Introduction to Warpspawn Games



Download 8.66 Mb.
Page236/270
Date31.03.2018
Size8.66 Mb.
#45297
1   ...   232   233   234   235   236   237   238   239   ...   270

26 3

30 4

35 5

41 6

48 7

56 8

65 9

75 10

BASIC SYSTEMS


All fighters have these systems built into their cost:

Hull- Contains all other systems. Affords minimal protection.

Base Armor Modifier = 0.

Cockpit & Life support- 1 pilot or 2 pilots.

All the Oxygen that maybe needed is provided.

Fuel Injector (Reactor Core)-

Fuel Reserve- Enough fuel for whatever the radius of flight is,

in dogfights 10 miles of Fuel are lost every turn.

Power grid- Distributes power to all systems.

Standard Engine- Base Speed = 4.

Directional thrusters- Base Maneuver Modifier = 0.

Central Computer- Controls all systems.

Targeting- Base To Hit Modifier = 0. Pilot may fire at one target per turn.

Radar(Sensors)- Passive & Active.

Used for detection, targeting, and navigation.

Weapon- see individual fighter listing.

CONSOLIDATION The Two Weapons Table's have combined and the same for

the Special Systems/Enhancement systems.

PRIMARY ENHANCEMENTS\Systems TABLE

D10 ENHANCEMENTS NOTES


1 Targeting +1 ToHit Modifier +1 with one weapon vs one target

3 Radar-Jamming Device Cost =2 Enhancements; Ship may Cloak

2 Ejection Seat If fighter explodes, pilot escapes on a

parachute on a roll of 1-3

2 Speed +1

3 Maneuver +1 Base Maneuver Modifier +1

7 Armor +1 Base Armor Modifier +1

8 reroll

&&&&&&&


4 Jammer Missiles are -1 To Hit this fighter or any adj. fighters

5 Scanners Enhanced Sensors; Detection +2, Detection Range +10

7 Copilot Cockpit accomadations & Life support for a copilot

8 Afterburner Speed +4; can be used once; Costs 1 to replace


WEAPON TABLE


All guns contain enough ammo or active materials to fire about 50 times

D10 SYSTEM NOTES


1 Multiple Linked MG cannons Range =3, Damage +1, ToHit +1, Gun

4 1 Missile Speed =6, Maneuver +4, ToHit +1, Damage +4

X 1 AAM Speed =6, Maneuver +4, ToHit +1, Damage +4

SAM Speed=5, Manuever +3, Damage +10

Bombs To Hit Ground Target+1 Damage+10

5 MG Range =5, Damage +0, ToHit +0

4 Vulcan Gun Range =2, Damage +2, ToHit +1; HE shells

6 Rocket Pod Range =6, Damage +2, ToHit +0;

Contains 4 Rockets;

1-4 may be fired at one time

8 Nuclear Missile Cost =2 Enhancements, Like normal missile

but Damage +25

MiG-17=4

F-100D=5

F-105D=8


F-4E"Phantom"

Movement 8

Manuver+2

Guns: Vulcan

Missle: 4 AAM

5 other hardpoints:

Targeting +1, Copilot, and usually some jammers

MiG-17"Fresco"

Movement 4

Manuver+4

Missile

Guns: Linked Cannon


***

DAMAGE ROLL MODIFIERS


Attackers Weapon Bonuses +X

Defending fighter Armor Enhancement -1

Defenders Accumulated Structural Damage +X

BASIC SYSTEM DESTROYED TABLE

D10 SYSTEM RESULT


1 Cockpit Pilot Killed

2 Oxygen Pilot Killed

3 Communications Detection -2

4 Radar ToHit -2, Detection -4

5 Hole in wing! Maneuver -1

6 Fuel Reserve Ship Explodes

7 Fuel Injector Ship Explodes

8 Power Grid Permanent System shock

9 Computer ToHit -2, Detection -2, Maneuver -1

10 Reroll


TYPES OF PLAY


3. Scenarios-

Operation BOLO(1965)-

was probably the greatest single air battle of the war.

Involving over 50 F-4s against MiGs.

Tran Hoa Bridge(1972)

F4s- Repeatedly flew into the Dragons Jaw to destory named bridge

with Guided missiles.

4. Campaign Missions- This is several connected scenarios where the

results of one scenario affect the next scenario. This level of play

requires a gamemaster. Multiple playing Sessions.

5. Roleplaying- The gamemaster will have to develop nonpiloting

skills and quirks. Adventure possibilities may include a pilot being

shot down and rescued, training ARVN, missions into Laos,

supporting the special forces. Non-aircraft involved missions could

involve fooling around in Saigon, the Air Base under attack by ground

forces, etc.

Check out this Vietnam Gaming Site

Return to Space Fury


VICTORIAN VILLAINS

INTRODUCTION


2 player Card game.

Victorian Fantasy/ Sci-Fi theme.

CCG type Format.

GOOD & EVIL


There are 2 sides: The Heroes and the Villains.

VICTORY


You win if at any time after the fifth turn, your

Opponent has no major characters in play.


DICE


Six sided dice are needed.

THE DECKS


Each player has a unique deck.

The two decks are:

1. The Heroes

2. The Villains


CARD TYPES


C = Characters

L = Locations

E = Events

W = Weapons

V = Vehicles

TOKENS


Tokens are used to represent lesser minions.

Tokens and Characters are collectively referred to as Units.

Tokens & Minor Characters are collectively referred to as Minions.

WOUND COUNTERS


When a Character is wounded put a Wound counter on it.

Wound Counters give the attached unit Force –1.

A Unit with zero or less Force is killed.

CARD TRAITS


Characters (and other card types) may have one or more of the following traits:

Many of these traits allow attachment of or use of certain other cards.

Trait: Notes:

Minor Character

Major Character

Mastermind Major Villain

Brawler Descriptor

Marksman Descriptor

Swordsman Descriptor

Brute Descriptor

Detective Descriptor

Hunter Descriptor

Scholar Descriptor

Traveler Descriptor

Holy Fight +1 vs Immortals

Inventor See Invention Phase

Scientist See Invention Phase

Vehicle These can be Units or Objects attached to Units

Genius See Genius Phase

Spy See Spy Phase

Immortal See Healing Phase

Doctor See Healing Phase

Underling Discard this Hero instead of another in Assassin Phase

Facilitator Gives one Hero +1 to any one roll once per turn

Captain Captain Nemo can take the Nautilus from anywhere and

put into play, attached to himself in recruit phase. The same goes for

Captain Mors & his Airship. You may discard the vessel to draw its respective

Captain from the deck.




Download 8.66 Mb.

Share with your friends:
1   ...   232   233   234   235   236   237   238   239   ...   270




The database is protected by copyright ©ininet.org 2024
send message

    Main page