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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 anygenre. 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 Joe Brandt ([email protected]) and Mik Burns ([email protected]). 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 seemseveryone 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, Joe
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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 B1for the cost of the three types of men.
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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 avehicle 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 TurnHP Cost
Elite 5" 5 5Fighting
Man4" 4 4
Man 3" 3 3
B2- Basic Portable Weapons
Weapon Cost Range ToHit DamageMove
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 Cost Function
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 ToHitComposite
Armor5 -2 All Damage
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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 tableB1.
Section S3: Game Play and Combat
Game play works just as stated in Section B3in 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
p p p g jj
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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 on1d6.
Medix cost 5 points.
RoBots
"Three laws of what??? Who the hell is Azimov??"
So Quoth the Master Mek Mik
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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 furtherorders. 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 S1to 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 ontable
S2and table S3and descriptionsare 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 toall 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 ontable S4and tables S5.
Section S6: Hand Weapons
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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 anythingbigger, 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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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
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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 1d10points 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 HP Cost
Elite
(SpaceMan)5"/Turn 5 5pts
FightingMan 4"/Turn 4 4pts
Man 3"/Turn 3 3pts
Table S1
Die
RollDiscipline Range Description
1 Ha Ha No more Discipline rolls
2 Nullify InfiniteHalts Opponents active Psy
Discipline
3 Playful SlapLine of
SightDmg:2pts ToHit:Auto
4 Steele Skin self +5 HP for 1 full turn
5 Psykik Bolt 18" Dmg:2pts ToHit:Auto
6 Psykik Extinguish InfiniteHalts 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 InfiniteHalts Opponents active Psy
Discipline
10 Psy Umbrela 5" Target invulnerable to all Psyfor 1 turn
11 Kinetic Wave 10" Knocks down all in los ToHit:5
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THC Short Term
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12THC Short Term
Memory Loss10" Target looses one turn
13Sphere of
Motherly Love2" radius
All in Sphere are invulnerable
to Psy action for 1 turn
14 Psy Restore Touchrestores 1d4 HP (up to original
HP)
15 GateLine of
Sight
Gates Psy to any point Psy can
see
16 Mental Intrusion Automatic Initiative next turn
17Summon Astral
Shark10"
Astral Shark appears 2" from
Psy Move 10" HP:5 ToHit:4
Dmg:4
18 Mind Control TouchGain compleete control of
non-hero enemy
19 Dope! No more Discipline rolls
20Psykik
Armagedon
Entire
Field
ALL Psys take1d10 HP
damage
Table S2
Psy Items
Item Cost Abilities
Psyonic Circutry
Helmet3
Creates a NullPsy field around wearer
(immune to all Psy)
Positronic BoomBox
1 Stores Psy energy for any one Disciplinefor one use
Alien Crystal 5Allows posseser to use 2 Diceplines per
turn
Table S3
Artifacts
Artifact Cost Abilities
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Sword of Psychic Auto Kill Psykik in HtoH when hits
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Sword of Psychic
Slaying8
Auto Kill Psykik in HtoH when hits,
ToHit:8 Dam:2
Blood Grail 5 Psy User can not be Nullified
Alien Symbiot 10ToHit: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
Attack3
1 additional
attack
Initiative 1 +1 on Initiative
Table S5
Skills
Skill Cost Effect
Martial Arts 2 Weaponless Combat ToHit:6 Dmg:1Marksman 1 +1 to 1 Ranged Weapon ToHit
Specialization 1+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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U A if 1Hero may use any 1 artifact found or
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Use Artifact 1e o ay use a y a ac ou d o
bought
Table S6
Man Portable Weapons
Weapon CostS
Range
L
Range
S
ToHit
L
ToHitMvePnlty Damage
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 Cost Function
Quantum Accelerator 2 +2"SR+5"LR+2damage on Blasterweapon
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V l L 2-2 ToHit SR-1ToHitLR on Blaster
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Valence Lense 2weapons
Shield 3 -1 ToHit
Body Armor 5 -1 to any damage taken
Power Armor 10 -2 to any damage taken +1 Strength
Jet 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 Cost Pull Speed SP
Sml
Wheele5 15sp 10" 5
Med Wheele 10 20sp 10" 10
Lrg Wheele 15 25sp 10" 15
Sml Hover
Jet
5 15sp 15" 5
Med Hover
Jet10 20sp 20" 5
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Lrg Hover15 25sp 15" 5
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Jet15 25sp 15 5
Directional
Jet5 10sp 10" 0
Jet 15 20sp 15" 5
Rocket 25 30sp 20" 10Capaciter 5 / +5" /
Super
Capaciter10 / +10" /
Table S10
Vehicle Lazers
Lazer
SizeCost
Range
S
Range
L
ToHit
S
ToHit
LDmg
Mve
Pnlty
Small 3 8" 12" 4 5 3 0
Medium 5 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
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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 1Links 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 saucerssuccumed 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.
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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 Juicers has been attributed to Apothicary Insectoids because of their method of entimology. A Juicers 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.
Juicers Move 4", have 5 hp and cost 5 points and, like Techoids, there can be only one Juicer for every 5 Bugs in the army.
Juicers work just like Medix in the space rules, but with one important difference.
The Juicer may be equipped with a Juice Syringe (3cp). This enhances his ability to deliver the enzymes and gives the Juicer a +1 on his success roll.
Juicers can get an additional +1 if they are in a Portable Tissue Repair Bay.
It has been found that when Juicers 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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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
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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 B3in 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, deployyour 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 asquad 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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Table S1
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ab e S
Types of Bugs
Type Move HP CostMonarch 6"/Turn 5 5pts
warrior 5"/Turn 4 4pts
Drone 4"/Turn 2 3pts
Table SI1
Die
RollDiscipline Range Description
1 Curses No more Discipline rolls
2 Negate InfiniteHalts Opponents active Psy
Discipline
3 Playful Slap Line ofSight
Dmg:2pts ToHit:Auto
4Hardened
Carapiceself +5 HP for 1 full turn
5 Black Flagg 18" Dmg:2pts ToHit:Auto
6Mystik
ExtinguishInfinite
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 InfiniteHalts 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
12DDT Short Term
Memory Loss10" Target looses one turn
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13Hive Mind
Protection2" radius
All in radius are invulnerable to
Psy action for 1 turn
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14 Psy Restore Touchrestores 1d4 HP (up to original
HP)
15 WarpLine of
Sight
Warps Mystik to any point it
can see16 Hive Intrusion Automatic Initiative next turn
17Summon Astral
Swarm10"
1 to 3 bugs appear 2" from Psy
Move 6" HP:2 ToHit:5 Dmg:1
each
18 Mind Control TouchGain compleete control of
non-hero enemy
19 Dope! No more Discipline rolls
20Psykik
Armagedon
Entire
Field
ALL Psys take1d10 HP
damage, mystiks 1d10+2
Table SI2
Psy Items
Item Cost Abilities
Psyonic Circutry
Helmet3
Creates a NullPsy field around wearer
(immune to all Psy)
Positronic Boom
Box1
Stores Mystik energy for any one
Discipline for one use
Alien Crystal 5Allows posseser to use 2 Diceplines per
turnTable 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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Table SI6
Man Portable Weapons
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Man Portable Weapons
Weapon CostS
Range
L
Range
S
ToHit
L
ToHitMvePnlty Damage
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 -12 (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 02(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 Cost Function
Pulse Targeter 2 -1 ToHit on Pulse Weapon
Carapice Armor
Armor5 -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
Helmet3 +1 Initiative, -1 to hit (c)
T i l H l 5 5" LR 2 T Hi SR 1 T Hi LR
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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
Cost Pull Speed SP
Sml
Wheele/Leg5 15sp 10" 5
Med
Wheele/Leg10 20sp 10" 10
Lrg
Wheele/Leg15 25sp 10" 15
Sml HoverJet
5 15sp 15" 5
Med Hover
Jet10 20sp 20" 5
Lrg Hover
Jet15 25sp 15" 5
Directional
Jet 5 10sp 10" 0
Jet 15 20sp 15" 5
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Rocket 25 30sp 20" 10
Capaciter 5 / +5" /
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Super
Capaciter10 / +10" /
Table SI10
Vehicle Pulse Guns
Gun
SizeCost
Range
S
Range
L
ToHit
S
ToHit
LDmg
Mve
PnltyHits
Light 3 10" 16" 5 6 2 +5sp1 to
3
Medium 5 12" 20" 5 6 2 +10sp 1 to6
Heavy 8 14" 24" 5 6 2 +15sp1 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
T bl SI13
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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 Jedi Bill of Rights) and Force Tasks,
or abilities. There are a few charts and as always, send me comments.
Force Postulates.
A)Any Force Usermay attempt any Force Taskat 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 Jedi 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 Jedi 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 difficultywhich 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.
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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, theygo 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
1Luke in A New
Hope
2Luke on Hoth in
Empire
3
4 Luke after Degobah
5 Luke after Bespin
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6Luke on Tattoine in
Jedi
7Luke after defeating
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7u e a te de eat g
Vader
8
9 Kenobi in PhantomMenace
10Qui-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 uponthemselves in the same manner to improve movement.
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example: Jedi 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.
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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 ForceStrength 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
StrengthResult of Vision
1 Nothing
2 See any Secret enemy pieces
3You 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
7Choose 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: Jedi 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 troopsaccordingly, 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).
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3) Deflect BlowBase 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 aHeavy 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) SuggestionBase 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: Jedi 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!"
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Jedi 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) TelepathyBase 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 known9
out of sight,position
unknown
10
off game area,
position known11
off game area,
position
unknown
12
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intragalactic
communication13
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6) Saber CombatToHit=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 Jedi 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 Jedi may influence the roll +or- with force points. The attacker may choose to lower the result at his
discretion.
Modified
Die RollResult
-1 1 HP
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0 2 HP
1Sever right
hand
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2Sever left
hand
3 3 HP
4Sever right
arm
5Sever left
arm
6 4 HP
7Sever right
leg
8Sever 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
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Types of Men
Type Move HP Cost
Elite
(SpaceMan)5"/Turn 5 5pts
FightingMan 4"/Turn 4 4pts
Man 3"/Turn 3 3pts
Table S1
Die
RollDiscipline Range Description
1 Ha Ha No more Discipline rolls
2 Nullify InfiniteHalts Opponents active Psy
Discipline
3 Playful SlapLine of
SightDmg: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 PsyDiscipline
7 Steele Muscle self +2 Str for 1 full turn
8 BioMech Pulse 12" Dmg:Disable Machine ToHit:4
9 Eraser InfiniteHalts 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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12THC Short Term
Memory Loss10" Target looses one turn
13Sphere of
Motherly Love2" radius
All in Sphere are invulnerable
to Psy action for 1 turn
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Motherly Love to Psy action for 1 turn
14 Psy Restore Touchrestores 1d4 HP (up to original
HP)
15 GateLine of
Sight
Gates Psy to any point Psy can
see
16 Mental Intrusion Automatic Initiative next turn
17Summon Astral
Shark10"
Astral Shark appears 2" from
Psy Move 10" HP:5 ToHit:4
Dmg:4
18 Mind Control Touch Gain compleete control ofnon-hero enemy
19 Dope! No more Discipline rolls
20Psykik
Armagedon
Entire
Field
ALL Psys take1d10 HP
damage
Table S2
Psy Items
Item Cost Abilities
Psyonic Circutry
Helmet3
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 5Allows posseser to use 2 Diceplines per
turn
Table S3
Artifacts
Artifact Cost Abilities
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Sword of Psychic
Slaying8
Auto Kill Psykik in HtoH when hits,
ToHit:8 Dam:2
Blood Grail 5 Psy User can not be Nullified
ToHit:4 Dam:2(HtH; +2Str +2HP 1 Psy
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Alien Symbiot 10ToHit: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
Attack3
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
Specialization 1+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 1Hero may use any 1 artifact found or
bought
Table S6
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Man Portable Weapons
Weapon CostS
Range
L
Range
S
ToHit
L
ToHitMvePnlty Damage
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" 8Flamer* 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 Cost Function
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
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Body Armor 5 1 to any damage taken
Power Armor 10 -2 to any damage taken +1 Strength
Jet Pack 10 Move X2Walkie 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
Cost Pull Speed SP
Sml
Wheele5 15sp 10" 5
Med Wheele 10 20sp 10" 10
Lrg Wheele 15 25sp 10" 15
Sml Hover
Jet5 15sp 15" 5
Med Hover
Jet10 20sp 20" 5
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Lrg Hover
Jet15 25sp 15" 5
Directional
Jet5 10sp 10" 0
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Jet 15 20sp 15" 5
Rocket 25 30sp 20" 10
Capaciter 5 / +5" /
Super
Capaciter10 / +10" /
Table S10
Vehicle Lazers
Lazer
SizeCost
Range
S
Range
L
ToHit
S
ToHit
LDmg
Mve
Pnlty
Small 3 8" 12" 4 5 3 0
Medium 5 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
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SP of
Enplacement
Move
PenaltyCost
10 -1" 50
20 -2" 60
30 -3" 70
Table S13
Heavy Weapon Equipment
Type Cost Function
Link 1Links 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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