Well, 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..
:-)
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