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Custom
Fighters Years ago during
and after the time the Fleet Books were released, the
Full Thrust Playtest list (when email lists were a thing)
was proposing and reviewing all sorts of rules suggestions and updates for
Full Thrust with the supervision of Jon from GZG.
The playtest fleets (UNSC, NI, IJSF, IF, OSUF, etc) came out of
this group along with the Beta Fighter rules and lots of ideas and
suggestions were tested and dicussed.
Some of the ideas
out of that group resulted in proposed rules to customize fighter groups and even
for small craft between fighters and small ships. I played around
with those rules and built some spreadsheets to handle the process but over the years, I have lost track of the actual emails with the proposed
rules and just had the spreadsheets I created back then to work from.
I am
presenting the results of those old ideas plus some later review and
updates. I have been using this process to to
recreate the fighters from Sci-Fi franchises for the
SciFi Crossover
games and conversions of
Classic Starship Miniatures.
Most FT Project Continuum fighter rules are included plus
some additional options to fit between existing options. Take a look at
the Battlestar Galactica
Colonial Fighters to see some of the variations possible.
The Small Craft
construction rules developed at that time and are similar to
these fighter construction rules. Now that GZG has
released Gunboat and Missile Boat miniature for the Tuffleyverse powers, I have
built on the Gunboat rules from Project Continuum with
an updated version of those Small Craft rules and created stats and SSDs
for the gunboat miniatures released so far that will be added here soon.

Building a Custom Fighter
The process to
build a custom fighter is pretty straight forward. Starting from a
basic fighter skeleton, add modifications and weapons to reflect what you
are looking for, but the more you add, the higher the point costs go.
All 'Official'
fighter types can be re-created in this framework and match the point costs defined in FB1 and
FB2 and nearly everything in Project Continuum.
All point costs
for NPV and CPV are per fighter so a fighter group would have that cost
multiplied by
6. Some mods are at a
half point per fighter resulting in 3 points for a full group.
Lots of references
to Beam Dice (BD) and Dice Roll Modifiers (DRM). The
Beta Fighter Rules page explains
those if you have any questions on them.
Build Your Own Fighter
Spreadsheet
This Excel
spreadsheet includes all these construction
rules, all you have to do is check some boxes and it will add everything
up and can indicate some errors in the build. It seems to open in
Open Office just fine and no loss in functionality.
Starting
Point - The Basic Fighter Frame
Base movement:
Primary move
24MU - Secondary move 12MU
Combat Endurance: 6
CEF
Anti-Fighter weapons:
BD-2* (like Attack fighters in the rules)
Anti-Ship weapons: None
(like Interceptors) or BD-2*
Modifications
Hull/Crew Modifications
| Movement
Options |
NPV / CPV |
Primary Move |
Secondary
Move |
| Slow |
-1 |
18MU |
6MU |
|
Sluggish |
-0.5 |
21MU |
9MU |
|
Standard |
0 |
24MU |
12MU |
| Swift |
+0.5 |
30MU |
12MU |
| Fast |
+1 |
36MU |
12MU |
| Hull
Modifications |
NPV / CPV |
Description |
| Fragile |
-1 |
+1 Dice Roll Modifier when fired on by
Point Defense or other Fighters |
| Standard |
0 |
No modifier |
| Heavy |
+2 |
-1 Dice Roll Modifier when fired on by
Point Defense or other Fighters |
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