Introduction to Warpspawn Games



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SPELL LIST


Petrify - Range = 4. Target suffers 'Petrify' effect. Target may save.

Paralyze- Range = 4. Target suffers 'Paralyze' effect. Target may save.

Death- Range = 4. Target suffers 'Death' effect. Target may save.

Fear- Range = 4. Target suffers 'Fear' effect for 1D6 turns.

target may save at end of every turn.

Lightning- Range = 10. Damage = 3. Target suffers 'Stun' effect.

Fireball- Range = 6. ToHit +2. Damage = 4. Target suffers 'Fire' effect.

Disintegrate- Range = 4. Target suffers 'Death' effect. Target may save.

Web- Range = 4. ToHit +2. Target suffers 'Web' effect. Target may save.

Cold Blast- Range = 4. ToHit +2. Damage = 1. Target suffers 'Freeze'

effect. Target may save.

Counter- Target incoming spell negated.

Reflect - Target incoming spell targets its caster.

Heal- Cast on self or friendly target within 1 inch. Target heals 3D6 lost hit points.

Deflect - Pick new target for incoming spell.

Ice Shards- Range = 6. Get 5 attacks of Damage = 1 each.

Ice Ball- Range = 8. Damage = 2. Target suffers 'Freeze' effect. Target may save.

Illusions- Creates an imaginary flyer within 5 inches.

Opponents in range attack illusion on a roll of 1-3 on 1D6.

Illusion lasts until hit. Moves like mount it resembles.

Invisibility- Cast on Self or friendly flyer within 3 inches. Flyer is -3 to be hit.

Invisibility lasts 1D6 turns or until flyer is hit.

Acid- Range = 2. ToHit +2. Damage = 3. Target suffers 'Acid' effect

Flying- Cast on self or friendly rider within 1 inch. Target can fly for the rest of

the battle. Speed = 4. Maneuverability = 3.

Gas Cloud- Creates a 3 inch diameter poison gas cloud within 6 inches of caster.

Mesmerize- Range = 4. Target suffers 'Mesmerize' effect for 1D6 turns.

target may save at end of every turn.

Winds- Self or flyer within 5 inches gets acceleration +1D6 this turn.

Force Field- Self or flyer within 4 inches gets Armor +6 for 1D6 turns.

Curse- Range = 4. Target gets -1 to all rolls for the rest of the battle.

Blessing- Self or Range = 2. Target gets +1 to all rolls for the rest of the battle.

Teleport- Self or Range = 2. Move target to any location on the map

Tornado- 10 inches tall. 1 inch in diameter. Starts next turn within 5 inches of caster.

Can move 1D6 inches per turn. Caster controls movement. Lasts 1D6 turns.

Mounts within 1 inch take 1D6 damage.

Black Sphere- 1 inch in diameter. Starts next turn within 5 inches of caster.

Speed = 4 Maneuverability = 3. Caster controls movement. Lasts 1D6 turns.

Make Ramming Attack. If hit, flyers save vs magic or are annhiliated.

MAGIC ITEMS.


Items can take many forms: Weapons, armor, staves, wands, jewelry, rings, etc.

Power items: Mimic a spell and have 1D6 charges.

Personal items: Mimic a result of the rider experience table. Work continuously.

OBSTACLES


Clouds- Block line of sight. Determine diameter and height.

Winds- Increase acceleration +1 in one direction and

decrease it in the opposite direction.

Rain- No fire results. All ToHit rolls at -1

Solid Earth- Mountain Peaks, Cliffs, Towers, Floating Cities, Bridges

Larger Flyers- Ships, Barges, Leviathans, Ancient Dragons, Hulks


OPTIONAL RULES: HEX MAPS


Convert inches into hexes.

Replace the Turn Radius stat with the MTR (Move Turn Ratio) stat.

Maneuverability Level MTR

Very Poor 1 4

Poor 2 3

Average 3 3

Good 4 2

Very Good 5 2

Very Good-2 6 1

Very Good-3 7 1

Very Good-4 8 ½

The MTR is the number of hexes the flyer must move forward before turning 1 hex face.

All Mounted Weapons have a firing arc of 60 degrees.

Flyers in adjacent hexes are considered to be at range = 1 or adjacent depending on

the attack mode of the attacker.

OPTIONAL RULES: TWO-DIMMENSIONAL PLAY


Ignore Climb, Dive, and Altitude stats and rules.

For bombing purposes, if 2 flyers occupy the same space, the flyer that entered

the space last is considered to be at the higher altitude. Otherwise, consider

all flyers and obstacles to be at the same altitude.


SAMPLE SCENARIO: WIZARDS RUN


A small group of Adventurers on a quest are ambushed by motley band of Sky Pirates.

The wizards get a minor victory if they make it off the end of the map.


........


The Wizards have 3 Flyers:

Rider: Ezerus the Arcanus

Class: Wizard Race: Human Spells: 5

Items: Hail Machine (Ice Shards, 6 charges), Dragon Scale Suit (Armor = 5)

Mount: Flying Machine with Lightning Globe Caster

Rider: Sheva the Enchantress

Class: Wizard Race: Sprite Spells: 3

Items: Wand of Illusions (Illusions, 3 charges)

Mount: Butterfly with Web Gun

Rider: Favian the Adept

Class: Knight Race: Human

Items: Sword, lance and shield

Mount: Chimera with Horn of Blasting

..........


The Sky Pirates have 4 Flyers:

Rider: Captain Churl

Class: Warrior Race: Orc

Items: Hand Axes and Lasso

Co-pilot (Gunner/Loader): Mawgi

Class: Soldier Race: Kobold

Items: Hand Grenades and Daggers

Mount: Flying Pig with Catapult

Rider: Lobo

Class: Warrior Race: Lizardman

Items: Spear and Shield

Mount: Pterodactyl with Weighted net and Pellet Gun

Rider: Grock

Class: Rogue Race: Beastman

Items: Whip

Mount: Bat with Flame Thrower

Rider: Scagg

Class: Archer Race: Goblin

Items: Short Bow

Mount: Dragon Fly


FEUDAL LORDS

INTRODUCTION


Card Game for 2 + players.

Each player is a medieval Noble trying to expand his Fiefdom and

Glory at the expense of his neighboring warlords.



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