[GZG] EMP Weapons on Fighters

3 posts · Jan 29 2007 to Jan 30 2007

From: DOCAgren@a...

Date: Mon, 29 Jan 2007 11:17:54 EST

Subject: Re: [GZG] EMP Weapons on Fighters

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lI started this
topics so I think I will offer what we came up with here for rules.

EMP Fighter: Can attack only once with it's EMP pulse gun. After that it is
limited to
Anti-Fighter Weapons only.
EMP hits as following:
Unscreened: 5 = 1DP, 6 2DP+Reroll
Screened 1: 5 = 1DP, 6 1DP+Reroll
Screened 2: 6 1DP+Reroll

Side Effect, all Fighters (including   EMP carrying) or Missiles (either

Friend or Foe) within 6mu use, are affected by burst   and are +1 Easier
to hit by
PDF.   Heavy fighters	are only affected out to 3mu.

Each Fighter Cost +4, and it has a Effectiveness of 3 for our Modular
Fighter Construction rules.

From: mintroll-ft-list <mintroll-gzg-ft@2...>

Date: Mon, 29 Jan 2007 22:19:33 +0000

Subject: Re: [GZG] EMP Weapons on Fighters

> laserlight wrote:

> If you're going to cripple the EMP fighters that badly, why not just

Fighters are slightly different than missiles - and in FT all options
should exist. Though I agree my suggestions may have crippled them too much,
just a few thoughts I chucked out quickly.

> DOCAGREN wrote:

> EMP Fighter:

So basically, shooting as for EMP beams as descibed in the OCR Beta
Fleet, with standard Anti-fighter or reduced like Attack Fighters?

I don't think Heavy Fighters should get another benefit - they already
get their -1DRM to hit.

Also, the +1DRM after firing is a reduced penalty if using the modified
(FT 3rd ed hopeful) fighter rules, as they all fire after the ships -
meaning ship based PDF won't gain any benefit.

Sorry to be the one picking away, my group wanted me to put in Needle Fighters
into our campaign, as yet no one has fielded them, but I'm
still not convinced on them - of course, campaign verses straight games
place different emphasis on fighters depending on how you handle
loses/resupplying.

I looked through the pages I compiled my systems list from:
http://nift.firedrake.org/Weap-Def_Archive.htm
...sadly found no mention of EMP fighters, I owe a lot to the people that
compiled that list (made making my own for FTCamp a hell of a lot easier).

Simon

From: DOCAgren@a...

Date: Tue, 30 Jan 2007 10:58:11 EST

Subject: Re: [GZG] EMP Weapons on Fighters

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Gzg-l mailing list
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> In a message dated 1/30/07 8:46:18 AM, mintroll-ft-list writes:

> >Side Effect, all Fighters (including EMP carrying) or Missiles

> Fighter Construction rules.
Well we use a Modular Fighter Construction, so the field player can make

choice for Anti-Fighter, but I would say for those not using they would
be like Attack Fighters.
> I don't think Heavy Fighters should get another benefit - they already
It not so much a benefit, just granting them giving them the benefit of their
"better shielding" so cuts down the effect of the EMP weapons being fired.
> Also, the +1DRM after firing is a reduced penalty if using the
Well, we have yet to use the new Beta Fighter rules, so that wasn't part of
our balance... But we did like the idea of Fighters and Missiles caught in
EMP "blast range" should get some negative effects.   Would for under
new Beta
rules, a penalty of -1 on attack rolls for 1 turn be effective
(repersenting) the time it takes the computer to reboot for fighters or
missiles?
> Sorry to be the one picking away, my group wanted me to put in Needle
Very true..   Fighters can be very expensive when U need to replace
them, in
a Campaign setting.   How did U put your Needle Fighters in?   We look
at
them, and used Needle Attack Fighters/2 for # of attacks (costed as
Attack
fighters).   PDF gets a +1 to the roll.
> I looked through the pages I compiled my systems list from: