andrew colungas lego war MODDED . This is Andrew Colungas lego war with added in things like shields buildings and explosives . Andrew Colungas turn-based strategy, "Lego war game" , edited by me, that's played with soldiers, monsters, tanks, turrets, and much more over a wide battlefield. This game is STRATEGIC and USER FRIENDLY. So lets get down to the nitty-gritty.
THE ONE PAGE YOU NEED
This single sheet has all the numbers you need to play, all character, vehicle, and weapon details. It is most useful and you will see it again. Here is what I did copy and paste this entire page and print it form some typing program, like Microsoft word. Let's continue...
CHARACTERS / SOLDIERS
What makes a soldier different from the rest is the amount of armor he's wearing. A minifigs body has 5 health, give him a helmet and it adds 2 health, add armor to give him 5 more health for a total of 12 health points out of the max 15. (Health of the characters in order from left to right: 12, 10, 7, 5)
Creatures and Robots are different in that they can't wear armor or helmets, but they can hold weapons. A creature has 7 health, and a robot has 5. All the official stats are listed neatly at the bottom.
Special Creatures are usually technic titans, but can also be dragons, dinosaurs, rock monsters, orcs, etc. There's a larger Sr. class and a smaller Jr. Class. Since they can't hold weapons they have their own attacks and ranges as listed on the ONE PAGE.
WEAPONS, TANKS, & TURRETS
There are 9 different kinds of weapons: Fist, Light Gun, Medium, Heavy, Light Melee, 2 Hand Melee, Throwing, Explosive, and Sniper. A fist is a minifig with no weapon, a Light is small gun (handgun), a Medium is bigger (rifle), a Heavy is biggest (over-the-shoulder), a Light Melee is a one handed weapon that you use at close range (lightsaber, sword, hammer), 2 hand melee is a 2 handed melee weapon(duh) that has a slightly longer range but is slightly less powerful, Throwing is a weapon , You guessed it!, that you throw but it can also works in some cases as a shield and/or a melee weapon with reduced stats (they will be shown later in the STATS section), explosive is a throwing weapon that explodes with a blast diameter of 1 inch but it cannot be used as a shield or melee weapon , and a Sniper is a sniper rifle. All stats are on the ONE PAGE. All weapons have unlimited ammo, (the usage of ammo counts confused gameplay and seemed pointless)
Vehicles come in Large, Medium, and Light. These can run over another character doing an automatic 2 damage to that character. Each can have mounted armament of some kind, but they have to be facing their target in order to not miss. The blast diameter at impact is 2 inches (roughly the diameter of the bottom of a soda can) Very useful. All stats are on the ONE PAGE.
Turrets offer firepower and range, but are stationary, Very useful too if used right. Stats on the ONE PAGE.
SLOW YOUR ROLL THERE PILGRIM HOW FAR ARE YOU GOING?
When a character or special monster moves, it's travel is determined by the roll of one 6-sided dice. The number is how many spaces the character can move.
But what is a space? A space is 1 and 1/4ths an inch - (the same as the length of four studs) A character can go prone (otherwise known as taking cover) anytime during your turn for no move points! But you cannot attack or move yourself while prone.
Along with regular movements there is the Jump 3 Spaces move. A character can either jump horizontally or vertically to suit their need. There is also a Squad move where 3 characters move simultaneously.
A character's attack is determined by line of sight. All character and creatures can see 360 degrees around them and 90 degrees upwards. To attack roll the six sided dice. If it is 4-6 then you hit, if it is 1-3 then you miss. When you are dual wielding 2 light melee weapons then roll the dice twice (hehehe that ryhmes) on the second roll subtract 3 from the roll. The range of a weapon starts at the attacking character's feet.
For vehicles, their turrets must be facing what they are attacking, but the range measurement starts at it's wheels.
However unlike Characters, Vehicles can not see upwards (but if the turret were built to point upwards then they could shoot up) For the sake of things, all space below the cannon can still be hit unless a charater is hiding behind something (line of sight), and in general ALL SURROUNDINGS are INDUSTRUCTABLE. Unless you decide otherwise.
When a vehicle or character is attacked, the damage it receives is deducted from it's total health until its health reaches 0, at which point the vehicle or character is destroyed or killed.
BEWARE! - Attacking ends your turn automatically!
A character dies only if it looses all its health, when it is inside a vehicle or turret that gets destroyed, or if it falls from a height over 6 spaces.
When it dies, its body is removed from the field, but its weapon(s) stay(s) on the field.
Tips, rules, and other Game Types
A character can only hold one weapon at a time, unless they are duel wielding light melees, but if a character has a weapon holder on it's back it can hold more than one (usually a Melee and Medium weapon combo) at the loss of not being able to wear an armor piece, but a character that has an armor pack that includes Armor, Helmet, and Weapon holder, giving it 12 health and a weapon holder. But there is another piece of armor that you can only get with a light melee weapon, that piece of armor is a shield giving you an extra 3 health and makes the max health 15. Also I added a backpack that you can use to heal someone for two move points (more on those later!) But it only has 5 uses per backpack.
The usual gameplay is kill everyone, but you can play capture the flag. The flag will be treated exactly like a melee weapon, just bring it to your home base. You can play to capture an enemies’ base or to kill the opponent’s VIP character. All game types easily support more than 2 players. Please add new ones if you want. A few other ideas I had are kill the leader and plant the bomb.
A special creature can be combined with a vehicle to give it the ability to transport characters. If the creature dies so does the riding character.
One more thing before STATS. For everything you kill, you get certain amounts of “Build Points” or BPS. When you have enough BPS you will be able to make cover, buildings, ramps etc. (if you want to add certain places where you can build called build zones)
THE RULES THAT ARE PRINTED ON THE ONE PAGE RE-TYPED & Hints
7 MOVE POINT RULE
As seen on the ONE PAGE, everything you do costs something, and each turn you get 7 move points worth of something to do. Use your points wisely. These points do not rollover to the next turn if you didn't use all of them.
-1 (move a weapon 1 space)
-1 (switch a weapon)
-1 (pick a weapon up/put one down)
-1 (climb a ladder)
-1 (open a door)
-2 (move a character or special creature)
-2 (heal with backpack)
-2 (enter/exit a vehicle or turret)
-2 (turn a moving vehicle's gun turret)
-2 (jump 3 spaces)
-3 (move a Light vehicle)
-4 (move a Large or Medium vehicle)
-4 (move 3 characters [not special creatures] up to 4 spaces in the same direction)
Minifig Body = 5 health + 3 BPS
Add Helmet = +2 health + 2 BPS
Add Armor = +5 health + 3 BPS
Add Shield= + 3 health + 1 BPS
Add Backpack=+1 health + 1 BPS
Robot = 5 health + 3 BPS
Creature = 7 health +5 BPS
WEAPONS (Type - Damage / Range /blast diameter)
Hand - 1/1/0
Light Gun - 2/4/0
Medium - 3/5/0
Heavy - 4/4/0
Melee - 6/1/0
Sniper - 3/9/0
Throwing- Throw 2/3/0 Melee 3/1/0 Shield +1 health + 1 BPS
2 H weapon- 5/2/0
VEHICLES (Type - Health / Turret Damage / Run Over Damage / Turret Range / Max. Travel Distance/ BPS rating)
Large - 20/6/2/7/5/10
Medium - 15/4/2/7/7/8
Light - 10/3/2/4/7/6
Stationary Turret - 6/5/none/5/none/4
SPECIAL CREATURES (Type - Health/Attack Power/Attack Range/ BPS rating)
Special Sr. Size - 15/7/4/6
Special Jr. Size - 10/5/3/4
BUILDINGS (BPS Cost/health/size/hieght)
(dnu means does not use)
small building- 18/30/4 by 6/5
medium building- 23/35/6 by 8/5
big building- 30/40/8 by 10/6
small cover- 7/dnu/2/2
medium cover- 11/dnu/4/2
big cover- 16/dnu/6/2
ladder- 10/dnu/any size/any height
big ramp-16/dnu/any size/any height
Decide the turn order any which way you want.
A character can only hold one weapon unless it has a weapon holder on it's back
A character can switch a weapon with another weapon that a character on the same team is holding if they are within 2 spaces of each other.
A character dies if it's in a destroyed vehicle or turret, runs out of health, or falls from a height of 6 spaces.
A character that kills 2 other characters gets an automatic 6 max movement without having to roll a dice and recharged/full 12 health, and every time that character kills another 2 characters its health recharges to 12 again.
A vehicle or turret must have a character inside it to operate it. To enter a vehicle, a character must be within a reasonable distance of the vehicle, and the player must have the move points necessary to enter the vehicle.
Sacrifice 1 turns to repair a vehicle which will return with: Large - 15 health, Medium - 10 health, Light - 7 health. Can only be done once per vehicle.
All ranges start at the feet or the Vehicle's body.
The Blast diameter from Vehicle's cannon is 2 inches.
Attacking ends your turn.
Your turn also ends when you run out of Move Points.
You can end your turn whenever you want even if you haven't used up all of your Move Points for that turn yet.
*Copy and paste the stats and key important rules onto a word document page and print it out to use during gameplay. Draw your own ruler on the edge of the page too ;)
*Constructing an engaging battlefield is up to you! Try multiple bases, corridors, open areas, turret positions, doors, ladders, rivers, mountains, anything!
*If on the run, try to close doors/gates or climb up ladders. They will drain your enemy's move points, hopefully preventing them from having enough left to attack you.
*If a vehicle can hold more than one character use it to transport more characters faster.
*Moving a weapon that you own (you built it, it belonged to a character of yours that died) on the field is useful if it's just laying a few spaces away to bring it within pick-up range of a character. It might use less Move Points than actually moving the character.
*The only way to get more health is to kill another character! Be aggressive!
*Ramps can be used as cover.
*All number limitations of characters, vehicles, and monsters are up to you! and whoever you're playing with.
A HUGE THANKS TO ANDREW COLUNGA FOR MAKING THIS GAME!