A friend of mine and I played a game this evening, and after thoroughly mopping the stars with his Narn fleet, we starting talking about our re-match, which lead to the idea of having a fighters only battle.
99% of my fighters are the large, Agents of Gaming variety, and many of his are as well. We were thinking of changing the rules a bit to make it a little longer lasting than just the one shot you're dead.
The basic plan was to have each fighter have an X/1 Damage rating, with X equal to it's hull score. They would shoot, move, and get all of their normal bonuses (as if they were capital ships). If they made base contact, you'd roll dogfighting as is, but instead of the loser being destroyed, the winner would be the only side that was allowed to fire.
We figured that they could use the special actions that make sense (all power to engines). We said that criticals would just be double damage, but afterwards I thought about having a simplified critical table as well, perhaps like this one.
1 - Engines - 1/2 Speed
2 - Thrusters - 2/45* turns instead of SM
3 - Reactor - Loose each trait on a 4+
4 - Weapons - Must roll a 4+ to fire each turn
5 - Crew - -2 to each Dogfight Roll
6 - Vital Systems - Ship is Destroyed
No capital ships could be used. Maybe Patrol ships could be altered to fit in a bit better, but that's not really the focus. We're also thinking of a 2-5 point patrol game, no 5 point raid fleets of fighters. 8).
I'm not sure if there are any current house rules like this, but I figured I'd post and get some opinions. It's just meant to be something a little different to play with.
My initial thoughts are that it will be a numbers game, and whoever brings the most guns will win. Maybe there's a better way to figure out the hull score? Perhaps should also be a limit on the amount of fighters in the same dogfight. We'll get to play again in a week or two so I'll post how it goes, but any suggestions are welcome.
99% of my fighters are the large, Agents of Gaming variety, and many of his are as well. We were thinking of changing the rules a bit to make it a little longer lasting than just the one shot you're dead.
The basic plan was to have each fighter have an X/1 Damage rating, with X equal to it's hull score. They would shoot, move, and get all of their normal bonuses (as if they were capital ships). If they made base contact, you'd roll dogfighting as is, but instead of the loser being destroyed, the winner would be the only side that was allowed to fire.
We figured that they could use the special actions that make sense (all power to engines). We said that criticals would just be double damage, but afterwards I thought about having a simplified critical table as well, perhaps like this one.
1 - Engines - 1/2 Speed
2 - Thrusters - 2/45* turns instead of SM
3 - Reactor - Loose each trait on a 4+
4 - Weapons - Must roll a 4+ to fire each turn
5 - Crew - -2 to each Dogfight Roll
6 - Vital Systems - Ship is Destroyed
No capital ships could be used. Maybe Patrol ships could be altered to fit in a bit better, but that's not really the focus. We're also thinking of a 2-5 point patrol game, no 5 point raid fleets of fighters. 8).
I'm not sure if there are any current house rules like this, but I figured I'd post and get some opinions. It's just meant to be something a little different to play with.
My initial thoughts are that it will be a numbers game, and whoever brings the most guns will win. Maybe there's a better way to figure out the hull score? Perhaps should also be a limit on the amount of fighters in the same dogfight. We'll get to play again in a week or two so I'll post how it goes, but any suggestions are welcome.