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


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