Introduction to Warpspawn Games



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CARD LIST


Card Name: # Type Force Notes:

General 1 L - Leader

Nationalist 1 L - Leader

Psychopath 1 L - Leader

Crime Lord 1 L - Leader

Reformer 1 L - Leader

Warlord 1 L - Leader

Cleric 1 L - Leader

Rebel 1 L - Leader

War Monger 1 L - Leader

Racist 1 L - Leader

Paramilitary Group 2 U 2 Unit

Local Militia 4 U 1 Unit

Death Squad 2 U 1 Unit. Force +1 if Unblocked

Heavy Machine Gun 2 U 1 Unit. Force +2 if Blocking

Child Soldiers 2 U 1 Unit

Patrol 2 U 1 Unit. Force +1 if Attacking

Mercenaries 2 U 2 Unit

Militia on Trucks 2 U 2 Unit

APC 2 U 3 Unit

Round up Intellectuals 1 E - Unit gets Force +1 if Unblocked

Target Civilians 1 E - Unit gets Force +2 if Unblocked

Genocide 1 E - Unit gets Force +3 if Unblocked

Ethnic Cleansing 1 E - Unit gets Force +3 if Unblocked

Atrocities 1 E - Unit gets Force +1 if Unblocked

Mass Graves 1 E - Unit gets Force +2 if Unblocked

Indiscriminate Killing 1 E - Unit gets Force +1 if Unblocked

Firing Squads 1 E - Unit gets Force +2 if Unblocked

Killing Fields 1 E - Unit gets Force +3 if Unblocked

Surprise Attack 1 E - Blocked Attacking Unit gets Force +3

Ambush 1 E - Blocker gets Force +3

Rocket Propelled Grenades 1 E - Block(ing/ed)Unit gets Force +3

Guerilla Warfare 1 E - Block(ing/ed)Unit gets Force +3

Molotov Cocktail 1 E - Block(ing/ed)Unit gets Force +1

Major Offensive 1 E - All Attacking Units get Force +1

Concentrate Force 1 E - All your Block(ing/ed)units Force +1

Countryside 1 E - Target unit cannot be blocked

Starvation 1 E - Do 2 Damage to Target Population

Disease 1 E - Do 2 Damage to Target Population

Siege 1 E - Do 2 Damage to Target Population

NATO Peacekeepers 1 E - Opponent cannot Attack this turn

Cease Fire 1 E - Opponent cannot Attack this turn

Peace Talks 1 E - Opponent cannot Attack this turn

Red Cross 1 E - Gain 1 Population Token

Refugees 1 E - Gain 2 Population Tokens

Landmines 1 E - Kill attacking Unit

NATO Bombing 1 E - Destroy target Unit

Commando Raid 1 E - Destroy target Unit

Weapons Shipment 1 E - Draw 2 cards in Support Phase

Intercept UN Food Shipment 1 E - Draw 2 cards in Support Phase

International Aid 1 E - Draw 2 cards in Support Phase

Foreign Military Aid 1 E - Draw 2 cards in Support Phase

Weapon Dealers 1 E - Draw 2 cards in Support Phase

Popular Support 1 E - Draw 2 cards in Support Phase

Propaganda 1 E - Draw 2 cards in Support Phase

Strategic Control 1 E - Draw 2 cards in Support Phase

Sniper Fire 1 E - Do 1 Damage to target

Mortar Fire 1 E - Do 1 Damage to target

Artillery Fire 1 E - Do 1 Damage to target

Assassination 1 E - Kill target Leader

Execution 1 E - Kill target Leader

MINIONS

INTRODUCTION


Fantasy miniatures tactical combat on a chessboard.

MINIATURES


Also referred to as: Figures, figs, units, men, targets, creatures,

pieces, attackers, defenders.

They can be metal or plastic.

Painted figs are aesthetically preferred.


SETUP


Use a standard or enlarged 8 x 8 chessboard.

Individual Miniatures (Figures) must fit within a single square on the board.

Each player has an army of exactly 16 miniatures.

A player sets up his figures in his back 2 rows.

The front row contains 10 figs from the Minor Minion List.

The back row contains 4 figs from the Greater Minion List and

2 figs from the Leader Minion List.

SPELL DECK


Players share a common spell deck.

The deck contains two of each card.

Each fig has none or one or more spells.

Draw spell cards for each of your figs that have spells during setup.

Spells are kept in separate piles for each spell-casting fig.

Spells are discarded when used.

Spells are not replenished during play.

If a fig is killed, all of its spells are discarded.

A fig can cast only one spell per turn.

OBJECT


Destroy all of your opponents Leader figs.

TURN SEQUENCE


Players take turns.

The better painted army has the choice of going first or second.

Each turn has 2 Phases:

1. Move Phase

2. Attack Phase

MOVE PHASE


Roll 1D6. This is the Move Roll.

You may move that many of your figures this turn.

A figure may move some or all of its movement allowance in one direction only.

The direction can be orthogonal or diagonal.

Only figs with flying or knight abilities can jump over other figs.

ATTACK PHASE


All of your figures may attack enemy figs in range.

Both attacker and defender roll a six sided die and add their Force rating.

The result is called the battle roll.

If the figs are adjacent the higher battle roll kills the lower roll.

Ties indicate a standoff: neither unit is killed.

If the figs are adjacent the combat is considered to be HTH (Hand-to-hand).

If the figures are not adjacent it is a ranged attack or a missile attack.

In a ranged attack, the attacker kills the defender if the

attacker's battle roll is higher, otherwise nothing happens.

All ranged attacks are capable of indirect fire.


MINOR MINION LIST


Figure Type Move Force Range Special Abilities

Skirmisher 2 1 2 Skirmish

Berserker 1 3 1 Berserk

Archer 2 2 2

Crossbowman 1 3 2

Longbowman 1 2 3

Halfling 1 1 2 Hide, Taunt

Warrior 1 2 1 Martyr, Berserk

Fighter 1 3 1 Skill

Light Horse 3 1 1 Flank

Footman 2 2 1 March

Guard 1 2 1 Martyr, Shield

Imp 2 1 1 Spell, Flying

Horse Archer 3 1 2

Shieldman 1 2 1 Shield

Prankster 1 2 2 Taunt

Zombie 1 2 1 Fear, Regenerate

Skeleton 2 1 1 Shield, Fear

Ghoul 2 2 1 Paralyze

Nymph 2 1 1 1 Spell, Charm

Adept 1 1 1 3 Spells

Ambusher 1 1 2 Skirmish, Hide

Netter 1 1 2 Net, Hide

Rat Swarm 1 2 1 Regenerate, Disease

Wolf 3 2 1

Spearmen 1 3 1 Block

Stone Golem 1 3 1 Invulnerable

Clay Golem 1 3 1 Regenerate

Troglodyte 1 3 1 Hide

Spider 2 1 1 Web, Poison

Siren 2 2 1 Call

Night Hag 2 2 1 Curse

Powder Keg 3 1 1 Bomb

Basilisk 1 3 1 Petrify

Satyr 3 1 1 Dance

Frog 1 0 1 Hide

Myrmidon 2 2 1 Martyr

Medusa 1 2 1 Poison, Petrify

Jester 1 1 2 Taunt, Dodge



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