Introduction to Warpspawn Games



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SKILLS


These are in addition to the specialty dice.

Two Weapon Style: Treat one attack roll as a dodge roll, or

one dodge roll as an attack roll.

Riding Horse: Maneuver +1, Initiative +1. Take 1D3 Damage if you are knocked off.

Martial Artist: No penalty for being unarmed

Blind Fighting: Immune to Blind damage results

Berserker: Dodge -1, Attack +1

Adrenaline Rush: Take 1 Hit point of Damage to roll 1 extra basic combat die.


SPECIAL COMBAT ACTIONS


Player must have a maneuver score = 2+ to use one of these.

Shield Bash: Treat one Armor roll as an attack roll.

Parry: Treat one Attack roll as an armor roll.

Pommel Strike: Treat one Damage roll as an attack roll.

Retreat: Treat one Attack roll as a dodge roll.

Feint: Your Attack score = 0. Gain one extra basic combat die next turn

if you are not hit this turn.

Sand in the Eyes: Treat two Damage rolls as a Blinded damage result.

Blindness lasts 1D3 turns.

Grapple: Wrestling maneuver. If attack hits, all of opponents non-maneuver

scores are at -1 until the player rolls a maneuver score = 2+ to break free.

Both combatants are disarmed.


MAGIC


Spellcasters may forgo 1 or more combat dice to gain spells on a 1 to 1 basis.

A unit must keep at least 3 combat dice.

Additional Spells may be learned instead of Specialty dice.

A spell may be used only once per combat.

One spell may be cast per turn.

Before players make their combat roll, the spellcaster declares which spell he is

casting, if any.

For a spell to 'hit' an opponent, the attack roll must be greater than the dodge roll.


SPELL LIST


1. Fireball: Initiative +3, Damage +4, Attack +1 (ranged only)

2. Lightning Bolt: Initiative +4, Damage +6 (ranged only)

3. Paralysis: If opponent is hit, he takes no damage, but he may not hit or dodge

this, or next turn.

4. Aid: Caster or target gains 1D6 specialty dice of any 1 type for 1D6 turns.

5. Heal: Caster or target heals 1D6 lost hits

6. Curse: If hit, opponent loses 1D3 basic combat dice for 1D6 turns.

7. Finger of Death: Initiative -2, Damage +9, Attack -1

8. Shocking Grasp: Initiative +2, Damage +2, Attack +1

9. Shield: Armor +2 for 1D6 turns


RANGED COMBAT


The first 1D6-2 rounds are ranged combat rounds.

Only Ranged spells, Bows, and thrown weapons may be used to attack.

Ranged weapons and ranged spells cannot be used during normal melee rounds.

If both combatants want to continue ranged combat roll for another 1D6-2 rounds.


GLADIATORS


Secutor: Short sword, Medium shield, Light Armor

Retiarius: Net, Trident, Dagger, No armor

Thracian: Short sword, Small shield, Light armor

Murmillo: Large sword, Medium shield, Medium armor

Dimachaeri: 2 Short swords, No armor (Has Two-weapon Style skill)

Samnites: Short sword, Large shield, Medium Armor


COMPUTER GAME VERSION OF COMBAT DICE


Microsoft Visual Basic

Programmed by Dragyn Rain

Click here to go to the Website

COLONIAL FLORIDA

INTRODUCTION


Historical period: Florida 1513 (Ponce de Leon) – 1821 (American posession)

Card & board game for 2-3 players.

Each player represents one colonial power: Spanish, British, or French

THE DECK


Players share the Enhancement deck.

The deck contains two types of cards: Income Cards & Combatants.


THE MAP


The Map is a circular ring divided into 36 spaces.

Spaces need to be large enough to put cards on.

The spaces are marked as follows:

1 Gulf Stream (Start/End Space)

2 Intracoastal Waterways

3 St Augustine (Settlement)

4 Mangrove Swamps

5 Unexplored Wilderness

6 Cowford (Settlement)

7 Payne’s prairie

8 Indian Trails

9 New Smyrna (Settlement)

10 Hardwood Hammock

11 Barrier Islands

12 Fort Caroline (Settlement)

13 Pond Apple Slough

14 King’s Road

15 Fort Matanzas (Settlement)

16 Cypress Stand

17 Lakes


18 Fort Picolata (Settlement)

19 St. Johns River

20 Wild Coast

21 Cape Canaveral (Settlement)

22 Beaches & Sandbars

23 Wetlands & Estuaries

24 Santa Maria de Loreto (Settlement)

25 Everglades

26 Old Spanish Road

27 San Luis (Settlement)

28 Sawgrass

29 Quagmire

30 San Marcos (Settlement)

31 Coral Reefs & Seagrass Beds

32 Sand Hills

33 Pensacola (Settlement)

34 Pine Barrens & Flatwoods

35 Sinkholes & Limestone Springs

36 Tallahassee (Settlement)

PIECES


Each player has one pawn and 12 control markers.

Disease, Hurricane, Pirate, or Indian Raid Markers are needed.


VICTORY


The first player to accumulate 50 Gold is the winner.

TURN SEQUENCE


Each turn has 7 phases:

Rebuild Phase

Hurricane Phase

Pirate Phase

Indian Raid Phase

Disease Phase

Income Phase

Action Phase


REBUILD PHASE


Remove one Raze counter from each settlement that has one.

HURRICANE PHASE


Roll 3D6 and move the Hurricane Marker counterclockwise.

If the Hurricane lands on a Settlement place 1D6 Raze markers on it.

Enhancements are destroyed on a roll of 1 on 1D6 (roll for each)

PIRATE PHASE


Roll 2D6 and move the Pirate Marker counterclockwise.

If the Pirate lands on a Settlement, the settlement is attacked by

1D3 combatants. If the defenders lose, place 1D6 Raze markers on the settlement.

This includes the effects of bandits, outlaws, corsairs, slavers, wreckers, & buccaneers.




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