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Playtest fighter game
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Targ
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Joined: 02 Nov 2006
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Location: York U.K.

PostPosted: Wed Jan 05, 2011 12:21 am    Post subject: Reply with quote

Looking through my old sfb Rom ssd'right now Twisted Evil

Addition:Agree with the 10/8 damage depending on range of fire unless we hear to the contrary.
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storeylf
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Joined: 24 Jul 2008
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PostPosted: Wed Jan 05, 2011 1:09 am    Post subject: Reply with quote

And I'm currently looking at a G1 flotilla SSD, crikey I actually went into the garage and found some old SFB stuff following our brief talk of PFs (rushes to wash his hands of all SFB pollution, yuk!).

As someone once said 'I have a cunning plan'. I'm trying to knock up a fedcom flotilla SSD to bring on friday for discussion.

[edit] And yes that persons cunning plans had a tendency to be full of fail!!
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Targ
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PostPosted: Wed Jan 05, 2011 9:03 pm    Post subject: Reply with quote

Some question on how to handle Rom carries and F-Torp fighters.

1: I take it the two most likely Rom carriers in BOM will be Sparrow Hawk-B Carrier and/or the K7V.

2: How to handle reloading F type plasma Torps in FC/BOM.
D Torps are easy from what I can understand; they are just treated as drone fighters.
But F Torps need multi turn reloading to a specific shuttle box in SFB and one deck crew action to re load a fighter. How dose this translate into the simpler new system?
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mjwest
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PostPosted: Wed Jan 05, 2011 9:45 pm    Post subject: Reply with quote

For Pl-D rearming, go ahead and use the drone rules. Ignore the 1/2 point of power required in SFB. It just makes things easier if Pl-Ds can be treated as closely to drones as possible. Steve may change it later, but for now it is close enough.

For Pl-F fighters, let's do this:
- Pl-F may only be launched in seeking mode. No "direct fire" option. I am not giving a Pl-F fighter a better shot than a bolt from a ship.
- Pl-F uses the disruptor/photon rearming rules, but the cost is 3 points of power. (Disruptors and photons rearm for half power in one turn. Same here.)
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Targ
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PostPosted: Wed Jan 05, 2011 10:06 pm    Post subject: Reply with quote

Thanks MJ will give it a go .Storeylf up for it?

Addition: Got the SSD for the carries.
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storeylf
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PostPosted: Thu Jan 06, 2011 9:58 am    Post subject: Reply with quote

Yup, I don't mind playing a few more test games with various fighters.
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Monty
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PostPosted: Sun Jan 16, 2011 10:01 pm    Post subject: Reply with quote

Are there any radical ideas floating around to make fighter combat even more abstract?
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JonPerry
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PostPosted: Mon Jan 17, 2011 6:48 pm    Post subject: Reply with quote

Where can i find these (playtest?) direct fire drone rules?

I tried to figure out what a direct fire drone fighter would be, reading this thread - to no avail.
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mjwest
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PostPosted: Mon Jan 17, 2011 7:07 pm    Post subject: Reply with quote

On the Playtest page in Commanders' Circle.
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Targ
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PostPosted: Sun Feb 06, 2011 7:36 pm    Post subject: Reply with quote

Soz to bump this thread. But because of the way our campaign is going I need some play test rulings, as we have just introduced a Rom carrier (a Sparrowhawk –B). The following assumptions are based on that the SH-B is the most likely Rom carrier to make BOM and so I’m using the SFB SSD

1) Cost of ship, the SSD has 2 values. Can’t remember which is the BPV or the EPV think the second is the BPV is this the one we use for now? (110 pionts)
2) Fighter BPV’s for PL-F & PL-D Rom Fighters?
3) Max. number of PL-F on a SH-B in BOM? From the SFB SSD I would say only six as it has only six shuttle boxes that can re-load them. But any number of D fighters as from what I remember the F dedicated boxes had ready racks that could load D’s. (that is taking it can still carry 12 fighters)

PS. I take it the turning modes and cloak costs will be the same as a standard SP

Just re-checked the SSD Form SFB are we talking SH-B or SPH-B+ for FC?
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mjwest
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PostPosted: Sun Feb 06, 2011 9:05 pm    Post subject: Reply with quote

1) The SFB BPV is EconBPV/CombatBPV. In general, FC only uses the Combat BPV. That would be 120 for the SPB+. (Use the SPB+, not the SPB.)
2) Fighter BPV are just straight SFB. So, that is 10 for the G-FSF and 8 for the G-III. (Use the faster fighters, not the ones on the SSD.)
3) You would use the same fighter arrangement as the SFB ship. That means you get 8 of each fighter (8 G-FSF and 8 G-III). As for reloads, you just reload fighters wherever they land on the carrier. A shuttle box is a shuttle box on a carrier, and any can reload anything they would carry.

And, yes, use the standard SPA to determine the turn modes, cloaking costs and such.
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storeylf
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PostPosted: Sun Feb 06, 2011 9:09 pm    Post subject: Reply with quote

mjwest wrote:
(Use the faster fighters, not the ones on the SSD.)


I've no idea what you are on about, I know nothing about rom carriers in SFB, but to clarify, whatever fighters they have will still be speed 16?

Quote:
That means you get 8 of each fighter (8 G-FSF and 8 G-III)


16 fighters !
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Targ
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PostPosted: Sun Feb 06, 2011 9:19 pm    Post subject: Reply with quote

Lee, the SFB Rom fighters we are talking about were speed 12 with out warp packs, so as I take it in FC all fighters get rounded of to 16 to included warp packs.
MJ thanks once again for a quick and conscience reply.
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Targ
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PostPosted: Sun Feb 06, 2011 9:38 pm    Post subject: Reply with quote

mjwest wrote:
A shuttle box is a shuttle box on a carrier, and any can reload anything they would carry.


So why on Hydran and BOM, play test, SSD are the shuttle boxes different colours, this corresponding to the amount of admin shuttles and fighters a ship caries?
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Mike
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PostPosted: Sun Feb 06, 2011 9:39 pm    Post subject: Reply with quote

Rounding to 16 is the quick and easy way to do speeds for fighter conversion from SFB to FC, but why not consider doing the actual speeds and determining which impulses they would only move 1 subpulse in? If fighters are going to be BoM anyway (where more complexity is the rule), why not port them over as close to what they are in SFB?

In this case they would move during subpulses 2 and 4 of even-numbered impulses and only during subpulse 4 of odd-numbered impulses.
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