VIETNAM AIR FURY by Joe Nixon commande1@yahoo.com






INTRODUCTION
The following are changes in the Space Fury rules:

2. Detection Phase
"cloaked" is to be considered "jamming radar".
communication does not violate "jamming radar.

4. MOVEMENT PHASE
Movement is based on the type of Aircraft.
There is no concept of "Jump Drives" or "Jump points" in this game.

6. Missiles
New Weapon AAMs: Last for 3 turns, They can be aimed at targets in a 60 degree 
arc extending from the front of the fighter.

FACTIONS
(Allied)
1-3 US Air Forces
4  USMC Air
5-6 ARVN Airforce 
(Communist)
1-3 North Vietnamese Pilots
4-5 North Korean Pilots
6    Soviet Pilots 

FIGHTER TYPES (WAS CONSTRUCTION)
Each fighter comes "stock" and can be re-fitted as necessary on a 
cost table as below.

FIGHTER COST            ENHANCEMENTS
20                      0
21                      1
23                      2
26                      3
30                      4
35                      5                                       
41                      6
48                      7       
56                      8
65                      9
75                      10

BASIC SYSTEMS
All fighters have these systems built into their cost:
Hull- Contains all other systems. Affords minimal protection. 
Base Armor Modifier = 0.
Cockpit & Life support-  1 pilot or 2 pilots. 
All the Oxygen that maybe needed is provided.
Fuel Injector (Reactor Core)- 
Fuel Reserve- Enough fuel for whatever the radius of flight is, 
in dogfights 10 miles of Fuel are lost every turn.
Power grid- Distributes power to all systems.
Standard Engine- Base Speed = 4.
Directional thrusters- Base Maneuver Modifier = 0.
Central Computer- Controls all systems.
Targeting- Base To Hit Modifier = 0.  Pilot may fire at one target per turn.
Radar(Sensors)- Passive & Active. 
Used for detection, targeting, and navigation.
Weapon- see individual fighter listing.

CONSOLIDATION The Two Weapons Table's have combined and the same for 
the Special Systems/Enhancement systems.

PRIMARY ENHANCEMENTS\Systems TABLE
D10     ENHANCEMENTS            NOTES
1       Targeting +1            ToHit Modifier +1 with one weapon vs one target 
3       Radar-Jamming Device    Cost =2 Enhancements; Ship may Cloak 
2       Ejection Seat           If fighter explodes, pilot escapes on a 
                                parachute on a roll of 1-3 
2       Speed +1
3       Maneuver +1             Base Maneuver Modifier +1
7       Armor +1                Base Armor Modifier +1
8       reroll

&&&&&&&
4       Jammer          Missiles are -1 To Hit this fighter or any adj. fighters
5       Scanners        Enhanced Sensors; Detection +2, Detection Range +10  
7       Copilot         Cockpit accomadations & Life support for a copilot 
8       Afterburner     Speed +4; can be used once; Costs 1 to replace

WEAPON TABLE
All guns contain enough ammo or active materials to fire about 50 times
D10     SYSTEM                       NOTES
1       Multiple Linked MG cannons   Range =3, Damage +1, ToHit +1, Gun
4       1 Missile                    Speed =6, Maneuver +4, ToHit +1, Damage +4
X       1 AAM                        Speed =6, Maneuver +4, ToHit +1, Damage +4
        SAM                          Speed=5, Manuever +3, Damage +10
        Bombs                        To Hit Ground Target+1 Damage+10
5       MG                           Range =5, Damage +0, ToHit +0
4       Vulcan Gun                   Range =2, Damage +2, ToHit +1; HE shells                
6       Rocket Pod                   Range =6, Damage +2, ToHit +0; 
                                     Contains 4 Rockets; 
                                     1-4 may be fired at one time
8       Nuclear Missile              Cost =2 Enhancements, Like normal missile 
                                     but Damage +25         
        


MiG-17=4
F-100D=5
F-105D=8

F-4E"Phantom" 
Movement 8
Manuver+2
Guns: Vulcan
Missle: 4 AAM 
5 other hardpoints:
Targeting +1, Copilot, and usually some jammers

MiG-17"Fresco"
Movement 4
Manuver+4
Missile
Guns: Linked Cannon



***
DAMAGE ROLL MODIFIERS
Attackers Weapon Bonuses +X
Defending fighter Armor Enhancement -1
Defenders Accumulated Structural Damage +X

        
BASIC SYSTEM DESTROYED TABLE
D10     SYSTEM          RESULT
1       Cockpit         Pilot Killed            
2       Oxygen          Pilot Killed            
3       Communications  Detection -2            
4       Radar           ToHit -2, Detection -4          
5       Hole in wing!   Maneuver -1             
6       Fuel Reserve    Ship Explodes           
7       Fuel Injector   Ship Explodes   
8       Power Grid      Permanent System shock  
9       Computer        ToHit -2, Detection -2, Maneuver -1                   
10      Reroll     

TYPES OF PLAY
3. Scenarios- 
Operation BOLO(1965)-
was probably the greatest single air battle of the war. 
Involving over 50 F-4s against MiGs.

Tran Hoa Bridge(1972)  
F4s- Repeatedly flew into the Dragons Jaw to destory named bridge 
with Guided missiles.

4. Campaign Missions- This is several connected scenarios where the 
results of one scenario affect the next scenario. This level of play 
requires a gamemaster.  Multiple playing Sessions.

5. Roleplaying- The gamemaster will have to develop nonpiloting 
skills and quirks. Adventure possibilities may include a pilot being 
shot down and rescued, training ARVN, missions into Laos,
supporting the special forces. Non-aircraft involved missions could
involve fooling around in Saigon, the Air Base under attack by ground 
forces, etc. 


Check out this Vietnam Gaming Site 

Return to Space Fury 






Return to Warpspawn Mainpage