Prev: FYI: located GW Space Fleet for Auction Next: RE: Star Grunts II Squad Generation Point system [Long]

Carrier After Market add-ons...

From: "Mike Wikan" <mww@n...>
Date: Thu, 17 Jul 1997 09:15:18 -0400
Subject: Carrier After Market add-ons...

Here are some systems we are experimenting with:

Electromagnetic Catapults
Mass:6
Cost:20
Allows 1 squadron to be kept at ready status even upon FTL entry.
gives launched squadrons 6" movement bonus on launch turn. allows
carrier to launch 1 more squadron than normal. denoted by a box
surrounding the fighter bays with an arrow pointing forward.

Combat Rearmament bays
Mass:6
Cost:20
Allows 1 squadron per round to be rearmed/refuelled and prepped for
launch. Takes one complete round. Denoted by a box with 3 Vs pointing
fwd.

Fighter Disposable booster packs
Cost: 1/2 of squadron cost. single use
Doubles fighter speed for one round.

Fighter Submunition Racks
Cost:12
fits one squadron with short range missile pods. they may attack when
within 9" of a target exactly as submunition loads rolling one die per
fighter in squadron. 1-3=no effect, 4-5=1 pt, 6=2 pts. Once fired they
are expended until fighter group is rearmed (and each set of reloads
must be payed for separately and must be denoted in the carrier's
loadout) these are standoff munitions designed to allow fighters to
engage capital ships without entering it's point defense envelope. If
the target ship wishes, it may attempt to intercept some of the
incoming swarm of missiles with point defenses. Each PDAF (not c-batt)
or ADAF which tries to intercept reduces the number of dice rolled by
the attacking squadron by one.

Criticism/ commentary welcome....
Mike Wikan
Game Design\Conceptual Art
n-Space, Inc.
A Producer of 3D Entertainment Software

Prev: FYI: located GW Space Fleet for Auction Next: RE: Star Grunts II Squad Generation Point system [Long]