SPACE #30
You got out! Now you have to find yourself a set of wheels.
Roll on the Getaway Car Table:
1d6 Notes:
1 '76 Mustang Driving +1
2 '95 RedCorvette Driving +2, Stealth -2
3 '91 Lincoln Towncar
4 '89 Toyota Camry Driving -1
5 '94 Dodge Ram 4x4
6 '93 Ford 18-Wheeler Driving -1
Now you hit the road. It's 600 miles to Mexico, you have a full
tank of gas, half a packet of cigarets, it's dark and you are
wearing sun glasses. It would be wise to drive straight to the
boarder but you decide to stop to at every chance to get drunk
on the way.
Module 2: The Road
Card Name Notes:
1. You find a gun under the driver's seat No challenge,
now you have a gun.
2. Cute Hippie Hitch Hiker Girl Smooth Talking x2
(if succesfull, you have great time with the girl, advance
1d6, if unsucessfull, nothing happenes)
3. You Decide to Rob a Grocery Store Charisma x2
(if succesfull, advance 1d6)
4. You Rob a Store but the owner has a gun Shooting x2 or Agility x2
(if unsuccesfull, the Gas Station Owner shoots your brain out and you die)
5. Police Road Block Stealh & Cunning
6. Lone Highway Patrol Man Cunning x2 or Shooting x2
7. Road Side Café with Tough Truckers Fighting x2
8. '76 Mustand Parked in front of a McDonald's Stealing x2
(if succesfull, you can (you don't have to) take this car, if
unsuccesfull, nothing happenes)
9. Roadside Café with a Bunch of Bikers Charisma x2 or Fighting x2
10. Harley Davidson parked in front of a bar Stealing x2
(if succesfull, you can (you don't have to) take this bike (Driving
+1), if unsuccesfull, nothing happenes)
11. High Way Patrol Car Spots You Driving x2
12. Local Sheriff Spots You Driving By Driving x2
13. Drug Lord Al's Friends Find You in a Bar Fighting x2
14. Bear in the Air, A Cop Helicopter Driving x2
15. You Decide to Pay a Visit to an Old Lover Smooth Talking x2
(if succesfull, she hides you till the Police stops searching you, advance 1d6)
16. You Pay a Visit to a Local Arms Dealer Smooth Talking x2
(if succesfull, you get a gun)
17. Inmate Jésus' Brother Sells You a Gun No Challenge
you have a gun now.
18. You Decide to Rob a Small Town Bank Shooting x2
19. Cute Girl on the Side Walk Smooth Talking x2
(if succesfull, the girl hides you for a week. Advance 1d6)
20. Boozed Up College Students in a Bar Fighting x2
21. US Marshall Service Agents Chasing You Driving x2
22. A US Marshall Spots You in A Bar Agility x2
(if succesfull, you manage to escape though a window)
23. FBI Agents Spot You on Side Walk Agility x2
(if succesfull, you manage to escape over a fence)
24. Some Local Boys Want to Whoop Your Ass Fighting x2
25. Road Block Cunning & Stealth
26. Bar Fight Fighting x2
When you reach space #60, you are safe in Mexico. Now you have
to keep a low profile and take it easy not to get caught. Of
course you won't do it and you are caught within a week and
returned to your cell in Dick J. Pitt Correctional Facility.
JEDI WARP DUEL INTRODUCTION
Card game for 2+ players.
Each player controls a Jedi with a light saber.
Takes place in the Star Wars Universe
Each figure represents a Jedi knight.
DISCLAIMER
‘Star Wars’ is a copyrighted/trademarked property.
This is just a fan site.
VICTORY
Reduce your opponent to zero force points.
THE MAP
Use a 5x5 chessboard.
FIGURES
Use chits or miniatures to represent units.
JEDI RANKS
Jedi have 3 ranks:
Rank Title FP Draw Size Init
1. Apprentice 3 2 6 0
2. Jedi 4 2 7 +1
3. Master 5 3 8 +2
FP = Force Points.
Draw = Number of cards the Jedi can draw per turn.
Size = Maximum hand size.
Init = Bonus to the Initiative roll.
SETUP
Each player picks a different Jedi from the Jedi List.
Players place their Jedi in opposite corners.
Players draw a full hand of cards.
TERRAIN
Some spaces may contain obstacles.
Units cannot move or attack through obstacles.
THE CARDS
Players share a common deck.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Draw Phase
Initiative Phase
Fight Phase
DRAW PHASE
Draw X cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.
INITIATIVE PHASE
Each player rolls 1D10. Highest roll goes first in fight phase.
FIGHT PHASE
Players play move & attack cards.
MOVE CARDS
Play (discard) a Move card to move your Jedi.
Units cannot move through other units.
The move card has a number.
This is the number of spaces the unit moves.
Moves are diagonal or orthogonal.
ATTACK CARDS
Play (discard) an Attack card to have a Jedi attack.
The attack card has a number.
This is the range of the attack.
Attacks are diagonal or orthogonal.
A Jedi may play a Defense card to negate an attack made against him.
The enemy unit that is the target of the attack loses 1 Force point.
Units cannot attack through other units.
ABILITY CARDS
There are 2 types of generic ability cards in the deck: Heroic Ability & Jedi Ability.
Each character can use these cards in a unique way as described in the Jedi list.
CARD LIST NOTATION
Type = Purpose of card
# = Number of that type of card in the deck
K = as a Knight would move in Chess
User = What type of units can use the card
M = Movement
A = Attack
D = Defense
X = Special card
J = Jedi & Masters only
Z = Masters only
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