Sunday, June 12, 2011

More fun with LEGO

Last night's legohammer game was a six hour success. We've tweaked the rules somewhat to make them more balanced. I'm not sure if I mentioned before but our game is measured in bricks. Also, anti-tank troops and tank weapons have splash damage. While every unit gets a bonus to hit groups of units (any units 4 bricks apart, or less, add a +1 bonus. 3 units in a group would give a +2 to hit) tanks and ATT's weapons have splash damage. If they hit their target, any other units within 4 bricks take half damage.
For familiar readers: we've removed the "loading" action for tanks and ATTs and tweaked the stats for everyone to make them more balanced. You can check out our master unit sheet here: https://spreadsheets.google.com/spreadsheet/ccc?key=0AjpQdgF0rauSdEVFTENIMUJkd2pCbjZOT0FfMEdueGc&hl=en_US&authkey=CIG4prUE

We'll be adding more units and rules as we go. Play with your friends! Remember the joy that is Lego!

3 Dice for every skill roll



Rule disputes are frequent and encouraged! Every game comes with new rules!

Dense settings like this are a lot of fun. Cover based combat makes for more strategic placing.

We use a shoelace to measure range. Short range is half a square base piece (16 bricks). Medium Range is a full square base (32 bricks). Long Range is two full base pieces (64 bricks).

Modular buildings! Play on multiple levels of buildings at the same time! Remember units get a +1 to hit for every 6 full bricks (each full brick is 3 small bricks in case you didn't know) above ground they are!

Laser pointers are good for cats and for proving line-of-sight for units

Saturday, April 16, 2011

LEGO



I play a fair bit of Dungeons and Dragons style RPGs, mostly GURPS. Some colleagues and I recently generated a sort of Turn based, mass combat combat system based on GURPS rules  using LEGO.  I've posted our rules (works in progress) below with some photos. Let me know if you have any questions, comments etc. I'll be posting more info about our other rolling sessions soon. If you are interested in some of those you can check out my presence in the GURPS forums here: 
http://forums.sjgames.com/search.php?searchid=2906198

oh and we absolutely do play "cat of doom" rules.














Marine
100 Pts
Medium range weapon
13
ST
12
DX
10
IQ
10
HT
12
Move
6
DR
3
Range
M
Damage
1d+1d+1d (3 shots per sec)

CRC (Close Range Combatant)
150 Pts
Any short range weapon
14
ST
14
DX
8
IQ
10
HT
12
Move
7
DR
3
Range
S
Damage
3d

Sniper
175 Pt
Sniper Rifle
15
ST
10
DX
12
IQ
13
HT
11
Move
4
DR
1
Range
L
Damage
2d + 1

ATT (Anti Tank Troop)
175
Long Range Incendiary
8
ST
14
DX
9
IQ
11
HT
11
Move
5
DR
2
Range
L
Damage
2d + 5

Light Vehicle (1 driver 1 Gunner)
450 pt
Mounted Assault Rifle
12
ST
-
DX
12
IQ
-
HT
20
Move
12
DR
3
Range
M
Damage
1d + 2
Notes
Can fire while moving at -2 

Tank 1 driver 1 gunner)
700
Tank
15
ST
-
DX
7
IQ
-
HT
30
Move
6
DR
7
Range
L
Damage
4d
Notes


Troop Transport
800
Occupancy
4
ST
-
DX
7
IQ
-
HT
30
Move
6
DR
5
Range
-
Notes
40 pts doubles occupancy max (40 pts for 8 ppl. 80 pts for 16 etc.)

Driver
80 Pts
No weapon
-
ST
10
DX
10
IQ
12
HT
10
Move
6
DR
1
Range
-
Damage
Can operate any vehicle. Wheeled vehicles at 14 flying vehicles at 12

Turn Sequence:
On a player’s turn, each unit gets 3 seconds. 
ACTIONS
Each unit gets 3 seconds per turn
1 second actions: 
  • Ready weapon (every weapon must be readied before it can be fired. A weapon must be readied after moving or reloading)
  • Aim (Weapons can be aimed for accuracy. Without aiming a weapon is at -2 to hit. Aiming for 1 sec negates that. Aiming for an addition 1 sec adds + 1 to hit to a maximum of + 3). After a weapon has been fired the unit must aim again to compensate recoil. The recoil effect compounds. If a marine fires three times in a turn, without aiming, his first shot is at -2, his second at -4 and his third at -6.
  • Fire. Duh
  • Load (ATT’s must load their weapon after each firing. Eg. ATT loads his weapon, readies it, aims it and then fires.
  • Each units Move score is equal to the distance they travel per second. A unit can move  3 x it’s total move score in one turn. Or move their move score, ready and aim their weapon etc.
CUSTOMIZING:
Vehicles and units can be customized or custom made. 
Base vehicle cost is 150. Enhancements and limitations can alter the vehicles cost. You can never spend less than 75% of a vehicles base cost through limitations.
- 40 pts doubles the number of total occupants (vehicles always hold 2 people as a default. A vehicle without a second person costs only 100).
  • All vehicles base Move score is 4. 20 pts adds +1 to it’s movement score. For a vehicle that moves slower than 4 reduce 10% of the cost of the vehicle per -1.
  • All vehicles have a base of 15 HT costing 10 pts / additional +1. For vehicles with fewer hit points reduce the total cost of the vehicle by 10%
  • All vehicles have a base DR of 1. The same rules as Hit points apply.
  • WEAPONS:
  • Each weapon costs 100 points to add. Weapons are added as weapons with 0 Range.  A Short Range weapon costs 10 points.
    Medium Range costs 50 points
    Long Range costs 80 Points.
  • it costs 50 pts / 1 Dice OR +1 of Damage. (Eg. For a weapon that does 1d + 1 damage it would cost 100 points.) To do multiple dice damage that is rolled separately, (rather than doing 3 dice damage you do 1 Dice + 1 Dice + 1 Dice) the cost is 60% of the total cost of the weapon. 
  • Vehicles that fly cost 100 extra points. Vehicles fly at their Move score in any direction
ATTACKING INTO/OUT OF/ ON VEHICLES
  • When attacking a vehicle, or any large object, a unit gets +1 to hit for every 2 passengers the vehicle can carry. (Eg. A vehicle with a max capacity of 8 gives a unit +4 to hit.)
  • Firing from behind or into cover. Attacking a unit over cover/ from behind cover is difficult. 1 level of bricks between the attacker and subject is -1 to hit. 2 bricks is - 3 and 3 bricks is - 5. More than 3 bricks or shooting from a small window is -6 to hit. WHEN FIRING FROM BEHIND COVER: An attacker behind cover suffers no penalties except behind heavy cover. Behind 3 bricks is -1 to hit. 4 bricks or more is -3. 
  • A unit gets attacking bonuses from cover only if they are positioned within half their move score from the object. (Eg. A Marine must be within 3 bricks  of a wall to avoid shooting over the object with the total penalty).