Introduction to Warpspawn Games



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WARP SKIRMISH


Ancient Warfare - To War!!!!!

Huscarl - Norse Tribes.

Periplus - Greek Naval Warfare.

Bujutso - Japanese Martial Arts.

Aztec Skirmish - Conquistadors vs Aztecs.

Daimyo - 14th Century Japanese bloodshed.

Grognards - Napoleonic men, guns & horses.

Blown Away - Ships of the Line.

Buccaneers - Boarding Action.

Methuselah - Vampire Hunting.

Russo-Turkish War - 1877.

Custer's Last Stand - Red Man's Revenge.

Gunslingers - of the Old West.

Fix Bayonets - Man to Man fighting in the Argonne Forest.

Operation Blitzkrieg - WWII Ground combat.

Carriers - WWII Naval combat.

Panzer - WWII Tank warfare.

Autumn Mist - Battle of the Bulge.

Russo-German War - Abstract Barbarossa.

Biker Brawl - Hell on Wheels.

Orbital Escalation - Low Earth Orbit Combat.

Tron Skirmish - Don't get De-rezzed!

Monster Brawl - Godzilla vs Rodan.

Wing Commander Fighters - Kilrathi vs Terrans.

Battletech Skirmish - Giant Robot Combat.

Starship Troopers - Destroy the Arachnoid Threat!

Phasers - Star Trek Fleet Actions.

Spice Raid - Man-to-Man fighting on Dune.

Berserker - Save your Planet!

Transformers Skirmish - Autobots vs Deceptacons.

Battle for Hoth - Star Wars Scenario.

Star Wars Dogfight - X-Wings vs TIE Fighters.

Geonosis Arena Skirmish - Star Wars Scenario.

Robotech Skirmish - Veritech Fighters vs Zentraedi Battle Pods.

Star Command - Buzz Lightyear vs Evil Emperor Zurg.

Earth Defense Force - Star Blazers: Fire the Wave Motion Gun!

40K Skirmish - Space Marines vs Genestealers.

Fleets of the Imperium - Warhammer 40K Space Fleet Action.

Martian Cloudships - and Victorian Aerial Gunboats.

He-Man Skirmish - Take a thwak at Skeletor.

X-Men Skirmish - X-Men vs Sentinels.

Spelljammer Skirmish - AD&D in Space!

Five Armies - The Battle for Smaug's Treasure.

Moria Skirmish - Fellowship vs Moria Orcs.

Archon Skirmish - Light vs Dark.

Wizard Skirmish - Magical Battle.

Fantasy Skirmish - Orcs & Dwarves, Orcs & Dwarves...

Narnia Skirmish - Help Aslan defeat the White Witch.

Legend of the Five Rings Skirmish - Crane vs Crab.

0.0 INTRODUCTION


Warp Skirmish is an abstract Wargame system that utilizes a mix

of board, card, dice and unit elements to create a system with

chess-like strategy, fog-of-war uncertainty and module

expandability.

Presented here are the base mechanics and several modules that

are ready for play. The modules contain the game setting,

background , unit and card definitions and the rules that

augment or change the Warp Skirmish engine.

1.0 The Warp Skirmish Engine

1.1 The Map

An 8x8 chessboard can be used to play most games. Terrain

aspects are detailed in the module.

1.2 The Units

Each module will detail the number, attributes and start

positions of the units involved.

1.3 The Cards

The players either draw from a common deck of cards or have a

their own deck of cards. The make up of the deck is detailed in

the module. The cards represent actions, resources, attributes,

and other aspects of the modules setting.

1.4 Victory Conditions

Each module will detail the conditions that need to be met for a

player or players to be declared the victorious.

1.5 Turn Sequence

A player is randomly selected to go thru the Turn Sequence

first. Each module will detail the exact Turn Sequence; the

basic phases are usually as follows.

1.5.1 Orders Phase

The player draws 3 cards. If the deck runs out the discard pile

is shuffled and used as the deck.

The maximum number of cards that can be help is 5 cards. After

drawing player must discard excess cards.

1.5.2 Maneuver Phase

The player discards a Movement type card. A Movement card will

be marked as such and will have a number that will indicate the

number of spaces a unit may move. Movement cards are often valid

for specific types of units. The player can then select a valid

unit and move them that number of spaces. The directions a

particular unit can move in, as well as other movement

restrictions, are detailed in the module.

1.5.3 Fire Phase

The player discards an Attack type card. An Attack card will be

marked as such and will have a number that will indicate the

range of an attack. Attack cards are often valid for specific

types of units. The player can then select a valid unit to

attack and a valid target. The effects of the attack, as well as

restrictions and reactions by the target, are detailed in the

module.


1.6 Strategic Variant

Make Orders Phase the Last phase of the Turn Sequence, and play

with card hands face up.

WARBAH

INTRODUCTION


Fantasy conquest. Characterized by Gold and bookkeeping.

Explore, expand your territory, collect gold, find artifacts, cast spells,

raise armies, gain experience, send out spies, crush your enemies.

MAP & CHITS


Use a disposable Hex map.

Indicate which hexes are land and which are water.

Draw in rivers along borders of hexes.

Draw in terrain types onto the map spaces as the map is explored.

Each player starts with control marker chits of a unique color to

indicate ownership of settlements.

Each player starts with Hero marker chits of the same color and marked with

an H and a unique number to indicate individual Hero units.

10 sided dice are required to play.

SETUP


Pick one hex on the map to contain your capitol city.

Put down the appropriate terrain chit with a control marker on it.

Place one Hero chit in your capitol city.

The Hero starts with an army of 1D10 units of each of the 4 basic troop types.

The hero also starts with a wandering wizard.

Start with 1D10 gold.




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