Introduction to Warpspawn Games



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SETUP


Players keep one Thunderbolt card in front of them that represents their plane.

Each player also draws 1 random pilot card.

Place 5 Fuel Markers on this card.

Place 5 Ammo Markers on this card.

Each player draws 3 cards for their hand.

All planes start their first turn at Base.


THE DECK


Players share a common Deck.

Cards not in the common deck include the Pilot cards and Thunderbolt cards.

Card types found in the common deck include:

Mission Cards

Munitions Cards

Enemy Cards

Event cards

DICE


Ten sided Dice are required (D10).

OBJECTIVE


The player who has Mission cards with the most Mission Points at the end of the game wins.

FUEL MARKERS


Each plane holds 5 units of Fuel.

Use counters to represent Fuel units.

When a plane runs out of fuel it must return to base.

AMMO MARKERS


The Warthog is equipped with a 30 mm GAU-8/A Gatling Gun.

Each plane holds 5 units of ammo.

Use counters to represent ammo units.

When a plane runs out of ammo it can no longer use its gun until it reloads at base.


STRUCTURAL HIT MARKERS


Planes must Abort Mission and return to base when they take 3 total hits or damage.

Use counters to represent Hits or Damage.


TURN SEQUENCE


Players take turns.

Each turn has 6 Phases.

1. Briefing Phase

2. Loiter Phase

3. Base Phase

4. Incoming Phase

5. Mission Phase

6. End Phase


BRIEFING PHASE


Draw 2 cards from the Deck.

If the Deck runs out the game is over.

Max hand size is 7 cards. Discard excess cards.

LOITER PHASE


Remove one Fuel counter if you are not at Base.

If you have no fuel counters or 3 damage counters you must return to base.

If you voluntarily aborted the mission in your last Incoming Phase you must

return to base.

If these conditions are not met, you may still choose to return to base.

A plane may spend several consecutive turns at base to repair damage.


BASE PHASE


Skip this phase if you are not already at base, or did not return to

base in Loiter Phase. You may do all of the following:

Repairs: Remove one Damage marker.

Rearm: Gain 5 Ammo units (5 Max)

Refuel: Gain 5 Fuel units (5 Max)

Munitions: Add Munitions cards from your hand to your plane (5 Max)

Munitions cards are placed face up next to your plane card.

If you did not skip this phase, then at the end of this phase immediately skip

to End phase.

INCOMING PHASE


The active player may play one Mission card.

Your opponent (a non-active player) may play one Enemy card regardless if a

Mission was played or not.

Roll 1D10 for Combat Initiative.

1-5 The Enemy attack first

6-10 The player attacks first

Roll 1D10 for Attacks.

1-5 The Attack misses.

6-10 The Attack hits.

If an enemy is hit it is destroyed and the card is discarded.

If the player is hit his plane receives one Damage Counter.

Continue trading attacks until:

The enemy is destroyed, or

The player has 3 hits, or

The player voluntarily aborts the mission

When you receive your third damage counter you must immediately skip to End phase.

Every time the player attacks he must use up (discard) one ammo counter or one

munitions card.

The Gatling gun can be used against any target. Other Munitions are more limited.

Only one Enemy card can be played this phase unless the Mission card says otherwise.

Attacks vs Enemy Fighters are at –1.

Enemy Fighters will make 3 passes and then break off combat.


MISSION PHASE


To complete the mission played last phase the active player must destroy the target.

Roll 1D10 to attack the target:

1-5 The Attack misses or minor damage.

6-10 The Attack hits. The Mission target is destroyed.

Every time the player attacks he must use up (discard) one ammo counter or one

munitions card.

All Mission Targets are Ground Targets.

Continue attacking until the target is destroyed or you run out of ammo and munitions.

If you destroyed the target, put it in your Mission Completion pile.

If you did not destroy the target, discard it.


END PHASE


Next players turn.

MISSION CARD LIST


Target Name MP Notes:

Tank Column 1 Vehicles

Major Airfield 3 Any number of Air cards may be played

Minor Airfield 2 Opponent may play 1 extra Air card

Munitions Storage Area 1

Radar Facility 2 SAM cards are Initiative +2

Ammo Dump 1

Supply Convoy 1 Vehicles

Troop Concentration X 1 MP per Hit inflicted up to 3

APCs 1 Vehicles

Truck Park 1 Vehicles

Communications Outpost 2 One opponent may draw a card

Forward Observers 1 Attacks vs Mission Target at -2

Artillery Battery 2 Opponent may play 1 extra AAA card

SAM Site 3 Any number of SAM cards may be played

AAA Site 2 Any number of AAA cards may be played

Docked Warship 3 Opponent may play 1 extra AAA or SAM card

Bridge 2


Engaged Armor 2 Enemy Attacks at +1. Vehicles

Radar Post 1

Infantry Positions 1

Dug in Tanks 1 Attacks vs Mission Target at –1. Vehicles

Bunker 1 Attacks vs Mission Target at –1

Staging Area 3 Opponent may play 1 extra enemy card

MP = Mission Points

ENEMY CARD LIST


Weapon System Type Target Attack Initiative

MiG-27 FTR Air - +2

MiG-17 FTR Air -1 +1

MiG-21 FTR Air - +2

MiG-23 FTR Air +2 +2

Su-25 FTR Air - +2

Su-24 FTR Air +2 +2

Su-22 FTR Air -1 +1

Su-17 FTR Air -1 +1

Su-7 FTR Air -2 -

Redeye SAM Ground - -

Stinger SAM Ground +2 +2

Blowpipe SAM Ground - -

SA-7A SAM Ground -1 -

SA-7B SAM Ground +1 +1

SA-14 SAM Ground +1 +1

ZU-23 AAA Ground - -

ZPU-4 AAA Ground +1 -1

ZSU-23-4 AAA Ground +1 -

40mm AAA Ground - +1

2 x 35mm AAA Ground +1 +1

Mi-24E HEL Air +2 +2

Mi-24A HEL Air +1 +1

Mi-4 HEL Air - -1

Mi-8E HEL Air +1 +1

Mi-8C HEL Air - -1

FTR = Fighter

HEL = Helicopter

Fighters and Helicopters attack with guns and missiles.

SAM = Surface to Air Missile. Launchers will be on vehicles or hand held by infantry.

AAA = Anti-Aircraft Artillery. Guns only.



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