[FT] Test List BETA of Fighter Revisions (LONG)

15 posts ยท Mar 6 2004 to Mar 13 2004

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Sat, 6 Mar 2004 13:16:12 -0500

Subject: [FT] Test List BETA of Fighter Revisions (LONG)

Greetings all,

In light of the recent discussions on fighter mechanics in FT, on behalf of
the test list,
and with Un-official Official permission from St. Jon himself, I
present:

The UNOFFICIAL (Play-test Group) BETA LIMITED PUBLIC RELEASE Revised
Full Thrust Fighter Rules

[ 11 adjectives and a parentheses - a personal record for noun
modification
:-)  ]

***

WARNING, CAUTION, and PLEASE NOTE

What follows is a Beta version rule set. Moreover, this is a Beta version rule
set from the unofficial GZG play test group. These are a current, in
development attempt to fix FT fighter rules, and do not have any Official
standing at this stage. These rules
have seen "limited public" play testing at ECC-VII and we would like
to invite further such testing from the members of GZG-L and other
GZG-oriented mailing lists. We specifically request that members
_not_ post these rules to websites (other than the archives), or
disseminate/distribute  them outside their local play groups. We think
the changes have real potential, and invite and encourage the wider
community's opinion and feedback, pro and con. Jon Tuffley has reserved the
right to summarily go another direction, but is very keen on seeing how these
rules shake out.

***

REVISED FIGHTER RULES UNOFFICIAL BETA LIMITED PUBLIC RELEASE
[Basic idea: Jon Tuffley, development: Oerjan with
lots of input from both of the mailing lists]

Background:

One of the biggest gripes players have had with Full Thrust is that fighters
don't work very well. Either you have too many of them relative to the enemy's
point defence strength in which case you win, or you have too few of them in
which case they get wiped out without making any impression on the enemy (and
in each of these cases the game is pretty much decided when you choose the
fleets); in addition
the rules are complex, self-contradictory in some areas, and rather
inflexible compared to how fighters behave in TV shows and movies.

The basic problem - the delicate balance between fighters and point
defences - stems from the fact that fighters can only be engaged by
point defence weapons, and most of those point defence weapons are rather
useless against larger spaceships. The easiest solution (which was Jon's
suggestion) to this to allow any weapon to shoot at fighters; however, since
this would make fighters extremely vulnerable they need some way to evade
incoming fire.

The turn sequence is re-shuffled once again (the fighter parts of it
were changed both in MT and FB1...) to improve playability. Solutions to
several other trouble spots in the fighter rules have been worked into this
proposal as well.

Definitions:

BEAM DIE:

The term "Beam Die" (BD for short) to denote the standard way of reading FT
beam dice, regardless of whether or not the die roll is related to the firing
of a beam weapon or not:

Result if target Modified has screen level... D6 roll of 0: 1: 2: 3 or less 0
0 0
4               1       0       0
5               1       1       1
6 or more 2 2 1

If the game mechanic says that re-rolls are used, any unmodified roll of
'6'
is read off the table above AND allows a "reroll" - roll an extra die,
read it off the table above and add the result to the previous score. If this
reroll is ALSO a six, then roll another die, read it as above and add the
result to the score. There is no limit to the number of rerolls you can make
if you keep throwing sixes.

If the game mechanic states that it ignores screens, the roll is always read
in the "Screen level 0" column. If it does NOT say anything about screens, any
active screens or equivalent the target may have will affect the roll.

Beam Die rolls can be modified up or down by die roll modifiers (DRMs); thus
it is possible to score less than 1 and more than 6. Note that the DRMs are
applied to the DIE ROLL (ie. before you read the table), not to the final
score! [FT2/MT already uses DRMs, namely the modifiers applied to
Interceptor and Attack fighter attacks. This is a formalization and extension
of that feature.]

Notation:
[n]BD[DRM][*] means "roll n Beam Dice and apply the DRM to each of them
before reading the result in the above table". An asterisk, if present,
means that natural rolls of "6" score re-rolls in addition to any result
already achieved. NOTE: while this may seem complex, it is actually just the
die rules already used in Full Thrust gathered into one single place

and given a formal description.

Examples: "1BD-2" means "roll 1 Beam Die with a -2 DRM" (thus inflicting
1
hit on rolls of '6' only) while "6BD+1*" means "roll 6 Beam Dice and
apply a
+1 DRM to EACH of them; any natural rolls of '6' score re-rolls" (an
attack by an intact Interceptor fighter group against other fighters, for
example).

RE-ROLLS and DIE ROLL MODIFIERS:
* Re-rolls are only scored on NATURAL rolls of '6' (ie., before any DRMs
are applied).
* Any DRM to a to-hit die roll which is related to the FIRER (eg. the +1
for
anti-ship fire for Attack fighters) is also applied to any re-rolls.
* Any DRM or similar modifier to a to-hit roll which is related to the
TARGET (eg. the evasive manoeuvres DRM for fighters, or the reduction of beam
dice due to the target's screens) is only applied to the INITIAL roll. (Yes,
this includes the "Heavy" modification for fighters. Don't interpret
the re-roll as "inflicting damage inside the fighters' armour"; in this
case it simply represents the number of fighters killed)

Example: An Attack Fighter (1BD+1*) shoots at a ship with level-1
screens.
The initial roll is a beam die with a +1 DRM on the "level-1 screen"
column
of the beam table. Any re-rolls still get the +1 DRM, but are read on
the
"level-0 screen" column - ie., they are NOT reduced by the screen.

SEPARATE "HITS" FROM "DAMAGE"
Some of the newer direct-fire weapons - eg. large K-guns, or Grasers -
are able to inflict massive amounts of damage per shot. In the new
fighter/missile proposal all direct-fire weapons are able to shoot at
fighters (though they may have problems hitting); but if these
high-damage
weapons are allowed to count each damage point as a separate "hit" they
become *very* effective in anti-fighter/missile roles...

Fortunately these high-damage weapons all have two-stage hit/damage
resolutions: first you roll to see if you hit (or in the Graser case to see
how many D6s of damage you inflict), and then you roll to see what the actual
damage is. From here it is a pretty short step to call the first set
of rolls the "to-hit" roll, determining the number of hits scored, and
then say that "each hit inflicts X damage on a target ship"; and furthermore
say
that each hit can only destroy 1 fighter/missile/PB level - ie., if
you're shooting at fighters or ordnance you only need to roll for the number
of hits, not for the amount of damage they inflict.

In order to avoid confusing rules wording, extend this concept to normal beam
batteries, SMPs etc. that only roll beam dice to determine the number of
damage they inflict: they now inflict 1 pt of damage per hit, so the beam die
roll determines the number of hits just as for the larger weapons. (IOW
there's no *actual* change in the way these older weapon types work on the
gaming table; it is only the rules wording which changes in order to be
consistent with the newer weapon types.)

"Ordnance" is used to mean "any kind of missile or plasma bolt".

An "ordnance marker" is one SM salvo marker OR one individual Heavy
Missile  OR one Plasma Bolt OR one Anti-Matter Torpedo (AMT).

"Missiles" without any further specification refers to both Salvo Missiles and
Heavy Missiles (Heavy Missiles are a working
revision of the 2-Mass Missiles from More Thrust).

Proposal:

All weapons can fire at a fighter groups and ordnance markers, but
unless  the weapon fires in a special Point Defence mode (PD-mode) the
fighters/ordnance can use Evasive Manoeuvres to reduce the effect of
this incoming fire. Those weapons that are able to fire in PD-mode are
referred to as "PD weapons"; some examples are human PDS and B1 batteries,
Phalon Pulsers and Kra'Vak Scatterguns. Note that many PD weapons have very
different ranges and firepower values in PD mode and
anti-ship (AS) mode; eg. the standard human B1 battery, which has 12 mu
range and a firepower of 1BD* in AS mode but only 6 mu range and a
firepower of 1BD*-1 in PD mode.

Fighter groups and Heavy Missiles have a number of Combat Endurance Factors
(CEFs) which can be expended on various things.

The turn sequence is:

1) Write orders 2) Roll for initiative
3) Fighter/Heavy Missile primary move. Fighters within 3 mu of a ship
may declare that they are screening that ship; fighters within 3 mu of a
friendly fighter group may declare that they are escorting that group. 4)
Launch fighters and ordnance 5) Move ships and screening fighters
6) Fighter/Heavy Missile secondary move
7) Fighter groups/ordnance markers declare attack runs against enemy
*ships* (only) and evasive manoeuvres 8) Ships fire: players alternate firing
one ship at a time, including that
ship's anti-fighter/ordnance fire
9) Fighter and ordnance attacks:
  a) Fighter-vs-fighter/ordnance attacks: Those fighter groups that did
NOT declare attack runs in phase 7 may fire at enemy fighter groups and
ordnance markers
  b) Fighter-vs-ship attacks: Those fighter groups, which DID declare
attack runs in phase 7 now execute those attack runs c) Plasma Bolts, AMT's
detonate d) Surviving missiles attack 10) Turn end (ship repairs, remove
markers, etc.)

========================================================================
==

Let's take a closer looks at the various phases:

Phases 1, 2 and 5 (order writing, initiative and ship movement) are handled
just like in the current (FB2) rules.

Phase 3: Primary Moves The players alternate moving one fighter group or Heavy
Missile; the player who LOST initiative moves first. Heavy Missiles pay 1 CEF
for each PRIMARY MOVE they make. Heavy Missile Primary Move is 18 mu. Fighters
do not pay CEF for making primary moves.

A fighter group within 3 mu of a friendly or enemy ship at the start of phase
3 may declare that it is "screening" that ship instead of making a primary
move. The fighter will not move in phase 3, but will instead follow the ship
it is "screening" during phase 5 (Ship Movement). The fighter group ignores
its normal maximum primary move distance, and must stay within 3 mu of the
ship throughout the ship's movement. It may move to any other position
relative to the ship as long as it remains within 3 mu from it. [NOTE: This
replaces the old "screening" rules. Due to the turn sequence, these fighters
will automatically get to fire at enemy fighters or missiles before they can
attack the screened ship. Allowing fighters to "screen" enemy ships stops the
silliness of fighters being unable to keep up with enemy ships that zip around
at high speeds.]

A fighter group within 3 mu of a friendly fighter group may declare that they
are escorting that fighter group. Both groups must then move
into base-to-base contact during the primary move, and must remain in
base-to-base contact throughout the turn. We'll return to "escorting"
in phase 9a. Excorting fighters move at the same time as the group they are
escorting (they don't count as a seperate group of their own in the iniative
order). An escorting fighter group cannot itself be escorted.

Phase 4: Launch fighters and ordnance

The players alternate choosing one ship each to launch its fighters
and/or ordnance; the player who LOST initiative goes first. A player
may not "pass" a ship in order to delay his launches until after the enemy has
launched his missiles; once one ship on a side has passed up the opportunity
to launch, no other ships on that side may launch any further fighters or
ordnance this phase.

Fighter groups launched this phase are placed in base-to-base contact
with their carrier. They may not make a primary move on the turn they launch,
but they may immediately declare that they are screening their carrier.
Ordnance is launched as per the current rule (place the marker anywhere within
range and arc of the launcher). Heavy Missiles count their launch move as a
Primary Move (and thus have to pay 1 CEF) unless they are placed directly
under the launching ship's base.

Phase 5: Ships' Movement

Remember that screening fighter groups follow the ships they're screening.

Phase 6: Fighter/Heavy Missile secondary movement:

Fighters and Heavy Missiles may make Secondary Moves to get into a better
attack position or to get out of dangerous spots by paying 1 CEF each. Fighter
secondary moves are 12 mu; Heavy Missile secondary moves are 6 mu. The players
alternate moving one fighter group or Heavy Missile; the player who LOST
initiative moves first. Escorting groups move with the groups they are
escorting, as in Phase 3.

Phase 7: Declaration of attack runs and Evasive Manoeuvres

First some PSB blurb:

An "attack run" is what happens when a fighter group or missile marker attacks
an enemy ship. Plasma Bolts and AMT explsoions effectively attack everything
in their area of effect, and may be targeted by PD fire. Declaring an "attack
run" is necessary to allow a ship's PD weapons to engage fighters attacking
that ship before the fighters get to fire, without having to track which of
the ship's individual weapons fired in what phase of the game.

"Evasive Manoeuvres" are performed by fighters and missiles jinking madly in
order to reduce the effect of any defensive fire directed against them. This
doesn't any significant effect (read: too small for
the game mechanics to notice it) against PD-mode fire since the range
is so short and the volume of fire so high, but it seriously reduces
the danger from AS-mode fire (which fires fewer but more powerful
shots). Again, Plasma Bolts and AMT's don't make any "evasive manoeuvers" as
such, but they are small and tough targets so get a similar level of
protection.

Now the game mechanics:

Attack runs:

* A fighter group that begins this phase within 6 mu of enemy ships MAY
declare an attack run against any one of those ships.

* Fighter groups may "break off" from a declared anti-ship attack at any
point prior to actually resolving the attack, except during the resolution of
enemy point defence fire against the group. (Ie., if the target has already
allocated PDSs to fire at the group without using any FCSs to guide the fire,
the group can't break off until the fire has been resolved - it
obviously didn't break off soon enough!) Fighter groups whose declared target
gets destroyed by
ship-to-ship fire also count as having broken off.

*Fighter groups that have broken off an anti-ship attack (or whose
intended
targets have already been destroyed by ship-to-ship fire) may NOT
declare new attacks against other ship targets this turn. They may however
attack enemy
fighters or ordnance in the fighter-to-fighter/ordnance phase (9a) if
they want to.

* A missile marker that begins this phase within 6 mu of enemy ships MUST
declare an attack run against the CLOSEST of those ships. This does not cost
any CEF, but the missile will destroy itself during the attack.

* A Plasma Bolt marker that begins this phase within 6 mu of ANY ships
(friendly or enemy) MUST declare "attack runs" against ALL of those ships.

* An Exploding AMT effectively declares attack runs as a Plasma bolt, even
though it's radius of effect is smaller.

Evasive Manoeuvres:

* Any fighter group or Heavy Missile may spend any remaining CEF points
on evasive manoeuvres. Each CEF point spent gives a -1 "evasive
manoeuvres" target DRM (ie., it only applies to the INITIAL to-hit die)
to any non-PD-mode fire against the group/missile. (PD-mode fire is not
affected by the Evasive Manoeuvres.)

* Salvo Missile, Plasma Bolt, and AMT markers AUTOMATICALLY gain a -3
target
DRM to any non-PD-mode fire against the marker.

Phase 8: Ships fire

Starting with the player who WON the initiative roll in phase 2, each
player alternates in firing any/all weapon systems on ONE ship at one
or more targets (ships, fighter groups and/or ordnance markers) subject
to available fire control systems and weapons. All fire from a single ship
must be declared before any is evaluated. As normal, no single weapon may fire
more than once per turn, nor split its fire between multiple targets. Any
damage inflicted is applied immediately at the end of that ship's firing,
before the target is able to return fire.

Fire against ships is handled as per the normal rules: 1 FCS per target (or
target system if you're using Needle Beams), etc. PD weapons firing at
ships MUST use their AS mode (the PD mode shots being too low-powered
and
too widely scattered to harm full-sized starships).

Any weapon (including PD weapons) may engage a fighter group/ordnance
marker using AS mode fire provided that the target is within the weapon's
arc and AS-mode range and that the firing ship devotes an FCS to each
such target (multiple weapons engaging the same target may of course share a
single FCS). Any Evasive Manoeuvres DRM the target has is applied to the
weapon's to-hit roll. Each HIT inflicted destroys one fighter or
missile, or one strength level of a plasma bolt.

A PD weapon may instead engage a fighter group or ordnance marker
within its arc and PD-mode range with PD-mode fire. PD-mode fire
ignores the target's Evasive Manoeuvres DRM, but Heavy Fighter groups,
Plasma Bolts, and AMT's have a -1 target DRM against PD-mode fire. Each
HIT inflicted destroys one fighter, missile, or AMT, orone strength level of a
plasma bolt.

If the fighter/ordnance target has declared an attack run against the
firing ship (or against a ship covered by an ADFC aboard the firing
ship) this turn, no FCS is required (the weapon's on-mount fire
controls are sufficient).

If the fighter/ordnance target has NOT declared an attack run against
the firing ship (or a ship covered by an ADFC aboard the firing ship, the
firing ship must dedicate an FCS to guide PD-mode fire against it. (The
same FCS may also guide AS-mode fire from other weapons on the ship
against
the same fighter/ordnance target.)

An ADFC (Area Defence Fire Control) aboard the firing ship may cover ONE
friendly ship within 6 mu of the firing ship per turn. This allows PD
weapons aboard the firing ship to engage fighter groups/ordnance markers
that have declared attack runs against the covered ship with PD-mode
fire
as long as the fighters/ordnance are IN ARC, even if they are outside
the
weapon's normal PD-mode range. Kra'Vak Scatterguns and Sa'Vasku
Interceptor Pods may not use ADFC guidance.

This is both the core and the most complex part of these rules, and it is
explained again below in the "Quick Summary" section.

Phase 9: Fighter and Ordnance Attacks

Phase 9a: Fighter attacks vs. fighters and ordnance

Starting with the player who WON the initiative roll in phase 2, each player
alternates in firing ONE fighter group which has NOT declared an attack run
against enemy ships. Attacking costs the fighter group 1 CEF. The fighter
group may only fire at enemy fighter groups or ordnance markers, but each
fighter in the group may engage a separate
target. The fighters MUST use their PD-mode firepower, ignoring any
Evasive Manoeuvres. Fire against Plasma Bolt, AMT's or Heavy Fighters
suffers a -1 target DRM.

A fighter group that is ESCORTED by another fighter group may not be attacked
by enemy fighters unless:

* the escorting fighter group has fired OR

* the escorted fighter group has fired OR

* the attacking fighter group targets each escorting fighter with at least one
of its own fighters, with only the remainder able to fire on the escorted
fighter group OR

* the attacking fighter group is prepared to take fire from the escorts
immediately, out of initiative order, before its own attacks are calculated.

Note that once either the escorting or the escorted group has fired, the
effect of the escort vanishes and the escorted group may be attacked normally
by other fighters in the normal sequence.

Phase 9b: Fighter attacks vs. ships

Fighter groups that have declared attack runs against enemy ships now
fire at those ships, using their AS-mode firepower. All fighters in the
group must fire at the same ship. All fighter attacks from all fighter groups
against a single ship in the same turn are resolved at the same time and
counts as one single salvo for threshold purposes. Attacking costs each
fighter group 1 CEF. (NOTE: The restriction on fighter
groups to attack one single target is to keep the book-keeping
managable. All fighter attacks against a single ship are resolved at the same
time to speed up play; since all units which can fire at these fighters have
already done so the initiative order is irrelevant in this phase.)

Phase 9c: Plasma Bolt, AMT detonations

All plasma bolts detonate simultaneously, inflicting (remaining level)*D6
points of damage on every unit within their volume of effect.
Human-style screens or equivalent ignore rolls of '6' if level 1, or
rolls of '5' and '6' if level 2. Roll the damage separately for each unit hit.
Any fighters or missile markers within the volume of effect are automatically
destroyed. AMT's also detonate now.

Phase 9d: Missile attacks

Any surviving missiles that have declared attack runs against enemy ships now
carry out those attacks. All missile attacks against a single ship are
resolved as a single salvo. Salvo Missile salvoes hit their target with 1D6
missiles, minus one for each hit inflicted on the salvo during the previous
phases; each missile that hits inflicts 1D6 pts of damage.

========================================================================
===

Summary of PD weapon stats: These are weapons which are capable of engaging
attacking fighters or
missiles at point-blank range relying on their own on-mount fire
control; but their relatively high rate of fire and slew rates also make them
better able than other weapons to hit fighters at longer ranges when guided by
the
ship's central FCSs. PD weapons have two different sets of to-hit rolls
and
damage mechanics: an anti-ship mode, and a point defence mode (or PD
mode). The most common PD weapons are:

PDS:
Anti-ship mode: Range 6mu, scores 1BD-2* hits, 1 pt of damage per hit
(yes,
this means that PDS needs to succeed with a re-roll in order to damage a
screened ship!) PD mode: Range 6mu, scores 1BD* hits

B1:
Anti-ship mode: Range 12mu, scores 1BD* hits, 1 pt of damage per hit
PD mode: Range 6mu, scores 1BD-1* hits

K1:
Anti-ship mode: Range 30mu, standard K-gun to-hit roll and damage,
ignores screens
PD mode: Range 6 mu, scores 1BD-1 hits

Scattergun (single-shot): Anti-ship mode: Range 6mu, scores 1BD hits,
ignores screens, 1 pt of damage per hit PD mode: Range 6 mu, scores 1D3 hits
Note: Scatterguns may not use ADFC guidance.

Pulser: Anti-ship mode depends on tuning:
L: Range 36 mu, scores 1BD* hits, 1 pt of damage per hit M: Range 24 mu,
scores 2BD* hits, 1 pt of damage per hit C: Range 12 mu, scores 6BD* hits, 1
pt of damage per hit PD mode for any Pulser: Range 6mu, scores 1BD* hits

Spicules: No Anti-ship mode
PD mode: Range 6mu, scores 1BD* hits Note: Spicules may not use ADFC guidance.

Interceptor Pods:
No Anti-ship mode (or you could say that the IP is the Pod Launcher's
"PD mode") PD mode: Range 12 mu, scores 1D6 hits Note: Interceptor Pods may
not use ADFC guidance

FIGHTER ARMAMENT OPTIONS:

Standard:
Anti-ship mode: 1BD* hits, 1 dmg/hit
PD mode: 1 BD* hits

Interceptor:
Anti-ship mode: None
PD mode: 1 BD+1* hits

Attack:
Anti-ship mode: 1BD+1* hits, 1 dmg/hit
PD mode: 1 BD-2* hits

Torpedo:
Anti-ship mode: Roll 1D6: '1'-'3' = miss, '4'-'6' = 1 hit, scores damage
equal to the to-hit die roll
PD mode: 1 BD-2* hits

TARGET DRMs FOR ANTI-FIGHTER AND -ORDNANCE FIRE:

Normal fighters, Heavy Missiles:
vs Anti-ship mode fire: - Evasive Maneouvers
vs PD-mode fire: None

Heavy fighter:
vs Anti-ship mode fire: - Evasive Maneouvers
vs PD-mode fire: -1

Salvo Missile Salvoes:
vs Anti-ship mode fire: -3
vs PD-mode fire: None

Plasma Bolts:
vs Anti-ship mode fire: -3
vs PD-mode fire: -1

***
Comments and observations:

First, a reminder: these rules are an UNOFFICIAL BETA LIMITED PUBLIC RELEASE

This proposal completely changes the nature of Full Thrust fighter operations.
Instead of having large numbers of fighters smash any enemy who
hasn't massed enough ADFC-guided PDS with virtual impunity and any
number of fighters dying like flies if the enemy *has* massed enough ADFC and
PDS,
fighters now become vulnerable to anti-ship weapons as well unless they
spend combat endurance on evasive manoeuvres - which severely reduces
the amount of combat endurance the fighters can spend on *shooting*. Under
this proposal you're unlikely to see fighters being able to attack a target
for more than two turns in a row before they have to return to their carriers
to refuel (unlike the FB1/2 situation, where they could potentially
attack things for up to six turns in a row)... and while the fighters are
re-fueling, the carriers are vulnerable to the enemy's counter-attack.

With the fighters vulnerable to anti-ship weapons as well as PD ones,
the
defending ships don't need to mass as many ADFC-guided PDSs in order to
survive. Sure, the fighters will still be very vulnerable to a fleet which
*does* bring this heavy point defences, but that PD-heavy fleet will be
at
a disadvantage against fleets with weaker PD suites (and more anti-ship
weapons) which still are able to take on a fighter swarm (and its carriers)
with a reasonable chance of success. (Under the FT2/FB1 rules the
PD-heavy fleets are also at a disadvantage against fleets with less PD,
but
the PD-weak fleets were totally wiped out by massed fighters - kind of
"paper, rock, sub-machinegun", whereas these fighter rules give a more
"paper, rock, scissors"-ish situation)

Being vulnerable to anti-ship weapons also means that the fighters need
to take enemy arcs of fire into account. Good fighter manoeuvring (using
secondary moves, usually to get into the target's (A) arc or similar) can
often reduce the amount of fire the fighters take considerably; similarly the
fighters can no longer afford to ignore enemy light ships, so good
defensive ship tactics - eg. use of manoeuvrable escorts to protect the
rear arcs of the capitals - can have a significant impact. Coordinating
fighter strikes with ship attacks can also pay off quite handsomely. This
closely resembles most examples of fighter/ship operations seen in
contemporary SF movies, shows and literature.

Heavy Fighters become quite a bit tougher against PD-mode fire (their -1
target DRM is equivalent to level-2 screens) in order to compensate them
for being just as vulnerable to AS-mode as normal fighters are. Their
cost
remains unchanged (+2 pts per fighter).

Plasma Bolts used to have their own special set of rules for how weapons could
shoot at them; now they don't. This makes them a fair bit easier to shoot
down; this is both a reaction to all those players who have complained that
they are too difficult to shoot down under the FB2 rules and a way of
simplifying the rules.

Scatterguns are toned down a lot against fighters (going from 1D6 vs
standard fighters and 1D3 vs Heavies to 1D3 vs standards and 1D3-1 vs
heavies), but they are more or less unchanged against missiles (where they
usually scored a lot of overkills anyway) and slightly improved against
Plasma Bolts (where they go from 1BD to 1D3-1). They have lost their
inherent ADFC capability, which was quite a bit over the top - they can
of course still be used for area defence, but they need FCS guidance to do so.

K-guns (and P-torps) become surprisingly effective anti-fighter weapons.
In the tests so far this has pretty much compensated the FB2 Kra'Vak designs
for the reduced power of their scatterguns.

The entire dogfight rules complex is GONE. All that remains of them is the bit
about "each fighter in a single group may fire at a different
fighter/ordnance target". Much simpler that way, much less confusion,
and it works just as well, although you can no longer force an enemy fighter
group to stay and fight, and you don't get any "parting shots" when it
leaves, it usually isn't a problem to catch the enemy fighters - one
side or the other will usually want to attack the enemy ships, and when they
do so they will get close enough for the other side's fighters to attack!

Similarly the fighter morale rules are GONE. They were always dubious from a
PSB point of view (why would robotic fighters be scared of being destroyed?),
and with the above proposal they're also unnecessary.

***
Quick summary:

Fighters/ordnance are attacking firing ship:
* PD-mode fire: no FCS needed, (A) arc restrictions do not apply, ignore
evasion
* Anti-ship mode fire: 1 FCS per fighter/ordnance marker, (A) arc
restrictions and evasion apply

Fighters are attacking other ship nearby:
* Each ADFC allows PD-mode fire against any number of fighter/ordnance
attacking ONE other ship within 6mu (even if the fighter/ordnance
markers
are outside the normal range of the firing ship's PD-mode weapons fire)
* If no ADFC, PD-mode fire requires 1 FCS per fighter/ordnance marker
attacked, ignoring evasion (as if the fighters were not attacking anything)
* Anti-ship mode fire: 1 FCS per fighter/ordnance marker, (A) arc
restrictions and evasion apply

Fighters are not attacking anything:
* PD-mode fire: Requires 1 FCS per fighter/ordnance marker, ignoring
evasion
* Anti-ship mode fire: Requires 1 FCS per fighter/ordnance, (A) arc
restrictions and evasion apply

And yes, the 1 FCS per fighter/ordnance marker can be shared between
weapons firing in PD-mode and those firing in anti-ship mode.

Note that PD weapons may engage fighter/ordnance targets with AS mode
fire (in which case they are degraded by the target's Evasive Manoeuvres)
instead of PD mode fire if they want to. (Reasons to want to use AS mode
fire are eg. that the fighters/ordnance is outside the weapon's PD mode
range, or that it doesn't evade enough to make PD mode fire more
effective.) PD-mode fire is ineffective against ships.

(*) I count the SV Interceptor Pod as the Pod Launcher's PD-mode rather
than as a weapon type in its own right. Currently, the known Pod Launcher
anti-ship modes are the Lance and Leech pod types.

So, summarizing the summary:
- PD-mode fire always ignores evasion
- PD-mode fire does not require FCS if the fighters/ordnance are
attacking the ship, or attacking a nearby ship covered by the ship's ADFC
- In all other cases, PD-mode fire requires 1 FCS per fighter/ordnance
marker engaged
- Anti-ship mode fire against fighters/ordnance always require 1 FCS per
fighter/ordnance marker engaged, and is always subject to (A) arc
restrictions and evasion.

Bizarre Lag Phenomena (Why it is sometimes hard to communicate with

From: Matt Tope <mptope@o...>

Date: Mon, 8 Mar 2004 14:56:59 -0000

Subject: Re:[FT] Test List BETA of Fighter Revisions (LONG)

Need help clarifying a point re: the new Fighter rules.

> Noam wrote:

"The entire dogfight rules complex is GONE."

Cool and groovy, however Interceptors (MT/FB2) could only engage targets
in a dogfight. Do they now get a 6 mu (f arc) engagement envelope as per other
fighters? (This may be clarified in the rules already and I just didn't spot
it, in which case throws sticks at me).

Regards,

Matt Tope

PS: Thankyou Noam for going to the trouble to type all of the new fighter
stuff up, and doing a damn fine job of it. Secondly thanks to the
playtesters/St.Jon as a whole for letting us take a peek at this
"possible" solution.

PPS: Whatever happens please leave the toned down Scatterguns in, OI (sorry,
west county accent comming out in my typing there) love SM's but had to give
up using them vs scattergun armed enemies (I only land 2 out of 3 salvo's on
target normally :-( so it's not entirely the fault of the scatterguns,
but a bad missileman always blames his enemies tools...)

From: Roger Burton West <roger@f...>

Date: Mon, 8 Mar 2004 15:32:20 +0000

Subject: Re: [FT] Test List BETA of Fighter Revisions (LONG)

> On Mon, Mar 08, 2004 at 02:56:59PM -0000, Matt Tope wrote:

This is covered under "fighter armament options" - the interceptor has
no anti-ship attacks, but 1 BD+1* hits of PD-mode firepower. It can use
that to engage anything that can be legally engaged by PD-mode weapons -
other fighters, missiles, plasma bolts, AMTs, etc.

From: Matt Tope <mptope@o...>

Date: Mon, 8 Mar 2004 15:40:15 -0000

Subject: Re: [FT] Test List BETA of Fighter Revisions (LONG)

> Roger Burton West wrote:

> On Mon, Mar 08, 2004 at 02:56:59PM -0000, Matt Tope wrote:

> This is covered under "fighter armament options" - the interceptor has

Thanks (I shall now stand still so everyone can throw sticks at me), however
do fighters still have the 1 arc of fire or can they enagage any target,
according to the above criterea, within 6mu and 360 degrees. Sorry if I'm
being dense here...

Regards,

From: Roger Burton West <roger@f...>

Date: Mon, 8 Mar 2004 15:57:50 +0000

Subject: Re: [FT] Test List BETA of Fighter Revisions (LONG)

> On Mon, Mar 08, 2004 at 03:40:15PM -0000, Matt Tope wrote:

> Thanks (I shall now stand still so everyone can throw sticks at me),

Call that standing still? Pah! :-)

> however

Fighters don't have facing at all. 6MU and 360 degrees it is.

From: Matt Tope <mptope@o...>

Date: Mon, 8 Mar 2004 16:16:17 -0000

Subject: RE: [FT] Test List BETA of Fighter Revisions (LONG)

> Roger Burton West wrote:

> Thanks (I shall now stand still so everyone can throw sticks at me),

> Call that standing still? Pah! :-)

OW! Watch the face!

> however

> Fighters don't have facing at all. 6MU and 360 degrees it is.

Nice...Star Fury and Vipers here we come!

Thanks for that Roger, I did have one or two more quieries but several
re-reads of the info sorted those out in my head. Look forward to trying
these out...

Regards,

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Tue, 9 Mar 2004 07:49:06 -0500

Subject: Re: [FT] Test List BETA of Fighter Revisions (LONG)

From: "Matt Tope" <mptope@omnihybrid.com>

> PS: Thankyou Noam for going to the trouble to type all of the new

This is a lucky (for me) case of praising the messenger. I only made an
editing pass and added some post-ECC revisions on behalf of Oerjan.
Most of the writing is his, with contributions from most of the test
list vac-heads. I merely agitated and convinced everyone it was time to
post the rules to the main list. In this case I'm the rouser, not the writer.

Of course, now that the rules are out, it behooves everyone -
especially those who have been frustrated with FT fighters - to give
the them a shot.

From: Matt Tope <mptope@o...>

Date: Tue, 9 Mar 2004 14:12:03 -0000

Subject: Re: [FT] Test List BETA of Fighter Revisions (LONG)

> Noam Izenberg wrote:

> This is a lucky (for me) case of praising the messenger. I only made an

He who shouts loudest often gets all the credit...and then the blame ;-)

Besides which thanks are still in order for agitating succesfully.

> Of course, now that the rules are out, it behooves everyone -

Certainly will. We had abondoned fighters completely from our games but this
new interpretation has already tempted me to design a mass 320 salvo
missile/fighter monster I look very forward to trying out!

Regards,

From: Matt Tope <mptope@o...>

Date: Thu, 11 Mar 2004 10:47:18 -0000

Subject: Re: [FT] Test List BETA of Fighter Revisions (LONG)

Hi all,

I'm back again, no doubt to have sticks thrown at me, but having gone through
the New fighter rules a few times I haven't been able to discern if
heavier beam weapons (B-2, B-3, B-4 and grasers) get a re-roll when they
throw a natural 6 against fighters/missiles when firing at them using AS
mode.

I am also unclear if those weapons eligible for re-rolls do so against
PBL's/AMT's.

Yours, confused,

From: Roger Burton West <roger@f...>

Date: Thu, 11 Mar 2004 11:07:41 +0000

Subject: Re: [FT] Test List BETA of Fighter Revisions (LONG)

> On Thu, Mar 11, 2004 at 10:47:18AM -0000, Matt Tope wrote:

This comes under the general rules - particularly 'BEAM DIE' and
'SEPARATE "HITS" FROM "DAMAGE"'. In short, yes, if they'd get a reroll in the
normal course of events they get one in these cases too. (I suppose it's
possible that there might some day exist a weapon which doesn't reroll
consistently, but it hasn't happened yet.)

From: Matt Tope <mptope@o...>

Date: Thu, 11 Mar 2004 11:15:26 -0000

Subject: RE: [FT] Test List BETA of Fighter Revisions (LONG)

Thanks Roger,

B-2's now seem even more attractive to me than they were previously!

Regards,

Matt Tope

[quoted original message omitted]

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Thu, 11 Mar 2004 17:44:09 +0100

Subject: Re: [FT] Test List BETA of Fighter Revisions (LONG)

> Matt Tope wrote:

> I'm back again, no doubt to have sticks thrown at me, but having gone

Yes. AS mode against fighters is exactly the same as AS mode against ships,
except that ships don't get any target DRMs for Evasive Manoeuvres.

> I am also unclear if those weapons eligible for re-rolls do so against

Why wouldn't they?

Later,

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

Date: Fri, 12 Mar 2004 21:53:01 GMT

Subject: Re: [FT] Test List BETA of Fighter Revisions (LONG)

In message <FD11B59C78221247940C1ED249FE941CF17216@spacemsg3.dom1.jhuapl.edu>
> "Izenberg, Noam" <Noam.Izenberg@jhuapl.edu> wrote:

> Greetings all,

[snip]

> Similarly the fighter morale rules are GONE. They were always dubious

One question - what does this do to KV fighters?
> [quoted text omitted]

[snip]

> Bizarre Lag Phenomena (Why it is sometimes hard to communicate

From: Roger Burton West <roger@f...>

Date: Fri, 12 Mar 2004 22:28:14 +0000

Subject: Re: [FT] Test List BETA of Fighter Revisions (LONG)

> On Fri, Mar 12, 2004 at 09:53:01PM +0000, Charles Taylor wrote:

As we've played it so far, they _do_ still test for Ro'Kah.

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Sat, 13 Mar 2004 08:57:37 +0100

Subject: Re: [FT] Test List BETA of Fighter Revisions (LONG)

> Charles Taylor wrote:

> >Similarly the fighter morale rules are GONE. They were always dubious

Undecided. Use the Ro'Kah rules for now and let us know how it works out!