The following are changes in the Space Fury rules:
2. Detection Phase
"cloaked" is to be considered "jamming radar".
communication does not violate "jamming radar.
4. MOVEMENT PHASE
Movement is based on the type of Aircraft.
There is no concept of "Jump Drives" or "Jump points" in this game.
New Weapon AAMs: Last for 3 turns, They can be aimed at targets in a 60 degree
arc extending from the front of the fighter.
1-3 US Air Forces
4 USMC Air
5-6 ARVN Airforce
1-3 North Vietnamese Pilots
4-5 North Korean Pilots
6 Soviet Pilots
FIGHTER TYPES (WAS CONSTRUCTION)
Each fighter comes "stock" and can be re-fitted as necessary on a
cost table as below.
FIGHTER COST ENHANCEMENTS
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 or 2 pilots.
All the Oxygen that maybe needed is provided.
Fuel Injector (Reactor Core)-
Fuel Reserve- Enough fuel for whatever the radius of flight is,
in dogfights 10 miles of Fuel are lost every turn.
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 To Hit Modifier = 0. Pilot may fire at one target per turn.
Radar(Sensors)- Passive & Active.
Used for detection, targeting, and navigation.
Weapon- see individual fighter listing.
CONSOLIDATION The Two Weapons Table's have combined and the same for
the Special Systems/Enhancement systems.
PRIMARY ENHANCEMENTS\Systems TABLE
D10 ENHANCEMENTS NOTES
1 Targeting +1 ToHit Modifier +1 with one weapon vs one target
3 Radar-Jamming Device Cost =2 Enhancements; Ship may Cloak
2 Ejection Seat If fighter explodes, pilot escapes on a
parachute on a roll of 1-3
2 Speed +1
3 Maneuver +1 Base Maneuver Modifier +1
7 Armor +1 Base Armor Modifier +1
4 Jammer Missiles are -1 To Hit this fighter or any adj. fighters
5 Scanners Enhanced Sensors; Detection +2, Detection Range +10
7 Copilot Cockpit accomadations & Life support for a copilot
8 Afterburner Speed +4; can be used once; Costs 1 to replace
All guns contain enough ammo or active materials to fire about 50 times
D10 SYSTEM NOTES
1 Multiple Linked MG cannons Range =3, Damage +1, ToHit +1, Gun
4 1 Missile Speed =6, Maneuver +4, ToHit +1, Damage +4
X 1 AAM Speed =6, Maneuver +4, ToHit +1, Damage +4
SAM Speed=5, Manuever +3, Damage +10
Bombs To Hit Ground Target+1 Damage+10
5 MG Range =5, Damage +0, ToHit +0
4 Vulcan Gun Range =2, Damage +2, ToHit +1; HE shells
6 Rocket Pod Range =6, Damage +2, ToHit +0;
Contains 4 Rockets;
1-4 may be fired at one time
8 Nuclear Missile Cost =2 Enhancements, Like normal missile
but Damage +25
Missle: 4 AAM
5 other hardpoints:
Targeting +1, Copilot, and usually some jammers
Guns: Linked Cannon
DAMAGE ROLL MODIFIERS
Attackers Weapon Bonuses +X
Defending fighter Armor Enhancement -1
Defenders Accumulated Structural Damage +X
BASIC SYSTEM DESTROYED TABLE
D10 SYSTEM RESULT
1 Cockpit Pilot Killed
2 Oxygen Pilot Killed
3 Communications Detection -2
4 Radar ToHit -2, Detection -4
5 Hole in wing! Maneuver -1
6 Fuel Reserve Ship Explodes
7 Fuel Injector Ship Explodes
8 Power Grid Permanent System shock
9 Computer ToHit -2, Detection -2, Maneuver -1
TYPES OF PLAY
was probably the greatest single air battle of the war.
Involving over 50 F-4s against MiGs.
Tran Hoa Bridge(1972)
F4s- Repeatedly flew into the Dragons Jaw to destory named bridge
with Guided missiles.
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 a pilot being
shot down and rescued, training ARVN, missions into Laos,
supporting the special forces. Non-aircraft involved missions could
involve fooling around in Saigon, the Air Base under attack by ground