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.






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