Introduction to Warpspawn Games


SETUP This game requires a hexmap, dice, and chits to represent units. Units willvary according to the scenario. TURN SEQUENCE



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SETUP


This game requires a hexmap, dice, and chits to represent units.

Units willvary according to the scenario.


TURN SEQUENCE


1. Determine Initiative: Roll High.

2. Initiative loser Moves

3. Initiative winner Moves

4. Roll wind direction and speed seperately for each zep

5. All units fire weapons and deal damage simultaneously

6. Roll for damage caused by fires

7. Patch crews repair damage

ALTITUDE


There are 10 steps of Altitude (1-10).

Use a ten sided die to record the altitude of your zep.

The ground would be considered altitude = 0.

A gounded zep is not necissarily destroyed.


ZEPPELIN UNIT TYPES TABLE


Airship Cargo Move Hydrogen

Class Slots Points Gas

Scout 2 5 10

Escort 3 4 20

Destroyer 4 4 30

Frigate 5 3 40

Cruiser 6 3 50

Battleship 7 2 60

Dreadnaught (+1) 2 (+10)

MOVE POINTS


This is the number of hexes a zep can move per turn.

Rotating a zep one hex face costs one Move Point(MP).

Increasing or decreasing altitude one step costs 1 MP.

WEAPONS CARGO TABLE


Weapons Slots Range Ammo To hit on 1D6

Large Cannon 2 15 5 1-3

Small Cannon 1 10 10 1-4

Machine Gun 1 6 20 1-5

Flame Thrower 1 3 5 1-3

Small Arms 0(1 per zep) 4 Unlimited 1-3

All weapons fire out of a set 90 degree arc (Forward, Aft, Port, Starboard)

Determine how weapons are positioned on each zep.

Crew Small arms fire can be made in any direction.

A target must be at the same altitude or up to 2 steps lower.


OTHER CARGO TABLE


Other Cargo Slots Notes

Engine 1 Increase Base Speed +1

Ammo 1 10 Large or 20 Small Cannon Shots.

Patch Crew 1 Repair Punctures and put out fires.

Gas Tanks 1 10 Gas

Bombs 1 May be dropped on Zeps. Target destroyed on roll of 1-3 on 1D6.

Passnegers 1 May function as ‘Small Arms' weapon

Bulk Cargo 1 May apply to scenario victory conditions

If Ammo, Gas Tanks, or Bombs are destroyed, the zep suffers Blowout.

DAMAGE TABLE


Damage Result Flamethrwr Small Machine Gun

1D20 L.Cannon Cannon Small Arms Notes

Cargo Hit 1 1 1 1 random cargo destroyed

Steering Hit 2 2 2 Zep cannot turn

Engines Hit 3 3 3 Base Speed -1

Cabin Hit 4 4 4 Spark- Zep catches on fire

Minor Puncture 5-7 5-14 5-20 -1 Gas per turn until patched

Major Puncture 8-12 15-19 - -2 Gas per turn until patched

Crit Puncture 13-18 20 - -3 Gas per turn until patched

Blowout 19-20 - - Zeppelin Destroyed

Damage: A zeppelin hit by a flamethrower is considered to be ‘in flames'

and must roll on the flamethrower damage column once per turn until a

patch crew puts the flames out.

PATCH CREW REPAIR TABLE


1D6 Repair

1-2 No repairs made

3-5 1 Leak (-1 Gas per turn) or 1 Fire

6 2 Leaks or 1 Critical Puncture or 1 Fire


HEX MAP WIND DIRECTION & SPEED


1D12 Direction of Wind 1D6 Wind Speed

1 NW 1 0


2 N 2 0

3 NE 3 1


4 SE 4 1

5 S 5 2


6 SW 6 2

7 W


8 E

9 Zep rotates to left 60 degrees. Do not roll Wind speed.

10 Zep rotates to right 60 degrees. Do not roll Wind speed.

11 Zep pushed up 1 Altitude step. Do not roll Wind speed.

12 Zep pushed down 1 Altitude step. Do not roll Wind speed.

A Zep is pushed a number of hexes equal to the Wind speed in the indicated direction.

Every turn a zep is at less than half gas remaining it drops.

Every turn a zep is losing gas, it drops:

1D6 Altitude Steps Dropped:

1 0


2-4 1

5-6 2


Beginning Scenario: Patrol Skirmish over Enemy Lines

Zeps start on opposite ends of the map facing towards the middle.

Zeps start at an altitude of 1D10.

Victory Conditions: Destruction of the enemy. Major victory if both your

zeps survive. Victory if only your bigger zep survives. Minor victory if

only your smaller zep survives.


AIRSHIPS OF THE GERMAN IMPERIAL ZEPPELIN AIR SUPREMACY DIVISION


Size 3: "The Blitzkrieger" LC/SC/MG

Size 7: "The Bismark" 2SC/LC/Ft/PC/Engine/Bombs


AIRSHIPS OF THE ROYAL BRITISH ZEPPELIN AIR FORCE


Size 6: "The Victoria": LC/LCAmmo/2PC/MG/SC

Size 4: "The Liverpool": 2SC/MG/SCammo/Engine


ZULU SPEARS SOLO


by Markus Salo at

msalo71@yahoo.com


INTRODUCTION


Solo variant of Zulu Card game. Simulates a battle between Zulu & British Troops.

To be played on British side. The Zulu side variant is under construction.


CARDS


Player will have to make their own sets of cards.

The British and Zulu have their own unique decks.

The British also need a d10 (d20) as a troop calculator.

On the Deck lists, # = number of that card in the deck.

Both decks have 52 cards.

Notice that most cards have a force value.


SET UP


Shuffle both decks.

The British player draws 5 cards.

The British start with 100 (200) troops.

The number of Zulu warriors is not recorded.


TURN SEQUENCE


Draw Phase

Fortifications Phase

Ranged Attack Phase

Discard Phase

Zulu Attack Phase

DRAW PHASE


The player will draw cards to fill his hand to 5 cards.

FORTIFICATIONS PHASE


The British player may lay out any cards described as standing defenses.

These are not discarded. They are placed face up in front of the player.


ZULU ATTACK FACE


Roll 1d6 to determine how many cards the Zulus use in an attack.

Then draw the cards from the Zulu deck and place them face down on the table.




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