[GZG] [FT] Multi-ability fighter costings

1 posts ยท Dec 23 2006

From: DOCAgren@a...

Date: Sat, 23 Dec 2006 17:40:26 EST

Subject: RE: [GZG] [FT] Multi-ability fighter costings

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lWell, I have been
using the unofficial rules that Jared Noble put together as
the base for my Multi-Ability fighters.
http://www.homegame.org/siefert/uftwwwp/files/fighters.htm
Now this are pre-fleet book but I have worked out, and did some of it
talking back and forth with Jared a while back, and also used Jerry Cantrill
mods to get my my own system.

Frame		   Cost    Eff	   * PDS damages as if
Light                -.25     2     1-2 No damage, 3-4 1 Kill, 5 2
Kills, & 6 2 Kills and reroll Standard 0 1 Unscreened craft
Heavy                2      2     Treats as +1 Level screened craft
Large                2      -1     1-2 No damage, 3-4 1 Kill, 5 2 Kills,
& 6 2 Kills and reroll
Large Heavy           4      0     1-3 No damage, 4-5 1 Kill, & 6 2
Kills and reroll
Streamlining           +1      +1     Cost and Eff added to base frame
type. (Need for Atmosphere Ops)
                         Inspired by 1/22/99 ML discussion
      * Class 1 beams (C-batts) damage all fighters as if unscreened

(Mailing list consensus Jan 1999)
Propulsion	Cost Eff      Speed Endurance (Per Fleetbook)
Slow                1*      0      18/9     6 Combat Turns
Standard           1*      1      24/12     6 Combat Turns
Fast                2*      2      36/12     6 Combat Turns
L Range           2*      2      24/12     9 Combat Turns
Fast/LR           5*      3      36/12     9 Combat Turns
     * Cost x2 for large Fighters, 1/3 for Light and endurance is 2/3
Anti-Ship           Cost Eff      Range Notes
None		   0	 0     As it says... NONE
Standard 1 1 6 Attacks as beam weapon
Attack           3      2      6 Attacks as beam weapon with +1 to die
roll
Torpedo           5      2      6 Single Shot. 1-3 =No Damage, 4 =6,
5=5, &
6=6
Anti-Fighter      Cost Eff     Notes
Limited* 0 0 Destroys 1 enemy fighter on roll of 6 Standard 1 1 Attacks as
beam weapon
Interceptor           2      2      Attacks as beam weapon with +1 to
die roll
* This free capability is a reflection of using the fighter's anti-ship
weapons against fighters (for which it is not really intended) Realistically
Torpedo fighters or Fighters with no anti-ship capability should have no
'free'
anti-fighter ability.
Other Systems Cost Eff Notes Recon Sensors 4 2 Grants the Fighter, Standard
Ship Sensors
-per Sensor rules
ECM Systems	 4	2      Grants the Fighter, Standard Ship ECM
-per ECM
rules (only 3 mu) Cargo 1 0 Internal. Normally used for long range

patrols
FTL Capablity      2      0      External Pack/Internal Unit. Fighters
may start on board
     (If External Movement with 2/3 and can be dropped, if Internal only
has enough reaction mass for 2 Jumps) (If Large Fighter Internal only has
enough reaction mass for 4 Jumps, not useable for Light Fighters)
Booster Packs      1      0      External. +2 Endurance - (for Atm.
climb-out
)
     (Movement with 2/3 and can be dropped once clear of Atmosphere and
hopeful before combat)
Booster Unit          1      0      Internal. +2 Endurance - (for Atm.
climb-out)
     (Movement with 3/4 and can be used in space for +12 Speed boost as
long as Endurance remains)
     (All attacks againt Fighters Internal Boosters, are at +1 because
of Boosters)
Sub-Packs           2      0      External. 1 shot/1 die Submunition (
Movement with 2/3)
Anti-Ship Mines     3     0      External. 1 die damage, Range 2
(Movement
with 1/2)