I've been playing with some numbers to try and knock together a modified
fighter construction system for FT/MT along the lines of Steve Gibson's
rules fore infantry in DS2.
To use the tables, add the appropriate points from each table, multiply by 3,
and add 2 points for the hangar. NOTE, to avoid fractions, the tables work out
the costs for PAIRS of fighters. Unless I've screwed up, (all too possible!),
the fighter types from MT should come out at the same costs.
Table 1: Anti-fighter effectiveness
Level Effect Points None NO *AF or dogfight rolls 0
Standard standard *AF and dogfight rolls 1
Interceptor +1 on*AF or dogfight rolls 3
Table 2: Ship-attack effectiveness
Level Effect Points None NO normal attacks on ships 0 Standard normal attacks
on ships 2
Attack +1 when attacking ships 4
Table 3: Defence strength Level Effect Points
Light +1 on *AF or dogfight rolls 0
Standard standard *AF or dogfight rolls 1
Heavy -1 *AF or dogfight rolls 5
Table 4: Movement Level Effect Points Slow Move 8" per turn 0 Standard Move
12" per turn 1 Fast Move 18" per turn 5
Table 5: Endurance Level Points
1 Turn of combat -1
2 Turns of combat 0 3 Turns of combat 1 4 Turns of combat 3 5 Turns of combat
5
Table 6: Special equipment Item Effect Points Torpedo Torpedo attack as per MT
9 Needle weapon Allows 1 needla attack PER GROUP 4 Recce pod as for superior
sensors at 6", 4 or basic at up to 12"
> At 04:56 PM 8/16/96 +0000, you wrote:
This system is extremely cool. But how would you simulate the
reduced anti-fighter effectiveness of attack and torpedo fighters? If
memory
serves, they still have an anti-fighter attack but they kill fighters
only on a 6.
James
> At 04:56 PM 8/16/96 +0000, you wrote:
> This system is extremely cool. But how would you simulate the
Aargh! I knew I forgot something! As I remembered it, Attack fighters are poor
in AF combat, and Torpedo fighters are unarmed apart from the torpedo (that's
probably wrong, but let it stand for now). I'd modify the table as below, and
add 1 to the cost of the torpedo system.
Table 1: Anti-fighter effectiveness
Level Effect Points
None NO *AF or dogfight rolls -1
Poor as for Attack fighters in MT 0
Standard standard *AF and dogfight rolls 1
Interceptor +1 on*AF or dogfight rolls 3
That's an excellently scratch-buildable-looking Battlecruiser in your
sig, by the way!
Cheers Rob
> At 04:59 PM 8/18/96 +0000, you wrote:
Torpedo planes get the roll on a 6 to kill fighters in a dogfight, so there's
no need to increase the cost of the torpedo system. (Although it wouldn't
bother me if you did, those things are nasty!)
> That's an excellently scratch-buildable-looking Battlecruiser in your
Thanks.:)
I had a couple of ideas for options you could add to your system.
Poor ship attack effectiveness (-1 when attacking ships): 1 pt.
A 2 pt. Anti-fighter effectiveness level: You get EITHER a +1 to
dogfight rolls to represent increased maneuverability only OR a +1 to
attack rolls at range against fighters only to represent increased long range
guns.
James