Introduction to Warpspawn Games



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ORC SPELL BOOK


Spell Notes:

Blood Rage Self or adjacent unit gets Berserk Ability for 4 turns

Fire Ball Attack with range = 4

Reattach Self or adjacent unit gets Regenerate Ability for 4 turns

Curse Range = 3. Target cannot use SA’s and is –1 to Move stat for 8 turns

Poison Self or adjacent unit gets Slay Ability for 4 turns


GOBLIN ARMY LIST


Cost Unit Name Move Hits Range Str Special Ability

8 Raiders 3 1 1 2 Attack

9 Grenadiers 2 1 2 3 Explode

6 Irregulars 2 1 1 1 Martyr

9 Witchdoctor 2 1 1 1 Spell (3)

9 Alchemist 2 1 2 1 Spell (2)

7 Spearchuckers 2 1 1 2 Throw

8 Fanatics 2 1 2 2 Berserk

9 Shortbows 3 1 3 1 Indirect

10 Gob Lobber 1 1 5 2 Indirect

12 Wolf Riders 4 2 3 2 Ride

10 Hero 3 2 1 3 Attack

11 King 2 2 1 2 Leadership

7 Cut Throat 3 1 1 1 Slay

11 Rocket Launcher 1 1 5 3 Explode

11 Bugbears 3 3 1 3 Attack

6 Net Casters 2 1 1 1 Net

7 Infantry 2 1 1 2 Attack

7 Scouts 3 1 1 1 Scout

GOBLIN SPELL BOOK


Spell Notes:

Summon Goblin Put an irregular into play adjacent to caster

Poisons Self or adjacent unit gets Slay Ability for 4 turns

Instability Self or adjacent unit gets Explode Ability for 3 turns

Evil Eye Attack with range of exactly = 3

Hex No unit may enter target empty square for 5 turns

Amulets Self or adjacent unit gets Shield Ability for 4 turns

Warflame Self or adjacent unit gets Leadership Ability for 3 turns


ELF ARMY LIST


Cost Unit Name Move Hits Range Str Special Ability

13 Rangers 3 2 4 3 Slay

10 Warriors 3 2 1 3 Attack

10 Unicorn 4 1 1 3 Ride

13 Elf Lord 4 2 1 2 Leadership

10 Arch Mage 2 1 1 1 Spell (4)

7 Mage 2 1 1 1 Spell (2)

12 Arch Druid 3 2 1 2 Spell (3)

6 Druid 2 1 1 1 Spell (1)

9 Riders 4 1 1 2 Ride

9 Guardians 2 2 1 3 Shield & Martyr

11 Hunters 3 1 3 2 Indirect & Scout

11 Archers 2 1 4 3 Indirect

7 Spears 2 1 1 2 Throw

9 Scout 3 1 3 1 Scout

7 Swords 2 1 1 2 Attack

10 Ballista 1 1 5 3 None

11 Warrior Maiden 3 1 1 2 Leadership

13 Treant 2 4 1 5 Shield

11 Great Eagle 4 1 1 2 Fly, Ride, & Scout


ELF SPELL BOOK


Spell Notes:

Tangle Roots Range = 4. Target immobilized for 4 turns

Healing Ways Restore one lost hit to self or adjacent unit

Energize Self or adjacent unit gets Berserk Ability for 4 turns

Tree Meld Self or adjacent unit gets Shield Ability for 4 turns

True Aim Self or adjacent unit gets Attack Ability for 4 turns

Wild Winds Negate Attack made against self or adjacent unit

Vision Pool Look at next 7 cards in deck


FEUDAL ARMY LIST


Cost Unit Name Move Hits Range Str Special Ability

7 Footmen 3 1 1 1 Martyr

6 Squire 3 1 1 1 None

14 Knights 4 3 1 4 Ride & Shield

10 Longbowmen 2 1 4 2 Indirect

8 Archers 2 1 3 1 Indirect

9 Crossbowmen 2 1 3 2 None

11 Trebuchet 1 1 5 3 Indirect

10 Catapult 1 1 5 2 Indirect

13 King 4 2 1 2 Leadership

15 Nobles 4 2 1 4 Leadership

9 Wizard 2 1 1 1 Spells (4)

7 Magician 2 1 1 1 Spells (2)

8 Priest 2 1 1 1 Spells (3)

8 Halberdiers 2 1 1 3 Attack

7 Swordsmen 2 1 1 2 Attack

8 Shieldmen 2 2 1 1 Shield & Martyr

8 Pikemen 1 1 1 4 None

8 Rogue 3 1 1 1 Scout & Slay

FEUDAL SPELL BOOK


Spell Notes:

Crystal Ball Look at opponents hand

Blessing Self or adjacent unit gets Attack Ability for 4 turns

Holy Armor Self or adjacent unit gets Shield Ability for 4 turns

Smite Self or adjacent unit gets Slay Ability for 4 turns

Teleport Self or adjacent unit transported to any empty Square

Lightning Bolt Attack with range of exactly = 4

Haste Self or adjacent unit gets Move +1 & Berserk Ability for 3 turns

Sanctuary Negate Attack made against self or adjacent unit

Dispell Negate Spell cast by opposing unit


FABULOUS THUNDERBIRDS

INTRODUCTION


Supermarionation.

Card & board game for 2-4 players.


DISCLAIMER


"Thunderbirds" is a licensed, copyrighted property.

This merely a fan site.


THE BOARD


12 X 12 Square Grid.

Each space should be big enough to hold one card.


DICE


Twelve and six sided dice are needed.

CARDS


There are two decks:

The Emergency deck and the Responder deck.

All players share both decks.

Also needed is a set of Time counters.


PAWNS


Each player gets a set of pawns.

Each set should be of a different color.

One player has the red set, the other has a blue set, etc.

Each set has 6 different pawns. See the Pawn Set Table.

Pawns must be numbered or marked to differentiate them.

Each pawn represents a vehicle and its pilot (driver).


PAWN SET TABLE


Vehicle: Description: Pilot:

Thunderbird 1 Silver Scout Plane Scott Tracy

Thunderbird 2 Green Freighter Virgil Tracy

Thunderbird 3 Orange Space Rocket Alan Tracy

Thunderbird 4 Yellow Submersible Gordon Tracy

Thunderbird 5 Orbital Space Station John Tracy

FAB 1 Pink Rolls Royce Lady Penelope

BASES


Each player has his own secret island base located in a corner of the Map.

SETUP


Each player starts with all six of his pawns located on his Secret Base.

STACKING


Pawns may not stack or move through (jump) other pawns.

There are two exceptions:

You may stack all of your pawns on your Secret Base.

Move cards that allow:

Instant automatic transport, swapping pawn locations and Knight type moves.



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