Introduction to Warpspawn Games



Download 8.66 Mb.
Page198/270
Date31.03.2018
Size8.66 Mb.
#45297
1   ...   194   195   196   197   198   199   200   201   ...   270

HUMAN FLEET TABLE


# Type Hits Class

1 Cuttle Command 3 Flagship

2 Battle Dolphin 2

5 Squid Ship 1

Notes:

Ship Effect Card: Mages (Attack range = 5) for all Ships.



Fleet Effect Card: Dragonfly Squadron (Attack range = K) for all Ships.

Race Effect Card: Sailors (Move range = 2) for all Ships.


LIZARDMAN FLEET TABLE


# Type Hits Class

1 Bloat Fly 3 Flagship

2 Turtleship 2

5 Hammership 1

Notes:

Ship Effect Card: Ballistae (Attack range = 3) for Bloatfly.



Ship Effect Card: Hard Shell (Defense) for Turtleship.

Ship Effect Card: Hammerhead Ram (Attack Range = 1) for Hammership.

Fleet Effect Card: Wasp Squadron (Attack Range = K) for all Ships.

Race Effect Card: Rugged Ships (Defense) for all Ships.


GIFF FLEET TABLE


# Type Hits Class

1 Clipper 3 Flagship

1 Clipper 3

6 Great Bombard 1

Notes:

Ship Effect Card: Broadsides (Attack range = 4) for Clipper.



Ship Effect Card: Big Gun (Attack range = 5) for Great Bombard.

Fleet Effect Card: Helmseekers (Attack range = 6) for all Ships.

Race Effect Card: Hand Guns (Attack range = 2) for all Ships.

DROW FLEET TABLE


# Type Hits Class

1 Jade Spider Command Ship 3 Flagship

1 Jade Spider Command Ship 3

6 Jade Spider 1

Notes:

Ship Effect Card: Hard Shell (Defense) for all Ships.



Fleet Effect Card: Grappling Ram (Attack range = 2) for all Ships.

Race Effect Card: Adamantine Drill (Attack range = 1) for all Ships.


AARAKOCRA FLEET TABLE


# Type Hits Class

1 Eagle Ship 2 Flagship

3 Eagle Ship 2

4 Corbina 1

Notes:

Ship Effect Card: Jettisons (Attack range = 2) for Eagle Ships.



Ship Effect Card: Loop Maneuver (Defense) for Corbinas.

Fleet Effect Card: Speed (Move range = 3) for all Ships.

Race Effect Card: Aerodynamics (Move range = K) for all Ships.

GNOME FLEET TABLE


# Type Hits Class

1 Deathglory 2 Flagship

1 Bolaship 2

2 Whelk 2

2 Yawl Wagon Train 1

2 Sidewheeler 1

Notes:

Ship Effect Card: Water Cannons (Attack range = 3) for Deathglory.



Ship Effect Card: Bola Whip (Attack range = 2) for Bolaship.

Ship Effect Card: Giant Space Hamsters (Move range = 1) for Sidewheelers.

Ship Effect Card: Hard Shell (Defense) for Whelks.

Ship Effect Card: Iron Golem (Attack range = 1) for Yawl.

Fleet Effect Card: Contraptions (Attack range = 2) for all Ships.

Race Effect Card: Gnome Illusionists (Defense) for all Ships.


THRI-KREEN FLEET TABLE


# Type Hits Class

1 Leaf Ship 2 Flagship

3 Leaf Ship 2

4 Thorn Ship Squad 1

Notes:

Ship Effect Card: Living Crystal Hulls (Defense) for Leaf Ships.



Ship Effect Card: Suicide Run (Attack Range = 1) for Thorn Ships.

Fleet Effect Card: Crystal Throne (Move range = 3) for all Ships.

Race Effect Card: Thri-kreen Warriors (Attack range = 1) for all Ships.

SETUP


Each player places one Ship on each square of his back row.

Ships may not stack.


THE CARDS


Players share a common deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Maneuver Phase

Fire Phase

ORDERS PHASE


Draw 3 cards.

Max hand size = 5 cards.

If the deck runs out, shuffle the discard and draw from it.

Discard excess cards.


MANEUVER PHASE


Play (discard) a Move card to move one of your Ships.

The move card has a number.

This is the number of spaces the Ship moves.

Moves can be diagonal or orthogonal.

“Knight” type Move cards produce an attack with a range like a knight in chess.

Instead of moving just one Ship in any direction, you have the

option of moving one or more Ships forward the indicated number of

spaces using a single move card.


FIRE PHASE


Play (discard) an Attack card to have a Ship attack.

The attack card has a number.

This is the range of the attack.

Attacks can be diagonal or orthogonal.

“Knight” type attack cards produce an attack with a range like a knight in chess.

You cannot attack through other ships.

Every attack does 1 point of damage.

Use Chits or coins to record damage.

A ship reduced to 0 Hits is destroyed and removed from the board.

Your opponent may play (discard) Defense cards to negate your attack.


CARD LIST NOTATION


M = Movement

A = Attack

D = Defense

X = Special

K = as a Knight would move in Chess

Type = Purpose of card

Dam = Damage (inflicted or prevented)

# = Number of that card in the Deck.


SPELLJAMMER CARD LIST


Card Name: # Range Type Notes

Race Effect 4 - X

Fleet Effect 4 - X

Ship Effect 4 - X

Blunt Ram 2 1 A

Piercing Ram 2 1 A

Warriors 2 1 A

Archers 2 2 A

Sleep 1 2 A Spell

Charm 1 2 A Spell

Greek Fire Projector 2 2 A

Jettison 1 2 A

Ballistae 5 3 A

Cloudkill 1 3 A Spell

Disintegrate 1 3 A Spell

Petrification 1 3 A Spell

Bombards 2 4 A

Catapults 3 4 A

Cone of Cold 1 4 A Spell

Fire Ball 1 5 A Spell

Lightning Bolt 1 6 A Spell

Minor Helm 8 1 M

Tread Phlogiston 7 2 M

Rigging 6 3 M

Spell Jamming 5 4 M

Major Helm 4 5 M

Gate 1 6 M Spell

Evasion 2 - D

Saving Throw 2 - D

Shield 1 - D vs non-Spell Attack

Illusion 1 - D Spell

Invisibility 1 - D Spell

Magic Resistance 1 - D vs Spell

Cure Wounds 2 - D Spell

Dispell 1 - D vs Spell

Hold Spell 2 - X Negate Move Card

Scrye 1 - X Look at opponents hand

Divination 1 - X Look at next 7 cards in deck




Download 8.66 Mb.

Share with your friends:
1   ...   194   195   196   197   198   199   200   201   ...   270




The database is protected by copyright ©ininet.org 2024
send message

    Main page