Anda di halaman 1dari 24

Battle for Brickdom Core Rules

Battle for Brickdom


Core Rule Book

Written by: Brandon Rodgers


Rodgers Productions

Description

1
Battle for Brickdom Core Rules

Battle for Brickdom is a Tabletop Wargame that is played using LEGO® or any other construction block
toys. Players create armies of minifigures and equip them with weapons and armor and equipment to help
them defeat the enemy. The game is played on a table top surface that is divided into sections.

In the world of Brickdom, many societies and nations settle their differences by competing within The
Array, a global virtual simulator that mimics any type of surface. As the different regions' technologies
change and advance, so does the world inside the Array. No matter what your army is created of, they have
a spot within the Array to become victorious, or suffer utter defeat! Will your forces prevail?

Table of Contents
General Rules................................................................................................................................................ 6
Tools ...................................................................................................................................................... 6
Armies ................................................................................................................................................... 6
Squads ................................................................................................................................................... 6
The Array............................................................................................................................................... 6

2
Battle for Brickdom Core Rules

Line of Sight........................................................................................................................................... 6
Victor’s Choice ...................................................................................................................................... 6
Set Up ....................................................................................................................................................... 6
Terrain ................................................................................................................................................... 6
Battle Rounds ........................................................................................................................................... 6
Support Phase ....................................................................................................................................... 6
Magic Phase .......................................................................................................................................... 6
Movement Phase .................................................................................................................................. 7
Ranged Phase ........................................................................................................................................ 7
Melee Phase.......................................................................................................................................... 7
Gaia Phase............................................................................................................................................. 7
Attacking................................................................................................................................................... 8
Spells ............................................................................................................................................................. 9
Equipment Charts ....................................................................................................................................... 10
Weapons................................................................................................................................................. 10
Armor...................................................................................................................................................... 11
Clothes .................................................................................................................................................... 11
Equipment .............................................................................................................................................. 12
Vehicles................................................................................................................................................... 13
Mounts ................................................................................................................................................... 13

Machines .................................................................................................................................................... 14
Power Creator ........................................................................................................................................ 14
Movement (Air) ...................................................................................................................................... 14
Movement (Ground) .............................................................................................................................. 14
Armor...................................................................................................................................................... 14
Weapons................................................................................................................................................. 15
Ranged Weapons ........................................................................................................................... 15
Basic Heavy Weapons ....................................................................................................... 15

Plasma Weapons............................................................................................................... 15

Crew Served Weapons ...................................................................................................... 15

3
Battle for Brickdom Core Rules

Melee Weapons ............................................................................................................................. 15


Targeting Computers .............................................................................................................................. 16
Mandatory Mini’s ................................................................................................................................... 16

Combining Totals .................................................................................................................................... 16

Targeting a Crewmember ....................................................................................................................... 16

Targeting a Machine ............................................................................................................................... 16

Companions (pets) ..................................................................................................................................... 17

Unit Sheet ................................................................................................................................................... 18

Machine Sheet ............................................................................................................................................ 19

Aerial Drones .............................................................................................................................................. 20

Alternate Game Modes .............................................................................................................................. 21

Respawns ................................................................................................................................................ 21

Capture the Flag ..................................................................................................................................... 21

Assets...................................................................................................................................................... 21

Assassinate ............................................................................................................................................. 21

Army Builder ............................................................................................................................................... 22

Factions .................................................................................................................................................. 22

Squads .................................................................................................................................................... 22

Support ................................................................................................................................................... 22

Ranged vs Melee .................................................................................................................................... 22

Breakdown............................................................................................................................................. 23

4
Battle for Brickdom Core Rules

5
Battle for Brickdom Core Rules

Tools The Array player has deployed all of their


To play, you must have several Battles are fought on large flat units, then the player with the
six-sided dice (d6) and a tape surfaces of any size known as remaining units places all of
measure. Distance is measured arrays which are generally their units out onto the Array.
in inches between the closest between 4'x4' and 4'x6'. Arrays You may not deploy within 12”
point of the minifigures to and are populated with terrain. of the enemy's battle spaces.
from.. You can measure Terrain can be any piece of
distances whenever you wish. scenic terrain or anything you Battle Rounds
can create with bricks. As long Battles within the Array take
Armies as players agree it is fair game. place in rounds, turns and
Armies are made from any phases. A round consists of 2
constructable building toy you Line of Sight turns (or more depending on the
want. Normally, LEGO® When a unit is attacking another number of players). A turn
minifigures are used. When unit the attacker must have line consists of the following phases:
stripped of all equipment, every of sight of that enemy to target
minifigure is the same. The them. If the unit is partially 1.Support Phase
basic minifigure consists of a hidden behind a piece of terrain Perform support unit abilities.
head, torso, legs and hands. and is within 1” of that terrain, 2. Magic Phase
Each minifigure's individual the defending unit gets to make Perform Magic abilities.
stats come from the equipment a “cover save”. 3. Movement Phase
that the figure has attached to it. Move your units within the
Weapons, shields, back packs, Victor's Choice Array.
helmets, armor or anything that Whenever there is a 4. Ranged Phase
attaches to the minifigure will disagreement between players, Attack with ranged weapons.
modify that model's stats and each player will roll a d6. The 5. Melee Phase
grant it certain abilities. Your winner of the roll gets to make Attack with melee weapons.
armies are made out of groups the choice. 6. Gaia Phase
of minifigures working together Awe in the greatness of the
to defeat you enemy's world around you.
Set Up
minifigures. Armies can be
however large you want, but it is
Terrain After you have completed your
recommended that each player
You may place your terrain turn, it becomes the next player's
agrees on a point value to build
pieces throughout the Array. turn (in clockwise order). After
their army around. Armies
Take turns placing terrain pieces all players have completed their
cannot exceed the agreed upon
until a sufficient amount have turn, you may roll to see who
value. Refer to the army
been placed. goes first in the next round or
building chapter for ideas on
After you have set up all terrain, you can cycle through players.
how to make truly balanced
armies. divide the array into 6 equal
sections called battle spaces. Support Phase
Assign a unique number value to Any units that have support
Squads
each battle space (1-6). Each abilities perform those abilities
Multiple minifigures with the
player controls an equal number during this round. The
same weapons can be adjoined
of battle spaces at the beginning equipment will have any support
to the same flat panel and can
of the game. Roll a d6 to see abilities listed in the equipments
move and shoot together as a
who deploys first. The winner table.
squad. When attacking in a
starts by placing one unit onto
squad, you may combine all of
the Array. A unit is either a Magic Phase
your minifigure's attacks in the
single minifigure, or a squad of Wizards and other magical units
same roll. So if you have 5
minifigures that are all outfitted will be able to perform magic
minifigures shooting 1d6each,
with the same gear and are spells during this phase. There
you may roll 5d6's for that
sharing the same base. The are Active and Passive spells.
squad's attack.
players alternate deploying units Active spells will have a casting
one at a time, until all units are value. Attempting to cast means
placed. If one player has you roll 2d6's and the sum of
multiple units left after the other your rolls must meet or exceed

6
Battle for Brickdom Core Rules

the casting value for the spell to Ranged Phase Gaia Phase
be cast. Passive spells do not You may attack with any units While you and your opponent
require casting. At the start of that are equipped with a ranged are raging warfare within the
your magic phase, choose a weapon during this phase. To Array, the almighty being Gaia
totem that your magical unit make a ranged attack, the unit that controls the Array is
possesses. You may choose to you are attacking must be within constantly using her powers to
either perform the passive spell x inches of the unit you are change the Array around you.
or attempt to cast the active attacking it with (where x is the Some things will hurt you, some
spell. Spells last until the start of range of the weapon they are things will help you. Others will
your next magic phase. Spells using). Any weapon with a just change your surroundings
are defined in the spells section. range greater than 2” is and cause you to reevaluate your
considered a ranged weapon. location. During the Gaia Phase,
Movement Phase When ranged attacking from roll 1 d6 to designate which
You may move all of your units terrain, you may add x inches to battle space is getting affected.
during the movement phase. your weapon's range, where x Then roll another d6 to see what
Each unit will have a move equals the number of inches happens.
value. You may move a unit its higher your unit is than the unit 1 Nothing
move value in inches during the that is being attacked. (see
movement phase. To move a Attacking) 2 Nothing
squad, pick a point on the
3 Choose a terrain feature,
squad's base and measure its Melee Phase
move it to another random
move distance from there. That You may attack with any units
section.
part of the base can move to that are equipped with melee
where it was measured. After a weapons (to include bare hands) 4 Disassemble any terrain
unit has been move, you may during this phase. To make a features and rearrange them
rotate the unit in any direction. melee attack, your minifigure in a new order within that
A unit may move vertically in needs to have an enemy within section.
order to cross terrain. If a unit's its melee weapon's range. If you
movement will put it further are within 6” of an enemy, but 5 Heal 1 life to any wounded
from the closest enemy unit than outside of your melee range, you units within that section.
it was at the start of its turn, you may attempt a lunge. Roll 1d6.
6 Deal 1 damage to all units
must subtract 1” from its move You may move that many inches
within that section.
value for that turn. towards the enemy. If you
cannot move within range to
Sprinting a unit may be attack you enemy, the lunge
accomplished by declaring that a failed and no movement occurs.
unit is sprinting. Roll 1 d6 and (see Attacking)
add the result to the unit's move
value. A unit that sprints cannot
make a ranged or melee attack
this turn.

7
Battle for Brickdom Core Rules

Attacking roll 1 d6 for each wound. If their


When a unit attacks, you must roll is equal to or higher than
choose who that unit is their armor value, the wound is
attacking. Squads may not be cancelled.
targets of attacks. You must
choose a single minifigure Any wounds that aren't
within that squad. The attacking cancelled go through. Damage is
unit must have line of sight to then subtracted from the unit's
the unit it is attacking, and it total life. (2 Attacks with 2
must be within range of damage each would do 4
whatever weapon that unit is damage to the enemy's life.)
using. Each weapon will have an
attack number. This designates The Base Minifigure
how many d6's are used to make The base minifigure's stats are
that attack. Then there is a “To as follows:
Hit” value and a “To Wound” Life: 5
value. First, roll the attack Weapons: Bare Hands (Melee):
value's worth of d6's, if you roll 1 Attack; 5+ to hit, 6+ to wound.
above the “To Hit” value, then 1 damage.
the attack hits. If you roll below Armor Value: 6; Move: 6;
the “To Hit” value, the attack Points: 5
does not hit and is discarded.
Then, take all the dice that “hit”
and re roll them. If you roll
above the “To wound” value
your attack goes through and
you do damage to the enemy
equal to that weapon's damage
value. The enemy then gets a
chance to block your attack.

Cover Save: If the enemy is


partially covered by terrain and
within 1” of that piece of terrain,
they may make a cover save. To
make a cover save, roll 1 d6 for
each wound roll towards that
unit. The minifigure is separated
into 3 sections (Head, Torso and
Legs). If the cover is covering 1
section, it is a 5+ to save, 2
sections is 4+ save, and 3
sections is a 3+ save.

Armor Save: Armor plays a


vital part in protecting your unit.
Each unit will have an armor
value of 6. Any armor you have
will lower your armor value.
This is the number that you must
roll to block incoming attacks.
Therefore, the lower the armor
value, the better the armor. You
may not have lower than a 2+
armor save. The defender will

8
Battle for Brickdom Core Rules

Spells
A wizard or magical unit, is a unit that can perform magical spells during your magic phase. In order for a unit to be
a wizard, they must have a magic weapon (wand or staff). They also must carry a magic totem of a certain color to
perform a specific duo of active and passive spells. These totems are normally attached to a wizard's staff, but if that
is impossible, they may be attached to the unit's other hand or head or wherever it will securely attach. A magical
totem is just a 1x1 flat LEGO® piece. Refer to the spell book table below:
Points Color - Type Description CV
Spell
Warm Color Magic – Wounding & Damage
5 Red - Active Deal D3 Mortal Damage to an enemy within 10” of caster 6
Flame
Burst Passive -1 life to enemies within 8” of caster

5 Orange – Active +D3 AV to enemy within 12” of caster 5


Searing
Metal Passive +1 AV to enemies within 12” of caster

5 Yellow – Active Deal 1 Mortal Damage to up to 5 enemies within 10” 6


Lava
Fields Passive -1 to Cover Roll Value to enemies within 12”

Cool Color Magic – Healing & Protection


5 Blue – Active Heal D3 life to Ally within 10” of caster 5
Protective
Light Passive Allies within 10” may roll 1 additional D6 for Armor Saves

5 Green – Active Heal 1 life to up to 5 Allies withing 10” of caster 5


Nurturing
Vineyard Passive +1 to Cover Roll Value to Allies within 12”
5 Purple – Active -2 AV to Ally within 12” of caster 6
Mystical
Armor Passive -1 AV to Allies within 12” of caster

Colorless Magic – Telekinesis and Spectral Screen


5 White – Active Ally within 8” teleports to a position up to 14” away from current location 6
Holy Pull
Passive Allies within 10” get +4” to move
5 Black – Active Enemy within 8” teleports to a position up to 14” away from current location 6
Withering
Push Passive Enemies within 12” get -2” to move

5 Grey – Active Choose a battle space and apply the Gaia effect of your choice (from the Gaia 7
Natural Effect Chart)
Harmony
Passive +1 or -1 to the Gaia Effect Roll Value if affected battle space is occupied by
caster
5 Clear – Active -4” Range to ranged weapons of enemies attacking Ally within 12” 6
Spectral
Screen Passive -2” Range to ranged weapons of enemies attacking Allies within 8”

9
Battle for Brickdom Core Rules

Battle for Brickdom Equipment Charts


Items within these charts are general categories and do not specifically coordinate with a single type of weapon or
equipment. When building your army, choose the item on the list that most closely correlates with the item the
figure is holding.
Points Name Class Range Attack To Hit To Damage
Wound
3 Pistol/Blaster Ranged 10” 1 5+ 4+ 1
4 Rifle (Single Shot) Ranged 12” 1 4+ 3+ 3
4 Submachine Gun (Rapid Fire) Ranged 10” 4 6+ 4+ 1
4 Assault Rifle (Rapid Fire) Ranged 12” 2 4+ 3+ 2
5 Sniper Rifle (Long Ranged) Ranged 14” 1 4+ 3+ 4
5 Light Sword Melee 2” 1 4+ 3+ 2
4 Crossbow Ranged 8” 1 4+ 3+ 1
3 Wizard Staff (Magic) Melee 2” 1 5+ 4+ 1
2 Wand (Magic) Melee 1” 1 5+ 6+ 1
2 Knife Melee 1/2” 1 5+ 5+ 1
4 Short Sword Melee 1” 1 4+ 4+ 1
5 Long Sword Melee 2” 1 3+ 3+ 2
4 Club Melee 1” 1 4+ 4+ 1
5 Shock Rod Melee 1” 1 3+ 2+ 2
4 Short Axe Melee 1” 1 4+ 4+ 1
4 Long Axe (Halberd) Melee 2” 1 3+ 4+ 2
4 War Hammer Melee 1” 1 4+ 5+ 2
2 Pick Axe Melee 1” 1 3+ 3+ 1
3 Bo Staff Melee 2” 1 2+ 4+ 1
3 Spear Melee 2” 1 5+ 2+ 1
4 Trident Melee 2” 1 5+ 2+ 2
3 Lance Melee 2” 1 6+ 2+ 2
3 Bow Ranged 8” 1 4+ 3+ 1
2 Sling Ranged 6” 1 4+ 6+ 1
3 Mace Melee 1” 1 4+ 5+ 2
4 Pickaxe Melee 1” 1 3+ 4+ 1
5 Buzzsaw Hand Melee 1” 2 3+ 3+ 2
3 Spear Gun Ranged 8” 1 3+ 3+ 1
4 RPG Launcher/ Bazooka Ranged 10” 1 4+ 3+ 4

10
Battle for Brickdom Core Rules

Armor
Points Name Class Armor Special Abilities
Value
1 Wooden Half Shield Shield -1
2 Wooden Full Shield Shield -2 -1 to life
3 Wooden Half Shield w/ Spike Shield -1 +1 to a melee weapon's attacks
3 Metal Half Shield Shield -2 -1 to move value
2 Metal Full Shield Shield -2 -2 to move value; -1 to life
4 Metal Half Shield w/ Spike Shield -1 +1 to a melee weapon's attacks
1 Hat Helmet +1 to move value
2 Half Helmet Helmet -1
3 Full Helmet Helmet -2 -1 to life
4 Ornate Full Helmet (with frill or other Helmet -2 A unit wearing this is a leader in
attachment) the Array. Any unit within 3” of
this unit may subtract their
weapon's “To Hit” value by 1.
2 Wizard Hat Helmet +1 to casting rolls
2 Wooden Body Armor Body -1
3 Metal Body Armor Body -2 -1 to move value
1 Arm Guards (pair) Arms -1
1 Shoulder Guards (pair) Arms -1
2 Skirt Legs -1 -1 to move value
1 Greaves (pair) Legs -1 -1 to move value
2 Knee Pads Legs -1
4 Military Vest Body -2 -1 to life

Clothes
Points Name Class Special Abilities
3 Bandolier Body A unit wearing this may make +1 attacks with
a ranged weapon.
3 Cape Back A unit wearing this may deal D3 mortal
damage to a unit within 3” of it when it dies.
1 Bandana Neck A unit wearing this may add +1 to their move
if they are on a mount.
3 Doctor Coat Body Support Ability: a unit wearing this may heal
D3 life to a unit that is within 3” from it.
2 Wizard Beard Neck You may reroll 1 d6 once when making casting
rolls

11
Battle for Brickdom Core Rules

Equipment
Points Name Class Special Abilities
3 Binoculars Hand +2” to ranged weapon range.
2 Radio Hand A unit with a radio may move 4” towards
another friendly unit with a radio once during
the combat phase.
3 Grenade/Dynamite Hand May be used once per game. Can be thrown 6”
for 1 mortal wound to each unit within a 3”
radius.
2 Quiver of Arrows Back +1 Attacks with a bow or crossbow.
4 Laptop (Airstrike) External Support Ability: Roll 1d6. On a 6, deal D6
mortal damage to an enemy unit within 6”.
3 Wrench Hand Support Ability: You may repair(discard 1
wound from) 1 machine within 3”
4 Handcuffs Hand Support Ability: You may put your handcuffs
on 1 unit within 3”. That unit may roll d6 once
during their support phase. On a 6 the
handcuffs are destroyed. A unit may not attack
or perform any abilities while the are
handcuffed.
3 Scroll Hand A unit holding a scroll may attempt to cast 2
spells during their magic phase.
3 Map Hand Support Ability: Roll 2d6. On a 5+ the unit
holding the map gets +4” to move during that
turn.
4 Holy Bone Hand Discard to perform an active magic spell from
a totem the unit holds without having to make a
casting roll. Only use on a magic unit.
4 Backpack Back A unit may have one piece of equipment in
reserve that can be swapped out by any other
piece of equipment that unit is carrying at any
time during the game. The additional piece of
equipment's point cost is not factored into the
initial points cost of the unit.
3 Chicken Leg (Food) Hand The wounded unit holding this piece of
equipment may discard it to recover up to 3
life.
2 Fish (Food) Hand The wounded unit holding this piece of
equipment may discard it to recover up to 2
life.

12
Battle for Brickdom Core Rules

Vehicles
Points Name Class Special Abilities
4 Bicycle Vehicle +2 to move value
8 Quad Vehicle +6 to move value; +1 to life
8 Motorcycle Vehicle +7 to move value; +1 to armor value; +1 to life
10 Jet Bike Vehicle +7 to move value; +1 to life
10 Car Vehicle +9 to move value; -1 to armor value
15 Tank Vehicle +4 to move value; -2 to armor value

Mounts
Points Name Class Range Attack To To Damage Special Abilities
Hit Wound
6 Horse Melee 2” 4 4+ 3+ 1 +5 to move; +1 to life
12 Dragon Melee 2” 4 3+ 3+ 2 +7 to move; +7 to life; -1
AV
Ranged 8” 2 3+ 4+ 3
Dragon also uses Firebreath
during the ranged phase to
cook his enemies from a
distance.

10 Wolf/Warg Melee 2” 5 3+ 3+ 2 +5 to move; +1 to life

13
Battle for Brickdom Core Rules

Machines

To build a machine in Battle for Brickdom, you must


have at least a couple mandatory items to make the
machine run. Like anything in Battle for Brickdom,
you will have to pay for anything you put on your
machine. Let’s look at the mandatory categories.
Movement (Air vehicle)
How the machine moves through the air
Power Creator
This is anything that creates power for the vehicle to Fixed wing(2x) 2 points
move. (must have forward thrusting propeller/jet engine)
Must spend a support action to get airborne
V8 Engine 5 points
+5 move
+2 life
Rotary Wing 3 points
Jet Engine 7 points May land and take off without using a support action
+7 move
+3 life Armor
This decreases the armor value of your vehicle and
can give you life. You may only add Armor to your
Movement (ground vehicle) machine once, and your machine may only have 1
This is how the machine moves along the ground type of armor at a time.

Wheels (4x) 2 points Iron Armor 5 points


+3 move -1 AV +1 life

Tracks 3 points Steel Armor 8 points


+2 move -2 AV +2 life
+1 life
-1 AV Aluminum Armor 10 points
-2 AV +2” movement +2 life
Legs (2x) 5 points
+1 move Titanium Armor 15 points
+1 life -3 AV +4 life
-1AV

14
Battle for Brickdom Core Rules

Machines Cont. 16” Range


Melee Weapons
Weapons Heavy Plasma Weapon
Machine weapons vary greatly 15 points The Melee Weapons that are
in Battle for Brickdom. You 2 Attack featured here are for use with
may at any time mount a normal 2+ To Hit machines that have arms. All
weapon onto the machine and 3+ To Wound machine melee weapons have a
spend the points value given. Or 6 Damage critical hit ability: “If your
you may choose from these -2 Move attack hits, roll 1d6. On a 4-5,
larger weapons. 18” Range double that weapon's damage for
that hit.”
Ranged Weapons
Basic Heavy Weapons Crew Served Weapons Power Sword
.50 Cal Machine Gun These weapons are mounted on 10 Points
10 points the vehicle, but must have a 2 Attack
5 Attacks minifig behind it to operate it. 3+ To Hit
5+ To Hit 2+ To Wound
3+ To Wound 4 Damage
3 Damage M251E SAW
5 points 4” Range
16” Range
3 Attack
5+ To Hit Mega Naginata (Bladed Bo)
75mm Gun 4+ To Wound 10 Points
10 points 2 Damage 3 Attack
2 Attack 12” Range 3+ To Hit
4+ To Hit 3+ To Wound
2+ To Wound 3 Damage
5 Damage M12-80B LMG
6 points 6” Range
18” Range
3 Attack
5+ To Hit Death Hammer
90mm Tank Gun 3+ To Wound 15 Points
13 points 3 Damage 1 Attack
1 Attack 14” Range 4+ To Hit
3+ To Hit 2+ To Wound
2+ To Wound 6 Damage
6 Damage M181 Chain Gun
8 points 3” Range
20” Range
4 Attack
4+ To Hit
3+ To Wound
Plasma Weapons 3 Damage
Light Plasma Weapon 16” Range
10 points
5 Attack
3+ To Hit
3+ To Wound
2 Damage
-1 Move
14” Range

Medium Plasma Weapon


12 points
3 Attack
3+ To Hit
4+ To Wound
4 Damage
-1 move

15
Battle for Brickdom Core Rules

Machines Cont.

Targeting Computer Mandatory Mini's


A targeting computer is a In order to operate the machine,
completely optional component you must have at least one
that assesses an enemy and minifigure dedicated solely as
exploits its weaknesses. It is the pilot. They may not use any
handy to have. To use, you must other weapons while piloting. If
declare that you are using your the pilot is killed, you must
targeting computer before assign another minifigure as the
making an attack. Then, roll 1 pilot or the machine no longer
d6. Compare to “Accuracy” functions.
value. On a success, your enemy
adds x to their AV. Where x =
exploit value. Any crew served weapons must
have a minifigure solely
dedicated to it as well. If a
Basic Targeting Computer crewserved weapon's operator is
10 points killed, you may no longer make
4+ Accuracy attacks with that weapon.
1 Exploit
Combining Totals
Upgraded Targeting Computer For life, add all life of all
15 points crewmembers and additional
3+ Accuracy equipment together.
2 Exploit Add and subtract all other
additional stats for the vehicle.
Advanced Targeting Computer Movement is only calculated
20 points using the equipment
2+ Accuracy components. Do not add
3 Exploit minifigure move values to the
machine's move value.
(Remember: Any unit's AV
may never go higher than 6+.) Targeting a Crewmember
If an enemy has line of sight on
a minifigure attached to the
machine, that enemy may target
it. (Cover rules apply). If that
crewmember is killed, subtract
its life from the total life of the
machine. Also, if the
crewmember was attached to a
piece of equipment on that
machine, that equipment is no
longer functional.

Targeting a Machine
A machine itself may also be
targeted for attack. It battles just
as if it was its own minifigure,
with its AV and life taken into
effect.

16
Battle for Brickdom Core Rules

Companions (Pets)
In Battle for Brickdom, each unit may have a companion (or pet) that supports that specific unit. Pets are attached to
each individual unit and may only work with their unit or “handler”. You may add a pet to the handler's unit sheet
for points and east reference. Pets may only move their “move value” away from their handler. When the handler
moves, the pet moves the same distance in the same direction, then makes its own move. They resolve any support
abilities during that player's support phase and may only attack during their handler's turn to attack (if they have an
attack). A unit may only have 1 pet per minifigure. The pet's life is added to the minifigure's life, but the pet itself
may be targeted for attack. If a pet is targeted for attack, it uses its own AV to evade attacks. If the pet dies, its life
(which was added to the unit's life) is then taken away from the unit's life. If the unit dies while the pet is still alive,
the pet has no handler and is either killed on the battlefield or runs off never to be seen again. Treat it as dead.
Name Move Life AV Support Ability Special Traits Points
Dog 5” 3 3+ Melee Attack: 5 Attacks, 2” 3
range, 3+ To Hit, 3+ To
Wound, 1 damage
Cat 5” 2 4+ Any unit in battle with a unit 3
with a cat gets +1 AV.
Bird 10” 2 3+ Support: If the bird and its Any enemy attempting to 4
handler are both within 5” attack a bird may only do so
of a piece of terrain, the with a ranged weapon, and
handler may move within 1” must make a detection roll.
of that piece of terrain. Roll 1d6. On a 4+ you may
make your attack, otherwise
you can't.
Owl 8” 3 3+ Support: Roll 1d6. On a 5+, An Owl's handler may +1 to 4
its handler may cast a their magic spell cast roll.
second spell during this Any enemy attempting to
turn’s magic phase. attack an owl may only do so
with a ranged weapon, and
must make a detection roll.
Roll 1d6. On a 4+ you may
make your attack, otherwise
you can't.
Bear 5” 7 3+ Melee Attack: 4 Attacks, 2” 5
range, 3+ To Hit, 2+ To
Wound, 3 damage.
Any enemy within 5” of bear
gets +1 to their weapon's To
Hit value.
Dragon (non mount) 10” 10 2+ Support: Roll 1d6. On a 5+ Melee Attack: 4 Attacks, 2” 8
you may perform a ranged range, 3+ To Hit, 3+ To
firebreath attack on an Wound, 2 damage.
enemy within 8” Firebreath Ranged Attack: 2
Attacks, 8” Range, 3+ To Hit,
4+ To Wound, 3 damage.
Mouse 8” 2 2+ Support: Choose an enemy Any enemy attempting to attack 4
within 6”. Roll 1d6, on a 3+ a mouse may only do so with a
move the mouse within 1” of melee weapon, and must make a
the enemy and that enemy gets detection roll. Roll 1d6. On a 4+
-1 life. You may perform this you may make your attack,
ability up to 3 times in 1 turn otherwise you can't.
on different enemies.

17
Battle for Brickdom Core Rules

Unit Sheet

Below is a sheet you can use to plan out your units. Write down all the equipment and weapons you have and use it
to calculate the life, armor value, move and total point value of your unit.

Unit Name:
Life: Armor Value: Move: Total Points:
Weapons Class Range Attacks To Hit To Wound Damage Points

Equipment Class AV Special Abilities Points

18
Battle for Brickdom Core Rules

Machine Sheet

This chart is used when creating a machine.


Machine Name: Total Points
Life: Armor Value: Move:
Name Move AV Life Points
Power Creator:
Movement
Armor
Crew member 1
Crew member 2
Crew member 3
Targeting Accuracy: Exploit:
Computer
Weapon Class Range Attacks To To Damage Move Points
Hit Wound

19
Battle for Brickdom Core Rules

Aerial Drones
Aerial Drones are remotely be within 3” of it. You may not
piloted, intelligence gathering Spotting move then land, nor may you
aircraft that fly above and Drones provide a spot ability takeoff then move within the
support the troops on the that marks enemies that might same movement phase.
ground. They are comprised of be camouflaged or hidden
several parts and require a crew behind objects. This spot also Ground Station
to operate. adds to other attacks made by The ground station does not
friendly units. move after it has been placed.
Drone Composition The 2 minifigures within the
Drones are comprised of at least Drones perform their spot ground station may be attacked
the following things: support ability on all enemies individually like any other unit.
Engine - Used to create within 18” of them. Roll 1 d6 The attacker must have line of
propulsion. (2pts) per enemy, (rolling for all units sight. Therefore, if the operators
individually.) For enemies that are within a box, they will be
Airfoil - Used to create lift. (1pt) are larger than a standard more heavily guarded. But the
minifigure, +1 to their dice roll. units' stats will be dependent on
Prop - Rotating wing that moves For units underneath shelter or the armor they have equipped
the aircraft, attached to the outside of line of sight of the personally. If either of the 2
engine. (1pt) drone, -1 to their dice roll, for crew members are killed, the
units with camouflage, -1 to drone may no longer assign spot
their dice roll. For any 2+ markers.
Camera - Downward facing,
data gathering tool. (5pts) results, the attacker will place a
spot marker on the spotted unit. Aircraft
Now, any other unit that attacks The drone must be built so as to
Antenna -Signaling device that the spotted unit may reroll any convey all the parts of the
transmits data to the ground (To Hit) attack dice that do not aircraft that are mandatory (refer
station. (4pts) hit once. Attackers may not to Drone Composition). It
reroll any dice more than once. should make sense, and
The ground crew is comprised Spot markers go away at the shouldn't be too large so as to
of the following things: start of the Attackers next not take up unnecessary space
support phase. on the battlefield. Drones should
Ground Station - 2 computers be situated on some sort of stand
and 2 chairs with device to Location that raises the drone at least 6”
receive data. (7pts) Drones start out on top or next from the top of the play surface.
to their ground station. They are Measurements are taken from
Pilot - Minifigure in charge of considered to be “landed”. A the bottom of the actual aircraft,
flying the aircraft (5pts) drone does not have any abilities not from any point on the stand.
and cannot attack if it is landed.
Intel Gatherer - Minifigure in During the movement phase, an
charge of collecting the data and aircraft can “take off”. By
transferring it to other soldiers. declaring that it is taking off and
(5pts) setting it up on its stand. The
unit doesn't move but can now
(Optional Additions to crew and move next turn and can operate.
equipment)
Stats
Maintainer (on ground) Carries Drones have a movement of 12”
a wrench. Can fix aircraft upon and 5 life. Their Armor Value is
return. 2+. To be repaired by a
mechanic, the drone must be
“landed” and the mechanic must

20
Battle for Brickdom Core Rules

Alternate Game Modes


The default game is won when flag is dropped. A friendly unit controlled by either player are
all enemies are destroyed, or may pick it up during its support considered neutral. Now
when the opponent forfeits the phase if it is within 3” and whenever a unit is on a neutral
game. This is not the only way continue to carry the flag battle space during that unit's
to play the game. Below we will towards the friendly base. support phase, that battle space
go into other ways of winning However, if an enemy unit picks is then considered conquered.
the game, and other ways to set up their own flag after it has You may put a flag on that
the game up. been dropped, the flag battlespace. If a unit is on an
automatically goes all the way enemy battlespace during its
Respawns back to its original base and is support phase and no other
Players may choose at the returned. enemy units are on that space,
beginning of the game whether The game is won by scoring then that battle space becomes
or not to play with respawns. If 500pts before the enemy team neutral. If units from each side
respawns are chosen, then and making at least 1 completed (or multiple sides) are on the
whenever a unit dies, they sit out capture. 50 pts are awarded any same battlespace, that space
for 1 turn, and are then brought time a unit takes an enemy flag doesn't change allegiance. At the
back into the game at their base. from that flag's base. 25 pts are end of a battle turn, you receive
They may then continue on to awarded any time a unit takes an 1 point for each battle space you
attempt to capture the enemy enemy flag after it has been control. When the game ends,
base or whatever objective they dropped. 25 pts are awarded any whoever has the most points is
have. If you play capture the time a unit returns their flag to the winner.
flag without respawns, you base. 100 pts are awarded any
might want to think about time a unit successfully captures Assassinate
lowering the amount of points an enemy flag by bringing it all In assassinate mode, each player
needed to win the game. the way back to their base. You will choose a single unit from
don't win the game until you their army to be their high value
Capture the Flag have successfully captured at target (HVT). The objective of
Each side will have a home base least 1 flag. If no completions the game is to kill the enemy
that contains a flag within 10” are made after a certain time team's HVT. If at any time the
from that player's board edge. limit, and all parties decide to HVT is destroyed the game is
The flag must be something that discontinue the game, the player over and the other team is the
a unit may pick up and carry. with the most points wins. winner.
Units will deploy at least 12”
from enemy battle spaces, and at Assets If a unit is attacking, they are
least 20” from the enemy base. Assets is a game mode that lets only allowed to attack the unit
During the support phase, units you control portions of the map that is closest to them. That way,
will have the ability to capture and earn points by how many you may run interception and
the enemy flag as long as they portions you control. Whoever draw fire while huddling your
are at least 3” or closer to it. The has the most points at the end of HVT away from enemy contact.
unit carrying the enemy flag the game wins. Before the game Once you enter contact with an
must then go back and bring the starts, all players must agree on enemy, you may only break
flag to the friendly base to score. either a round limit, or time limit contact with that unit if you kill
In order to score, the friendly to know when the game will be the enemy, or choose to retreat.
flag must be present at the base. over. To retreat, you must declare you
And the unit with the enemy are retreating during your
flag must be within 3” of the At the start of the game, each movement phase. Then roll 1 d6.
friendly flag during that unit's player only controls a single On a 3+ you break contact. You
support phase. Once a flag has battlespace (of the 6 on the map) may move your move value -1
been successfully captured, on the table edge closest to that away from your opponent. You
return it back to its original base. player. All unit deployments are not allowed to make any
If at any moment a unit carrying must start within that attacks during a turn in which
an enemy flag is destroyed, the battlespace. All battlespaces not you have retreated.

21
Battle for Brickdom Core Rules

Army Builder
Magic
Army building is integral to Squads Magic should be played with
creating a balanced game. The Do not underestimate the value caution. It can be very powerful
rules are really up to you. When of a squad. 5 attacks at once are and is recommended with a lot
you are getting ready to play, exponentially better than 1 of builds, just know that
you should first agree upon a attack 5 times. It is just how the magicians will become an easy
points value. This is the one dice work. Create like outfitted target once the enemy knows
aspect that works well and is units that can work together as what they can do. Offensive
integrated into the rules of the members of a squad. Normally magicians should be heavily
game. Each weapon, armor, squads are at least 5 minifigs. shielded and healers should stick
equipment, vehicle, etc has a (Less are allowed.) Squads to the rear to dodge enemy
point value associated with it, as should be your heavy attack volleys.
well as the individual minifig units. Create a good offensive
which has its own point value of minifig, then multiply it and Example: We will include a
5. You must create your army create a squad. couple of Astro Wizards. One
within the boundaries of a will be offensive and one will be
certain number of points. A Example: We will have a 5 man a healer with 2 totems a piece.
good sized army, while keeping clone trooper squad equipped They are also equipped with
gameplay around 1 hour is 150 with assault rifles. This will give assault rifles so that they are not
points. This will give you 10 dice each time this squad useless in combat.
several squads and a MVP and attacks.
will make a good starting point Ranged vs Melee
for an army build. Support Ranged weapons are much more
Support is vital to the success of powerful than melee weapons
For example, we are going to an army. Choose support units (normally). In turn, they are also
walk through building a 150 that will greatly affect the values more expensive. When you
point army. As we cover on the table. You want to lower build an army full of assault
different aspects of army your hit values and increase rifles, understand that you will
building, we will continuously enemy armor values. Rerolls are have a smaller minifig count
relate it to our army build. golden. Drones are expensive then someone taking
but worth it. They will grant you swordsmen. Advanced weapons
Factions an almost guaranteed hit reroll are powerful in the form of
Sometimes you will want to to units who are out in the open. additional attacks. They fire
create your army entirely of a If you are running mechanized repeatedly and do more damage
certain faction, or themed group. vehicles, always have at least which makes a huge difference
There are plenty of already one wrench somewhere on the in combat. One assault rifle is
established factions (pirates, field. Whether it is on the equivalent to 3 or 4 swords
clones, wizards, knights, vehicle (preferred) or you have a because of the 2 attacks and the
cowboys, etc) but there is mobile mechanic running higher damage.
always room to create your own around, you will benefit from
factions as well! One of the healing your busted machines. Example: All of our clones will
crazy factions that we have be outfitted with Assault Rifles.
come up with are Astro Wizards Example: Our example will These are arguably the best
who are astronauts but have come in the form of our platoon weapons in the game. They give
magic wands and can perform leader. We will have one unit the player 2 attacks per turn and
magic spells. that will lower the hit values of have a mild hit/wound
any unit attacking within 3” of probability. They also do 2
Example: We will stick with him. damage instead of 1 and have a
mostly clone troopers with this range of 12” We will also have a
build, but we will have stuff pair of clones with sniper rifles
from all over! to give us some added strength
and range in the array.

22
Battle for Brickdom Core Rules

Army Builder Cont.

Breakdown
 1 Squad of 5 clone troopers
Minifig(5) + Full Helmet(3) + Assault Rifle(4) = 12.
12x5= 60

 1 Clone platoon leader


Minifig(5) + Full Ornate Helmet(4) + Assault Rifle(4) = 13

 1 Squad of 2 Astro Wizards


Minifig(5) + Full Helmet(3) + Assault Rifle(4) + Wand(2) + Totems(2x5=10) = 24.
24x2 = 48

 1 Squad of 2 Clone Snipers


Minifig(5) + Full Helmet(3) + Sniper Rifle(5) = 13
13x2=26 + 1 Binoculars(3) = 29

 60+13+48+29=150

23
Battle for Brickdom Core Rules

Thanks for playing, please be sure to check out http://rodgersproductions.weebly.com, or like


our facebook page at www.facebook.com/RodgersProductionsAZ for future updates!

24

Anda mungkin juga menyukai