Lego Wars

A developing system by which Lego models can fight fairly.

Originally made by me years and years ago, I’ve recently started redeveloping it. This post is where I’m going to try and document what I have so far.

Basic idea.
———–

A flexible system that allows one to pit Lego models against each other and not reliably know the outcome in advance barring significant mismatch.

It is not intended to be an exhaustive system by default. It began as a simple damage and hit-points combination and in spirit it should always be reducible to that. It was made by a kid and it should be for kids.

But as I played with it and aged the system expanded. I thought of this as technology and strategy development, things which happen during the course of wars.

Weapons
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Pictures may eventually be included here. As explained in Toy Wisdom star trek was a big reason this system exists, and so the first weapon I made was a “Phaser Node” it is a round 1×1 flat transparent, it is the simplest weapon and is color coded. Later I experimented with special functions. Red for cutting, Blue for freezing/EMP, Green for rapid fire/multi targeting. This may be developed more.

I renamed them Emitters after the color system developed because I never saw phasers in colors other than orange.

From this modular weapon idea other pieces were designated as weapon system, this idea was later expanded to movement, defensive, control, and special systems.

Weapon systems

Designation: Name of piece in game universe.
Piece: Description of piece used.
Type: Form that damage takes.
Function: Effect in game system.
Notes: Miscellaneous points of interest.
Special: Functions or mechanics unique to a given piece.

Designation:
Piece:
Type:
Function:
Notes:
Special:

Designation: Emitter
Piece: round transparent 1×1 flat
Type: Energy
Function: 1d6 damage plus special effect by color.
Notes: Base chance of special effect 10% per unit.
Special: Pyramid. Damage multiplied by number of posts routed to unit, also special effect percent bonus applied one per post routed.

Designation: Gun
Piece: 2×1 flat with two bars extending 1x horizontally and slightly down
Type: Projectile
Function: 1d4 damage
Notes: Penetrates shields.
Special: Independent System, does not require power.

Designation: Cannon
Piece: Any exposed technic connector wheel post
Type: Projectile
Function: 1d10 damage
Notes: Unstable.
Special: Each round in which any cannon is fired carries 10% (a roll of 1) risk of shutting down all cannons and dealing 1d10 damage per cannon to attached unit.

Defensive Systems

Designation: Plate Shield Generator.
Piece: Flat 2×1, no posts, slotted.
Type: Energy Shield
Function: Adds 5 hit points of shielding.
Notes:
Special: Independent System.

Designation: Shield Generator
Piece: 2×1 flat with large lengthwise cylinder extending from side.
Type: Energy Shield
Function: Adds 50 hit points of shielding.
Notes:
Special:

Author: Innomen

Writer. Philosopher. Nerd. If you want to know more, contact me. I don't know where it's getting that photo.

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