WING COMMANDER FIGHTERS






INTRODUCTION
Board & card game for 2 players.
Takes place in the Wing Commander Universe.
Abstract skirmish level Fighter combat.
Each figure represents a single Fighter. 

DISCLAIMER
‘Wing Commander’ is a copyrighted/trademarked property.
This is just a fan site.

VICTORY
You win if you destroy the opposing Wing Commander.

THE MAP
Use an 8x8 chessboard.

THE SHIPS
Use chits or miniatures to represent Fighters.

TABLE NOTATION
Attacks = Maximum number of attacks fighter can make per turn.
Move = Maximum range move card fighter can use.
Turns = Max number of Move cards fighter can use per turn.

TERRAN CONFEDERATION FIGHTER TABLE
Type 				Hits	Move	Attacks	Turns
Hornet Light Fighter		2	4	1	2
Arrow Light Fighter		2	5	1	1
Rapier Medium Fighter		3	4	1	1
Hellcat Medium Fighter		3	3	1	2
Scimitar Medium Fighter		3	3	2	1
Raptor Heavy Fighter		4	3	2	1
Thunderbolt Heavy Fighter	5	2	2	1

KILRATHI FIGHTER TABLE
Type 				Hits	Move	Attacks	Turns
Salthi Light Fighter		2	5	1	1
Darket Light Fighter		2	4	1	2
Dralthi Medium Fighter		3	4	1	1
Krant Medium Fighter		3	3	2	1
Strakha Medium Fighter		3	3	1	2
Gratha	Heavy Fighter		4	3	2	1
Jalthi Heavy Fighter		5	2	2	1

SETUP
Each player starts with 2 Heavy, 3 Medium and 3 Light Fighters.
Designate one fighter to be your Wing Commander.
Each player places one fighter on each square of his back row.
Fighters may not stack. 

THE CARDS
Players share a common deck. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases:
1. Orders Phase
2. Maneuver Phase
3. Fire Phase
4. End Phase

ORDERS PHASE
Draw 5 cards. 
If the deck runs out, shuffle the discard and draw from it.
Discard excess cards.

MANEUVER PHASE
Play (discard) a Move card to move one of your fighters.
The move card has a number. 
This is the number of spaces the fighter moves.
Moves can be diagonal or orthogonal. 
Instead of moving just one fighter in any direction, you have the 
option of moving one or more fighters forward the indicated 
number of spaces using a single move card.
You cannot move through enemy fighters.

FIRE PHASE
Play (discard) an Attack card to have a fighter attack.
The attack card has a number. 
This is the range of the attack.
Attacks can be diagonal or orthogonal. 
You cannot attack through other fighters.
Every attack does 1 point of damage.
Use Chits or coins to record damage.
A fighter reduced to zero Hits is destroyed and removed from the board.
Your opponent may play (discard) Defense cards to negate your attack.

END PHASE
Max hand size = 5 cards.
Discard excess cards. 

CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special 
K = as a Knight would move in Chess
Type = Purpose of card
# = Number of that card in the Deck.

CARD LIST
Card Name:			#	Range	Type	Notes 
Laser Cannons			4	3	A
Neutron Gun			2	1	A	2 Points of Damage
Mass Driver Cannon		4	2	A
Dumb-Fire Missile		4	4	A
Heat Seeking Missile		3	5	A
Image Recognition Missile	2	6	A
Porcupine Mine			2	1	A	
Friend or Foe Missile		2	K	A
100 kps				4	1	M	
200 kps				3	2	M	
300 kps				3	3	M	
400 kps				3	4	M	Or 3 and over 1
500 kps				3	5	M	Or 3 and over 2
Kickstop       			2	K	M
Burnout				1	-	M	Ships Max Move +1
Fishhook       			1	-	M	Ships Max Move -1
Corkscrew Roll			1	-	M	Move 4 and over 1
Tight Loop			1	-	M	Jump adjacent Fighter
Tail				2	-	X	Negate a Defense Maneuver Card
Hard Brake			2	-	D 	Maneuver
Evasion				2	-	D 	Maneuver
Shake				2	-	D 	Maneuver: Light Ftr only
Armor				2	-	D 	Med and Hvy Ftr only
Shields				2	-	D 	Hvy Ftr only
Tactics				2	-	X	Draw 2 Cards
Critical Hit			2	-	X	Hit does 1 extra point of Damage
Pilot Special			8	-	X	See Pilot Profiles


PILOTS
Assign each of your Fighters a Pilot from the Pilot Tables

PILOT SPECIAL CARDS
Discard a Pilot Special card to use a pilots special ability.

TERRAN PILOTS
Moniker				Ability
Spirit, Unstoppable Force	Attack: range = 1
Hunter, Loose Cannon		Move = 4
Bossman, Leader by Example	Defense (Maneuver)
Iceman, Ace of Aces		Attack: range = 3
Angel, By the Book		Attack: range = 4
Maniac, New Kid			Move = K
Paladin, Professional Ace	Defense (Maneuver)  
White Knight, Old Reliable	Attack: range = 2

KILRATHI PILOTS
Moniker				Ability
Starkiller, Keen Competitor	Move = 3
Fang, Cold as Vacuum		Attack: range = 3
Deathstroke, Extreme Prejudice	Attack: range = 5
Redclaw, Danger and Disdain	Attack: range = 4
Gutterclaw, Without Mercy	Move = 1
Sharptooth, Fast and Furious	Move = 2
Furball, Lucky			Defense (Maneuver)
Novacat, Noble Warrior		Attack: range = 2


LINKS
http://www.wcnews.com/articles/art41.shtml







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