5150 Fighter Command points system

April 23, 2017 | Author: John Cunningham | Category: N/A
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5150 Fighter Command points system for constructing points-based scenarios and campaigns...

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5150: FIGHTER COMMAND- POINTS

POINTS

ATTRIBUTES

In this doc we provide a Points System for 5150: Fighter Command. Each ship will consist of two sets of points. Here’s how we do it:       

The first is the Points Cost for the Pilot, if a Fighter, and Crew, if a CapShip. Start with any Pilot Attributes, Crew Attributes and Race Attributes the Pilot or Crew has. In some cases this could be a negative number. Next add the Point Cost for Rep or Crew Quality. The sum is the first part of the total Ship Cost. The second is the actual cost of the items on the ship. Go down the list for each ship, starting with Engines, and add the points for each item on the ship. After this is done add the two sets of Points Cost together to arrive at the current cost of the ship. This can fluctuate during a campaign as Pilots and Crews change.

BUILDING YOUR OWN You can use Points to design your own ships as well. Just decide on a point total, say 1000 Points, and build ships until you reach that number.  

Adjust this total as desired, maybe 750 or 1250 points. If you exceed the set number of points but really like your ships just give the other player more points until you get to an agreeable total.

Now let’s get going.

© 2013 JAVIER HERRERO & ED TEIXEIRA – TWO HOUR WARGAMES

POINTS

ATTRIBUTE

COST

Accurate Gunnery Better Trained and Equipped Bio-Enhanced Born Leader Coward Determined Disciplined Crew Drunkard Elite Command Crew Evil Excellent Launch Crews Exceptional Pilot Expert Gunner Greedy Iceman Initiative Lightning Reflexes Lucky Bastard Maverick Outstanding Navigator Poser Rage Resilient Risk Aversion Skilled Engineers Slight Slow to React Stone Cold Superb Reflexes Taunting Unlucky White Knight

15 10 20 25 -25 10 15 -10 25 -5 10 10 15 -5 15 15 15 25 -10 15 -15 15 20 -10 15 -10 -5 15 15 -15 -25 -10

5150: FIGHTER COMMAND- POINTS FIGHTER GUNS

FIGHTERS FIGHTER REP PILOT REP

COST

6 5 4 3 2

10 8 5 3 1

WEAPONS - GUNS

COST

Fighter Laser Turret Inferno Cannon Laser Cannon Mass Driver Cannon Plasma Cannon Pulse Cannon Rail Gun

7 22 8 10 20 15 7

FIGHTER MISSILES FIGHTER ENGINES SPEED

COST

Maximum Speed 1 Maximum Speed 2 Maximum Speed 3 Maximum Speed 4 Maximum Speed 5 Maximum Speed 6 Each additional point of Speed

3 6 9 12 15 18 3

ACCELERATION

COST

Acceleration 1 Acceleration 2 Acceleration 3 Acceleration 4 Each additional point of Acceleration

3 6 9 12 3

TURN RATING

COST

Turn Rate 1 Turn Rate 2 Turn Rate 3 Turn Rate 4 Each additional point of Turn

Light Shield Medium Shield Heavy Shield

COST

Hard Point Fire and Forget HARM Image Recognition Inferno Mine Leech Rocket Swarmer Torpedo

2 12 2 12 12 2 6 3 12

FIGHTER MISCELLANEOUS MISCELLANEOUS Decoy Gorilla Crew (1) Grath ISS Marines Repair Roll Stealth

3 6 9 12 3

COST 3 3 3 3 6 x Rep 6

(1) Gorilla crew during boarding actions will count a +1 Modifier when the assaulting force and a -1Modifier when aboard the target vessel.

FIGHTER SHIELDS FIGHTER SHIELDS

MISSILES

COST 6 8 10

© 2013 JAVIER HERRERO & ED TEIXEIRA – TWO HOUR WARGAMES

POINTS

5150: FIGHTER COMMAND- POINTS CAPSHIP BATTERIES

CAPITAL SHIPS CAPSHIP CREWS CREW QUALITY

COST

6 5 4 3 2

300 240 150 90 45

CAPSHIP BATTERIES

COST

Beam Cannon Inferno Cannon Plasma Cannon Projectile Cannon Defensive AA Turret Torpedo Tubes

90 150 90 90 35 105

CAPSHIP ENGINES SPEED

COST

Maximum Speed 1 Maximum Speed 2 Maximum Speed 3 Each additional point of Speed

CAPSHIP MISCELLANEOUS

45 90 135 45

ACCELERATION

COST

Acceleration 1/3 Acceleration 1/2 Acceleration 1 Each additional point of Acceleration

15 30 45 45

TURN RATING

COST

Turn Rate 1 Turn Rate 2 Each additional point of Turn

Light Phase Shield Medium Phase Shield Heavy Phase Shield

COST

Gorilla Crew (1) Grath ISS Marines Repair Roll Small ship bay (2)

20 40 40 12 x Rep 100

(1) Gorilla crew during boarding actions will count a +1 Modifier when the assaulting force and a -1Modifier when aboard the target vessel. (2) This is the bay itself. The type of small ship used from that bay must be paid for, but only once. This does not affect the number actually launched.

45 90 45

CAPSHIP SHIELDS CAPSHIP PHASE SHIELDS

MISCELLANEOUS

COST 35 50 65

© 2013 JAVIER HERRERO & ED TEIXEIRA – TWO HOUR WARGAMES

POINTS

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