Introduction to Warpspawn Games


SPECIAL UNITS COST AD NOTES



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SPECIAL UNITS COST AD NOTES


Noble - +1 Psychic; Gives First Strike

Jumpships 6 - Transport 3 Armies &/or Nukes

Nuclear Arsenal(Nukes) 5 5 One use. Can be used vs. Jumpships

Damper Field 2 - Nuke attacks must destroy these first

AD = Attack Dice

ARMIES COST AD NOTES


House Troops 2 1 +1 When Defending

Psychic Veterans 4 2 Lortran; Negate 1 Psychic

attack on roll of 1-3 on D6

Anthrosynthetic Berserkers 5 2 Gurati; +2 When Attacking

Cyborg Commandos 4 2 Gurati; First Strike When

Attacking

Kadesh Fanatics 1 1 Kadesh; Sacrifice for +1

Kadesh Warrior Priests 5 2 Kadesh; Psychic

Nitrix Suicide Squads 3 2 Nitrix; Sacrifice for +2

Desert Warriors 5 3 +1 & First Strike When

Defending Quayat

Ice Barbarians 3 2 +1 & First Strike When

Defending Frost

Jungle Fighters 1 1 +1 & First Strike When

Defending Bolavor

Prisoner Soldiers 1 2 Before battle roll 1D6.

On 1-2 they escape.

Subterranean Mutants 4 1 Psychic; First Strike When

Defending

Solar Templars 7 3 Psychic

Amazonians 5 3

Robot Death Machines 7 4

Clone Soldiers 1 1

Colonial Rangers 7 2 Self Transport

Imperial Shock Troops 6 3 +1 When Attacking

Imperial Centurions 3 1 +2 when Defending

Imperial Death Squads 4 1 +1 & First Strike When

Attacking

Imperial Conscripts 1 1

Rimspace Pirates 4 1 Self Transport

Discordian Heretics 1 1 Sacrifice for +1

Transhuman Supersoldiers 5 4 Before battle roll 1D6.

On 1-2 they all join opponent.

Mercenaries 2 2 Pay them 1 Mega Credit to

Attack

Rebel Freedom Fighters 4 2 First Strike When Attacking



+1 vs Imperial units

Sea Monsters 5 4 Defenders

Miners 1 2 Defenders

Psychic Natives 1 1 Psychic; Defenders

Lava Projectors 3 3 Defenders

TERMS


Attack Dice- The unit rolls this many D6 in battle. Every roll of 1

destroys one opposing unit of the defenders choice.

Psychic- When in battle this unit rolls on the Psychic Attacks Table

to potentially get additional attack dice.

Jumpships- The only way to get around. A jumpship can carry up to 3

nuclear arsenals/army units and any number of Nobles. Jumpships

have a maximum range of 3 hexes. They must begin and end their

movement in a planetary system. If destroyed, all on board are also

destroyed.

Nobles- The leaders of a House. An army unit commanded by a Noble

gets +1 Attack Dice and First strike. If the unit is destroyed in

battle, the Noble is too, if there are no other friendly armies remaining.

Self Transport- These units have their own jumpships. If they are

destroyed their jumpships are also lost. They cannot transport other

troops or Nukes.

First Strike- These units roll their Attack dice before the other

units. All first strike dice are rolled simultaneously. And then all

other attacks are rolled simultaneously.

Defenders- These units cannot leave their planet of origin.

Cost- The cost in income to purchase the unit. Units of income are

called ‘Solats'.

Nuclear Arsenals- ‘Nukes' can be launched from jumpships or the

ground. They can target armies or a single jumpship. Once used they

are destroyed.


PSYCHIC ATTACKS TABLE


1D6 Attack Dice Affect

1-3 0 Negligible

4 1 Psionic Blast

5 2 Telekenetic Maelstrom

6 3 Molecular Disruption

TURN SEQUENCE


1- INITIATIVE- Roll high on 1D6 to determine who goes first.

2- PRODUCTION- Collect Income from all worlds and allies

3- UPKEEP- Pay 1 Income per 10 ships, arsenals, and armies you control

4- RECRUIT NOBLES- Roll 1D6. One noble recruited on a roll of 1.

Some allies allow additional rolls.

5- RECRUIT TROOPS- One unit can be purchased on each world per turn & two

from Homeworlds. Extra troops/ships/nukes from Allies may be purchased on a

players Homeworld.

6- MOVEMENT- Jumpships can move up to 3 Hexes. They must land in a

system.


7- NUCLEAR EXCHANGE- Occurs between enemy units in the same system.

Attack Dice from Nuclear arsenals are rolled simultaneously by both sides.

8- BATTLE- First strike attacks are resolved first & then all other

attacks. This is repeated until one or both sides are eliminated.

If all units are killed the defender remains in control of the planet.

9- NOBLE ACTIONS- See List

10- PLANET CONTROL- Take control of any planet you have armies on.

STACKING


Any number of units may occupy the same hex. Battles occur when

enemy units occupy the same hex.


NOBLE ACTIONS LIST


A Noble that did not move or fight this turn may take a 'Noble' action.

Noble actions are successful on a roll of 1 on 1D6.

Some Allies can do Noble Actions.

Nobles (& allies) do not have to be in the same system as their target.

* Diplomacy: Take control of target World that has no enemy armies on it.

* Assassination: Target noble killed. A player may only make one

assassination attempt per turn.

* Intrigue: Take control of target ally. If the ally provided armies or ships,

you gain control of these. Only one intrigue attempt per turn.

* Sabotage: Destroy target army, jumpship, or arsenal.

* Govern: Income of world + 1D6-1D6; Automatic success, minimum +1

* Strategic Planning: Automatic success. +1 or -1 to Initiative roll next turn.


THE MAP


Use a 10 x 10 hex grid. Homeworlds will be located in the corners.

Distribute the other 20 worlds by using the 1D10 to determine the

coordinates. Only one world per hex. For additional ‘terrain'

distribute Nebulas, blackholes, and supernovas. Jumpships cannot

travel through these obstacles. Other terrain can include Imperial

jump stations and Star systems with no planets. These spaces can be

jumped to but they cannot be controlled and they provide no resources.

Another possibility are Stargates that allow instant travel between

distant regions of the map.



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