RE: [GZG] [FT] Multi-ability fighter costings
From: DOCAgren@a...
Date: Sat, 23 Dec 2006 17:40:26 EST
Subject: RE: [GZG] [FT] Multi-ability fighter costings
_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lWell, I have been
using the unofficial rules that Jared Noble put together as
the base for my Multi-Ability fighters.
http://www.homegame.org/siefert/uftwwwp/files/fighters.htm
Now this are pre-fleet book but I have worked out, and did some of it
talking
back and forth with Jared a while back, and also used Jerry Cantrill
mods to
get my my own system.
Frame Cost Eff * PDS damages as if
Light -.25 2 1-2 No damage, 3-4 1 Kill, 5 2
Kills, & 6
2 Kills and reroll
Standard 0 1 Unscreened craft
Heavy 2 2 Treats as +1 Level screened craft
Large 2 -1 1-2 No damage, 3-4 1 Kill, 5 2 Kills,
& 6
2 Kills and reroll
Large Heavy 4 0 1-3 No damage, 4-5 1 Kill, & 6 2
Kills and
reroll
Streamlining +1 +1 Cost and Eff added to base frame
type.
(Need for Atmosphere Ops)
Inspired by 1/22/99 ML discussion
* Class 1 beams (C-batts) damage all fighters as if unscreened
(Mailing list consensus Jan 1999)
Propulsion Cost Eff Speed Endurance (Per Fleetbook)
Slow 1* 0 18/9 6 Combat Turns
Standard 1* 1 24/12 6 Combat Turns
Fast 2* 2 36/12 6 Combat Turns
L Range 2* 2 24/12 9 Combat Turns
Fast/LR 5* 3 36/12 9 Combat Turns
* Cost x2 for large Fighters, 1/3 for Light and endurance is 2/3
Anti-Ship Cost Eff Range Notes
None 0 0 As it says... NONE
Standard 1 1 6 Attacks as beam weapon
Attack 3 2 6 Attacks as beam weapon with +1 to die
roll
Torpedo 5 2 6 Single Shot. 1-3 =No Damage, 4 =6,
5=5, &
6=6
Anti-Fighter Cost Eff Notes
Limited* 0 0 Destroys 1 enemy fighter on roll of 6
Standard 1 1 Attacks as beam weapon
Interceptor 2 2 Attacks as beam weapon with +1 to
die
roll
* This free capability is a reflection of using the fighter's anti-ship
weapons against fighters (for which it is not really intended)
Realistically
Torpedo fighters or Fighters with no anti-ship capability should have no
'free'
anti-fighter ability.
Other Systems Cost Eff Notes
Recon Sensors 4 2 Grants the Fighter, Standard Ship
Sensors
-per Sensor rules
ECM Systems 4 2 Grants the Fighter, Standard Ship ECM
-per ECM
rules (only 3 mu)
Cargo 1 0 Internal. Normally used for long range
patrols
FTL Capablity 2 0 External Pack/Internal Unit. Fighters
may
start on board
(If External Movement with 2/3 and can be dropped, if Internal only
has
enough reaction mass for 2 Jumps)
(If Large Fighter Internal only has enough reaction mass for 4
Jumps,
not useable for Light Fighters)
Booster Packs 1 0 External. +2 Endurance - (for Atm.
climb-out
)
(Movement with 2/3 and can be dropped once clear of Atmosphere and
hopeful before combat)
Booster Unit 1 0 Internal. +2 Endurance - (for Atm.
climb-out)
(Movement with 3/4 and can be used in space for +12 Speed boost as
long
as Endurance remains)
(All attacks againt Fighters Internal Boosters, are at +1 because
of
Boosters)
Sub-Packs 2 0 External. 1 shot/1 die Submunition (
Movement with 2/3)
Anti-Ship Mines 3 0 External. 1 die damage, Range 2
(Movement
with 1/2)
DOCAGREN
Just a Lurker here on the Digest, But maybe I have a good idea or 2..
:-)