Introduction to Warpspawn Games



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SPACE #30


You got out! Now you have to find yourself a set of wheels.

Roll on the Getaway Car Table:

1d6 Notes:

1 '76 Mustang Driving +1

2 '95 RedCorvette Driving +2, Stealth -2

3 '91 Lincoln Towncar

4 '89 Toyota Camry Driving -1

5 '94 Dodge Ram 4x4

6 '93 Ford 18-Wheeler Driving -1

Now you hit the road. It's 600 miles to Mexico, you have a full

tank of gas, half a packet of cigarets, it's dark and you are

wearing sun glasses. It would be wise to drive straight to the

boarder but you decide to stop to at every chance to get drunk

on the way.

Module 2: The Road

Card Name Notes:

1. You find a gun under the driver's seat No challenge,

now you have a gun.

2. Cute Hippie Hitch Hiker Girl Smooth Talking x2

(if succesfull, you have great time with the girl, advance

1d6, if unsucessfull, nothing happenes)

3. You Decide to Rob a Grocery Store Charisma x2

(if succesfull, advance 1d6)

4. You Rob a Store but the owner has a gun Shooting x2 or Agility x2

(if unsuccesfull, the Gas Station Owner shoots your brain out and you die)

5. Police Road Block Stealh & Cunning

6. Lone Highway Patrol Man Cunning x2 or Shooting x2

7. Road Side Café with Tough Truckers Fighting x2

8. '76 Mustand Parked in front of a McDonald's Stealing x2

(if succesfull, you can (you don't have to) take this car, if

unsuccesfull, nothing happenes)

9. Roadside Café with a Bunch of Bikers Charisma x2 or Fighting x2

10. Harley Davidson parked in front of a bar Stealing x2

(if succesfull, you can (you don't have to) take this bike (Driving

+1), if unsuccesfull, nothing happenes)

11. High Way Patrol Car Spots You Driving x2

12. Local Sheriff Spots You Driving By Driving x2

13. Drug Lord Al's Friends Find You in a Bar Fighting x2

14. Bear in the Air, A Cop Helicopter Driving x2

15. You Decide to Pay a Visit to an Old Lover Smooth Talking x2

(if succesfull, she hides you till the Police stops searching you, advance 1d6)

16. You Pay a Visit to a Local Arms Dealer Smooth Talking x2

(if succesfull, you get a gun)

17. Inmate Jésus' Brother Sells You a Gun No Challenge

you have a gun now.

18. You Decide to Rob a Small Town Bank Shooting x2

19. Cute Girl on the Side Walk Smooth Talking x2

(if succesfull, the girl hides you for a week. Advance 1d6)

20. Boozed Up College Students in a Bar Fighting x2

21. US Marshall Service Agents Chasing You Driving x2

22. A US Marshall Spots You in A Bar Agility x2

(if succesfull, you manage to escape though a window)

23. FBI Agents Spot You on Side Walk Agility x2

(if succesfull, you manage to escape over a fence)

24. Some Local Boys Want to Whoop Your Ass Fighting x2

25. Road Block Cunning & Stealth

26. Bar Fight Fighting x2

When you reach space #60, you are safe in Mexico. Now you have

to keep a low profile and take it easy not to get caught. Of

course you won't do it and you are caught within a week and

returned to your cell in Dick J. Pitt Correctional Facility.

JEDI WARP DUEL

INTRODUCTION


Card game for 2+ players.

Each player controls a Jedi with a light saber.

Takes place in the Star Wars Universe

Each figure represents a Jedi knight.


DISCLAIMER


‘Star Wars’ is a copyrighted/trademarked property.

This is just a fan site.


VICTORY


Reduce your opponent to zero force points.

THE MAP


Use a 5x5 chessboard.

FIGURES


Use chits or miniatures to represent units.

JEDI RANKS


Jedi have 3 ranks:

Rank Title FP Draw Size Init

1. Apprentice 3 2 6 0

2. Jedi 4 2 7 +1

3. Master 5 3 8 +2

FP = Force Points.

Draw = Number of cards the Jedi can draw per turn.

Size = Maximum hand size.

Init = Bonus to the Initiative roll.

SETUP


Each player picks a different Jedi from the Jedi List.

Players place their Jedi in opposite corners.

Players draw a full hand of cards.

TERRAIN


Some spaces may contain obstacles.

Units cannot move or attack through obstacles.


THE CARDS


Players share a common deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Draw Phase

Initiative Phase

Fight Phase

DRAW PHASE


Draw X cards.

If the deck runs out, shuffle the discard and draw from it.

Discard excess cards.

INITIATIVE PHASE


Each player rolls 1D10. Highest roll goes first in fight phase.

FIGHT PHASE


Players play move & attack cards.

MOVE CARDS


Play (discard) a Move card to move your Jedi.

Units cannot move through other units.

The move card has a number.

This is the number of spaces the unit moves.

Moves are diagonal or orthogonal.

ATTACK CARDS


Play (discard) an Attack card to have a Jedi attack.

The attack card has a number.

This is the range of the attack.

Attacks are diagonal or orthogonal.

A Jedi may play a Defense card to negate an attack made against him.

The enemy unit that is the target of the attack loses 1 Force point.

Units cannot attack through other units.

ABILITY CARDS


There are 2 types of generic ability cards in the deck: Heroic Ability & Jedi Ability.

Each character can use these cards in a unique way as described in the Jedi list.


CARD LIST NOTATION


Type = Purpose of card

# = Number of that type of card in the deck

K = as a Knight would move in Chess

User = What type of units can use the card

M = Movement

A = Attack

D = Defense

X = Special card

J = Jedi & Masters only

Z = Masters only




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