These battles take place in china at the end of World War II.
The Japanese and the Allies have pulled out leaving behind weapons
and munitions. Anarchy and Lawlessness reign. Now is the time for
enterprising individuals to gain power.
UNIT TYPES Move Force Range Cost Carry Notes
Poorly Armed Peasants 2 1 1 1 - Cannon Fodder
Gun toting Thugs 2 3 1 2 -
Well Armed Bodyguards 2 5 1 3 -
Trusted Lieutenant 2 3 - 3 -
Warlord 2 5 - - - You only get one
Assorted Vehicles 6 1 - 3 1 Trucks, cars, jeeps, motorcycles
Machine Gun 2 7 1 4 -
Artillery piece 2 9 2 6 - Small cannon or mortar
Armored Vehicle 4 10 2 8 - APC, Light Tank
Boats 4 1 - 3 1
Carried units are destroyed if the unit carrying them is destroyed
1. INITIATIVE- Roll high to determine who goes first in all of the following phases this turn
2. INCOME- Collect revenue from villages and stronghold
2. UPKEEP- Total the cost of all your units and divide by 10. Pay this amount in income.
This covers food, pay, gas, and ammo
3. RECRUITMENT- Units start in or adjacent to villages and strongholds
Any number of units per space
COMBAT RESOLUTION TABLE
FORCE RATIO Attacker:Defender
1D10 5+:1 4:1 3:1 2:1 1:1 1:2 1:3+
1 A K2 K2 K K K R
2 K2 K2 K K K R R
3 K2 K K K R R R
4 K K K R R R -
5 K K R R R - -
6 K R R R - - -
7 R R R - - - -
8 R R - - - - -
9 R - - - - - -
0 - - - - - - -
All results are against the defender
A = All units killed
K2 = 2 Units Killed & Stack must retreat 1 Space or loose another unit
K = 1 Unit Killed & Stack must retreat 1 Space or loose another unit
R = Stack must Retreat 1 Space. 1 Unit killed if unable to retreat
A stack may only retreat once per turn. Retreating is optional
The defender chooses which units are lost
A stack cannot attack unless it contains a warlord or
lieutenant or it was attacked last turn
Attacks on a single stack may be combined
Attacks by units in the same stack must be combined
TERRAIN Income Foot Vehicles Defense
Villages 1 1 2 5
Stronghold 4 1 2 15
Open - 1 2 0
Road - 1 1 0
Rice Paddies - 2 - 1
Jungle - 2 - 2
Water - - 1* 0
The values for Foot and Vehicles are the cost in movement points to enter the space
* = Boats only. Other vehicles cannot enter water.
Defense values are added to the defending units force value.
Defense values represent cover, booby traps, and extra defenders.
Use a hex grid. Place terrain features as desired.
Villages are often near rivers.
Roads connect villages.
Rice Paddies will be adjacent to villages.
Each side begins with:
Kill opponents Warlord or capture his stronghold.
WARLORD SPECIAL ABILITIES
1 Drug Trade: +1 Revenue
2 Prostitution Ring: +1 Revenue
3 Begin game with 1 unit of Assorted Vehicles
4 Begin game with 1 Machine Gun
5 Begin game with 1 extra Bodyguard unit
6 Begin game with 1 Lieutenant
7 Begin game with Control of one nearby village
8-0 Begin game with 1D6 extra income
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