From: John Leary <john_t_leary@y...>
Date: Tue, 5 Jun 2001 20:26:35 -0700 (PDT)
Subject: [FT] JTLs Genre fighters. Incomplete.
Greetings all, I have been thinking of doing a cross genre game, using FT, Bab
5, Startrek, and Starwars. To try to deal with the fighters in a way that is
(reasonably) consistent with the 'on screen'
results does require one to bend/fudge, and if
necessary mangle/break the FT rules to reach the
desired result.
(Note: I stated this some time ago and life has caught up with me. Not much
time for
games right now. The star wars fighters
were numerically tested in the death star combat and worked out almost
perfectly. I did not work out point values yet.)
What follows are a collection of UNTESTED concepts designed to make the
combats 'come out right', fair has nothing to do with this effort. (Note:
Endurance is stated in FT2 terms, double stated number for FTFB.)
STARWARS:
Tie fighters - Non-FTL, lacks endurance, weapons.
The game effect: All squadrons are considered Green (turkey), and only throw 5
dice. All tie fighters only hit ANY target on a six, and only do one damage
reguardless of any other factors. Key: Green, 3 endurance, requires a 6 to hit
Tie interceptors - Non-FTL, Lacks range/less endurance
than tie fighters, improved number of weapons. The game effect: All squadrons
are considered green (turkey), and only throw 5 dice. All tie interceptors
only hit any unshielded fighter target on a 5 or a 6, and only do one damage
reguardless of any other factors. Interceptors require a 6 if attacking any
ship. Tie interceptors have 2 turns of endurance. Tie fighters are only
available in very limited numbers and only if a VIP is in the command ship.
Key: Green, 2 endurance, 5 or 6 vs unshielded fighter and 6 vs ship.
Tie bombers - Non-FTL, Lacks endurance, weapons.
The game effect: All squadrons are considered green (turkey), and only throw 5
dice. Tie bonbers shoot at fighters and ships per the normal rules,
I.E. they need a 6 to hit. Bombing attacks are
made per submunition pack rules, three attack dice are carried per bomber and
are used one dice per turn in attack runs. Key: Green, 3 endurance, 6 to hit
fighters and
3 x 1 die bombing runs w/submunition
to hit rules
Naboo starfighter - Non-FTL, limited range/endurance,
weapons. All Naboo starfighters only hit any unshielded fighter target on a 5
or a 6, and only do one damage reguardless of any other factors. Naboo
starfighter require a 6 if attacking any ship, but carries a missile that does
(1D3) damage and hits using the submunition rules. Key: Normal, 3 endurance, 5
or 6 to hit fighters and 6 to hit ships, also has a 1D3 damage missile.
Trade Federation Droid fighters - Limited range
endurange, normal weapons The game effect: All squadrons are considered green
(turkey), and only throw 5 dice. Droid fighters are limited standard fighters,
I.E. a 6 does only 1 point of damage to fighters or ships. Key: Green, 3
endurance, a 6 does not cause 2 damage.
X-wing starfighter - FTL, long range, screened,
Heavy, Attack, heavy weapons.
The X-wing is a combination fighter; FTL, long
range, Heavy and attack ability. The game effect: All squadrons are considered
aces, and throw 7 dice. All X wings are
Heavy/Long range/attack fighters with FTL
capability. The missile attack is carried
out as a submunitions attack and each of the two missiles does 1D3 damage to
the target. The four large cannons do 2 points of hull damage to any ship
target that they hit The ability to 'Double shield' requires attacking
fighters to score 2 hits to kill each fighter. Key: Aces, 5 endurance, 2 1D3
missiles, 2 hull
ship hits, 2 hits to kill the X-wing.
Y-wing -FTL, Standard, Screened, Heavy, Attack,
Ion weapons.
The Y-wing is a combination fighter; FTL,
Standard range, Heavy and attack ability. The game effect: All squadrons are
considered
aces, and throw 7 dice. All Y wings are
Heavy/Standard range/attack fighters with FTL
capability. The Ion cannon defence is used
to neutralize attacking fighters by removing the ability to attack (I.E.
Dice), before the
Y-wing is attacked, the Y-wing defender rolls
the Ion guns with normal to hit (screens count), each hit removes 1 attack
dice for that combat. The missile attack is carried out as a submunitions
attack and each of the two missiles does 1D3 damage to the target.
The Y-wing may fire 2 missiles per turn
for three turns. The ability to 'Double shield' requires attacking fighters to
score 2 hits to kill each fighter. Key: Aces, 3 endurance, 2 1D3 missiles per
turn,
Ion defence, 2 hits to kill the Y-wing.
A-wing - An FTL capable standard fighter.
STARTREK:
Little information is currently available for the fighters, I suggest using
the standard FT types.
BATTLESTAR GALLICTIA
Colonial Viper - Treat ALL as aces, long range.
Cylon Raider - Treat this the same as a Tie fighter.
BABYLON 5:
E.A. Starfury - Non-FTL, Heavy, Standard,
E.A. Thunderbolt - Non-FTL, Heavy, Attack,
The missile attack is carried out as a submunitions attack and each of the two
missiles does 1D3 damage to the target. The Thunderbolt fires 2 missiles per
turn for three turns.
Mimbari Nail - Non-FTL, Fast, Interceptor, Attack,
Long range. The Nial fires first in any fighter combat, except against the
first ones which are resolved normally.
Warrior caste Sq. are Aces. Priest caste Sq are
Standard. Worker caste Sq. are Green (turkey).
Narn Frazi - Non-FTL, Standard, Long range.
Centari - Non-FTL, Standard, Fast.
Bye for now,