2e fighters?

animus

Mongoose
msprange said:
As for fighters. . . a lot different! If you want to see a clue as to how they work now, grab the Star Wars mod for CTA. They retain their initiative advantage over big ships, but will have to survive a hail of fire whenever they close to attack.

Anyone familiar with the "Star Wars mod" and could speculate what we might see in 2e with fighters?
 
in the star wars mod there is a trait "Anti fight6er x" that ships can use to attack fighters within 2 inches at the end of the movment phase.

So i'd expect fighter move last and fire first still, but before they fire they will have to survive an amount of anti-fighter fire from their prey, unless they can attack from outside 2 inches.
 
And we'll be making sure each wing has a decent number of fighters to make it a worthwhile choice in its own right as part of a larger fleet. Not too many changes though.
 
sweet. sounds cool to me. I think some of the flights being only one stand is kinda low. I mean, why have them if you only get the one stand. I usually dont launch them.
 
Walk me through the rules exactly.

Does the trait "Anti-fighter X" mean you get X dice to fire or get 1 dice against X ships? Explain por favor.
 
Fighters
Ships with the Anti-Fighter X trait automatically attack any fi ghters within 2” at the end of the Movement Phase. They will roll as many Attack Dice as their Anti-Fighter trait score indicates, splitting this between multiple flights if they desire. Any Attack Dice rolled from the Anti-Fighter trait that equals or exceeds the Hull of a fl ight will automatically destroy it, ignoring any Dodge trait the fighter possesses (though Shields still apply).

Anti-Fighter rolls may not be made against fl ights involved in dogfights. However, some special fi ghters may also have the Anti-Fighter trait, which may be used just before a dogfi ght is initiated, as enemy fighters move into contact. Once the dogfight has started, the trait may not be used.
 
This also neatly dodges the problem of antifighter weapons which only exst in a certain number of arcs (which never works as fighter are agile enough to just sit in the arc not covered...)

Essentially it's an expanded version of the station defense network.

Of course that trait is very much a defensive one assuming the range is similar - one ship can't cover another, which leaves the Guardhawk even more shafted than it was already......I have a variant in mind to cover this, if people think it might be of use...

Pulsarhawk Sweep Cruiser

The Guardhawk was never a popular vessel in the freehold's fleets; Guardhawk crews, as aggressive by nature as other Drazi, disliked being left 'babysitting' other ships whilst their comrades claimed the kills - and the glory. Fleet commanders also found little utility in the ship. Whilst sacrificing the heavy armament for additional anti-fighter turrets seemed fine in theory, in practice the Guardhawk achieved little more than protecting itself, rather than screening the gunship wings to which it was attatched.
Despite the agility of the Sunhawk chassis, it could not compete with fighters for manouvrability, and could not be used aggressively to hunt enemy fighter wings. To compound matters, increasingly advanced fighters such as the Starfury Firebolt, Ruutarian and White Star Fighter
proved able to overwhelm Guardhawks directly before they could cause significant casualties. The final straw came when even Raiders began fielding more advanced and more heavily armed versions of the Delta-V Zephyr.


The Pulsarhawk is a logical development made by practical Drazi engineers; The Narn G'Karith is well known as one of the best small craft for fighter clearance duties due to its rapid-firing mine racks. Purchasing several of these weapon systems from the Regime, the Drazi simple retrofitted them directly onto the ubiquitous Sunhawk hull. The results were impressive - providing the freehold with a ship that could hunt fighter wings agressively at long range and could punch holes on an enemy fighter screen to allow Sky Serpent heavy fighters to attack enemy capital ships directly despite their vulnarability to enemy fighters. After the prototype wiped out an entire strike carrier's fighter complement as they launched in its first combat engagement, the Drazi freehold began construction of these vessels as a dedicated class.

Class/PL: Pulsarhawk Sweep Cruiser / Skirmish
Troops: 3
Speed: 12
In Service: 2260+
Turns: 2/45º
Craft: None
Hull: 4
Special Rules:
Damage: 14 / 4
Crew: 16 / 5


Weapon Range Arc AD Special
Particle Cutter 12 B 2 AP Beam

Pulsar Mines 20 F 4 Energy Mine

Particle Beam 4 F 4 Anti-Fighter Weak
 
aah but then escort ships like the guardhawk will be able to lend their AF to ships within a certain distance.
 
I hope it doesn't nurf fighters too much. I suspect all EA ships will be bristling with AF weapons.

Balance....
 
Hmmm....I'd prefer to see something like the Vorlons new ability, which attacks each flight with one AD. the AF number could then be a maximum number of flights to be targeted.
 
animus said:
I hope it doesn't nurf fighters too much. I suspect all EA ships will be bristling with AF weapons.

Balance....
With the numbers of dice you're talking about though, on a typical Raid level vessel, it will kill about one fighter per round, enough to deter a stray flight but not to stop a concerted attack. Higher and lower PLs have commensurately more and fewer dice and different fleets have different numbers too.
 
Triggy said:
animus said:
I hope it doesn't nurf fighters too much. I suspect all EA ships will be bristling with AF weapons.

Balance....
With the numbers of dice you're talking about though, on a typical Raid level vessel, it will kill about one fighter per round, enough to deter a stray flight but not to stop a concerted attack. Higher and lower PLs have commensurately more and fewer dice and different fleets have different numbers too.

This is what I wanted to hear. :)

As for the Vorlon AF effect, I prefer the other direction because you can choose to concentrate on certain ships (kill the bomber!)
 
Chernobyl said:
well, most bombers have lower dodge scores though...eh, we'll see.

Chern

Good point. The balance can be maintained in many ways.

I like the idea too of certain ships having greater range of AF to help cover other ships. Make ships work together as a fleet rather than just a collection of ships.
 
Say goodbye to Shadow fighters being of any use whatsoever, bizarely especially against EA?

fly in and die - if they made it past enemy fighters - not sure who in the game they would stand a chance against?
 
Who knows...

As far as I am aware none of the Star Wars ships have stealth so it was not an issue.

I am sure everything will be sorted for 2e.
 
Da Boss said:
Say goodbye to Shadow fighters being of any use whatsoever, bizarely especially against EA?

fly in and die - if they made it past enemy fighters - not sure who in the game they would stand a chance against?

We can only hope that they'll be tweaked to keep them effective.
 
hmm perhaps but "keep effective" - against whom? Maybe the Narn but even some Raider fighters are better than them!
 
I don't believe the plan for 2e is to change only a couple things. Lots of things are being evaluated, so if Shadow fighters (for example) are half as good, they'll either be beefed up or we'll get twice as many per wing.
 
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