D20 TIME LINE

A D20 CONVERSION OF THE LEGENDARY LLOYD KRASSNER’S TIME LINE

 

 
INTRODUCTION
Two time traveling civilizations fight for ultimate control of the entire timeline.
The Far Future is controlled by a scientifically advanced culture known as the Teraxians.
The Distant Past is controlled by a magical race known as the Atlanteans.
 
OBJECT
Gain control of all 12 Eras on the Time Line.
 
D20

You will need a twenty sided die (d20) in order to play this variant. This variant’s game mechanics herein are derived from the Open Gaming License of the D20 Systems Reference Document.

 
 
THE BOARD
The board is composed of a row of 12 spaces.
These spaces (or Eras) are labeled in the following order:
#       Era:                   Force
12.     The Far Future         X
11.     Near Future            48
10.     WWII                   24
9.      WWI                    12
8.      Age of Imperialism     9
7.      Age of Revolution      6
6.      Renaissance            5
5.      Middle Ages            4
4.      Roman Empire           3
3.      Ancient Civilizations  2
2.      Prehistory             1
1.      Distant Past           X
Force = Force of Units recruited from this time period. 
Eras 2-11 have Period troops.
 
DICE
Six and ten sided dice are needed.
 
COUNTERS
Each player gets a set of counters of a unique color and with unique unit types.
Units are also referred to as troops.
There is also a set of same-color, common, generic period troops:
Have 10 counters to represent Period troops from each Era 2-11.
Mark the Era number on the counter.
 
 
ATLANTEAN COUNTER SET
#                      Att/AC  Move           
1       Wizard         +3/13   3              
3       Warriors       +6/16   2              
1       Monsters       +9/19   1              
25      Control Markers 
Start = The number of such units the player starts the game with.
 
TERAXIAN COUNTER SET
#       Type           Att/AC  Move    
1       Scientists     +3/13   3       
3       Agents         +6/16   2       
1       Warships       +9/19   1               
25      Control Markers 
 
SETUP
The Atlanteans begin with their starting counters in the Distant Past space.
The Teraxians begin with their starting counters in the Far Future space.
Roll high on 1D10 to see who goes first.
 
TURN SEQUENCE
Players take turns.
Each turn has 5 Phases:
1.      Random Factors
2.      Time Travel
3.      Change History
4.      Recruit Troops
5.      Seek & Destroy  
 
RANDOM FACTORS PHASE
The active player rolls for two Resources on the Resource Tables below.
A Resource can only be used once, and than it is expended.
 
TIME TRAVEL PHASE
You may move your units forward and backwards on the timeline a number of 
Eras up to their Move stat limit.
For example: A Wizard  could move from the Distant Past to the Middle Ages.
Period troops have a base Move = 0.
Cards may be played to increase the Move stat of target units.
 
CHANGE HISTORY
If you have a unit in an Era you may try to gain control of the Era by 
interfering with history.
Roll 1D20. this is the control roll.
On a roll of 12-20 you gain control of the Era. 
Keep tract of control by placing control markers.
Changing history involves assassinations, planting ideas, providing 
assistance, preventing or causing critical events.
 
RECRUIT TROOPS
If you control an Era you may try to recruit one period unit from it.
Roll 1d20. This is the Period Recruit Roll.
On a roll of 12-20 you gain one unit.
The Atlanteans may make two rolls for the Prehistoric Era.
Keep tract of control of period units by stacking them and then placing a 
control marker on the stack.
The Atlantean Player makes one Atlantean Recruit Roll:
1D20    Recruit
1-4     Wizard
5-8     Warrior
9-12    Warrior & Roll for two Resources
13-16   Monster
17-20   Roll for two Resources
Recruited Atlantean units begin in the Distant Past.
The Teraxian Player makes one Teraxian Recruit Roll:
1D6     Recruit
1-4     Scientist
5-8     Agent
9-12    Combat Team
13      Combat Team & Roll for two Resources
5       Warship
6       Roll for two Resources
Recruited Teraxian units begin in the Far Future.
 
SEEK & DESTROY
If there are opposing units in the same Era they may fight.
If neither side wants to fight there is no combat.
If one side does not want to fight, it may attempt to hide or escape.
Roll 1D20. This is the Hide or Escape Roll.
On a roll of 12-20 the player may hide all his units. They may not be attacked this turn.
Alternatively, on a roll of 12-20 the player may have all of his non-period units escape.
Escaping units move to an adjacent Era. They may be attacked again in that Era.
Units that fail to hide or escape must fight.
If there is a fight each side adds up :
1.    Each unit attacks simultaneously
2.    Players roll a d20 for each unit and add that units attack modifier and any modifier from expending resources.  If the modified roll is equal to or greater than the target units AC than that unit is defeated.
 
 
ATLANTEAN RESOURCES
2D20 Card Name         User    Effect
2Astral Travel         W       Move +3 or Escape roll +2
3Astral Gate           WHT     Move +3 or Escape roll +2
4Dimension Door        WT      Move +3 or Escape roll +2
5Ethereal Plane        A       Move +3 or Escape roll +2
6Hermes Portal         WT      Move +3 or Escape roll +2
7Demon Horde           T       F + 9
8Vorpal Sword          T       F + 6
9Celestial sword               H       F + 9
10Rune Blade           T       F + 9
11Eldritch Blade               H       F + 3
12Maelstrom            W       F + 9
13Firestorm            W       F + 3
14Petrification        W       F + 6
15Possession           W       Control opponents unit this turn
16Time Barrier         W       Units cannot Move past target Era
17Stasis                       X       Units cannot move out of Target Era
18Dragon Breath        M       F + 3
19Regeneration         M       F + 6
20Time Walk            X       Take an extra turn
21Speed Time           X       Draw roll for five resources
22Take from the Future X       Choose any 1 Resource
23Summon                       W       Stack any 1 New Atlantean unit with Wizard
24Reverse Time         W       Redo this turn from the beginning
25See the Future               X       Choose 1 Resource any order
26Take from the Past   X       Put any one card from your discard into your hand
27Banish                       W       Cause enemy unit to escape
28Polymorph            W       Destroy enemy unit
29Stone Rain           W       F + 9
30Time Vortex          W       Each unit in this Era is destroyed on 12-20 on a d20
32Armies of the Past   P       Entire Stack Move +3 
33End of Time          X       Opponent must discard 3 Resources
34Great Wyrm           M       F + 9
35Myrmidons            T       F + 3
36Illusions            W       Hide Roll +2
37Enchanted Weapons    P       F + 3
38Wizards Sight        W       Opponent gets –2 to Hide Roll 
39Invisibility         A       Hide Roll +2 or F + 3
40Avatar                       H       F + 6
User = What type of unit may use this card.
W = Wizard, H = Hero, T = Warriors, M = Monster, P = Period Troops, A = All, X = None
 
TERAXIAN RESOURCES
2d20Card Name          User    Effect
2Mind Control Device   S       Control opponents unit this turn
3Tac Nukes             W       F + 9
4-5Probability Shift   X       Any roll +2 or -2
6Time Contraction      A       Move +2 or Escape roll +2
7Time Expansion        A       Move +2 or Escape roll +2
8Time Skipping         A       Move +2 or Escape roll +2
9Matter Disrupters     W       F + 3
10Force Fields         W       F + 6
11Cybernetics          G       F + 3
12Plasma Weapons               C       F + 6
13Spinal Mount         W       F + 9
14Power Armor          G       F + 9
15Time Projection              A       Move +2 or Escape roll +2
16-17Alternate Time Line       S       Destroy Target Unit
18-19Paradox                   X       Destroy Target Unit
20Time Loop            X       Get an Extra Turn
21Temporal Rift        X       Opponent must discard 3 Resources
22-23Time Flux         S       Units cannot Move past target Era
24Anachronism          P       Move +2 
25Temporal Locator     S       Opponent gets –2 to Hide Roll
26Time Beacon          X       Units moving to this Era get Move +2
27Neural Implants              G       F + 6
28Time Bomb            S       F + 6
29-30Worm Hole         A       Move +2 or Escape roll +2
31Temporal Manipulation        X       Roll for five Resources
32-34Recorded History  A       Any Roll +2
35Holograms            S       Hide Roll +2
36Eject Button         A       Escape Roll +2
37-38Stop Time         S       Units cannot move out of Target Era
39-40Futuristic Weapons        P       F + 3
S = Scientist, G = Agent, C = Combat Team, W = Warship
 
 
 




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