Tuesday, 11 May 2021

Cyberpunk Satellite God Generator

 I'm in the process of returning to cyberpunk in the form of a FKR'irised version of Shit Future. 

"The gods watch the earth once again, floating slow time in twinkling satellites." 


Satellite God Generator:  Roll a d66 (roll two d6, the first represents the tens digit, and the second represents the ones digit) five times. 


A:

11. Titanic 

12. Enchanting 

13. Ubiquitous 

14. Zealous 

15. Demanding 

16. Hidden 

21. Enlightened 

22. Haunting 

23. Foul 

24. Jovial 

25. Mercantile 

26. Warping 

31. Destructive 

32. Prophetic 

33. Terrifying 

34. Ancient 

35. Profane 

36. Sacred 

41. Persuasive 

42. Perceptive 

43. Corrupting 

44. Invincible 

45. Erudite 

46. Versatile 

51. Deceptive 

52. Cunning 

53. Adamant 

54. Hallowed 

55. Baleful 

56. Elegant 

61. Noxious 

62. Aloof 

63. Comely 

64. Doomed 

65. Luck granting

66. Cursing 


God of: 

11. Flying vehicles.  

12. Land bound vehicles. 

13. Mechanics. 

14. Heavy Machinery. 

15. Electronics. 

16. Civil Engineering. 

21. Computing. 

22. Hacking. 

23. Firewalls.  

24. The Datagrid.  

25. Drones. 

26. Robots. 

31. Pharmaceuticals.  

32. Organisational Structures.  

33. City Planning.   

34. Transport Networks.  

35. Power Grids. 

36. Economics 

41. Guns.  

42. Combat Armour.  

43. Melee Weapons.  

44. Flying Assault Vehicles.   

45. Heavy Land Based Assault Vehicles. 

46. Security. 

51. Explosives.  

52. Unarmed Combat.  

53. Poison.  

54. Diplomacy.  

55. Negotiation. 

56. Entertainment. 

61. Farming.  

62. Spying.  

63. Data Mining. 

64. Surgery. 

65. Medicine.  

66. Communication Networks.



Their Datagrid avatar and satellite tomb is in the form of a: 

11. Infantile 

12. Perfectly symmetrical  

13. Ghostly 

14. Radiant 

15. Plasmic 

16. Jagged  

21. Spikey 

22. Skeletal 

23. Shriveled 

24. Many headed 

25. Many limbed 

26. Gem encrusted 

31. Gold plated 

32. Inside out 

33. Oozing 

34. Huge Mouthed 

35. Vegetation covered 

36. Flaming 

41. Too long 

42. Geometric 

43. Tendril covered 

44. Rocky  

45. Eye covered 

46. Blade covered 

51. Leering  

52. Needle covered 

53. Stone 

54. Chrome 

55. Smoking 

56. Winged 

61. Haloed 

62. Robotic 

63. Spherical 

64. Cuboid 

65. Toga wearing 

66. Holy text covered


(Combine these last two tables for form): 

11. Man

12. Crab

13. Fish 

14. Flower 

15. Octopus 

16. Snake 

21. Lizard 

22. Frog 

23. Dog 

24. Cat 

25. Tiger 

26. Worm 

31. Centipede 

32. Bird 

33. Butterfly 

34. Beetle 

35. Spider 

36. Mantis 

41. Wasp

42. Slug 

43. Snail 

44. Ape 

45. Tree

46. Mushroom 

51. Jellyfish 

52. Bull

53. Hog 

54. Rat 

55. Mask 

56. Hand 

61. Skull 

62. Turtle

63. Bear 

64. Elephant 

65. Eye 

66. Flame 


(Combine these last two tables for form): 

11. Man

12. Crab

13. Fish 

14. Flower 

15. Octopus 

16. Snake 

21. Lizard 

22. Frog 

23. Dog 

24. Cat 

25. Tiger 

26. Worm 

31. Centipede 

32. Bird 

33. Butterfly 

34. Beetle 

35. Spider 

36. Mantis 

41. Wasp

42. Slug 

43. Snail 

44. Ape 

45. Tree

46. Mushroom 

51. Jellyfish 

52. Bull

53. Hog 

54. Rat 

55. Mask 

56. Hand 

61. Skull 

62. Turtle

63. Bear 

64. Elephant 

65. Eye 

66. Flame 


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.

Thursday, 22 April 2021

Space Fuckers Solo Match, Pink Punks versus Blue Bruisers

bashed out a quick solo game of Space Fuckers to see how it play. It was tight, tense, fun and deadly! Everyone died quickly - which is exactly what I wanted. I discovered that melee (stabbing) characters needed the ability to follow/stick to their targets so it was a very valuable activity. Also discovered the game doesn't need a third player to act as the referee as originally written - two players with secret orders revealed at the same time works fine - also because of the speed stat the secret orders aren't even necessary. All the orders are done at once and then resolved at the same time! This also works well for solo play. Give it a go!

If you want to play a game please let me know, happy to play against people/referee! 


Pink Punks Versus Blue Bruisers!


Base Space Fucker: 

  • Speed: 3 (Faster units shoot/use special first) 

  • Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Pistol, 1 damage, 12 range. 

    • Knife, 1 damage, 1 range. 

  • Body: 1 (How much damage they can take before they die) 

  • Move: 6 (How many grid spaces they can move)


Each team has 20 points to spend on Space Fuckers and modifcations. 


Pink Team:  Pink Punks


P1:  Metal legs: +6 Move, 1 Point., Medium Armour: +2 Body, -2 Speed, 2 Points.  

  • Speed: 1

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Pistol, 1 damage, 12 range. 

    • Plasma Sword: 3 Damage, 1 range, Can stab through cover, destroying it and doing 2 damage to anything behind it, 3 points. 

  • Body: 1 

  • Move: 12 


P2: 

  • Speed: 3

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Plasma Rifle: 2 damage, 12 range, fires twice a round, Can shoot through cover, destroying it and doing 1 damage to anything behind it, 3 points. 

    • Knife, 1 damage, 1 range. 

  • Body: 1 

  • Move: 6 


P3: 

  • Speed: 3

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Plasma Sniper: Hits a target on a 2+, 2 damage, 24 range, 6 points. 

    • Knife, 1 damage, 1 range. 

  • Body: 1 

  • Move: 6 


  • Speed: 3

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Pistol, 1 damage, 12 range. 

    • Knife, 1 damage, 1 range. 

  • Body: 1 

  • Move: 6 

P4: 

  • Speed: 3

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Pistol, 1 damage, 12 range. 

    • Knife, 1 damage, 1 range. 

  • Body: 1 

  • Move: 6 


P5: 

  • Speed: 3

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Pistol, 1 damage, 12 range. 

    • Knife, 1 damage, 1 range. 

  • Body: 1 

  • Move: 6 


Blue Team: Blue Bruisers 


B1: Heavy Armour: +4 Body, -3 Speed, 4 Points. 

  • Speed: 0 

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Assault Rifle: 1 damage, 12 range, fires twice a round, 2 points.  

    • Knife, 1 damage, 1 range. 

  • Body: 5 

  • Move: 6 

 

B2: Heavy Armour: +4 Body, -3 Speed, 4 Points. 

  • Speed: 0

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    •  Assault Rifle: 1 damage, 12 range, fires twice a round, 2 points.  

    • Knife, 1 damage, 1 range. 

  • Body: 5 

  • Move: 6 

 

B3: Heavy Armour: +4 Body, -3 Speed, 4 Points

  • Speed: 0

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Plasma Rifle: 2 damage, 12 range, fires twice a round, Can shoot through cover, destroying it and doing 1 damage to anything behind it, 3 points.

    • Knife, 1 damage, 1 range. 

  • Body: 1 

  • Move: 6  

(Ed: The blue team has slightly more points for reasons that are both complicated and boring). 

 

Round 1: 

 

Round 2: 

Movement! 

 

Round 3: 

Orders: (Red line = attack. Green line = Move) 

Outcome: 

Shoot phase: 

P2 = speed 3 =  fires plasma rifle @ b3, rolls 2 and 1 = misses!

B3 = speed 0 = fires plasma rifle @ p2, rolls 3 and 4 = Two hits from plasma rifle at p2. 4 damage versus p2’s 1 Body = MELTED BY PLASMA! 

 Movement! 

 

Round 4: 

Orders: 

Outcome: 

Shoot Phase:  

P3 = speed 3 = fires plasma sniper rifle at b1 behind partial cover, Rolls 2 and 3, uses lowest because of partial cover, Using Sniper rifle which hits at 2+ = Hits! 2 damage to b1! b1 body reduced from 5 to 3. 

P4 = speed 3 = fires pistol at b1 behind partial cover, rolls 1 and 2, uses lowest because of partial cover = misses! 

P5 = speed 3 = fires pistol at b1 behind partial cover,  rolls 4 and 6 uses lowest because of partial cover = Hits! 1 damage to b1! b1 body reduced from 3 to 2. 

B1 = speed 0 = fires assault rifle at p5, rolls 4 and 1, = 1 hit! p5 takes a bullet and is dead! 

B2 = speed 0 = fires assault rifle at partial cover, rolls 4 and 1, 3 and 6  = uses lowest on both because targeting cover, first shot does nothing, second shot destroys cover. 

B3 = speed 0 = fires plasma rifle at full cover, rolls 3 and 6, 4 and 2 = uses lowest on both because targeting cover, first shot reduces full cover to partial cover. Second shot does nothing. (Ed: I should have actually fired THROUGH the cover here!) 

Movement! 

 

Round 5: 

Orders: 

Outcome: 

Shoot Phase: 

P3 = speed 3 = fires plasma sniper rifle at b1 behind partial cover, Rolls 5 and 4, uses lowest because of partial cover, Using Sniper rifle which hits at 2+ = Hits! 2 damage to b1! b1 body reduced from 2 to 0. B1’s head melts off from a plasma sniper round! 

B2 = speed 0 = fires assault rifle at partial cover, rolls 4 and 6, 1 and 2  = uses lowest on both because targeting cover, first shot destroys full cover to partial cover, second shot does nothing

B3 = speed 0 = fires plasma rifle at partial cover, rolls 3 and 4, 2 and 1 = uses lowest on both because targeting cover, first shot destroys partial cover. Second shot does nothing. (Ed: I should have actually fired THROUGH the cover here!) 

Movement! 

 

Round 6: 

Orders: 

Outcome: 

Stab Phase: 

P1 = speed 1 = stabs plasma sword at b3, rolls 1 = misses! (Ed: This is where I decided where melee needs the option to “stick” to their target in the move phase, so melee can chase their target - at the risk of being blasted at short range). 

Shoot phase: 

B3  = speed 0 = shoots plasma rifle at p1, rolls 2 and 5 = 1 hit = 2 damage. P1 body reduced from 3 to 1. 

Movement! 

 

Round 7: 

Orders: 

Outcome: 

Shoot Phase: 

P4 = speed 3 = fires pistol at b3, rolls a 2 = miss! 

B3 = speed 0 = fires plasma rifle at p4, rolls a 4 and 2 = Hit and miss. Does 2 damage to p4, melting them into plasma slag! 

Movement! 

 

Round 7:  

Orders: 

Outcome: 

Shooting Phase: 

P3 = speed 3 = fires plasma sniper at b2, rolls 5 = hit. Does 2 damage to b2, b2’s Body drops from 5 to 3. 

Movement! 

 

Round 8: 

Orders:

Outcome: 

Shooting Phase: 

P3 = speed 3 = fires plasma sniper at b2, rolls 2 = hit! B2 takes 2 damage reducing body from 3 to 1. 

Movement! 

 

Round 9: 

Orders: 

Outcome: 

Stab Phase: 

P1 = speed 1 = stabs b2 with plasma sword, rolls 3 = hit, b2 takes 2 damage, THEY ARE CLEAVED IN TWAIN BY A PLASMA SWORD! 

 

Shoot Phase: 

P3 = speed 3 = shoots b3 with plasma sniper, rolls 4 = hit, b3 takes 2 damage reducing their body from 5 to 3. 

B3 = speed = shoots p1 with plasma rifle, rolls 4 and a 1 = 1 hit! P1 takes 2 damage. P1 is melted to slag!  

Movement! 

 

Round 10: 

Orders: 

 Outcome: 

Shoot Phase: 

P3 =  speed 3 = fires plasma sniper at b3, rolls 3 = hit! Does 2 damage to b3 reducing their boyd from 5 to 3! 

B3 = speed 0 = fires plasma rifle at p3, rolls a 4 and a 1 = 1 Hit! Does 2 damage to p3 slagging them to plasma dust! 

 

The Blue Bruisers are "victorious"!!!