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Note - these rules are offered here as an unplaytested Alpha version

Copyright permission is given to download/copy these rules for personal use only

Power Spike – The No Dice Science-Fantasy Battle Game

To play this game you will need two decks of cards: one for movement and one for combat. NO dice are required to play this game! These Rules have been written specifically for Kremlin Miniatures “Power Spike” range of figures.

Mount the figures in a unit on a movement tray. Each time the unit takes a loss remove one of the figures. When all figures have been removed then the unit has been destroyed. The size of the movement tray and the scale of the figures are irrelevant so long as both armies conform to more or less the same basing conventions all will be well.

Movement/Initiative - CDC = Red Suits, SCS = Black Suits

Take turns drawing cards from the movement deck. When your colour is drawn it is your “go” and you can “activate” one of your units. An activated unit can move and then fire or fire and then move – a unit in base-to-base contact with an enemy is assumed to be in a close assault. It is not permitted to consecutively activate a unit unless you only have one unit left on the table. Picture cards and Aces are “Power Spike” cards because they allow more than one unit to be activated in your go: Jack = two units; Queen = three units; King = four units; Ace = five units. If a Joker is drawn or all the cards have been played then reshuffle the deck.

 

Combat

1. Each player draws a number of cards from the deck as per their unit type. If multiple units attack one they must pool their cards.

2. Each player picks his best card and discards all the others

3. Compare the number on each player’s chosen card

4. The player with the highest numbered card wins

5. The difference between the two cards yields the result and it is applied to the loser. If a target is in range of an attacker then a fire exchange is assumed to take place. Meaning that if the attacker is outscored then he can (and does) take losses.

6. Aces count as 1, Jacks as 11, Queens as 12, Kings as 13

7. If a Joker is drawn then the player gets one Orbital Artillery Strike (OAS) per ten enemy units (or part thereof) on the table.

8. When all the cards have been played reshuffle the deck.

 

 

No Difference = Both units take one loss if they are in range of each other. Otherwise, no effect.

Difference of 1 to 6 = Target may hold its ground and take one loss, or it may retreat one full move without loss.

Difference of 7 to 9 = Target may hold its ground and take two losses, or it may retreat one full move with one loss.

Difference of 10 to 12 = Target may hold its ground and take three losses, or it may retreat one full move with two losses.

 

 

In some situations a unit may qualify to draw one extra combat card:

If it is attacking a target in its flank/rear

If it is the target of an attack and is in cover

If it has taken no losses and its target has taken at least one loss

            If it is within 12” of a Commander

 

 

 

 

 

 

 

 

Figures in Unit

Movement in inches

Cards when shooting or shot at

Shooting Range in inches

Cards in a close assault

CDC Unit Type

 

 

 

 

 

Command

2

8

3

12

3

Cyberian Death Commando

6

8

2

12

1

Red Banner Manitou

3

12

3

16

4

Zomborg

4

6

2

N/a

2

Wrecking Crew Warbot

3

10

2

16

3

Apocalypse Class Mag-Lev Tank

3

16

5

24

3

Red Banner Manitou have jump jet packs and can leap over enemy troops

 

 

 

 

 

 

SCS Unit Type

 

 

 

 

 

Command

2

8

3

12

3

Neon Samurai

6

8

1

12

2

Rising Sun Manitou

3

6

4

16

3

Cyber-Ninja

4

10

2

12

3

Robo-Cavalry

3

12

1

12

2

Kaitain Class Spider Tank

3

12

5

24

4

 

 

 

 

 

 

Generic Unit Type

 

 

 

 

 

Fire Support Droid

1

8

3

24

1

Firebird Class Ornithopter

1

24

6

24

1

Orbital Artillery Strike

N/a

N/a

6

N/a

N/a

 

 

 

 

 

 

 

Both CDC and SCS tank units must be depicted using one tank model and two Fire Support Droid models (this cuts down on cost). The tank must be the last model to be removed from the unit.

The ornithopter can be used to carry one unit (not tank) of any type. One model can represent up to 3 ornithopters (this saves on cost) when used for lifting and transporting units. If used in this way the model only gets its standard allotment of cards, it does not get to attack three times (only once) and each casualty it takes destroys one thopter and its cargo.

 

Formations – CDC

Cyberian Death Commando Brigade:

2 to 6 x Cyberian Death Commando units

1 to 3 x Wrecking Crew Warbot units

0 to 1 x Mag-Lev Tank or Red Banner Manitou unit

Zomborg Legion:

6 to 10 x Zomborg units

0 to 3 x Wrecking Crew Warbot units

 

Deep Strike Regiment:

3 to 6 x Red Banner Manitou units

 

Mag-Lev Tank Regiment:

1 to 3 x Mag-Lev Tank units

1 to 3 x Red Banner Manitou unit

 

Death Commando Army:

1 x Command unit

2 or 3 x Death Commando Brigades

0 to 1 x Deep Strike Regiment

0 to 2 x Mag-Lev Tank Regiments

0 to 1 x Ornithopter unit

 

Zomborg Army:

1 x Command unit

2 or 3 x Zomborg Legions

0 to 1 x Mag-Lev Tank Regiment

0 to 1 x Ornithopter unit

 

Mag-Lev Tank Army:

1 x Command unit

2 or 3 x Mag-Lev Tank Regiments

0 to 1 x Deep Strike Regiment

0 to 1 x Zomborg Legion or Death Commando Brigade

0 to 1 x Ornithopter unit

 

Formations – SCS

Neon Samurai Fighting Fist:

2 to 6 x Neon Samurai units

1 to 3 x Rising Sun Manitou units

0 to 1 x Spider Tank or Cyber-Ninja unit

 

Cyber-Ninja Dojo:

2 to 4 x Cyber-Ninja units

1 to 2 x Rising Sun Manitou units

 

Robo-Cavalry Regiment:

3 to 6 x Robo-Cavalry units

0 to 2 x Cyber-Ninja units

 

Spider Tank Regiment:

1 to 3 x Spider Tank units

2 to 6 x Robo-Cavalry units

 

Neon Samurai Clan:

1 x Command unit

2 or 3 x Neon Samurai Fighting Fists

0 to 1 x Cyber-Ninja Dojo

0 to 1 x Spider Tank Regiment

0 to 1 x Ornithopter unit

 

Robo-Cavalry Brigade:

1 x Command unit

2 or 3 x Robo-Cavalry Regiments

0 to 3 x Manitou units

0 to 1 x Spider Tank or Ornithopter unit

 

Spider Tank Brigade:

1 x Command unit

2 or 3 x Spider Tank Regiments

0 to 1 x Robo-Cavalry Regiment

0 to 1 x Cyber-Ninja Dojo

0 to 1 x Ornithopter unit