CUSTOM FIGHTERS


Original Concept: Damon Bradley, Michael F. Sauer, and M. Phoenix Gibbs, v 1.1.1 : Ides of March, 2000 (this should worry me)


MODIFICATIONS

Sample fighters updated to reflect current rules on fAx.

Definitions added for certain terms on the charts. Footnotes for Tables CF-03

Minor spelling and editorial changes made throughout the document.

Footnote reference fixed on CF-O1.

Internal fK-series limitation changed to bring them in line with fL2 precedent.


ADDITIONAL MODIFICATIONS

*fXO, fXOs, fXOr, and fXOi all changed. Read XO rules and limits carefully.

*StarFury Fighter tree extended to the Ft5.

*Moved some fighter weapons and equipment around in tech level.

*Some Bomber Terminology changed. "Turreted Weapons" = "Bomber Internal Racks"

*Conflicting info on fXr. OFFICIAL RULING: A HT5 SYSTEM.

*fCAAM eliminated as an individual system. Now treated as fRAM (a development of -AM)

*Added fCAM-AAM, fCAM2-AM and -AAM, fCAM3-AM and –AAM

*fADCAM typo corrected. Now .5 csp, not 5 csp.

*Fighter frame Development costs changed.

*fTo is now a BOMBER-ONLY weapon system.

*fCAM, fCAM2, fCAM3, and fADCAM to hit charts altered. These are official statistics.

*"tag" system edited for clarity, system usage unchanged.

*Cost of fMb, fCAM, and fCAM3 adjusted to fit other fighter missiles in 3rdR.

*Cost of packs altered to match 3rdR.

*ALMOST ALL TECH SYSTEMS EDITED FOR CLARITY, READ CAREFULLY.

*Notes added on effectiveness of fDk*. See the appropriate tables.

*All fShield and fArmor is now generalized into fAx (Armor-x), an overall toughening of the fighter.


HOW TO BUILD A FIGHTER/BOMBER

STEP ONE: Pick the basic frame from those listed below. Please read all notes for the available frames, as the different fighter types have very different performance limits.


STEP TWO: ALL craft already have the following installed:

*Minimum speed for that frame.

*60 Turns/30 Minutes of Life support endurance.

*Scanner range of 6 tactical hexes(fXa)


STEP THREE: Each fighter has a number of "Build Points". These may be spent on any available equipment to be installed in the fighter from the charts further down the file.


STEP FOUR: When you run out of Build Points, add the MCr cost of the Frame to the MCr cost of each item of installed equipment. Finish craft with Internal Weapon Racks, DO NOT forget the cost of the weapons installed, which may NOT be changed. Note: Each Build Point UNSPENT reduces the cost of the vehicle by 1 MCr. The minimum cost is the LOWER of:


*1.2x frame price, or

*the actual cost of frame and installed equipment.


TYPES OF FIGHTER CRAFT


Sorted by Type

TL TYPE Min/Max Max BP BP** MCr Development Notes

Speed for Weapons* Costs

3 F0 6/9 2 7 12 15,000

5 F1 6/10 4 14 15 6,000

7 F2 7/11 6 20 20 8,000

9 F3 7/12 8 27 24 10,000

11 F4 8/13 12 32 30 12,000

13 F5 8/14 14 39 34 14,000

4 B0 3/6 4 23 15 15,000 1

6 B1 3/6 8 37 21 6,000 1

8 B2 3/7 12 51 29 8,000 1

10 B3 3/7 16 65 37 10,000 1

12 B4 3/8 24 77 47 12,000 1

15 B5 3/8 28 91 55 14,000 1

6 Ft1 8/12 4 14 43 6,000 2

8 Ft2 9/13 6 20 54 7,500 2

10 Ft3 9/14 8 27 64 9,000 2

13 Ft4 10/15 12 32 75 10,500 2

6 FR1 6/11 Spec 11 53 4,000 3

8 FR2 7/12 Spec 17 59 5,000 3

10 FR3 7/13 Spec 24 64 6,000 3

11 FR4 8/14 Spec 29 70 7,000 3

12 FR5 8/15 Spec 36 75 8,000 3



*This limit is on the BP spent for Internal racks, weapon bays, fXO, fXOs, and fXOi

**This total INCLUDES all BP spent on weapons.


1)BOMBERS: Bombers are a new type of craft. Slower than most fighters, they carry vastly more firepower, including Bomber Weapon Bays(HT5), and inline XO racks (HT 8). Bombers also can mount weapons in a “Bomber Internal Rack", with a starship's field of fire.


*All bombers pay 2x normal BP and MCr for endurance and scanners.

*fXO limits: No Bomber may mount (fXOs); ONLY Bombers may mount (fXOi).

*Standard fXO only slow bombers by.25 per loaded rack. (FRU)

*Bombers take 2x the "hangar" space in ALL Fighter Bays, EXCEPT (V).


2)STARFURY FIGHTERS: These are excellent dogfighters (+1 to hit vs. fighters & small craft). They can move in reverse, at up to half their maximum speed. ANY GENERATION is limited to a maximum of 2 Internal Racks and are faster than standard fighters. ALL speed penalties for loaded fXO or fXO are TRIPLE for any StarFury class fighter.


3)RECON FIGHTERS: These may mount NO WEAPONS. Up to 2 fXO or fXOs may be mounted (only 1 on the FRI), but may carry NO OFFENSIVE SYSTEMS. ALL Recon fighters mount internal fXr. They may ALL mount up to 3 items from Chart CF-03, Build Points permitting. RECON FIGHTERS MAY ONLY BE DEVELOPED AFTER (fXr) IS DEVELOPED.



Development limits/progression:

F0>F1>F2>F3>F4>F5

F0>B0>B1>B2>B3>B4>B5

F1 > FR1 > FR2 > FR3 > FR4 > FR5

F1 > Ft1 > Ft2 > Ft3 > Ft4 > Ft5



FIGHTER MODIFICATIONS

These Items have NO Development Costs or Requirements

TL Item BP MCr Notes

3 +1 MP 1 1 Increase Speed by one, to the Frame maximum

3 fXO 1 2 (1), -.5 MP per rack when loaded [-.25 for Bombers] (FRU)

3 Fighter Internal Rack 2 3 (2), Limited to 1 /Generation of fighter, MAX 3, this is a FIR

3 +60Turn/30min END 2 1 No limit. 2x BP and cost for Bombers.

4 Bomber Internal Rack 3 6 (3), Limited to 1/Generation of Bomber, MAX 4, this is a BIR

5 Range 20 scanners(fXb) 1 2 Increase scanner range, 2x BP and cost for Bombers.

6 fXOr (rearward) 2 5 Bombers only, maximum 1 /craft, no MP penalty

7 fXOs (streamlined) 1 5 -.25 MP per rack when loaded (FRU), NO Bombers

8 fXOi (inline) 3 10 (4), -.5 MP per Rack when Loaded (FRD) Bombers Only, 1/Gen of

Bomber (MAX)



1)Limit on # of External Racks:

*Any fighter vehicle of Generation 0 may mount 2 fXO racks.

*Any NON-Recon fighter vehicle of Generation 1 or later may mount 3 fXO per generation.

*Streamlined XO count as 1 against this limitation.

*Inline XO count as 3 against this limitation.

*Rearward XO for bombers do NOT count against this limitation.


2)Fighter(FIR) internal weapons have the approximately 60 degree are as defined in 3rdR, page27.


3)Bomber(BIR) internal weapons have starship (I engine) arcs of fire. Note: ALL internal weapon racks have their contents determined at time of assembly and may NOT be changed. No expendable weapons may be placed into internal racks. Permitted equipment for internal racks includes: any generation of fighter point defense, any fG, any fighter beam, fXr, fLs, fAA, fchf.


4)These racks function similarly to Gunboat XO racks (ISW-4). In other words, EACH rack may mount up to 4 items of Fighter Ordnance. Its recorded in the order loaded, front to back; OR I item of ship XO ordnance. If they mount fighter ordnance, they may only fire the from item. An item may be jettisoned, and the item behind it fired on the NEXT turn. Fighter Missiles or Rockets loaded IN SEQUENCE on any fXOi rack, may "ripple fire" up to 3 IDENTICAL items PER RACK as a single salvo, AT THE SAME TARGET.


Note: fXOi may NOT be fired or jettisoned from on any turn in which a fWb is DEPLOYED.



FIGHTER ADDITIONS

These Items HAVE Development Costs or Prerequisites

TL Item Dev$ BP MCr Notes

5 fWb 3,000 10 5 Bombers Only. Holds 2 torpedoes or 5 fM.

5 fAl 2,000 2 6 ***, -1 to be hit by any weapon

6 # 4,000 2 3 Gas giant capability

6 fFCI 6,000 2 6 ***, M2 for Fighters/Bombers

6 AWAC1 2,000 30 100 Bombers Only. NO offensive weapons permitted.

7 fA2 3,500 4 12 ***, -2 to be hit by any weapon

7 f?a 4,000 2 15 *, ***, -1 to be hit by any weapon, ECM

7 AWAC2 4,000 35 125 Bombers Only. NO offensive weapons permitted.

8 fFC2 3,000 3 8 ***, M3 for Fighters/Bombers

8 f?1 7,000 2 25 **,***, -1 to be hit by any weapon, ECM

8 f?b 6,000 3 20 *, ***, -2 to be hit by any weapon, ECM

8 AWAC3 4,000 40 150 Bombers Only. NO offensive weapons permitted.

9 fA3 5,000 6 18 ***, -3 to be hit by any weapon

9 f?c 7,500 4 25 *, ***, -3 to be hit by any weapon, ECM

9 Built-in Xr fXr 3 15 2x BP and cost for Bombers.

9 fra 5,000 2 15 +1 initiative for installing it. NOT usable with AWACS.

10 fFC3 4,500 4 10 ***, M2,+1 to hit Starships

10 f?2 7,500 3 35 **,***, -2 to be hit by any weapon, ECM

10 ramf 5,000 1 5 Stealth: 1/2 detection range, -1 to be hit by AFMc

10 fZ+ 3,000 15 20 Datalinked capability

11 fA4 6,500 8 24 ***, -4 to be hit by any weapon

12 fFC4 6,000 6 15 ***, M2, +1 to hit Small Craft, +2 to hit Starships

12 f?3 8,000 4 45 ** ***, -3 to be hit by any weapon, ECM

13 fA5 8,000 10 30 ***, -5 to be hit by any weapon

14 fFC5 8,000 8 20 ***, M3, +1 to hit Small Craft, +3 to hit Starships

14 f?d 10,000 5 30 *, ***, ****-4 to be hit by any weapon, ECM


*Only possible of development to VIC tech races until scanner data obtained by other races.

**Not to be developed by J/Jc tech races until scanner data is obtained from other races.

***Only one system of each "family" may be installed on any single Fighter or Bomber.

(i.e. only one unit of Armor-x, one fire control, etc, etc.)

****f?d, just like ?d, must be suppressed TWICE by ECM3 mode 5 to cease providing it's bonus.

Note: Normal restrictions apply to use of ECM (not cumulative with EM, can be suppressed FOR AN ENTIRE SQUADRON, AS ONE INSTALLATION) fAx is limited in level to the generation of vehicle it is on. (an F3 may only mount up to fA3, regardless of the HT ability of the building population)



FIGHTER MUNITIONS

These Items HAVE Development Costs

TL ITEM Dev$ XO MCr csp NOTES

3 fR 1,800 1 1 .25 **, as 3rdR (HT 8)

3 fDb 1,500 1 10 .25 no anti-fighter fire, -1 to be hit by missiles

4 fD 2,500 1 12 .25 no anti-fighter fire, -2 to be hit by missiles

4 fDk5 1,500 1 15 .25 *, no anti-fighter fire, -1 to be hit by missiles

5 fG 800 1 1 .25 as 3rdR (HT 8)

5 fL 1,600 1 8 .25 as 3rdR (HT 9)

5 fXr 2,000 2 10 .50 as ISF/3rdR (HT10)

5 fMb 1,500 1 .15 .25 **, Custom

5 fTo 1,800 1 3 .50 **, Only from fWb

5 fKb 1,200 1 15 .25 *, Custom (Internal available at HT 6+)

6 tag 1,500 1 3 .25 Custom,

6 fMr 2,000 1# 1 .25 **, Custom, Bombers Only

7 fM 1,500 1 .2 .25 **, as 3TdR, (HT 9)

7 fLs 3,000 1 2 .25 ***, as 3rdR, (HT 10)

7 fDk4 3,000 2 25 .50 *, no anti-fighter fire, -2 to be hit by missiles

7 fK 4,000 2 20 .50 *, Custom (Internal available at HT 8+)

8 fCAM 1,000 2 1.25 .50 **, Custom

8 fGi 1,600 1 3 .25 Custom

9 fCAM-AM -AM 2 5 .50 **, Custom

9 fRAM -AM 1 4 .25 **, as 3rdR, (HT 9)

9 fM2 8,000 1 .3 .25 **, as 3rdR, (HT 10)

10 fDi 3,000 1 15 .25 no anti-fighter fire, -3 to be hit by missiles

10 fDk3 5,000 3 35 .75 *, no anti-fighter fire, -3 to be hit by missiles

10 fAA 6,000 3 15 .75 -1 to be hit by LASER-based PD

10 fchf 4,000 1 5 .25 -I to be hit, -2 to be hit by missiles

11 fDx 7,500 2 25 .50 no anti-fighter fire, -4 to be hit by missiles

11 fCAM2 4,000 2 2 .50 **, Custom

11 fCAM-AAM -AAM 2 15 .50 **, as fCAM-(Custom, HT 8)

11 fE 8,000 2 8 .50 Custom

11 fRAAM -AAM 1 12 .25 **, as 3rdR, (HT 11)

11 fB 4,000 3 15 .75 Custom

11 fK2 7,500 2 30 .50 *, Custom (Internal available at HT 12+)

11 fMb-AAM -AAM 1 1.8 .25 **, as ISW-4 (HT 11)

11 fM-AAM -AAM 1 2.4 .25 **, as ISW-4 (HT 11)

11 fM2-AAM -AAM 1 3.6 .25 **, as ISW-4 (HT 11)

12 fN 5,000 3 15 .75 Custom

12 fDxz 12,000 2 35 .50 no anti-fighter fire, -5 to be hit by missiles

12 fCAM2-AM - 2 8 .50 **, as fCAM2-Custom (HT 11)

12 fCAM3 6,000 2 2.5 .50 **, Custom

12 fADCAM 8,000 2 5 .50 Custom

12 fL2 5,000 2 12 .50 as ISW-4 (HT 12) (Internal available at HT 13+)

12 fB2 5,000 2 20 .50 Custom

12 fM3 3,500 1 .5 .25 **, as ISW4 (HT 12)

12 fM3-AAM - 1 6 .25 **, as ISW-4 (HT 11)

13 fDkz 9,000 3 50 .75 *, no anti-fighter fire, -4 to be hit by missiles

13 fCAM2-AAM - 2 24 .50 **, as fCAM2-Custom (HT 11)

13 fCAM3-AM - 2 10 .50 **, as fCAM3-Custom (HT 12)

13 fP 10,000 3 15 .75 as ISW-4 (HT 13)

13 fM? 9,000 1 8 .25 **, as ISW-4 (HT 13)

14 fFk 3,500 1 4 .25 **, as Insurrection (HT 14)

14 fCAM3-AAM - 2 30 .50 **, as fCAM3-Custom (HT 12)


CUSTOM: Defined as a system that does not exist in any significant form in 3rdR Starfire, and has been created/extensively modified to fit this campaign.


#Can only be mounted on the fXOr

*Only to be developed by J/Jc tech races until scanner data on K-series is obtained.

**NOT to be developed by J/Jc races until scanner data on self-propelled missiles is obtained.

***+120Turns/60 min life support. Double effect if mounted INTERNALLY. Half effect on Bombers.

Note: Only the SINGLE, BEST Point Defense modifier mounted on a fighter will have any effect.

Further Note: -AAM on a fighter MISSILE does only DOUBLE damage, due to the small warhead. (ISW-4)

Comments on Fighter Point Defense: fDk systems of any generation DO provide half their bonus (FRU) against sprint mode fire and K systems.



COMBAT TABLES AND CHARTS

28.02.01 Fighter/Small Craft Weapons vs. Starships Table (to hit)

Range

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15


















Beams*

10

9

7

4

3

2

1

1

1








fR

9

5

2














fMb

1

2

6

6

5

5











fM

1

3

7

7

7

6

5

5

4

3

2






fM2

1

4

8

8

8

7

7

6

6

6

5

4

3

2



fM3

1

5

8

8

8

8

7

7

6

6

6

5

4

3

2


fMr

1

1

5

5

4

3

2

1









fG*/fGi**

5
















fTo

-

-

1

3

3

6

5

5

5

5

5

4

3

2

2

1

tag

6

5

4

3

2

1











fCAM

7

5

4

3

2

1

1










fCAM2/

9

7

5

4

3

2

1










fADCAM
















fCAM3

9

7

5

4

4

3

3

1











#all fK-series weapons fire as beams to hit.

##fG have no affect on starship Shields or Armor. They can ONLY hurt internal, UNARMORED systems.



Weapon Range and Damage Table, Fighter/Small Craft

(NEW TABLE)


Range

0

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

fL

1

1

1

1

1












fL2

4

3

3

2

2

2

2

1

1








fB

4

3

3

2

2

2

1

1









fB2

5

4

4

3

3

3

2

2

1

1

1






fE

4

3

3

2

2

1

1










fN

1

1

1

1

1












fP

1

1

1

1

1












fKb

2

1

1

1

1












fK

3

2

2

2

1

1

1










fK2

5

4

4

3

3

2

2

1

1


























1 point weapons: fR*, fMb****, fM****, fM2****, fM3****, fro, fG, fGi**, fADCAM***

4 point weapons: fCAM*, fCAM2*, fCAM3*


*These weapons may be mounted with -AM and -AAM warheads, with the appropriate damage modifiers. See munitions table for details.

**This weapon fires twice per turn.

***This weapon destroys the Leftmost intact ENGINE on the target ship.

****These weapons may mount -AAM, but do only DOUBLE damage due to small warhead size. See munitions table for details.



Fighter vs. Fighter kill tables

Range

0

1

2

3

4

5

6

fG/fMr

5

3






fGi

6

4

2





fL/fKb

3

2

1

1




fK

4

3

2

1




fK2

5

4

3

2

1



fL2

3

2

1

1

1

1


fFk

7

6

5

4

3

2


fR

7








Fighters are +2 to engage Bombers




FIGHTER TECH DESCRIPTIONS

TL3

Flight Deck(FD*): A pre-V system, a flight deck must be mounted right after the armor and datalink. Once half the FD hull spaces are damaged(destroying 2 fighters per hit if the deck is full) the deck is disabled. Re-arming takes 6 turns and a Magazine(Mg) must be mounted right after the FD to hold fighter ordinance. Cost is 10MCr per fighter held, capacity is 2 fighters per hull space, and can launch 6 fighters per turn. The size of a Flight Deck is recorded as (FD10), meaning the FD is 10 hull spaces(can be more or less) is size. A TL 3 system. 1000 to develop. When built on non-carrier hulls, FD costs three times as much! NOTE: With a Vl and Flight Deck, turnaround time is halved(3 turns vs 6). For every 12 Vl/Vh systems, you need 3 hull spaces worth of FD. These are a 'return landing deck' for fighters and bombers that enables them to have a quicker turn around time. Vh are still used, as a storage space and pre-launch hangar for the fighter. You cannot launch fighters or bombers from this type of FD. This type of FD is noted as *FD*.



TL5

Bomber Weapon Bay(fWb): This is an internal weapon bay for Bomber craft only. The Bay carries either five fM(any generation) or two torpedoes. When the Bay is deployed, it must be for the full combat turn. A Bay reduces the speed of the craft by 1 when deployed. Only one fWb may be deployed at a time. 10BP, 5MCr, dev cost is 3,000.


Fighter Armor, 1st Generation(fA1): This is a system of advanced materials, reactive panels, micro-shield generators, and structural bracing that enhances the survivability of a fighter or bomber. It shares some of the properties of shields, armor, and energized armor. Given the ultimate fragility of a fighter(they still take just one hit to kill) this set of systems is represented in the game aby a penalty to score a killing blow on the fighter in question. A fighter may mount fA* of its own generation or lower. 2BP, 6MCr, dev cost is 2,000.


Fighter Basic Kinetic Gun(fKb): Cut off from their home territory, Kess Admiral Ryel'sh and his five CVLs led a devastating strike against the Vor's primary shipyard with a new weapon: the fKb. The original fKb is an external ordnance pack, later versions can be built into a fighter of F2 or later. A scaled-down version of the ship Kb, the fKb is an anti-SHIP weapon. Firing as a fighter beam weapon, it has one quarter the range and approximately half the damage of the Kb against starships: 2 at range 0, then 1pt out to range 4. Against fighters and small craft, it fires as fL. 1pt FTR XO, .25 cargo points, 15MCr to build, 1,200 MCr to develop this is the correct version of it. TL5


Fighter Basic Missile(fMb): The first fighter missile ever built, the fMb proved critical in several major battles, including the Battle of Hilversun, where the Inheiritors fought desperate last-ditch action to stave off the Goog juggernaut. The fMb gives bombers limited stand-off ability. Can carry 1 per fXO or 5 per fWb. Cost is 2MCr, damage is 1 pt, TL5, .25 csp. To hit range is 1,2,6,6,5,5. Dev cost is 1,500.


Fighter Torpedo(fTo): The introduction of the fighter torpedo into battle came during the Interabi Front War, in which the Arachnids fought the Vor Dominion over the strategic world Interabi. Only bombers can carry this stand-off weapon(which uses the BM chart). Two per fWb, .5 csp, 3MCr, dev cost is 1,800.




TL6

Aerospace Warning and Control System(AWACs): The need for long-range surveillance and fighter guidance became readily apparent in the Battle of Morpheus, when the alien Draka lost hundreds of fighters trying to secure this critical gas giant and its' accompanying moons. AWACs is a new military system, with the following abilities:


1) The AWACs has a fast-scan ability to cover large areas os space quickly. The system automatically sorts radar/gravitic returns and highlights targets of interest to battlefield commanders while ignoring the unimportant.

2) The second role is an ability to extract new types of information from radar/gravitic signals--such as phase and polarization changes--that, when catalogued, allows quick, accurate identification of targets,

3) The ability to combine radar data with that from IR, visible light, and gravitic sensors,

4) Finally, all the information is combined by high-speed, large-memory computers directed by clever new algorithms that have been designed to pick out items of military or intelligence interest.


The AWACs system is capable of operating as Xr for detection only(no survey, no tech system data) ("Presence", "Quantity", and "Size" only--no data on engine #/type, no class info). This system may be built in Bombers only, and provides a +2 to initiative vs. fighters on the first turn only of combat, provides a -1 to the "to hit number" for enemy Db or D to hit a friendly fighter(no affect on other types of PD). Loss of the AWACs results in reversal of the benfits for one turn, on the turn after it was destroyed(ie you blow it up and +1 for the D as the fighter-jocks are used to getting good info from the AWACs). This bonus to hit is only available if there is one AWACs per 100 enemy fighters, bombers, or small craft. A Bomber with AWACs may not mount any offensive weapons. 30BP, 100MCr, dev cost is 2,000.


Fighter Fire Control, 1st Generation(fFC1): This system of computing aids and advanced sensors gives the fighter it is mounted on, or a squadron of such fighters, a distinct set of advantages in combat. fFC1 permits the targeting of 2 additional units at no penalty, in the same manner as M2 does for a starship. The fFC1 is a tremendous breakthrough in fire control potential, and further research eventually yields the Mix/2Mix systems for starships. The fFC1 is 2 BP, costs 6MCr, and costs 6,000 to develop.


Fighter Presser Missile(fRp): After development of the bomber, several Fer-Ner scientists realized the possibility of a weapons bay to mount AD weaponry internally on bombers, the result was the fRp. A weapons bay can carry five of these missiles. The fRp gets -1 to intercept as per all Rp missiles. To hit is 0, 2, 6, 6, 5, 4. Cost is .2 MCr, TL6, dev cost: 2,000.


Fighter Rearward Firing XO Rack(fXOr): Only one of these launchers may be mounted to a rear-firing position on a bomber(only). 3BP, 5MCr, 2,000 dev cost.


Fighter Rocket Launch System(Vr): This original system was developed by the crocodile-like Chalder race, who could withstand the high-gee launch. Only Adaptable, Tough, and Radiation Tolerant races can use this system. A one shot system(per int turn). Makes a fighter move speed 15 until it turns. One hull space in size. TL6, 10 MCr each, reload cost is in fighter maintenance(+1MCr). Dev cost: 4,000


Fighter Recon, Multigeneration(FRx): An important improvement on fighter craft, the multigenerational recon fighter enhances a carrier and its strikegroup to conduct long-range surveillance and target attacking craft more easily. No weapons may be added to these fighters. They carry fXO only and 3 additional defensive systems(up to player). These systems are ramf, fChf, armor, shields, point defense, or ECM. TL6


Code TL Speed Cost Dev

FR1 6 11 30 1,000



Fighters, Staryfury, 1st Generation(Ft1): Absolutely one of the fastest fighters around, the Terran Federation developed these high-speed fighters after a breakthrough in critical engine designs. These fighters are always extremely capable dogfighters(+1 to hit). Are always +2 movement points higher than other fighters of similar level and can reverse thrust at half speed. (Available to all players). These fighters can mount two internal weapons with no loss in speed but any additional weapons are -2 per fXO point(these fighters are not designed to carry many weapons).


TYPE CODE BASE SPEED TL

First Generation Starfury Ft1 35 12 6



Rearward Firing Missile(fMr): A stunning anti-fighter design fielded by the Chonguan race during their "double War", the rearward firing missile is designed to provide coverage to the rear hemisphere of a bomber. The missile is laucnhed in the opposite direction that bomber is travelling, is almost all electronics, and carries a small warhead. It is a fire-and-forget weapon for the blind spot(it's -2 to hit compared to fM). The fMr is useless against starships. A special missile, it may only be fired from the fXOr, maximum of one fXOr per Bomber. The fMr takes up one fXOr, is .25 csp in size, costs 1MCr, and is developed for 2,000.


Fighter Structural Integrity Field(#): This system was first developed by the Inheritors of the Last Command during their titanic battles with the Goog Abhorrence. They were first employed in the Battle of the Hamimoto Super Gas Giant, where Inheritor fighters hid in the SGG's lower atmosphere and surprised the Goog monitors as they lumbered past. This system is a magnetic field that is transmitted through the vehicle's hull; the electrical properties of the system deflects the bow shocks of traveling within a Gas Giant, physically moving the shockwave away from the vehicle, dramatically reducing drag. This is primarily because the plasma around the fighter is ionized air that is electrically conductive.

2 Build Points, 3 MCr, Development Cost: 4,000 MCr.


Fighter "Tag" System(tag): After being attacked by 400+ Goog CT and 40 monitors in the first battle, the Inheritors decided to stand on the defense! They developed a system akin to a limpet mine. It attaches to a starship's hull and broadcasts its location. Destroyed if it hits active shield. +1 for weapons fire to hit a "tagged" vessel, reduce EM targeting modifiers by 1 as well. Cloaking and stealth modifiers to detection range are ineffective while the tag operates. Can only be removed by spending 12 hours searching the hull for it, with DF shut down. 1 fXO, .25 csp, 3 MCr, Development Cost 1,500 MCr.




TL7

Fighter Kinetic Gun(fK): Needing a more powerful fighter-based anti-ship weapon, the Kess invented the fK shortly after the critical Battle of Pandemus V. An advanced version of the fKb, this larger XO weapon gives fighters serious stand-off ability with beam weapon characteristics. An Internal version is available at HT 8 and above. 2 fXO, .5 csp, 20 MCr, Development Cost 4,000 MCr. (still only 2 internal racks, on F3 or later).


Fighter Armor, 2nd Generation(fA2): This is a system of advanced materials, reactive panels, micro-shield generators, and structural bracing that enhances the survivability of a fighter. It shares some of the properties of shields, armor, and energized armor. Given the ultimate fragility of a fighter, however (they still take just one hit to kill), this set of systems is represented in the game by a penalty to score a killing blow on the fighter in question. A fighter may mount fAx of its own generation or lower. The armor is 4 Build Points, 12 MCr, Development Cost 3,500 MCr.


Fighter ECM-Alpha(f?a): This is the Akeldan ECM-Alpha suite reduced for fighter mounting. All fighters in a squadron must be identically equipped with ECM, and ECM-3 in suppression mode will counter ECM for an entire squadron as one unit of ECM.2 Build Points, 15 MCr, Development Cost 4,000 MCr.

simply a hanger where combat ready fighters may be held and prepped. Each Vh takes up 1 hull space, costs 10MCr, and can hold 2 fighters. Developed with Vl. TL7.


Fighter Hanger(Vh): A modified hold, the Vh may not launch or land fighters; it is simply a hanger where combat ready fighters may be held and prepped. Each Vh takes up 1 hull space, costs 10MCr, and can hold 2 fighters. Developed with Vl. TL7


Fighter Launch System(Vl): A limited launch system, the Vl may launch or land fighters at the rate of one per impulse(may not do both simultaneously). The Vl may launch any fighter stored in a Vh if that Vh is in the same chain as a Vl. VhVhVhVhVhVlQVh for example, in this chain the Vl may launch any fighter in the first 5 Vh's but not from the last Vh. A Vl takes up one hull space, and costs 10MCr. 1500 to develop. TL7


Hyper-Spectral Scanning(AWAC2): The next generation in space control, the AWAC2 is a substantial upgrade over the old system. This system looks at more than 10 times the data of the original AWACs system. This gives a bonus of +3 to initiative, on the first turn of fighter vs. fighter combat only. All limitations the same as the AWACS. 35 Build Points, 125 MCr, Development Cost 4,000 MCr.




TL8

Advanced Fighter Gun(fGi): Invented by the Inanigani during the attempted Arachnid takeover of their homeworld, the advanced fighter gun was an improvement over the standard fighter gun. Two shots instead of one. 1 fXO, .25 csp, 3 MCr, Development Cost 1,600 MCr.


Fighter Close Assault Missile(fCAM): The disastrous Arachnid War began when the Republic of Argus stumbled on a warp point leading into Home Hive III. It was a total shock to the non-militant Republic that a race as virulent and genocidal as the Arachnids could possibly even exist! Luckily the Arachnids hadn't developed fighters, while the ever-efficient Argosians had, as well as the new-style fighter close assault missile. This missile enabled the badly outnumbered Argosians to hold their own against the massed Arachnid attacks. The fCAM is like the fR, except with longer range but cannot be shot down by point defense. 2 fXO, .25 csp, 1.25 MCr, Development Cost 1,000 MCr.


Fighter ECM-Beta(f?b): This is the Akeldan ECM-Beta suite reduced for fighter mounting. All fighters in a squadron must be identically equipped with ECM, and ECM-3 in suppression mode will counter ECM for an entire squadron as one unit of ECM. The ?fb is 3 Build Points, 20 MCr, Development Cost 6,000 MCr.


Fighter ECM, lst Generation(f?1): This is the Alliance ECM suite reduced for fighter mounting. All fighters in a squadron must be identically equipped with ECM, and ECM-3 in suppression mode will counter ECM for an entire squadron as one unit of ECM. 2 Build Points, 25 MCr, Development Cost 7,000 MCr.


Fighter Fire Control, 2nd Generation(fFC2): This system of computing aids and advanced sensors gives the fighter it is mounted on, squadron of such fighters, a distinct set of advantages in combat. FFC2 permits the targeting of 3 additional units at no penalty, in the same manner as M3 does for a starship. 3 Build Points, 8 MCR, Development Cost 3,000 MCr.


Fighter Recon, Multigeneration(FRx): An important improvement on fighter craft, the multigenerational recon fighter enhances a carrier and its strikegroup to conduct long-range surveillance and target attacking craft more easily. No weapons may be added to these fighters. They carry fXO only and 3 additional defensive systems(up to player). These systems are ramf, fChf, armor, shields, point defense, or ECM. TL6


Code TL Speed Cost Dev

FR2 8 12 35 2,000



StarFury Fighter, 2nd Generation(Ft2): One of the fastest fighters around, the Terran Federation developed these high-speed fighters a breakthrough in engine designs. These fighters are very capable dogfighters (+1 to hit vs. fighters and Small Craft). They receive 2 free movement points, having all speeds 2 higher than similar generation Fighters; they can also reverse thrust at half speed. These fighters may mount two internal weapons, but any XO racks are at triple speed penalty (FRU). Ft2: base cost 54, 20 BP, speed range 9-13


Ultra-Spectral Scanning(AWAC3): A major improvement in fighter support, this system provides thousands of samples from the electromagnetic spectrum per second, giving a +l initiative to fighter vs. fighter combat, for the entire combat. All limitations are the same as the first generation AWACS. This system is 40 Build Points, 150 MCr, Development Cost 4,000 MCr.





TL9

Fighter Micro-radar(fra): Built first by the Sime/Gen New Union, this system was a major breakthrough in fighter engineering. The fra is an ultra-wide band radar system that can be placed into every fighter and bomber. It sends out pulses of energy less than a billionth of a second in duration and gives a general +1 to initiative for fighters against all targets, for the duration of combat. It is also resistant to most interference, and the stealthy nature of the signals makes them indistinguishable from background noise. This system replaces AWACS. 2 Build Points, 15MCr, Development Cost 5,000 MCr.


Fighter ECM-Charlie(f?c): This is the Akeldan ECM-Charlie suite reduced for fighter mounting. All fighters in a squadron must be identically equipped with ECM, and ECM-3 in suppression mode will counter ECM for an entire squadron as one unit of ECM. 4 Build Points, 25 MCr, Development Cost 7,500 MCr.


Fighter Armor, 3rd Generation(fA3): This is a system of advanced materials, reactive panels, micro-shield generators, and structural bracing that enhances the survivability of a fighter. It shares some of the properties of shields, armor, and energized armor. Given the ultimate fragility of a fighter, however (they still take just one hit to kill), this set of systems is represented in the game by a penalty to strike a killing blow on the fighter in question. A fighter may mount fAx of its own generation or lower. 6 Build Points, 18 MCr, Development Cost 5,000 MCr.


Fighter Launch System, Hydraulic(Vli): The Mandrast Empire fielded the first hydraulic fighter system immediately after coming into contact with Species 8472, which was undoubtedly one of the most unusual organic life forms ever encountered. Fighting quickly broke out and the expensive Vli system saw extensive use in the Norcadian Campaigns. The Vli is an automatic hydraulic ram system that fires fighters from a specially constructed fighter bay. This system allows fighters to be launched the same turn as they transit a WP. Fighters launched like this cannot fire or turn, and only get half their movement speed. Also, when manually released like this, a certain number of fighters are automatically destroyed(15%) as they are dumped into space. Fighter losses decrease by 5% for each TL above TL9. One hull space. Vli costs 20 MCr and are TL9. Dev cost: 5,000 MCr.


Fighter Rocket 2(fR2): Invented by the Vestrii race, this rocket has laser guidance and POWERFUL short-ranged seeking systems. Damage as fR, and -AM/-AAM versions available at the same TLs. Is not penalized in ANY way at range 0 by ECM or EWBf. Half penalty(FRU) at range 1. 1 fXO point, .25 csp, 2MCr each, 1,500 to develop. TL9.


Maglev FD Upgrade((FD*)): Developed by the Grizzelans, this system allowed the continual use of the Flight Deck, which was threatened with removal by the introduction of the V system. This system is refitted right into the FD itself, launching fighters and other small craft all at once. Shown as ((FD20)). No additional hull spaces. One MCr per fighter held. TL 9. Dev cost: 2,500.


Strikefighter Accelerator(Va): This is a miniaturized version of a railgun which is designed to be built into a hanger bay when the bay is constructed. It may not be added to existing "V". It provides fighters with much greater speed to their target which also amounts to increasing their round trip tactical range. Strikefighters launched by Va have a speed of 20 until they first slow down by using their engine. They may change their heading, but each 60 dg. heading change slows their speed by 4 until they reach their normal max engine speed. The launcher speed 20 is NOT reduced by external ordnance carried. Development cost = 3000 MC, system cost = an additional 10 MC per V, space requirements: adds .5 hull space to the "V" (6xV would use 9 hs). TL9




TL10

Command Fighter Component(fL+): Installed aboard Draka F3 fighters, the fL+ increased the throw weight of their salvos tremendously. The fL+ datalinks two squadrons together as per standard datalink rules. Due to the smaller ranges involved, only ?3 can jam this link. Also any fighter mounting datalink point defense as well as this system gets a -1 to be hit (full coverage of all linked fighters). F3 or later fighter required. 15 Build Points, 20MCr, Development Cost 3,000 MCr.


Fighter Anti-Laser Lasers(fAA): Since so many weapons use lasers for guidance, a new device was developed by the Sime race that detects incoming laser light, and zaps the source with its own laser beam in order to blind the targeting optics. This new system is carried by fighters(3 fX0) and blinds the laser optics of the D series weapons. One fAA protects a whole squadron of fighters-but only while it is present. If the fAA fighter gets destroyed, all other D that engage the squadron later in the same fire phase hit normally. This results in a to be hit by point defense (Db, D, Dz, Di, Dx, Dxz). This does not work against projectile-based point defense (Dc, Dcx, ANY Dk system). It is 3 fXO,.75 esp, 15 MCr, Development Cost 6,000 MCr.


Fighter ECM, 2nd Generation(f?2): This is the Alliance ECM suite reduced for fighter mounting, and boosted in power. It is NOT a reduced-size version of ?2. The Alliance did attempt to make fighter datalink jammers, but all attempts to date have resulted in the destruction of the mounting squadron's datalink, with little to no effect on a Starship datagroup. The one test which did impact a Starship Battlegroup's datalink also caused the immediate overload of every system in the mounting fighter. All fighters in a squadron must be identically equipped with ECM, and ECM-3 in suppression mode will counter ECM for an entire squadron as one unit of ECM. It is 3 Build Points, 35 MCr, Development Cost 7,500 MCr.


Fighter Chaff Dispenser(fChf): Developed by the inventive(but ugly) Bozog race, the fchf generates -1 to be hit, -2 to be hit by missiles. It is 1 fXO,.25 csp, 5 MCr, Development Cost 4,000 MCr.


Fighter Radar Absorbing Material(ramf): Invented by the Bozog race, the ramf is stealth coating for fighters. It halves the detection range and gives fighters -1 to be hit by AFMc(only). 1 Build Point, 5 MCr, Development Cost 5,000 MCr.


Fighter Fire Control, 3rd Generation(fFC3): This system of computing aids and advanced sensors gives the fighter it is mounted on, or a squadron of such fighters, a distinct set of advantages in combat. FFC3 permits the targeting of 2 additional units at no penalty, in the same manner as M2 does for a starship. It also provides a +1 to hit starships. 4 Build Points, 10 MCR, Development Cost 4,500 MCr.


Fighter Recon, Multigeneration(FRx): An important improvement on fighter craft, the multigenerational recon fighter enhances a carrier and its strikegroup to conduct long-range surveillance and target attacking craft more easily. No weapons may be added to these fighters. They carry fXO only and 3 additional defensive systems(up to player). These systems are ramf, fChf, armor, shields, point defense, or ECM. TL6


Code TL Speed Cost Dev

FR3 10 13 40 3.000



Fighter Mechanical Link(Vm): Several high tech fighters are unique in that they do not have landing gear and do not have weaponry at least in most cases, other than beam armaments. In such cases the fighters are launched and recovered through a mechanical linkage. Since the space required is far less than the size of the fighter it would be a ½ space system at 10MCr. Development cost=3,000. TL10


StarFury Fighter, 3rd Generation(Ft3): One of the fastest fighters around, the Terran Federation developed these high-speed fighters a breakthrough in engine designs. These fighters are very capable dogfighters (+1 to hit vs. fighters and Small Craft). They receive 2 free movement points, having all speeds 2 higher than similar generation Fighters; they can also reverse thrust at half speed. These fighters may mount two internal weapons, but any XO racks are at triple speed penalty (FRU). Ft3: base cost 64, 27 BP, speed range 9-14




TL11

Fighter Energy Beam(fE): Desperate suicidal attacks launched at the Inheritor home systems by hundreds of Arachnid warships led to the development of the fighter energy beam. This weapon was used to good effect in the Battle of Natu Gorvinu, the homeworld of one of the Inheritors closest military allies. Hundreds of Arachnid warships were destroyed by Inheritor ships and Argosian fighters equipped with this weapon. It is 2 fXO, .5 csp, 8 MCr, Development Cost 8,000 MCr.


Fighter Armor, 4th Generation(fA4): This is a system of advanced materials, reactive panels, micro-shield generators, and structural bracing that enhances the survivability of a fighter. It shares some of the properties of shields, armor, and energized armor. Given the ultimate fragility of a fighter, however (they still take just one hit to kill), this set of systems is represented in the game by a penalty to strike a killing blow on the fighter in question. A fighter may mount fAx of its own generation or lower. 8 Build Points, 24 MCr, Development Cost 6,500 MCr.


Fighter Kinetic Gun, 2nd Generation(fK2): Believed to be the ultimate expression of the fighter Kinetic weapon series, this weapon is made capable by full understanding of both the turreted and capital kinetic weapons. An Internal version is available at HT 12 and above. It is 2 fXO,.5esp, 30 MCr, Development Cost 7,500 MCr.


Fighter Forcebeam(fB): Developed by the Bolbod Equality Empire, the Fighter Forcebeam was a major breakthrough for fighter-base weaponry. 3 fXO,.75 csp, 15 MCr, Development Cost 4,000 MCr.


Fighter Recon, Multigeneration(FRx): An important improvement on fighter craft, the multigenerational recon fighter enhances a carrier and its strikegroup to conduct long-range surveillance and target attacking craft more easily. No weapons may be added to these fighters. They carry fXO only and 3 additional defensive systems(up to player). These systems are ramf, fChf, armor, shields, point defense, or ECM. TL6


Code TL Speed Cost Dev

FR4 11 14 45 4,000



Improved Fighter Close Assault Missile(fCAM2): Lasting years, the Arachnid War had spread to several adjacent powers, who were angered at the Argosians for irritating the Arachnids in the first place. One of these races, the Inheritors, developed the fCAM2 for their Argosian allies. 2 fXO, .5 csp, 2 MCr, Development Cost 4,000 MCr.




TL12

Advanced Fighter Close Assault Missile(fCAM3 ): At the height of the Arachnid War, the Inheritors developed the fCAM3, the third generation version of the fighter CAM. It is 2 fXO,.5 csp, 2.5 MCr, Development Cost 6,000 MCr.


Fighter Needle Beam (fN): This refinement of the fE permits the same precision targeting (if fXr is available) as a "normal" Needle Beams. Also, IF EQUIPPED WITH fXr, it may perform "deep hits", as per EC #21. A fighter with fXr has a -2 to hit on a "Deep Hit" attempt, and a -2 on the results table. A Bomber has a -1 to hit, but the same -2 on the result table. It is 3 fXO, .75 csp, 15 MCr, Development Cost 5,000 MCr.


Fighter Forcebeam, 2nd Generation(fB2): The second generation fighter forcebeam, this system has both increased range and damage. It is 2 fXO, .5 csp, 20 MCr, Development Cost 5,000 MCr.


Fighter ECM, 3'rd Generation(f?3): This is the Alliance ECM suite reduced for fighter mounting, and boosted in power. It is NOT a reduced-size version of ?3. After the debacle in attempting to reduce ?2 to fighter size, one attempt was made at reducing ?3. When the technicians finally pronounced the system "as small as it would ever possibly get", they had a system that still outmassed an entire fight squadron, with a cost of over 500 MCr, not counting the power systems needed. All fighters in a squadron must be identically equipped with ECM, and ECM-3 in suppression mode will counter ECM for an entire squadron as one unit of ECM. It is 4 Build Points, 45 MCr, Development Cost 8,000 MCr.


Fighter Fire Control, 4th Generation(fFC4): This system of computing aids and advanced sensors gives the fighter it is mounted on, or a squadron of such fighters, a distinct set of advantages in combat. FFC4 permits the targeting of 2 additional units at no penalty, in the same manner as M2 does for a starship. It also provides a +1 to hit any Small Craft, with a +2 to hit starships. It is 6 Build Points, 15 MCR, Development Cost 6,000 MCr.


Fighter Anti-drive Close Assault Missile(fADCAM): This close assault missile works like a ADM, and was developed by the inquistive Inheritor race during their involvement in the Arachnid War. The widespread use of this weapon destroyed many Arachnid engine rooms, substantially slowing their advance. 2 fXO,.5 esp, 5 MCr, Development Cost 8,000 MCr.


Fighter Recon, Multigeneration(FRx): An important improvement on fighter craft, the multigenerational recon fighter enhances a carrier and its strikegroup to conduct long-range surveillance and target attacking craft more easily. No weapons may be added to these fighters. They carry fXO only and 3 additional defensive systems(up to player). These systems are ramf, fChf, armor, shields, point defense, or ECM. TL6


Code TL Speed Cost Dev

FR5 12 15 50 5,000




TL13

StarFury Fighter, 4th Generation(Ft4): One of the fastest fighters around, the Terran Federation developed these high-speed fighters after a breakthrough in engine designs. These fighters are very capable dogfighters (+1 to hit vs. fighters and Small Craft). They receive 2 free movement points, having all speeds 2 higher than similar generation Fighters; they can also reverse thrust at half speed. These fighters may mount two internal weapons, but any XO racks are at triple speed penalty (FRU). Ft4: base cost 75, 32 BP, speed range 10-16


Fighter Armor, 5th Generation(fA5): This is a system of advanced materials, reactive panels, micro-shield generators, and structural bracing that enhances the survivability of a fighter. It shares some of the properties of shields, armor, and energized armor. Given the ultimate fragility of a fighter, however (they still take just one hit to kill), this set of systems is represented in the game by a penalty to strike a killing blow on the fighter in question. A fighter may mount fAx of its own generation or lower. 10 Build Points, 30 MCr, Development Cost 8,000 MCr.




TL14

Fighter ECM-Delta(f?d): This is the Akeldan ECM-Delta suite reduced for fighter mounting. All fighters in a squadron must be identically equipped with ECM, and ECM-3 in suppression mode will counter ECM for an entire squadron as one unit of ECM. Note that the f?d, like ?d, must be suppressed TWICE to lose its effectiveness. 5 Build Points, 30 MCr, Development Cost 10,000 MCr.


Fighter Fire Control, 5th Generation(fFC5): This system of computing aids and advanced sensors gives the fighter it is mounted on, or a squadron of such fighters, a distinct set of advantages in combat. fFC5 permits the targeting of 3 additional units at no penalty, in the same manner as M3 does for a starship. It also provides a +1 to hit any Small Craft, with a +3 to hit starships. It is 8 Build Points, 20 MCR, Development Cost 8,000 MCr.




TL16

StarFury Fighter, 5th Generation(Ft5): One of the fastest fighters around, the Terran Federation developed these high-speed fighters after a breakthrough in engine designs. These fighters are very capable dogfighters (+1 to hit vs. fighters and Small Craft). They receive 2 free movement points, having all speeds 2 higher than similar generation Fighters; they can also reverse thrust at half speed. These fighters may mount two internal weapons, but any XO racks are at triple speed penalty (FRU). Ft5: base cost 85, 39 BP, speed range 10-16.





SAMPLE FIGHTERS

Fl(G), Alliance-HT6 Cost: 35 MCr(35, +fG price, -1 for leftover BP)

Speed 10 (9 fully loaded), 1 Internal-fG, 2 fXO, fAl, Scanner Range: 20, +30 minutes endurance

This fighter is designed for anti-fighter work, VERY close in to its carrier. -1 to be hit due to fA 1.


FR4, Alliance-HTl l Cost: 144 MCr

Speed 14 (13 fully loaded), 2 fXO, fA4, f?2, +150 minutes endurance

Capable of long-range scanning, this FR is also -4 to be hit, -6 with ECM engaged. Additional LS may me mounted in the external rack, adding another hour to the endurance.


B4(K2/Dxz)-HT12, Akeldan, with Alliance technology Cost: 331 MCr

(47+5+2+20+24+5+30+30+15+5+24+15+45+30+35-1 for leftover BP)

Speed 8, Built-in Xr, 4 Internal-fDxz-fK2, 3 fXOi, I fXO, 1 Mr, fFC4, f?3, fA4, fra, ramf,

+150 min endurance*(bomber).

A long-ranged bomber, with integrated defenses and weapons. Without making use of the fWb, this design still packs a wicked punch. –7 be hit with ECM engaged, -8 by AFMc. +1 initiative, +1 to hit fighters, +2 against starships. Can engage 3 targets with no penalty.