Thursday, 10 June 2021

Megaslum Clan Generator

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

Megaslum Clan Generator: Combine the following tables to create a megaslum based organisation. Roll on any of the tables more than once to create a more complicated clan (All the tables are d66).  


Clan Focus: 

11. Street warriors 

12. Hover car mechanics 

13. Hover bike bandits 

14. Jet bike smugglers 

15. Exo suit engineers 

16. Avante garde artists 

21. Scavengers 

22. Councillors 

23. Death sport team 

24. Toxic waste recyclers 

25. Spelunkers 

26. Scrap traders 

31. Narcotics suppliers 

32. Genemixers  

33. Health care providers 

34. Pirate journalists 

35. Farmers 

36. Doomsday party cult 

41. Robot modifiers and repairers 

42. Cybernetic augmentors 

43. Hackers 

44. Drone operators 

45. Traders 

46. Chemists 

51. Satellite cult 

52. Datagrid cult 

53. Revolutionaries 

54. Zaibatsu contract agents 

55. Information brokers 

56. Militants 

61. Zaibatsu research team 

62. Vigilantes 

63. Zaibatsu missionaries 

64. Zaibatsu princling and entourage  

65. Waste augurers 

66. Luddites 


Clan Operating Procedure: 

11. Rough, rude and ultra violent

12. Motivated by a noble code of ethics

13. Always pursuing material gain, especially more credits

14. Membership requires strict adherence to clan rules

15. Rife with drug addiction and abuse 

16. The leader is a semi divine and unquestioned 

21. Focus is achieved through the labour of drones or robots 

22. Incredibly secretive and stealthy 

23. Always looking for new members 

24. Under the sway of some datagrid based mega A.I 

25. Always engaged in lavish displays of material wealth 

26. Brutally upfront and honest 

31. Made incredibly desperate by a pressing nearby danger 

32. Under resourced and under equipped

33. Obsessed with and addicted to information  

34. Lazy, indolent and unmotivated 

35. All members share a similar cybernetic augmentation 

36. Aggressive or aloof, often refusing any communication with outsiders

41. Very heavily armed and armoured 

42. Preoccupied with death and destruction 

43. Hedonistic and pleasure seeking 

44. Leaderless and in the throes of a factional power struggle 

45. Obscenely well equipped and materially prepared 

46. Employ the use of genemixed beasts 

51. Unnervingly cool, calm and calculating 

52. Always watching and all knowing 

53. Continually duplicitous and conniving 

54. Generally fail at everything they attempt to do 

55. Only communicates and interfaces with outsiders through datagrid 

56 .Was once incredibly powerful but now fallen to ruin 

61. Always causing pain, terror and misery for others 

62. Enjoy staging pranks and causing confusion and bewilderment 

63. Incredibly hard working and effective 

64. Absolute experts in their field 

65. Have an alluring and seductive charm to them 

66. Always attempting to destroy the competition 


Clan Uniform:  

11. Shaggy hyper coloured vests in clan colours 

12. Metal logo of clan embossed on skin 

13. Clan logo tattoo’d along skin 

14. Small drone always accompanies and projects holographic clan logo 

15. Scarf, face mask, robe combination garment in clan pattern

16. Synthetic bright hair in clan colours 

21. Chunky belt buckle logo of clan, lit up with LEDs 

22. Enveloping capes in pattern and colour of clan 

23. Clan coloured elbow high gloves, logo on fist 

24. Large, flashy rings with clan logo

25. Several face and ear piercings hanging with clan logo 

26. LED screen covered helmets, projecting clan logo  

31. Ostensibly displayed weaponry in clan colours and pattern 

32. Glowing body paint in clan colours 

33. Clan flag or banner draped around body 

34. Necklaces bearing metallic clan logo

35. LED screens woven through clothes, displaying clan logo 

36. Personal smoke machines that constantly emit fog in clan colours 

41. Overwrought and decorative sneakers in clan pattern

42. Bundles of bracelets and necklaces in clan colours 

43. Cybernetic limbs painted in clan colours and patterns 

44. Identify protecting fabric face coverings in clan colours and patterns 

45. Chunks of clan coloured scrap metal strapped to clothing 

46. Neon tubing in clan colours wrapped around body 

51. dentity protecting Masks of LED screens projecting clan pattern and colours

52. Combat armour in clan colours 

53. Geometric chunks of plastic in clan colours strapped to clothing 

54. Swathes of LED illuminated fabric in clan colours and patterns wrapped around body

55. A bandolier of focus based tools and equipment, brightly painted in clan colours 

56. Huge clan logo of metal, lit by LEDs, on back of jacket 

61. Exosuit arm or legs in clan colours 

62. A piece of clothing (jeans, jacket, etc) in clan colour and pattern 

63. Metallic face masks in shape of clan logo 

64. Kilts/skirts in clan colours and pattern 

65. Suits in clan colours and pattern 

66. Facial tattoo of clan logo 


Clan Colour, Pattern and Logo Generator: Roll on each table and combine results. You can roll on a single colour/logo table twice instead of table 1 and 2 for varied results. Roll on the pattern table more than once for a more complicated pattern.  



Monday, 31 May 2021

Cyberpunk Building Stocker

I'm in the process of returning to cyberpunk in the form of a FKR'irised version of Shit Future. Here's a building stocker! 


Mapping
: Go to an appropriately populated area of the world on google maps. Zoom in our out to a scale you like. Take a screenshot of the area and remove any names/real world monikers you do not like. Stock the buildings with the following d66 tables: 


Building stocker: 

11. Housing  

12. Hotel  

13. Bar  

14. Nightclub 

15. Temple  

16. Restaurant  

21. Pharmacy 

22. Factory 

23. Datagrid cafe 

24. Aesthetic surgeon  

25. Garden 

26. Clan or Zaibatsu headquarters 

31. Entertainment venue

32. Gym 

33. Security headquarters  

34. Warehouse 

35. Crypt 

36. Laboratory 

41. Supermarket 

42. Food manufacturing 

43. Mundane/everyday items store (Roll on PC skills for ideas) 

44. Tools and speciality equipment store (Roll on PC skills for ideas) 

45. Weapons and armour store 

46. Clothing store 

51. Hover land vehicle store 

52. Flying vehicle store 

53. Art/decorations store 

54. Cybernetic augmentation surgeon

55. Abandoned 

56. Workshop of physical labour (Roll on PC skills for ideas) 

61. Workshop of mental labour (Roll on PC skills for ideas) 

62. Bank 

63. Area specific port  

64. Utility building (Roll on PC skills/backgrounds for ideas) 

65. Office building 

66. Hospital 


Building Appearance:  

11. Being repaired/ in disrepair

12. Neon signs in worship of the satellite gods 

13. LED walls filled with zaibatsu advertisements 

14. Huge plastic banners proclaiming local businesses 

15. Entry through hoverport on roof, no ground floor entry 

16. Nuclear power cooling stacks on roof 

21. An infection of pipes along outside walls and roof 

22. Walls made entirely of reinforced glass (mirror, tinted or clear) 

23. Sleeping pods bolted to wall and roof 

24. No visible entries/exits. Access gained from beneath building 

25. Tents and lean tos house a transient population around the building 

26. Opulent, luxurious and decadent (modern or a faded relic of a bygone age) 

31. Wall sized screens project images of passerbys, decked in the wares of the building

32. Gaudy faux water features (waterfalls, moats, ponds, fish tanks) 

33. Walls burnt or melted 

34. Private security holding cells bolted to the walls and roof 

35. Bizarre genemixed plants explode from the windows, roof and walls

36. Patrolled and protected by genemixed beasts 

41. Decorative, rainbow coloured gas and smoke pumped from vents 

42. Lines of neon lighting gild the decorative flourishes of the building 

43. Huge flood lights jut from the building, turning the night to day 

44. Exterior walls piled high with refuse 

45. Roof contains a busy hover pad 

46. Covered in ancient neon signs of defunct brands and businesses

51. Covered in lurid and colourful graffiti  

52. Towers much taller than nearby buildings 

53. Shipping containers are stacked up around the building 

54. Architecture formed of fancy marble or another exotic material 

55. A proliferation of balconies or open air/windowless rooms

56. Decaying with age 

61. Patrolled by teams of armed goons 

62. Surrounded by a carpark or lot filled with hover vehicles (operable or otherwise) 

63. Patrolled by teams of humanoid robots (security or work focused) 

64. Haunted by buzzing groups of drones 

65. Scenes of exotic climes (islands, meadows, mountains) projected from LED walls 

66. Metal plating on walls, doors and windows


Thursday, 20 May 2021

Cyberpunk Room Generator

 I'm in the process of returning to cyberpunk in the form of a FKR'irised version of Shit Future. Here's a room generator! 

Cyberpunk Room Generator: Roll on the following tables to generate a room. 


d6

Shape 

Size

Doors 

Stairs/Elevators 

1

Square 

Tiny, storage cupboard 

1

None 

2

Rectangle 

Small, bedroom 

2

None 

3

Circle 

Medium, living room

3+

Balcony 

4

Semi circle 

Large, workshop 

1, Locked 

Stairs up

5

Pentagon 

Huge, factory 

2, Some or all Locked 

Stairs down 

6

Octagon 

Massive, hangar 

3+, Some or all Locked  

Elevator system 


Room Base, d66:  

11. Lounge room 

12. Recreation room 

13. Office 

14. Workshop 

15. Bedroom 

16. Bar 

21. Smoking room 

22. Garden 

23. Prayer room 

24. Trophy room 

25. Physical storage 

26. Toilet 

31. Bathroom 

32. Spa/Sauna 

33. Pool 

34. Dining room 

35. Data storage 

36. Power generation 

41. Electronics 

42. Shop front 

43. Digital entertainment 

44. Physical entertainment 

45. Gym  

46. Lookout  

51. Garage  

52. Kitchen  

53. Laundry  

54. Waste disposal  

55. Auditorium 

56. Meeting room  

61. Empty  

62. Armoury 

63. Wrecked room 

64. Medical 

65. Animal holding  

66. Waiting room 



Room Contents (Roll more than once for larger/busier rooms), d66:  

11. Inhabitant, sleeping 

12. Inhabitant, lounging 

13. Inhabitant, searching 

14. Inhabitant, gaming 

15. Inhabitant, mentally toiling  

16. Inhabitant, physically toiling  

21. Inhabitant, guarding (roll again to find out what) 

22. Inhabitant, fighting (roll again to find out what)  

23. Inhabitant, recovering 

24. Inhabitant, conducting ritual or worship    

25. Inhabitant, conducting commerce  

26. Inhabitant, using datagrid  

31. Inhabitant, hidden and watching  

32. Inhabitant, eating/drinking   

33. Inhabitant, operating device/technology  

34. Inhabitant, imbibing narcotics  

35. Inhabitant, partying  

36. Inhabitant, transporting equipment

41. Technology, operating normally  

42. Technology, producing datagrid services 

43. Technology, producing physical goods 

44. Technology, malfunctioning 

45. Technology, operating on (roll again to find out what) 

46. Technology,  Restraining or damaging (roll again to find out what) 

51. Valuables, Equipment    

52. Valuables, Decorative    

53. Valuables, Credit datavault   

54. External hazard invading building     

55. Hazard inherent to building,   

56. Out of place and unusual hazard   

61. Security system, datagrid focused    

62. Security system, mild and annoying    

63. Security system, obvious and menacing    

64. Security system, hidden and deadly   

65. Security system, guarding (roll again to find out what)  

66. Security system, attacking (roll again to find out what)    



Room Aesthetics (Roll more than once for weirder rooms), d66: 

11. Very bright or very dark 

12. Smooth, clean, clear and empty of clutter 

13. Sublime, awe-inspiring and stunning

14. An abundance of objects hanging or floating

15. Broken things expulsing internal materials

16. An abundance of pools and liquid 

21. Closed, locked, protected and forbidden

22. Clearly fake objects, rudely pretending to be something they are not

23. Translucent and clear objects that can be seen through

24. Shimmering, hazy, dreamlike and psychedelic

25. Internals of flora, fauna, and architecture revealed and on display

26. Stunningly decorative and opulent

31. Reflections and mirrors.

32. Hard, jagged imposing minerals materials

33. Objects enclosed and entrapped in other objects

34. Dried out, cracking and flaking

35. Fresh new objects or architecture exploding out of older objects 

36. Objects dead or dying or otherwise faltering

41. Emptied out and hallowed objects, left carelessly discarded

42. Evidence of recent conflict

43. Oversized objects loom menacingly over others 

44. Tight, crowded and claustrophobic

45. Arches, columns and towers

46. Ruins, wrecks, fossils, and bones

51. Rotting, polluted and disgusting

52. Flowery and ornate

53. Flames, plasma and heat sources

54. Ice, coolant, and frigidness

55. Overly mechanical and geometric

56. Luxurious, soft and enveloping

61. Open wide vistas and good views

62. Raw, unfinished and incomplete

63. Portals, visions, and windows

64. Polished, smooth and shiny

65. Idols, statues, and elements on harsh display

66. Objects taboo and normally avoided


Saturday, 15 May 2021

The Battle for The Colossal Wastes of Zhaar Epilogue

After three and a bit months, The Battle for The Colossal Wastes of Zhaar is over. This was a six player play by post game, with each player being in control of  warband of their own creation. The players were each plopped down in a hex in this: http://save.vs.totalpartykill.ca/grab-bag/wastes/ hexcrawl and then set loose. I kind of assumed the players would instantly try to start fighting one another but the game became much more exploration and diplomacy focused....that was until the space lizard marine player fired a rocket at a group of three warbands all in the same hangar. Things were quickly brought to a head then! For those interested,  I wrote down some of my methods for running  in this post: https://lizardmandiaries.blogspot.com/2021/03/methods-for-fkr-skirmish-game.html which was then put into this PDF: https://www.wargamevault.com/product/352987/Freeform-Skirmish-Referee 

I don't have it in me at the moment to do a full summary of the game, as there was a lot going on, but here is a map of where each player travelled and the epilogue which hints at some of the events that took place during the game. 


The Battle for The Colossal Wastes of Zhaar Epilogue: 

·        Crab Herders: Continued their southward journey – using the ferry requisitioned from the fiendish snakemen to avoid the dangers of the ashlands. Once they reached the coast, the kobolds and crabs joyfully frolicked westward, eventually finding a huge tribe of wild and warlike kobolds… 

·        Aeturnus Mechanicus: Defeated by a troop of Space Lizard Marines in the air ship hangar complex. The lizards collected the metal skeleton’s remains and welded them to their weapons and armour as grisly tokens of their victory over them. The space lizards held grim admiration for the defeated metal skeletons, so their equipment bearing the parts of Aeturnus Mechanicus are treated with the utmost respect and care. 

·        Space Lizard Marines: After the defeat of Gigaignus the two surviving space lizards hid in the hangar until  the desert elephant riding giants passed on. Then, several weeks were spent scavenging equipment and parts to repair the crashed airship south of the red rock tower. The metallic craft was raised into the air once again. Delmar and Throg used the flying machine to recruit a new warband. A sizeable host of wasteland raiders was assembled and the pair of lizard men used their airship as a terrifying base of operations. 

·        Mounted Camels: The surviving riders of the obliterated troop managed to escape the carnage at the hangar complex. Riding south, away from the flames and the blood and the terror – they called for evacuation using their intergalactic communicators. They were scooped up by a spaceship several hours later. The sighting of the craft was discussed for decades by Zhaar locals but a ship of its type never again returned to Zhaar. Hanks, the leader of the camel troop, told his superiors in no uncertain terms that there is no sane reason to ever return to The Colossal Wastes of Zhaar. 

·        Ghost/Void Knights: The entire host of knights and their time seer leader were wiped out in mere moments by a traitorous rocket from the lizard man Bingo. After bravely charging the metal skeletons and beginning to cut them to pieces with their plasmic blades, the knights were either exploded or melted in the inferno that filled with hangar. Hours later though, some of the flames of that inferno coalesced around Epsilon the time seer’s corpse. The flames gathered and formed into a man shape and then the flame man walked to the cracked, broken and leaking barrel of mutagen, recovered the day before, and drunk deep. The flame man burned like a prismatic rainbow and Epsilon was reborn. As his consciousness refragmented weeks later he vowed revenge on the double crossing lizard men – but he must first rebuild his power… 

·        Crusader Biologists/The Orvrur: After a day spent scaling some of the highest heights and spelunking some of the deepest depths of Zhaar, the Crusader Biologists emerged from the bloody well nearby the carnage of the air ship hangar. Avoiding the burnt, damaged and wild looking lizard men, and the flames, and the corpses of the complex, the biologists headed West. Here they discovered the ruins of the snake man civilization. After weeks of documenting the ruins here they discovered a great golden key. A key to the huge door they discovered deep beneath the ground. The Crusader Biologists plan to head back beneath the burnt grounds of Zhaar and discovered the secrets locked away there!  


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"!!!