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5150: FIGHTER COMMAND B.Y.O.

P
FINAL THOUGHTS
B.Y.O.P: 5150 FIGHTER COMMAND
Thats it folks. With this supplement youll 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.
Weve taken all the Fighter Pilot Attributes from 5150:
Fighter Command (page 7) and assigned them point
values.
Weve added a few more to give you a list of 30
Attributes. Now heres 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 Factions 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? Theres 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. Heres
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.

2013 Javier Herrero & Ed Teixeira Two Hour Wargames

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

+2

+1

+2

+2

-3

-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 Pilots 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

+2

+1

Better Trained and Equipped: Able to


fire without penalty when
Afterburning.

-1

-2

-1

+1

+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.

2013 Javier Herrero & Ed Teixeira Two Hour Wargames

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

+2

+2

+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.

+1

-2

-2

-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.

+2

+2

+3

TABLE 4
#

COST

ATTRIBUTE

-2

-1

+1

+2

-1

-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.

2013 Javier Herrero & Ed Teixeira Two Hour Wargames

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