CHINESE WARLORDS
INTRODUCTION
These battles take place in China in the 1920's.
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 1 3 -
Warlord 2 9 1 - - You only get one
Assorted Vehicles 6 1 1 3 1
Machine Gun 2 7 1 4 -
Artillery piece 1 4 3 6 - Small cannon or mortar
Armored Vehicle 4 10 2 8 1 APC, Light Tank
Boats 4 1 1 3 2
Carried units are destroyed if the unit carrying them is destroyed.
Assorted Vehicles includes: Trucks, cars, jeeps, motorcycles, etc.
TURN SEQUENCE
1. INITIATIVE
2. INCOME
3. UPKEEP
4. RECRUITMENT
5. MOVEMENT
6. COMBAT
INITIATIVE
Roll high on 1D6 to see which player goes first in all of the following phases this turn.
INCOME
Collect revenue from villages and stronghold.
UPKEEP
Total the cost of all your units and divide by 10.
Pay this amount in income.
This covers food, pay, gas, and ammo
If you cannot meet upkeep, lose 1D6 units of your choice.
RECRUITMENT
Units start in or adjacent to villages and strongholds.
There are no limits to purchases of Peasants, Thugs, Bodyguards, and Lieutennants.
Every time you go to buy one of the other types roll 1D6 (Availability Roll):
On a roll of 1-3 there are none of that type left available to you this turn.
MOVEMENT
You may move your units a number of spaces up to their Movement rating.
No stacking limit: Any number of units per space.
COMBAT
Units may attack enemy stacks in range.
A unit may attack once per turn.
Carried units may attack.
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 defending stack.
A = All units in stack 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.
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 stacks 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 Railway: +1 Revenue
4 Begin game with Control of one nearby village
5 Trade contacts: +1 to Availability rolls
6 Popularity: Get 2 peasant units for the price of one
7 Begin game with 3 extra Bodyguard units
8 Mechanics: +2 to Availability rolls of Vehicles
9-0 Begin game with 2D6 extra income
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