Ordnance Pool
Per strength point of launch bay a ship holds 3 squadrons.
*** Thus a Dictator with 4 launch bays holds 3x4 = 12 squadrons.
Squadrons are:
* Fighters
* Bombers
* Assault boats
(fluffwise support craft and ground attack should be added)
Usually a carrier has 1 of each type per bay.
But a player can make another selection before the game:
A Devestation could have either (12 squadrons):
i. 4 fighters, 4 bombers, 4 assault boats
ii 2 fighters, 8 bombers, 2 assault boats
etc
Ordnance Launch
Reload Ordnance per usual. Ship may launch up to launch bay capacity in any squadron formation desired.
ok I like this, lets just address a few issues.
Space hulks and Tyranids get extra squadrons
Ships may NOT launch attack craft they are not equiped to handle
Ordnance PoolFor each point of launch bay strength a ship has it may select up to 3 squadrons from the attack craft available to it as listed in their respective fleet lists (e.g. bombers and fighters for Imperial Dictators) but you must choose their type before the game begins and this cannot be changed during the engagement. All of the attack craft markers in the fleet are 'pooled' together and may be launched from any carrier, subject to the usual fleet limits on ordnance. Tyranids and Space Hulks may select up to 4 squadrons.
Carriers may as an upgrade chose to carry squadrons of atmospheric and ground support craft instead of space craft for no charge. These vessels may not be used outside of a planets low orbit table, but may be launched when in low orbit and act as fighter/bombers (for simplicity) the carrier will also receive +1 assault point for every 2 atmospheric attack craft waves rounded down (in addition to any they normally receive).
Example: A Dictator has 12 squadrons of attack craft at its disposal and can choose any mixture of fighters and bombers, for no extra charge any of these squadrons may be exchanged for atmospheric craft on a 1 for 1 basis.
Reloading OrdnanceReload Ordnance per usual. Ship may launch up to launch bay capacity in any squadron formation desired. A ship that has paid extra to carry special ordnance (shark assault boats, Torpedo bombers, mines etc...) must follow all rules for these ordnance types and no other ship may launch those types unless they have also paid the upgrade price. This means that if you have paid for one ship to have mines it cannot launch any ordnance other than mines, likewise no other ship may launch mines unless it also has the upgrade.
Fighters engaging enemy:
-> When two opposing ordnance waves engage the following happens.
A D6 is being rolled. A 4+ is needed to destroy opposing ordnance.
Add the following modifiers:
+1 for every fighter squadron in the wave
+1 for every resilient squadron in the wave
+1 for outnumbering the opponents wave
{{{+1 race modifier (eg Eldar)}}}???
Roll the D6 and add the modifiers.
Example:
3 fighters engage 1 fighter and 3 bombers
3 fighters: D6 roll = 4, add +3 (fighters), result is 7.
1 f+3 b D6 roll = 3, add +2 (1f + outnumber), result is 5.
For every number of success an enemy squadron marker is being removed:
In the example this would mean :
(7-4)=3 squadrons killed from the bomber wing (1 bomber remains)
(5-4)=1 squadron is killed from the figher wing (2 fighters remain)
Fighters may only engage once per ordnance phase but may keep moving (if cm remain) after an engagement.
This is ok no other modifiers required, just a ruling for fighter bombers and equivelents. Easy out= FB (and EQ) are equal to 1/2 fighter rounded down. so [1 thunderhawk = 0 fighters and 1 assault boat] [2 thunderhawk = 1 fighter (1/2+1/2=1) and 1 assault boat] etc...
retain the requirement that the movement stops when you encounter a wave, its just simpler that way
Racial modifiers are resiliant craft... nothing requied there either. so it should look something like
Fighters VS Attack CraftWhen a fighter or wave containing fighters encounters any other attack craft each marker/wave rolls 1D6 and adds the following modifiers:
+1 for every fighter squadron in the wave (Fighter Bombers and equivelents count as 1/2 fighter rounded down)
+1 for every resilient squadron in the wave
+1 for outnumbering the opponents wave
Example: 2 Thunderhawks engage 2 Fighters and 2 Bombers
Th rolls a 3 and adds +1 for fighter (1/2+1/2) and +2 for resilient for a total of 6
2fighters/ 2bombers rool a 4 and add +2 for fighters and +1 for outnumbering for a total of 6
For each number above the number of enemy squadron markers remove one enemy squadron.
In the example this would mean :
(6-2)=4 squadrons killed from the Thunderhawks (both destroyed)
(6-4)=2 squadrons killed from the figher/bomber wing (2 bombers remain)
All craft must finish their movement at the end of the attack(even if they still have movement remaining).
Fighters VS TorpedoesWhen a Fighter /Fighter bomber or equalivent comes into contact with a torpedo salvo roll 1D6 for each Fighter and remove this many torpedoes and the attack craft marker.
*** CAP, per usual. but added: fighters on cap can intercept enemy ordnance in a 10cm diameter extending from the ship under cap.
*** Turret suppression: ON THE FLY:
negate enemy turret being added to armour value when bombers attack
*** Escorting Bombers
ok leave cap alone theres no reason for the fighters to get 2 movements during their turn (one for staying in base contact with the ship they are protecting and another 10cm during the ordnance phase)
turret suppression and escorting.... next section I believe
Bombers THIS IS REALLY ON THE FLY:::
to be added
Bombers attack enemy capital ships.
When a bombersquadron (part of wave or not) touches an enemy base it attacks.
Roll a D6 versus enemy armour.
Add +1 for every marker after the first
Compare score vs armour + turrets, that's the number of hits inflicted.
Example:
4 bombers attack 5+ armour.
Roll D6, add +3 for extra markers.
Result: 5+3 = 8
8 score minus 7 armour+turrets = 1 hit.
ok... on a roll of 1,2,3,4 you do nothing, if you take 2 fighters and 2bombers the result is exactly the same, this is a bust anyway you look at it as turret suppression does nothing until you get to 3+bombers after your fighters have negated turrets.
Bombers VS ShipsWhen a bomber comes into contact with an enemy ships base roll 1D6 (for each bomber if in a wave) take the highest number rolled and add the following modifiers:
Each bomber squadron after the first +1
Each fighter squadron +1 (Each fighter in a wave of bombers attacking a ship will add +1 whether they are shot down or not. The maximum gained in this way cannot exceed the number of turrets on the enemy ship itself.)
Each assault boat squadron +1
Each turret -1 (Turrets that are gained due to massed turrets or fleet defense turrets do not count to this total)
Each number above the combined lowest armor value of the ship and its turrets causes one point of damage to the ship.
Example: 4 Bombers attack a Devastation
Devastations lowest armor (5) plus turrets (3) gives it a defense of 8
4 bombers roll a 6,4,2,1 taking the 6 as the highest they add +3 for the 3 squads after the first = 9
9 (bombers score) - 8 (armor+turrets) = 1 hit point of damage
Assault boats
to be added
lets add something!
Assault Boats VS ShipsWhen an assault boat comes into contact with an enemy ships base roll 1D6 (for each assault boat if in a wave) take the highest number rolled and add the following modifiers:
Each Assault Boat squadron after the first +1
Each fighter squadron +1 (Each fighter in a wave of Assault Boats attacking a ship will add +1 whether they are shot down or not. The maximum gained in this way cannot exceed the number of turrets on the enemy ship itself.)
Each bomber squadron +1
Each turret -1 (Turrets that are gained due to massed turrets or fleet defense turrets do not count to this total)
Each number above the combined lowest armor value of the ship and its turrets causes one point of damage to the ship.
Example: 4 Assualt Boats attack a Devastation
Devastations lowest armor (5) plus turrets (3) gives it a defense of 8
4 Assualt Boats roll a 6,4,2,1 taking the 6 as the highest they add +3 for the 3 squads after the first = 9
9 (Assualt Boats score) - 8 (armor+turrets) = 1 hit and run attack
Turret Suppression For each fighter in a wave, of bombers or assault boats, attacking a ship negates one turret when determining the number of hits (or hit and run attacks) inflected.
Example: 2 Fighters and 2 Bombers attack a Devastation
Devastations lowest armor (5) plus turrets (3) gives it a defense of 8, but it must subtract 2 because of the fighters suppressing 2 of their turrets for a total of 6
2 bombers roll a 6,1 taking the 6 as the highest they add +3 for the 3 squads after the first = 9
9 (bombers score) - 6 (armor+turrets-fighters) = 3 hit points of damage
Combined WavesFighters assault boats and bombers may all be combined in a squadron. When a combined wave comes into contact with an enemy ships base roll 1D6 (for each bomber) take the highest number rolled then add the following modifiers to each:
Each Assault Boat squadron after the first +1
Each fighter squadron +1 (Each fighter in a wave of Assault Boats attacking a ship will add +1 whether they are shot down or not. The maximum gained in this way cannot exceed the number of turrets on the enemy ship itself.)
Each bomber squadron +1
Each turret -1 (Turrets that are gained due to massed turrets or fleet defense turrets do not count to this total)
Each number above the combined lowest armor value of the ship and its turrets causes one point of damage to the ship.
Example: 2 fighters 1 bomber and 1 Assualt Boat attack a Devastation
Devastations lowest armor (5) plus turrets (3) gives it a defense of 8, but it must subtract 2 because of the fighters suppressing 2 of their turrets for a total of 6
1 bomber rolls a 5 taking the 5 as the highest they add +3 for the 3 squads after the first = 8
8 (bombers score) - 6 (armor+turrets-fighters) = 2 hit points of damage
Any assault boast are able to take advantage of the confusion and perform an automatic Hit and run attack.
Fighter BombersWhen a Fighter bomber (or equivelent) comes into contact with an enemy ships base determine how many will be ATTACKING the ship and how many will be SUPPRESSING turrets roll 1D6 (for every 2 Fighter bombers if in a wave whether they are attacking or suppressing rounding up) take the highest number rolled and add the following modifiers:
Each fighter bomber squadron ATTACKING after the first +1
Each fighter bomber squadron SUPPRESSING +1 (Each fighter in a wave of bombers attacking a ship will add +1 whether they are shot down or not. The maximum gained in this way cannot exceed the number of turrets on the enemy ship itself.)
Each assault boat squadron +1
Each turret -1 (Turrets that are gained due to massed turrets or fleet defense turrets do not count to this total)
Each number above the combined lowest armor value of the ship and its turrets causes one point of damage to the ship.
Example: 4 Fighter Bombers attack a Devastation 2 fighter bombers are suppressing and 2 are attacking
Devastations lowest armor (5) plus turrets (3) gives it a defense of 8, but it must subtract 2 because of the fighter bombers suppressing 2 of their turrets for a total of 6
4 fighter bombers roll a 4 and a 2 taking the 4 as the highest they add +3 for the 3 squads after the first = 7
7 (fighter bombers score) - 6 (armor+turrets-fighter bombers) = 1 hit point of damage
For thunderhawk squadrons it would look like this:
Example: 4 Thunderhawks attack a Devastation 2 Thunderhawks are suppressing and 2 are attacking
Devastations lowest armor (5) plus turrets (3) gives it a defense of 8, but it must subtract 2 because of the Thunderhawks suppressing 2 of their turrets for a total of 6
4 thunderhawks roll a 4 and a 2 taking the 4 as the highest they add +3 for the 3 squads after the first = 7
7 (Thunderhawks score) - 6 (armor+turrets-Thunderhawks) = 1 hit and run attack
death ordnance
If ordnance is killed due enemy turret fire or through enemy ordnance the squadron is on the brink of destruction. Killed off can mean a lot.
Roll a D6 for every marker removed. On a 4+ they stay in the game and can be launched again.
perhaps death is just death?
This means wise use of ordnance and selection.
Turrets
Shoot at enemy turrets, 4+ per usual.
Limited OrdnanceOrdnance can be damaged or pushed to the point that it will not be bale to be relaunched until extensive repairs have been made to the squadrons. To represent this any time an attack craft marker is removed (for any reason) roll 1D6 for each marker. on a roll of 2,3,4,5 the squadron is still in good shape and can be reloaded at any time. On a roll of 1 or 6 the squadron is too damaged to continue fighting and must be removed from the Ordnance Pool, remove it and place it some where that it will not get mixed into the pool accidentally.
TurretsAs per the Rule book
TorpedoesShips equiped with torpedoes may select up to 10 salvos of torpedoes (from those available according to their fleet lists). If a ship has been upgraded with special torpedoes they may take any number of salvos of these in combination with any they have available normally, but these do count against their limit of 10. Ships torpedoes are specific to them and cannot be combined in a pool in the manner of attack craft. The owning player should keep track of the number of salvos and what type on their fleet roster sheet.
In other games, AC squadrons can only stay for a limited number of turns, too, but other than reducing Ld by 1 for every turn out there, I'm not sure if BFG would really benefit from this (in the background, especially after the various global campaigns, AC are viewed as long range quite often).
The Fury Interceptor is the most common starfighter used by the Imperial Navy for space combat. With some variants reaching 60 to 70 metres in length, the more common patterns of the Fury are significantly larger than most fighters designed for atmospheric operations, and it carries a three-man crew, including a pilot, navigator and gunner. On occasion, an Astropath psyker will also be aboard, to provide greater communications capability. The Fury's reinforced hull contains an extensive network of circuitry and life-support systems, and even has a small chemical toilet and sleeping compartment for the crew. Furies are normally equipped with multiple forward-firing banks of Lascannons and anti-starfighter missiles. An average carrier can carry upwards of 1,000-2,000 Furies (although most will carry less as to increase their capacity to carry more Starhawks and atmospheric craft), split into fighter wings comprised of roughly 15 interceptors each.
Starhawk bombers are larger, slower spacecraft, designed to carry a heavy payload of Plasma Bombs and armour piercing missiles for use against enemy capital ships. Crewed by a pilot, co-pilot, Tech-priest (plus Acolytes), various turret gunners and a logistics officer, a standard Starhawk features limited sleeping quarters, chemical toilets and even an automated medical unit inside its hull. Armed with a multitude of short-range turret-mounted defence weapons, used to fend off enemy starfighters, a lone Starhawk can wreak havoc among enemy fighter squadrons before swooping in to deliver a crippling missile strike on an enemy capital ship. On rare occasions, Starhawks can be modified to carry and launch a very small number of anti-starship torpedoes. A standard carrier warship can carry between 1,000-2,000 Starhawks.
Id say thats pretty long range.
I think thats about it