Introduction to Warpspawn Games



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6- BATTLE PHASE


Occurs when two opposing stacks occupy the same space.

The active player is always the attacker.

Remove the stacks from the board, for the duration of the battle, but leave the banner chits as markers.

The Battle Phase is divided into 4 segments:


I- REVEAL COMBATANTS SEGMENT


Each player simultaneously reveals one of their units from their stack.

These are the combatants.

During Sea battles, transported units may be combatants.

II- TACTICAL OPTIONS SEGMENT


Players simultaneously reveal any other units that modify the combatants.

This includes: Mages casting Spells, Generals, Sites, Artifacts, Archers.

A mage or spellcaster may cast any number of spells per Battle Phase.

Units with skirmish or vanish may return that unit to their stack and replace it with

another, once per Battle Phase.

Units with guard may replace another unit once per Battle Phase.

Units with Paralyze may affect one unit per Battle Phase

III- BATTLE ROLL SEGMENT


Both units roll 1D6 and add Modifiers. This is the Battle roll

The Modifiers include the bonuses listed in the description of each combatant.

The higher rolling unit destroys its opponent.

Ties result in both units surviving.

Stacks with mages may cast spells before or after the rolls depending on the nature of the spell.

Normally effects that are battle roll modifiers are revealed before the roll is made.


IV- RESPITE SEGMENT


Certain effects occur.

VICTORY?


The Battle Phase is repeated until one side is destroyed or the attacker calls off the attack.

The battle may end with both stacks still occupying the same territory.


RETREAT


The defender may, during a battle, sacrifice a unit in Tactical options Segment

to move the stack to an adjacent empty or friendly Hex.


UNIT DESCRIPTIONS & DEFINITIONS


Note: All units count as Male, Neutral, Slow and Living, unless stated otherwise.

Air: Descriptor

Ambush: Add value to BRM when Defending

Animal: Descriptor

Archer: Add value to BRM of a friendly unit in combat, but not to own combat

Artifacts: Seperate chits that Improve the unit that owns it, Stacked with unit

Cannibal: Sacrifice a friendly Living unit in same stack in Scout phase to gain the bonus for rest of turn

Carry=X: X Heros in same stack get any flying, armor, and swift Modifiers this unit has

Cavalry: Add value to BRM vs non-flying Slow units

Chaos: Descriptor

Cold: Descriptor

Construct: Descriptor. Nonliving

Demihuman: Descriptor. All are Good unless otherwise specified: Elves, Dwarves, Halflings, Gnomes

Demon: Descriptor. All Demons are Evil

Dragon: Descriptor

Earth: Descriptor

Elemental: Descriptor. Nonliving, and also has one of the following descriptors: Air, Fire, Earth, Water, Cold

Evil: Descriptor

Fey: Descriptor

Fire: Descriptor

Flying: Unit may Travel in any hex

General: All units get +1 BRM if this unit is revealed during Tactical options Segment

Giant: Descriptor

Good: Descriptor

Guard: Defending side: Replace your current combatant with this unit before the Battle roll

Hero: Descriptor. Human Male unless otherwise specified

Hex: Map Space; Also Territory

Humanoid: Descriptor. All are Chaos units: Kobolds, Orcs, Goblins, Hobgoblins, Gnolls

Lawful: Descriptor

Martyr: This unit may be destroyed instead of target or combatant unit in the same stack

Monsters: Descriptor. Type includes Giants & Dragons & Demons & Undead

Nonliving: Descriptor. Units such as Undead, Constructs, Elementals, immune to certain attacks

Paralyze: Target enemy combatant must be replaced by another unit the tactical phase, or target is destroyed. Target cannot be used for the listed number of turns, or for the remainder of the battle.

Plant: Descriptor. Also counts as having the Wood Descriptor

Poison: Adds to BRM vs nonswarm Living units

Priest: Descriptor. All priests are spellcasters

Regenerates: Unit must be defeated twice during the battle to be killed

Scout: Look at opponents stack before battle in Scout Phase

Sea: Travels in water hexes only

Ship: Descriptor All ships unless otherwise specified are: Sea, Construct, Wood. If a ship sinks, all transported units are destroyed

Site: Units that do not move. Always revealed

Skirmish: Replace this unit with another unit in stack once per battle during Tactical options Seg

Slay: Add to BRM vs specified unit type

Steal: See Scout Phase

Suprise: Add to BRM when Attacking only

Summoning: Unit appears during battle and is discarded at end of battle

Swarm: Descriptor

Swimmer: May travel in water hexes

Swift: Move=2

Very Swift: Move=3

Terrain: Identity of Map Hex; For Example: Jungle, Forest

Transport=X: X Nonmonster Units (& any # of Heros) benefit as Carry=X

Undead: Descriptor. All Undead are nonliving and evil

Vanish: Unit may exit battle & moves to adjacent empty or friendly hex. Once per turn

Warrior: Descriptor. Type of Hero that can use most Weapon & Armor artifacts

Water: Descriptor. Water Units are swimmers

Wood: Descriptor

UNITS

# MOUNTAIN UNITS


10 Dwarves BRM: +5, Martyr, Guard, Archers+1

5 DwarfLord BRM: +6, Demihuman, Hero, Warrior, Slay Giants+4, General

15 Goblins BRM: +3, Archers+1, Poisons+1, Swarm, Humanoid

5 Storm Giants BRM: +10, Giant, Air

5 Stone Giants BRM: +7, Giant, Earth

10 Griffons BRM: +5, Monsters, Flying, Very Swift

5 Dwarf Hall BRM: +6, Site, Guard

FOREST UNITS


15 Elves BRM: +4, Spellcasters, Archers+3, Demihuman

10 Sylvan Knights BRM: +6, Demihuman, Cavalry+2, Swift

5 Elf Lord BRM: +4, Hero, Mage, Warrior, General, Demihuman

5 Ranger BRM: +4, Hero, Warrior, Scout, Archer+2, Slay Humanoids+2, Skirmish

10 Centaurs BRM: +4, Archers+2, Swift, Skirmish

5 Ents BRM: +8, Fey, Suprise+2, Plant, Monster




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