WARP PLAY INTRODUCTION
Concepts for role playing games.
Feyden - Little people
Dwarfland - All Dwarf Roleplaying
Orcland 12 AC - Orcs Rule! by Stave
Jugger - Mighty Juggernaughts clash
Skyie - Fantasy Fliers
Crystal Warriors - Crystal Tech
Mutant Trolls - Psionics as Fantasy
Metaland R- ock & Roll
Lunatech - Moon Madness
Free d20 RPG core rules
WING COMMANDER FIGHTERS INTRODUCTION
Board & card game for 2 players.
Takes place in the Wing Commander Universe.
Abstract skirmish level Fighter combat.
Each figure represents a single Fighter.
DISCLAIMER
‘Wing Commander’ is a copyrighted/trademarked property.
This is just a fan site.
VICTORY
You win if you destroy the opposing Wing Commander.
THE MAP
Use an 8x8 chessboard.
THE SHIPS
Use chits or miniatures to represent Fighters.
TABLE NOTATION
Attacks = Maximum number of attacks fighter can make per turn.
Move = Maximum range move card fighter can use.
Turns = Max number of Move cards fighter can use per turn.
TERRAN CONFEDERATION FIGHTER TABLE
Type Hits Move Attacks Turns
Hornet Light Fighter 1 4 1 2
Arrow Light Fighter 1 5 1 1
Rapier Medium Fighter 2 4 1 1
Hellcat Medium Fighter 2 3 1 2
Scimitar Medium Fighter 2 3 2 1
Raptor Heavy Fighter 3 3 2 1
Thunderbolt Heavy Fighter 4 2 2 1
KILRATHI FIGHTER TABLE
Type Hits Move Attacks Turns
Salthi Light Fighter 1 5 1 1
Darket Light Fighter 1 4 1 2
Dralthi Medium Fighter 2 4 1 1
Krant Medium Fighter 2 3 2 1
Strakha Medium Fighter 2 3 1 2
Gratha Heavy Fighter 3 3 2 1
Jalthi Heavy Fighter 4 2 2 1
SETUP
Each player starts with 2 Heavy, 3 Medium and 3 Light Fighters.
Designate one fighter to be your Wing Commander.
Each player places one fighter on each square of his back row.
Fighters may not stack.
THE CARDS
Players share a common deck.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Orders Phase
Maneuver Phase
Fire Phase
ORDERS PHASE
Draw 3 cards.
Max hand size = 5 cards.
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.
MANEUVER PHASE
Play (discard) a Move card to move one of your fighters.
The move card has a number.
This is the number of spaces the fighter moves.
Moves can be diagonal or orthogonal.
Instead of moving just one fighter in any direction, you have the
option of moving one or more fighters forward the indicated
number of spaces using a single move card.
You cannot move through enemy fighters.
FIRE PHASE
Play (discard) an Attack card to have a fighter attack.
The attack card has a number.
This is the range of the attack.
Attacks can be diagonal or orthogonal.
You cannot attack through other fighters.
Every attack does 1 point of damage.
Use Chits or coins to record damage.
A fighter reduced to zero Hits is destroyed and removed from the board.
Your opponent may play (discard) Defense cards to negate your attack.
M = Movement
A = Attack
D = Defense
X = Special
K = as a Knight would move in Chess
Type = Purpose of card
# = Number of that card in the Deck.
CARD LIST
Card Name: # Range Type Notes
Laser Cannons 4 3 A
Neutron Gun 2 1 A 2 Points of Damage
Mass Driver Cannon 4 2 A
Dumb-Fire Missile 4 4 A
Heat Seeking Missile 3 5 A
Image Recognition Missile 2 6 A
Porcupine Mine 2 1 A
Friend or Foe Missile 2 K A
100 kps 4 1 M
200 kps 3 2 M
300 kps 3 3 M
400 kps 3 4 M
500 kps 2 5 M
Kickstop 2 K M
Burnout 1 - M Ships Max Move +1
Fishhook 1 - M Ships Max Move -1
Corkscrew Roll 1 - M Move 3 and over 1
Tight Loop 1 - M Jump adjacent Fighter
Tail 2 - X Negate a Defense Maneuver Card
Hard Brake 2 - D Maneuver
Evasion 2 - D Maneuver
Shake 2 - D Maneuver
Armor 2 - D
Shields 2 - D
Tactics 2 - X Draw 2 Cards
Pilot Special 8 - X See Pilot Profiles
PILOTS
Assign each of your Fighters a Pilot from the Pilot Tables
PILOT SPECIAL CARDS
Discard a Pilot Special card to use a pilots special ability.
TERRAN PILOTS
Moniker Ability
Spirit, Unstoppable Force Attack: range = 1
Hunter, Loose Cannon Ships Max Move +1
Bossman, Leader by Example Defense (Maneuver)
Iceman, Ace of Aces Attack: range = 3
Angel, By the Book Attack: range = 4
Maniac, New Kid Move = K
Paladin, Professional Ace Defense (Maneuver) for Adjacent Fighter
White Knight, Old Reliable Attack: range = 2
KILRATHI PILOTS
Moniker Ability
Starkiller, Keen Competitor Move = 3
Fang, Cold as Vacuum Attack: range = 3
Deathstroke, Extreme Prejudice Attack: range = 5
Redclaw, Danger and Disdain Attack: range = 4
Gutterclaw, Without Mercy Move = 1
Sharptooth, Fast and Furious Move = 2
Furball, Lucky Defense (Maneuver)
Novacat, Noble Warrior Attack: range = 2
LINKS
http://www.wcnews.com/articles/art41.shtml
WIZARDLY INTRODUCTION
Each player controls a Covenant of Wizards.
Players try to build up the prestige of their Covenant by
Accumulating Victory Points.
VICTORY
The first player to have 25 victory points is the Winner.
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