Introduction to Warpspawn Games



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DISCLAIMER


‘Starship Troopers’ is a copyrighted/trademarked property.

This is just a fan site.


VICTORY


Kill the opposing Leader.

THE MAP


Use an 8x8 chessboard.

THE MEN


Use chits or miniatures to represent units.

UNITS TABLE NOTATION


# = Number of that type of unit each player has in setup.

Move = The types of Move Cards the unit can use.

Range = The types of Attack Cards the unit can use.

HUMAN UNIT TABLE


Name # Hits Move Range Notes

Troopers 7 2 4 5

Commander 1 3 4 5 Leader

ARACHNOID UNIT TABLE


Name # Hits Move Range Notes

Worker Swarm 8 1 2 1

Warrior Bugs 7 2 3 2

Queen 1 3 2 1 Leader


SETUP


Each player places one unit on each square of his back two rows.

Units may not stack.


THE CARDS


Players share a common deck.

TURN SEQUENCE


Players take turns.

Each turn has 3 phases:

Orders Phase

Move Phase

Battle Phase

ORDERS PHASE


Draw 3 cards.

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

Max hand size = 5 cards.

Discard excess cards.


MOVE PHASE


Play (discard) a Move card to move one of your units.

Units can move through other units only if they are making an Aerial Move.

The move card has a number.

This is the number of spaces the unit moves.

The Unit tables list what type of Move cards each unit can use.

Moves are diagonal or orthogonal.

Instead of moving just one unit in any direction, you have the

option of moving one or more units forward the indicated number of

spaces using a single move card.

BATTLE PHASE


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

The attack card has a number.

This is the range of the attack.

Attacks are diagonal or orthogonal.

An attack does 1 point of damage.

If the target unit is reduced to zero hit points it is destroyed.

Troopers may attack through other units, Arachnoids may not.

The defender may play a Defense card to negate an attack.


CARD LIST NOTATION


M = Movement

A = Attack

User = Who can use the card.

T = Troopers only

S = Arachnoids only

D = Defense

Type = Purpose of card

# = Number of that type of card in the deck


CARD LIST


Card Name: # Range Type User Notes

Walk 3 1 M T

Run 3 2 M T

Powered Jump 2 3 M T Aerial

Hover 2 K M T Aerial

Jet Pack 2 4 M T Aerial

Burrow 4 1 M S

Crawl 5 2 M S

Winged Flight 3 3 M S Aerial

Mandibles 3 1 A S

Pincers 3 1 A S

Spine Projectiles 3 2 A S

Bio-Energy Discharges 3 3 A S

Carapace 1 - D S

Segmentation 1 - D S

Expendable 1 - D S

Augmented Armor 1 - D T

Power Armor 1 - D T

Intelligence 1 - D T

Hand-to-Hand Combat 2 1 A T

Magnetic Ballistics 2 2 A T

Force Beam 2 3 A T

Grenade Launcher 2 K A T

Micro Missiles 2 4 A T

Tac Nuke 2 5 A T

Tactics 2 X T Draw 3 cards

Hive Mind 2 X S Draw 3 cards

STAR TREK RPG

SOLO CARD AND DICE GAME


By C Gerard Luft

INTRODUCTION


Although my favorite Science Fiction RPG has, is and always will be

TRAVELLER (my favorite genre is Classic Space Opera; though DOCTOR WHO is

always number one with me, I never classify it as a specific genre), I always

had a soft spot in my heart for Roddenberry's utopian Star Trek. A veteran

of the FASA STAR TREK RPG, The adventures I loved the most were the basic

explore, first contact, go where no man has gone before on a Constitution

Class Star Ship. This game captures that feel. Although I loved the FASA

game, I am trying to be progressive, so I have used a VERY SIMPLIFIED system

based off the new Decipher Star Trek RPG.

You will need 2 six-sided dice and a card deck composed of the STAR TREK

CARD LIST below. I have also included a STAR TREK: THE NEXT GENERATION CARD

LIST, STAR TREK: THE MOTION PICTURES CARD LIST, STAR TREK: THE ADVENTURES OF


CAPTAIN SULU! CARD LIST and the crew from the ENTERPRISE-B in a STAR TREK:

GENERATIONS CARD LIST (give Capt. Harriman a chance; he's just green).


THE TURN


Each turn represents traveling at warp speed, orbiting and scanning, and

beaming down to explore an unknown planet. You begin the game with the

ENTERPRISE, KIRK, SPOCK and MC COY cards on the table. All the rest are

shuffled up into one deck. Draw one card from the deck each turn.

SHORE LEAVE!: If the card you draw is a crew person, add that character to

your other cards (representing your Landing Party/ Bridge Officers). The turn

is then over, so proceed to the next planet.

FIRST CONTACT: If you draw a First Contact card, roll 2d6. If it is equal to

or less than the score for the highest COMMAND OFFICER PROFESSION score of

your cards in play, you succeed in making first contact. If you fail, the

newly discovered aliens become hostile. Proceed to INVADERS below in order to

resolve the conflict.

INVADERS: If you draw a KLIGON SOLDIER OR CAPTAIN, or a ROMULAN SOLDIER OR

COMMANDER, a fight ensues (complete with Phasers and round-house punches)!

You must roll on a 2d6 equal to or less than the score of the highest

SECURITY PROFESSION score or MEDICAL PROFESSION score of your cards in play,

in order to avoid a casualty. If you fail, you must discard a card from your

characters in play. Security goes first (it's that red shirt thing), then

command, then science, and finally medical.

SPACE COMBAT: If you draw a KLINGON or ROMULAN starship card, the ship

attacks the ENTERPRISE:

1. The Klingon or Romulan ship goes first (it's a Star Fleet directive

thing)

" ENEMY SHIP: roll 2d6 +6



" ENTERPRISE: roll 2d6 + highest OPERATIONS OFFICER PROFESSION + 1 for each

addition character in play with OPERATIONS OFFICER PROFESSION.

" If the enemy's roll is greater than the Enterprise's roll, then the

Enterprise is dead in space and the game is over.

2. The ENTERPRISE goes next

" ENTERPRISE: roll 2d6 + highest COMMAND OFFICER PROFESSION +1 for each

additional card in play with COMMAND OFFICER PROFESSION.

" ENEMY SHIP: roll 2d6 + 6

" If the ENTERPISE'S roll is higher than the ENEMY SHIP'S roll, then the

ENEMY SHIP is defeated. If not, return to step 1 and continue the combat.




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