[FT] Multimode fighters

4 posts ยท Jan 31 2002 to Feb 4 2002

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Thu, 31 Jan 2002 13:27:04 +0100 (MET)

Subject: Re: [FT] Multimode fighters

Roger Burton West schrieb:
> Here's my transforming fighter proposal... I'd love to

Nice idea. To St.Jon: Will there be fighters minis in different modes?

Greetings

From: Charles Taylor <charles.taylor@c...>

Date: Thu, 31 Jan 2002 22:20:49 GMT

Subject: Re: [FT] Multimode fighters

In message <1012479943.3c5937c7e3847@webmail.t-online.de>
> KH.Ranitzsch@t-online.de wrote:

> Roger Burton West schrieb:
Well, there is already a set of 'mecha fighters' (giant robots the size of FT
fighters) as part of the GF range, so I don't see why not (could use a
suitable FT fighter {your choice} for fighter mode, and these
thinks for B mode - so St^3 Jon only has to do the G mode).

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Mon, 4 Feb 2002 10:47:24 +1100

Subject: RE: [FT] Multimode fighters

On Sunday, February 03, 2002 2:35 PM, Glenn M Wilson
> [SMTP:triphibious@juno.com] wrote:
would
> be different but for all other surface weaponry:

This can be simplified down more to comply with regular PDS rules.

Ideas from last few posts:
***
Variable Fighters (or De-construction Fighters):
Mass: 1 each
Cost: 7 each (3 base +0+0 Interceptor +0+1 Standard +1+2 Attack)

During Fighter Movement, the player must declare what mode the fighter is in
for the rest of the turn *before it is moved*. If it is not declared, it is
presumed to be in F-mode (Interceptor).

F-mode: acts as Interceptor; 24 MU movement
G-mode: acts as Standard Fighter; 18 MU movement
B-mode: acts as Attack Fighter + special; 12 MU movement
All modes use standard 12 MU secondary movement for one endurance.

During PDS/fighter resolution PDS is allocated as normal and follows
normal rules.

When in B-mode, the squadron can forego their normal attacks to act as
DCPs
(De-Construction Parties).  After surviving PDS, each fighter is
allocated
to a non-core system and rolls using DCP rules (1 fighter = 6, 2
fighters =
5+, 3 fighters = 4+).  If the DCP roll is successful, that system is
disabled as if it had failed a threshold check (note this damage is
repairable, unlike needlebeams). A system cannot be targetted more than once
per turn regardless of the
number of attacking B-mode fighters.

From: Jaime Tiampo <fugu@s...>

Date: Sun, 03 Feb 2002 18:46:47 -0800

Subject: Re: [FT] Multimode fighters

> "Robertson, Brendan" wrote:

> This can be simplified down more to comply with regular PDS rules.

hmnm.. I like the simplicity of this system, but I'd make a few modifications.

I wouldn't allow repairs. The attack already does no damage besides the needle
attack, leave it unrepairable.

I also liked the idea of the fighters landing on the hull, but I think any
rules for that would get to complicated so probably best to leave it out.