Players take the roles of rival Noble Houses in a war to control a
neutral space sector.
WORLD TYPE INCOME UNITS AVAILABLE
Lortran Homeworld 5 Psychic Veterans, House Troops
Gurati Homeworld 5 Anthrosynthetic Berserkers, Cyborg-
Commandos, House Troops
Kadesh Homeworld 5 Fanatics, Warrior Priests, House Troops
Nitrix Homeworld 5 Suicide Squads, House Troops
Quayat Desert 1 Desert Warriors
Parallax Industrial 3 Nukes & Jumpships
Mercurium Mining 3 Nukes & Miners- Defenders
Frost Ice 1 Ice Barbarians
Computus Machine 3 Robot Death Machines
Bolavor Jungle 2 Jungle Fighters
Aquara Ocean 1 Sea Monsters- Defenders
Punah Pleasure 3 Amazonians
Griddox Prison 1 Prison Soldiers
Yoravar Shipyard 4 Jumpships (cost 4 each)
Zenceti Alien Ruins 1 Psychic Natives- Defenders
Eden Church 2 Solar Templars
Mox Gem 4 Miners- Defenders
Hellish Radioactive 2 Subterranean Mutants & Nukes
Dalton Research 1 Transhuman Supersoldiers & Nukes
Bazarium Commerce 3 Mercenaries & Jumpships
Seedeen Hive World 2 Imperial Conscripts
Pyreen Pacifist 1 Diplomacy
Scorch Volcanic 1 Nukes & Lava Projectors- Defenders
Marx Clone 1 Clone Soldiers
Sisteria Noble Action = 1
Emporex 2 Imperial Centurions & Diplomacy = 1
Mercenary Guild 4 Mercenaries
Imperial Navy 3 Jumpships
Spacing Guild 2 Jumpships & Income =1
Church of Mankind Diplomacy = 2
Mercantile Consortium Income = 2
Imperial Beaurocracy Strategic Planning =1
Black Market 2 Nuclear Arsenals & Income = 1
Imperial Secret Police 2 Imperial Death Squads & Assassination = 1
Colonial Council 1 Colonial Ranger & Diplomacy = 1
5th Sector Rebels 3 Rebels & Sabotage = 1
Surgeons of Silex Recruit Noble =1 & Income = 1
Discordian Heretics 4 Heretics
Imperial Aristocracy Noble Action= 1 or Recruit Noble =1
Rimspace Pirates 2 Pirates
Imperial Army 3 Imperial Shock Troops
Allies represent galactic powers that will become involved in the
conflicts between Noble houses. Income will be collected every turn
in production phase. Army, jumpship, and arsenal units will be
stationed on the players homeworld in setup. Other benefits imitate
Noble actions and can be used once per turn.
SPECIAL UNITS COST AD NOTES
Noble - +1 Psychic; Gives First Strike
Jumpships 6 - Transport 3 Armies &/or Nukes
Nuclear Arsenal(Nukes) 5 5 One use. Can be used vs. Jumpships
AD = Attack Dice
ARMIES COST AD NOTES
House Troops 2 1 +1 When Defending
Psychic Veterans 4 2 Lortran; Negate 1 Psychic
attack on roll of 1-3 on D6
Anthrosynthetic Berserkers 5 2 Gurati; +2 When Attacking
Cyborg Commandos 4 2 Gurati; First Strike When
Kadesh Fanatics 1 1 Kadesh; Sacrifice for +1
Kadesh Warrior Priests 5 2 Kadesh; Psychic
Nitrix Suicide Squads 3 2 Nitrix; Sacrifice for +2
Desert Warriors 5 3 +1 & First Strike When
Ice Barbarians 3 2 +1 & First Strike When
Jungle Fighters 1 1 +1 & First Strike When
Prisoner Soldiers 1 2 Before battle roll 1D6.
On 1-2 they escape.
Subterranean Mutants 4 1 Psychic; First Strike When
Solar Templars 7 3 Psychic
Amazonians 5 3
Robot Death Machines 7 4
Clone Soldiers 1 1
Colonial Rangers 7 2 Self Transport
Imperial Shock Troops 6 3 +1 When Attacking
Imperial Centurions 3 1 +2 when Defending
Imperial Death Squads 4 1 +1 & First Strike When
Imperial Conscripts 1 1
Rimspace Pirates 4 1 Self Transport
Discordian Heretics 1 1 Sacrifice for +1
Transhuman Supersoldiers 5 4 Before battle roll 1D6.
On 1-2 they all join opponent.
Mercenaries 2 2 Pay them 1 Mega Credit to
Rebel Freedom Fighters 4 2 First Strike When Attacking
+1 vs Imperial units
Sea Monsters 5 4 Defenders
Miners 1 2 Defenders
Psychic Natives 1 1 Psychic; Defenders
Lava Projectors 3 3 Defenders
Attack Dice- The unit rolls this many D6 in battle. Every roll of 1
destroys one opposing unit of the defenders choice.
Psychic- When in battle this unit rolls on the Psychic Attacks Table
to potentially get additional attack dice.
Jumpships- The only way to get around. A jumpship can carry up to 3
nuclear arsenals/army units and any number of Nobles. Jumpships
have a maximum range of 3 hexes. They must begin and end their
movement in a planetary system. If destroyed, all on board are also
Nobles- The leaders of a House. An army unit commanded by a Noble
gets +1 Attack Dice and First strike. If the unit is destroyed in
battle, the Noble is too, if there are no other friendly armies remaining.
Self Transport- These units have their own jumpships. If they are
destroyed their jumpships are also lost. They cannot transport other
troops or Nukes.
First Strike- These units roll their Attack dice before the other
units. All first strike dice are rolled simultaneously. And then all
other attacks are rolled simultaneously.
Defenders- These units cannot leave their planet of origin.
Cost- The cost in income to purchase the unit. Units of income are
Nuclear Arsenals- ‘Nukes' can be launched from jumpships or the
ground. They can target armies or a single jumpship. Once used they
PSYCHIC ATTACKS TABLE
1D6 Attack Dice Affect
1-3 0 Negligible
4 1 Psionic Blast
5 2 Telekenetic Maelstrom
6 3 Molecular Disruption
1- INITIATIVE- Roll high on 1D6 to determine who goes first.
2- PRODUCTION- Collect Income from all worlds and allies
3- UPKEEP- Pay 1 Income per 10 ships, arsenals, and armies you control
4- RECRUIT NOBLES- Roll 1D6. One noble recruited on a roll of 1.
Some allies allow additional rolls.
5- RECRUIT TROOPS- One unit can be purchased on each world per turn & two
from Homeworlds. Extra troops/ships/nukes from Allies may be purchased on a
6- MOVEMENT- Jumpships can move up to 3 Hexes. They must land in a
7- NUCLEAR EXCHANGE- Occurs between enemy units in the same system.
Attack Dice from Nuclear arsenals are rolled simultaneously by both sides.
8- BATTLE- First strike attacks are resolved first & then all other
attacks. This is repeated until one or both sides are eliminated.
If all units are killed the defender remains in control of the planet.
9- NOBLE ACTIONS- See List
10- PLANET CONTROL- Take control of any planet you have armies on.
Any number of units may occupy the same hex. Battles occur when
enemy units occupy the same hex.
NOBLE ACTIONS LIST
A Noble that did not move or fight this turn may take a Noble Action action.
Noble actions are successful on a roll of 1 on D6.
Some Allies can do Noble Actions.
Nobles do not have to be in the same system as their target.
* Diplomacy: Take control of target World that has no enemy armies on it.
* Assassination: Target noble killed. A player may only make two
assassination attempts per turn.
* Intrigue: Take control of target ally. If the ally provided armies or ships,
you gain control of these. Only one intrigue attempt per turn.
* Sabotage: Destroy target army, jumpship, or arsenal.
* Govern: Income of world + 1; Automatic success.
* Strategic Planning: Automatic success. +1 or -1 to Initiative roll next turn.
Use a 10 x 10 hex grid. Homeworlds will be located in the corners.
Distribute the other 20 worlds by using the D10 to determine the
coordinates. Only one world per hex. For additional ‘terrain'
distribute Nebulas, blackholes, and supernovas. Jumpships cannot
travel through these obstacles. Other terrain can include Imperial
jump stations and Star systems with no planets. These spaces can be
jumped to but they cannot be controlled and they provide no resources.
Another possibility are Stargates that allow instant travel between
distant regions of the map. Use ‘chits' or counters to represent
units such as armies and jumpships.
Each player begins with:
3 House Troops
Any 2 Armies unique to that homeworld
1 Nuclear Arsenal
X Random Allies: 8 in a 2 player game, 5 with 3 players, 4 in a 4 player.
Control every planet on the map.
Larger maps, Specific scenarios, Jumpships move 4, Higher upkeep costs...
Return to Warpspawn Mainpage