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
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.
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