Introduction to Warpspawn Games


H = HTH T = Thrown 2-H = Two-Handed Weapon Unarmed warriors are HTH only and get Damage –2, Speed +3, Reach = 0, and no parry ARMOR CARDS



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H = HTH


T = Thrown

2-H = Two-Handed Weapon

Unarmed warriors are HTH only and get Damage –2, Speed +3, Reach = 0, and no parry

ARMOR CARDS


Name Type Armor Block Speed Notes

Great Helm H 1 - -

Pot Helm H 1 - -

Kettle Helm H 1 - -

Greek Helm H 1 - -

Viking Helmet H 1 - -

Conical Helm H 1 - -

Pointed Helm H 1 - -

Plate Mail F 4 - -2 Dodge -1

Full Plate F 4 - -2 Dodge -1

Chain Mail F 3 - -2

Leather F 1 - -

Padded F 1 - -

Studded F 2 - -1

Banded F 3 - -2

Ring Mail F 2 - -1

Scale Mail F 3 - -2

Splint Mail F 3 - -2

Bear Skins P 1 - -

Hauberk P 1 - -

Greaves P 1 - -

Armbands P 1 - -

Breast Plate P 1 - -

Target Shield S 0 1-2 -

Buckler S 0 1-2 -

Round Shield S 0 1-3 -1

Kite Shield S 0 1-4 -1 Dodge -1

Large Shield S 0 1-4 -1 Dodge -1

Medium Shield S 0 1-3 -1

Small Shield S 0 1-2 -

S = Shield

P = Partial Armor

F = Full Suit of Armor

H = Helmet


SPELL DECK CARD LIST


Spell Name Range Effect

Bloodlust T All your warriors get +2 damage and +1 skill this turn

Freeze 10 Target warrior neutralized this and next turn

Fireball 12 Target warrior suffers 2D6 points of damage

Lightning Bolt 12 Target warrior suffers 2D6 points of damage

Magic Missiles 6 Distribute 1D6 points of damage amongst enemy warriors

Control 2 Control opposing warrior this turn (he moves to your front rank)

Shield T Negate all ranged attacks vs your warriors this turn

Charm 2 Target warrior made helpless this turn

Raise Dead T Gain back killed Warrior

Heal T Heal 2D6 lost Hits among your warriors

Counter C Negate spell just cast by an opponent

Avoid Fate C Negate Fight card just played by an opponent

Invulnerability T Target warrior gains 5 armor this and next turn

Invisibility T Target warrior gains Dodge +4 and HTH skill +3

Illusions C Negate attack made by target warrior

Haste T All your warriors get +2 Speed and +1 dodge this turn

Shatter 9 Destroy target weapon or shield. Bearer takes 1D3 damage.

Curse 4 Target Warrior gets –3 to all rolls for 1D6 turns

Petrification 3 Target warrior neutralized for 1D6 turns

Paralyzation 4 Target warrior made helpless this turn

Neutralized warriors cannot attack or be attacked

Helpless warriors cannot attack, but may be attacked

T = Cast in Tactics Phase

C = Counter spell. Cast when appropriate

FIGHT DECK CARD LIST


Card Name Effect

Backstab Target warrior may attack warrior on opponents back row

Height Adv. Target warrior in your back row may attack warrior on opponents back row

Shield Wall Negate target attack

Martyr Change target of attack to one of your other warriors

Sword Breaker Destroy target weapon, helm, or shield involved in HTH.

Flurry Warrior in HTH gets an extra attack

Rain of Arrows Warrior gets an extra ranged attack

Wild Magic Spell caster gets to draw an extra spell card

Mighty Blow HTH attack does extra 1D6 damage

Magic Resist Negate spell cast by opponent

Poisoned edge Damaged enemy loses 1 hit every Tactics phase

Painful Wound Damaged enemy is skill –1, dodge –1, damage –1, and speed -1

Fly True Ranged attack does extra 1D6 damage

Stunned Damaged enemy made helpless this turn

The Fight deck has 2 of each card listed


ZAKS FFC VARIANT.


The main changes are:

Warband are built wih 1 Champion and 5 warriors

Players can split the warband in two groups

Terrain cards are played on the groups to advantage them or to create some difficulties

Groups can collaborate in attack or defence

Click here to see Champion FFC


FANTASY FLIERS

INTRODUCTION


Miniatures rules for aerial skirmishes.

All combatants (Fliers) include a mount with usually one rider.


SET UP


One player designs the scenario and provides all the miniatures.

The Scenario should include two groups of adversarial fliers.

The other player picks which of the two groups he wants to control.

Make 1-2 chits for each spell in the spell list.

The scenario designer may designate specific spells in the scenario or

distribute random spell chits to spell casters after groups are picked.


DESIGNING FLIERS


Pick a mount.

Fill up the mount with riders and weapons.

(Most mounts can carry 2-4 Size = 1 riders and weapons)

For each rider pick a race and class.


MOUNT STATS


Maximum Speed- Top speed in inches per turn.

The Flyer can never normally exceed this without magic or special items.

Acceleration- The maximum amount in inches a flyer can increase his current speed per turn.

Deceleration- The maximum amount in inches a flyer can decrease his current speed per turn.

This does not include momentum used up by turning, climbing, and diving.

Turn Radius- The maximum amount in degrees a flyer can change his facing per inch moved.

Each time a flyer changes facing it uses up one inch of movement.

For example a flyer with a current speed of 5 may fly forward 5 inches, or as one possibility

fly 3 inches and make 2 turns. Turning radii are in increments of 15 degrees.

Climb- The number of inches that must be traveled before the flyers altitude can be

increased by one level.

Each time a flyer increases altitude one level, it uses up one inch of movement.

Flyers that can hover have a climb value = 0.

Dive- The number of inches that must be traveled before the flyers altitude can be voluntarily

decreased by one level. Diving does not cost any inches to do.

Flyers that can hover have a dive value = 0.

Mounts have 2 Flying Characteristics: Speed & Maneuverability.

These determine the base values of the other stats such as Acceleration and Climb




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