Introduction to Warpspawn Games



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AID CARDS


Card Name Skill or Ability gained:

Medikit Medical

Antidote Medical

Anti-Matter Torpedo Ship Weapons

Navigation Beacon Astrogation

Star Charts Astrogation

The Slingshot Effect Ship Speed

Special Maneuver Ship Speed

Frequency Modulation Ship Shields

Reboot Computer

The Right Tool Engineering

Convincing Bluff Diplomacy

Brilliant Oration Diplomacy

Outwit Cunning

Logic Cunning

Inspiration Cunning

Linguistics Communications

Alien Warning Buoy Communications

Labkit Biology

Psychometrics Analysis Psychology

Psych Profiles Psychology

Poignant Revelation Psychology

Continuous Wave Laser Combat

Surprise Attack Combat

Instincts Combat

Life Form Scan Security

Codebreaker Security

Red Alert Security

Experimental Data Physical Science

Rules of Engagement Integrity

Humanity Integrity

Passive Scan Look at next 10 cards in deck

Active Scan Look at opponents hand

Time Travel Cunning & Security


MISHAP CARDS


Card Name Skill Lost:

Gullibility Cunning

Weapons are Useless Ship Weapons

Hesitate Combat

Computer Bug Computers

Give in to Temptation Integrity

Lax Security Security

Arrogance Diplomacy

Malfunction Engineering

Mathematical Error Astrogation

Unknown to Science Physical Science

Medical Error Medical

Xenophobia Communication

Alien Power Drain Ship Shields


SOLO-PLAY RULES


Only keep Aid cards in your hand.

You must face missions and threats as you draw them.

You may only go to Starbase in End phase after you have failed a mission.

Mishap cards apply to the next drawn mission or threat, then discard the Mishap.


OPTIONAL RULE - EXPERIENCE


After completing a mission roll 1D6. On a roll of 1-2 one random crewmember

gains one random skill.


GAME DESIGNERS NOTES


You may want to name and draw pictures of your ship & crew members before play starts.

ALTERNATE RULES FOR SPACE SCOUTS


Click here.

7 set Missions with threats. An action deck with only Aid & Mishap cards.


NON-CARD VERSION OF SPACE SCOUTS


Click here.

Card lists are replaced with tables.


CARD SET AVAILABLE


Thanks Zak for another great card set!

Thoth Card Game Engine

SPACE SCOUTS: NON-CARD VERSION

INTRODUCTION


Dice and Bookkeeping game.

Explore the mysteries of outer space with your trusty

ship and intrepid crew.

SETUP


Six and 10 sided dice are required.

Randomly determine and record the 6 systems on your ship.

Randomly determine and record the skills of your 6 crew members.

Your captain has 3 skills. You have two officers with 2 skills each, and

3 specialists with 1 skill each.

When determining crew skills, you may roll on any of the 3 Skill determination Tables.


TURN SEQUENCE


Players take turns.

Each turn has 2 phases:

1. Mission Phase

2. Action Phase


OBJECT


Be the first to complete 10 missions.

MISSION PHASE


Roll once on the Mission Table.

ACTION PHASE


You may decide whether to go on the mission or return to Starbase.

If you return to Starbase you may replace any killed Crewmembers and repair any Ship damage

If you decide to go on the mission, you must first encounter 1D6-3 threats.

Roll on the threat table for each threat.

The threats are resolved one at a time.

The mission may be resolved after all threats are successfully overcome.

For each threat/mission roll twice on the Aid table and twice on the Mishap table.

Aid results increase your skills. Mishaps decrease your skills.

If your crew and ship have skills and systems that match those of the threat/mission, you automatically

overcome/complete it successfully.

If you do not have the required skills you fail the threat/mission.

If you fail, roll on the Encounter Failure Result Table.

If you fail, your turn ends immediately.

Keep tract of all successfully completed missions.


CREW MEMBER COMMAND SKILL DETERMINATION TABLE 1


1D6 Skill

1 Integrity

2 Diplomacy

3 Cunning

4 Security

5 Combat


6 Pick

CREW MEMBER SCIENTIFIC SKILL DETERMINATION TABLE 2


1D6 Skill

1 Physical Science

2 Medical

3 Biological Science

4 Communications

5 Psychology

6 Pick

CREW MEMBER TECHNICAL SKILL DETERMINATION TABLE 3


1D6 Skill

1 Engineering

2 Computers

3 Astrogation

4-5 Roll on Ship systems table

6 Pick

SHIP SYSTEMS DETERMINATION TABLE


1D6 System

1 Ship Shields

2 Ship Weapons

3 Ship Speed

4 Computers

5 Astrogation

6 Pick

ENCOUNTER FAILURE RESULT TABLE


1D6 Result Effect

1-2 Ship Damaged The Ship loses 2 random systems

3-4 Mission Delayed Miss next Turn

5-6 Crewmember Killed 1 Random Crewmember killed


MISSION TABLE


1D100 Name Skills Required

01-03 Deliver Vaccine Medical

04-06 Evacuate Colony Speed X2

07-09 Chart Star Cluster Astrogation X2

10-12 Nebula Gas Samples Physical Science

13-15 Strange New World Biology & Physical Science

16-18 Diplomatic Mission Diplomacy X2

19-21 Prisoner Transfer Security X2

22-24 Mediate Dispute Diplomacy & Communications

25-27 Peace Talks Diplomacy & Integrity

28-30 Trade Negotiations Diplomacy & Cunning

31-33 Repair Satellite Engineering

34-36 First Contact Communication X2

37-39 Rescue Mission Medical, Security, & Engineering

40-42 Border Patrol Ship Shields & Weapons

43-45 Intercept Smugglers Security & Communications

46-48 Monitor Primitives Communication & Psychology

49-51 Distress Signal Communication & Speed

52-54 Salvage Space Hulk Engineering

55-57 Reconnaissance Mission Astrogation & Security

58-60 Escort Mission Ship Speed & Weapons

61-63 Assist Refugees Medical & Psychology

64-66 Quarantine Plague Ship Medical & Weapons

67-69 Bug Hunt Combat & Biology

70-72 Apprehend Criminal Security & Cunning

73-75 Espionage Mission Cunning X2

76-78 Survey Mission Astrogation & Physical Science

79-81 Explore Dyson Sphere Ship Speed & Astrogation

82-84 Investigate Alien Ruins Communication & Engineering

85-87 Pursue Military Raiders Ship Speed & Weapons

88-90 Forbidden Planet Physical Science & Diplomacy

91-93 Investigate Lost Ship Astrogation & Security

94-96 Reestablish Contact Communication

97-00 Reroll




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