Introduction to Warpspawn Games



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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.

CARD LIST NOTATION


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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