ARMOR SAVE
If a character with Armor is killed roll 1D6.
This is called the Armor Roll.
On a roll of 4+ the Armor is discarded instead.
Card Type: Force Notes:
W = Weapon +1 Max 1 per Character
A = Armor +1 Max 1 per Character
I = Item +1 Max 3 per Character
U = One Use Item +2 1 Use then Discard
C = Prestige Class +1 Max 1 per Character
S = Spells +2 1 Use then Discard
FIGHTER AID CARD LIST
Card Name: Type Notes:
Razored Armor A
Razored Shield I
Steel Fins I
Flutter Blade W
Pincer Staff W
Tentacled Hide A
Stonemail A +1 to Armor Rolls
Virile Madness Potion U
Stalactite Blade W
Bloodthirsty Blade W
Trespasser Greatsword W +1 to Battle Rolls
Barbed Whip W
Cortical Exoarmor A +1 to Armor Rolls
Gauntlet of Disintegration I
Inquisitor C +1 to Recruit Rolls
Vengeance Taker C +1 to Battle Rolls
Body Tamer C +1 to Battle Rolls
Judicator C +1 to Battle Rolls
Tunnel Fighter C +1 to Battle Rolls
ROGUES AID CARD LIST
Card Name: Type Notes:
Dart Thruster W
Spidersilk Armor A
Spelunkers Kit I +1 to Barrier & Trap Rolls
Acid Vials U
Stungas Flasks U
Palm Spikes W
Sickstone Poison U
Hand Crossbow W
Death Armor A
Rope of Climbing I +1 to Barrier & Trap Rolls
Lurker Cloak I
Flash Pellets U
Glove of Venom W
Tunnel Runner C +1 to Move Rolls
Cave Lord C +1 to Barrier & Trap Rolls
Vermin Keeper C +1 to Battle Roll
Underdark Guide C +1 to Barrier & Trap Rolls
Universal Key I +1 to all rolls in Civilized Spaces
MAGE AID CARD LIST
Card Name: Type Notes:
Nightscale Armor A
Detect Thought Ring I
Cloak of Stone I
Rod of Webspinning W
Staff of Shadow W
Deep Diviner C +1 to Barrier Rolls
Nodecaster C +1 to Move & Portal Rolls
Shadowcrafter C +1 to Battle Rolls
Arachnomancer C +1 to Battle Rolls
Amorphous Form S Discard for +2 to Trap Roll
Stone Metamorphosis S Discard for +2 to Barrier Roll
Node Door S Discard for +2 to Move Roll
Burrow S Discard for +2 to Move Roll
Blindsight S
Camouflage S
Wall of Dispell Magic S +3 vs Mages & Parties with Mages
Spiderskin S
Tremorsense S Discard for +2 to Trap Roll
Hail of Stone S
Viscid Glob S
Darkvision S
Mineralize Warrior S
Eradicate Earth S Discard for +2 to Move Roll
Stone Sphere S
Tunnel Swallow S
FOE TRAP CARD LIST
Card Name: Locations
Awkward Space N
Tight Space N
Narrow Ledge N
Tunnel Collapse N
Rolling Boulder N
Rock Slide N
Falling Stalactites N
Poisonous Gasses N
Lungrot Disease N
Dart Trap C
Spiked Pit Trap C
Pendulum Trap C
Scythe Trap C
C = Civilized; N = Natural
Notes: You can play a Trap if your adversary is on a
terrain of the corresponding type.
FOE CREATURE CARD LIST
Card Name: Type Level Notes:
Carrion Crawler M 2
Lurker M 3
Gargoyles M 5 +2 in Open Spaces
Mimic M 3
Gelatinous Cube I 4 +2 in Confined Spaces
Trolls M 5
Stone Giant M 8
Insect Swarm M 6
Umber Hulk M 10
Gibbering Mouther M 4
Basilisk M 9
Xorn M 12 +2 in Confined Spaces
Giant Spider M 6 +4 in Web Cave
Black Dragon M 15 +2 in Open Spaces
Purple Worm M 13
Lich I 17 Mage
Minotaurs I 7 +4 in Labyrinth
Mind Flayer Slavers I 14 Mage
Wererats I 5
Beholders I 20 Mage
Troglodyte War Party I 6
Grimlock Hunters I 8
Duergar Raiders I 7
Kuo-toa Patrol I 4 +4 in Water Spaces
Drow Scouts I 9
Chitne Hunters I 3 +4 in Web Cave
UNDERDARK ADVENTURES MAP MAKER & CARD RANDOMIZER
Exceedingly Cool Tool by Peter Cobcroft...
Click here
These tools will have you playing in under 5 minutes.
UNIVERSAL GAME SYSTEMS
Warpspawn Games 4-Page Printing Format by Tom Higgins
Rules of War Generic Rules for all Conflicts.
Rules of War for the Ancient Period by Michael Murgatroyd (mike-angie.scartho@virgin.net)
ROWFTAP Counter Set
Fast Game System Miniatures Rules by Gottardo Zancani (zak965@libero.it)
Warpspawn Conversions for Fast Game System by Zac
Quickie Figs Fast & Easy Miniatures Rules.
SMART Gaming Simple Miniature Adventure Rules & Tactics by Themcganndoctor@aol.com
Combat Dice by Jörg Hansen
Shared Universes Meta system for rewarding creativity.
VIETNAM AIR FURY
by Joe Nixon commande1@yahoo.com
INTRODUCTION
The following are changes in the Space Fury rules:
2. Detection Phase
"cloaked" is to be considered "jamming radar".
communication does not violate "jamming radar.
4. MOVEMENT PHASE
Movement is based on the type of Aircraft.
There is no concept of "Jump Drives" or "Jump points" in this game.
6. Missiles
New Weapon AAMs: Last for 3 turns, They can be aimed at targets in a 60 degree
arc extending from the front of the fighter.
FACTIONS
(Allied)
1-3 US Air Forces
4 USMC Air
5-6 ARVN Airforce
(Communist)
1-3 North Vietnamese Pilots
4-5 North Korean Pilots
6 Soviet Pilots
FIGHTER TYPES (WAS CONSTRUCTION)
Each fighter comes "stock" and can be re-fitted as necessary on a
cost table as below.
FIGHTER COST ENHANCEMENTS 20 0 21 1 23 2
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