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[FT] Test List BETA of Fighter Revisions (LONG)

From: "Izenberg, Noam" <Noam.Izenberg@j...>
Date: Sat, 6 Mar 2004 13:16:12 -0500
Subject: [FT] Test List BETA of Fighter Revisions (LONG)

Greetings all,

In light of the recent discussions on fighter mechanics in FT, on behalf
of
the test list, 
and with Un-official Official permission from St. Jon himself, I
present:

The UNOFFICIAL (Play-test Group) BETA LIMITED PUBLIC RELEASE Revised
Full
Thrust Fighter Rules

[ 11 adjectives and a parentheses - a personal record for noun
modification
:-)  ]

***

WARNING, CAUTION, and PLEASE NOTE

What follows is a Beta version rule set. Moreover, this is a Beta
version rule set from the unofficial GZG play test group. These
are a current, in development attempt to fix FT fighter rules, and
do not have any Official standing at this stage. These rules
have seen "limited public" play testing at ECC-VII and we would like
to invite further such testing from the members of GZG-L and other
GZG-oriented mailing lists. We specifically request that members
_not_ post these rules to websites (other than the archives), or
disseminate/distribute	them outside their local play groups. We think
the changes have real potential, and invite and encourage the wider
community's opinion and feedback, pro and con. Jon Tuffley has
reserved the right to summarily go another direction, but is very keen
on seeing how these rules shake out.

***

REVISED FIGHTER RULES
UNOFFICIAL BETA LIMITED PUBLIC RELEASE
[Basic idea: Jon Tuffley, development: Oerjan with
lots of input from both of the mailing lists]

Background:

One of the biggest gripes players have had with Full Thrust is that
fighters don't work very well. Either you have too many of them
relative to the enemy's point defence strength in which case you win,
or you have too few of them in which case they get wiped out without
making any impression on the enemy (and in each of these cases the
game is pretty much decided when you choose the fleets); in addition
the rules are complex, self-contradictory in some areas, and rather
inflexible compared to how fighters behave in TV shows and movies.

The basic problem - the delicate balance between fighters and point
defences - stems from the fact that fighters can only be engaged by
point defence weapons, and most of those point defence weapons are
rather useless against larger spaceships. The easiest solution (which
was Jon's suggestion) to this to allow any weapon to shoot at
fighters; however, since this would make fighters extremely vulnerable
they need some way to evade incoming fire.

The turn sequence is re-shuffled once again (the fighter parts of it
were changed both in MT and FB1...) to improve playability. Solutions
to several other trouble spots in the fighter rules have been worked
into this proposal as well.

Definitions:

BEAM DIE:

The term "Beam Die" (BD for short) to denote the standard way of reading
FT
beam dice, regardless of whether or not the die roll is related to the
firing of a beam weapon or not:

		 Result if target
Modified	has screen level...
D6 roll of	0:	1:	2:
3 or less	0	0	0
4		1	0	0
5		1	1	1
6 or more	2	2	1

If the game mechanic says that re-rolls are used, any unmodified roll of
'6'
is read off the table above AND allows a "reroll" - roll an extra die,
read
it off the table above and add the result to the previous score. If this
reroll is ALSO a six, then roll another die, read it as above and add
the
result to the score. There is no limit to the number of rerolls you can
make
if you keep throwing sixes.

If the game mechanic states that it ignores screens, the roll is always
read
in the "Screen level 0" column. If it does NOT say anything about
screens,
any active screens or equivalent the target may have will affect the
roll.

Beam Die rolls can be modified up or down by die roll modifiers (DRMs);
thus
it is possible to score less than 1 and more than 6. Note that the DRMs
are
applied to the DIE ROLL (ie. before you read the table), not to the
final
score! [FT2/MT already uses DRMs, namely the modifiers applied to
Interceptor and Attack fighter attacks. This is a formalization and
extension of that feature.]

Notation:
[n]BD[DRM][*] means "roll n Beam Dice and apply the DRM to each of them
before reading the result in the above table". An asterisk, if present,
means that natural rolls of "6" score re-rolls in addition to any result
already achieved. NOTE: while this may seem complex, it is actually just
the die rules already used in Full Thrust gathered into one single place

and given a formal description.

Examples: "1BD-2" means "roll 1 Beam Die with a -2 DRM" (thus inflicting
1
hit on rolls of '6' only) while "6BD+1*" means "roll 6 Beam Dice and
apply a
+1 DRM to EACH of them; any natural rolls of '6' score re-rolls" (an
attack
by an intact Interceptor fighter group against other fighters, for
example).

RE-ROLLS and DIE ROLL MODIFIERS:
* Re-rolls are only scored on NATURAL rolls of '6' (ie., before any DRMs
are
applied).
* Any DRM to a to-hit die roll which is related to the FIRER (eg. the +1
for
anti-ship fire for Attack fighters) is also applied to any re-rolls.
* Any DRM or similar modifier to a to-hit roll which is related to the
TARGET (eg. the evasive manoeuvres DRM for fighters, or the reduction of
beam dice due to the target's screens) is only applied to the INITIAL
roll.
(Yes, this includes the "Heavy" modification for fighters. Don't
interpret
the re-roll as "inflicting damage inside the fighters' armour"; in this
case
it simply represents the number of fighters killed)

Example: An Attack Fighter (1BD+1*) shoots at a ship with level-1
screens.
The initial roll is a beam die with a +1 DRM on the "level-1 screen"
column
of the beam table. Any re-rolls still get the +1 DRM, but are read on
the
"level-0 screen" column - ie., they are NOT reduced by the screen.

SEPARATE "HITS" FROM "DAMAGE"
Some of the newer direct-fire weapons - eg. large K-guns, or Grasers -
are
able to inflict massive amounts of damage per shot. In the new
fighter/missile proposal all direct-fire weapons are able to shoot at
fighters (though they may have problems hitting); but if these
high-damage
weapons are allowed to count each damage point as a separate "hit" they
become *very* effective in anti-fighter/missile roles...

Fortunately these high-damage weapons all have two-stage hit/damage
resolutions: first you roll to see if you hit (or in the Graser case to
see
how many D6s of damage you inflict), and then you roll to see what the
actual damage is. From here it is a pretty short step to call the first
set
of rolls the "to-hit" roll, determining the number of hits scored, and
then
say that "each hit inflicts X damage on a target ship"; and furthermore
say
that each hit can only destroy 1 fighter/missile/PB level - ie., if
you're
shooting at fighters or ordnance you only need to roll for the number of
hits, not for the amount of damage they inflict.

In order to avoid confusing rules wording, extend
this concept to normal beam batteries, SMPs etc. that only roll beam
dice to
determine the number of damage they inflict: they now inflict 1 pt of
damage per hit, so the beam die roll determines the number of hits just
as for the larger weapons. (IOW there's no *actual* change in the way
these
older weapon types work on the gaming table; it is only the rules
wording
which changes in order to be consistent with the newer weapon types.)

"Ordnance" is used to mean "any kind of missile or plasma bolt".

An "ordnance marker" is one SM salvo marker OR one individual Heavy
Missile  OR one Plasma Bolt OR one Anti-Matter Torpedo (AMT).

"Missiles" without any further specification refers to both Salvo
Missiles  and Heavy Missiles (Heavy Missiles are a working 
revision of the 2-Mass Missiles from More Thrust).

Proposal:

All weapons can fire at a fighter groups and ordnance markers, but
unless	the weapon fires in a special Point Defence mode (PD-mode) the
fighters/ordnance can use Evasive Manoeuvres to reduce the effect of
this incoming fire. Those weapons that are able to fire in PD-mode are
referred to as "PD weapons"; some examples are human PDS and B1
batteries, Phalon Pulsers and Kra'Vak Scatterguns. Note that many PD
weapons have very different ranges and firepower values in PD mode and
anti-ship (AS) mode; eg. the standard human B1 battery, which has 12 mu
range and a firepower of 1BD* in AS mode but only 6 mu range and a
firepower of 1BD*-1 in PD mode.

Fighter groups and Heavy Missiles have a number of Combat Endurance
Factors
(CEFs) which can be expended on various things.

The turn sequence is:

1) Write orders
2) Roll for initiative
3) Fighter/Heavy Missile primary move. Fighters within 3 mu of a ship
may
declare that they are screening that ship; fighters within 3 mu of a
friendly fighter group may declare that they are escorting that group.
4) Launch fighters and ordnance
5) Move ships and screening fighters
6) Fighter/Heavy Missile secondary move
7) Fighter groups/ordnance markers declare attack runs against enemy
*ships* (only) and evasive manoeuvres
8) Ships fire: players alternate firing one ship at a time, including
that
ship's anti-fighter/ordnance fire
9) Fighter and ordnance attacks:
  a) Fighter-vs-fighter/ordnance attacks: Those fighter groups that did
NOT declare attack runs in phase 7 may fire at enemy fighter groups and
ordnance markers
  b) Fighter-vs-ship attacks: Those fighter groups, which DID declare
attack runs in phase 7 now execute those attack runs
  c) Plasma Bolts, AMT's detonate
  d) Surviving missiles attack
10) Turn end (ship repairs, remove markers, etc.)

========================================================================
==

Let's take a closer looks at the various phases:

Phases 1, 2 and 5 (order writing, initiative and ship movement) are
handled
just like in the current (FB2) rules.

Phase 3: Primary Moves
The players alternate moving one fighter group or Heavy Missile; the
player
who LOST initiative moves first.
Heavy Missiles pay 1 CEF for each PRIMARY MOVE they make. Heavy Missile
Primary Move is 18 mu.
Fighters do not pay CEF for making primary moves.

A fighter group within 3 mu of a friendly or enemy ship at the start
of  phase 3 may declare that it is "screening" that ship instead of
making a  primary move. The fighter will not move in phase 3, but will
instead follow	the ship it is "screening" during phase 5 (Ship
Movement). The fighter	group ignores its normal maximum primary move
distance, and must stay  within 3 mu of the ship throughout the ship's
movement. It may move to any  other position relative to the ship as
long as it remains within 3 mu from it. [NOTE: This replaces the old
"screening" rules. Due to the turn sequence, these fighters will
automatically get to fire at enemy fighters or missiles  before they
can attack the screened ship. Allowing fighters to "screen" enemy  ships
stops the silliness of fighters being unable to keep up with enemy
ships that zip around at high speeds.]

A fighter group within 3 mu of a friendly fighter group may declare
that they are escorting that fighter group. Both groups must then move
into base-to-base contact during the primary move, and must remain in
base-to-base contact throughout the turn. We'll return to "escorting"
in phase 9a. Excorting fighters move at the same time as the group
they are escorting (they don't count as a seperate group of their own
in the iniative order). An escorting fighter group cannot itself be 
escorted.

Phase 4: Launch fighters and ordnance

The players alternate choosing one ship each to launch its fighters
and/or ordnance; the player who LOST initiative goes first. A player
may not "pass" a ship in order to delay his launches until after the
enemy has launched his missiles; once one ship on a side has passed up
the opportunity to launch, no other ships on that side may launch any
further fighters or ordnance this phase.

Fighter groups launched this phase are placed in base-to-base contact
with  their carrier. They may not make a primary move on the turn they
launch, but they may immediately declare that they are screening their
carrier. Ordnance is launched as per the current rule (place the marker
anywhere within range and arc of the launcher). Heavy Missiles count
their launch  move as a Primary Move (and thus have to pay 1 CEF)
unless they are placed directly under the launching ship's base.

Phase 5: Ships' Movement

Remember that screening fighter groups follow the ships they're
screening.

Phase 6: Fighter/Heavy Missile secondary movement:

Fighters and Heavy Missiles may make Secondary Moves to get into a
better attack position or to get out of dangerous spots by paying 1 CEF
each. Fighter secondary moves are 12 mu; Heavy Missile secondary moves
are 6 mu. The players alternate moving one fighter group or Heavy
Missile; the player who LOST initiative moves first. Escorting groups
move with the groups they are escorting, as in Phase 3.

Phase 7: Declaration of attack runs and Evasive Manoeuvres

First some PSB blurb:

An "attack run" is what happens when a fighter group or missile marker
attacks an enemy ship. Plasma Bolts and AMT explsoions effectively
attack 
everything in their area of effect, and may be targeted by PD fire. 
Declaring an "attack run" is necessary to allow a ship's PD weapons to 
engage fighters attacking that ship before the fighters get to fire, 
without having to track which of the ship's individual weapons fired in 
what phase of the game.

"Evasive Manoeuvres" are performed by fighters and missiles jinking
madly in order to reduce the effect of any defensive fire directed
against them. This doesn't any significant effect (read: too small for
the game mechanics to notice it) against PD-mode fire since the range
is so short and the volume of fire so high, but it seriously reduces
the danger from AS-mode fire (which fires fewer but more powerful
shots). Again, Plasma Bolts and AMT's don't make any "evasive
manoeuvers" 
as such, but they are small and tough targets so get a similar level of
protection.

Now the game mechanics:

Attack runs:

* A fighter group that begins this phase within 6 mu of enemy ships
MAY declare an attack run against any one of those ships. 

* Fighter groups may "break off" from a declared anti-ship attack at any
point
prior to actually resolving the attack, except during the resolution of
enemy point defence fire against the group. (Ie., if the target has
already
allocated PDSs to fire at the group without using any FCSs to guide the
fire,
the group can't break off until the fire has been resolved - it
obviously
didn't
break off soon enough!) Fighter groups whose declared target gets
destroyed
by
ship-to-ship fire also count as having broken off.

*Fighter groups that have broken off an anti-ship attack (or whose
intended
targets have already been destroyed by ship-to-ship fire) may NOT
declare
new
attacks against other ship targets this turn. They may however attack
enemy
fighters or ordnance in the fighter-to-fighter/ordnance phase (9a) if
they
want to.

* A missile marker that begins this phase within 6 mu of enemy ships
MUST declare an attack run against the CLOSEST of those ships. This
does not cost any CEF, but the missile will destroy itself during the
attack.

* A Plasma Bolt marker that begins this phase within 6 mu of ANY ships
(friendly or enemy) MUST declare "attack runs" against ALL of those
ships.

* An Exploding AMT effectively declares attack runs as a Plasma bolt,
even though it's radius of effect is smaller.

Evasive Manoeuvres:

* Any fighter group or Heavy Missile may spend any remaining CEF points
on evasive manoeuvres. Each CEF point spent gives a -1 "evasive
manoeuvres" target DRM (ie., it only applies to the INITIAL to-hit die)
to any non-PD-mode fire against the group/missile. (PD-mode fire is not
affected by the Evasive Manoeuvres.)

* Salvo Missile, Plasma Bolt, and AMT markers AUTOMATICALLY gain a -3
target
DRM to any non-PD-mode fire against the marker.

Phase 8: Ships fire

Starting with the player who WON the initiative roll in phase 2, each
player alternates in firing any/all weapon systems on ONE ship at one
or more targets (ships, fighter groups and/or ordnance markers) subject
to available fire control systems and weapons. All fire from a single
ship must be declared before any is evaluated. As normal, no single
weapon may fire more than once per turn, nor split its fire between
multiple targets. Any damage inflicted is applied immediately at the
end of that ship's firing, before the target is able to return fire.

Fire against ships is handled as per the normal rules: 1 FCS per target
(or
target system if you're using Needle Beams), etc. PD weapons firing at
ships MUST use their AS mode (the PD mode shots being too low-powered
and
too widely scattered to harm full-sized starships).

Any weapon (including PD weapons) may engage a fighter group/ordnance
marker using AS mode fire provided that the target is within the
weapon's
arc and AS-mode range and that the firing ship devotes an FCS to each
such
target (multiple weapons engaging the same target may of course share a
single FCS). Any Evasive Manoeuvres DRM the target has is applied to the
weapon's to-hit roll. Each HIT inflicted destroys one fighter or
missile,
or one strength level of a plasma bolt.

A PD weapon may instead engage a fighter group or ordnance marker
within its arc and PD-mode range with PD-mode fire. PD-mode fire
ignores the target's Evasive Manoeuvres DRM, but Heavy Fighter groups,
Plasma Bolts, and AMT's have a -1 target DRM against PD-mode fire. Each 
HIT inflicted destroys one fighter, missile, or AMT, orone strength
level 
of a plasma bolt.

If the fighter/ordnance target has declared an attack run against the
firing ship (or against a ship covered by an ADFC aboard the firing
ship) this turn, no FCS is required (the weapon's on-mount fire
controls are sufficient).

If the fighter/ordnance target has NOT declared an attack run against
the 
firing ship (or a ship covered by an ADFC aboard the firing ship, the 
firing ship must dedicate an FCS to guide PD-mode fire against it. (The 
same FCS may also guide AS-mode fire from other weapons on the ship
against 
the same fighter/ordnance target.)

An ADFC (Area Defence Fire Control) aboard the firing ship may cover ONE
friendly ship within 6 mu of the firing ship per turn. This allows PD
weapons aboard the firing ship to engage fighter groups/ordnance markers
that have declared attack runs against the covered ship with PD-mode
fire
as long as the fighters/ordnance are IN ARC, even if they are outside
the
weapon's normal PD-mode range. Kra'Vak Scatterguns and Sa'Vasku
Interceptor
Pods may not use ADFC guidance.

This is both the core and the most complex part of these rules, and it
is explained again below in the "Quick Summary" section.

Phase 9: Fighter and Ordnance Attacks

Phase 9a: Fighter attacks vs. fighters and ordnance

Starting with the player who WON the initiative roll in phase 2, each
player alternates in firing ONE fighter group which has NOT declared an
attack run against enemy ships. Attacking costs the fighter group 1
CEF. The fighter group may only fire at enemy fighter groups or
ordnance markers, but each fighter in the group may engage a separate
target. The fighters MUST use their PD-mode firepower, ignoring any
Evasive Manoeuvres. Fire against Plasma Bolt, AMT's or Heavy Fighters 
suffers a -1 target DRM.

A fighter group that is ESCORTED by another fighter group may not be
attacked by enemy fighters unless:

* the escorting fighter group has fired OR

* the escorted fighter group has fired OR

* the attacking fighter group targets each escorting fighter with at
least one of its own fighters, with only the remainder able to fire on
the escorted fighter group OR

* the attacking fighter group is prepared to take fire from the escorts
immediately, out of initiative order, before its own attacks are
calculated.

Note that once either the escorting or the escorted group has fired,
the effect of the escort vanishes and the escorted group may be
attacked normally by other fighters in the normal sequence.

Phase 9b: Fighter attacks vs. ships

Fighter groups that have declared attack runs against enemy ships now
fire at those ships, using their AS-mode firepower. All fighters in the
group must fire at the same ship. All fighter attacks from all fighter 
groups against a single ship in the same turn are resolved at the same 
time and counts as one single salvo for threshold purposes. Attacking 
costs each fighter group 1 CEF. (NOTE: The restriction on fighter 
groups to attack one single target is to keep the book-keeping
managable. 
All fighter attacks against a single ship are resolved at the same time
to 
speed up play; since all units which can fire at these fighters have 
already done so the initiative order is irrelevant in this phase.)

Phase 9c: Plasma Bolt, AMT detonations

All plasma bolts detonate simultaneously, inflicting (remaining
level)*D6 points of damage on every unit within their volume of effect.
Human-style screens or equivalent ignore rolls of '6' if level 1, or
rolls of '5' and '6' if level 2. Roll the damage separately for each
unit hit. Any fighters or missile markers within the volume of effect
are automatically destroyed.
AMT's also detonate now. 

Phase 9d: Missile attacks

Any surviving missiles that have declared attack runs against enemy
ships now carry out those attacks. All missile attacks against a single
ship are resolved as a single salvo. Salvo Missile salvoes hit their
target with 1D6 missiles, minus one for each hit inflicted on the salvo
during the previous phases; each missile that hits inflicts 1D6 pts of
damage.

========================================================================
===

Summary of PD weapon stats:
These are weapons which are capable of engaging attacking fighters or
missiles at point-blank range relying on their own on-mount fire
control;
but their relatively high rate of fire and slew rates also make them
better
able than other weapons to hit fighters at longer ranges when guided by
the
ship's central FCSs. PD weapons have two different sets of to-hit rolls
and
damage mechanics: an anti-ship mode, and a point defence mode (or PD
mode).
The most common PD weapons are:

PDS:
Anti-ship mode: Range 6mu, scores 1BD-2* hits, 1 pt of damage per hit
(yes,
this means that PDS needs to succeed with a re-roll in order to damage a
screened ship!)
PD mode: Range 6mu, scores 1BD* hits

B1:
Anti-ship mode: Range 12mu, scores 1BD* hits, 1 pt of damage per hit
PD mode: Range 6mu, scores 1BD-1* hits

K1:
Anti-ship mode: Range 30mu, standard K-gun to-hit roll and damage,
ignores
screens
PD mode: Range 6 mu, scores 1BD-1 hits

Scattergun (single-shot): Anti-ship mode: Range 6mu, scores 1BD hits,
ignores screens, 1 pt of damage per hit
PD mode: Range 6 mu, scores 1D3 hits
Note: Scatterguns may not use ADFC guidance.

Pulser: Anti-ship mode depends on tuning:
L: Range 36 mu, scores 1BD* hits, 1 pt of damage per hit
M: Range 24 mu, scores 2BD* hits, 1 pt of damage per hit
C: Range 12 mu, scores 6BD* hits, 1 pt of damage per hit
PD mode for any Pulser: Range 6mu, scores 1BD* hits

Spicules: No Anti-ship mode
PD mode: Range 6mu, scores 1BD* hits
Note: Spicules may not use ADFC guidance.

Interceptor Pods:
No Anti-ship mode (or you could say that the IP is the Pod Launcher's
"PD
mode")
PD mode: Range 12 mu, scores 1D6 hits
Note: Interceptor Pods may not use ADFC guidance

FIGHTER ARMAMENT OPTIONS:

Standard:
Anti-ship mode: 1BD* hits, 1 dmg/hit
PD mode: 1 BD* hits

Interceptor:
Anti-ship mode: None
PD mode: 1 BD+1* hits

Attack:
Anti-ship mode: 1BD+1* hits, 1 dmg/hit
PD mode: 1 BD-2* hits

Torpedo:
Anti-ship mode: Roll 1D6: '1'-'3' = miss, '4'-'6' = 1 hit, scores damage
equal to the to-hit die roll
PD mode: 1 BD-2* hits

TARGET DRMs FOR ANTI-FIGHTER AND -ORDNANCE FIRE:

Normal fighters, Heavy Missiles:
vs Anti-ship mode fire: - Evasive Maneouvers
vs PD-mode fire: None

Heavy fighter:
vs Anti-ship mode fire: - Evasive Maneouvers
vs PD-mode fire: -1

Salvo Missile Salvoes:
vs Anti-ship mode fire: -3
vs PD-mode fire: None

Plasma Bolts:
vs Anti-ship mode fire: -3
vs PD-mode fire: -1

***
Comments and observations:

First, a reminder: these rules are an UNOFFICIAL BETA LIMITED PUBLIC
RELEASE

This proposal completely changes the nature of Full Thrust fighter
operations. Instead of having large numbers of fighters smash any enemy
who
hasn't massed enough ADFC-guided PDS with virtual impunity and any
number
of fighters dying like flies if the enemy *has* massed enough ADFC and
PDS,
fighters now become vulnerable to anti-ship weapons as well unless they
spend combat endurance on evasive manoeuvres - which severely reduces
the
amount of combat endurance the fighters can spend on *shooting*. Under
this
proposal you're unlikely to see fighters being able to attack a target
for
more than two turns in a row before they have to return to their
carriers
to refuel (unlike the FB1/2 situation, where they could potentially
attack
things for up to six turns in a row)... and while the fighters are
re-fueling, the carriers are vulnerable to the enemy's counter-attack.

With the fighters vulnerable to anti-ship weapons as well as PD ones,
the
defending ships don't need to mass as many ADFC-guided PDSs in order to
survive. Sure, the fighters will still be very vulnerable to a fleet
which
*does* bring this heavy point defences, but that PD-heavy fleet will be
at
a disadvantage against fleets with weaker PD suites (and more anti-ship
weapons) which still are able to take on a fighter swarm (and its
carriers)
with a reasonable chance of success. (Under the FT2/FB1 rules the
PD-heavy fleets are also at a disadvantage against fleets with less PD,
but
the PD-weak fleets were totally wiped out by massed fighters - kind of
"paper, rock, sub-machinegun", whereas these fighter rules give a more
"paper, rock, scissors"-ish situation)

Being vulnerable to anti-ship weapons also means that the fighters need
to
take enemy arcs of fire into account. Good fighter manoeuvring (using
secondary moves, usually to get into the target's (A) arc or similar)
can
often reduce the amount of fire the fighters take considerably;
similarly
the fighters can no longer afford to ignore enemy light ships, so good
defensive ship tactics - eg. use of manoeuvrable escorts to protect the
rear arcs of the capitals - can have a significant impact. Coordinating
fighter strikes with ship attacks can also pay off quite handsomely.
This
closely resembles most examples of fighter/ship operations seen in
contemporary SF movies, shows and literature.

Heavy Fighters become quite a bit tougher against PD-mode fire (their -1
target DRM is equivalent to level-2 screens) in order to compensate them
for being just as vulnerable to AS-mode as normal fighters are. Their
cost
remains unchanged (+2 pts per fighter).

Plasma Bolts used to have their own special set of rules for how
weapons could shoot at them; now they don't. This makes them a fair bit
easier to shoot down; this is both a reaction to all those players who
have
complained that they are too difficult to shoot down under the FB2 rules
and a way of simplifying the rules.

Scatterguns are toned down a lot against fighters (going from 1D6 vs
standard fighters and 1D3 vs Heavies to 1D3 vs standards and 1D3-1 vs
heavies), but they are more or less unchanged against missiles (where
they
usually scored a lot of overkills anyway) and slightly improved against
Plasma Bolts (where they go from 1BD to 1D3-1). They have lost their
inherent ADFC capability, which was quite a bit over the top - they can
of
course still be used for area defence, but they need FCS guidance to do
so.

K-guns (and P-torps) become surprisingly effective anti-fighter weapons.
In
the tests so far this has pretty much compensated the FB2 Kra'Vak
designs
for the reduced power of their scatterguns.

The entire dogfight rules complex is GONE. All that remains of them is
the
bit about "each fighter in a single group may fire at a different
fighter/ordnance target". Much simpler that way, much less confusion,
and
it works just as well, although you can no longer force an enemy fighter
group to stay and fight, and you don't get any "parting shots" when it
leaves, it usually isn't a problem to catch the enemy fighters - one
side
or the other will usually want to attack the enemy ships, and when they
do
so they will get close enough for the other side's fighters to attack!

Similarly the fighter morale rules are GONE. They were always dubious
from
a PSB point of view (why would robotic fighters be scared of being
destroyed?), and with the above proposal they're also unnecessary.

***
Quick summary:

Fighters/ordnance are attacking firing ship:
* PD-mode fire: no FCS needed, (A) arc restrictions do not apply, ignore
evasion
* Anti-ship mode fire: 1 FCS per fighter/ordnance marker, (A) arc
restrictions and evasion apply

Fighters are attacking other ship nearby:
* Each ADFC allows PD-mode fire against any number of fighter/ordnance
attacking ONE other ship within 6mu (even if the fighter/ordnance
markers
are outside the normal range of the firing ship's PD-mode weapons fire)
* If no ADFC, PD-mode fire requires 1 FCS per fighter/ordnance marker
attacked, ignoring evasion (as if the fighters were not attacking
anything)
* Anti-ship mode fire: 1 FCS per fighter/ordnance marker, (A) arc
restrictions and evasion apply

Fighters are not attacking anything:
* PD-mode fire: Requires 1 FCS per fighter/ordnance marker, ignoring
evasion
* Anti-ship mode fire: Requires 1 FCS per fighter/ordnance, (A) arc
restrictions and evasion apply

And yes, the 1 FCS per fighter/ordnance marker can be shared between
weapons firing in PD-mode and those firing in anti-ship mode.

Note that PD weapons may engage fighter/ordnance targets with AS mode
fire
(in which case they are degraded by the target's Evasive Manoeuvres)
instead of PD mode fire if they want to. (Reasons to want to use AS mode
fire are eg. that the fighters/ordnance is outside the weapon's PD mode
range, or that it doesn't evade enough to make PD mode fire more
effective.) PD-mode fire is ineffective against ships.

(*) I count the SV Interceptor Pod as the Pod Launcher's PD-mode rather
than as a weapon type in its own right. Currently, the known Pod
Launcher
anti-ship modes are the Lance and Leech pod types.

So, summarizing the summary:
- PD-mode fire always ignores evasion
- PD-mode fire does not require FCS if the fighters/ordnance are
attacking
the ship, or attacking a nearby ship covered by the ship's ADFC
- In all other cases, PD-mode fire requires 1 FCS per fighter/ordnance
marker engaged
- Anti-ship mode fire against fighters/ordnance always require 1 FCS per
fighter/ordnance marker engaged, and is always subject to (A) arc
restrictions and evasion.

Bizarre Lag Phenomena	    (Why it is sometimes hard to communicate
with
Noam Raphael Izenberg)

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