From: Jared Hilal <jlhilal@y...>
Date: Thu, 5 May 2005 05:04:41 -0700 (PDT)
Subject: Fighter Rules - Fighter Attacks
Part 3: Fighter Attacks PREMISE I prefer the original description of the PSB of fighter attacks from FT: that they are shooting at range. The alternate view, that they make an "attack run" has a lot of problems with it. In particular, the following questions arise with the attack run view: "Why do I have to return to the same place that I started from, rather than reform someplace else?" "If I can move 6mu, attack a ship and return 6mu, why can't I move 9mu, attack, and regroup 3mu, or vice-verse" "If I can make a [FB] 12mu secondary move and then a 12mu round-trip attack run, why can't I make 2 12mu secondary moves and no attack run?" FIGHTER ATTACKS: RANGED FIRE From the oringinal FT view, fighters are effectively small, mobile batteries that zip around and shoot things. Keep this view, but make the following change: Instead of treating each fighter as a battery with a single 6mu range band and a Fighter Group as a collection of those small batteries, treat each Fighter Group as a single cumulative battery of a class equal to the number of fighters remaining in the Group. Fighter Groups do their full number of damage dice (depending upon the number of fighters in the Group) only within the first range band. For each full range band of distance between the fighters and the target, decrease the number of dice rolled by one. This is exactly the same as for shipboard batteries. When attacking other Fighters, a Fighter Groups range bands are 2mu. Thus, for every full 2mu between groups, reduce the number of damage dice rolled by one die. When attacking a ship, a Fighter Groups range bands are also 2mu. Thus, for every full 2mu between the target ship and the Fighter Group, reduce the number of damage dice rolled by one die. When attacking ordnance, a Fighter Groups range bands are also 2mu. Thus, for every full 2mu between the ordnance marker and the Fighter Group, reduce the number of damage dice rolled by one die. PSB: A ship is a much larger target than another Fighter, but the small weapons carried by Fighters do not have the power to do significant damage to a ship at long ranges. Ordnance, such as missiles, PBs, etc. are smaller than fighters, but do not evade like fighters. Examples: A full strength fighter group (6) rolls 6 dice at 0-2mu, 5 dice at 2-4mu, 4 dice at 4-6mu, 3 dice at 6-8mu, 2 dice at 8-10mu, and 1 die at 10-12mu. A fighter group with 4 fighters remaining would roll 4 dice from 0-2mu, 3 dice at 2-4mu, 2 dice at 4-6mu, 1 die at 6-8mu, and no dice beyond 8mu. Fighter attack dice are scored as beam dice. (GZG-setting special rule: kinetic weaponry of KV fighters ignore screens) While this does give some fighter groups an extended range, they have to get really close to be fully effective. See also the PDS rules before ripping the extended range. This also partly mitigate the advantages of small fighter groups by limiting their range compared to larger fighter groups. FIGHTER ATTACKS: CLOSE ATTACKS When a Fighter Group is actually in contact with the center post of a ship model (or in contact with the center of the target ships counter), then it is said to be at point blank range. At point blank range, Fighters may choose to attempt to destroy specific systems in the same manner as Needle Batteries. The Fighter Group may declare that it is attacking a specific target (such as engines, weapon batteries, torpedo launchers, etc.). The attacks are then carried out as normal Fighter attacks, except that for each 6 that is rolled, instead of a penetrating re-roll, the system named is damaged exactly as if it had been hit by a Needle Battery attack. All of the fighters in a group have to have a single type of attack, either general damage or specific systems. Only "surface systems" are eligible to be targeted. Systems immune to Needle attacks are also immune to fighter close attacks. FIGHTER ATTACKS: ANTI-ORDNANCE FIRE Fighters may attack ordnance. The fighters roll a number of dice as indicated above. Effectiveness of the fire is as described in the FBs. Fighters that make close attacks against ordnance may add a +1 DRm to their rolls. Fighters that make long-range attacks against ordnance are not subject to the FB "killed missiles kill attacking fighters" rule, but those that make close attacks are subjet to this rule. FIGHTER ATTACKS: DOGFIGHTS AND FURBALLS Dogfights/furballs are unchanged except for the ability of dogfighting fighters to tie up larger formations. When an escorting fighter group intercepts fighters making a close attack or attempting to dogfight a charge, they secretly decide whether to "pursue to destroy" or drive off". The intercepted group then decides whether to fight or continue with the attack. The Pursue/Drive-off intention is then revealed. Groups that Pursue may block no more than twice their own number of opposing fighters, the rest continue with their attacks. Groups that Drive-off roll d6 for each fighter in the group and drive off 1 fighter for each 1,2, or 3, and 2 fighters for each 4, 5, or 6, with rerolls on 6's. Fighters that are "Driven-off" must break off their declared attacks, but may make dogfight attacks against the intercepting fighters. Remaining fighters continue their attacks. COMBAT ATTACK FACTORS (CAF) These rules assume that the discussed fighter attacks are unlimited. If you want to limit the number of standard attacks that fighters may make, then we need Attack Factors. Each CAF represents the ability to make 1 standard attack, either ranged fire, close-attacks/dogfighting, or attacks against ordnance. ORDNANCE FACTORS (OF) Ordnance factors are used to represent ordnance attacks above and beyond a fighter's standard attacks. 1 OF represents the ability to make 1 ordnance attack. Fighters can be equipped with various sized racks rated by Hardpoints. Various types of ordnace take up differing numbers of HP per OF. 1-HP rack for X points 3-HP rack for Y points 6-HP rack for Z points TYPES OF ORDNANCE FIGHTER MISSILES - represent small missiles that may be used against fighters, ships, or ordnance. 1 OF per HP. Each OF of fighter missiles rolls dice and scores damage as a submunition pack. FIGHTER TORPEDOES - represent P-Torps carried by fighters. Roll to hit as for PTs; i.e. 2+ in 1st RB, 3+ in 2nd RB, etc. Torpedoes launched in close attacks hit on a 1+, destroying targeted systems on a 6. Standard Range = 2mu RBs Extended Range = 3mu RBs Long Range = 4mu RBs Extended Long Range = 6mu RBs Standard Warhead = 1d6 damage Light Warhead = 1d3 damage Mini Warhead = 1 point damage SR/SW = 2 OF per 3 HP ER/SW = 1 OF per 2 HP LR/SW = 1 OF per 3 HP ELR/SW = 1 OF per 6 HP