19.08.2013 Views

5150: fighter command - Two Hour Wargames

5150: fighter command - Two Hour Wargames

5150: fighter command - Two Hour Wargames

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!