House rules from the Deep South

Target

Mongoose
We have doubled fighters speed, gives them real zoom capabilties.
In Fighter movement phase, move them in groups/wings you move your 3 furies, i move 4 sentri's can be any 4 fighters on board.
Fighters fire in normal firing phase in groups like movement. So you can choose to fire a ship or fighters.
Every turn you can regenerate fighters 4+ but only up to max of how many fighters your ships can currently support, lose ships the number goes down eg 1 Omega and 1 Avenger, 2 wings of furies, fighters die till you get 12 left on the board then you start regenerating, lose the avenger & you go down to 4. Makes Carriers more important as they can release and do a SA.
Scraped dogfighting fighters just shoot at each other except dogfight score modifies dodge.
Anti fighter -1 to dodge, E-Mine -2 to dodge.
Fighters all get precise but d3, d6 for crits ( different crit table) we have designed it so they can take weapons, engines and annoying crits but nothing to explosive.
Escorting fighters get to automatically shoot first at the attacking fighters.
Lose all your capital ships you lose.
We only played this with the main 4 and Drazi for the last 4 months but it seems to work well for us.
Hope this helps but i guess it won't be everyones cup of tea.
I think this is them all.
 
with regards to fighter movment, what would you do about fleets like the ISA for whom Nails are 1 flight per wing and Starfuries and T-bolts are 3 per wing?
 
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