Introduction to Warpspawn Games



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MUNITIONS CARD LIST


Weapon System Name: Targets Attack Notes

AIM-9L Sidewinders Air +3 Heat Seeking

AGM-65B Maverick 500lb Bombs Ground +2 E/O = Electrical-Optical Scene Magnification

AGM-65D Maverick 500lb Bombs Ground +2 IR = Infra Red Imaging

AGM-65E Maverick 500lb Bombs Ground +2 Laser Guided

MK 82 GP Snake eye 500lb Bombs Ground +1 --

MK 83 GP 1000lb Bomb Ground +1 --

MK 84 GP 2000lb Bomb Ground +2 --

ALQ-119 ECM Jammer Pod Defense -- Missile Attacks vs this plane are at –1

AGM-88A HARM Ground -- +4 vs Radar/Communications sites

CBU-15 Durandal Anti-runway Bmb Ground -- +4 vs Airfields

Mk-82 Paveway LG Bombs 500lb Ground +2 Laser Guided

Mk-83 Paveway LG Bomb 1000lb Ground +2 Laser Guided

Mk-84 Paveway LG Bomb 2000lb Ground +3 Laser Guided

Hyper Velocity Rocket Pod Any +1 19 Kinetic Rockets

Quad Hellfire Anti-Tank Ground -- +4 vs Tanks and Vehicle Targets

MK 20 Rockeye Cluster Bomb Ground -- +4 vs Tanks and Vehicle Targets

Pave Penny Laser Tracking Pod Any -- All attacks by this plane are at +1

Jammer and Tracking Pods are not weapons.

EVENT CARD LIST


Card Name Effect

Secondary Target Player gets an extra Turn

Air Threat Play an extra Air Enemy vs opponent in Incoming Phase

Night Vision Imaging System Initiative and Attack +1 this turn. Play before rolls are made.

Titanium Armor Negate Hit caused by Enemy Attack

Back up Systems Negate Hit caused by Enemy Attack

Survivability Negate Hit caused by Enemy Attack

Self Sealing Fuel Cells Negate Hit caused by Enemy Attack. Lose 1 Fuel counter.

Fire Control Attack +2. Play before roll is made

Night Mission Initiative +1 & Enemy Attacks are at –1 this turn. Play before roll is made

Poor Visibility Enemy Attacks are at –2 this turn. Play before roll is made

ECM Chaff Enemy Missile Attacks are at –2 this turn. Play before roll is made

IR Countermeasure Flares Enemy Attacks are at –2 this turn. Play before roll is made

Wide Combat Radius Do not discard Fuel Counter in Loiter Phase

Forward Air Control Initiative +2. Play before roll is made

Interchangeable Parts Discard an extra Damage counter in Base Phase.

Mission Capable Draw 3 Cards

Sorties Draw 3 Cards

Scramble Draw 3 cards

Event Cards are discarded as soon as they are played.


PILOT CARD LIST


Name Skill

Chuck Initiative Rolls +1

Razor Attack Rolls +1

Big Daddy Hand Size +2

Ice Enemy Attack Rolls –1

Hawk Draw +1 card per turn

Travis Loiter Time +1 (= Fuel Capacity = 6)

SOLO RULES


Start with 5 cards. Discard Enemy cards from initial 5.

Just draw 1 card at a time.

You are attacked by all Enemy cards you draw.

LINKS


USAF Fact Sheet

Warthog Territory

TITAN ATTACK

INTRODUCTION


Two player Card Game based on the Games Workshop Epic Warhammer 40,000 Universe.

DISCLAIMER


Warhammer is a licenced, trademarked property.

This is merely a Fansite.


DECKS


Each player uses a separate deck.

For example: Imperial Deck vs Ork Deck.

Each deck has exactly 55 cards.

VICTORY


Run your opponent out of cards.

TURN SEQUENCE


Each turn has 6 phases:

Draw Phase

Redraw Phase

Extra Draw Phase

Attack Phase

Defense Phase

Damage Phase

DRAW PHASE


Each player fills their hand to 8 cards.

If the deck ever runs out shuffle your reserve pile & draw from it.


REDRAW PHASE


Players may discard up to 3 cards to their discard and draw replacements.

EXTRA DRAW PHASE


Players may discard “X” Special cards from their hands to their discards to

Their reserves to draw the indicated number of cards.


ATTACK PHASE


Players may make attacks.

To make an attack, you must make an Attack Meld.

A Meld consists of 3 cards:

A Titan Card, a Weapon Card, and a Range Card.

The Range card and the Weapon card must match.

You may make more than one meld.


DEFENSE PHASE


If your opponent has made one or more melds, you

May discard a “D” Defense card to negate any one card of the Meld.

The negated card goes to your opponents reserve pile.

Your opponent may play a replacement card to complete the Meld.

If unable to play an appropriate replacement card, the other two cards

Of the Meld must also be discarded to the opponents reserve pile.

Your Defense card goes to your reserve pile.

DAMAGE PHASE


A Meld does damage equal to the Damage Value of the Weapon card.

A player may play an “A” Add card to increase the damage of the Meld.

The opposing player must discard a number of cards from his Deck to his

Damage pile equal to the value of the Meld.

If the Deck runs out, discard cards from the Reserve Pile.

If the Deck & Reserve pile are exhausted the player loses the game.

Once damage is done your Meld cards go to your Reserve pile.

CARD TYPE NOTATION LIST


S = Short

M = Medium

L = Long

T = Titan

W = Weapon

D = Defense

X = Special

A = Add

ORK GARGANT CARD DECK LIST


Card Name: # Range Dam Notes

Battle Cannon Turret 1 L 2

Cluster Buster 1 L 3

Deth Kanon 1 L 4

Gutbuster: Ball 1 L 4 (Mega Cannon)

Gutbuster: Chain 1 L 5

Gutbuster: Barrage 1 L 4

Super Lifta Droppa Arm 1 L 4

Deluxe Custom Kannon 1 M 4 +1 with Mekboy

Gatling Cannon 1 M 5

Mork Head 1 M 3

Slasha Attack Gun 1 M 4 +1 with Slasha

Battle Cannon Head 1 M 3

Scorcher Turret 1 S 3

Ripper Fist 1 S 3

Snapper 1 S 4 (Steam Blast)

Buzz Saw Arm 1 S 3

Krusher Arm 1 S 3

Boss Gargant 1 T - Dam +2

Great Gargant 5 T - Dam +1

Slasher Gargant 5 T -

Mekboy Gargant 4 T -

Kustom Force Field 1 D -

Force Shields 2 D -

Massive Bulk 2 D -

Fire Control 1 D -

Gork Head 1 X - Draw 3 cards

Short Range 5 R -

Medium Range 5 R -

Long Range 5 R -

Observation Tower 1 A +2



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