Introduction to Warpspawn Games



Download 8.66 Mb.
Page256/270
Date31.03.2018
Size8.66 Mb.
#45297
1   ...   252   253   254   255   256   257   258   259   ...   270

HEX TERRAIN TYPE TABLE


D10 Type MP Walls Notes

1-2 Clear 1 0 Plains

3-5 Settlement 1 X Roll on Settlement Table

6 Forest 2 1 Adjacent Villages earn +1 Gold

7 Marsh 3 1

8 Desert 2 0

9 Hills 2 1

10 Mountains 3 2 Adjacent Mines earn +1

* River 1 1 Cost to cross to other side

MP is the number of Movement points used to enter the space.

Non-settlement terrains will contain an encounter on a roll of 1-2 on D10.

Walls represent protection afforded to defenders in that terrain


SETTLEMENT TYPE TABLE

D10 TYPE GOLD WALLS RECRUIT


1-3 Village 1 1 Warrior

4-5 Town 2 1 Archer

6 City 3 1 Catapult

7-8 Castle 1 2 Cavalry

9 Mine 2 0 None

10 Tower 0 2 Wizard

* Capitol 4 2 Hero

GOLD = Revenue per turn


TROOP TYPE TABLE

UNIT TYPE COST INIT KILL NOTES


Warriors 1 1 6

Archers 1 3 4

Cavalry 1 2 5

Catapults 1 4 3

Hero 10 1 7 Use Magic Items

Wizard 5 -- -- Use Battle Spells

Notes: Cost is in Gold, INIT = Initiative

ENCOUNTER TABLE

D10 TYPE


1 Barbarian Horde: 4D10 Warriors; 1 Treasure

2 Bandits: 2D10 Archers; 1 Treasure

3 Humanoids: 3D10 Warriors; 1 Treasure

4 Disease: Lose 1D10 Troops

5 Ruins: Undead Guardians: 2D10 Warriors; 1 Treasure

6 Monster: Init = 1, Kill = 3; Must be killed 5 times; 1 Treasure

7 Irate Sorcerer: 1 Wizard and 2D10 Warriors attack you; 1 Treasure

8 Petty Warlord: 1 Hero and 3D10 Warriors attack you; 1 Treasure

9 Ancient Dragon: Init = 2, Kill = 4; Must be killed 9 times; 2 Treasures

10 Nomads: 2D10 Cavalry; 1 Treasure


TREASURE TABLE

D10 TYPE


1-2 2D10 Gold

3-5 1D10 Gold

6 Followers: 1D10 Warriors join you.

7 Wandering Mage: 1 Wizard joins you if you have no wizard, if you do have one, get a

Magic Item: Roll a Realm spell to determine its effects. Useable once per turn.

8-9 Magic Item: Roll on Ability table to determine its effects.

10 Magic Item: Roll a Battle spell to determine its effects. Useable once per turn.

Notes: All magic items belong to heroes.


ABILITY TABLE


1D10 Ability Effect

1 Wizardry Wizard gets +1 Battle Spell

2 Command Maximum troops in heroes army +10

3 Defense Negate 1 Kill per Segment

4 Leadership One random troop type gets Kill +1

5 Tactics One random troop type gets Initiative +1

6 Logistics Hero +1 Move Point

7 Scouting Explore +1 Hex in Explore Phase/ Look at one adjacent Heroes Index card

8-10 Rare Ability Roll on rare ability table

RARE ABILITY TABLE


1D10 Ability Effect

1 Intrigue +1 to Espionage roll

2 Resist Spells Negate one spell per battle

3 Prophecy Get +1 Realm spell per turn

4 Luck Cause one target dieroll per turn to be rerolled

5 Diplomacy Put a control marker on 1 adjacent neutral settlement in recovery phase

6 Prowess One random troop type gets +1 Attack per round

7 Healing In recovery phase restore 1D10 troops lost in battle

8 Siegecraft Destroy 1 wall in Initiative 1 segment

9 Strategy Hero gets +1 Battle Phase per turn

0 Wealth +1 Gold per turn in Collect Phase

RANDOM TROOP TYPE TABLE


1D5 Type

1 Catapults

2 Archers

3 Cavalry

4 Warriors

5 Hero

ESPIONAGE TABLE


1D10 Result

1-5 Failure

6-8 Look at target Hero Index card

9-0 Success: Roll on the Agent Success Table


AGENT SUCCESS TABLE


1D10 Result

1 Kill target Hero: That heroes army disbands

2 Gain control of target non-capitol settlement

3 Steal target Magic Item. Give it to any one of your heroes

4 Steal 1D10 Gold. Add it to your coffers

5 Cause 1D10 Gold worth of Property Damage

6 Delay Army: Target Hero cannot move or attack this turn

7 Kill Target Wizard.

8 Cause 1D5 troop units in target army to disband. Opponents choice

9 False Orders: Move Target Hero this turn.

10 Opponent rolls on this table and applies it to you.

ALLIES


In a multiplayer game, two or more players may form an alliance.

An alliance ends as soon as one ally attacks another, or declares the alliance over.

Allies may combine attacks.

Allies may trade anything except spells and abilities: Heroes, gold, troops, magic items, settlements, etc.

Allied Heroes may do pass through movement.

BATTLE SPELLS TABLE


1D100 Spell

01-02 Petrification- Kill 1 unit Cast at Initiative 2

03-04 Web- Neutralize 2 units Cast at Initiative 2

05-06 Hold- Neutralize 1 unit Cast at Initiative 2

07-08 Paralyzation- Neutralize 1 unit Cast at Initiative 3

09-10 Mesmerize- Neutralize 1D5 units Cast at Initiative 2

11-12 Weakness- Target group are Kill -1 for the rest of the battle. Cast at Initiative 2

13-14 Fireball- Kill 2 units Cast at Initiative 3

15-16 Lightning Bolt- Kill 1 unit Cast at Initiative 5

17-18 Cone of Cold- Neutralize 1 unit and Kill 1 unit Cast at Initiative 2

19-20 Blessing- Reroll all of your missed attacks once this round of battle. Cast in Spell Segment.

21-22 Bloodlust- All of your warriors get kill +1 this round of battle. Cast in Spell Segment.

23-24 Charm- Take control of 2 of opponents troops Cast at Initiative 1

25-26 Command- Take control of 1 of opponents troops Cast at Initiative 2

27-28 Poison Gas Cloud- Kill 1D5 units Cast at Initiative 2

29-30 Smite- Your Hero gets an extra attack for 3 rounds of Battle. Cast in Spell Segment.

31-32 Haste- All of your troops get Initiative +1. Cast in Spell Segment.

33-34 Invisibility- One group of troops gets Kill +1 and Initiative +1. Cast in Spell Segment.

35-36 Charge- All of your cavalry get kill +1 this round of battle. Cast in Spell Segment.

37-38 Flaming Arrows- All of your archers get kill +1 this round of battle. Cast in Spell Segment.

39-40 Stone to Mud- Destroy 1D5 ranks of opposing walls. Cast in Spell Segment.

41-42 Shield- Negate 4 kills by archers or catapults this round. Cast in Spell Segment.

43-44 Forget- Opposing Wizard discards 2 cards. Cast in Spell Segment.

45-46 Spellbind- Opposing Wizard cannot cast spells the next 2 rounds of Battle. Cast in Spell Segment.

47-48 Polymorph- Neutralize 4 units Cast at Initiative 2

49-50 Armor- Negate 3 kills this round. Cast in Spell Segment.

51-52 Dispell- Negate the effects of one spell just cast.

53-54 Raise Dead- Create 1D5 Warriors. Cast in Spell Segment.

55-56 Swarm- Neutralize 3 units Cast at Initiative 3

57-58 Illusions- Negate all attacks by one enemy group this round. Cast in Spell Segment.

59-60 Summon Dragon- Init = 2, Kill = 4; Must be killed 5 times

61-62 Summon Monster- Init = 1, Kill = 3; Must be killed 3 times

63-64 Summon Fairies- Neutralize 2 units Cast at Initiative 1

65-66 Sleep- Neutralize 1D5 units Cast at Initiative 1

67-68 Shatter- Destroy target magic item. Cast in Spell Segment.

69-70 Phantasmal Terrain- One group gets Initiative +4 this round. Cast in Spell Segment.

71-72 Slow- Target groups Initiative -2 for rest of battle. Cast in Spell Segment.

73-74 Ice Wall- Defender only. Gain 3 Walls. Cast in Spell Segment.

75-76 Force Field- No attacks by archers or catapults this round. Cast in Spell Segment.

77-78 Precision- All attacks by your archers hit this round. Cast in Spell Segment.

79-80 Wall of Fire- Cavalry, Heroes, and warriors may not attack this round. Cast in Spell Segment.

81-82 Fog- All Archers & catapults are Kill -1 this battle. Cast in Spell Segment.

83-84 Blind- Neutralize 3 units. Cast at Initiative 3

85-00 Reroll

NOTES: Neutralized troops cannot attack for the rest of the battle.

Summoned units are summoned in the spell segment and they go away at the end of the battle

Take permanent ownership of controlled troops.

A "group of troops" would consist of all troops of a certain

type: All warriors, or all catapults for example.

Kill +1 increases Kill rank by 1. Warriors with kill +1 would kill on

a roll of 1-6 instead of 1-5.



Download 8.66 Mb.

Share with your friends:
1   ...   252   253   254   255   256   257   258   259   ...   270




The database is protected by copyright ©ininet.org 2024
send message

    Main page