What we use in my local Campaign for Fighter Pilots.
Fighter recovery rules: roll 1 die for each fighter (Green Pilots -1
to roll, Vet +1, Elite +2)
1-3: pilot killed, fighter destroyed
4-5: pilot recovered, fighter destroyed
6: pilot recovered, fighter recovered (just needs some duct tape
:-P
).
Each squadron has 3 replacement pilots.
In Memory of Russ Manduca 7/22/67-1/8/08
Certainly there is no hunting like the hunting of man and those who have
hunted armed men long enough and liked it, never really care for anything else
thereafter. Â Â Â Â ~ Ernest Hemmingway
Date: Wed, 30 Apr 2008 10:52:00 -0400
From: Indy <indy.kochte@gmail.com>
Just a brain-wrapping note, you can always PSB it that fighter kills
are not necessarily outright destruction of the fighter and death of the
pilot, but more of a 'combat kill', rendering the fighter no longer capable of
combat and returns to its base ship if possible. So the pilot survives, just
isn't able to finish the fight this time around. There are ways to represent
this in actual game play if you want to track 'combat kills' and 'actual
destructions', but it makes life a lot more complicated.
Mk
If each squadron has 3 replacement pilots, that's going to affect the
calculated conversion of Dirtside CS to FT Mass. That's calculated as 16 cs
for each fighter,[plus 50% for hanger space] 4 cs for each pilot's billet, 4
cs for each ground crew's billet, PLUS 4 cs for each replacement pilot's
billet! So, 9 FT mass is really 12 cs larger than was previously calculated.
JBrewer@webtv.net
"Always strive to be a good person. If you can't do that, at least strive to
be someone other than an asshole."
[quoted original message omitted]
I haven't seen that. When was it emailed? I did my own calculations, drawing
from the rules as written in MT. It doesn't look like Mr.Tuffley or his legal
department will kill me for posting house rule suggestions. I'm curious to see
if my calcs line up with the ones already done.:)
1.5 Mass Factor per fighter = 75 CS per fighter (by "fighter" I mean pilot,
fighter and its support equipment) 1 fighter (assume size 4) = 20 CS Pilot = 4
CS Assume 1 crewman per fighter (technicians, flight deck operators, etc) = 4
CS Now let's throw in another 20 CS for consumables, spare parts, ammo And
half a replacement pilot = 2 CS
Total = 50CS, plus 25CS of flight deck.
Sounds quite reasonable to me, since it takes some technical gear to
quickly launch and recover fighters during high-intensity maneuvering.
Size 5 fighters are also possible, and their bays might not actually be any
larger in FT terms (our calculations have plenty of wiggle room to find 5 more
CS).
OK now lets look at shuttlecraft (the ones that come free with any FT ship).
What makes them different? Well for one, they do NOT have to launch all at
once, in combat situations. So we can shave off most of
the launch/recovery gear. I shaved off my calculations.. they're below
if you're interested. The bottom line is this:
Ships in Full Thrust include a complement of utility shuttles, as listed in
MT, p18. The standard utility shuttle is a size 3,
interface-capable vehicle. It mostly carries men and stores, but it
can also fit a small vehicle. It is maintained, supplied and operated using
ships' stores and personnel. Shuttles can only be launched during a turn when
the ship has NOT expended thrust (including turns and thruster pushes). Only
one shuttle may launch per turn. You get one utility shuttle per damage
control party. When a DCP is destroyed, a shuttle bay is lost as well, with
empty bays destroyed before full ones. Sa'Vasku do not use utility shuttles;
while we assume that they have specialized constructs that fulfill some of the
same roles, these have never been observed, if they exist at all.
(New gear opportunity: what if a race (say, the Kra'vak) used grav catapults
to place their fighters 24 mu ahead of the ship at launch? It might cost 25
extra CS for the launch gear (and therefore 2 Mass per fighter instead of
1.5). Similarly, you might not use specialized launch apparatus at all; a
squadron of fighters might only take up 6 Mass on a converted (pirate)
freighter. It would take two turns to launch them, but if you're staging
ambushes that might be acceptable.)
***************************************
OK here's how I got to all that if you're interested.
A deluxe shuttle (the tactical interface transport, for example) looks to be
about a class 5 vehicle. There are probably a couple types, but
using DS/SG vehicle rules you could fit 20 people in a shuttle easily
and still have lots of room for secondary systems. That's way bigger
than shuttles in most other fictional sources-- so the generic
standard shuttle will be quite a step down from the TAT. So figure 15 CS (a
nice size three shuttle can hold a dozen people and some gear). Crew and
maintenance is probably 8 more CS, plus 5 CS of spare parts.
38 CS, with these generous assumptions-- not that much when you spread
it out over even a small ship.
OK, let's check our math with a back-of-the-envelope calculation.
Shuttles that are assigned as part of drop capability (p15) vary in their
sizes. But take a one mass drop. 8 CS for crew, 12 CS for consumables, 15 CS
for our size 3 shuttle. That leaves 15 CS for
launch/recovery, which is about right when you consider that drop
shuttles CAN be launched or retrieved under combat conditions (and it fits the
1.5 x mass rule). So the estimate that a 1 mass can move 10 CS to and from the
planet is pretty good (it's a little conservative, actually, but remember that
you may be transporting supplies down as well). This shuttle bay gets more
consumables than the standard because of its more demanding operational tempo.
Overall, it all seems to hang together quite neatly.
> On Wed, Apr 30, 2008 at 7:20 PM, John Brewer <jbrewer@webtv.net> wrote:
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Thu, May 1, 2008 at 12:03 AM, Robert Mayberry <robert.mayberry@gmail.com>
wrote:
> I haven't seen that. When was it emailed? I did my own calculations,
One of the beauties of the list here: house rule postings. :-) In fact,
Jon encourages it. Generates new idears and whatnot.
Mk