5150: fighter command - Two Hour Wargames
5150: fighter command - Two Hour Wargames
5150: fighter command - Two Hour Wargames
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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