MIRANDA THORNE (300 PTS) HITS: 100
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Dodge D 30
4 Tiger Stance A 20
5 Claws A 30
6 Acrobatic D 40
7 Boot Knife A 20
8 Roll With It D 10
9 Mental Discipline D - Regain 10 Hits
0 Sleeve Pistol A 30
GREGOR KAPROV (300 PTS) HITS: 100
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Big Fist A 20
4 Bigger Boot A 30
5 Knock Away D 10
6 Dodge D 30
7 Fanged Bite A 40
8 Padded Overcoat D 30
9 Choke A 10
0 Block D 30
JASMINE (300 PTS) HITS: 100
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Wicked Little Knife A 10
4 Leaping Kick A 30
5 Nimble Little Minx D 30
6 Winged Retreat D 20
7 Eye Rake A 20
8 Wicked Big Knife A 40
9 Parry D 30
0 Slide Roll D 20
DARIAN CROSS (300 PTS) HITS: 100
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Back Flip D 20
4 Venom Spit A 30
5 Silver-Headed Cane A 10
6 Parry D 20
7 Serpent Stance A 30
8 Custom Trench Coat D 30
9 Spinning Leap D 30
0 .45 Magnum A 30
MECHA DICE
Check out Mecha Dice
WARP EMPIRES INTRODUCTION
Generic ruleset for a series of empire building/conquest games.
MAP
The map depicts an irregular, interlocked set of territories.
CONTROL MARKERS
Use chits to represent control markers.
UNITS
Use chits to represent units.
Units include Leaders & non-leader units.
DECK
Players share an action deck.
In some games, each player will have their own action deck.
The action deck cards allow you to move your units.
SETUP
Most Leader units will be in play.
Others will be mixed into the unit chit pile.
Each player will start with several non-leader units in play.
Starting points of units will be determined by the scenario.
TURN SEQUENCE
Players take turns. Each turn has 7 phases:
Draw Phase
Move Phase
Battle Phase
Revenue Phase
Recruit Phase
Upkeep Phase
Control Phase
DRAW PHASE
First discard any cards you don't want.
Each player draws 5 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE PHASE
Use Action cards to move stacks or units in stacks.
A Fast unit can move 1-3 spaces.
A Medium speed unit can move 1-2 spaces.
A Slow unit can move 1 space.
Units can move into but not through opposing stacks.
Fortifications cannot move (Move = 0).
Your opponent can only look at the top unit of your stacks
BATTLE PHASE
When two opposing stacks occupy the same territory there will be a battle.
Each unit has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value.
If one stack has a Leader and the other does not, the stack with the
leader gets an additional 5 Force.
The side with the highest force value wins.
The losing stack must retreat one space.
The losing stack loses half of its units. The winner picks the first
unit lost, the loser picks the remainder.
Fortification units in the losing stack are destroyed automatically.
The winning stack loses units with a force equal to at least half the force
total lost by the losing stack. The winner decides which units are lost.
Destroyed units are returned to their chit pile.
Captured leaders are set aside and not returned to the chit pile.
After a battle both sides replenish their hands to 7 cards.
REVENUE PHASE
Gain revenue points for every revenue generating territory you control.
RECRUIT PHASE
Draw 5 random units from the unit chit pile.
Purchase units. A units cost is equal to its Force value.
If you purchased all the drawn units, draw another 1D6 random units.
Revenue may be saved from turn to turn.
Discard unpurchased units back to your unit chit pile.
Units start in any revenue generating territory you control.
UPKEEP PHASE
Units that automatically receive upkeep = 5 x total Revenue.
Discard excess units.
Example: You generate 10 revenue points per turn...
You may have up to 50 units.
CONTROL PHASE
Place a control marker on every revenue generating
territory occupied by one of your units.
Only one control marker per space.
UNIT DECK ABBREVIATIONS
S = Slow
M = Medium speed
F = Fast
F = Force
F = Fortification
# = Number of that unit in the chit pile.
WH40KARDS
INTRODUCTION
Two player Card Game based on the Games Workshop Epic Warhammer 40,000 Universe.
CARDSETS!
Card Sets for WH40KARDS by Zak are available here
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 1 of each card in its list.
GEAR
Dice, paper, pencils, tokens.
VICTORY
The first player to have 30 hits worth of his own units destroyed breaks and
leaves the field.
Or 40 if you have a Command unit deployed.
50 if you have a Leader unit deployed.
If a player loses 3 turns in a row (has all his units in 3 turns destroyed) he
breaks and routs.
Share with your friends: |