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Mongoose
OK, Dwell on this. Much of fighter combat is not simply the ability of the fighter craft, but the training of the crew and use by command. To this end, and in light of the various concerns on fighters posted elsewhere, I propose the following advanced/optional rule:
Fighter Doctrines:
Each race has its own ideas on how 'best' to employ fighters. Moreover, with the differences between capital ships, each can be said to be 'right' in its own way.
EA: The Earth Alliance believes in close coordination with capital ships. Fighters in battle operate either to aid in the defence of the ships or to deny the other side that option. In game, the EA can use any fighter flight in base contact with a ship, and not in dogfight, to add one interceptor to the defense of that ship. The fighter may not fire in that phase. When incoming fire hits the defended ship resolve as normal and one of the flights declared for interceptor use must roll as if attacked by 1 AD with AF, stealth (not that this exists yet for EA fighters) may not be used. If all decelared flights are destroyed, fire continues normally.
Minbari: The Warrior Caste of the Minbari Federation does not believe in distinct fighter roles. They relay on individual fighter capabilities and in Skin Dancing techniques.
Centauri: The Centauri Republic loves a gambler, they also have great faith in their auto-pilot systems. A Centauri fighter in dogfight can push his craft beyond the inertial dampners to obtain tactical advantage and risk blacking out. Centauri flights can gain a +1 to dogfight but must make a CQ9. Failure means next turn the flight is unable to move or fire and is at -2 for any dogfights as the crew recovers.
Narn: "Remember Us!" The Narn fighters were well aware of their disadvantage with respect to their enemies in close action. They therefore were trained to make the 'ultimate sacrifice' if necessary and ram enemy craft. A Narn flight in a dogfight can attempt to ram an enemy fighter. The Narn gains +1 to its dogfight score but success or tie results in the destruction of both craft (except if the Narn rolls a 6 and the opponent rolls a 1 in which case they panicked and the Narn shot them without ramming).
Dilgar: The ruthless Dilgar considered fighter losses an acceptable part of warfare and may fire into their own dogfights. Such fire is resolved as if the weak trait is added to the AD vs the Dilgar fighter (ie Super AP= AP, AP= normal, normal = weak, weak = -2)
I'm still working on the rest, let me know what you think...
Fighter Doctrines:
Each race has its own ideas on how 'best' to employ fighters. Moreover, with the differences between capital ships, each can be said to be 'right' in its own way.
EA: The Earth Alliance believes in close coordination with capital ships. Fighters in battle operate either to aid in the defence of the ships or to deny the other side that option. In game, the EA can use any fighter flight in base contact with a ship, and not in dogfight, to add one interceptor to the defense of that ship. The fighter may not fire in that phase. When incoming fire hits the defended ship resolve as normal and one of the flights declared for interceptor use must roll as if attacked by 1 AD with AF, stealth (not that this exists yet for EA fighters) may not be used. If all decelared flights are destroyed, fire continues normally.
Minbari: The Warrior Caste of the Minbari Federation does not believe in distinct fighter roles. They relay on individual fighter capabilities and in Skin Dancing techniques.
Centauri: The Centauri Republic loves a gambler, they also have great faith in their auto-pilot systems. A Centauri fighter in dogfight can push his craft beyond the inertial dampners to obtain tactical advantage and risk blacking out. Centauri flights can gain a +1 to dogfight but must make a CQ9. Failure means next turn the flight is unable to move or fire and is at -2 for any dogfights as the crew recovers.
Narn: "Remember Us!" The Narn fighters were well aware of their disadvantage with respect to their enemies in close action. They therefore were trained to make the 'ultimate sacrifice' if necessary and ram enemy craft. A Narn flight in a dogfight can attempt to ram an enemy fighter. The Narn gains +1 to its dogfight score but success or tie results in the destruction of both craft (except if the Narn rolls a 6 and the opponent rolls a 1 in which case they panicked and the Narn shot them without ramming).
Dilgar: The ruthless Dilgar considered fighter losses an acceptable part of warfare and may fire into their own dogfights. Such fire is resolved as if the weak trait is added to the AD vs the Dilgar fighter (ie Super AP= AP, AP= normal, normal = weak, weak = -2)
I'm still working on the rest, let me know what you think...