Introduction to Warpspawn Games


MIRANDA THORNE (300 PTS) HITS: 100



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MIRANDA THORNE (300 PTS) HITS: 100


1D10 Result Type Force Notes

1 Adder


2 Doubler

3 Dodge D 30

4 Tiger Stance A 20

5 Claws A 30

6 Acrobatic D 40

7 Boot Knife A 20

8 Roll With It D 10

9 Mental Discipline D - Regain 10 Hits

0 Sleeve Pistol A 30

GREGOR KAPROV (300 PTS) HITS: 100


1D10 Result Type Force Notes

1 Adder


2 Doubler

3 Big Fist A 20

4 Bigger Boot A 30

5 Knock Away D 10

6 Dodge D 30

7 Fanged Bite A 40

8 Padded Overcoat D 30

9 Choke A 10

0 Block D 30

JASMINE (300 PTS) HITS: 100


1D10 Result Type Force Notes

1 Adder


2 Doubler

3 Wicked Little Knife A 10

4 Leaping Kick A 30

5 Nimble Little Minx D 30

6 Winged Retreat D 20

7 Eye Rake A 20

8 Wicked Big Knife A 40

9 Parry D 30

0 Slide Roll D 20

DARIAN CROSS (300 PTS) HITS: 100


1D10 Result Type Force Notes

1 Adder


2 Doubler

3 Back Flip D 20

4 Venom Spit A 30

5 Silver-Headed Cane A 10

6 Parry D 20

7 Serpent Stance A 30

8 Custom Trench Coat D 30

9 Spinning Leap D 30

0 .45 Magnum A 30

MECHA DICE


Check out Mecha Dice

WARP EMPIRES

INTRODUCTION


Generic ruleset for a series of empire building/conquest games.

MAP


The map depicts an irregular, interlocked set of territories.

CONTROL MARKERS


Use chits to represent control markers.

UNITS


Use chits to represent units.

Units include Leaders & non-leader units.


DECK


Players share an action deck.

In some games, each player will have their own action deck.

The action deck cards allow you to move your units.

SETUP


Most Leader units will be in play.

Others will be mixed into the unit chit pile.

Each player will start with several non-leader units in play.

Starting points of units will be determined by the scenario.


TURN SEQUENCE


Players take turns. Each turn has 7 phases:

Draw Phase

Move Phase

Battle Phase

Revenue Phase

Recruit Phase

Upkeep Phase

Control Phase


DRAW PHASE


First discard any cards you don't want.

Each player draws 5 action cards.

Max hand size = 7. Discard excess cards.

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


MOVE PHASE


Use Action cards to move stacks or units in stacks.

A Fast unit can move 1-3 spaces.

A Medium speed unit can move 1-2 spaces.

A Slow unit can move 1 space.

Units can move into but not through opposing stacks.

Fortifications cannot move (Move = 0).

Your opponent can only look at the top unit of your stacks

BATTLE PHASE


When two opposing stacks occupy the same territory there will be a battle.

Each unit has a force value.

Add up the total Force values for each side.

Players may play action cards to increase their force value.

If one stack has a Leader and the other does not, the stack with the

leader gets an additional 5 Force.

The side with the highest force value wins.

The losing stack must retreat one space.

The losing stack loses half of its units. The winner picks the first

unit lost, the loser picks the remainder.

Fortification units in the losing stack are destroyed automatically.

The winning stack loses units with a force equal to at least half the force

total lost by the losing stack. The winner decides which units are lost.

Destroyed units are returned to their chit pile.

Captured leaders are set aside and not returned to the chit pile.

After a battle both sides replenish their hands to 7 cards.


REVENUE PHASE


Gain revenue points for every revenue generating territory you control.

RECRUIT PHASE


Draw 5 random units from the unit chit pile.

Purchase units. A units cost is equal to its Force value.

If you purchased all the drawn units, draw another 1D6 random units.

Revenue may be saved from turn to turn.

Discard unpurchased units back to your unit chit pile.

Units start in any revenue generating territory you control.


UPKEEP PHASE


Units that automatically receive upkeep = 5 x total Revenue.

Discard excess units.

Example: You generate 10 revenue points per turn...

You may have up to 50 units.


CONTROL PHASE


Place a control marker on every revenue generating

territory occupied by one of your units.

Only one control marker per space.

UNIT DECK ABBREVIATIONS


S = Slow

M = Medium speed

F = Fast

F = Force

F = Fortification

# = Number of that unit in the chit pile.


WH40KARDS



INTRODUCTION


Two player Card Game based on the Games Workshop Epic Warhammer 40,000 Universe.

CARDSETS!


Card Sets for WH40KARDS by Zak are available here

DISCLAIMER


Warhammer is a licenced, trademarked property.

This is merely a Fansite.


DECKS


Each player uses a separate deck.

For example: Imperial Deck vs Ork Deck.

Each deck has 1 of each card in its list.

GEAR


Dice, paper, pencils, tokens.

VICTORY


The first player to have 30 hits worth of his own units destroyed breaks and

leaves the field.

Or 40 if you have a Command unit deployed.

50 if you have a Leader unit deployed.

If a player loses 3 turns in a row (has all his units in 3 turns destroyed) he

breaks and routs.




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