Introduction to Warpspawn Games


TURN SEQUENCE 1. INITIATIVE



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TURN SEQUENCE

1. INITIATIVE

2. INCOME

3. UPKEEP

4. RECRUITMENT

5. MOVEMENT

6. COMBAT

INITIATIVE


Roll high on 1D6 to see which player goes first in all of the following phases this turn.

INCOME


Collect revenue from villages and stronghold.

UPKEEP


Total the cost of all your units and divide by 10.

Pay this amount in income.

This covers food, pay, gas, and ammo

If you cannot meet upkeep, lose 1D6 units of your choice.


RECRUITMENT


Units start in or adjacent to villages and strongholds.

There are no limits to purchases of Peasants, Thugs, Bodyguards, and Lieutennants.

Every time you go to buy one of the other types roll 1D6 (Availability Roll):

On a roll of 1-3 there are none of that type left available to you this turn.


MOVEMENT


You may move your units a number of spaces up to their Movement rating.

No stacking limit: Any number of units per space.


COMBAT


Units may attack enemy stacks in range.

A unit may attack once per turn.

Carried units may attack.

COMBAT RESOLUTION TABLE


FORCE RATIO Attacker:Defender

1D10 5+:1 4:1 3:1 2:1 1:1 1:2 1:3+

1 A K2 K2 K K K R

2 K2 K2 K K K R R

3 K2 K K K R R R

4 K K K R R R -

5 K K R R R - -

6 K R R R - - -

7 R R R - - - -

8 R R - - - - -

9 R - - - - - -

0 - - - - - - -


All results are against the defending stack.

A = All units in stack killed.

K2 = 2 Units Killed & Stack must retreat 1 Space or loose another unit.

K = 1 Unit Killed & Stack must retreat 1 Space or loose another unit.

R = Stack must Retreat 1 Space. 1 Unit killed if unable to retreat.

A stack may only retreat once per turn.

The defender chooses which units are lost.

A stack cannot attack unless it contains a warlord or

lieutenant or it was attacked last turn.

Attacks on a single stack may be combined.

Attacks by units in the same stack must be combined.

TERRAIN Income Foot Vehicles Defense

Villages 1 1 2 5

Stronghold 4 1 2 15

Open - 1 2 0

Road - 1 1 0

Rice Paddies - 2 - 1

Jungle - 2 - 2

Water - - 1* 0

The values for Foot and Vehicles are the cost in movement points to enter the space

* = Boats only. Other vehicles cannot enter water.

Defense values are added to the defending stacks force value.

Defense values represent cover, booby traps, and extra defenders.

MAP


Use a hex grid. Place terrain features as desired.

Villages are often near rivers.

Roads connect villages.

Rice Paddies will be adjacent to villages.


STARTING FORCES


Each side begins with:

1 Stronghold

1 Warlord

3 Peasants

2 Thugs

1 Bodyguard


VICTORY CONDITIONS


Kill opponents Warlord or capture his stronghold.

WARLORD SPECIAL ABILITIES

1D10 ABILITY


1 Drug Trade: +1 Revenue

2 Prostitution Ring: +1 Revenue

3 Railway: +1 Revenue

4 Begin game with Control of one nearby village

5 Trade contacts: +1 to Availability rolls

6 Popularity: Get 2 peasant units for the price of one

7 Begin game with 3 extra Bodyguard units

8 Mechanics: +2 to Availability rolls of Vehicles

9-0 Begin game with 2D6 extra income

CITY STATES

INTRODUCTION


War and politics in ancient Greece.

DICE


Six and Ten sided dice are required.

THE BOARD


Use a map of the Aegean circa 430 B.C.

Divide the map into spaces, either hexagonal or irregular shaped.

Make sure to include cities that existed at the time.

VICTORY


Control the most city states at the end of 36 turns.

ALTERNATE FANTASTICAL BOARD


Have the map be geographically inaccurate collection of islands and small land masses.

Include the following city states: Athens (Athenians), Sparta (Spartans), Troy (Trojans),

Archea (Archeans), Ionia (Ionians), Thebes (Thebians), Corinth (Corinthians),

Thrace (Tracians), Crete (Cretans), Doria (Dorians), Amazonia (Amazonians),

Macedonia (Macedonians)

TERRAIN CHART


There are several types of spaces:

Type Move Cost Stack Defense Notes

Water (Sea) 1 4 - Fleets only

Clear 1 5 -

Farms 1 4 -

Fishng Villages 1 4 - Fleets may dock

Mountainous X X - Impassable

Mountain Pass 2 1 +7

Forest 2 2 +3

Swamp 2 2 -2

Hills 2 3 +4

Cities 2 4 +5 Fleets may dock

Sandy Coast 1 4 - Fleets may beach

Rocky Coast 2 3 -1

Move Cost = Move cost of unit to enter the space.

Stack = Maximum number of Armies or fleets that may occupy the space.

Defense = Modifier a Defending unit gets to its Defense roll.

(Attackers do not get the modification!)


SCALES


Each space = 400 square miles.

Each turn is = 1 Month.

An army unit is composed of 5000 men of various troop types.

Most troops were heavily armed hoplites, supported by light infantry, and

some cavalry/chariots.

A Fleet unit is composed of 25 Triremes (Each carries 170 rowers and 30 marines/officers).


SETUP


Each player chooses one city on the map to be their home city.

Players should not choose adjacent cities.

Shuffle the deck.

Each player is dealt a hand of 5 cards.

Each home city starts with 2 Armies, 2 Rowers and 2 Fleets. (Or 4 Armies if landlocked)

Each home city starts with a treasury containing 10 Gold.

Each home city starts with 3 Leaders.

Each home city starts with 6 City Traits.

Roll on charts to determine Hero Traits and City Traits.

Players roll high on 1D10 to determine turn order.

All minor cities are considered to be neutral.



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