Spacewar 4.0 SPACEWAR 4.0 by Mark Berger mberger8837@vax2.winona.msus.edu http://www.geocities.com/Area51/6661 Based on SPACEWAR 3.1 by Christian Conkle conkle@europa.com http://www.europa.com/~conkle SPACEWAR 4.0 is a game of interstellar space fighter combat set in the far future. Each player assumes command of a small squadron of space fighters and battle for control of the Galaxy. Games can be played individually or linked as a part of a campaign. For this game, you will need two regular six-sided dice, a pencil, a photocopy of the included CAMPAIGN ROSTER, and a photocopy of the included counter sheet to cut out and use on the space map. SPACEWAR 4.0 can be played with 2 or more players. Each game takes approximately 30 minutes to play and the rules are very simple for ease of use. This game is a shareware game. It is free to enjoy. Donations and/or suggestions should be sent to the author: Mark Berger, Lourdes 136-0 457 Gould St. Winona, MN 55987. Permission is given to reproduce any or all of this text. Please circulate it to your friends and play lots. Look for SPACEWAR 4.0 expansions: Wing Commander III: Heart of the Tiger Wing Commander IV: The Price of Freedom Wing Commander: The Aces Club CREATING A SQUADRON There are two ways of creating a squadron. One is for single games while the other is for campaign play. To create a squadron for a single game, roll 2 six-sided dice to determine how many fighters you begin with. Roll percentile for the total number of points for each fighter, divided between 7 scores. The scores for each fighter are: PILOT (pilot-dependent) GUNNERY (pilot-dependent) TURNING SPEED SHIELDS HULL GUNS MISSILES CLUSTERS Shields, Guns, Missiles, and Clusters are all optional for the purposes of customizing your fighters. Roll a four-sided die and add 1 for the PILOT score of each fighter. Record the results on the CAMPAIGN ROSTER. You may then name your fighters and pilots and create a background for your squadron should you wish. Each player should also choose allegiance to one or another side in the pre-designed campaign if they wish. If not playing a campaign game, skip the background creation process and proceed. Creating a squadron for campaign play is done normally as above, but each player is also given the opprotunity to shift points from one score to another and from one fighter to another, adding more flexibility to the design process and allowing for concept fighters. Each squadron also begins the game with one carrier capable of transporting them to the scene of battle. These carriers are rarely used in combat as they are too valuable to lose. Each squadron begins the game with 1 SPECIAL TECHNOLOGICAL ADVANTAGE rolled randomly on the SPECIAL TECHNOLOGICAL ADVANTAGE table. CAMPAIGNS To link several games together, the players may wish to create squadrons and keep track of their fighters and pilots. After each game, points are awarded for performance in that game. The players may then spend those points on new fighters, replenish missiles, repair old fighters, or save their points and attempt to gain a special technological advantage. Points are awarded based on the objective of the scenario. Keep track of each pilot's personal kills. If his kills equal his current PILOT score, he may spend those kills on an advancement of 1 PILOT score. No pilot may exceed a score of 10 for PILOT. For example: Fred has a PILOT of 2. He has 2 kills, he may now advance to a 3 PILOT. Once Fred has 3 more kills, he may advance to a 4 PILOT. 4 more for a score of 5 and so on. Points can also be spent on new fighters at a cost of 1 point per score. New fighters do not necessarily need to have Missiles, Lasers, Clusters, or even Shields. The only two required scores are SPEED and HULL. Points can also be spent to replenish MISSILES and CLUSTERS used in the last game, or to repair a damaged HULL at a cost of 1 point per score. Players may also purchase a chance to increase in technology for their squadrons. Chances are bought at a cost of 40 points for the first advancement with the price increasing by 40 points for each additional advancement afterwards (80 for the second, 120 for the third, and so on). To purchase a chance, the points are spent and a six-sided die is rolled. Technologies are gained on a roll of 1-3. A roll of 4-6 indicates an area of failed research. A success means the player should then roll on the SPECIAL TECHNOLOGICAL ADVANTAGE table to determine their new technology. Each squadron begins the game with 1 randomly determined technological advantage. Each player should also keep track of any non-combative ships they may have purchased or have captured during the course of a campaign. These vessels may come in handy should the player ever need to storm a space station or need repairs away from their home satellite. THE RULES In SPACEWAR 3.0, each space fighter is characterized by the following statistics or scores: PILOTING GUNNERY SPEED TURNING SHIELDS HULL GUNS MISSILES CLUSTERS PILOT is the effectiveness of the pilot to dodge missiles and fly his ship in a dogfight. GUNNERY is the effectiveness of the pilot to score a hit with his energy and missile weapons. SPEED is the number of spaces on the game board a ship can move in a turn. TURNING is the number of facing changes a ship can make in a turn. Since turning is governed by tiny vernier motors on the ship's surface, it is not affected by speed other than in how far a ship travels during its rotation. SHIELDS protect the ship in the event it is hit by enemy fire. HULL is the amount of damage a ship can withstand before losing it's structural integrity and exploding. GUNS is derived from the number and power of the guns a ship can attack with. MISSILES is the number of guided smart-missiles a ship carries. CLUSTERS is the number of times a fighter can fire it's Cluster Missile Launcher before reloading. Some ships (and all ships in some settings) lack Cluster Missile Launchers. Firing Guns requires the attacking player roll a six-sided die for each point of GUNS score his fighter has. Each result UNDER the attacking fighter's GUNNERY score is a hit on the enemy. If the target fighter's pilot wishes to dodge the attack, he may do so by first declaring which direction he is breaking (right, left, up or down, relative to the attacker) and rolling his PILOT score in d6s against the attacking pilot's GUNNERY (G) score in d6s. Every success on the target's part means one less gun hits him, as per the table below. Direction Result Right One weapon per success from the rightmost mount. Left One weapon per success from the leftmost mount. Up One weapon per success at random. Down One weapon per success at random. Firing a guided missile can only be done before movement on a player's action phase. A missile is moved as a ship with a speed of 4. If a missile moves through or on to an enemy spaceship, the defending player must roll less than his ship's PILOT score to evade it.
A missile that misses is move and maneuvered as normal in the missile movement phase the next turn. A ship may shoot a missile with lasers, clusters or another missile. A laser requires a normal hit procedure whereas a missile or cluster will automatically destroy another missile. A missile may move through or on to another missile or ship and not attack at a the controlling player's discretion. If the firer of an active missile is destroyed before the missile impacts or is destroyed, that player still controls his missile until it is destroyed. Missiles last for two turns. Firing Cluster Missiles spreads damage over an area. Each ship in the area must roll less than their PILOT score or be hit. When a ship is hit, its SHIELDS score reduces the number of dice of damage on a 1:1 basis until they are knocked down. If the HULL of a ship is reduced to 0 or less, the ship's Structural Integrity has failed and it is immediately destroyed in a fiery explosion. Shields regenerate at a rate of 50% per turn. A ship or fighter may move up to it's SPEED in spaces on the game board and accelerate and decelerate up to half of its SPEED per turn. Mines do damage and take damage as a missile but remain stationary. Missiles and clusters automatically destroy mines. To hit a mine with a laser requires the attacking player to roll under his fighter's PILOT score on a six-sided die.

A Fighter can ram another fighter in a last-ditch kamikaze effort. Both fighters take damage equal to the attacking ship's current SPEED times its current HULL score. To ram, the attacking pilot must complete a successful PILOT roll and the target gets the opportunity to dodge by rolling it's own successful PILOT roll. If the attacker succeeds and the target fails, the target is hit. Any other result is a miss and the attacking fighter continues movement normally. Asteroids and Meteors obstruct movement and fire. If a fighter moves into a space occupied by a meteor, the player must roll under that fighter's current PILOT score or take that fighter's current SPEED, reduced by facing changes then multiplied by a six-sided die roll, in damage. TURN SEQUENCE At the beginning of each game, each player rolls a die to determine turn order, highest roll first to lowest roll last. 1. MISSILE MOVEMENT PHASE: All active missiles on the game board may move and/or attack their targets. All targets are able to dodge missile attacks at this time. each player moves their missiles in descending turn order. Damage is done immediately. 2. ACTION PHASE: Each player gets a turn in descending turn order. During their action phase, they may, in turn: a. FIRE MISSILES: This can only be done before movement. Any damage done is taken immediately b. MOVE, FIRE CLUSTERS, OR FIRE GUNS: After firing any missiles, the fighter may move then fire or fire then move. Any damage taken is applied immediately. 3. REPEAT STEP 1. DAMAGE TABLE WEAPON RANGE DAMAGE LASERS 8 1 MISSILES 4 4 CLUSTERS 3 SPECIAL SPECIAL TECHNOLOGICAL ADVANTAGES To determine special technologies, roll a four-sided die and check the result on the following table: +----------------------------------------------------------------------------+ | 1 - Roll on Table 1 | | 2 - Roll on Table 2 | | 3 - Roll on Table 3 | | 4 - Roll on Table 4 | +----------------------------------------------------------------------------+ TABLE 1 1. STEALTH: The ship's piece or counter is taken off the game board and it's position and facing is kept secret by it's player. It cannot be fired upon by Lasers or Missiles, but Clusters, Super Clusters, Death Blossoms, Plasma Fields, and Plasma Missiles will cause damage to a cloaked vessel if it is within range of it's effect. A cloaked ship cannot fire at another ship while cloaked. It takes one full combat action to activate the cloak, but decloaking is instantaneous with the announcement of a new action or upon taking damage. A vessel in the process of cloaking can be fired upon normally. 2. BOOSTERS: Boosters provide an extra 5 SPEED in a straight line. It can only be used twice per ship per scenario. 3. TELEPORT: The ship can displace itself to anywhere on the board instead of regular movement once per ship per game. 4. FORCE FIELD: Each ship has a SHIELD of current rating x 3 for 3 turns per scenario. While under cover of the Force Field, the ship may move, but may take no other action or fire any weapons. 5. DEATH BLOSSOM: This doomsday device destroys EVERYTHING in a 2 square radius once per ship per scenario. The ship loses 2 turns after use. The ship must have a velocity of zero to activate the Death Blossom. 6. PI-TAC CANNON: This doomsday device destroys EVERYTHING in a straight line ahead of the ship. Can only be used once per ship per scenario. The ship must have a velocity of zero to activate the Pi-Tac Cannon. TABLE 2 1. WEAPON TURRETS: The fighter's GUNS may fire left, right, or straight ahead instead of just ahead. 2. PLASMA TRAIL: The ship leaves a trail of superheated gas and ionized particles called Plasma behind the fighter which lasts for 1 turn. Any other fighter passing through any space the attacking fighter moved through the previous turn must roll less than their SHIELDS or take 2 points of damage to their HULL. 3. LINKED WEAPONS: The fighter may fire up to all three weapons at once. This can only be done before movement during the Missile Fire Phase. 4. TIME DISPLACEMENT DEVICE: Allows the player to re-roll the last die rolled twice per ship per scenario. 5. TRANSFORMATION: The fighter can turn into a large robot. In this form, it can change facing without moving forward but it's SPEED is half of it's original plus 1. 6. HOLO-PROJECTOR: Projects a holographic decoy of a fighter up to 5 spaces away. The decoy moves as normal but if forced more than 5 spaces away, or if hit with any weapon, it disappears. the decoy may be turned off and on at any time during the player's action phase. The decoy may not dodge or fire any weapons. Missiles, Clusters, Death Blossoms, Plasma Trails, and Plasma Missiles automatically destroy a Hologram if caught within it's area of effect. TABLE 3 1. TRIPLE CHANGER: The ship has three modes of combat. The player has the option of creating three versions of one ship by moving the scores around. However, the total point value of each ship design must equal the original. It takes one full combat action to switch between forms. 2. REMOTE BITS: The fighter may fire lasers straight ahead from either of the adjacent spaces left or right of the fighter, giving the fighter an effective field of fire 3 spaces wide instead of 1. 3. ARMOR PIERCING WEAPONS: All of the fighters weapons are Armor Piercing. All SHIELDS are 1 point less effective against these weapons. 4. HIGH-POWERED MISSILES: Normal Missiles that do 5 points of damage and have a speed of 5. 5. HIGH-POWERED LASERS: Normal Lasers that do 2 points of damage each and have a range of 10 spaces. 6. VIRUS: A computer control virus that stuns all enemy ships for 1 turn. It can only be used 3 times during a scenario. Does not affect missiles but does affect remote bits. TABLE 4 1. HYPER-RAM: The ship may ram any other ship with no penalty to itself. Can only be used once per ship per scenario. 2. DUPLICATOR: The ship takes on the same attributes and special technologies as one of any of the enemy fighters. Can only be used once per ship per scenario. 3. PLASMA FIELD: Projects a field of Plasma around the fighter. anything passing within 1 space of the fighter must roll less than their SHIELD or take 2 points of damage. 4. PLASMA MISSILE: A missile that carries a Plasma warhead. When detonated, every fighter adjacent to that space must roll less than their SHIELD or take 2 points damage. 5. REMOTE LASER: A special laser that can travel away from the fighter like a missile. It attacks like a laser with a range of 8 directly ahead of the missile. 6. SUPER CLUSTERS: High tech guided smart clusters. They are fired as normal but any ship at range 1 must dodge 3 times, taking 1 point of damage for each failed dodge. Ships at range 2 must dodge twice taking 1 point of damage for each failed dodge, and ships at range 3 must dodge only once or take damage. THE GALAXY In the 26th Century, the Milky Way Galaxy has been mapped and explored by man using the marvelous invention: The Stargate Drive. The Milky Way Galaxy is divided into four equal quadrants: The Orion Quadrant, the Sagittarius Quadrant, the Centaurus Quadrant, and the Perseus Quadrant. The Orion Quadrant is the home of Sol System and Earth. The star systems around Earth were the first colonized and are now heavily populated Core Worlds. These colonies are still owned by he traditional governments of Earth such as the U.S., China, France, Japan and others. Collectively, these worlds and their governments are called the Old Earth Empires. They are constantly embroiled in petty wars and strife but still maintain uneasy relations with both the Stellar Federation and the Pan-Solar Empire. The Sagittarius Quadrant is home to the Stellar Federation. The Federation, as it is known, is a strong union of former colonies that have all gained their independence from Earth. The government is a Republican Monarchy with a King being elected for life. For the most part, the Federation is benevolent and fair in their government and laws. Citizens of the Federation enjoy a high standard of living. The Centaurus Quadrant is governed by the tyrannical Pan Solar Empire. The Empire, like the Federation, is also comprised of old colony worlds. Unlike the Federation, they did not gain their independence. Instead, they were conquered by the mad Emperor, who has ruled his quadrant with an iron fist for more than 150 Solar Years. The Worlds of the Empire have all been raped of their natural resources to fuel the huge military-industrial complex of the Imperial Armed Forces. Citizens of the Empire live in squalid misery with no human rights. They view the Federation with jealous eyes. It is the Empire's ultimate goal to conquer the Federation and take it's wealth. The Perseus Quadrant is home to many new colonies and countless small independent governments. It is on the edge of explored space and most of the new planets are being discovered there. For this reason, it is called the Fringe. The Perseus Quadrant is home to pirates and bandits and is considered a wild area of space. Many independent freighters try their luck against both the Empire raids and Bandit piracy to deliver goods back and forth between the colonies and the Federation and the Old Earth Empires. STARGATE DRIVES The Stargate Drive is the principal mode of travel between stars in the milky Way of the 26th Century. The drive creates a hole in Fifth Dimensional space, completely encompassing the spaceship, cutting a much shorter path than comparable travel in 3D space. Stargates require a large amount of power to create and are limited in size, thus restricting the size of ships that can travel through a Stargate. Most interstellar travel is done in moderately sized shuttles and carriers. Larger ships cannot create a large enough Stargate, and smaller ones are not equipped with a large enough power source to create a Stargate. Stargates are not exact, either. Although travel through a Stargate is instantaneous, the vessel's location on the other end may deviate as much as 20 million kilometers. Often long travel times in real space accompany Stargate passage, making ambushes impractical. Also, two ships entering Stargates simultaneously rarely, if ever, arrive together on the other side. Despite it's drawbacks, the Stargate Drive remains the most efficient mode of interstellar transportation. ATTACK SHIPS Fighters and bombers are also called attack ships. Although incapable of traveling via Stargate Drive, they are the most efficient weapons platform ever invented. Light Fighter (sometimes called a Multi-Role Fighter) COST = 50 These ships are typically very quick and agile, although they are the least armed and armored type of fighter. A Light Fighter can swap out five of its missiles for two Torpedoes (see Attack Bomber). Configuration A Configuration B TURNING 9 9 SPEED 13 13 SHIELDS 8 8 HULL 6 6 GUNS 6 6 MISSILES 6 1 TORPEDO 0 5(2) CLUSTERS 2 2 Light Attack Fighter (sometimes called a Light Interceptor) COST = 55 Better armed and armored than their Multi-Role bretheren, Light Attack Fighters are still very fast and maneuverable. TURNING 12 SPEED 11 SHIELDS 11 HULL 6 GUNS 6 MISSILES 6 CLUSTERS 3 Medium Fighter (sometimes called a Combat Dogfighter) COST = 60 These ships try to strike a balance between speed and agility, and weapons and defense. TURNING 9 SPEED 10 SHIELDS 10 HULL 7 GUNS 10 MISSILES 10 CLUSTERS 5 Medium Attack Fighters (sometimes called an Aerospace Superiority Fighter) COST = 65 Medium Attack Fighters are usually the best ships a government can offer, fast and maneuverable, yet well-armed and armored. An MAF can be configured with either ten Missiles or five Missiles and two Torpedoes. Configuration A Configuration B TURNING 9 9 SPEED 11 11 SHIELDS 10 10 HULL 9 9 GUNS 10 10 MISSILES 10 5 TORPEDO 0 5/2 CLUSTERS 6 6 Heavy Fighter (sometimes called a Heavy Interceptor) COST = 70 Heavy Fighters have high speed, armament and maneuverability. Their weak suit, though, is armor protection, which is only on par with a medium fighter. Like Light Interceptors and Medium Fighters, a Heavy Fighter carries lots of Missiles, but no Torpedoes. TURNING 11 SPEED 12 SHIELDS 10 HULL 7 GUNS 12 MISSILES 12 CLUSTERS 6 Heavy Attack Fighter (sometimes called a Fighter-Bomber) COST = 75 These craft are optimized for heavy fighter combat and light attack. They have a very high numbers of guns and can carry two Torpedoes (see below) but are usually not too agile. TURNING 8 SPEED 10 SHIELDS 14 HULL 10 GUNS 14 MISSILES 8 TORPEDO 5 (2) CLUSTERS 6 Torpedo Bomber (sometimes called an Attack Bomber) COST = 80 These ships have one forte: heavy capital ship assault. Bombers carry a very large, very heavy antimatter missile called a Torpedo (2.5 points required per Torpedo), and can crack a capital ship's skin with relative ease. TURNING 7 SPEED 5 SHIELDS 14 HULL 12 GUNS 10 MISSILES 6 TORPEDO 15 (6) CLUSTERS 13 TECHNOLOGICAL ADVANTAGE: Weapon Turrets NON-COMBATIVE SHIPS COMET CLASS PASSENGER SHUTTLE COST=20 SPEED 3 SHIELDS 2 HULL 5 The Comet can carry up to 100 colonists in relative comfort. KOMET CLASS MILITARY TRANSPORT COST=30 SPEED 3 SHIELDS 3 HULL 5 LASERS 2 MISSILES 2 CLUSTERS 2 A military version of the Comet, the Komet can carry up to 100 fully armed space Troops capable of launching a planetary assault or orbital takeover. OLD-STYLE CARGO SHUTTLE COST=20 SPEED 2 SHIELDS 2 HULL 2 LASERS 2 (ONLY 1 IN 6 ARE EVER ARMED) These rickety old transports can carry up to 5000 tons of cargo or 10 points for campaign purposes. Cargo shuttles are capable of creating their own Stargates. They can sometimes be armed with small lasers. SPACE STATION COST=200 SHIELDS 5 HULL 100 Space Stations are capable of servicing up to 4 spaceships at once, providing repair and replenishment of supplies at normal costs. Any ship docked at a station is protected by that station's shields. Defense Stations provide the same services as the civilian stations but with the added defenses of a military installation. CAPITAL SHIPS Capital Ships are large military starships, capable of creating a Stargate and acting in military Fleet Actions. ESCORT CARRIER (CVE) COST=65 SPEED 2 SHIELDS 10 HULL 20 Escort Carriers, built on a modified Comet-class spaceframe, are capable of carrying up to 30 fighters through the Fifth Dimensional void of the Stargates. These ships usually remain well out of combat range as they are the squadron's only means of returning home or jumping to another system. Carriers are unarmed due to the heavy power and space requirement of the Stargate Drive. Escort Carriers are approximately 500 meters long. LIGHT CARRIER (CVL) COST=100 SPEED 3 SHIELDS 15 HULL 30 Light Carriers, built on a modified Cruiser spaceframe, are capable of carrying up to 50 fighters through the Fifth Dimensional void of the Stargates. These ships usually remain well out of combat range as they are the squadron's only means of returning home or jumping to another system. Carriers are unarmed due to the heavy power and space requirement of the Stargate Drive. Light Carriers are approximately 700 meters long. STRIKE CARRIER (CVS) COST=130 SPEED 4 SHIELDS 20 HULL 40 Strike Carriers, built on a purpose-built spaceframe, are capable of carrying up to 80 fighters through the Fifth Dimensional void of the Stargates. These ships usually remain well out of combat range as they are the squadron's only means of returning home or jumping to another system. Carriers are unarmed due to the heavy power and space requirement of the Stargate Drive. Strike Carriers are approximately 850 meters long. ATTACK CARRIER (CVA) COST=200 SPEED 6 SHIELDS 30 HULL 60 Attack Carriers, built on a purpose-built spaceframe, are capable of carrying up to 100 fighters through the Fifth Dimensional void of the Stargates. These ships usually remain well out of combat range as they are the squadron's only means of returning home or jumping to another system. Carriers are unarmed due to the heavy power and space requirement of the Stargate Drive. Attack Carriers are the largest vessels which it is feasible to mount Stargate Drive on (and if not for the huge, inefficient Battleships, the largest Stargate-capable vessels in existence), measuring approximately one kilometer in length. DESTROYER (DDG) COST=140 SPEED 4 SHIELDS 13 HULL 25 GUNS 6 MISSILES 7 CLUSTERS 4 Destroyers are common fighting ships. While outclassed by their big brothers, the Cruisers, they are inexpensive for their firepower and can defend themselves fairly well against fighter attack. Destroyers are Stargate-capable. CRUISER (CG) COST=150 SPEED 3 SHIELDS 15 HULL 30 LASERS 8 MISSILES 10 CLUSTERS 6 Cruisers are the most common interstellar combat ships. Although their armament is not capable of targeting fighters, they are quite capable in their own right. Cruisers are about 650 meters long. BATTLESHIPS (BBG) COST=240 SPEED 3 SHIELDS 40 HULL 40 LASERS 12 MISSILES 10 CLUSTERS 12 Battleships are huge combat vessels ranging from 1.25 to 1.5 km in length. They are Stargate-capable (barely), but the energy expenditure involved in bringing them through is rarely justified by the rewards. SCENARIOS A scenario usually consists of one of the major faction, including the innumerable colonies and Old Earth Empires, doing battle with the other over an object or an area of space. To randomly determine a scenario, roll on the following table: 1. Core World: The possession of a heavily populated Core World is in dispute. The planet piece is placed in the center of the board. The defending player places their fighters within two spaces of the planet and receives 20 Space Mines to place anywhere on the game board. The attacking player enters from one side of the board and must destroy the opposition. A successful offense is worth 30 points, a successful defense is worth 10 points. 2. Colony World: The possession of a resource-rich Colony World is in dispute. The planet piece is placed in the center of the board. both sides begin at an edge of the board. The winner gains 20 points. 3. Transport: A transport is carrying important cargo or passengers. It comes under attack and calls for assistance. It is the attacker's mission to destroy or capture the transport. The transport piece is placed in the center of the board and both sides begin at the edge. The winner gains 10 points. 4. Space Station: One player must defend the space station from attack. The Space Station piece is placed in the center of the board and the defender begins within two spaces of it. The attacker begins at an edge of the board. The winner gains 10 points. 5. Defense Station: One player must defend the Defense Station from attack. The Defense Station piece is placed at the center of the board and the defender begins within two spaces of it. The attacker begins at an edge of the board. A successful offense gains 50 points. A successful defense gains 10 points. 6. Skirmish: An area of space is in dispute. An all-out battle is ensued over it's ownership with both or all sides beginning at an edge of the board. The winner gains 10 points. In addition to the point values listed, at the end of the battle, each player is awarded a number of points equal to half the value of each ship lost. The other half goes to the player who destroyed that ship.