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[FT] Unlimited Endurance Fighters

From: Charles Taylor <nerik@m...>
Date: Fri, 12 Mar 2004 21:45:19 GMT
Subject: [FT] Unlimited Endurance Fighters

IIRC this was mentioned during the recent fighter discussions, but I
cannot find where.

It might be worth including in FT III and optional set of fighter rules
for settings like Star Wars, Babylon 5, Farscape etc. where there are
lots of fighters, and the fighters do not have a noticeably limited
combat endurance.

These are two proposals:

Unlimited Endurance Fighters
============================

One simple idea I've considered would be to ignore the concept of
endurance and to streamline the resolution of combat, thus:

1) Fighters move before ships (no secondary moves) (but maybe _after_
placed marker weapons?)
2) Fighter groups are treated as ships for initiative/activation
purposes
3) Anti-ship weapons can target fighters as in the proposed new fighter
rules. (no evasion) Non-PDS weapons need 1 FC per fighter group.

1) makes fighters harder to use, but this is mitigated by the unlimited
endurance and the ability to make 'remora' or 'screening' moves.
2) means that no more than one fighter group attacks at a time.
3) means that fighters are easy to kill (maybe too easy - maybe give
them one 'free' DRM?)

The costs of fighters will probably need adjusting (and long range
fighters are redundant) This probably doesn't work to well with KV
fighters, but these rules are not intended for the tufflyverse.

Small/Weak Fighters
===================

Fighers are less effective vs. ships than in standard Full Thrust,

Roll 1d6 for each group to determine the number that hit (-1 per dead
fighter in the group, c.f. Salvo Missiles, also reduce by the screen
level), each hit inflicts 1DP. Attack fighters add +1 to the dice roll,
torpedo fighters inflict 1d6 per hit, KV fighters ignore screens.

With this very large numbers of fighter groups should be manageable.

Fighter hangers consume less MASS than in standard Full Thrust (say 3
per group), again, fighter costs should be adjusted.

What does anyone think of these, and anyone have any idea what these
would do to the fighter costs?

I am working on writing up the Farscape ships for Full Thrust, and I
would like to use the above system to model the swarms of long-range
fighters seen on the show.

Charles

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