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.
CUSTOM SPACE FURY
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Custom Space Fury
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 Targeter ToHit Modifier +1 with one weapon vs one target
2 Engines Speed +1
3 Thrusters Base Maneuver Modifier +1
4 Missile Rack 2 Missiles: Speed =6, Maneuver +4, ToHit +1, Damage +4
5 Extra Laser Range =5, Damage +0, ToHit +0
6 Special Weapon Roll on Subtable
7 Armor 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 8
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 Non-streamlined Ftrs in Atmospheres: speed -1 & maneuver -1
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 extra 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.