5150: fighter command - Two Hour Wargames
5150: fighter command - Two Hour Wargames
5150: fighter command - Two Hour Wargames
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B.Y.O.P: <strong>5150</strong> FIGHTER COMMAND<br />
This is an optional supplement to <strong>5150</strong>: Fighter<br />
Command that allows player to Build Your Own Pilot.<br />
We’ve taken all the Fighter Pilot Attributes from <strong>5150</strong>:<br />
Fighter Command (page 7) and assigned them point<br />
values.<br />
We’ve added a few more to give you a list of 30<br />
Attributes. Now here’s how you use them:<br />
Start with the Faction you want to play.<br />
Check the front of this supplement to see their<br />
basic Attributes that all of their Pilots start with.<br />
Under each Faction’s name will be a number,<br />
either positive or negative. This is the point<br />
value of all of all of their Attributes combined.<br />
Add this number to the point value of each Pilot<br />
you are building. So a Hishen would have a -2<br />
added to their point value total for each Pilot.<br />
HOW MANY POINTS?<br />
How many points do you get for each Pilot? There’s two<br />
ways to handle it.<br />
ZERO SUM PILOTS<br />
You buy as many Attributes as you want as long as the<br />
total point value of the Pilot is zero.<br />
POINTS EQUAL TO REP<br />
Just like it says, you are allowed Attribute points equal to<br />
the Rep of the Pilot. A variation would be points equal to<br />
the combined Reps of the Flight or Squadron.<br />
RANDOMLY ASSIGNED<br />
Just use the procedure outlined on page 6 where Stars<br />
receive two Attributes and Grunts receive one. Here’s<br />
how we do it:<br />
Stars can choice their first Attribute and roll for<br />
their second.<br />
Roll 1d6 and the result is the table to use. If a six<br />
is scored simply re-roll until a table is<br />
determined.<br />
© 2013 Javier Herrero & Ed Teixeira – <strong>Two</strong> <strong>Hour</strong> <strong>Wargames</strong> 1<br />
<strong>5150</strong>: FIGHTER COMMAND – B.Y.O.P<br />
FINAL THOUGHTS<br />
That’s it folks. With this supplement you’ll breathe more<br />
life into your individual Fighter Pilots and it will help if<br />
you choose to cross-over into other THW titles. Some of<br />
the Attributes can already be found in <strong>5150</strong>: New<br />
Beginnings and <strong>5150</strong>: Star Army. When they do appear in<br />
other rules just use them as they apply for that set.
FACTION ATTRIBUTES<br />
TYPE COST ATTRIBUTE<br />
FREE<br />
COMPANY<br />
-1<br />
-1 Risk Averse: Count a -1 to Rep when<br />
taking the Ship Down Test.<br />
TYPE COST ATTRIBUTE<br />
HISHEN<br />
-2<br />
PDF<br />
-1 Slight : When outnumbered by 2:1 or<br />
more will count a -1d6 when taking<br />
the Ship Down Test.<br />
-1 Evil: Never helps or recovers friendly<br />
ships or Pilots.<br />
TYPE COST ATTRIBUTE<br />
+2 Determined: When defending their<br />
home world will count a +1 to Rep<br />
when taking the Ship Down Test.<br />
TYPE COST ATTRIBUTE<br />
PIRATES<br />
-2<br />
-1 Evil: Never helps or recovers friendly<br />
ships or Pilots.<br />
-1 Greedy: Will launch Assault Boats to<br />
capture any Merchant ship, or any<br />
CapShip that is Retiring.<br />
TYPE COST ATTRIBUTE<br />
STAR<br />
NAVY<br />
+1<br />
+1 Better Trained and Equipped: Able to<br />
fire without penalty when<br />
Afterburning.<br />
TYPE COST ATTRIBUTE<br />
XEOG<br />
+1<br />
+2 Bio-Enhanced: Counts a +1 to Rep<br />
when taking the Afterburner Test. Also<br />
able to fire without penalty when<br />
Afterburning.<br />
-1 Risk Averse – Count a -1 to Rep when<br />
taking the Ship Down Test.<br />
TYPE COST ATTRIBUTE<br />
ZHUH-<br />
ZHUH (1)<br />
+1<br />
+1 Superb Reflexes – Counts a +1to Rep<br />
when attempting any Special<br />
Maneuver Test.<br />
(1) Applies only to the smaller Muggy Zhuh-Zhuh Pilots.<br />
© 2013 Javier Herrero & Ed Teixeira – <strong>Two</strong> <strong>Hour</strong> <strong>Wargames</strong> 2<br />
<strong>5150</strong>: FIGHTER COMMAND – B.Y.O.P<br />
FIGHTER PILOT ATTRIBUTES<br />
TABLE 1<br />
# COST ATTRIBUTE<br />
1 +2 Ambusher: Counts a +1 on the Mission<br />
Intel Table.<br />
2 +1 Better Trained and Equipped: Able to<br />
fire without penalty when Afterburning.<br />
3 +2 Bio-Enhanced: Counts a +1 to Rep<br />
when taking the Afterburner Test. Also<br />
able to fire without penalty when<br />
Afterburning.<br />
4 +2 Born Leader: When taking the<br />
Received Fire and Ship Down Tests any<br />
friendly ship within 5” and in LOS to<br />
the Born Leader will react as it does<br />
regardless of what their reaction would<br />
have actually been.<br />
5 -3 Coward: Treats a result of Change<br />
Course as Retire<br />
6 -1 Cruel: Will chase down defenseless or<br />
fleeing targets whenever possible.<br />
TABLE 2<br />
# COST ATTRIBUTE<br />
1 +2 Determined: When defending their<br />
home world will count a +1 to Rep<br />
when taking the Ship Down Test.<br />
2 -1 Dim: Counts a -1d6penalty when taking<br />
the In Sight Test.<br />
3 -2 Drunkard (or Druggie): Roll 1d6 at the<br />
start of every Mission. If the score is<br />
higher than the Pilot’s Rep or a “6” is<br />
rolled toss another 1d6 and consult the<br />
table below:<br />
(1 – 2) Takes the Afterburners<br />
Test with only 1d6. Will also<br />
Side Slip randomly halfway<br />
through its move, once per<br />
activation.<br />
(3 – 4) Performs as if has Slow<br />
to React Attribute.<br />
(5 – 6) Performs as if has<br />
Iceman Attribute<br />
4 -1 Evil: Never helps or recovers friendly<br />
ships or Pilots.<br />
5 +1 Expert gunner: +1 to hit when firing<br />
your guns.<br />
6 +2 Exceptional Pilot: Counts a +1d6<br />
bonus when taking the Landing and<br />
Collision Reaction Tests and when<br />
attempting a Special Maneuver
TABLE 3<br />
# COST ATTRIBUTE<br />
1 -1 Greedy: Will veer from objective to<br />
attack any Merchant ship.<br />
2 +2 Iceman: Treat Change Course as if<br />
Carry On.<br />
3 +2 Initiative: Counts one Rep higher for<br />
activation purposes when operating<br />
alone.<br />
4 +2 Innate Senses: Any opposing Fighter<br />
Pilot attempting a Special Maneuver<br />
from Aspect 3, 4 or 5 will do so at -1 to<br />
Rep.<br />
5 +2 Lightning Reflexes: Counts a +1d6<br />
bonus when taking the In Sight Test.<br />
6 +3 Lucky Bastard: Can change a result of<br />
Obviously Dead or destroyed Fighter to<br />
a miss but only once per Campaign.<br />
TABLE 4<br />
# COST ATTRIBUTE<br />
1 -2 Maverick: Will ignore the Mission and<br />
separate from the formation to go check<br />
any single PEF on the map.<br />
2 -1 Poser: Will roll only 1d6 when taking<br />
the Received Fire and Ship Down Tests.<br />
3 +1 Rage: Count a +1d6 bonus for<br />
attempting Special Maneuvers when<br />
behind an enemy.<br />
4 +2 Resilient: Once during each Mission<br />
the Pilot will treat its first Out of the<br />
Fight result as a Stunned result instead.<br />
5 -1 Risk Averse: Count a -1 to Rep when<br />
taking the Ship Down Test.<br />
6 -1 Slight : When outnumbered by 2:1 or<br />
more will count a -1d6 when taking the<br />
Ship Down Test.<br />
© 2013 Javier Herrero & Ed Teixeira – <strong>Two</strong> <strong>Hour</strong> <strong>Wargames</strong> 3<br />
<strong>5150</strong>: FIGHTER COMMAND – B.Y.O.P<br />
TABLE 5<br />
# COST ATTRIBUTE<br />
1 -1 Slow to React: Suffers a -1d6 penalty<br />
when taking the In Sight Test.<br />
2 +2 Stone Cold: Will roll an extra +1d6<br />
when taking the Received Fire and Ship<br />
Down Tests.<br />
3 +1 Superb Reflexes – Counts a +1to Rep<br />
when attempting any Special Maneuver<br />
Test.<br />
4 -2 Taunting: Character must Taunt every<br />
enemy Fighter he sees.<br />
5 -2 Unlucky: Anytime a friend within 3” of<br />
the Pilot is hit by weapons fire there is a<br />
chance (1-3) that you will suffer the<br />
result instead.<br />
6 -1 White Knight: Will not shoot<br />
defenseless targets.