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ft:starwars:index [2009/09/13 15:56] – external edit 127.0.0.1ft:starwars:index [2012/12/29 00:33] sam
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- +| TIE/In | Standard fighter. | 
- +| TIE Bomber | Heavy torpedo fighter | 
-Standard fighter. +| TIE Interceptor | Interceptor | 
- +| TIE/fc | Special | 
- +| TIE/rc | Fast/Long range | 
- +| TIE/gt | Attack |
-Special+
- +
- +
- +
-Long range+
- +
- +
- +
-Attack fighter. +
- +
- +
- +
-Fast interceptor. +
- +
- +
- +
-Heavy torpedo fighters. +
- +
  
 === TIE/fc === === TIE/fc ===
  
- +The TIE/fc is designed for target acquisition duties against larger vessels. It is not particularly good at either dog fighting or attacking larger vessels itself - halve (rounding down) all damage down by a TIE/fc squadron against any target. If the TIE/fc group is within 6" of a large ship though (ie non-fighters), it can 
- +designate targets for any other ship in the Imperial fleet. Each fighter rolls 1d6, and on a roll of 5+, a shot from a single weapon may ignore all shields and armour on the target vessel. The TIE/fc cannot attack, or be involved in a dogfight, while designating targets.
-The TIE/fc is designed for target +
-acquisition duties against larger vessels. +
-It is not particularly good at either dog +
-fighting or attacking larger vessels itself +
-- halve (rounding down) all damage down by +
-a TIE/fc squadron against any target. If +
-the TIE/fc group is within 6" of a large +
-ship though (ie non-fighters), it can +
-designate targets for any other ship in +
-the Imperial fleet. Each fighter rolls 1d6, +
-and on a roll of 5+, a shot from a single +
-weapon may ignore all shields and armour +
-on the target vessel. The TIE/fc cannot +
-attack, or be involved in a dogfight, +
-while designating targets. +
- +
  
 === TIE Bomber === === TIE Bomber ===
  
- +The TIE bomber is treated as a standard heavy torpedo fighter, except that it may also attack ground targets from orbit. The 'torpedo' may be launched at planet side targets within 3" as for a single ortillery attack, instead of firing at a ship.
- +
-The TIE bomber is treated as a standard +
-heavy torpedo fighter, except that it may +
-also attack ground targets from orbit. The +
-'torpedo' may be launched at planet side +
-targets within 3" as for a single ortillery +
-attack, instead of firing at a ship. +
- +
- +
  
 ==== Alliance Fighters ==== ==== Alliance Fighters ====
- 
- 
  
 {{./designs/wings.gif}} {{./designs/wings.gif}}
  
- +| A-Wing | Fast| 
- +| B-Wing | Heavy attack. | 
- +| X-Wing | Interceptor, but no penalty against large ships. | 
-Heavy fast+| Y-Wing | Heavy |
- +
- +
- +
-Heavy attack. +
- +
- +
- +
-Heavy interceptor, but no penalty against +
-large ships. +
- +
- +
- +
-Heavy+
- +
- +
  
 ==== Hyperspace ==== ==== Hyperspace ====
  
 +Hyperspace is very safe and reliable in Star Wars, so no problems are caused by jumping into hyperspace when close to other ships. A planet's gravity well still prohibits hyperspace travel though.
  
- +Optionally, entry to, and exit from, hyperspace can be done differently to better simulate the 'special effects' used in the films. On the turn after hyperdrives are engaged, during the movement phase, the velocity of the ship is quadrupled. Each turn thereafter, the velocity is quadrupled again until either the ship leaves the board, or a velocity greater than 256"/turn is achieved. At this point, the ship is assumed to have entered
-Hyperspace is very safe and reliable in Star Wars, +
-so no problems are caused by jumping into +
-hyperspace when close to other ships. A planet'+
-gravity well still prohibits hyperspace travel +
-though. +
- +
- +
- +
-Optionally, entry to, and exit from, hyperspace +
-can be done differently to better simulate the +
-'special effects' used in the films. On the +
-turn after hyperdrives are engaged, during +
-the movement phase, the velocity of the ship +
-is quadrupled. Each turn thereafter, the +
-velocity is quadrupled again until either +
-the ship leaves the board, or a velocity +
-greater than 256"/turn is achieved. At this +
-point, the ship is assumed to have entered+
 hyperspace. hyperspace.
  
 +Likewise, a ship exits hyperspace at a velocity greater than 64" a turn (at the start of its movement phase, so it moves 64" that turn). It's velocity is quartered every turn until it reaches the velocity the ship had when it entered hyperspace. For ships coming in off the board, this is basically anything the controlling player decides before play.
  
 +A ship may be assumed to come out of hyperspace off the board, decelerating and only coming onto the board when a low velocity has been reached. The enemy fleet will be aware of any ships coming out of hyperspace this way though, and will now its speed and rough location.
  
-Likewise, a ship exits hyperspace at a velocity +Ships cannot change facing while engaging hyperdrives. A ship may use hyperdrives to move rapidly across the battle area, engaging them for a single turn only. A ship cannot make a second jump within three turns of coming out of the previous, and weapon systems may not be fired, or fighters launched or recovered, while 
-greater than 64" a turn (at the start of its +accelerating into, or decelerating out of, hyperspace. Fighters equipped with hyperdrives only have enough energy for two jumps.
-movement phase, so it moves 64" that turn). +
-It's velocity is quartered every turn until it +
-reaches the velocity the ship had when it entered +
-hyperspace. For ships coming in off the board, +
-this is basically anything the controlling +
-player decides before play. +
- +
- +
- +
-A ship may be assumed to come out of hyperspace +
-off the board, decelerating and only coming +
-onto the board when a low velocity has been +
-reached. The enemy fleet will be aware of any +
-ships coming out of hyperspace this way though, +
-and will now its speed and rough location. +
- +
- +
- +
-Ships cannot change facing while engaging +
-hyperdrives. A ship may use hyperdrives to +
-move rapidly across the battle area, engaging +
-them for a single turn only. A ship cannot +
-make a second jump within three turns of coming +
-out of the previous, and weapon systems may not +
-be fired, or fighters launched or recovered, while +
-accelerating into, or decelerating out of, +
-hyperspace. Fighters equipped with hyperdrives +
-only have enough energy for two jumps. +
- +
  
 ====== Ship Designs ====== ====== Ship Designs ======
- 
  
 ===== The Empire ===== ===== The Empire =====
  
- +==== Imperial Class Star Destroyer (Mass 4,000; Points ~50,000) ====
-==== Imperial Class Star Destroyer ==== +
- +
- +
- +
-[[designs/imperial.gif|]] -  +
- +
- +
- +
-4,000 +
- +
- +
- +
-50,000 (est) +
  
  
 +[[this>_media/ft/starwars/designs/imperial.gif|{{:ft:starwars:images:imperial.gif?nolink}}]]
  
 This is a really silly ship design, basically This is a really silly ship design, basically
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 tubes for a considerable time, they were dropped tubes for a considerable time, they were dropped
 in favour of reusable systems. in favour of reusable systems.
- 
- 
  
  
  
ft/starwars/index.txt · Last modified: 2012/12/29 00:36 by sam