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Rules for battling with medieval lego
About this creation
These are my rules for playing battles with Medieval Lego. I dont blame you if you get a bit bored after a while, but oh well. If you notice any mistakes, its because i can't be bothered to check through it (It took me 4 months!)

Plese tell me what you think about it.


Advanced Rule System for Lego Medieval Warfare

These are experimental rules based on the Games Workshop tabletop games. To play using these rules you must have at least 3 Lego mini-figures (although this many will make a very poor game, the best numbers are about 15 – 30 men a side), enough Lego bricks to represent a fortress and a goldmine (although this may vary) and some dice. There are 5 main medieval armies that can easily be represented by Lego’s mini-figure range – Knights of the kingdom (Knights Kingdom I), Knights of Morcia (Knights kingdom II), Vikings, Scorpion Knights (Knights kingdom II Scorpion knights) and Alliance Knights (other castle figures). These will be covered in more detail below. There are two ways to play LMW (Lego Medieval Warfare) – all out war and skirmish. In all out war, you must collect gold, raid settlements and call new reinforcements. In skirmish mode you immediately purchase an army and fight with it.

All Out War

Deployment
You begin the game with one settlement with no additional defences, in the style of your army. This settlement must contain a treasury. Anything else in the settlement at this point will merely be for decoration and will play very little part in the game unless purchased. The settlement may be placed anywhere in the battlefield as long as it is no closer than 30d from any gold-mine and no less than 100d from an enemy settlement. This also applies to any further settlements constructed during the game. Also at the beginning of the game, you may choose up to three men armed with basic weapons and no special equipment e.g. bows, assassin blades. You also begin the game with your general – the commander of your army, and 50 gold. All your starting men begin the game within 2d of the treasury.

Movement
In LMW, units of distance are measured in dots (d). However, unless you have a lot of base plates, a measuring brick will be useful. The best size is a 2 X 10 dot plate, as this is the average move distance. The movements of most units are:
Infantryman 10d
Scout/Assassin/Spy 12d
Horse/scorpion/wolf/giant spider 20d
Winged Beast 30d
Galleon/barge/sea creature 20d
Viking Longboat 25d

Siege equipment, chariots and gold carts move at the pace of the unit pulling it, with the following modifiers to movement:
Siege equipment -5d
Chariot -3d
Gold carts -1d
You may add one extra steed to pull it. This will negate the modifiers above. E.g. a catapult that is being pulled by one horse may move up to 15d a turn. Another horse is purchased to pull it. The catapult and horses may now move their full 20d a turn.
NOTE: Flying beasts can only pull the above at speeds of up to 20d per tern. This is because the beast must land to pull it. This is not the same as mounting weapons on the steeds themselves, such as Morcian horse mounted catapults. Mounted weapons give no penalty to movement.

Grouping and Ungrouping
A unit may group with other units by moving within 4d of it. This takes up a whole turn, during which the grouped units may not move, shoot, ungroup or charge, but may mine gold or group with more units. Ungrouping follows the same rules. Grouping units gives them the advantage of safety in numbers – when on their own the enemy can target whoever they want, but when grouped, the controlling player may select who dies after shooting or combat.

Mounting
Certain units, mainly beasts, may be mounted with siege weapons. To do this the unit must pay its own cost and the cost of the weapon that is being mounted when it has been called as reinforcement. Alternatively, you can mount a unit with a siege weapon during the game by grouping them (see above). There are no movement penalties for mounted units.

Mining
Gold is the only resource in LMW. It is used to call new reinforcements, to repair buildings and to build defences. It can be mined by leaving one or more units within 2d of a mine. The unit(s) may not shoot, charge or move more than 2d away from the mine in any turn that it is mining. Each unit will produce 10 gold each turn. The mined gold must now be taken back to the treasury. A unit may carry up to 20 gold. A gold cart may carry 100 gold. To unload the gold at the treasury, simply move it within 2d. The gold may not be spent until it is in the treasury. Generals, beasts and steeds cannot mine.

Calling for Reinforcements
Once per turn you may call for reinforcements. This means that, for a sum of gold, you can recruit more soldiers for your army, or improve its defences. These units may only enter the game from any friendly fort or camp. They may not move, shoot or charge on the turn that they are called. The costs (in gold) for every unit that any army can recruit (but in their army’s style) are below:

Militia 8
Infantryman 10
Leader 50
General (limit 1) 100
Equip with heavy armour 5*
Equip with bow 10*
Equip with horse 10*
Equip with crossbow 10*
Equip with flaming ammunition 10*
Equip with javelin 5*
Equip with war-horn (general only) 10*
Equip with dragonhide armour (general only) 50*
Hire assassin 20
Hire Scout 15
Build Catapult 50*
Build Ballista 50*
Build Ladder 30*
Build siege tower 40*
Build battering ram 30*
Galleon/barge 30*
*Cost is added to basic cost of infantryman, leader or general.


Building
There are three main buildings that may be built anywhere that is no closer than 30d to any gold mine, and no closer than 100d (except for camps) from an enemy settlement. These buildings are settlements (100 gold), watchtowers/outposts (50 gold) and camps (50 gold). These buildings have different purposes:
Settlement – Any reinforcements may arrive at settlements, and fleeing units regroup at settlements. Also, each settlement houses a treasury, which contains a fraction of the money that your faction owns. Settlements may be given any defences.
Watchtower – Watchtowers are used to give a raised, defensive platform to archers and to detect stealth units. Watchtowers may only be given catapults or ballistas; and/or crenulations, arrow slits and/or murder holes.
Camps – Camps give the advantage of any reinforcements you call once the camp is set up may enter the game from the camp. Gold can temporarily be stored in camps but may not be used to purchase items and does not count towards the treasury total. Camps may have no defences.
Settlements and Watchtowers may be given certain defences. They are as follows:
Wooden Wall 50 gold
Stone Wall 100 gold
Fixed Catapult/Ballista 40 gold
Fixed Heavy Catapult 60gold
Murder holes 20 gold
Crenulations 10 gold
Wall Shields 2 gold each
Arrow slits 15 gold
Moat 50 gold
Reinforced gate 20 gold



Shooting
Shooting is an important part of medieval warfare. To shoot with a unit check that it is in range. Then roll a dice for every shot the weapon gets. The ranges and attacks for common weapons are:
Weapon Range Attacks
Bow 50d 3
Crossbow 50d 1
Catapult (Power) 80d 1 (power shot)
Catapult (strafe) 80d 4
Ballista 80d 1 (power shot)
Heavy Catapult (Power) 90d 3 (power shot)
Heavy Catapult (strafe) 90d 8
Fire attack 15d 3(flaming)
Javelin 10d 2
On a 4, 5 or 6, the target is hit. For every shot that hit, roll another dice, again on a 4, 5 or 6, the target unit is dead. However, it is not this simple. Most of the time, people will be dodging in and out of cover, ducking below shots, and protecting themselves with their shields. To represent these there are modifiers which affect the to hit dice once it has been rolled:
Light Cover -1
Heavy Cover -2
Behind an arrow slit -2
Shooting at or from a moving target -1
Large target +1
Within 25d +1
Within 10d +2
Behind shield -1
Less than 2 courage points -1
Firing with a power shot weapon -1
Sometimes, even if a unit has been hit, his armour may save him. To represent this there are also damage modifiers:
Wearing Armour -1
Firing flaming arrows +2
Firing with a crossbow +1
Firing from 4 bricks high +1
Dragon hide/Dragonhide armour -2

Combat
Combat works in a similar way to shooting. First you must charge the enemy. A unit may charge up to 5d to get within 2d of an enemy unit. On the turn that you charge, each unit gets a charge bonus of +1 attack or +2 for cavalry. Then roll a dice for every attack each unit gets. The number of attacks a unit gets are listed below:
Infantryman 1
Cavalry 2
Beast 3
Leader 3
General 5
Winged beast 3
Dragons 5
On a 4, 5 or 6, the unit hits his target. There are modifiers to hit in combat.
Fighting a leader -1
Fighting a general -2
Fighting a winged beast/unit mounted on winged beast -1
Fighting militia/archers +1
Fighting as a leader +1
Fighting as a general +2
Fighting as militia/archers -1
Fighting against a unit behind defences -1

Then, you must roll to see if you damage. You need a 4, 5 or 6 with the following modifiers:
Armoured -1
Mobile shield -1
dragon hide/dragonhide armour -2
Then, your opponents strike back, with the same rules as above.
Once all attacks have been made, you must see who has won the combat. The player with the most surviving units is the winner. The loser removes 1 courage point and both teams move 5d in any direction. If a unit or regiment is reduced to 0 courage points he/they/it must flee. If they do so, the victor may attempt to charge them down. Roll a dice for each pursuing unit – on a 4, 5 or 6 the fleeing unit will be wiped out. The modifiers for this roll are:
Armoured pursuer -1
Armoured fleeing unit +1
Cavalry mounted pursuers +2
Cavalry mounted fleeing unit -2
Flying pursuers +2
Pursuers attacking/defending defence -1
NOTE: You may not charge down a flying unit, as these will just take off.

Courage
Although your men are fearless warriors fighting for king and country even, they have a limit. Once a units courage points have been reduced to 0 or below, the unit will flee back to the nearest friendly settlement, where they will regroup and continue to fight. Fleeing units move their movement distance + 10d. A fleeing unit may not pull anything and may not fight, shoot or mine. If they are charged by an enemy, follow the above rules for charging down. Below are the courage points for common units:
Militia 5
Infantryman 7
Cavalry 8
Scout/Spy 5
Assassin 10
Leader 10
General 15
Beast/Winged Beast 10
Certain changes in the battle will make your units lose courage points (cp). These are:
Being within 10d of a fear-inspiring creature -1cp*
Being charged by a fear-inspiring creature -1cp
Losing a combat -2cp
Friendly unit within 5d being killed by assassin -1cp
Team general killed in battle -3cp
Regiment leader being killed in battle -2cp
Regiment member killed in battle -1cp
Losing a settlement -2cp
Killing a fear-inspiring creature +2cp
Killing enemy general +2cp
Killing enemy leader +1cp
Wiping out a regiment +1cp
Winning a combat +1cp
Capturing an enemy settlement +1cp
Having more than 6 units in a regiment +1cp*
*This only counts the first turn the event occurs. For example a Viking Nidhogg dragon moves within 10d of a unit o f enemy militia and remains there for three turns. The militia will only lose 1cp, not 3.

Leaders and Generals
A good leader should be central to your battle tactics. As well as being all powerful killing machines, they support your troops by giving them morale bonuses. If a leader or general is grouped with other units, the whole regiment may take courage points off its leader as well as its members. For example, a regiment of 5 knights of the kingdom (cavalry) with 8 courage points and a general, with 15 courage points, will have a combined cp of 23.

The Factions
Knights of the kingdom
These are the ordinary knights in the Lego mini-figure range. They come in sets such as Black Falcons Fortress, Guarded inn and King Leo’s castle. They are specialists the art of castle construction, as they can call upon many masons and workmen. They may purchase any castle upgrade for 50% the original price. For example, stone walls, which normally cost 100 gold, cost just 50 gold for Knights of the Kingdom. They are also excellent horsemen, and it costs just 5 gold to equip units with horses, instead of 10.
Vikings
The Vikings come from (surprise, surprise) the Lego Viking range that came out in 2005. They come from the northern regions of the world, where mighty dragons roam the skies. The new units that Vikings can get are these:
Wyvern Dragon 100 gold Nidhogg Dragon 450 gold
Fafnir Dragon 500 gold
Howdah 50 gold
Viking Longboat 50 gold
Midguard Serpent 100 gold
Also, as Vikings come from a place where wood is plentiful, they are most used to building using wood, and so lack the skills to build stone walls. They may only purchase stone walls as if they were mercenaries.

Scorpion Knights
Scorpion Knights, led by their general, Vladek are the only truly evil race in LMW. Their armies often feature dark creatures such as giant scorpions, spiders and wolves:
Giant Scorpion 40 gold
Giant Spider 40 gold
Giant Wolf 30 gold
Prison Carriage 45 gold
Siege tower with built-in battering ram 50 gold
Vladek 250 gold
Knights of Morcia
The Knights of Morcia are very different to the other armies. They are represented by the Knights Kingdom II sets

. They are an elite army consisting of 5 guilds – the Santis guild, the Jayko guild, the Rascus guild, the Danju guild and the Royal Guild. Each guild has different skills for its knights:
Santis – Adds a +1 modifier to combat rolls
Jayko – adds a +1 modifier to ‘hit’ rolls
Rascus – adds +1 to movement and pursue/flee rolls
Danju – adds +2 to basic courage
Royal – gives a -1 modifier to enemy combat rolls
A guild knight costs 50 gold and comes equipped with a shield, armour and one of the above skills. Knights of Morcia can also get:
Guild Leader/general* 20 gold
Siege tower with built-in battering ram 50 gold
Horse catapult 10 gold
*added to basic cost of leader



Alliance Knights
Alliance knights are, as the name suggests, an alliance of noblemen, knights, and peasants. They are represented in Lego by any other castle minifigs that you can find lying around.
They have no special units themselves, but may recruit mercenaries at no additional cost.


Mercenaries
Name: Militia Cost: 8
Move 10 Attacks 1 Wounds 1 Cp 7
Special Rules:
Weapons: Basic weapon


Name: Infantryman Cost: 10
Move 10 Attacks 1 Wounds 1 Cp 8
Special Rules:
Weapons: Basic Weapon


Name: Horse Cost: 10
Move 20 Attacks 1 Wounds 1 Cp 5
Special Rules: +2 attacks when charging when mounted with infantryman
Weapons:
Mounts: 1 Infantryman, (mercenary) horse mnt catapult, gold cart
An army may recruit any units that they are not normally allowed (normally from other factions). To recruit a mercenary, you must pay their normal cost plus 50% extra (rounding fractions up). E.g. A ‘Knights of the Kingdom’ army wishes to purchase a Morcian Siege tower/battering ram, which normally costs 50 gold. He must pay 50 gold plus 25 gold (50% of 50) totalling 75 gold.

Unit Descriptions
Name: Leader Cost: 50
Move: 10 Attacks: 3 Wounds: 3 Cp: 10
Special Rules: + 10 courage points to his regiment
Weapons: Basic Weapon


Name: General Cost: 100
Move 10 Attacks 5 Wounds 4 Cp 15
Special Rules: +15 courage points to his regiment
Weapons: Basic Weapon






Name: Viking Wyvern Cost: 100
Move: 30 Attacks: 3 Wounds: 3 Cp: 12
Special Rules: Flying
Weapons: Fire attack, claws (count as basic weapon)
Mounts: Gold cart, mercenary horse mnt catapult, 1 infantryman

Name: Viking Nidhog Cost: 450
Move: 30 Attacks: 5 Wounds: 5 Cp: 15
Special Rules: Flying, dragon hide, fear-inspiring
Weapons: Fire attack, claws (count as ‘power shot’ in combat)
Mounts: Howdah, 2 gold carts, ballista, battering ram, 1 infantryman

Name: Viking Fafnir Cost: 500
Move: 30 Attacks: 6 Wounds: 6 Cp: 18
Special Rules: Flying, dragon hide, fear-inspiring
Weapons: Fire attack, claws (count as ‘power shot’ in combat)
Mounts: Howdah, 2 gold carts, ballista, battering ram, 1 infantryman

Name: Viking Midguard Serpent Cost: 100
Move: 30 Attacks: 5 Wounds: 5 Cp: 14
Special Rules: May only move through water, fear inspiring
Weapons: Tail and fangs (count as ‘power shot’ in combat)



Name:Scorpion Knights Giant Scorpion/spider/wolf/snake Cost: 40
Move: 20 Attacks: 2 Wounds: 2 Cp: 10
Special Rules: Fear inspiring, poisoned attacks (+1 ‘to damage modifier), +2 attacks when charging
Weapons: Poisoned fangs/stinger
Mounts: gold carts, mercenary horse mnt catapults, 1 infantryman


Name: Vladek Cost: 200
Move: 10 Attacks: 5 Wounds: 4 Cp: 15
Special Rules: +1 modifier to combat rolls and ‘hit’ rolls, fear inspiring, +15 courage points to his regiment
Weapons: Armour, shield, basic weapon



Name: Morcian Guild Knight Cost: 50
Move: 10 Attacks: 3 Wounds: 2 Cp: 10
Special Rules: Santis – Adds a +1 modifier to combat rolls
Jayko – adds a +1 modifier to ‘hit’ rolls
Rascus – adds +1 to movement and pursue/flee rolls
Danju – adds +2 to basic courage
Royal – gives a -1 modifier to enemy combat rolls
Weapons: Armour, shield, basic weapon

Name: Balista Cost: 50
Special rules:
Ammo: Ballista bolts Crew required: 1 infantryman

Name: Catapult Cost: 50
Special rules:
Ammo: Catapult (power), Catapult (strafe) Crew required: 1 infantryman

Name: Heavy Catapult Cost: 70
Special rules: Can only be mounted on settlement defences
Ammo: Hv Catapult (power), Hv Catapult (strafe) Crew required: 2 (gunner + loader)

Name: Battering Ram Cost: 30
Special rules: Roll a number of dice equal to the number of men in the ram. The defender rolls a number of dice equal to the number of people bracing it and adds 2 dice.
A unit may brace a gate by moving within 2d of it.
Ammo: Ram Crew required: 1-5

Name: Siege tower Cost: 40
Special rules: Move the siege tower up to a wall to dismount your troops, Crenulations
Ammo: Crew required: 2

Name: Barge/ Galleon Cost: 30
Special rules: Move 30d, mounts 0-2 catapults/ballistae, crenulations
Transports: 0-3 siege weapons, 2-20 infantrymen, 0-10 cavalrymen

Name: Boat Cost: 30
Special rules: Move 35d, crenulations
Transports: 0-1 siege weapon, 1-10 infantrymen, 0-5 cavalry

Name: Viking longboat Cost: 40
Special rules: Move 35d, crenulations, mounts 0-1catapults/ballistae
Transports: 0-2 siege weapons, 2 – 15 infantrymen, 0-6 cavalry

Name: Prison Carriage Cost: 45
Special rules: Fear inspiring,
Ammo: Catapult (power), catapult (strafe) Crew required: 1- 6

Name: Fire Wagon (Shoots Greek fire) Cost: 50
Special rules:
Ammo: Fire attack Crew required: 2

Name: Settlements Cost: 100
Description: Contains a treasury. Once you have no more settlements, you lose.
Upgrades:
Wooden Walls 50 gold
Stone Walls 100 gold
Fixed Catapult/Ballista 40 gold
Fixed Heavy Catapult 60gold
Murder holes 20 gold
Crenulations 10 gold
Wall Shields 2 gold each
Arrow slits 15 gold
Moat 50 gold
Reinforced gate 20 gold


Name: Wooden Watchtower/Outpost Cost: 50
Description: It can see scouts, spies and assasins, and may mount catapults/ballistae
Upgrades: Stone Walls 100 gold
Fixed Catapult/Ballista 40 gold
Fixed Heavy Catapult 60gold
Murder holes 20 gold
Crenulations 10 gold
Wall Shields 2 gold each
Arrow slits 15 gold
Name: Camp Cost: 50
Description: New units can be recruited from here, and units fall back to the camp rather than nearest settlement. Gold may also be temporarily stored here.
Upgrades: None
Upgrades:
Wooden Wall - Encircles castle to prevent invaders entering. Includes gate and enough walls to contain settlement. Flammable
Stone Wall – As above. Also, attackers roll 5+ with power shots. Not flammable
Fixed Catapult/Ballista – Counts as a catapult or ballista that may not move
Fixed Heavy Catapult – Counts as heavy catapult
Murder holes - When enemy is within 4d of the walls, roll a dice for each defender on the walls. On a 5 the enemy unit looses a wound.
Crenulations - -1 enemy shooting modifier
Wall Shields - built on existing wall. Attackers roll 5+ with power shots
Arrow slits - -1 enemy shooting modifier
Moat – Encircles castle to prevent siege equipment or cavalry entering. Includes drawbridge and enough moat to contain settlement.
Reinforced gate - +3 dice when rolling to brace against battering rams.

Skirmish
To play skirmish, just use all of the above rules except that instead of recruiting units and building defences, you start off the game with all the units that you may use. Agree on a gold limit between the 2 players. This is how much you may use in the battle. Recruit and build as much as you want that totals up to less than or equal to the gold limit, and then battle. A good sized battle would be 1500 gold. This method of playmeans that mining, trading, and other gold generating methods are pointless as you may not spend any gold during the game.



Comments

 I like it 
  May 17, 2008
HI i love the rules. But i also have a question. Im trying to make a battle vig with two centaurs in it. i need to have one higher than the other and make still look cool. go to my creations and click on battle vignettes and click on the centaur (evil) vs. centaur(knight) and write a review telling how i should do it. IM giving 100% credit to the one with the best idea. thanks. Bye
 I like it 
  January 14, 2006
in the bit about mining you said 'generals, beasts and steads cannot mine' errr well its a bit obvious a horse cant pick up a pick axe and happily gain a fortune... i think what you meen is mounted units cant mine (unless they dismount) grrrrrrr thts my pic
 
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