Introduction to Warpspawn Games



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ORDERS PHASE


If a unit passes its Communication (or Initiative), Momentum, and

Aggression Checks, it may be given new orders.

Possible Orders include:

1. Wait (do not move, charge, or reinforce)

2. Move (to adjacent space)

3. Charge (Move next to an enemy unit)

4. Reinforce (Help one adjacent friendly unit that is in Combat)

5. Disengage (Move away from adjacent enemy unit)

Note: A Unit may not Reinforce if it itself is in Combat.

Important Note: A Unit adjacent to an enemy Unit is automatically

considered to be in Combat with it.

DISENGAGEMENT PHASE


Make a Disengage (Break-Off) Check for each of your Units that

was given the order to disengage.

It is very difficult for a unit to disengage from a battle.

1D10 Result Notes:

1-3 Unable to Disengage The Unit must stay and fight where it is.

4-6 Fighting Withdrawl See Notes

7+ Successful Redeployment The Unit may follow new Orders this Turn

Notes: In a Fighting withdrawl, the Unit may only move

back away from all enemy Units & must retain the same facing.

Common Modifiers to Disengagement Check:

-1 Green or Conscript Unit

+1 Veteran Unit

+2 Elite Unit

-2 if Commander lost

-1 if unit has lost Cohesion

MOVEMENT PHASE


Infantry units able to move may move 1 Space in this Phase.

Cavalry units able to move may move 2 Spaces in this Phase.

Units may not stack or move through each other.

On a grid map a Unit may not move diagonally between 2 other units.

Every Unit has a forward facing.

Be sure to indicate a Units direction of Facing after it moves.


BATTLE PHASE


Adjacent enemy units will be in combat.

Make a Battle Check for every Unit (both players) that is in Combat.

1D10 Result

1-5 Unit is currently Losing

6+ Unit is currently Winning

Common Modifiers to the Battle Check:

Same as Morale Check plus:

-1 if adjacent to more than one enemy unit

-1 if enemies have superior quality weapons & armor

+1 if you have superior quality weapons & armor

+2 if you Charged this turn

If a Unit made a Battle Check it must also make a Survival Check:

1D6 Result:

1-5 Commander Survives

6 Commander Killed

NOTES ON PLAYING VARIOUS NATIONALITIES


*Egyptians

Chariots: Cavalry Units get +2 to Battle Checks, but

-1 to Momentum Checks

*Mongols


Horse Archers: +2 to Composition Check

+1 to Skirmish & Disengagement Checks

*All Greeks

Hopolites: -1 to Composition Checks

Phalanx: Infantry Units get +2 to Battle Checks, but

-1 to Communication Checks

*Athenians

+1 to Initiative Checks

*Spartans

+1 to Quality Checks

*Persians

Large Armies: +1D6 Units

-1 to Morale & Initiative Checks

*Romans


Infantry Units get +1 to Battle & Morale Checks

+1 to Communication Checks

*Carthaginians

Elephants: Cavalry Units get +2 to battle checks, but

-2 to Rally Checks

*Celts


Warbands: Infantry Units get +2 to Battle Checks, but

–1 to Cohesion Checks


LEGENDARY GENERALS


A Legendary General may give a +2 Bonus or a -2 Penalty to

any 1 Check per turn.

Some Legendary Generals get 1-2+ additional Benefits:

1D10 Legendary Benefit:

1 Command: All Units get +1 to Communications Checks

2 Charisma: All Units get +1 to Morale Checks

3 Leadership: All Units get +1 to Rally Checks

4 Control: All Units get +1 to Cohesion Checks

5 Support: All Units get +1 to Initiative Checks

6 Logistics: Start Game with +2 Units

7 Well Trained Troops: All Units get +1 to Quality Checks

8 Masterful Deployment: Opponent must Set Up First

9 Master Tactician: One Unit may move 1 extra Space on your turn

10 Insight: Give +/- 2 to 1 additional Check per Turn


LINKS


GBoH

ALPHA CENTAURI



INTRODUCTION


Card game for 2-7 players.

Based on the computer game Alpha Centauri by Sid Meier.


DISCLAIMER


Alpha Centauri is a licensed, copyrighted product.

This is merely a fansite.


THE DECK


Players share a common deck.

Card types include:

Events, Technologies, Structures, Special Projects,

Landmarks, Proposals, and Social Engineering


TOKENS & MARKERS


Use Tokens to keep track of:

Bases (Cities)

Units (Military forces)

Credits (Income)

Each player also gets a set of markers of a unique color

SOCIAL FACTORS


There are 6 Social Factors (SF):

Population, Economics, Research, Military, Ecology, Espionage.

SF's are also referred to as Scores.

SF's are broken down into Sub-factors.


VICTORY


There are 4 types of Victory:

Diplomatic, Economic, Conquest, Transcendence

The first player to achieve any one of these wins the game.

DIPLOMATIC VICTORY


Requirements:

Total Population SF >30

Be Planetary Governor for 3 turns in a row.

ECONOMIC VICTORY


Requirements:

Total Economics SF > 50


CONQUEST VICTORY


Requirements:

Capture 1+ Bases

Total Military SF >40

TRANSCENDENCE VICTORY


Requirements:

Research Factor >40 or Ecology Factor >20


SETUP


Each player picks one Faction

Each player starts with one Base & 10 Units.

Each player is dealt a hand of 7 cards.

THE FACTIONS


The 7 Factions are:

Believers, Gaians, Hive, Morgan Industries,

Peacekeepers, Spartans, University



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