Friday 23 April 2021

SPCFKRS: Vehicle and Spaceship Rules!

 Continuing on with SPCFKRS, here are the rules for vehicles and spaceships! 


Mass Combat Rules: Identical units can form into a battalion. They move and attack together. Do an attack roll for each unit in the battalion when they fire/stab a target. When the battalion is attacked and units are killed simply deduct any killed units from the total.  

 Vehicle and Spaceship Rules: If vehicles or spaceships are involved in the battle, the normal rules and order/resolution procedures apply, with the following additional rules.  

  • On foot units do half damage to vehicles and a third damage to spaceships.  
  • Vehicles do double damage to on foot units and half damage to spaceships. 
  • Spaceship do double damage to vehicles and triple damage to on foot unit

 Special Crew and Attacking: If a vehicle or spaceship has crew onboard the special crew can attempt their special ability and the vehicle and spaceship can also attack with all weapons in the same round.  

 Vehicle/Spaceship Ramming: Any ramming damage is resolved at the end of the round. A vehicle/spaceship can both attack and ram in the same round (and also attempt a special if there is special crew onboard). To ram a vehicle/spaceship is ordered to move into the target. On a 2+ the ramming vehicle damages the target. On a 1 the ramming vehicle hull point is damaged by 2. 

Ramming Damage Values: 

  • Vehicle ramming vehicle = 2
  • Vehicle ramming on foot unit = 4
  • Spacecraft ramming vehicle = 4
  • Spacecraft ramming on foot unit = 8  

Following: Vehicles and spacecraft can follow targets. They can be ordered to maintain a certain grid distance from a target and the vehicle/spacecraft will do so as long as their Move value allows them to. 

 Mapping Conventions: Maps can focus on different types of units (ie:  on foot/vehicles/spaceships). Use the following conventions for each:

  • On foot focused: On foot unit is 1 grid space, each vehicle hull part is 4 grid spaces, each spaceship hull part  is 8 grid spaces. Vehicle move quadrupled and spaceship move is octupled. 
  • Vehicle focused: On foot unit is a quarter grid space, each vehicle hull part is 1 grid space, each spaceship hull part is 4 grid spaces. On foot units move quartered and spaceship move quadrupled . 
  • Spaceship focused: On foot unit is an eighth of a grid, each vehicle hull part is a quarter grid space, each spaceship hull part is 1 grid space. On foot unit move reduced to an eight and vehicle move quartered. 

In all maps spaceship units can be above on foot units and vehicles (make them transparent or raise them). 

 Vehicles and Spaceships have their own separate point budgets

Each vehicle or spaceship is made up of a collection of hull parts. These can be connected and arranged as the commander sees fit. There are light, medium and heavy hull parts. A vehicle or spaceship can only be made up of 1 type of hull parts. 1 hull part takes up 1 grid space in the hull parts native map size. Ie, 1 spaceship hull part takes up 1 grid space in a spaceship focused map, but takes up 4 grid spaces in a vehicle focused map. 

All vehicles and spaceships start with the followings stats, outside of their respective hull part class: 

  • 1 x gun attachment (up to 2 gun attachments can be on each hull part - but each attachment outside of the vehicles/spaceships first must be purchased with points)  
  • Shoot: Hit a target with a weapon on a 3+. Armed with: 
  • Gun, 1 damage, 12 range.
  • All vehicles and spaceships can fire all of their attached weapons in a round. Each separate gun can fire at a different target.

Hull Parts: 

  • Light: 1 body each, 3 speed, 6 move, 1 Point each. 
  • Medium: 3 body each, 3 speed, 4 move, 2 Points each. 
  • Heavy: 5 body each, 2 speed, 2 move, 4 Points each. 

 Vehicle and Spaceship Damage: When attacking at a vehicle or spaceship individual hull parts are targeted. If a quarter of a vehicle/spaceship’s hull parts are reduced to 0 it must roll a dice every Special phase. On a 1 the vehicle/spaceships is now malfunctioning and its move and speed are halved. It must continue rolling a dice every Special phase, on another 1 it blows up and is destroyed. If half of the hull parts are reduced to 0 the vehicle/spaceship malfunctions then blows up on a roll of 1 - 3. A vehicle/spaceship is destroyed if 75% or more of its hull parts are reduced to 0.    

 General Vehicle and Spaceship Modifications: Make your vehicles and spaceships better! Point costs are listed at the end of the modification description. Move modifications will be added after a few test games.

  •  Additional Weapon Attachment: Allows the installation of another gun. Maximum of 2 per hull part, 2 points. 
  • Plasma Technician Crew: Recharges a plasma shield on a 4+ in the Special phase. 
  • Plasma Shield: Absorb all rounds of plasma fire on the first round hit by a plasma weapon, 4 Points. 
  • Pilot Amph Dose: +2 Speed, 2 Points.  
  • Pilot Amph Overdose: + 4 speed, Roll a d6 in special round, if a 1 is rolled the space fucker dies, 4 points. 
  • Plasma Slag Exhaust: On a 3+ in the Special Phase dumps a 2+d6 grid space long line of plasma slag behind the vehicle/spaceship. Any unit that moves through the slag takes 2 damage (remember additional damage to smaller classes of units), 4 points. 
  • Assault Gun: 1 damage, 12 range, fires twice a round, 2 points.  
  • Plasma Gun: 2 damage, 6 range, Can shoot through cover, destroying it and doing 1 damage to anything behind it, 2 points. 
  • Assault Plasma Gun: 2 damage, 12 range, fires twice a round, Can shoot through cover, destroying it and doing 1 damage to anything behind it, 3 points.  
  • Rail gun: Hits a target on a 2+, 1 damage, 24 range, 4 points. 
  • Plasma Rail Gun: Hits a target on a 2+, 2 damage, 24 range, 6 points. 
  • Repeater Gun: 1 Damage, 6 range, fires 4+d6 times a round, if a target is killed/destroyed from 1 shot, the remaining shots will target the next unit/cover in rage, closest target first, until all shots are fired, 4 points.. 
  • Plasma Repeater Gun: 2 Damage, 6 range, fires 4+d6 times a round, if a target is killed/destroyed from 1 shot, the remaining shots will target the next unit/cover in rage, closest target first, until all shots are fired, Can shoot through cover, destroying it and doing 1 damage to anything behind it, 6 points.  
  • Rocket Launcher: Hits target and all adjacent grid spaces, destroys all cover in those gird spaces, 2 damage, 12 range, 6 points. 

Vehicle Specific Modifications : 

  • On Foot Unit Transport Bay: Vehicle can pick up and drop off up to 4 on foot units in the special phase, limit of 1 transport bay per hull part, 2 points. 
  • Hover Sled: +6 Move, 1 Point. 
  • Copter rotors: +24 Move, 3 Points. 
  • Hacking  Crew: Can target an enemy vehicle's weapon system, on a 4+ in the Special phase the target can’t fire their guns this round, 3 points. 

Spaceship Specific Modifications:

  • On Foot Unit Transport Bay: Vehicle can pick up and drop off up to 8 on foot units in the special phase, limit of 1 transport bay per hull part, 2 points. 
  • Plasma Fuel: +6 Move, 1 Point. 
  • Short Distance Warp Drive: +24 Move, 3 Points. 
  • Hacking  Crew: Can target an enemy spaceship’s weapon system, on a 4+ in the Special phase the target can’t fire their guns this round, 3 points.

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