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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.

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