Introduction to Warpspawn Games



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WINDS TABLE


1D12 Wind Direction

1 NW


2 N

3 NE


4 SE

5 S


6 SW

7 W


8 E

9 Zep rotates to left 60 degrees. Do not roll Wind speed.

10 Zep rotates to right 60 degrees. Do not roll Wind speed.

11 Zep pushed up 1 Altitude step. Do not roll Wind speed.

12 Zep pushed down 1 Altitude step. Do not roll Wind speed.

1D6 Wind Speed

1 0

2 0


3 1

4 1


5 2

6 2


COMBAT and DAMAGE

- each weapon on your Zeppelin may fire once per turn

- each weapon fires out of one set 90 degree Arc of Fire; Forward, Aft,

Starboard, or Port

- small arms fire can take place in any Arc of Fire and may change from Turn to Turn

- targets must be at the same altitude or up to 2 altitude steps below

- all Combat is simultaneous as per Orders

DAMAGE TABLE


Damage Result Flamethrw Small Machine Gun

on 1D20 L.Cannon Cannon Small Arms Notes

Cargo Hit 1 1 1 1 random cargo destroyed

Steering Hit 2 2 2 Zep cannot turn

Engine Hit 3 3 3 Base Speed -1

Cabin Hit 4 4 4 Spark- Zep catches on fire

Minor Puncture 5-7 5-14 5-20 -1 Gas per turn until patched

Major Puncture 8-12 15-19 - -2 Gas per turn until patched

Crit Puncture 13-18 20 - -3 Gas per turn until patched

Blowout 19-20 - - Zeppelin Destroyed

- if Ammo, Gas Tanks, or Bombs are hit, the Zep suffers Blowout.

- a Zeppelin hit by a flamethrower is considered to be ‘in flames'

and must roll on the flamethrower damage column once each subsequent turn until

a patch crew puts the flames out.

- each turn a Zeppelin is at 50% or less Gas, it loses 1 altitude step

- each turn a Zeppelin is at 25% or less Gas, it loses 2 altitude steps


REPAIRS


- Patch Crews can repair Gas Leaks and Punctures

- a Patch Crew can do one of the following, each turn:

- extinguish a fire

- patch a Critical Puncture to a Major Puncture

- patch a Major Puncture to a Minor Puncture

- patch a Minor Puncture, preventing further Gas loss


BUILDING YOUR FLEET


Here are some example Zeppelins:

Escort: The Blitzkrieger: L.Cannon - Forward

S.Cannon - Forward

Machine Gun - Aft

Total - 70 Resource Points

Battleship: The Bismark: Flamethrower- Forward

S.Cannon - Starboard

S.Cannon - Port

L.Cannon - Aft

Patch Crew

Engine

Bomb


Total - 139 Resource points

Cruiser: The Victoria: L.Cannon - Forward

Machine Gun - Forward

S.Cannon - Aft

L.Cannon Ammo

2 Patch Crews

Total - 132 Resource points

Destroyer: The Liverpool: S.Cannon - Forward

S.Cannon - Forward

Machine Gun

S.Cannon Ammo

Engine


Total - 90 Resources Points

PLAY-BY-E-MAIL NOTES


Die Rolls

In order to smooth game play and keep the randomization afforded by Die Rolls,

each player is required to submit a list of die rolls to the Referee, prior to the

start of the game.

The Referee will provide the details of which Die Roll Server to use, as well as

which and how many of each Die Roll is required. When the Die Rolls for each player

are received, Initiative will be determined.

For those who are interested, the Die Roll Server will create the list with your

Player Name on it and the list will be e-mailed to the Referee. This prevents a

player from stacking their rolls.

At the end of each game the Referee can mail the list of rolls received and used so

far, to any player who makes the request. This allows the Player the opportunity

to double check the Referee's work.

At the end of the game, the complete list of Rolls submitted to each player, will

be mailed to each player, showing the complete list and each roll used on their behalf.

Note that your opponent's rolls will *never* be revealed to you - Die Rolls are a

matter strictly reserved between each individual Player and the Referee.

Map Updates

Turn Sequence 3 and 6 are 'Map Updates', provided to allow the player some opportunity

to exercise his own brand of tactics. These Map Updates will be provided on the

game website, as soon as Movement Orders are received (in the case of Turn

Sequence 3), and Combat Orders are received (in the case of Turn Sequence 6).

Please feel free to check the site as often as you like.

ADAPTATIONS


Lloyd Krassner's ZEPPELIN BATTLES of the GREAT WAR was originally conceived as a

table top game, designed to be played on a physical map with figures or counters

to represent your Zeppelins and other support props such as dice.

Some obvious modification were required to fit the game into the PBeM format.

Most notably are the introduction of the 'Map Update' Turn impulses and the

elimination of random dice throws for things like Damage, Patch Crew Repairs,

and Altitude Loss due to Gas Loss.

Initiative was significantly changed, to allow some tactical decision making on the

part of the players. Initiative is usually regarding as the luck of the dice,

something the player can't influence. Now there is a reason to hope to get the

initiative and important decisions to make if you do. That decision may not always be

to your benefit. Along with Wind Effects, the Initiative system simulates

the inaccuracies of positioning and firing from a highly vulnerable platform.

Finally, a point system was introduced in an effort to achieve some sort of game

balance while maintaining the players' ability to exercise their own decision

making. This is my first attempt at a point system, and all point values were

assigned in a highly arbitrary manner! I would be interested in hearing what changes

you think would improve the game.

Please give Lloyd the honour he deserves for this game by visiting his website if

you haven't already done so. Send him your comments and while you're there, check

out some of the myriad other games Lloyd has created - he has a fabulous mind and

as a game designer I know he craves feedback of almost any type on his work!




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