Ancient Warfare - To War!!!!!
Huscarl - Norse Tribes.
Periplus - Greek Naval Warfare.
Bujutso - Japanese Martial Arts.
Aztec Skirmish - Conquistadors vs Aztecs.
Daimyo - 14th Century Japanese bloodshed.
Grognards - Napoleonic men, guns & horses.
Blown Away - Ships of the Line.
Buccaneers - Boarding Action.
Methuselah - Vampire Hunting.
Russo-Turkish War - 1877.
Custer's Last Stand - Red Man's Revenge.
Gunslingers - of the Old West.
Fix Bayonets - Man to Man fighting in the Argonne Forest.
Operation Blitzkrieg - WWII Ground combat.
Carriers - WWII Naval combat.
Panzer - WWII Tank warfare.
Autumn Mist - Battle of the Bulge.
Russo-German War - Abstract Barbarossa.
Biker Brawl - Hell on Wheels.
Orbital Escalation - Low Earth Orbit Combat.
Tron Skirmish - Don't get De-rezzed!
Monster Brawl - Godzilla vs Rodan.
Wing Commander Fighters - Kilrathi vs Terrans.
Battletech Skirmish - Giant Robot Combat.
Starship Troopers - Destroy the Arachnoid Threat!
Phasers - Star Trek Fleet Actions.
Spice Raid - Man-to-Man fighting on Dune.
Berserker - Save your Planet!
Transformers Skirmish - Autobots vs Deceptacons.
Battle for Hoth - Star Wars Scenario.
Star Wars Dogfight - X-Wings vs TIE Fighters.
Geonosis Arena Skirmish - Star Wars Scenario.
Robotech Skirmish - Veritech Fighters vs Zentraedi Battle Pods.
Star Command - Buzz Lightyear vs Evil Emperor Zurg.
Earth Defense Force - Star Blazers: Fire the Wave Motion Gun!
40K Skirmish - Space Marines vs Genestealers.
Fleets of the Imperium - Warhammer 40K Space Fleet Action.
Martian Cloudships - and Victorian Aerial Gunboats.
He-Man Skirmish - Take a thwak at Skeletor.
X-Men Skirmish - X-Men vs Sentinels.
Spelljammer Skirmish - AD&D in Space!
Five Armies - The Battle for Smaug's Treasure.
Moria Skirmish - Fellowship vs Moria Orcs.
Archon Skirmish - Light vs Dark.
Wizard Skirmish - Magical Battle.
Fantasy Skirmish - Orcs & Dwarves, Orcs & Dwarves...
Narnia Skirmish - Help Aslan defeat the White Witch.
Legend of the Five Rings Skirmish - Crane vs Crab.
0.0 INTRODUCTION
Warp Skirmish is an abstract Wargame system that utilizes a mix
of board, card, dice and unit elements to create a system with
chess-like strategy, fog-of-war uncertainty and module
expandability.
Presented here are the base mechanics and several modules that
are ready for play. The modules contain the game setting,
background , unit and card definitions and the rules that
augment or change the Warp Skirmish engine.
1.0 The Warp Skirmish Engine
1.1 The Map
An 8x8 chessboard can be used to play most games. Terrain
aspects are detailed in the module.
1.2 The Units
Each module will detail the number, attributes and start
positions of the units involved.
1.3 The Cards
The players either draw from a common deck of cards or have a
their own deck of cards. The make up of the deck is detailed in
the module. The cards represent actions, resources, attributes,
and other aspects of the modules setting.
1.4 Victory Conditions
Each module will detail the conditions that need to be met for a
player or players to be declared the victorious.
1.5 Turn Sequence
A player is randomly selected to go thru the Turn Sequence
first. Each module will detail the exact Turn Sequence; the
basic phases are usually as follows.
1.5.1 Orders Phase
The player draws 3 cards. If the deck runs out the discard pile
is shuffled and used as the deck.
The maximum number of cards that can be help is 5 cards. After
drawing player must discard excess cards.
1.5.2 Maneuver Phase
The player discards a Movement type card. A Movement card will
be marked as such and will have a number that will indicate the
number of spaces a unit may move. Movement cards are often valid
for specific types of units. The player can then select a valid
unit and move them that number of spaces. The directions a
particular unit can move in, as well as other movement
restrictions, are detailed in the module.
1.5.3 Fire Phase
The player discards an Attack type card. An Attack card will be
marked as such and will have a number that will indicate the
range of an attack. Attack cards are often valid for specific
types of units. The player can then select a valid unit to
attack and a valid target. The effects of the attack, as well as
restrictions and reactions by the target, are detailed in the
module.
1.6 Strategic Variant
Make Orders Phase the Last phase of the Turn Sequence, and play
with card hands face up.
WARBAH INTRODUCTION
Fantasy conquest. Characterized by Gold and bookkeeping.
Explore, expand your territory, collect gold, find artifacts, cast spells,
raise armies, gain experience, send out spies, crush your enemies.
MAP & CHITS
Use a disposable Hex map.
Indicate which hexes are land and which are water.
Draw in rivers along borders of hexes.
Draw in terrain types onto the map spaces as the map is explored.
Each player starts with control marker chits of a unique color to
indicate ownership of settlements.
Each player starts with Hero marker chits of the same color and marked with
an H and a unique number to indicate individual Hero units.
10 sided dice are required to play.
SETUP
Pick one hex on the map to contain your capitol city.
Put down the appropriate terrain chit with a control marker on it.
Place one Hero chit in your capitol city.
The Hero starts with an army of 1D10 units of each of the 4 basic troop types.
The hero also starts with a wandering wizard.
Start with 1D10 gold.
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