[FT] Fighter customization

5 posts ยท Jun 14 2000 to Jun 15 2000

From: Tom McCarthy <tmcarth@f...>

Date: Wed, 14 Jun 2000 16:27:39 -0400

Subject: [FT] Fighter customization

For genre purposes, I've been playing with characteristics that would create
very good or very bad fighters. I've not playtested them for balance; it's all
gut feel at this point.

Characteristics either increase or decrease the cost of the squadron, but
squadron costs can't drop below 0 (and you've still got to pay MASS and points
for that fighter bay).

Standard fighters cost 18 points for a flight of 6.

Fast - +50% distance on move and secondary move (+6 pts / flight)
Slow - -20% distance on move and secondary move (-3 pts / flight)
Very Slow - -50% distance on move and secondary move (-6 pts / flight)
Escort only - On any turn, must be escorting a friendly ship.  May only
hop
12" from one ship to another. (-12 pts / flight)
Moves as ship - Group maintains a heading & velocity like a ship with
thrust 18, but burns 1 combat endurance factor (CEF) each time it exerts
thrust 6
or greater (-9 pts /flight)
Agile - +50% distance on secondary move (+3 / flight)
Poor sensors / awkward - -50% distance on secondary move (-3 pts /
flight)
Clumsy - No secondary move (-9 pts / flight)
Long range - +50% CEFs (+6 pts / flight)
Short range - -50% CEFs (-6 pts / flight)
Defensive flying - May trade dogfight kills 1 for 1 to cancel up to half
(rounded down) the enemy dogfight kills (+6 pts /flight)
Dogfight bonus - +1 to dogfight rolls (Limit 2); rerolls only on a
natural 6
(+9 pts / flight)
Dogfight penalty - -1 to dogfight rolls (-3 pts / flight)
Horrible dogfighters - Kill one enemy fighter or missile on a 6, no
rerolls
(-6 pts / flight)
Strike bonus - +1 to all attack rolls against ships (limit 2); rerolls
only
on a natural 6 (+12 pts / flight)
Strike penalty - -1 to all attack rolls against ships (-3 pts / flight)
Horrible strike weapons - Do one damage to ships on a 6, no rerolls (-6
pts
/ flight)
No strike weaponry - Cannot damage ships (-9 pts / flight)
Anti-ship torpedoes - Fighters exchange fighter weaponry for one shot
anti-ship weaponry which hits on a 4+ and does D6 damage, ignores
screens
(+24 pts / flight)
Fighter weaponry which ignores screens (+6 pts / flight)
Needle weapons - Fighters exchange fighter weaponry for needle beams
(+12
pts / flight)
Ace in group - +1 bonus to morale rolls, +1 die or 1 directed attack /
needle attack (+6 pts / flight)
Turkey group - -1 penalty to morale, bug out after 2 failed checks, -1
dogfight penalty (-6 pts / flight)
Assault capable - Can fight a boarding action with one crew factor per
fighter (limit 2) (+3 pts / flight)
Heavy or Stealthy - Better survivability as per rulebook for heavy
(ignores
4's on standard PDS, half damage from scatterguns, etc.) (+12 pts /
flight)
Tailgunner - +50% more dice for dogfights and strikes (+50% to total
cost)
Fearless - Pass all morale tests (+18 pts / flight)
Brave Leader - +1 bonus to all morale checks (+3 pts / flight)
Cowards - +1 penalty to all morale checks; bug out after 2 failures (-3
pts
/ flight)
All around fire - 360 attack arcs (+3 pts / flight, or +0 if all
fighters in genre have it)
Mecha clamp - At the end of an attack, may attach to hull of target and
continue to attack without being subject to further PDS attacks. Attacks may
be as normal, or needle attacks. All fighters lost if ship explodes due
to core explosion, fighters suffer weak PDS-like effects if ship shot at
(lose one for each 1 rolled by attacker).

Example

Anime mecha - Very slow, agile, dogfighting bonus, mecha clamp, all
around
fire, assault capable (36 pts / flight)
Good dogfighters who lack the acceleration to outmaneouvre fixed wing fighters
in open space, mechs have the ability to attach themselves to the hull of the
enemy for a sustained attack or to tear open the hull and go inside. It's not
unusual to see these groups have an ace in the group (42 pts total)

From: Aron_Clark@d...

Date: Wed, 14 Jun 2000 14:17:57 -0700

Subject: Re: [FT] Fighter customization

> Tom M wrote:

> For genre purposes, I've been playing with characteristics that would
it's
> all gut feel at this point.

<snip>

I like your ideas here, I'll have to place these in my FT archive so I can
give them whirl when I have some time. One comment regarding those fighters
with
> ship weapons (needle beams & Torpedoes). You wrote:

> Anti-ship torpedoes - Fighters exchange fighter weaponry for one shot

I assume that this is one shot only for the entire flight. Say a flight of 6
Needle Weapon fighters attack a ship, they may opt to use either standard
weaponry or concentrate for "one" needle beam shot. Have I understood you
correctly?

If not, a potential of 6 needle beams fired from one flight is far more cost
effective than +12 points.  Finally, I've also assumed that this
non-standard
fighter weaponry is confined to fighter engagement ranges. Thanks for posting
these options.

From: Mark Harvey <mark@b...>

Date: Wed, 14 Jun 2000 14:45:13 -0700

Subject: RE: [FT] Fighter customization

Tom, I also had worked out a fighter customization formula. Mine had mostly
just common items involved, I liked some of your extra options, such as Mecha
Clamps. Here is the formula I have been using, its goal was to make sure that
if you built the specialized fighter types listed in the rule books, they
would come out to the same cost. The one difference though is that some types
such as Interceptors, can still attack ships, they are just extremely bad at
it. Cost is per fighter, not Squadron:

Base Cost = 1

Speed	Cost			Endurance    Cost
==========		    ===============
12 0 3 0
24         +1                           6              +1
36         +2                           9              +2

Dogfight Bonus	  Cost		   AntiShip Bonus   Cost
=================	    ==================
-2                         -2                        -2               -2
-1                         -1                        -1               -1
0                          0                         0                0
+1                        +2                       +1              +3
+2                        +4                       +2              +6

Armor Level Cost
================
none 0
as Screen lv1      +2
as Screen lv2      +4

Torps = +3
Enhanced Sensors = +2
Cargo Space = +1 per space (plus 1 mass per space)

Add these modifiers to the base of 1, if the total is less than 1, then the
cost is 1 (ie minimum value of 1). Comments? Does this seem balanced?

-Mark

> -----Original Message-----
Attacks
> may be as normal, or needle attacks. All fighters lost if ship

From: Laserlight <laserlight@q...>

Date: Wed, 14 Jun 2000 18:25:36 -0400

Subject: Re: [FT] Fighter customization

> Tom, I also had worked out a fighter customization formula.

Jared Noble also worked out "modular fighter" costs. If no one has it on a web
site and no one finds it on the archives, I'll dig it out and post it.

From: Christopher Congdon <codo-1@m...>

Date: Wed, 14 Jun 2000 21:14:54 -0500

Subject: RE: [FT] Fighter customization

I must agree here. I've got a copy of Jared's rules as well. I really like
them.

The only issue is that the latest copy of his I had gotten did not reflect the
change in points given to fast and long-range fighters. Other than that,
they are a great set of fighter customization rules. The way they're set up
also are nice for campaign rules that involve Tech Levels...

Chris

[quoted original message omitted]