GZG List archives -- March 2004

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Scratch Fighter re-write



Let's see now...


All fighters have the following basic profile:
- Have 1 hull point
- Endurance of 6.
- Basic Movement of 24 MU
- Secondary Movement of 12 MU / 1 endurance
- Damage fighters on a roll of 6 (no reroll) / no endurance
- Damage ships on a roll of 6 (no reroll) / no endurance

Base Cost per squadron: 30 + weapon system

Virtual Mass (14) : 14*14/100+12+16 = 30
Base Hull: 6
Thrust (24): 8

Heavier weapon systems are installed. - weapons are added at normal ship
cost (divided by three for "unlimited" turn weapons).
- Interceptor +6 pts: loaded with PDS/Scatterpack, it attacks as those rules
/ 1 endurance
- Attack +6 pts: loaded with heavy energy beams, it attacks as a class-1
beam / 1 endurance
- Torpedo +24 pts: loaded with pulse torpedoes and short range missiles;
hits on 2+ and does damage equal to the endurance expended (before rolling).
- Heavy +18 pts: equipped with armor and defensive systems; has screen-1
against attacks.
- Fast +9 pts: Extra thruster packs increase the Base Movement to 36 MU.
- Long Range +15 pts: extra feul tankage negates the endurance cost of
secondary movement.
- Subpac +18 pts: loaded with unguided rocket packs / 1 endurance per die
rolled (ignores screens)
- 


Resolution
[a bit loose, as I don't have a rulebook handy for the turn sequence]

Fighter Movement: as existing rules
Secondary Movement: Fighters make their secondary moves.
Ordinance allocation: Salvo Missiles and Fighters are moved into base
contact with the nearest ship target (within 6 MU) if not already in base
contact with other fighters.
Fighters can only attack vessels and fighters that are in base-contact.  
All fighter combat is resolved as a "furball".  If a starship is one of the
combatants, it resolves all PDS fire first.  Any surviving fighters/missiles
alternate fire in initiative order until all squadrons have fired in the
combat.



Brendan
'Neath Southern Skies


> -----Original Message-----
> From:	Alan and Carmel Brain [SMTP:aebrain@webone.com.au]
> Sent:	Friday, March 05, 2004 12:25 PM
> 
> 1. To have something logical and reasonable for fighters in the
> Tuffleyverse.
> 2. To have a generic set of rules for other genres and settings.
> 3. Game balance, for only having a few fighters (as in FB1)
> 4. Game balance, for having huge quantities of fighters (the familiar Soap
> Bubble Carrier fleet)
> 5. With as few exceptional rules and special systems as possible.
> 6. To have Midway-analogs, Battle-of-Britain-analogs and
> Hunt-the-Bismark-analogs possible.
> 
> What I would like to see:
> Fighters are capable of taking any 1-mass weapon (such as a Beam-1) but
> with
> the following restrictions:
> 
> a) Range is contact - they have to be in base-to-base contact with the
> target
> to use it. For game purposes, they should be able to "Burn an endurance"
> to
> move 3mu (vector) or 6mu (cinematic) after ship movement to do so, in
> initiative
> order.
> b) They must "Burn an endurance" to attack, which means they have a
> limited number
> of shots.
> 
> EXAMPLES:
> A fighter with a PDS equivalent is capable of doing 1 pt of damage to a
> ship
> on a 6 (no re-roll), but has the usual 4,5=1, 6=2+re-roll on other
> fighters
> OR MISSILES.
> 
> Difficulties:
> What about Kravak 1-shot scatterguns? What about Submunitions, also a
> 1-shot?
> Fighter "screens" would affect PDS equivalents, but not B1 equivalents: is
> this
> a bad thing? And there seems no place for Torpedo Fighters. Can weapons
> fits
> be changed - have a PDS load, then after re-loading, a B1 load? What about
> Phalons and SV?
> 
> 
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