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"!!!  

Wednesday, 21 April 2021

Space Fuckers. Asynchronous Sci Fi Skirmish


Space Fuckers. 


SPCFKRS are vat grown warriors - fearless and vicious approximations of the human form. In some parts of the galaxy they form the backbone of human defence forces, in others they are grown for entertaining matches of bloodletting. In other sectors crewtribes of SPCFKRS fight over the ruins of lost and abandoned cities, claiming vat and weapon factories to fight endless wars amongst each other. 


  • Play on a 24 x 24 grid. All movement values/weapon ranges are listed in grid spaces.  

  • Giving the grid alphanumerics will make order giving much easier and is recommended! 

  • A space fucker fills a grid space. 

  • Dice notation: X+ means a result of X or more on a d6 is a success. 

  • 2 (or more) players in control of a force of space fuckers. 1 player is the referee who receives and resolves orders. Alternatively, the game can be played without a referee, the players writing their orders secretly then revealing them at the same time to be resolved simultaneously (in the same way the referee would resolve them). 

  • Orders should be in round resolution order, so Special, Stab, Shoot then Move. 

  • Alternatively the game can be phase by phase with units with the fastest speed resolving their actions first - resolving ties with d6 rolls  - highest winning (re-rolling ties). The resolution order of Special, Stab, Shoot and Move is stuck to. This way of playing is probably most appropriate for in person sessions. If playing this way the units with the fastest speed can delay their movements till after slower units so they can follow them/any units that have declared they will follow a unit move last.  

  • Can be played in person with minis or online with the referee creating the map digitally and sending the players the update map/round results by some sort of messaging service/email.

  • Unit placement is however the players/referee decide is best. 

  • A space fucker can do two things in a round:

    • 1) Attempt a Special OR a stab OR a Shoot 

    • 2) AND move.

  • Round Resolution order: 

    • 1: Special: Any special powers orders are tested and resolved. Special orders are resolved in order of speed (space fuckers with higher speed goes first, ties are resolved with d6 rolls - who ever rolls highest resolves their orders first [the referee will need to do these rolls for the players]) 

    • 2: Stab: Any Melee orders are tested and resolved.  Melee orders are resolved in order of speed (space fuckers with higher speed goes first, ties are resolved with d6 rolls - who ever rolls highest resolves their orders first [the referee will need to do these rolls for the players]) 

    • 3: Shoot: Any shooting/melee orders are tested and resolved. Shoot orders are resolved in order of speed (space fuckers with higher speed goes first, ties are resolved with d6 rolls - who ever rolls highest resolves their orders first [the referee will need to do these rolls for the players]) 

    • Shoot/cover Notes: If a target is behind partial cover roll two d6’s for shooter test and use the lowest result. Partial cover can be targeted and destroyed with an attack - for this the shooter rolls two dice and uses the lowest result. Targets behind full cover can’t be shot at, but full cover is reduced to partial cover once hit by a successful attack (the shooter rolls two dice and uses the lowest for this too). A space fucker can’t shoot through another space fucker (friendly or other wise) unless they are grouped for mass combat.       

    • 4: Move: All move orders are resolved. Units can move diagonally.If two units are given orders to move to the same grid space the unit with the highest Speed gets there first and the other unit is in the closest grid space on their ordered movement path. It costs 2 movement to move through grid spaces with partial cover.     

    • Move/stab notes: A space fucker can attempt to follow a target to be able to stab them in the next round. This requires the stabbing space to have enough Move value to catch up to their target. If a space fucker has attempted a stab attack on a target they can choose to follow this target to continue engaging in melee with them. As long as the stabbing space fucker has a equal or higher Move rating they will stick to their target, stabbing each round (at the risk of being shot at close range).

    • 5: Get new orders and repeat! 

  • Combat option: Instead of resolving speed ties with d6 opposed rolls all attacks happen at the same time. Thus space fuckers with the same speed can stab/shoot at the same time - killing one another in the same round.

  • The players in control of a force of space fuckers are given X amount of points to build said force. 

  • A base space fucker is worth 1 point. 

  • All space fuckers start with the following stats: 

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

    • Stab/Shoot: Hit a target with a weapon on a 3+ (unless the weapon states otherwise). Armed with:

      • Pistol (hits on a 4+), 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) 

 

Space Fucker Modifications: Make your base space fucker better! Point costs are listed at the end of the modification description. Move modifications will be added after a few test games.

 

  • Metal legs: +6 Move, 1 Point. 

  • Jet Pack: +24 Move, no additional move cost for moving over partial cover, 3 Points. 

 

  • Medium Armour: +2 Body, -2 Speed, 2 Points. 

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

  • Plasma Shield: Absorb all rounds of plasma fire on the first round hit by a plasma weapon, 2 Points. 

 

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

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

  • Plasma Pistol: 2 damage, 6 range, Can shoot through cover, destroying it and doing 1 damage to anything behind it, 2 points. 

  • 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.  

  • Bullet Sniper: Hits a target on a 2+, 1 damage, 24 range, 4 points. 

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

  • Machine 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 Machine 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 grid spaces, 2 damage, 12 range, 6 points. 

 

  • Amph Dose: +2 Speed, 2 Points.  

  • Amph Overdose: + 4 speed, Roll a d6 in special round, if a 1 is rolled the space fucker dies, 4 points. 

  • Hacking Cyber Implant: Can target an enemy space fucker’s gun, on a 3+ in the Special phase the target can’t fire their gun this round, 3 points.

 

Referees: Put together a map on paint.net or some other software and use these tokens (if you want):

 

https://drive.google.com/drive/folders/1ZfXs6aN3YUKn94TTjKHYTZIk9nGqF912?usp=sharing