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[LONG] Unified Fighter Proposal UFP Lite

From: "Laserlight" <laserlight@q...>
Date: Tue, 26 Apr 2005 18:52:37 -0400
Subject: [LONG] Unified Fighter Proposal UFP Lite

This is my unsanctioned, highly condensed version of the beta version
UFP.  For the more complete version, see the link Roger posted earlier
today.	The tables at the end are ugly, but hopefully they're
intelligible--it looks a lot better as an RTF document.  This is beta
test only, not to be taken as official--do not forward it to
non-list-members or publish it.  Copyright 2004 by Jon Tuffley.  Any
errors and omissions are the fault of the black sheep which is staring
at me.

 Turn Sequence
1. Write orders
2. Roll for initiative
3. Move fighters/missiles (Primary). Beginning with the player who
lost initiative, alternate moving one Fighter Group/Heavy Missile at a
time for their primary move distance.  Heavy Missiles pay one CEF for
a primary move; fighters do not.
    · Instead of moving, fighters within 3 mu of any ship-friendly or
enemy-may declare that they are screening that ship.  They move in
Phase 5 with their screened ship, rather than in Phase 3.
    · Instead of moving, fighters within 3 mu of a friendly fighter
group may declare that they are escorting that group.  They move when
their escorted group moves, and must remain in base-to-base contact
with it.
4. Launch.  Beginning with the player who lost initiative, alternate
launching a ship's fighter groups/ordnance markers.  Fighters are
placed in base-to-base contact with their carrier and may screen it.
Missiles are placed in accordance with their range and arc limits.
Heavy Missiles count this as a Primary Move and pay one CEF.
5. Move ships.	Screening fighters move with their ship and may end at
any position within 3 mu of it.
6. Move fighters/heavy missiles (Secondary). Beginning with the player
who lost initiative, alternate moving any fighter groups or heavy
missiles which wish to pay one CEF for an optional secondary move.
7. Declare fighter/ordnance Attacks. Fighter groups/ordnance markers
declare evasive maneuvers and attacks against enemy ships.
    a. Fighters and heavy missiles may pay any remaining CEF points
for evasive maneuvers, with a benefit of -1 DRM per CEF.  Salvo
missiles, plasma bolts and AMTs automatically gain a -3 DRM.
    b. Fighter groups may pay 1 CEF and declare an attack against any
ship within 6 mu.
    c. Missiles within 6 mu of an enemy ship must declare an attack
against the closest enemy ship.
    d. Plasma Bolts must declare an attack against all ships (friendly
and enemy) within 6mu; AMTs must declare an attack against all ships
within 3 mu.
8. Resolve ship attacks.  Beginning with the player who won
initiative, alternate firing one ship at a time, including that ship's
anti-fighter /ordnance fire.  All fire from that ship must be declared
before any is evaluated. See Ship Fire.
9. Resolve fighter/ordnance attacks:
    a. Fighter-vs-fighter/ordnance attacks: Beginning with the player
who won initiative, those fighter groups that did not declare attacks
in phase 7 may fire at enemy fighter groups and ordnance markers.
Each individual fighter may fire at a separate target.	They may not
fire at ships.
    b. Fighter-vs-ship attacks:
	· Those fighter groups which did declare attacks in phase 7
now execute those attacks.
	· If its target ship has been destroyed or if it wishes to for
any other reason, a fighter group may abort its anti-ship attack. It
does not regain the CEF it spent and it may not attack another ship
target.  It may attack another fighter/ordnance target.
    c. Surviving Plasma Bolts and AMTs detonate.
    d. Surviving missiles attack.
10. End Turn. Carry out turn end actions: attempt ship repairs, remove
markers, etc.

Ship Fire

 A weapon firing in Anti-Ship mode always requires a FCS devoted to
the target, and may not fire into the Aft arc if the ship used Main
Drive thrust this turn. If the weapon has a target within range and
arc, it may attack a ship or a fighter group/ordnance marker.  The
target's Evasive Maneuver DRM applies to the initial To-Hit roll. Each
hit destroys one fighter, one missile, or one strength level of a
Plasma Bolt or AMT.
 Point Defense mode fire is never limited by Aft arc restriction and
does not always  require a FCS.  The target's Evasive Maneuver DRM
does not affect Point Defense mode fire; however, Heavy Fighters,
Plasma Bolts and AMTs have a -1 DRM. Each HIT destroys one fighter,
missile, or strength level of a Plasma Bolt or AMT.  If the weapon has
a target within arc and Point Defense mode range, it may attack:
    · a fighter group or ordnance marker attacking the ship, without
using a FCS.
    · a fighter group / ordnance which is not attacking the firing
ship.  A FCS must be dedicated to attack the target; that FCS may also
direct Anti-Ship mode fire from other weapons against that target.
A weapon firing in Point Defense mode cannot damage a ship, as the
fire is too scattered and low-powered to affect a full-sized vessel.
 If the firing ship has an ADFC devoted to covering a friendly ship,
any weapon with a Point Defense mode may fire against a fighter group
or ordnance marker which is attacking the covered ship. The target
must be within arc but does not need to be within its usual Point
Defense mode range.  Kra'Vak scatterguns and Sa'Vasku interceptor pods
may not use ADFC guidance.

Escorting

A fighter group being escorted by another fighter group may not be
attacked by enemy fighters unless one of the following applies:
    · either the escorting group or the escorted 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 accepts 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.

Weapons

Anti-Ship Mode--apply Evasive Maneuver DRM
Weapon	     Range   To Hit		  Dmg/hit
PDS		6mu	 Beam die-2*	 1
Beam 1	      12mu     Beam die*	1
K1 gun	       30mu	K gun		   K gun
Scattergun    6mu	Beam die	 1
Pulser	       (varies)    Beam die	    1
Spicules, Interceptor pods:  no anti-ship mode

Point Defense Mode--no Evasive Maneuver DRM
Weapon		 Range	 To Hit 	      Dmg/hit
PDS		   6mu	     Beam Die*	       1
Beam 1		  6mu	    Beam Die -1*    1
K1 gun		  6mu	     Beam Die -1     1
Scattergun	  6mu	   1d3			  1
Pulser		     6mu      Beam Die* 	1
Spicules	    6mu      Beam Die*	       1
Interceptor Pods12mu   1d6		      1
Weapons not listed have no Point Defense mode, but may use Anti-Ship
mode to fire on fighters/ordnance.

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