Cost Abilities
Sword of Psychic
Slaying
8
Auto Kill Psykik in HtoH when hits,
ToHit:8 Dam:2
Blood Grail 5 Psy User can not be Nullified
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Alien Symbiot 10
ToHit:4 Dam:2(HtH; +2Str +2HP 1 Psy
Ability
Table SI4
Attributes
Attribute Cost Effect
Strength 1
+1 to (C)
damage
Agility 1 +1 to (C) ToHit
Speed .5 +1" Move
Tough 1 +1 HP
Extra
Attack
3
1 additional
attack
Initiative 1 +1 on Initiative
Table SI5
Skills
Skill Cost Effect
Free Thought 2
Does not need to be in
Communication
Bug Fu 2
Weaponless Combat ToHit:6
Dmg:1
Marksman 1 +1 to Ranged Weapon ToHit
Specialization1/level
+1 ToHit OR Dmg with any 1
wpn type per Level
Thick Shell 1 +1 HP
Extra Attack 3 +1 Attack per Turn
Initiative 1 +1 on Initiative
Use Artifact 1
Hero may use any 1 artifact found
or bought
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Table SI6
Man Portable Weapons
Weapon Cost
S
Range
L
Range
S
ToHit
L
ToHit
MvePnltyDamage
Beamer Pistol 2 7" 14" 5 6 0 3
Beamer Rifle 3 10" 15" 5 6 0 4
Heavy Beamer 5 12" 16" 5 6 -1 6
Pulse Beamer* 5 10" 20" 6 7 -1
2 (1 to 4
hits)
Heavy Pulse
Beamer*
5 6 12 6 7 2
2 (1 to 6
hits)
Immolation
Lense**
2 2" 8" 4 4 0 4 (50% cd)
Bone Blade 2 1" 1" 4 4 0 3(C)
Venom Whip** 2 1" 2" 5 6 0
2(C)(50%
cd)
Power Claw 2 1" 1" 5 5 0 4(C)
Power Staff 3 1" 2" 4 7 -1" 6(C)
* Pulse weapons fire bursts of beams. When a hit is scored roll to
determine the number of hits landed.
** If Hit, Victim has an X% chance of takeing further damage next turn.
This continues on consecutive turns until the roll is failed.
Table SI7
Bug Equipment
Object CostFunction
Pulse Targeter 2 -1 ToHit on Pulse Weapon
Carapice Armor
Armor
5 -1 to any damage taken
Protean Armor 10 -2 to any damage taken +1 HP
Gravatic Wings 10 Move X2
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Enviro Bubble
Helmet
3 +1 Initiative, -1 to hit (c)
Tactical Helmet 5 +5" LR, -2 ToHit SR, -1 ToHit LR
Weapon Stabilizer 2 Reduce Move Penalty by 1
Table SI8
Vehicle Construction Cost
Pt Cost = Body Size (in studs)/2
Structure Pts
(SP)=
Body Size (in studs)/2
Armor (extra
SP)=
Free (but they do slow you
down!!)
Table SI9
Vehicle Locomotion
Locomotion
Type
CostPull SpeedSP
Sml
Wheele/Leg
5 15sp10" 5
Med
Wheele/Leg
10 20sp10" 10
Lrg
Wheele/Leg
15 25sp10" 15
Sml Hover
J et
5 15sp15" 5
Med Hover
J et
10 20sp20" 5
Lrg Hover
J et
15 25sp15" 5
Directional
J et
5 10sp10" 0
J et 15 20sp15" 5
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Rocket 25 30sp20" 10
Capaciter 5 / +5" /
Super
Capaciter
10 / +10" /
Table SI10
Vehicle Pulse Guns
Gun
Size
Cost
Range
S
Range
L
ToHit
S
ToHit
L
Dmg
Mve
Pnlty
Hits
Light 3 10" 16" 5 6 2 +5sp
1 to
3
Medium5 12" 20" 5 6 2 +10sp
1 to
6
Heavy 8 14" 24" 5 6 2 +15sp
1 to
8
Table SI11
Rockets
Type Cost Damage* Range S/L ToHit S/L Mve Pnlty
Light (3)3 5 10/20 5/6 +1 sp
Heavy (5)5 10 15/30 6/7 +2sp
All Stats for rockets are "per section" except range and ToHit. That
is, a 3 piece light rocket would cost 12 pts (3 for the base rocket cost
and 3 for each section) it would deal an unholy 15 points of damage
(*remember to calculate burst effect (Ouch!))and slow the carrier or
vehicle by 1.5" per turn.
Table SI12
Weapon Enplacements
SP of
Enplacement
Move
Penalty
Cost
10 -1" 50
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20 -2" 60
30 -3" 70
Table SI13
Heavy Weapon Equipment
Type Cost Function
Smart Bomb 2 +1 ToHit for rockets
Anti Personell Payload 2 all rocket damage immediately devided up amoung targets in burst radius
Targeting Computer 2 +1 ToHit
Gunnery Computer 5 Vehicle may fire extra weapon
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So the space rules got ya covered on everything except The Force?
Well here's the answer!
The Force rules are divided up into two sections; Force Postulates, which are general, unchanging rules (a kind of J edi Bill of Rights) and Force Tasks,
or abilities. There are a few charts and as always, send me comments.

Force Postulates.
A) Any Force User may attempt any Force Task at any level of difficulty at any time in the turn, after phase 2 (the initiative roll). However, He
may not use two Force Tasks in immediate succession (there must be at least one action by an opposing unit between Force tasks). i.e. I move a
squad, you move a squad, I move a squad and my J edi levitates a land speeder out of the way to remove your cover. It's still my combat phase so I
can pick a squad to open fire, or my J edi can use a normal combat weapon, but I can't use another Force skill until you've taken an action.

B) A particular force task will have a base difficulty which the Force User must roll above on 1d10.

C) Force Users have Force Points (fp) which will be used to enhance Force Rolls or otherwise augment the users chances of completing a task.
The more points a User has, the more powerful a User he will be.

D) A Failed attempt at using the Force means loss of the Force for the rest of the Turn! This prevents Force users from attempting infinite numbers
of actions at once. You can still use the force when you'vre run out of points, but it gets really risky fast. How much risk are you willing to take?
(Note that if you fail because your roll was modified by another Force User employing the Force against you this Postulate does not apply. (see
Force Skill #4)

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E) A User may attempt as many force tasks in a turn as he wishes, however he may only spend up to his total fps in one turn. That is, he may
divide his Force Points among many force tasks.

F) You must declare the number of points you are using towards a particular roll BEFORE the die is cast.

G) There's no "Dark Side" but Force Users may call on the force from there opponents point of view when the're in a bind. when this is done the
Force User gains up to 2x his normal fp. they must roll greater than their new combined total fp. failure means after the entire turn is resolved, they
go over to the other side, becoming the property of the other player.
Note that this means if I've got a weak jedi(4fp) and he uses the otherside points to get 8, he's less likely to turn than a more powerful jedi(8fp)
who would need a higher roll (>16). The younger will be more tempted, the aged will know better.

H) Force Points cost 2 cp each. Light Sabers cost 10cp and may only be used or built by Force Users. There are no provisions for other Force
artifacts or creatures at this time.
Force
Points
Movie Character
Reference
0 Average denizen
1
Luke in A New
Hope
2
Luke on Hoth in
Empire
3
4 Luke after Degobah
5 Luke after Bespin
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6
Luke on Tattoine in
J edi
7
Luke after defeating
Vader
8
9
Kenobi in Phantom
Menace
10
Qui-Gon and Darth
Maul
11
12 Emperor Palpatine
13
14 Yoda

1) Force Field Base Difficulty=5
The Force User may project a field that can move objects and people. This ability can pe used to simply lift objects and shove people, or the User
may propell himself as if jumping far or running fast. To lift an item under 5 sp (or hp for creatures) 1" the Force User must roll greater than 5. The
difficulty increases by 1 for every 5 sp beyond the first 5 and every 1" of movement beyond the first. Force Users may use the field upon
themselves in the same manner to improve movement.

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example: J edi bob (5 fp) wants to push a 20 sp speeder bike into a rock 2" away. Bob realizes he'd need to roll greater than an 9 to be successful
(5+3(20sp bike)+1(1 additional inch). Bob's not liking the odds so he decides to use 3 of his fp to boost his roll. He rolls a 7 (+3=10) and shoves
the bike into the boulder. The bike takes normal collision damage. Bob now has 2 remaining fp which he may use on other Force Tasks this turn.
Bob uses Force Field again to dash to an open dorway 6" away. (Bobs movement is 5", he uses force field to push him the extra 1" (difficulty 5)
and uses his last two Force Points to boost his roll).

2) Precognition (Force Sight) Base Difficulty=See Chart
The Force User may peer into the future, before the start of battle, to divine the strengths and weaknesses of his opponent. This may be attempted
once, and failure does not mean loss of force for the game, however it does mean your opponent gains the advantage you were seeking.
The Force User spends fp on the Force Strength he will use to see into the future. He must then roll greater than this number on 1d10. The higher
the strength, the better the results, but the greater the risk of failure. Of course he may use any fp not spent on strength to augment the roll.
Force
Strength
Result of Vision
1 Nothing
2 See any Secret enemy pieces
3
You may place all debris &structures on field
of play at start.
4 Auto initiative all game
5 +10% to your Army cp
6 +10% Army cp and Auto Initiative
7
Choose the order of play each turn for the
whole turn
8 +15% Army cp
9 +15% Army cp and any 1 of #2,3,4
10 +15% Army cp and Choose order of play
example: J edi Bob is mustering his forces for a pitched battle against Darth Steve (each army is 100cp) . Bob calls upon the force to divine Steves
weaknesses and chooses to use Force Strength 4 (costing 4fp). Bob will use his remaining point to boost his roll. Bob rolls a 4(+1=5) he had to roll
greater than 4 and, thanks to the extra fp, made it. Bob has seen that Steve will be using a standard Mandaloreian tactic and instructs his troops
accordingly, gaining initiative for the entire game.
However, Darth Steve (10fp) is also tapping the Force for prophecy and chooses to spend 6 fp for Strength and 4 for a dice boost. He rolls a 7 and
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easily sees where Bob's men are going to deploy. Darth Steve instructs his Storm Troopers accordingly (which gains him initiative (this balances
out Bob's) and gives him an additional 10 cp to spend).


3) Deflect Blow Base Difficulty=Opponents modified ToHit roll

When a Force User has been hit, he may attempt to deflect the blow by rolling greater than the successful ToHit roll (including any +'s due to skills
or equipment) of his opponent. If the Force User is employing a light saber he gets a +1 to any deflection roll.

example: Darth Steve has sprung a trap on Ham Salad. Ham whips out his blaster and squeezes of three shots (he's really fast!!!). He's using a
Heavy Blaster so he needs to roll a 5 or greater on each shot to hit. Ham also gets a +2 ToHit 'cause he's really good with a gun. Salad rolls a
4(+2=6), a 6(+2=8) and a 7(+2=9); all hit this should do an unholy 9 points of damage total!
But...
Darth Steve deftly raises a hand and, calling on the force, attempts to deflect the blows. For the first one he spends 3 fp. he rolls a 5 (+3fp=8), and
the first shot is deflected. For the second he uses 2fp and rolls a 7 for a total of 9 (just barely blocked it). And for the last he spends 3 fp, he rolls an
8 and gets 11 blocking the third. Seeing that he has 2 fp left Darth Steve uses the force to pull the gun from Salad's hand. It's less than 2 sp so he
must get over a 5. He rolls a 4(+2fp=6); the gun leaps across the room leaving Salad staring at his hand in disbelief.
Remember; if Steve had failed just one Force Test, he would have lost the use of the force for the rest of the game!!!


4) Suggestion Base Difficulty=cp of target (not including equipment)

A Force User may use the Force to implant simple instructions or cloud the mind of an opponent. Simple instructions means "don't shoot", "stop
moving", "give me the weapon" or the like. Not "get in the speeder, drive to anchor head and pick up a 6 pack."
The Force User may use fp to enhance the roll. Defending Force users may block the suggestions used against them by using their fp to reduce the
results of the suggesters roll.

example: J edi Bob (15 cp and 5fp) and Darth Steve(25 cp and 10fp) are locked in saber combat. As they exchange blows and gamble Force rolls
Darth Steve begins to mess with Bobs head. He is going to suggest that bob use fp from the other side.
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Darth Steve must get greater than 15 to implant the suggestion. he uses 8 fp, reserving 2 for later in the turn. Steve rolls a 9(+8=17). Success!!!
"Bob, give in to your icky feelings!"

J edi Bob will resist with all 5 of his fp, So steve's result is lowered to 12. Bob is defiant!
"No!"

Steve does not loose force ability because he only failed due to out side interference (Bob's use of the Force).
(Note that in the above example both Steve and Bob must declare the #of points they're spending before Steve rolls).


5) Telepathy Base Difficulty=See Chart

The Force User must consult the table below to find the difficulty and may use fp to boost the roll. For game purposes, success has the effect of
being in communication with the target.

Conditions Difficulty
eye contact 7
line of Sight 8
out of sight,
position known
9
out of sight,
position
unknown
10
off game area,
position known
11
off game area,
position
unknown
12
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intragalactic
communication
13

6) Saber Combat ToHit=5 (Must roll greater than a 5 for success)

This is not a combat skill it's a Force Skill. Saber Combat takes place whenever a Force User chooses to strike at something (not nessecarrily
during the Users combat phase) and they may attack as often as they like. Remember, one miss (not a deflected blow, I mean I rolled ToHit and got
a 5 or less) and the User looses Force ability for the turn.

Darth Steve(10fp) is in combat with his old master J edi Odi(12 fp)

Darth has initiative, chooses to strike and uses 3 fp to boost his roll. He rolls a 4(+3=7) and hits. Odi chooses to deflect the blow using 4 fp (he
gains an additional 1 for using a saber ) he rolls a 4(+5=9)and blocks.
Odi now strikes back and uses 3 fp to hit with his saber. He rolls a 3 for a total of 6, another hit. Steve Deflects with 2 fp (+1 for the saber) and
rolls an 8(+3=11) another block.

at this point Steve has 5 fp left and Odi has 6. It's Steves turn and he chooses to hang back and see how things develop. He advances a squad of
troopers on another part of the battlefield.

Odi continues the attack. He spends all 6 fp hoping he can break through Darth Steves defenses. He rolls a 7(+6=13). Darth tries to deflect with 5
fp (+1 for the light saber) he rolls a 9(+6=15) and deflects.

It's Darth's turn. Big decision time. He's out of fp for the turn. Odi's out as well. Steve knows that if he misses the roll he looses his powers, but
Odi may never again be this vulnerable. Darth goes for it. He needs more than a 5 to hit, he rolls a 5, not good enough. He misses and looses his
grip on the force. He is an average slug for the rest of the turn.


Saber damage is figured by rolling 1d10. Any J edi may influence the roll +or- with force points. The attacker may choose to lower the result at his
discretion.

Modified
Die Roll
Result
-1 1 HP
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0 2 HP
1
Sever right
hand
2
Sever left
hand
3 3 HP
4
Sever right
arm
5
Sever left
arm
6 4 HP
7
Sever right
leg
8
Sever left
leg
9 5 HP
10 6 HP
11 Decapitation

A Saber will compleetly sever any inanimate object up to 2 studs thick on contact. Larger objects or vehicles

The Force will be with you, always.
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Table B1
Types of Men
Type Move HPCost
Elite
(SpaceMan)
5"/Turn5 5pts
FightingMan4"/Turn4 4pts
Man 3"/Turn3 3pts
Table S1
Die
Roll
Discipline Range Description
1 Ha Ha No more Discipline rolls
2 Nullify Infinite
Halts Opponents active Psy
Discipline
3 Playful Slap
Line of
Sight
Dmg:2pts ToHit:Auto
4 Steele Skin self +5 HP for 1 full turn
5 Psykik Bolt 18" Dmg:2pts ToHit:Auto
6 Psykik Extinguish Infinite
Halts Opponents active Psy
Discipline
7 Steele Muscle self +2 Str for 1 full turn
8 BioMech Pulse 12" Dmg:Disable Machine ToHit:4
9 Eraser Infinite
Halts Opponents active Psy
Discipline
10 Psy Umbrela 5"
Target invulnerable to all Psy
for 1 turn
11 Kinetic Wave 10" Knocks down all in los ToHit:5
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12
THC Short Term
Memory Loss
10" Target looses one turn
13
Sphere of
Motherly Love
2" radius
All in Sphere are invulnerable
to Psy action for 1 turn
14 Psy Restore Touch
restores 1d4 HP (up to original
HP)
15 Gate
Line of
Sight
Gates Psy to any point Psy can
see
16 Mental Intrusion Automatic Initiative next turn
17
Summon Astral
Shark
10"
Astral Shark appears 2" from
Psy Move 10" HP:5 ToHit:4
Dmg:4
18 Mind Control Touch
Gain compleete control of
non-hero enemy
19 Dope! No more Discipline rolls
20
Psykik
Armagedon
Entire
Field
ALL Psys take1d10 HP
damage
Table S2
Psy Items
Item Cost Abilities
Psyonic Circutry
Helmet
3
Creates a NullPsy field around wearer
(immune to all Psy)
Positronic Boom
Box
1
Stores Psy energy for any one Discipline
for one use
Alien Crystal 5
Allows posseser to use 2 Diceplines per
turn
Table S3
Artifacts
Artifact Cost Abilities
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Sword of Psychic
Slaying
8
Auto Kill Psykik in HtoH when hits,
ToHit:8 Dam:2
Blood Grail 5 Psy User can not be Nullified
Alien Symbiot 10
ToHit:4 Dam:2(HtH; +2Str +2HP 1 Psy
Ability
Table S4
Attributes
Attribute Cost Effect
Strength 1
+1 to (C)
damage
Agility 1 +1 to (C) ToHit
Speed .5 +1" Move
Tough 1 +1 HP
Extra
Attack
3
1 additional
attack
Initiative 1 +1 on Initiative
Table S5
Skills
Skill Cost Effect
Martial Arts 2 Weaponless Combat ToHit:6 Dmg:1
Marksman 1 +1 to 1 Ranged Weapon ToHit
Specialization1
+1 ToHit OR Dmg with any 1
Weapon type
Tough 1 +1 HP
Extra Attack 3
+1 Attack per Turn with specified
weapon
Initiative 1 +1 on Initiative
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Use Artifact 1
Hero may use any 1 artifact found or
bought
Table S6
Man Portable Weapons
Weapon Cost
S
Range
L
Range
S
ToHit
L
ToHit
MvePnltyDamage
Blaster Pistol 1 6" 12" 5 6 0 2
Heavy Blaster 2 6" 12" 5 6 0 4
Auto Blaster 2 4" 10" 5 6 0 5
Gauss Gun 2 12" 24" 5 6 -1" 8
Flamer* 2 2" 8" 4 4 0 4(50%cd)
Gatlin Plasma 5 6" 12" 6 8 -2" 10
Energy Staff 3 1" 1" 4 7 -1" 6(C)
ElectroSword 1 1" 1" 5 5 0 3(C)
Chain Ripper 1.5 1" 1" 4 4 0 3(C)
VibroPike** 1 1" 6" 5 8 0 2(C)
Power Ax 2 1" 1" 5 5 -1" 4(C)
Stun Ax 1 1" 1" 6 6 0 2(C)
Zap Lance 2 1" 3" 5 6 -2" 4(C)
* If Hit, Victim has an X% chance of remaining on fire and takeing
further damage next turn. This continues on consecutive turns
**Thrown Weapon, SpaceMan must retriev if thrown
Table S7
Equipment
Object CostFunction
Quantum Accelerator 2
+2"SR+5"LR+2damage on Blaster
weapon
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Valence Lense 2
-2 ToHit SR-1ToHitLR on Blaster
weapons
Shield 3 -1 ToHit
Body Armor 5 -1 to any damage taken
Power Armor 10 -2 to any damage taken +1 Strength
J et Pack 10 Move X2
Walkie Talkie 1 Long Range Communication
Macro Scanner 3 +5"LR -2ToHitSR -1ToHitLR
Combat Helmet 3 +1 Initiative -1ToHit +1 Range
Table S8
Vehicle Construction Cost
Pt Cost = Body Size (in studs)/2
Structure Pts
(SP)=
Body Size (in studs)/2
Armor (extra
SP)=
Free (but they do slow you
down!!)
Table S9
Vehicle Locomotion
Locomotion
Type
CostPull SpeedSP
Sml
Wheele
5 15sp10" 5
Med Wheele10 20sp10" 10
Lrg Wheele 15 25sp10" 15
Sml Hover
J et
5 15sp15" 5
Med Hover
J et
10 20sp20" 5
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Lrg Hover
J et
15 25sp15" 5
Directional
J et
5 10sp10" 0
J et 15 20sp15" 5
Rocket 25 30sp20" 10
Capaciter 5 / +5" /
Super
Capaciter
10 / +10" /
Table S10
Vehicle Lazers
Lazer
Size
Cost
Range
S
Range
L
ToHit
S
ToHit
L
Dmg
Mve
Pnlty
Small 3 8" 12" 4 5 3 0
Medium5 10" 20" 4 5 5 +5sp
Large 8 10" 25" 4 5 10 +10sp
Table S11
Rockets
Type Cost Damage* Range S/L ToHit S/L Mve Pnlty
Light (3)3 5 10/20 5/6 +1 sp
Heavy (5)5 10 15/30 6/7 +2sp
All Stats for rockets are "per section" except range and ToHit. That
is, a 3 piece light rocket would cost 12 pts (3 for the base rocket cost
and 3 for each section) it would deal an unholy 15 points of damage
(*remember to calculate burst effect (Ouch!))and slow the carrier or
vehicle by 1.5" per turn.
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Table S12
Weapon Enplacements
SP of
Enplacement
Move
Penalty
Cost
10 -1" 50
20 -2" 60
30 -3" 70
Table S13
Heavy Weapon Equipment
Type Cost Function
Link 1
Links one weapon to any other weapon of the same type (weapons fire together, at same
target, but seperate to hit rolls)
Lazer Capaciter 2 +1 damage for lazers
Smart Bomb 2 +1 ToHit for rockets
Anti Personell Payload 2 all rocket damage immediately devided up amoung targets in burst radius
Targeting Computer 2 +1 ToHit
Gunnery Computer 5 Vehicle may fire extra weapon
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