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 This page hosted by Get your own Free Home Page This page hosted by Get your own Free Home Page
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