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Author Topic: Countdown to The New Clans: Volume 1  (Read 16816 times)

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Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #60 on: October 20, 2011, 03:07:36 PM »

...Finally.  Finally!  I think this is the final, bloody FINAL! version of the FighterShip concept.  Its up to Knightmare if he has time to check these over.

FIGHTERSHIPS

   Developed in the years following the 3rd Exodus, the term ‘FighterShip’ was adapted for the aerodyne Small Craft used as stand-ins for more potent AeroSpace fighters.  Further development of these primitive FighterShips by the IlKhan’s Joint Development Program eventually resulted in the creation of a dual-engine “Super-Heavy” AeroSpace Fighter.

Construction Rules
   FighterShips use the construction rules for AeroSpace Fighters, with several significant differences in their construction.

Step 1:  Design the Chassis
   The most basic concern of FighterShip design is determining the choice of tonnage.  Because of the basic assumptions behind their construction, they are restricted from other choices found in Step 1 of AeroSpace unit construction.
·   FighterShips must be Aerodynes, but have 9 Weapon or Equipment Spaces per arc.
·   Because FighterShips have no civilian application and are exclusive to the New Clans, a ‘Mixed’ Tech base must be chosen. 

Choose Weight
   FighterShips are built in 10-ton increments, starting at 110 tons to a maximum of 200 tons.

Notes:

Step 2:  Install Engines and Control Systems
   Step two determines the FighterShip’s performance and endurance, calculating engine and fuel tonnage, armor rating, and crew requirements.

Choose Engines and Fuel Capacity
FighterShips determine their total Engine Rating as Aerospace Fighters, following the formula (Engine Ratings = FighterShip tonnage x (Desired Safe Thrust - 2) / 2) to determine the Engine Ratings of the FighterShip’s twin engines.  FighterShips may use any type of Clan or IS Engine technology, including Large-, XXL, and Large-XXL Engines, subject to the Available Technology Chart.
Designers must provide a minimum of 4 tons of fuel, which is tracked only in campaign settings.  FighterShips receive 80 Thrust Points per ton of fuel.  FighterShips are unable to use the fuel expansion system of Small Craft and DropShips.
 
Determine Structural Integrity
Designers may use either the unit’s Safe Thrust value or the formula, (Tonnage / 10), to calculate its Structural Integrity.  This value has no impact on the mass of the unit and may not be changed.

Add Control/Crew Systems
FighterShips require larger crews depending on their chosen role and the number and type of weapons per arc.  For each member of the crew, Designers must assign 3 tons to account for the mass of their controls and life support.  Because of their size and complexity, FighterShips require a minimum crew of two, Pilot and Co-Pilot.  Additional crew such as Gunners also reside in the cockpit.
·   To carry Capital missiles, FighterShips designed as Torpedo/Bombers require a dedicated gunner to oversee their use.

Notes:
·   Because the final number of crew required is determined later, Designers simply allocate the minimum of 6 tons for the Pilot and Co-Pilot to complete Step 2.
·   Mounting Large, XXL, and Large-XXL engines on FighterShips requires the Designer to sacrifice a number of Spaces to accommodate them according to number required for Fighters in the Advanced Engine Master Table in TacOps.  Spaces are first sacrificed from the Rear arc until eight have been filled, and any remaining Slots are assigned Spaces evenly between the unit’s Wings.
·   FighterShips generate heat from both Engines.  XXL Engines run hotter than Standard or Large Engines, generating 4 heat per Engine from Safe Thrust, and 6 heat per Engine from Max Thrust.
·   Because Large-XXL Engines would leave an odd number remaining after dedicating all Spaces in the Rear arc to Engine Slots, only 8 are carried in the Rear arc and 1 is placed in each Wing.  Large-XXL Engines generate the same heat as XXL Engines.
Ex.  Because FighterShips carry twin Engines, a design with Standard Large Engines requires a total of two Spaces in the Rear arc.  A design with XXL Engines requires 4 additional Slots for both Engines, for a total of 8 Spaces in the Rear arc.  A design with Large-XXL Engines requires 5 additional Slots for both Engines, for a total of 8 Spaces in the Rear arc, and 1 Space from each Wing.

Step 3:  Determine Armor
FighterShips determine their total maximum Armor points with the formula, (Tonnage x 8).  FighterShips may use any Clan or Inner Sphere Armor type subject to the Available Technology Chart, but sacrifice Spaces for the use of any type except Standard Armor, as seen on the chart below.

                         AP/Ton                    Equipment Slots                       (IS/Clan)      Under 150 tons     Over 150 tons
Standard            16/16
Light F-A       16.96/ -            2 (1/Wing)            4 (1/Location)
F-A                17.92/19.20     2 (1/Wing)            4 (1/Location)
Heavy F-A     19.84/ -            4 (1/Location)      8 (2/Location)
F-L                       - / 14          2 (1/Wing)           4 (1/Location)
L-R (IS)              16/ -             2 (1/Wing)           4 (1/Location)
L-R (C)                 - / 16          1 (1 Rear)            2 (1/Wing)
Reactive (IS)      16/ -             3 (1/Wing, 1 R)    6 (2/Wing, 1 Nose, 1 Rear)         
Reactive (C)         - / 16          1 (1 Rear)            2 (1/Wing)
Stealth*              16/16           2 (1/Wing)            4 (1/Location)
*-Stealth Armor requires the use of a Guardian ECM system and generates 10 heat per Turn when active.

   After choosing Armor type and determining the FighterShip’s maximum total Armor points, determine the maximum number of tons the design may carry, using the formula, (Maximum tonnage = (maximum AP) / (AP/ton)).
   Armor is assigned between four locations; Nose, Left Wing, Right Wing, and Rear. 

Notes:
·   FighterShips are not required to carry the maximum amount of Armor; the Designer has the final choice of what type and how much of it is used for his design.
 
Step 4:  Add Heat Sinks
   FighterShips keep track of the heat generated each Turn by expending Thrust and firing weapons with the Heat Scale on the FighterShip Record Sheet.  FighterShips may generate more heat than they are able to dissipate, but suffer progressively more severe effects until it is reduced.  FighterShips may use all Clan and Inner Sphere Heat Sink technologies subject to the ATC, but all Heat Sinks must be identical.
   Each engine comes with 10 free Heat Sinks, but designers may add more.

Notes:

Step 5:  Choose Role, Weapons, and Equipment
   The weapons, equipment, and crew requirements of FighterShips are influenced by the role they play on the battlefield.  FighterShips may not use Omni technology and require dedicated facilities outside the game to change between types.
·   Assault – Assault FighterShips are general-purpose units, characterized by heavy weapon loads, commonly serving as escorts to other variants.  They may or may not retain an internal cargo bay.
·   Cargo – Cargo FighterShips are most often adapted to carry a significant amount of cargo (normally ammunition) into combat.  The Cargo-variant is one of the most common variants, able to adapt the internal cargo bay for several roles.
·   Torpedo/Bomber – Torpedo/Bombers carry either a single Capital missile for anti-WarShip attacks, or conventional bombs dropped from the internal cargo bay. 
·   Tanker – Similar to the Missile/Bomber, Tankers use their internal cargo space to store fuel to refuel other units.  Tankers may use fuel stored as internal cargo to extend their range.
·   DropFighter – DropFighters convey air-mobile vehicles and troops through hostile airspace into combat zones, where they deploy using dropchutes to perform a variety of assignments.

Notes:

Game Rules
   FighterShips represent the technology of AeroSpace fighters carried to the ultimate extreme.

Movement
   FighterShips move on several maps and at different times due to the complexity of their rules, which are divided into Space, High-Altitude, and Low-Altitude.  Because of their interaction with ground units, their Low-Altitude rules are the most complex.
·   Space Movement
   FighterShips move in the Small Craft movement subphase and use their
Evasive Action modifier.
·   High-Altitude Movement
   After entering the High Altitude map, FighterShips operate normally as
AeroSpace fighters.

     Low-Altitude Movement
   After entering the Low Altitude map, FighterShips operate normally as
AeroSpace fighters.
·   Terrain and Altitude
   Not as maneuverable as conventional or AeroSpace fighters, FighterShips suffer additional Control Rolls at low altitude.  For each Turn the player remains at Level 1, a Control Roll at +1 is required before ending the Movement Phase.
·   Crashes
   FighterShips crash as Small Craft, damaging units and buildings in the crash hex only.
·   Facing Changes
   FighterShips use the AeroSpace fighter column for the Straight Movement on Ground Maps Table to determine the distance they must travel on the low altitude map before being allowed to make a facing change.
·   Special Maneuvers
   FighterShips are capable of special maneuvers, sometimes at a greater cost in thrust or difficulty.
 
   Special Maneuvers Table*
     Min/Max   Thrust       Control
Maneuver        Velocity    Cost       Modifier
Loop             Min 4       5           +2
Immelmann          Min 4       5           +2
Split-S              Any       2           +2
Hammerhead        Any      Velocity        +2
Half-Roll           Any       1            -1
Barrel Roll          Min 2       1            0
Sideslip           Any       1            0
VIFF              Any     Velocity+3    +3
* - Bold represents modifications to the original table.

Combat
   FighterShips attack and are damaged as standard AeroSpace Fighters with a few exceptions.
·   FighterShips may not use the Striking attack of AeroSpace Fighters.
·   FighterShip Torpedo/Bombers may use Tele-operated missiles.
·   Tanker FighterShips may use fuel from their cargo to extend their range.
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Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #61 on: October 20, 2011, 10:34:37 PM »

One more detail...

Engine Damage
FighterShips suffer greater effects from engine damage than normal AeroSpace Fighters due to their close proximity to each other.  For each Engine hit, FighterShips suffer +4 Heat.

Hehehehe.  One engine hit, and you better start planning the weinie roast.
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Red Pins

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Re: Countdown to The New Clans: Volume 1
« Reply #62 on: October 20, 2011, 11:00:54 PM »

Hmph.  One more.

FighterShip Cubicles
   Designed as self-contained facilities to fuel, arm, and repair FighterShips, their Cubicles weigh 250 tons and require a single Equipment Slot per cubicle.
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