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CHINESE WARLORDS




INTRODUCTION
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

TURN SEQUENCE
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
4. MOVEMENT
5. COMBAT

STACKING
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.

MAP
Use a hex grid. Place terrain features as desired. 
Villages are often near rivers. 
Roads connect villages. 
Rice Paddies will be adjacent to villages. 

STARTING FORCES
Each side begins with:
1 Stronghold
1 Warlord
3 Peasants
2 Thugs
1 Bodyguard

VICTORY CONDITIONS
Kill opponents Warlord or capture his stronghold. 

WARLORD SPECIAL ABILITIES
1D10	ABILITY
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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