WAR FOR ATLANTIS







INTRODUCTION One player takes the side of the Atlanteans. The other player takes command of the combined Armies of the Five Foes of Atlantis. MAP & CHITS Use a large hex grid The center area is the continent of Atlantis surrounded by water The main city of Atlantis is walled and occupies many hexes A thin border of land on the outer edges of the map is the homelands of the enemies. The Barbarians are to the north & northwest The Greeks are to the northeast & east The Egyptians are southeast The Africans are south & southwest The Lemurians are west Chits will have to be made for all the units & all the spells VICTORY The Atlanteans are victorious if they destroy their enemies completely. The Five Foes win if they destroy all the Atlanteans or a have a spellcaster cast the cataclysm spell in the Temple of Posideon. The Atlanteans win a minor victory if there is no winner after 20 turns. SETUP Around 10 Six sided (10D6) dice are needed. Set aside a pile of spell chits. All Five Foes start with all their units in their respective Homelands. The Atlantean units are clustered near the main city. Major sites within Atlantis include the Ports, the Temple of Posideon, the Dragon Roosts, the College of Wizards, the Palace, the Workshops, the Mazes, the Barracks, and the Bazaar, among others. UNIT DESCRIPTIONS # = Number of such units in the game POW = Power points MOV = Movement points C = Carry 1 unit C2= Carry 2 Units R = Ranged Attack up to two hexes away R3 = Ranged Attack up to three hexes away 3/2R = 3 Power points in Melee or when defending, 2 Power points when making a ranged attack W = Water units. These units must remain in water hexes (W) = Swimmers. These units may move in water or on land F = These units can fly. They may end their move over water M = Mage. Can cast Mage spells and General spells P = Priest. Can cast Priest spells and General spells Breach = Unit automatically moves through walls destroying them ATLANTEAN FORCES UNIT # POW MOV NOTES City Elders 1 1M 1 Crystal Ships 4 3 3WC2 Battle Mages 4 2M 1 Bright Warriors 4 4 2 Priests of Light 4 1P 1 Home Guard 6 2 1 Militia Archers 6 2R 1 Guardian Statues 4 4 1 Must remain within 3 hexes of the city Dragon Riders 4 5 4F Lord of Atlantis 1 4MP 4F King Minos; A powerful Demigod Flying Machines 3 3 4FC Colossus 1 6 2 Breach Merfolk 4 2 2W Minor Allies Minotaurs 2 3 1 Minor Allies Lens Towers 8 3R3 0 Located on edges of city; Create deadly beams of Light & Heat LEMURIAN FORCES UNIT # POW MOV NOTES Sorcerers 1 1M 1 Creators of the Cataclysm spell Demon Horde 1 5 1 War Galleys 2 3 2WC2 Chaos Warriors 1 3 1 Devil Worshippers 1 2 1 Horse Archers 1 2R 3 Stygian Rafts 3 1 1W3 Beast Men 1 2 2 Evil High Priests 1 1P 1 Winged Demons 1 3 4F Black Tentacles 1 6 1W Juggernaught 1 5 2C Breach Great Catapult 1 XR3 1 Power Points = 1D6-1; Reroll for each attack; Cannot move & attack EGYPTIAN FORCES UNIT # POW MOV NOTES Priests of Osiris 1 1M 1 Legions of the Dead 1 4 1 Djinn 1 4M 5F Barge of Ptah 1 2 4FC2 +2 Power points to Defense Rolls Minions of Set 1 3 2 Mummies 1 4 1 War Barges 3 3 2WC3 Priests of Ra 1 1P 1 Spearmen 1 2/1R 1 Slave Masters 1 1 1 Chariots 1 3 3 Cultists 1 2 1 Followers of Horus the Avenger Assassins 1 2 1 +2 Power Points if they attack alone Scorpion Men 1 3 1 War Cats of Bast 1 3 2 Sphinx 1 3 4F GREEK FORCES UNIT # POW MOV NOTES Spartan Hoplites 1 3 1 Athenian Archers 1 2R 1 Ionian Javalineers 1 1R 2 Macedonian Phlanx 1 3 1 Pagan Priests 1 1P 1 Oracle 1 1M 1 Biremes 3 2 3WC2 Triremes 2 3 2WC3 Greek Fire Thrower 1 3R 1 Pegasai 1 2 4FC Cyclops 1 3 2 Breach Medusa 1 5 1 Centaurs 1 2R 3C Trojan Horse 1 1 2C2 Cannot Attack The Horse cannot be attacked until it enters the city or any units it is carrying attack BARBARIAN FORCES UNIT # POW MOV NOTES Naked Warriors 1 2 2 Berserkers 1 2 1 +2 Power Points when Attacking Raiders 1 2R 2 Longboats 3 2 3WC2 Drakkars 2 3 2WC2 Druids 1 2P 2 Warlock 1 2M 2 The Wild Hunt 1 4 4 Lycanthropes 1 4 2 Giants 1 4/3R 2 Breach, Throw Boulders Valkyries 1 2 4F Great Battering Ram 1 3 1 Can only attack walls, gates, & towers which it automatically destroys AFRICAN FORCES UNIT # POW MOV NOTES Shaman 1 1M 1 Witch Doctors 1 1P 1 Naga Snake Men 1 4 1(W) Winged Apes 1 2 3F Savages 1 3 2 Amazons 1 3/2R 2 Cannibals 1 2 1 Head Hunters 1 2 1 Pygmies 1 2/1R 1 Blowguns Numidean Horsemen 1 2 3 War Elephants 1 2 2C +1 Power Points when Attacking Giant Snake 1 4 1(W) Giant Sea Turtles 2 3 2WC4 +3 Power Points when Defending TURN SEQUENCE Draw Phase Movement Phase Attack Phase DRAW PHASE Each player draws to replenish a max hand of 7 spell chits Unflip and unrotate unit chits MOVEMENT PHASE Players take turns moving units until all units have moved once Rotate chits to indicate that they have moved The Foes of Atlantis move first Units may move up to a number of hexes equal to their movement rate W = Water units. These units must remain in water hexes (W) = Swimmers. These units may move in water or on land F = These units can fly. They may end their move over water All other units are automatically considered to be land units STACKING & CARRYING Only one unit per space unless it is carrying other units Carried units attack at -1 Power to a minimum of 1 Carried units cannot be attacked If a unit is destroyed all units it is carrying are also destroyed Units carrying other units cannot be carried ATTACK PHASE Players take turns attacking target units until all units have attacked The Atlantean player attacks first Units may combine their attacks against a single target Units can attack targets in an adjacent hex Units with ranged attacks can target defenders within two hexes The attacker rolls 1D6 for every point of power used in the attack. This is the attack roll. The defending unit rolls 1D6 for each of its power points. This is the defense roll If the attackers total is higher the target is destroyed, otherwise the defender survives. Spells may contribute power points to the attackers or the defenders Flip chits to indicate that they have attacked or cast spells TERRAIN Even with penalties the minimum movement rate = 1hex per turn. Water = Costs 1 Move point to enter. Treacherous Water = Shallows, Reefs, Rocks, Whirlpools. Costs 2 Move points to enter. Clear = Costs 1 Move point to enter. City spaces = Costs 2 Move points to enter. +1 Power to defense rolls for Atlantean units. Forest = Costs 2 Move points to enter. +1 Power to defense rolls. Mountains = Costs 3 Move points to enter. +1 Power to defense rolls. Rivers = Seperate Adjacent hexes. Costs 2 Move points to cross. Units being attacked from across a river get +2 Power to defense rolls. Walls = Seperate Adjacent hexes. Costs 3 Move points to cross a wall. Atlantean units being attacked from across a wall get +2 Power to defense rolls. Flyers do not recieve move penalties SPELLS The spell pile mix should be 1 chit for each of the spells listed below. There are 3 types of spells: Mage, Priest, & General. Mage units can cast Mage or General spells. Priest units can cast Priest or General spells. A unit can cast one spell per turn. Each player has a hand of 7 spell chits they replenish in Draw Phase. A player casts a spell from his hand through a spellcasting unit he controls. Once spells are cast they are discarded unless they are to be used as markers. Use the spell chit to represent a unit created by the spell. Unless otherwise noted spell have a range of 2 hexes. SPELLS NOTES Shield Unit gets +3 Power Points on Defense roll. Cast at beg. of Battle phase Haste Unit gets +2 Move Points. Cast at beginning of move phase Fly Unit Flies at Move Points = 4 this turn. Cast at beginning of move phase Hold Unit cannot move this turn. Cast at beginning of move phase Aid Unit gets +2 Power Points. Cast at beginning of Battle phase Inspire All adjacent friendly units get +1 Power points this turn. Battle phase Rage Unit gets +3 Power Points on Attack roll. Cast at beg. of Battle phase Fireball A Range = 2 attack for 4 Power Points Lightning Bolt A Range = 3 attack for 3 Power Points Distract Unit cannot attack. Range = 3. Cast at beginning of Battle phase Invulnerability Unit cannot be Destroyed. Cast at beginning of Battle phase Negate Negate the effect of spell just cast within 3 hexes Mesmerize All adjacent enemy units cannot attack. Cast at beginning of Battle phase Death Spell Caster gets +5 Power points to Attack roll Winds Negate all nonmagical ranged atks vs target. Cast before Def. roll made Whirlpool A Range = 3 attack for 4 Power Points vs a water unit Wall of Fire No unit may enter 1-3 adjacent target hexes targeted by caster within 3 hexes of caster. Cast at beginning of move phase Raise Dead Unit just killed becomes undead under your control; Power Points -1. Cast after Defense roll made Earthquake 3 Adjacent hexes within 3 hexes of caster. Ground units in these hexes attacked for 2 Power Points Tidal Wave Water unit or unit in coastal hex attacked for 4 Power Points Flood 3 Adjacent hexes within 3 hexes of caster. Ground units in these hexes may not move. Cast at beginning of move phase Poison Gases Unit -2 Power Points. Cast at beginning of Battle phase Summon Move any Friendly unit from anywhere adjacent to caster Teleport Caster or Friendly unit adjacent to caster can move to any empty hex Control Take control of unit this turn. Cast at beginning of Battle phase Luck Cause Attack or Defense roll just made to be rerolled Antimagic Both players must discard their spells. Cast any time Fear Move enemy unit. Unit cannot end move adjacent to one of yor units. Cast in move phase before unit moves MAGE SPELLS Earth Elemental Creates a Unit adj to caster: Power Points = 4, Move =1, Lasts 3 turns Water Elemental Creates a Unit adj to caster: Power Points = 3, Move =3W, Lasts 3 turns Air Elemental Creates a Unit adj to caster: Power Points = 3, Move =5F, Lasts 3 turns Fire Elemental Creates a Unit adjacent to caster: Power Points = 4, Move =2, Lasts 3 turns, Cannot be transported Illusion Creates a Unit adj to caster: Power Points = 3, Move =5F, Lasts 2 turns, Destroyed if Attacked PRIEST SPELLS Ressurrection Unit not destroyed. Cast after Defense roll made Reincarnate Put unit from discard pile into play adjacent to caster Golem Creates a Unit adjacent to caster: Power Points = 3, Move =1 Sanctuary Unit cannot attack or be attacked. Cast at beginning of Battle phase Commune Discard spells and draw seven new spells GAME DESIGNERS NOTES The Atlanteans have the advantage of being centralized and on the defense. The Foes have more units but they are spread out and have to cross the water barrier.




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