Please note that these rules are for space combat rules I am still working on (all though the system is still based on the Full Thrust system).

If you wish to find out more about Full Thrust see the links page.

Fighter		Type	Sp/FT/S	SHLD	L  I  M  T	Type
T-Wing		L	F/Y/-	Y	2  -  -  -	Int.
A-Wing		L	F/Y/-	Y	2  -  1  -	Int.
Z-95 Hhunter.	-	-/Y/-	Y	2  -  1  -	Int.
X-Wing		-	-/Y/-	Y	4  -  1  -	-
Y-Wing		H	S/Y/-	Y	2  2  1  -	Att.
B-Wing		H	S/Y/-	Y	3  3  1  -	Att.

TIE		L	F/-/-	-	2  -  -  -	Int.
TIE / I		L	F/-/-	-	4  -  -  -	Int.
TIE / B		-	S/-/-	-	2  -  1  -	Att.
TIE / A		H	F/Y/-	Y	4  -  1  -	-
TIE / D		H	F/Y/-	Y	4  2  1  1	-
Assault Gnbt.	H	S/Y/-	Y	2  2  1  -	Att.
Missileboat	H	S/Y/Y	Y	1  -  3  1	Att.

Type:	L	Light	+1 to hits against the fighter.
	H	Heavy	-1 to hits against the fighter.
Sp	F	Fast	18" move rate.
	S	Slow	6" move rate.
FT	-	-	The craft can make FTL moves.
S	-	-	While SLAM drives are operating the craft has 
			double its normal movement rate but cannot use
			lasers, tractor beam or ion cannon.
SHLD	-	-	The units have shields - discount the first 
			damage point every turn against the unit as a 
			whole.
Wpns	L	Lasers	Roll one laser attack dice per 2 lasers in the
			squadron (3" range).
	I	Ion Cnn	Roll one ion cannon attack dice per cannon in the 
			squadron (2" range).
	M	Missile	Hit roll is 3+ (0-8"), or 4+ (8-12"), damage is
			D3+1.
	T	Tractor	Only useable against fighters, +1 to attacks.
Type	Int.	Interc.	-1 to attacks vs. capital ships.
	Att.	Attack	-1 to attacks vs. fighters.


© G. T. Perkins (As If really care?), November 1998, ver. 2.0
URL:http://Geocities.com/Area51/Corridor/4930/SWFighters.html
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