INSTRUCTIOn MANUAL FOR BRUSHLESES. AC GENERATOR MODEL TWYFull description
GeneratorFull description
Chords and Lyrics Book of Van Halen´s 5150 récord
Draft Mecha Mayhem rules
BC-5000/5150Deskripsi lengkap
ADP
generator protection
Protection philosophyFull description
Modelo SCOR (piloto)
Aviation
PILOTES TIPOSDescripción completa
5150: FIGHTER COMMAND – B.Y.O.P FINAL THOUGHTS B.Y.O.P: 5150 FIGHTER COMMAND That’s it folks. With this supplement you’ll breathe more life into your individual Fighter Pilots and it will help if you choose to cross-over into other THW titles. Some of the Attributes can already be found in 5150: New Beginnings and 5150: Star Army. When they do appear in other rules just use them as they apply for that set.
This is an optional supplement to 5150: Fighter Command that allows player to Build Your Own Pilot. We’ve taken all the Fighter Pilot Attributes from 5150: Fighter Command (page 7) and assigned them point values. We’ve added a few more to give you a list of 30 Attributes. Now here’s how you use them:
Start with the Faction you want to play. Check the front of this supplement to see their basic Attributes that all of their Pilots start with. Under each Faction’s name will be a number, either positive or negative. This is the point value of all of all of their Attributes combined. Add this number to the point value of each Pilot you are building. So a Hishen would have a -2 added to their point value total for each Pilot.
HOW MANY POINTS? How many points do you get for each Pilot? There’s two ways to handle it.
ZERO SUM PILOTS You buy as many Attributes as you want as long as the total point value of the Pilot is zero.
POINTS EQUAL TO REP Just like it says, you are allowed Attribute points equal to the Rep of the Pilot. A variation would be points equal to the combined Reps of the Flight or Squadron.
RANDOMLY ASSIGNED Just use the procedure outlined on page 6 where Stars receive two Attributes and Grunts receive one. Here’s how we do it:
Stars can choice their first Attribute and roll for their second. Roll 1d6 and the result is the table to use. If a six is scored simply re-roll until a table is determined.
5150: FIGHTER COMMAND – B.Y.O.P FACTION ATTRIBUTES FIGHTER PILOT ATTRIBUTES TYPE
COST
FREE COMPANY -1
-1
TYPE
COST
ATTRIBUTE
-1
Slight : When outnumbered by 2:1 or more will count a -1d6 when taking the Ship Down Test. Evil: Never helps or recovers friendly ships or Pilots.
HISHEN -2
-1
TYPE PDF
TYPE PIRATES -2
COST +2
STAR NAVY +1
TYPE XEOG +1
ZHUHZHUH (1) +1
#
COST
ATTRIBUTE
1
+2
2
+1
3
+2
4
+2
5
-3
6
-1
Ambusher: Counts a +1 on the Mission Intel Table. Better Trained and Equipped: Able to fire without penalty when Afterburning. Bio-Enhanced: Counts a +1 to Rep when taking the Afterburner Test. Also able to fire without penalty when Afterburning. Born Leader: When taking the Received Fire and Ship Down Tests any friendly ship within 5” and in LOS to the Born Leader will react as it does regardless of what their reaction would have actually been. Coward: Treats a result of Change Course as Retire Cruel: Will chase down defenseless or fleeing targets whenever possible.
ATTRIBUTE Determined: When defending their home world will count a +1 to Rep when taking the Ship Down Test.
ATTRIBUTE
-1
Evil: Never helps or recovers friendly ships or Pilots. Greedy: Will launch Assault Boats to capture any Merchant ship, or any CapShip that is Retiring.
TABLE 2 #
COST
ATTRIBUTE Determined: When defending their home world will count a +1 to Rep when taking the Ship Down Test. Dim: Counts a -1d6penalty when taking the In Sight Test. Drunkard (or Druggie): Roll 1d6 at the start of every Mission. If the score is higher than the Pilot’s Rep or a “6” is rolled toss another 1d6 and consult the table below: (1 – 2) Takes the Afterburners Test with only 1d6. Will also Side Slip randomly halfway through its move, once per activation. (3 – 4) Performs as if has Slow to React Attribute. (5 – 6) Performs as if has Iceman Attribute
COST
ATTRIBUTE
1
+2
+1
Better Trained and Equipped: Able to fire without penalty when Afterburning.
2
-1
3
-2
4
-1
5
+1
6
+2
COST
ATTRIBUTE
+2
Bio-Enhanced: Counts a +1 to Rep when taking the Afterburner Test. Also able to fire without penalty when Afterburning. Risk Averse – Count a -1 to Rep when taking the Ship Down Test.
-1
TYPE
TABLE 1
Risk Averse: Count a -1 to Rep when taking the Ship Down Test.
COST
-1
TYPE
ATTRIBUTE
COST
ATTRIBUTE
+1
Superb Reflexes – Counts a +1to Rep when attempting any Special Maneuver Test.
(1) Applies only to the smaller Muggy Zhuh-Zhuh Pilots.
Evil: Never helps or recovers friendly ships or Pilots. Expert gunner: +1 to hit when firing your guns. Exceptional Pilot: Counts a +1d6 bonus when taking the Landing and Collision Reaction Tests and when attempting a Special Maneuver
5150: FIGHTER COMMAND – B.Y.O.P TABLE 3
TABLE 5
#
COST
ATTRIBUTE
#
COST
ATTRIBUTE
1
-1
1
-1
2
+2
2
+2
3
+2
Greedy: Will veer from objective to attack any Merchant ship. Iceman: Treat Change Course as if Carry On. Initiative: Counts one Rep higher for activation purposes when operating alone. Innate Senses: Any opposing Fighter Pilot attempting a Special Maneuver from Aspect 3, 4 or 5 will do so at -1 to Rep. Lightning Reflexes: Counts a +1d6 bonus when taking the In Sight Test. Lucky Bastard: Can change a result of Obviously Dead or destroyed Fighter to a miss but only once per Campaign.
3
+1
4
-2
5
-2
6
-1
Slow to React: Suffers a -1d6 penalty when taking the In Sight Test. Stone Cold: Will roll an extra +1d6 when taking the Received Fire and Ship Down Tests. Superb Reflexes – Counts a +1to Rep when attempting any Special Maneuver Test. Taunting: Character must Taunt every enemy Fighter he sees. Unlucky: Anytime a friend within 3” of the Pilot is hit by weapons fire there is a chance (1-3) that you will suffer the result instead. White Knight: Will not shoot defenseless targets.
4
+2
5
+2
6
+3
TABLE 4 #
COST
ATTRIBUTE
1
-2
2
-1
3
+1
4
+2
5
-1
6
-1
Maverick: Will ignore the Mission and separate from the formation to go check any single PEF on the map. Poser: Will roll only 1d6 when taking the Received Fire and Ship Down Tests. Rage: Count a +1d6 bonus for attempting Special Maneuvers when behind an enemy. Resilient: Once during each Mission the Pilot will treat its first Out of the Fight result as a Stunned result instead. Risk Averse: Count a -1 to Rep when taking the Ship Down Test. Slight : When outnumbered by 2:1 or more will count a -1d6 when taking the Ship Down Test.