Lego/MegaBloks Rules (WIPDec2010)

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    Army Selection

    Races have been made into similarly potent forces; each player should havethe same number. Similarly different Dragon species are also meant to beroughly equal, so each player should have the same amount of Dragonseach. Artillery are also the same, so each player should have the same

    amount of Artillery pieces.

    Turn Sequence

    - Movement Phase- Combat Phase- Next Players Turn.Thats it. Really.

    Throughout these rules the term Minifig is used to represent the averageman-sized and shaped figure. Model is used to describe any moveable unit

    that can influence the game; this includes Minifigs, Dragons, Horses, andArtillery etc.

    Movement Phase

    A Minifig can move up to 6 a turn. This can include vertical movement, i.e.climbing. They can also include a jump up to 2 as part of their move. Onlyone jump per turn is allowed. If a Minifig wishes to perform an action, e.g. pickup a weapon, activate an item, press a switch, mount a Horse, they must endtheir movement to do so, and may not move any further that turn. A Minifigcan conduct any number of possible actions from the same spot per turn. The

    exception to this is if an enemy is with 2; only combat can be initiated, and aMinifig may perform no other actions until they are outside the 2 again,however this is achieved.

    A Minifig can run up to 9 a turn instead of using their normal movement. Thiscan only occur in the horizontal plane i.e. where you would normally be ableto run. They may jump up to 3 as part of their move, again only once perturn. A Minifig that runs is not allowed to conduct any actions or initiatecombat in the turn that he runs.

    A Minifig on horseback may move 9 a turn as normal, including a singular

    jump of up to 4 per turn. A mounted Minifig may gallop up to 12, with thepossible jump increasing to 6, but suffers all the penalties applicable tonormal Minifigs when they run. All riding must be conducted in the horizontalplane, i.e. no Spiderhorses!

    A prone Minifig may crawl up to 2 and remain prone. They may performactions and initiate combat as normal. A Minifig may rise from prone withoutpenalty, unless wearing particular defensive equipment. If a Minifig is wearingeither a Helmet or Armour, then they must forfeit 3 of their total move. If aMinifig is equipped with bothHelmet andArmour, they must forfeit 6 of theirtotal move. Rising from prone may be combined with running, but all the

    penalties will apply from both. A prone Horse will take a whole turn to get up,and may do nothing else that turn (except accept a rider).

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    Swimming movement is handled a little differently to other movement. AnyMinifig movement that covers deep water of more than 1 on length countsas swimming, even if the majority of movement is on the land. Deep watermust be specified at the beginning of the battle. The maximum move is 6,

    and this includes any move where the Minifig gets back out of the water, nomatter the distance moved in the water. Swimmers are automatically placedprone, and count as prone at alltimes.

    If a Minifig is wearing eithera Helmet orArmour, their maximum swimmingmove is lowered to 3. If the Minifig is wearing bothHelmet and Armour, theirmove remains at 3, but if they do not exit the water on the turn after theyentered, they will automatically drown, and are removed from the game.

    A swimmer may not carry more than one object/weapon; if they enter thewater with more than one item, the controlling player mustpick one that is lost

    to the bottom of the waterway, and is permanently removed from the game. Amodel cannot carry a shield at allwhilst swimming. The Minifig must drop theshield, even if he is not carrying anything else, and the shield is removed fromthe game as above.

    If a Minifig wishes to fight whilst swimming, he may do so, but has to do sowith his bare hands, i.e. at a range of 1 and only using their base value ofCombat Dice.

    Boats?

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    Combat Phase

    Once all a players movement has occurred, combat can be initiated. In orderto be able to fight, a Minifig must have an enemy with his range, and have lineof sight. If you are unsure of this, take a models eye view. The range ismeasured from directly in front of a Minifigs feet. His personal range depends

    upon what weapons he is using at the time.

    Weapon Types

    A Minifig may be given objects/weapons to hold, which will increase theircombat ability. There are several types of weapon, with different attributes:

    No Weapons (Hands): A Minifig (or other model) can still fight with his barehands/hook/teeth/claws/other appendage, and gets to use his base value ofone Combat Dice for this. His range is 1; unless otherwise specified, this isthe default range for any models attacks.

    Hand Weapons: These are generally weapons that can only be held in onehand, e.g. cutlass, sword, axe. These weapons give an extra Combat Dice ontop of a Minifigs base value, and as they can be used in one hand only, canbe used in pairs for an extra dice each. The range for Hand Weapons is 2.

    A Hand Weapon may also be thrown in a ranged attack using just the basevalue of one Combat Dice, up to 4 away. The weapon must be removedfrom the thrower and placed at the feet of the target.

    Two Handed Weapons: These weapons must be able to actually fit into both

    hands of the Minifig simultaneously and are commonly around the height of aMinifig or longer e.g. spear, halberd, staff, lance, pole arm, oar. They can stillbe used in one hand exactly like a Hand Weapon above, except cannot bethrown. If held in two hands, they add two Combat Dice to a Minifigs total,and have a range of 4.

    Horse: Although not actually a weapon, a Minifig on horseback may add anadditional Combat Dice to his total for weapons and base amount. Whilst aMinifig is mounted on a Horse, they count as one entity, and cannot be foughtseparately. If a Two Handed Weapon is used on horseback, it may be held inone hand, but gains all the advantages of being held in two hands, as detailed

    above.

    Short-Ranged Weapons: These are normally one-handed weapons, e.g.pistols, blowpipes, magic wands, (although the latter normally count asMagical Weapons in addition!). They have no additional Combat Dice, butallow attacks to be made, using a Minifigs base value, up to a range of 8. Asthey are one handed, an additional Short-Ranged Weapon may be used inthe other hand, giving an additional Combat Dice to a Minifigs total.

    A Short-Ranged Weapon may also be used in concert with a Hand Weapon,(one in each hand). With this combination, a Minifig may eitherfire the Short-Ranged Weapon at a target orfight at a range of 2 as if they had two HandWeapons (i.e. two Combat Dice added to their base value). They may not

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    throw their Hand Weapon whilst holding a Short-Ranged Weapon, (but theycan drop the Short-Ranged Weapon in order to do so!)

    Long-Ranged Weapons: These are bigger and bulkier that their smallercousins above, e.g. rifles, bows, crossbows, and as such command a longer

    range. They require two hands to fire, add an extra Combat Dice to the basevalue and have a range of 12. They may not be used on horseback (but arider can dismount to use one).

    Magical Weapons: These will still be one of the particular weapons typesabove, but will be more ornate, shiny or translucent! They add an additionalCombat Dice to a Minifigs total Combat Dice, in addition to those normallyused for weapon type. They may also have further effects, as details in othersections of the rules.

    Defensive Equipment

    A Minifig may be given a various equipment to aid in their defence in combat.All of these can be combined together to provide extra protection, but must beevident on the Minifig.

    Lying Prone: Although not actually equipment, this tactic bestows somedefensive advantages. If an enemy attacks a prone Minifig from 4 or furtheraway, a prone model gains an additional automatic Defend Hit result to usethat turn. They may only use it against these ranged attacks; any enemycloser will not have to content with this additional defence. This rule onlyapplies if the Minifig was prone prior to any combat initiation this turn.

    Armour: This provides a Minifig with a single automatic Defend Hit result toadd to their Combat Dice results, per turn of combat. Armour does not countas an object, and cannot be swapped between Minifigs.

    Helmet: This provides a Minifig with a single automatic Defend Shock resultto add to their Combat Dice results, per turn of combat. A Helmet does notcount as an object, and cannot be swapped between Minifigs.

    Shield: This provides a Minifig with a choice of either a Defend Hit or DefendShock automatic result to add to their Combat Dice roll, once per turn of

    combat. The player controlling the Minifig can choose which result they wantto apply after their opponents dice have been rolled. A Shield may also beuniquely used to counteract an opponents Critical Hit result, instead of oneof the choices above. If used in this fashion, the shield is destroyed orrendered useless, and is removed from the game. A Shield does count as anobject, and therefore can be swapped between Minifigs.

    Magical Shields: These are very rare, and allow a Minifig all the benefits of astandard Shield, except that a Critical Hit does not destroy them. They maystill only counteract a single Shock/Hit/Critical Hit per turn.

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    Combat Dice

    Symbol Term Effect

    Hit

    This result allows a player to either knock anopposing Minifig prone, or too kill an opposing Minifigthat is already prone. Killed Minifigs are removed

    from the game (or separated for a body-litteredbattlefield!), but their weapons and objects are left forother to utilise if they wish.

    DefendHit

    If this is rolled, it enables the player to counteract asingle Hit result rolled by their opponent.

    CriticalHit

    This result acts in exactly the same way as a Hitresult, except that it cannot be counteracted by aDefend Hit result.

    Shock

    This result signifies a sudden or disorientating attack.It forces its target to drop a hand-held object; theattackers choice if more than one. If the target holdsno objects, then they are knocked prone. A Minifigalready prone, with no held objects may not betargeted by this result.

    DefendShock

    If this is rolled, it enables the player to counteract asingle Shock result rolled by their opponent.

    BruteStrength

    This result can be used either offensively ordefensively: The first use allows you to knock one ofthe opposing Minifigs prone. The defensive useallows the roller to counteract any other result thatwould normally mean your Minifig is knocked proneitself. It cant be used in this way if the user isalready prone, i.e. to stop a Hit from killing its target.

    Attributing Combat Dice Results

    Each Minifig involved in a particular combat has his dice rolled separately atthe beginning of that combat. Starting with those controlled by the player

    whose turn it is currently, they then take it in turn to allocate each dice to anyenemy model with that Minifigs own range, in any order that the owningplayer wishes. Each Minifigs dice may only be allocated once. Defendresults/defensive equipment can be applied to counteract these attacks asthey occur, but can also be saved for subsequent attacks is the player thinksit necessary, (i.e. doesnt mind being knocked prone, but wants to avoid beingkilled). The opposing side will then allocate their own offensive dice theyrolled, although they must be within their own range to do so. Any enemymodel that is knocked prone and/or killed by these attacks may still contributetheir full number of dice to the fight this turn (all combat is deemed to besimultaneous in effect). No results can be carried over to the next turn, so if aresult is not used, or has no viable targets, it is wasted.

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    If a Minifig on Horseback is knocked prone, he will also become unseatedfrom his mount, and will no longer gain the extra combat die from the Horse toadd to his total. The Horse will not attack an enemy in subsequent turns, butcan still use one dice to defend itself; it can still be knocked prone and bekilled as any other Minifig. A rider may not attempt to mount a Horse unless

    he is outside of 2 from an enemy.

    Artillery

    Artillery can be fired by any one Minifig within of it; this counts as anaction, so if there are enemy models within 2, a Minifig may notshoot the piece. Although firing counts as an action, it isconducted in the Combat phase. Artillery has no allegiance; anyplayer with a Minifig in range, and no enemy preventing it, mayshoot the Artillery. Artillery may only be shot in a 90o arc to thefront, as per the illustration.

    Minifigs may move an Artillery piece 1 and turn it up to 45o per Minifigassisting to move it, up to a maximum of 6. A Minifig that assists in this maydo nothing else that turn; no other movement, actions or combat may takeplace. Artillery that is moved may not be fired until the next turn.

    Artillery can be attacked using the normal combat rules. However, onlyCritical Hits will damage them. If a total of two Critical Hits are allocated toan Artillery piece in any one turn, then it is rendered useless for the remainderof the game.

    Artillery TypesCatapult: These massive machines can fire any ammunition tohand, and can also fire at unseen targets, making them the bestfor overall battlefield supremacy; however they require a goodeye, and cannot operate at very close range. They have a

    maximum range of 48, and unlike other Artillery, a minimum range of 12.Also unlike other Artillery, they do not need line of sight. To fire a Catapult,pick a specific direction (normally done by detailing an aim point at the otherend of the battlefield), and then guess the range to the target area. Theguess must be between 12 and 48. Then measure the guessed distancealong the line from the front of the catapult to the aim point; where the

    guessed distance ends, that is the impact point. Each model within 1 of thecentre of the impact point is hit with the equivalent of two Critical Hits. Eachmodel outside of 1, but within 3 gets hit with the equivalent of a Shock resulton the Combat Dice.

    Ballista: These spear or harpoon firing machines are verydeadly to individual targets, but may only fire at one enemy perturn. They have a maximum range of 24, andrequire line of sight. To fire a Ballista, pick a

    target and roll a Leader Dice. If you roll a Blank, then itmisses. Any other result hits the target with the equivalent oftwo Critical Hits.

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    Cannon: These massive gunpowder weapons fire largecannonballs, which can behave in different ways for each shotfired, and as such are probably the games most all-round, butunpredictable Artillery. They have a maximum range of 36,and require line of sight. Pick a target within range (must be a

    physical thing on the battlefield, not an abstract point), roll a Leader Dice andconsult the following table:

    Symbol(s) Term Cannon Effect[None] Blank The Cannon misses.

    BruteStrength

    The target is hit with the equivalent oftwo Critical Hits.

    Guard,Focussed

    Guard

    The target, and anything else in thecontinuation of a straight line betweenthe Cannon and the target, for 6, are

    each hit with the equivalent of a singleCritical Hit.

    Surge,CriticalSurge

    The target and any other model within2 if the central point of the target areeach hit with the equivalent of a singleCritical Hit.

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    Dragons

    Dragons are magical, monstrous creatures that can team up with an army ofMinifigs in their encounters. They are independent entities, controlledcompletely by their owning player, but can also be ridden by Minifig Leadersinto battle. They are also extremely tough, and very hard to disable or kill.

    Dragons come in different shapes and sizes; these different species havedifferent statistics, and are represented by different models.

    Dragon Movement

    Dragons can have up to three different types of movement, and the typechosen applies to the whole of a Dragons move for that turn. The type ofmovement chosen will also affect the choice of attacks that are open to aDragon when they reach the Combat Phase. The maximum distancesinvolved are different for each species of Dragon, and will be given on theirspecific stats. Dragons cannot perform any actions.

    Flying movement can be made over any obstacles, and a Dragon may useeither Breath Weapon or Down Draft attacks in the Combat Phase after flying.Walking movement is limited to the horizontal plane, although it can be madeup in part, or completely by any number of jumps over recessed obstacles,

    such as chasms, or over anything 2 high. A walking Dragon may utiliseeither Breath Weapon or Combat Dice attacks. Swimming movement is onlyavailable to some Dragons; any movement that passes through water ofgreater than 2 in length can count as a swim, even if it encompasses someland movement too. A swimming Dragon may not make any jumps during thecourse of its move and may utilise either Breath Weapon or Combat Dice

    attacks.

    Dragon Attacks

    A Dragon may only use one of its attack types available to it per turn, and onlyin the turn of its controlling player. They do not roll any Combat Dice inopposing players turns (they have no real need to).

    Down Draft: This attack targets all models (friend or foe) within 6 of thepoints where the Dragons wings meet its body. Each affected model is hitwith the equivalent of a Brute Strength result on the Combat Dice.

    Combat Attacks: The Dragon rolls a number of dice equal to his CombatDice stat, and allocates them in normal combat, just like any other model.The Dragons range can be measured as 3 from any of the head, claws or tailof the model itself. If the Dragon has a rider, then any Defend Hit, DefendShock or Brute Strength results rolled may be used in defence of the rider,(not during opponents turns), but otherwise the two models are treated asseparate entities in combat. If the Dragon has no rider, then any Defend Hitor Defend Shock rolls are wasted.

    Breath Weapon: The Dragon may use one if its two allocated types of attack

    this turn. (For specific effects see below).

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    Attacking Dragons

    Dragons are only affected by Critical Hits. Any other attacks allocated tothem are wasted.

    If the number of Critical Hits in the current turn equalsa Dragons specific

    Break Point, then the Dragon becomes stunned. They will not be in a positionto fight back, (as Dragons only fight during their own turn, and would havegone first, prior to the allocation of an enemies Critical Hits or this wouldoccur in an enemy turn), and if they are carrying a rider, the Leader must beplaced prone next to the Dragon. The Dragon may not perform anymovement or combat in his next turn, but may accept a rider.

    If the number of Critical Hits in the current turn is greater in number than theDragons specific Break Point, then the Dragon is killed. The model isremoved from play, and if they are carrying a rider, the Leader must be placedprone next to where the Dragon was.

    Dragon Breath Weapons

    At the beginning of the game, each Dragon must be allocated a particularAspect; from a choice of Electric, Fire, Ice, Poison and Shadow. This willthen allow them access to the specific Breath Weapons for that Aspect, asdetailed below. Each Aspect has two Breath Weapons available to it; theDragon may only use one of these per turn, but always has the choice ofwhich one.

    The Dragon also has immunity to any Breath Weapons or Surge spells of its

    chosen Aspect that are directed towards it, can ignore the effects of Guardspells of its chosen Aspect on others, and can decide whether to allow friendlyGuard spells of the same Aspect to be cast upon it or not.

    All Breath Weapons can only be used within a 180o arc to the front of theDragon; anything to the rear half of the Dragon is unaffected by anyof theseattacks. All ranges are measured from the front of the head that is using theBreath Weapon.

    Electric Breath Weapon Attacks

    Thunderbolt: The Dragon fires out a powerful bolt of electrical energy at itstarget. This attack works in exactly the same way as a Ballistas attack.

    Electric Arc: The Dragon releases several glowing steams of electricalenergy, which snake out and are attracted to large metal objects, sometimesbouncing from one to another. Any enemy within 6 that are wearing eitheraHelmet orArmour struck by the equivalent of botha Hit and a Shock result.Any enemy models within range that are equipped with both a Helmet andArmour suffer a Critical Hit instead.

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    Fire Breath Weapon Attacks

    Fireball: The Dragons shoots out a massive ball of glowing, fiery energy,which can impact upon its target in differing ways each time. This attackworks in exactly the same way as a Cannons attack.

    Flamethrower: The Dragons launches forth a long, sweeping flame, settinglight to all enemies directly in front of it. Any enemy model with 3 is getsstruck with the equivalent of 3 Hits each. Artillery pieces within range areautomatically destroyed.

    Ice Breath Weapon Attacks

    Ice Shards: The Dragon can shoot out various ice shards, some times inclouds of small splinters, other times as larges chunks of ice. This attackworks in almost the same way as a Cannons attack, except that themaximum range is reduced to 18, but as long as a Blank is notrolled by the

    controlling player, they may choose what other result to apply from the optionsavailable.

    Freezing Breath: The Dragon expels a cloud of freezing gas, chilling itsenemies to the bone, and sometimes encasing them in ice. All enemy modelswithin 6 are affected by this attack; they may not do anything in their nextturn.

    Poison Breath Weapon Attacks

    Acid Slime: The Dragon shoots out several large gobbets of a severelycorrosive viscous liquid. Up to three enemy models within 8 are hit with two

    Critical Hits each. The Dragon may not hit a model twice in one turn with thisattack, i.e. allocate the Critical Hits cumulatively.

    Poison Gas: The Dragon expels a cloud of poisonous and/or corrosive gasin front of it, but cannot specifically target its effects. All models within 3,(friend andfoe), suffer a Critical Hit each.

    Shadow Breath Weapon Attacks

    Bolt of Darkness: The Dragon shoots out a ray of pure darkness, in anattempt to replace the mind if its target with the void of nothingness. This

    attack has a range of 36 and is targeted against a single enemy model. Itdoesnt affect Artillery (who dont have minds) or Dragons (who are toostrong-minded to submit to this attack). The targets player rolls a CombatDice: if they roll a Defend Hit or Defend Shock result, the target has evadedthat attack, and must be placed prone if he is not already. If the target fails toevade, he is killed automatically.

    Aura of Fear: The Dragons exudes thin wisps of shadow energy, whichaffect the minds of its enemies, causing them to panic. Any enemy within 3gets struck with the equivalent of 3 Shock results each.

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    Dragon Species

    There are several different types of Dragon, all with different characteristics:

    Common DragonWalking Move = 8

    Flying Move = 15Combat Dice = 6 DiceBreak Point = 3

    Cavern DragonWalking Move = 12Swimming Move = 9Combat Dice = 6 DiceBreak Point = 4

    Special Rules: A Cavern Dragon cannot fly, due to its vestigial wings.

    Sea DragonWalking Move = 6Flying Move = 12Swimming Move = 12Combat Dice = 7 DiceBreak Point = 3

    Spirit DragonWalking Move = 6Flying Move = 9

    Combat Dice = 6 DiceBreak Point = 2Special Rules: As a psychic representation of a dead Dragon, a SpiritDragon does not to get to make any Breath Weapon attacks, and has noimmunity to any Aspect. As with Spirit Warriors, it can only be harmed whenan enemy counterattacks it in the Dragons turn, except when attacked bySpells, Breath Weapons or Magical Weapons, which can attack it as normal.They may move through physical barriers and even enemy models. SpiritDragons are the only mounts Spirit Warriors may ride, but still only Leaders.

    Two-Headed Dragon

    Walking Move = 8Flying Move = 12Combat Dice = 8 DiceBreak Point = 2

    Special Rules: A Two-Headed Dragon has twoBreath Weapons that it canuse each turn; one for each head. The Dragon is also allowed to choose aseparate Aspect for each of its heads; the player must specify which head haswhich Aspect for range purposes. If this is the case, the Two Headed Dragonlooses its normal immunity to either Aspect; each head is vulnerable to theothers chosen Aspect. Where the Dragon has the same Aspect for bothheads, it can choose to make the same attack with each head, or use different

    attacks in the Combat Phase.

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    Three-Headed DragonWalking Move = 4

    Combat Dice = 8 DiceBreak Point = 2

    Special Rules: A Three-Headed Dragon has three Breath Weapons that itcan use each turn; one for each head. The Dragon is also allowed to choosea separate Aspect for each of its heads; the player must specify which headhas which Aspect for range purposes. If more than one Aspect is chosen, theThree Headed Dragon looses its normal immunity to any Aspect; each head isvulnerable to the others different Aspect. Where the Dragon has the sameAspect for all heads, it keeps its standard immunity, and each head canindependently choose which of the two attacks to make. A Three-HeadedDragon is far too volatile to allow a rider, and cannot fly.

    Symbiotic DragonsWalking Move = 8Flying Move = 12Combat Dice = 5 DiceBreak Point = 2

    Special Rules: These pairs of Dragons count as a single Dragon for armyselection purposes. They must both be of the same Aspect, and neither mayaccept a rider, as they are so closely linked to each other they would not wantanother being to get so close. They may act independently during a battle,unless one of the pair dies: if this occurs, the surviving Dragon mustmove as

    fast as possible to be within 6 of the body of its partner. Once there, it mayact as normal for the remainder of the battle, but may not move further than 6from the corpse at any time.

    Zombie DragonWalking Move = 6Flying Move = 9Combat Dice = 5 DiceBreak Point = 3

    Special Rules: If a player chooses a Zombie Dragon, they must designateone of their Leaders as the necromancer that has reanimated the corpse;either a Wizard by his own magic, or a Hero by using a magical artefact. If aplayer does not have any Leaders, they may not choose the Zombie Dragon.The specified necromancer gains no extra powers, but whilst he is still alive,on a turn that the Zombie Dragon suffers a number of Critical Hits greaterthan its Break Point, these are treated as being onlyequal to its Break Point.(In effect the Zombie Dragon cannot be killed whilst the necromancer is stillalive). The title of necromancer cannot be passed to another Minifig duringthe game. As it is only a reanimated corpse, and is falling apart, every timethe Zombie Dragon uses its Breath Weapon, it inflicts a Critical Hit on itselffor that turn.

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    Daemonic DragonWalking Move = 4Flying Move = 9Combat Dice = 7 DiceBreak Point = 5

    Special Rules: Daemonic Dragons are summoned from one of the Helldimensions, and as such are immune to most attacks. Only MagicalWeapons or Wizards Spells can affect them; however, normal Hits fromthese attacks will count as Critical Hits when against a daemonic Dragon. ADaemonic Dragon can reduce an opponent Dragons Break Point total by 1,(to a minimum of 1), as long as the Daemonic Dragon allocates at least oneCritical Hit to the target Dragons total this turn. This Break Point reductioncounts for all subsequent attacks this turn.

    Juvenile Common DragonWalking Move = 6

    Flying Move = 12Combat Dice = 3 DiceBreak Point = 1

    Special Rules: Juvenile Dragons are much smaller and weaker than theirgrown up cousins. They count as Artillery as far as Army Selection isconcerned. They may not take a rider, as are too small. When they choosean Aspect, instead of the normal Breath Weapons, they may only use theSurge spells available to Wizards who have chosen that Aspect. Theyautomatically upgrade the spells to the Critical Surge level. They still retaintheir immunity to their chosen Aspect.

    Dragon Riders

    Only Leaders have the strength of mind to be able to ride a Dragon. Mountinga Dragon requires an action, and is such an ungainly process that neither therider nor the Dragon may initiate combat in the turn this occurs. Dismountingis not an action, but part of movement, and does not effect either party.

    Whilst riding a Dragon, the Leader may fight as normal; you still measure therange from the Minifig, so some attacks may be out of range. The rider getsno extra advantage from being on a Dragon; the Dragon is advantageenough! The Leader can be targeted separately from the Dragon. A Two

    Handed Weapon can be used in one hand exactly like as on horseback, whilsta Long-Ranged Weapon maybe used whilst riding a Dragon. If a rider isknocked prone, he falls from the Dragon to the ground next to his seat.

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    Leaders

    Leaders are rarer Minifigs that command their brethren in battle. As such,they can rise above standard Minifigs abilities, and can turn the tides ofbattle. At the beginning of a players Combat Phase, they roll one LeaderDice for each Leader they have on the field. These will tell the player what

    special ability the Leader has for that turn. A player does not roll any LeaderDice when it is not their turn. There are two types of Leader; at the beginningof the game, a player must choose which of these types apply to each of theirLeader Minifigs.

    Heroes: These lead from the front and have the ability to inspire their men togreater feats and have the potential themselves to become combat monsters.At the start of your Combat Phase, roll a Leader Dice to see what advantagea hero will get this turn.

    Wizards: These spell casters can use their magical powers to support theirtroops. If a leader is designated a Wizard at the beginning of the game, thecontrolling player must choose one Guard and one Surge spell from the listavailable to them, for them to use throughout the game. At the beginning of aplayers Combat Phase, roll a Leader Dice for each Wizard. The result will tellyou which of their chosen spells they can use this turn.

    Leader Dice

    Symbol Term Hero Advantage Wizard Spell

    [None] BlankHero has no advantagein combat this turn.

    The Wizard can cast nospell in combat this turn.

    GuardThe Hero may add anextra Combat Dice to histotal for this turn.

    The Wizard may castone of the Guard spellsfor his chosen Aspect.

    FocussedGuard

    The Hero may add twoextra Combat Dice to histotal for this turn.

    The Wizard may castone of the Guard spellsfor his chosen Aspect,but at Focussed level.

    BruteStrength

    Applies as if the Herohad rolled an additionalBrute Strength roll on

    his Combat Dice.

    The Wizard may cast aspell with the exactsame effects as a BruteStrength roll on the

    Combat Dice, but with arange of 6.

    Surge

    All allied Minifigs within2 of the Hero (but nothimself) may add anextra Combat Dice totheir total for this turn.

    The Wizard may castone of the Surge spellsfor his chosen Aspect.

    CriticalSurge

    All allied Minifigs within4 of the Hero (includinghimself) may add anextra Combat Dice totheir total for this turn.

    The Wizard may castone of the Surge spellsfor his chosen Aspect,

    but at Critical level.

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    Spells

    Each Wizard must be allocated a specific Aspect before the battle begins.When he rolls the Leader Dice, he may use either of the Surge/Guard spellsavailable to him, depending on the result of his roll. Wizards may not pickmore than one Aspect.

    The Wizard also has immunity to any Breath Weapons or Surge spells of hischosen Aspect that are directed towards him, can ignore the effects of Guardspells of his chosen Aspect on others, and can decide whether to allowfriendly Guard spells of the same Aspect to be cast upon him or not.

    Guard Spells Surge Spells

    Electric Spells

    ForcefieldThe Wizard, or a Minifig within 6 of

    him, gains an additional automaticDefend Hit result this turn.Focussed: The model gains theequivalent of a Magical Shield instead

    ElectrifyA specified target model within 12,

    and any enemy models within 2 ofhim, all suffer a Shock result.Critical: The affected models nowsuffer two Shock results.

    TeleportThe Wizard may teleport himself (oranother Minifig within 3) to any otherpart of the battlefield.Focussed: The Wizard may eitherteleport up to four Minifigs (includinghimself if required) or one large

    model. If teleporting Minifigs, theymust finish within 3 of each other.

    Electromagnetic AttractionSpecify a target model within 12 ofthe Wizard. All enemy Minifigs with6 of the target must be moved sothat they are within 2 of the target.Critical: As above, except that all the

    moved Minifigs are placed prone aswell. The original target is unaffected.

    Fire Spells

    Burning WrathThe caster, or a Minifig within 3, maycount all his Hits as Critical Hits.Focussed: The spells target mayturn any or all of their Combat Diceinto Critical Hits automatically.

    Fire BlastA target model within 18 is hit withthe equivalent of a Critical Hit.Critical: The target model is hit withthe equivalent of two Critical Hits.

    Fiery Blade

    One Minifig within 3 of the Wizard (orthe Wizard himself), and holding atleast one weapon, counts as having aMagical Weapon this Combat Phase.Focussed: All friendly-held weaponswithin 2 of the Wizard count asMagical for this Combat Phase.

    Rain Of FireA target model within 12, and anyother enemy models within 2 of it, allsuffer a Hit result.Critical: The affected models nowsuffer two Hit results.

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    Ice Spells

    Ice ShieldThe Wizard, or any Minifig within 3,may not fight during the CombatPhase, but also becomes completely

    impervious to harm.Focussed: Both the Wizard and allMinifigs within 2 all gain the benefits(and penalties) of this spell.

    Time FreezeA targeted enemy Minifig within 12must miss his next turn, and cannot

    be affected by anything during it.Critical: The caster may target up tothree enemy Minifigs with this spell,or one larger enemy model.

    Cool HeadThe Wizard, or another Minifig within3 may reroll any of his Combat Dice(once only) this turn.Focussed: The model can choosethe result of each of his Combat Dice.

    Hail StormAll enemy models within 4 of theWizard suffer a single Shock result.Critical: The affected models suffertwo Shock results instead.

    Poison SpellsLiving Vine

    All prone enemy Minifigs within 4 ofthe Wizard at the end of this CombatPhase may not stand up in their nextturn, although they may still crawl.Focussed: The range extends to 8.

    Summon CreaturesThe caster may independently placetwo Poison Critters within 8. Theymay attack as normal this turn.Critical: The amount of PoisonCritters summoned rises to five.

    Unhealthy AuraAll enemy models within 3 of theWizard may roll one less CombatDice than normal this Combat Phase.

    Focussed: Enemy models within 4of the Wizard now roll 2 less CombatDice in this turn.

    Corrosive DecayThe Wizard can destroy a singleobject/weapon within 12, even those

    held by enemy Minifigs.Critical: Up to three objects/weaponsmay be destroyed by the caster.

    Shadow Spells

    Cloak of ShadowsAny models with 2 of the caster maynot be attacked at all unless theattacker is also within 2 of theWizard. This lasts until the beginningof the Wizards next turn.

    Focussed: The range of the spellbecomes 4, but possible attackersmust still be within 2 of the Wizard.

    Deadly CurseOne enemy Minifig within 12 may beforced to reroll (once only) anyCombat Dice he rolls this turn, at thecasters choice.Critical: Instead of the above spell,

    one enemy Minifig within 8 of thecaster will automatically die at the endif his next turn.

    Times ShadowOne friendly Minifig within 6 of theWizard can immediately move again,and may double his Combat Diceduring this Combat Phase.Focussed: The spell can affect up tothree Minifigs, but not the Wizard.

    Steal SoulOne enemy Minifig within 8 may onlyroll one Combat Dice in this CombatPhase. The surplus Combat Dice aregiven to the Wizard instead.Critical: The surplus may now begiven to another friendly Minifig within8, instead of the Wizard.

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    Additional Rules

    Hippogriff: These mounts are crosses between Horses and eagles. Riddenas mounts, they obey all the rules for Horses, with a few exceptions. They willadd two Combat Dice to their riders total instead of a Horses one, and if their

    rider is knocked prone, will continue to fight with these two dice as a normalMinifig. In fact they can operate completely independently to their riders inthis respect. Just like Horses, Hippogriffs cannot be mounted within 2 of anenemy. As well as a Horses normal 9 move, Hippogriffs can fly up to 18. AHippogriff that flies is not allowed to conduct any actions or initiate combat inthe turn that he flies, even accept a rider. Hippogriffs cannot gallop likeHorses.

    Hunting Dogs: Either bred especially for combat, or from living as wildanimals, these Minifigs have a base value of two Combat Dice. They may notperform actions, be given defensive equipment or hold objects/weapons, bututilise the same movement rules as Horses, except they can rise from pronewith no penalty to their movement. They may not ride Horses or other suchmounts, and they themselves may not be ridden as mounts. They may notbenefit from a Hero applying a Surge or Critical Surge result.

    Werewolves: These are a cross between human and wolf, and are fastermore ferocious as a result. These Minifigs may not wear helmets, but have abase value of two Combat Dice. They may run without penalty, i.e. may stillperform actions and initiate combat after running. They may not ride Horsesor other such mounts, as such beasts of burden will not trust them, but if

    Leaders may ride Dragons as normal; Dragons are not ruled by such basicanimal instincts.

    Spirit Warriors: These non-corporeal ghosts can drift in and out of thisplane at will. They can move the same as normal Minifigs, but are notallowed to run. They can carry regular objects, wear defensive equipment,and conduct actions, but may not ride mounts, including Dragons (exceptSpirit Dragons). They may move through physical barriers and even enemymodels, but may not end their move inside one! They may only be harmedwhen an enemy counterattacks in their own Combat Phase. However Spells,Breath Weapons or Magical Weapons are an exception to this, and can be

    used to attack a Spirit Warriors in the controlling players turn. As they are sosusceptible to them, Spirit Warriors may not pick up or use any MagicalWeapons or Magical Shields.

    Poison Critters: These Snakes/Spiders/Scorpions are small models that canmove independently up to 4 per turn and fight with a single Combat Diceeach. They count as permanently prone. If both sides have Poison Critters,try to give different types to each player, to help keep track of ownership.Models with the PoisonAspect are immune to attacks from these creatures.

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    Races

    Each race will have its own specific rules which (unless mentionedspecifically) apply to all its Minifigs, including Leaders. A races Leaders willalso have specific rules themselves, applying only to them.

    WarfangThe Warfang soldiers are born warriors, raised and trained in theways of battle. Distinguished by their copper-hued horned helmetsand massive shields, the Warfang go into battle armed withtraditional maces and war-hammers. Their culture is mistrustful of

    humans utilising magic; as such they may not use any Magical Weapons orMagical Shields, even those discarded by other races. They may still ally withDragons, who they see as the proper users of magic. Known throughout thelands as a race of Berserkers, when a Warfang Minifig rolls their CombatDice, they mustreroll (once only) any results that are not Hits or Critical Hits.

    The rerolled dice results stand.

    They gain instruction from the Dragon Sages, a martial sect open to all, eventhose from other lands, who prove worthy followers of the Warfang traditions.They advocate fighting alongside their brethren as the only way to reach truemartial prowess, and as such you are likely to see more Dragon SageLeaders in a Warfang party than Leaders of other races in their own groups.Due to their culture, Dragon Sages may only be Heroes; there may not be anyWizards in their ranks. The Warfang party contains 6 Dragon Sages and 15Warfang Berserkers.

    ValtheransCarrying sharpened lances and battle-axes, a battle company ofValtherans can be an awesome sight, as they all march intocombat sporting the finest magical armour; an advertisement forthe richness in different metallic ores, and the craftsmen that

    utilise them, that their mountainous kingdom can boast of. Valtheran armouris so bulky that no Valteran Minifig may run, however Dragons, Horses andother mounts that Valtherans may ride are unaffected by this extra weight.Standard silver Valtheran magical armour allows the wearer to completelyignore the first critical hit they receive per turn.

    The Valtheran army is led by the Iron Barons; mercenaries paid by the King ofValthera to lead his troops to victory. Instead of the standard silver armour,Iron Barons sport jet-black magical armour, they next model up. Although itstill prohibits its wearer from running, this armour will convert everyCriticalHit result the Minifig receives into a Brute Strength result instead. TheValtheran battle company consists of 17 Valtherans and 3 Iron Barons.

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    DraigarOriginally a nomadic people, the Draigar soon learnt they couldfight for their keep. Now Draigar tribes fight as mercenaries,

    plating their golden armour with their profits, in order to advertisetheir worth, and as a sort of retirement pension. Draigar warriorsgrow up on the campaign trail, and often wield weapons that have beenpassed down through the generations. As the Draigar value their weapons sohighly, they count all Shock results attributed to them as Brute Strengthresults instead. They may use either Shock Defend or Brute Strength todefend against these Shock attacks.

    The modern equivalent of their old tribal shamans, the Spiritus Guild leads theDraigar, specialising in communing with their ancestors.

    NorvagenHailing from the ice flows of the extreme north, the Norvagen area semi nomadic people, for whom survival is a daily struggleagainst the elements. Norvagen warriors wear distinctive greenmagical armour, created especially for them to use in their

    homeland. As such all Norvagen are immune to the effects of Ice AspectDragon Breath and Ice Aspect Surge spells. Norvagen armour also allowsthe wearer a certain amount of buoyancy in water; although they will still onlyhave a 3 swimming move, they will not drown after a prescribed length of

    time in the water.

    As a people, the Norvagen are led by the enigmatic Xenoz Clerics, who alsosport Norvagen armour. Used to leading their charges through theirinhospitable lands, Xenoz Clerics gain day-to-day experience of having tomake tough decisions quickly. On the battlefield, this allows them to reroll(once only) their Leader Dice each turn, if they want to change the initialresult. The Norvagen group contains 17 Norvagen warriors and 3 XenozClerics.

    VorgonsThese mutants roam the known lands in packs, fighting for manyreasons, but mostly because they like it. They wield crudelymade weapons, and leather armour; as such they can ignore theElectric Arc Dragons Breath Weapon attack. Vorgons are

    physically tough, but a little dim witted, and as such are completely immune toShock results, although they are so dumb, they all still wear helmets, and payall the penalties for doing so. Due to their slow lumbering, they may not inflictShock results on their opponents either.

    Vorgans are led by the biggest and toughest Vorgons, and can be spotted on

    the battlefield by their fur additions to their armour. Vorgon Leaders are so

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    tough, they count allCritical Hits allocated against them as standard Hits.The Vorgon pack contains 16 Vorgons and 3 Vorgon Leaders.

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    Knights ExemplarAn ancient and revered sect of mythical knights, the Knights Exemplar havestrongholds all over the lands, but number only six at present. The only wayto gain entry to the sect is by invitation, and the standard is such that invitees

    are already legendary in their own right before the call comes. No one hasever discovered or divulged their actual agenda, but its common knowledgethat the Knights Exemplar go around righting wrongs, fighting the good fightand are generally all-round good guys. All six of the knights count as Heroes,ride Hippogriffs to battle, and are equipped with Magical Weapons andMagical Shields.

    Levi the Bold

    The current commander of the Knights Exemplar, Levi the Bold leadsfrom the front. For pure courage and inspirational feats, he has noequal, and his shining gold armour declares his presence to all friends

    and foes alike. As a leader of Leaders, Levi gets to roll twoLeader Dice aturn, and apply the results of both.

    Danju the Wise

    Generally considered to be Levis right hand man, Danju is both theoldest and oldest serving of the Knights Exemplar. His skill at arms

    is legendary, as is his knowledge of the customs, history and politics all theknown lands. He uses this knowledge in battle, allowing him to reroll any diceper turn, (once only), be that Combat or Leader Dice.

    Vladek the Treacherous

    A rather unsavoury character before his call up, only he and Levi

    know the reasons for Vladek being with the band. He does bring aunique perspective to the Knights, and has saved them from many

    pitfalls by providing a viewpoint that does not come easily to his fellowfighters. Vladek is as wily and underhand as they come, and is immune toShock results as a consequence of knowing every dirty trick in the book.

    Santis the Strong

    Grizzled in appearance, gruff in nature, Santis is a man of few words,but is one of the strongest men alive, both physically and mentally.

    While Levi is the epitome of courageousness, Santis excels in pure doggeddetermination. He is so physically strong that he may choose any of hisCombat Dice to count as a Brute Strength result, prior to his roll in that

    Combat Phase and can ignore the first Critical Hit he receives per turn.

    Rascus the Agile

    Generally accepted as the joker of the pack, Rascus never seemsseriously interesting in anything the Knights Exemplar are doing.

    But just like his fighting style, everything he does is an attempt to throw hisenemies off balance. He does not serve any movement penalty for risingfrom prone, despite wearing armour, and may choose any of his Combat Diceto count as a Shock result, prior to his Combat Phase roll.

    Jayko the Quick

    Young and relatively inexperienced, Jayko can be impetuous and

    headstrong. But this does mean that he can normally move 9 andrun 12 in his rush to win the day!

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    Pirates5 Pirate Captains (Greedy: If within 2 of a chest/krystal,count as having a Surge result on top of normal Hero roll)

    22 Pirate CrewNo magic/magic weapons; superstitious.

    Royal CourtKing (only Magic Weapon). He counts as rolling Surge every turn,on top of his normal Hero dice.Wizard (Exempt from all Look out sir rules.)

    6 Knights23 Men At Arms Feudal Look out sir rule; If a Knight is due to be knockedprone, a Man-at-arms may be knocked prone in the Knights place, regardless

    of its own status. If there are no Men-at-arms within n2, the Knight isaffected as normal. The King also benefits from this rule, except both Men-atarms and Knights within may be placed prone in his stead. (No other rules asside is big)

    ForestersRobin HoodLittle John (Super strong)

    Will ScarletFriar Tuck (Medic)

    19 Foresters Longer range bows?

    Wolfpack12 Wolves8 WolfmenWolf leader

    2 Werewolves3 Headed Giant Dog(No Magical Weapons)

    islanders3 Leaders6 Temple Guards11 Tribespeolpe

    Imperial Guard(No magic/magic weapons) Can count muskets as Two-handed weapons in combat.Governor (l)

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    2 Regular Officers (l)11 guards and 1 sgt1 Scout officer (l)3 Scouts.

    Imperial NavyAdmiral (L)Captain (L)Doctor(L)6 Jack Tars7 Marines Practising @ sea makes them crack shots they can reroll attacks @ 4 or further.

    Samurai(No magic)1 leader?7 Samurai (Leaders)6 Ninjas (Leaders, but ignore surge?)