Introduction to Warpspawn Games



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BUILD DECK CARD NOTATION


K = Mek

P = Pilot

W = Weapon

WE = Energy Weapon

WB = Ballistic Weapon

E = Equipment

Size = (S)mall, (M)edium, (L)arge

Range = LR, MR, SR, PB


BUILD DECK CARD LIST


Card Name: Type Size Notes:

Destromatic K L -

Hurcutron K L -

Titanicus K L -

Hawklord K M -

Cyclops K M -

Lancer K M -

Phoenix K M -

Mattock K M -

Guardian K S -

Myrmidon K S -

Ranger K S -

Sprite K S -

Grenadier K S -

Wardog K S -

Card Name: Type: Rank: Starting Skills:

Kasper P Green None

Johana P Green None

Icky P Green None

Tink P Green None

Crank P Regular Mechanic

Devos P Regular Martial Arts

Krill P Regular Evasion

Cintia P Regular Gunner

Leyla P Regular Sniper

Zaxxon P Veteran Tactics, Evasion

Ellis P Veteran Mechanic, Gunner

Lodoss P Veteran Martial Arts, Sniper

Sven P Elite Mechanic, Martial Arts, Evasion

Cogan P Elite Tactics, Gunner, Sniper

Card Name: Type: Size: Notes:

Armor E S +5 Hits; Deck has 4 copies

Inertia Field E S -1 Damage from Ballistic Weapons

Absorption Field E S -1 Damage from Energy Weapons

Jammer E S -2 To be Hit by Missiles

Targeter E S +1 To Hit at MR & LR

Jump Jets E S -1 To be Hit

Wings E S -1 To be Hit

Card Name: Type: Size: Range: Notes:

Laser WE S MR Deck has 2 copies

Laser Cannon WE M LR Deck has 2 copies

Particle Accelerator WE L MR

Flamer WE S SR Area Affect

Autocannon WB M MR Deck has 2 copies

Chain Gun WB S SR Deck has 2 copies

SR Missiles W S SR Deck has 2 copies

MR Missiles W S MR Deck has 2 copies

LR Missiles W S LR Deck has 2 copies

Rail Gun WB L LR

Mortar WB S MR Indirect Fire

Hammer W M PB

Energy Sword WE S PB

Vibro-Blade W S PB

Shock Lance WE M PB

Disruptor Mace W S PB

Electro-Whip W S SR

Plasma Generator WE L SR Area Affect

Meson Gun WE L LR


PILOT SKILL TABLE


1D6 Skill: Notes:

1 Tactician Reroll 1 target roll once per round

2 Mechanic Repair 1D3 Damage for free in Repair Phase

3 Martial Arts +1 To Hit or Damage at PB

4 Evasion –1 To be Hit vs 1 target attack per round

5 Gunner +1 Attack/round with 1 non-missile/non-HTH weapon

6 Sniper +1 To Hit at SR, MR, or LR

MOBSTERS

INTRODUCTION


Multiplayer card game.

Each player is a Mob Boss trying to make money and rub out his rivals.

As head of the Crime Syndicate you recruit underling gangsters to do the

dirty work and then you take your cut.


OBJECT


The Mob boss with the most money when the last card is drawn from the deck wins.

MONEY


One penny = $100.

Place all the other money in the 'Bank.'

At least one six-sided die will be needed.

Before playing for the first time, players will have to make up a set of cards.

Players can have negative amounts of money (debt).

CARD TYPES


There are 9 card types:

1. Mobsters

2. Armed Robberies

3. Major Crimes

4. Crime Operations

5. Law Enforcement

6. Escape Law

7. Destroy Operations

8. Costs of Doing Business

9. Hits

MOBSTERS


Each of your mobsters gets one action per turn.

A Mobster may use his action to do one of the following seven things:

1. Draw an extra card in Draw phase for $1000.

2. Try to kill a Mobster (make a Hit) controlled by another player in Hit Phase.

3. Destroy an opponents operation by playing a Destroy operation card in Hit Phase.

4. Commit a petty crime, major crime, or armed robbery in the Crime Phase.

5. Double the income of one of his operations.

6. Start a new criminal operation in Recruit Phase.

7. Remove a Law Enforcement card on another mobster for $3000

STARTING THE GAME


Shuffle the deck.

Each player starts with $1000

Each player is dealt 7 cards from the Common deck.

A player may discard and draw again if he was dealt no mobster cards.

Determine Turn order:

Flip coins. Winner goes first.


TURN SEQUENCE


Players take turns.

A single players turn includes the following six phases:

1. Draw Phase

2. Hit Phase

3. Crime Phase

4. Collection Phase

5. Recruit Phase

6. Law Phase


DRAW PHASE


Draw two cards from the Common deck.

The game ends when the last card is drawn.

A Mobster as an action may draw an extra card for $1000.

A player must discard down to 10 cards if he has more than 10 cards in his hand.


HIT PHASE


As an action a gangster may attempt a Hit (Kill opponents mobster) by

playing (discarding) a Hit card.

Roll one six-sided dice.

If the roll is 1-3 nothing happens (He got away).

If the roll is 4-6 the target mobster is killed (discarded).

The controller of the killed mobster may reattach the criminal operations

of the recently deceased to his other mobsters.

If the player has no mobsters left, all the operations are discarded.

A mobster may as an action destroy a target opponents criminal operation by

discarding a Destroy operation card.


CRIME PHASE


As an action a mobster you control may commit one major crime or armed robbery.

Discard a major crime or armed robbery card from your hand and collect the money.

Money is collected from the bank.

As an action a mobster with no attached crime operations may attempt to

commit a petty crime. Roll 1D6 on the Petty Crime Table:

1D6 Crime Earnings

1 Minor Extortion 200

2 Mugging 50

3 Burglary 50

4 Con-Job 100

5 Auto-theft 100

6 Minor Hold-up 200




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