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SPACE FURY





INTRODUCTION
Quick & Dirty Tactical Space Fighter Combat Rules.
Special rules for pilots: 10 Skills, Panic, Quirks, Special maneuvers.
Very easy ship construction system.

SUPPLIES
A space hex map is required. 
Use painted miniatures or chits to represent ships. 
10 and 6 sided dice are used

TURN SEQUENCE
1. Stealth Phase: Cloaking
2. Detection Phase: Detect Cloaked Fighters
3. Tactics Phase: Determine who goes first in movement phase
4. Movement Phase: Normal movement or attempt Special Attack Maneuvers
5. Special Maneuvers Phase: Offensive or Defensive
6. Missile Launch & Move Phase: Move Missiles, Declare targets of 
   Missiles & Rockets
7. Gun Declaration Phase: Declare Targets
8. Gun Resolution Phase: Roll ToHit & Damage
9. Missile Resolution Phase: Roll ToHit & Damage
10. Morale Phase: Taunting, Panic checks, Rally checks


1. STEALTH PHASE
Ships with cloaking devices may cloak or uncloak.
Ships that attack or communicate immediately uncloak.
Cloaked, undetected fighters cannot be attacked.

2. DETECTION PHASE
A fighter with basic sensors will detect cloaked fighters 
up to 10 hexes away on a roll of 1-2 on D10
A fighter with the scanner enhancement will detect cloaked fighters 
up to 20 hexes away on a roll of 1-4 on D10
Detected fighters can be attacked

3. TACTICS PHASE
Each player rolls 1D10. This is the Initiative roll.
The high roll gets to move last in Movement phase.
Actions in all other phases are considered simultaneous.
Pilots with Tactics skill add 1 to their sides initiative roll.

4. MOVEMENT PHASE
Fighters have a base Speed =4
For each point of speed a fighter may move forward 1 space or change 
its facing one hex face (60 degrees).
Fighters with a Jump drive and that are in a jump point may jump to 
another star system.
Any number of units may occupy the same space

5. SPECIAL MANEUVERS PHASE
Fighters may attempt special offensive maneuvers. See corresponding Tables.

6. MISSLE LAUNCH & MOVE PHASE
A fighter can launch some or all of its missles & rockets.
Missles move like fighters. They begin in the same space with the same facing 
as the ship that launched them.
Missles persist from turn to turn until they hit a target, are lost, or are 
shot down.
Rockets only last one turn. They can be aimed at targets in a 60 degree arc 
extending from the front of the fighter.
Rockets launched from the same pod in the same turn must be aimed at the 
same target.
Place the rockets in the same hex as the target.

7. GUN DECLARATION PHASE
Guns in standard fixed mounts may fire at targets in a 60 degree arc 
extending from the front of the fighter.
Fixed Guns may also fire at targets in the same hex that were in the hex 
from a previous turn or that entered the hex this turn from one of the 3 
hexes the fighter is facing.
Guns in turrets may fire in any direction.
Guns may be aimed at fighters, missles, or rockets.

8. GUN RESOLUTION PHASE
All attacks are considered simultaneous
Use the To Hit Table for each attack
Roll on the Damage Table for attacks that hit

9. MISSLE RESOLUTION PHASE
Missles & Rockets not shot down may roll to hit 

10. MORALE PHASE
This phase is divided into 3 segments: Taunt, Cool, and Rally.
Taunt Segment :
Pilots with taunt skill may taunt target opponent pilots within 10 Hexes. 
Target is taunted on a roll of 1-5 on D10.
Cool Check Segment: 
Pilots whose ships have been hit or who have been taunted must save on 1-6 
on D10 or roll on the Panic Table.
Rally Segment: 
Pilots with leadership skill can attempt to rally another pilot that 
failed a cool roll or is already paniced.
The chance to rally is 1-5 in D10. Rallied pilots do not panic. 
Rally range= 20 hexes

FACTIONS
1	Colonial Federation
2	Terran Empire
3	Andromeda Alliance
4	Corporate Mercenaries
5	Fringeworld Pirates
6	Templars of the Church of Mankind
7	Independent Warlords
8	Rebel Worlds
9	Planetary Defense Force
10	Alien Invasion Force

FIGHTER CONSTRUCTION
In single session games ship enhancements are determined randomly using 
the Primary Enhancements Table.
For 11 enhancements add 11 to the cost; for 12 add 12, and so on. 
This is the law of diminishing returns.
The better its made the more it costs.
Pilots must also be purchased. 
Their cost is equal to their number of experience points.

FIGHTER COST		ENHANCEMENTS
20			0
21			1
23			2
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. 1 week of Oxygen 
Reactor Core- Converts Fuel into energy
Fuel Reserve- Enough fuel for 4 days of cruising, or 5-30 minutes of 
sustained weapon fire at maximum speed.
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 ToHit Modifier = 0.  Pilot may fire at one target per turn
Sensors- Passive & Active. Used for detection, targeting, and navigation
Weapon- All off the rack fighters come with one Laser 
(Range =5, Damage +0, ToHit +0, Gun)

PRIMARY ENHANCEMENTS TABLE
D10	ENHANCEMENTS	        NOTES
1	Targeting +1		ToHit Modifier +1 with one weapon vs one target 
2	Speed +1
3	Maneuver +1		Base Maneuver Modifier +1
4	1 Missle		Speed =6, Maneuver +4, ToHit +1, Damage +4
5	Extra Laser		Range =5, Damage +0, ToHit +0
6	Special Weapon		Subtable
7	Armor +1		Base Armor Modifier +1
8	Deflector Shield	Absorbs 1 Hit, then blown
9	Special System		Subtable
10	Pick 1 Result

SPECIAL WEAPON TABLE
All guns contain enough ammo or active materials to fire about 50 times
D10	SYSTEM		        NOTES
1	Turbo Laser		Range =3, Damage +1, ToHit +1, Gun	
2	Particle Accelerator	Cost =2 Enhancements; Range =8, Damage +1, 
                                ToHit +0, Gun		
3	Rail Gun		Cost =2 Enhancements; Range =6, Damage +3, 
                                ToHit -1	
4	Chain Gun		Range =2, Damage +2, ToHit +1; HE shells		
5	Ion Gun			Range =4, Damage +X, ToHit -1; 
                                A nondeflected hit causes System shock	
6	Rocket Pod		Range =6, Damage +2, ToHit +0; Contains 4 
                                Rockets; 1-4 may be fired at one time.
7	Plasma Generator	Range =1, Damage +0, ToHit +2, Gun		
8	Nuclear Missile		Cost =2 Enhancements, Like normal missile but 
                                Damage +25		
9	Turret			Attached weapon may fire in all arcs & target 
                                Missiles & Rockets		
10	Pick 1 Result

SPECIAL SYSTEMS TABLE
D10	SYSTEM		NOTES
1	Jump Drive	Allows travel between stars			
2	Escape Pod	If fighter explodes, pilot escapes in pod (Speed =2) 
                        on a roll of 1-3 on D6
3	Cloaking Device	Cost =2 Enhancements; Ship may Cloak	
4	Jammer		Missles are -1 ToHit this fighter or any adjacent 
                        fighters
5	Scanners	Enhanced Sensors; Detection +2, Detection Range +10			
6	Streamlining	Fighters in Atmospheres are speed -1 & maneuver -1 
                        if not steamlined	
7	Copilot		Cockpit accomidations & Life support for a copilot 
8	Afterburner	Speed +4; can be used once; Costs 1 to replace
9	Storage Space	Doubles fuel capacity or may be used to carry cargo	
10	Pick 1 Result			

TO HIT TABLE
D10	RESULT
1-4	Miss (Missle Lost)
5-6	Near Miss
7-10	Hit!
All attacks use the same table

TO HIT ROLL MODIFIERS
Attacking Fighter Targeting system Enhancements +1
Defending Fighter Maneuver Bonus -1
Missles are +1 to hit
Missles & Rockets are -1 to be hit
Attacking Pilot Accuracy Skill +1
Defending Pilot Evasion Skill -1
Defender moved 4+ Hexes -1
Attacker moved 4+ Hexes -1
Defender Stationary -1
Attacker Stationary -1


DAMAGE TABLE
D10	RESULT
1-3	Deflected (No Damage)
4-6	Minor Structural Damage; +1 to next Damage Roll 
7-8	Moderate Structural Damage; +2 to next Damage Roll
9+	Critical Damage Table

DAMAGE ROLL MODIFIERS
Attackers Weapon Bonuses +X
Defending fighter Armor Enhancement -1
Defenders Accumulated Structural Damage +X
Defender has Deflector Shield: Attack is automatically 
deflected & shield is destroyed (Blown).

CRITICAL DAMAGE TABLE
D10	RESULT		                NOTES
1	System Shock		        Ship can do nothing on its next turn 
                                        except launch escape pod
2	Weapon Destroyed	        Roll 1D6: on 1-3 attacker picks, 
                                        4-6 defender picks
3	Engines Hit		        Speed -1
4	Thruster Hit		        Maneuver -1
5	Targeting Damaged	        -1 to all ToHit rolls with Guns
6	Special System Destroyed	Roll 1D6: on 1-3 attacker picks, 
                                        4-6 defender picks
7	Reroll			        1D6 on this table
8	Basic System Destroyed	        Roll on the Basic System Destroyed Table
9+	Ship Explodes	
	
BASIC SYSTEM DESTROYED TABLE
D10	SYSTEM	        RESULT
1	Cockpit		Pilot Killed		
2	Life support	Pilot Killed		
3	Communications	Detection -2		
4	Sensors		ToHit -2, Detection -4		
5	Antigravity	Maneuver -1		
6	Fuel Reserve	Ship Explodes		
7	Reactor Core	Ship Explodes	
8	Power Grid	Permanent System shock	
9	Computer	ToHit -2, Detection -2, Maneuver -1, Ship cannot Jump			
10	Reroll		

TYPES OF PLAY
There are several ways to play space fury. These include:
1. Duel- One ship versus another. Single playing Session.
2. Squads- One squad versus another. Single playing Session.
3. Scenarios- Several sample scenarios are included at the end of the rules. 
Single playing Session.
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 rescue 
missions, exploring systems in the neutral zones, first contacts, 
diplomatic missions, hunting down spies and pirates, dangerous 
reconnaissance missions, and sabotaging enemy  bases.


PILOT LEVEL TABLE
Level	Experience(XP)	Skills	Reputation	Cool	
1	1		1	Green		3	
2	3		2	Green		4
3	6		3	Regular		5
4	10		4	Regular		6
5	15		5	Regular		7
6	21		6	Regular		8
7	28		7	Veteran		9
8	36		8	Veteran		9
9	45		9	Veteran		10
10	55		10	Elite		10
Notes: First level skill is always Basic Combat Pilot.

EXPERIENCE POINTS TABLE
ACTION		      XP AWARDED        NOTES
1 Year of Training	1		Academy quality
Minor Battle		1		7 or less ships per side 
Major Battle		2		More than 7 ships per side 
1 Kill			1		Defenseless or very inferior 
                                        targets do not count


TERRAN DEFENSE FORCE OFFICER RANKS
Pilot Rank 	Prerequisites	
Private		Level 1
Corporal	Level 2 
Sergeant	Level 4 & Tactics skill
Lieutenant 	Level 6 & Leadership skill
Major		Level 8
Captain		Level 10

PILOT SKILLS
D10	Skill		Notes
1	Accuracy	+1 to hit with one gun attack	
2	Speed		+1 Speed
3	Evasion		+1 Evasion 
4	Stunts		+1 to attempt Special Maneuvers		
5	Tactics		+1 to Initiative rolls. A pilot cannot be a 
                        wingleader unless he has this skill
6	Engineering	Required to do Repairs at Dock
7	Taunting	+1 to Taunt & +1 to Cool Rating	
8	Navigation	Required for hyperspace Jumps
9	Lucky		Each level of luck allows the pilot to reroll 
                        any 1 Dieroll he makes during a battle.
10	Leadership	+1 to Rally 


QUIRK TABLE
Quirks have a strong Roleplaying element. 
Players should have their pilots act out their quirks, 
moments of panic, and heroism in the spirit of the game. 
Sometimes pilots will develop personality quirks and particular flying styles. 
At every level increase on a roll of 1 on D6 a quirk will manifest itself. 
When roleplaying, pilots' quirks and personalities are much more complex and 
characters may develop multiple quirks to varying degrees. 
Characters quirks will change and evolve over time.  
Characters may roll under their cool rating om D10 to control their quirks.

D100	QUIRK
1-5 	Foolhardy: will charge large groups of enemies. Cool +3. 
        Saves at -3 versus taunts.	
6-10 	Creep up: will not fire weapons until within 3 hexes. Tactics +1
11-15 	Focused: Will only attack 1 enemy at a time and will not change 
        targets until that enemy is destroyed. Speed +1
16-20	Dutiful: Will never leave a comrade at the expense of the mission. 
        Will be the last to leave a battle. Wingmen are Cool +1.
21-25 	Uncontrollable: Will not stay in formation. Speed +1.
26-30	Over cautious: Will hang back and fire from a distance. 
        Likes to cloak. Evasion +1.
31-35 	Fixated: Will go for the mission goals at the expense of 
        everything else. Evasion -1 Speed +1 Accuracy +1.
36-40 	Safety in Numbers: -2 Cool when not in formation. +2 cool when in 
        formation. Tactics+1.
41-45 	By the Book: Will not do special maneuvers. Tactics +1 Leadership +1.
46-50 	Sneaky: Will always try to get behind enemies and tail them. Accuracy +1
51-55 	Hot Dogger: Will attempt special maneuvers whenever possible. Stunts +1
56-60 	Trigger Finger: Will fire all missiles as soon as possible.
61-65 	Dogfighter: Cool -2 if ganged up on. Evasion +1.
66-70 	Intimidating: Taunt+1 Must be a veteran.
71-75 	Superiority Complex: Taunt +1. Don't expect much backup.
76-80 	Straight Runs: Accuracy +1 Cannot end a move with a turn.
81-85 	Responsible: Will not do Special maneuvers. Wingmen are Cool +1.
86-90 	Proximity sensitive: Will always attack the nearest opponent over 
        other targets.
91-95 	Speed Demon: Moves at full allowance when not in formation. Speed +1
96-100	Taciturn: Cool +1, Cannot Taunt.


PANIC TABLE
Roll on the panic table when a pilot fails a cool roll.
1D10	Pilot Reaction
1- Revenge: The pilot must attack with all weapons if possible, one 
   of the ships that attacked it.
2- Rout: The pilot turns around and flees off the map as quickly as 
   possible for the rest of the game.
3- Freeze up: The pilot maintains same speed and course next turn 
   and cannot do anything else.
4- Stop Everything: The pilot cannot move next turn.
5- Yikes!: Pilot must attempt a special maneuver next turn if an 
   enemy is within 5 hexes.
6- Distracted: Pilot is -1 on all rolls next turn.
7- Systems Check: Pilot cannot attack next turn.
8- Keep your distance: Pilot will try to stay at least 3 hexes 
   away from enemy craft.
9- Shaken: Pilot -1 on all cool rolls for rest of battle.
10- Help!: A nearby friendly ship will move to put itself between the 
    panicked ship and its attackers next turn.

SPECIAL MANEUVERS
Pilots with stunt skill add 1 to their rolls on the special maneuver 
success tables.
Attack & defense maneuvers use the same table:

SPECIAL MANEUVER SUCCESS TABLE
D10	RESULT
1-2	Failed miserably. You may not attack this turn. Speed -2 next turn.
3-4	Failed & Off Course. Accuracy -2.
5-7	Failed, you Hesitated. You may attack normally.
8+	Maneuver Successful.


ATTACK MANEUVERS
1. Strafe- Accuracy +1. Must have moved a minimum of 3 hexes in a 
   straight line.
2. Tail- Accuracy +2 vs enemy fighter you are directly behind within 
   1 Hex and facing their rear arc.
3. Dive- Fighter must have moved at maximum speed. Move forward 1 Hex.
4. Revolver- Weapons can fire out of any arc. Only if fighter has not 
   moved this turn.
5. Careful Aim- Accuracy +1,  Only if fighter has not moved this turn.
6. Loop- Perform this maneuver only if you have not yet moved this turn. 
   Move backwards 3 or 4 Hexes.

DEFENSIVE MANEUVERS
1. Roll- Slide ship to the right or left on space.
2. Dodge- Evasion +1, Easy maneuver: +1 on Defensive maneuver success roll.
3. Brake- Evasion+2, Move backwards 1 or 2 Hexes
4. Hard Turn- Evasion +2. No attack this turn. 
   Change facing 1 hex to the left or the right.


FORMATIONS
A formation is a group of 2 or more fighters flying together with the 
same facing & within 1 hex of another formation member.
The wingleader of a formation gets Tactics +1. There can be only 1 Wingleader.
The wingmen get Detection +1.
All fighters in the formation get Accuracy +1 and Maneuver -1.


SAMPLE FIGHTER DESCRIPTIONS: HUMAN DESIGNS
#ENH	TYPE			SYSTEMS
4	Interceptor		Turbo Laser, Speed +1, Maneuver +2, Targeter +1
3	Defense Fighter		2 Rocket Launchers, Laser, Shield
4	Light Fighter		Laser, Speed +2, Maneuver +2
5	Scout			1 Laser, Scanners, Cloak, Streamlinning, 
                                Jump, Storage
6	Assult Fighter		4 Lasers, Jump, Shield, 1 Missle
5	Escort Fighter		1 Particle Accelerator, 1 Ion Gun, Jump, 
                                Armor, Shield
10	Gunship			Copilot, Chain Gun+Turret, Rail Gun, 2 Armor, 
                                2 Shields, 2 Missles, 
10	Heavy Bomber		Laser+Turret, Shield, 4 Nukes
7	Fighter Bomber		4 Missles, 2 Lasers, Maneuver +1, Armor
3	Symbiote Fighter	2 Copilots, 2 Lasers

SAMPLE SCENARIOS: Skirmishes
Roll 1D6 + The total number of fighters. 
Each side has this many levels worth of pilots.
D6	SIDE A			SIDE B
1	2 Fighter Bombers	4 Interceptors
2	3 Defense Fighters	3 Light Fighters
3	4 Assault Fighters	2 Escort Fighters & 1 Gunship
4	3 Assault Fighters	5 Light Fighters
5	2 Scouts		1 Heavy Bomber
6	2 Interceptors		2 Symbiote Fighters + 1D6 levels of pilots

GAME DESIGNERS NOTES
Yes, I rewrote it again, but this version kicks butt!

VIETNAM AIR FURY VARIANT
Joe Nixon  has created a Vietnam version of Space Fury:
Check out the Vietnam Air Fury Link.






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