Here's my transforming fighter proposal... I'd love to know how much you
think they should cost. At _least_ 7 per fighter (42 per group), and I
think 8 could be justified. (Why "multimode" instead of "transformable"? Well,
we already have a fighter type beginning with "T"...)
The Multimode fighter (also known as the transformable fighter, or V*rit*ch)
is a new fighter type fielded, to date, only by the IJN. Some capability is
sacrificed to squeeze in the transforming mechanisms, and pilot training
requirements are extreme, but the result is a very
versatile platform primarily intended for the anti-ship role.
The fighter has three modes: Fighter, Gerwalk and Battroid. It is not possible
to change directly between F and B modes; one intermediate turn must be spent
in G mode. A mode change must be plotted at the same time as ship movement,
and takes effect immediately (before fighter movement); it is assumed that the
entire fighter group changes mode simultaneously. Mode changes do not consume
CEF. However, multimode fighters may only be launched from ships in their F
mode (thus using conventional hangar bays).
In F mode: Standard move is 24", secondary move 12". May attack small
targets (fighters, missiles, plasma bolts) normally, but suffer a -1
die roll modifier to attacks on ships.
In G mode: Standard move is 18", secondary move 9". Attacks small
targets at -1 to the die roll, normal anti-ship attack.
In B mode: Standard move is 12", secondary move 6". Attacks small
targets as attack fighters (kill only on a 6); anti-ship attack is
special.
B-mode fighters may swarm an enemy ship, concentrating fire on exposed
systems at much shorter ranges than is usually possible. The fighter
group must close to contact with the enemy ship - all PDS gets a +1
bonus against these slow-moving targets - and may then deploy a
needle-beam-style attack: each surviving fighter gets one attack, which
kills an enemy system on a roll of 6 but otherwise does no damage. (Core
systems, screen generators and the FTL drive may not be targeted, as they do
not have sufficient exposed surface features.) More than one fighter may
attack a single system target, but all system targets must be designated
before attack resolution begins.
A B-mode fighter group which has successfully made an attack may remain
with the ship it has just attacked (moving as if it were a screening group in
contact with the ship), and is not susceptible to attacks from
fighters or from ADFC-linked PDS while it does so (the battroids are in
physical contact with the surface of the ship). However, PDS mounted on
the target ship, including beam-1s, fire at +2. The group must make a
morale check each turn, at the normal point, and if it fails must break off
from contact on its next move.
[Pro/Con listing:
Pro:
* an entirely new needle-type attack mode
* can do anything normal fighters can do, just not all at once
Con:
* less capable than standard fighters in any single mode, except for the
close-up attack
* mode change delay - can't launch a B-mode assault without signalling
it beforehand (turn 1 launch, turn 2 G mode, turn 3 B mode)
* enhanced PDS vulnerability
* limited speed will allow faster ships to escape from a B-mode attack]
From: "Roger Burton West" <roger@firedrake.org>
> Here's my transforming fighter proposal...
> The fighter has three modes: Fighter, Gerwalk and Battroid. It is not
On Friday, February 01, 2002 9:30 AM, Alan and Carmel Brain
> [SMTP:aebrain@austarmetro.com.au] wrote:
This also makes it easier to cost:
Base (3) + (1) attack fighter + (2) two extra 0-cost attack modes.
Changing modes costs 1 endurance with no restriction on which mode is changed
to.
Generally, you would start the battle in Interceptor mode, change to Standard
mode once the fighter screens are thinned out but still risk of dogfight, and
change to Attack mode once there is no fighter threat left.
They'd probably need to be long range as well to make them useful (another
+1 point).
> On Fri, Feb 01, 2002 at 09:30:10AM +1100, Alan and Carmel Brain wrote:
[snip]
> I like the basic concept, but it's too complex with lots of additional
Story of my life, mate... :-) Seriously, I wanted something a bit more
detailed than usual, and I think this is a good way to reintroduce a variant
of Needle Fighters to the game. There isn't currently any official pinpoint
strike capability apart from needle beams, and it
seems to me that this is something a mecha-fighter could do.
> How about the following simplification:
I'd be inclined to cost this at about 5-6 per fighter. I'd be prepared
to dump the die modifiers in favour of normal fighter attacks, but I
think the difference in movement speeds is worth keeping - and of course
the B-mode needle attack. I may well simplify the PDS effects, though.
> On Fri, Feb 01, 2002 at 09:33:03AM +1100, Robertson, Brendan wrote:
Umph! I'm not happy with that, I'm afraid - going by the primary
sources, mode changes don't deplete any of the vehicle's resources, they just
aren't something you do unless you have a reason to.
> Generally, you would start the battle in Interceptor mode, change to
This works.
> They'd probably need to be long range as well to make them useful
Not if mode changes are free.
On Friday, February 01, 2002 9:38 AM, Roger Burton West
> [SMTP:roger@firedrake.org] wrote:
It was more as a play balance factor above and beyond the points cost. ie: A
squadron tries to attack a starship in Attack mode; oops, incoming fighters,
better change back to Interceptor mode until we get rid of them.
> Roger Burton West wrote:
How about V for veriabletype, or veritypes.;)
> In F mode: Standard move is 24", secondary move 12". May attack small
> I think what Alan and Carmel Brain wrote:
F mode - behaves like an interceptor
G mode - behaves like a standard fighter.
B mode - behaves like an attack fighter.
Is better but keep the movement changes.
> B-mode fighters may swarm an enemy ship, concentrating fire on exposed
I don't like the damage. They're there on the hull, I'm sure they can do 1 pt
by just poiting their gun down and shooting. I'd say they automatically do 1
pt and on a 6 they take out the system. What do
people think of a +1 for every B mode shooting at the same system? So 1
fighter is hits on a 6, 2 on 5+ and so on.
On Fri, 01 Feb 2002 18:10:48 -0800 Jaime Tiampo
<fugu@spikyfishthing.com> writes: <snip>
> I don't like the damage. They're there on the hull, I'm sure they can
Much much better. But a maximum of three on any one system (FCS, turret,
engine) due to [PSB alert] spacing considerations on the ship's surface?
Gracias,
> On Fri, Feb 01, 2002 at 11:36:44PM -0500, Glenn M Wilson wrote:
Works for me. How about PDS vulnerability? That's my principal concern
at this point - it'll be tricky to resolve, with the die roll modifiers.
On Sat, 2 Feb 2002 13:18:26 +0000 Roger Burton West
<roger@firedrake.org> writes:
> On Fri, Feb 01, 2002 at 11:36:44PM -0500, Glenn M Wilson wrote:
Wow, that might be tough without getting too 'nit-picky' about where the
PDS are mounted (if they are) and where on the hull the fighters
land...
Okay, Kiss/first try. Attacking a PDS (which might be a high priority
since they should be able to sweep you off the hull given a chance) would be
different but for all other surface weaponry:
Attacks resolved as usual; if unsuccessful PDS gets a shot at 'grounded
fighters' - 5 hits (no re-rolls,) 6 causes hit and causes the fighters
to check morale and if failed to break off (depart the hull.) If
successful (draws attention of crew to presence/location - PDS fires and
6 kills, 4 or 5 causes fighters to check morale and if failed depart the hull
("too D*** close".)
Attacking PDS - a dangerous practice - (first round) PDS gets free fire:
5 or 6 hits one fighter, with 6 additionally forcing morale check (as
fighter morale) for grounded fighters. (all other rounds) - fighters
attack first but surviving PDS get free fire with 4 being 1 kill, 5 is
two kills (if 2+ attacking) and 6 doesn't kill but causes fighters to
check morale.
Sloppy but it is just a draft idea. Or was that daft?
Gracias,