Here our list, we just keep on developing them. We think they are working but haven't had to many games recently.
Anti fighter -2 to dodge.
E-mines we haven't stuck to number yet ( still developing, Gone between no dodge -2 dodge as well. )
Double the Speed
Add precise, extra AD if they already had precise
The Dogfight score is what they modify dodge by, so no dogfight roll. You can choose where you shoot.
Don't die automatically, come back on 4+, 3+ if fleet carrier is round.
Fighters die if there too many fighters on board compared to max number fighters can hold on your ships you left.
Fire in groups of 4, nominated in normal firng phase.
Move in groups of 4's in fighter phase
d3 crit location, then d6 for severity
Will post the chart later as we have changed again but basically goes
1 Random annoying things
2 Engines
3 Weapons
4 Reactors & internal things
5 Crew
6 Major damage
Took out the crew scores as such. the new crew score is the first number of crew score +1 eg 18 crew =2, 85 = 9
Crew is reduced by the critical, they also can be used by ignoring crits- bigger crits use more crew to avoid. To make SA,CQ rolls instead of rolling uses them as well. Can give +1 to opposed rolls if used.
When reduced to 0 you are skeleton crewed.
Special Actions
Evasive Manuevers CQ 8, +2 to dodge max 3+ dodge. Can only fire one weapon system, most move far enough to complete 2 turns. Only available to ships with 2 turns.
Scramble Scramble CQ7 , double the number flights deployed
Reinforce defense Grid - Raise hull by 1 , max 6. Only weapons system can fire
Close Blasts doors CQ8 5+ damage save, no damage control
CAF Reroll misses, -1 Hull
All hands to deck CQ9 repair all crits even ones done that round
Run Silent - I have do this one at later date to get worded right
Every thing else is the same, may have forgot some things as we haven't put in a comp, just on bits of paper at my mates place. We are meaning to get round to it.
With these house rules -
Fighters zoom round the board like in the show, can't be ignored as they are ideal for taking weapons, engines and such.
The smaller ships tend to survive longer, having 2 turns is good.
Carriers are important as it enables you keep a lot fighters on the board. The crew thing is working well for us, bigger battles are easier on the paper work and it has the redundancy thing built into it.
We are more than happy with the way in works.
This one big post.