LEGO Star Wars Table Top Rules
Setup
Construct your battlefield! The layout of your battleground can take any shape and size you desire. Use pre-existing Lego sets for obstacles and cover or construct your own buildings and arenas out of blocks.
The number of players start from 2 (See below for more options). Each player chooses an army to play as.
Choose the number of credits each player has to build their army. Players then build their army up to the number of credits specified for the round.
The number of players start from 2 (See below for more options). Each player chooses an army to play as.
Choose the number of credits each player has to build their army. Players then build their army up to the number of credits specified for the round.
Starting Credits
Ultimately it is up to the players to decide how many credits each player can use in the round. Recommended for small battles 2500 credits. Medium Battles 4000 credits. Large battles 7000 credits.
Remember to choose so that the number of credits doesn’t exceed the amount of Lego vehicles and infantry you have for a faction.
Remember to choose so that the number of credits doesn’t exceed the amount of Lego vehicles and infantry you have for a faction.
Deployment
Turns
Players take turns in the order of highest dice roll to lowest. Turns are very flexible, there are no rules for when units can move or attack during a player’s turn (See movement and attack below). The player that wipes out all enemy units wins the battle.
Movement and Attack
Units (vehicles and infantry) can move at any time during a player’s turn. Movement is calculated in centimetres (cm). Units can fire weapons at any time during the turn. All units can switch between movement and attack until the unit has used up all movement distance and fired all rounds for that turn.
For example, a unit moves half its range. That same unit then fires its weapons and after that then moves the rest of its range. |
To move a unit (vehicle or infantry) place a ruler at the front and the centre of unit. Move the unit forward along the ruler until desired distance is reached or all movement is used. The ruler can be positioned in any direction from the front of the unit.
To make an attack place the ruler at the front of the unit's weapon and aim towards enemy unit. If enemy unit is in range of weapon and in line of sight you can make the attack. Roll for chance of damage (below) and subtract this damage from the enemy unit's health. Weapon damage here. Infantry can move over up to two blocks high. Vehicles can move over up to 3 blocks high. Otherwise unit has to move around obstacle. |
HP (Hit Points)
Each unit has hit points or health. This can be found on the unit’s stat card on the army page of the website (found here). Remember to keep track of each unit’s health with a spare piece of paper or from the website (here). When a unit’s health reaches 0 it is destroyed and its remains stay on the battlefield. For advanced rules when a transport is destroyed click here.
Line of Sight (Infantry)
Line of Sight (Vehicles)
This involves looking from the viewpoint of the vehicle's weapon. If that weapon has line of sight they may fire their weapon.
Chance of Damage
Each weapon has a chance to deal damage, or miss, an enemy. When calculating the damage for laser cannons roll a six sided die. A roll of 6, 5 or 4 means a direct hit and enemy unit takes full damage. A roll of 3 or 2 means the enemy unit takes half damage. A roll of 1 is a miss and enemy unit takes no damage.
For missiles, artillery and bombs a roll of 6 or 5 is a direct hit and enemy unit takes full damage. A roll of 4 or 3 means the enemy unit takes half damage. A roll of 2 or 1 is a miss and enemy unit takes no damage.
For blasters a roll of 6, 5, 4 or 3 means a direct hit and enemy unit takes full damage. A roll of 2 or 1 is a miss and enemy unit takes no damage.
(Click here for all weapon stats).
For missiles, artillery and bombs a roll of 6 or 5 is a direct hit and enemy unit takes full damage. A roll of 4 or 3 means the enemy unit takes half damage. A roll of 2 or 1 is a miss and enemy unit takes no damage.
For blasters a roll of 6, 5, 4 or 3 means a direct hit and enemy unit takes full damage. A roll of 2 or 1 is a miss and enemy unit takes no damage.
(Click here for all weapon stats).
Cover (Infantry)
Laser cannons, blasters and missiles: If enemy infantry unit is in line of sight. If infantry unit is behind 3 blocks to 4 blocks high cover, roll a die. 6,5,4 is a hit and proceed to damage roll. 3,2,1 is a miss and skip damage roll.
Note: if an infantry unit is behind 5 or more blocks of cover it can’t be hit until it is line of sight. Artillery and Bombs: These types of weapons go over cover and cover roll is not necessary, proceed straight to damage roll. |
Cover (Vehicles)
All weapons: If any part of a vehicle can be seen by a unit’s line of sight it can be hit. There is no cover roll for vehicles.
Blast Radius
Blast Radius
Missiles, artillery and bombs have a blast radius which affects all units in its range. To fire missiles, artillery or bombs the player must choose where on the map they want the explosion to hit (this must be within the range of the weapon). Once the round is fired all units in the blast radius must make “chance of damage” rolls. Each of these weapons has a specified blast radius. For example a medium missile has a blast radius of 3.5cm so all units within 3.5cm of the blast must make a roll. Note: There is friendly fire so make sure your own units are not in the blast radius of your own attacks. |
Ammunition
There is no ammunition in this game; however units can only use a certain amount of rounds per turn. Laser cannons and artillery of all sizes can fire one round per turn. The number of missiles and bombs a unit can use per turn is specified on that unit’s stat card.
Transports for Infantry
If a vehicle is classified as a transport it can carry infantry across the battlefield in a quicker and safer way. Transports carry any infantry up to the max number for each particular transport. You can either place these infantry inside the transport or leave them to one side until needed.
When deploying troops: During a player’s turn if they want to deploy troops they are allowed to move their transport to its maximum range and then arrange the troops being transported around the vehicle in a maximum distance of 5cm. However, if the transport has used an attack this turn troops cannot be deployed from it in the same turn. Also, once troops have been deployed from the transport that transport cannot attack again or move. Troops deployed in the same turn also cannot use an attack during the same turn.
When boarding a transport: During a player’s turn if they want to put an infantry unit on a transport that transport can move its maximum distance that turn to the unit. That unit then moves into the transport which is no more than 5cm away. The transport cannot attack during the same turn and the infantry unit cannot have moved or attacked during that same turn. The transport cannot move again after infantry have boarded.
If a transport is destroyed: If a transport on the battlefield is destroyed roll a six sided die. If a 6 or 5 are rolled all infantry have survived and are arranged around the destroyed vehicle within 5cm. If a 4 or 3 are rolled half of the infantry have perished, the player who the transport belongs to decides which of the troops have made it, rounding up if there is an uneven number (by my thinking the best troops have probably survived anyway). If a 2 or 1 are rolled all of the infantry have perished in the crash.
When deploying troops: During a player’s turn if they want to deploy troops they are allowed to move their transport to its maximum range and then arrange the troops being transported around the vehicle in a maximum distance of 5cm. However, if the transport has used an attack this turn troops cannot be deployed from it in the same turn. Also, once troops have been deployed from the transport that transport cannot attack again or move. Troops deployed in the same turn also cannot use an attack during the same turn.
When boarding a transport: During a player’s turn if they want to put an infantry unit on a transport that transport can move its maximum distance that turn to the unit. That unit then moves into the transport which is no more than 5cm away. The transport cannot attack during the same turn and the infantry unit cannot have moved or attacked during that same turn. The transport cannot move again after infantry have boarded.
If a transport is destroyed: If a transport on the battlefield is destroyed roll a six sided die. If a 6 or 5 are rolled all infantry have survived and are arranged around the destroyed vehicle within 5cm. If a 4 or 3 are rolled half of the infantry have perished, the player who the transport belongs to decides which of the troops have made it, rounding up if there is an uneven number (by my thinking the best troops have probably survived anyway). If a 2 or 1 are rolled all of the infantry have perished in the crash.
Transports for Vehicles
When deploying vehicle: Republic dropship can transport AT-TE and AT-OT. During a player’s turn if they want to deploy a vehicle they are allowed to move their transport to its maximum range and then place the vehicle being transported around the transport in a maximum distance of 5cm. However, if the transport has used an attack this turn the vehicle cannot be deployed from it in the same turn. Also, once a vehicle has been deployed from the transport that transport cannot attack again or move. A vehicle deployed in the same turn also cannot use an attack during the same turn.
When boarding a transport: During a player’s turn if they want to put vehicle on a transport that transport can move its maximum distance that turn to the unit. That unit then moves into the transport which is no more than 5cm away. The transport cannot attack during the same turn and the vehicle unit cannot have moved or attacked during that same turn. The transport cannot move again after vehicle has boarded.
If a transport is destroyed: If a transport on the battlefield is destroyed roll a six sided die. If a 6, 5 or 4 are rolled the vehicle has survived and is arranged around the destroyed transport within 5cm. If a 3, 2 or 1 are rolled the vehicle has been destroyed in the crash.
When boarding a transport: During a player’s turn if they want to put vehicle on a transport that transport can move its maximum distance that turn to the unit. That unit then moves into the transport which is no more than 5cm away. The transport cannot attack during the same turn and the vehicle unit cannot have moved or attacked during that same turn. The transport cannot move again after vehicle has boarded.
If a transport is destroyed: If a transport on the battlefield is destroyed roll a six sided die. If a 6, 5 or 4 are rolled the vehicle has survived and is arranged around the destroyed transport within 5cm. If a 3, 2 or 1 are rolled the vehicle has been destroyed in the crash.
Number of Players and Armies
The standard game is 1 vs 1 with each player choosing their own army. Be creative if you want, it doesn’t have to be Empire vs Rebellion or Republic vs Separatists. Standard rules can be found above.
However a game can have 3 players all on their own sides. Maybe whilst the Empire and Rebellion are fighting a rouge group of Separatists join the fray. Rules below.
A game can also have 2 players using their own Republic armies against 2 players using their own Separatist armies. Armies can have two generals leading their own troops into battle. Rules below.
However a game can have 3 players all on their own sides. Maybe whilst the Empire and Rebellion are fighting a rouge group of Separatists join the fray. Rules below.
A game can also have 2 players using their own Republic armies against 2 players using their own Separatist armies. Armies can have two generals leading their own troops into battle. Rules below.
3 or More Players, Different Armies
In this mode all players are fighting each other’s armies. To start the game follow the rules above in setting up the battlefield and deciding on zones which the armies can be deployed. All players get the same amount of credits. Each player rolls a die and highest roll goes first, followed by second highest, etc.
Multiple Players, 2 Armies
In this team mode start the game by following the rules above in setting up the battlefield and deciding on deployment zones. Each team gets the same amount of credits to build their army. Team captains roll a die each and highest roll goes first.
Before play each team should decide which units they are in control of. One player might be in charge of infantry whilst another is in charge of vehicles. Or one player might be in charge of one half of the map whilst the other is in charge of the other half. Deploy units according so.
The rest of the game is played the same except with one difference. When it is a team’s turn each person can be moving units and make attacks simultaneously with their teammates. Just make sure you don’t accidentally move a unit more than once. This makes for a very fast paced and exciting game you can play with lots of people.
Before play each team should decide which units they are in control of. One player might be in charge of infantry whilst another is in charge of vehicles. Or one player might be in charge of one half of the map whilst the other is in charge of the other half. Deploy units according so.
The rest of the game is played the same except with one difference. When it is a team’s turn each person can be moving units and make attacks simultaneously with their teammates. Just make sure you don’t accidentally move a unit more than once. This makes for a very fast paced and exciting game you can play with lots of people.