FT Fighter Stats for Stargrunt/Dirtside

I had a few ideas about the stats for FT fighters and decided to create them according to DS/SG construction rules. I made them Size 4 fighters, as this allows armour 3 & also fits the 20-25 CS/Mass which we determined several months ago.
If you only have SGII, some of the restrictions on construction of Aerospace assets won't be familiar to you, as it wasn't copied across from DSII.

Depending upon your preferance, the main armament of fighters will be either HEL or MDC. HEL fits better, as screens are effective against energy weapons. Secondary armament of GMS/H is usually used in dogfights/antiship attacks.

The way I've run the split is that direct fire weapons are equivalent to rolling a '6' for kills, while GMS/H adds an additional kill on '4-6' (ie: std fighter kills 1 on 4-5, 2 on 6). 
Also, fighters use their Air-to-Ground Missile guidance against starships, as it is a (relatively) static target when compared to other fighters or missiles.


Generic Standard Fighter (DS: 596 pts)
Size: 4, Armour: 3, Powerplant: FGP, Mobility: Aerospace,
ECM: Superior, decoys
Firecontrol: Superior General Purpose (AA: d8, AG: d10)
2 x HEL/3, GMS/H (Superior GP - AA:d8, AG:d10), DFO Pods - MAK or HEF

Generic Heavy Fighter (DS: 773 pts)
Size: 5, Armour: 3R, Powerplant: FGP, Mobility: Aerospace,
ECM: Superior, decoys.  Firecontrol: Superior General Purpose (AA: d8, AG: d10)
2 x HEL/3, GMS/H (Superior GP - AA:d8, AG:d10),
Enhanced PDS (d8 vs GMS), GMS/P (Sup AA - AA:d10, AG: d6), DFO - MAK or HEF
* The Reactive armour (adds +1 armour vs GMS/IAVR weapons) & enhanced PDS contribute to the increased survivability of the fighter.
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Advanced Fighters: Heavy Fighters can be combined with any other type except Fast fighters if combined type fighters are allowed.

Generic Fast Fighter (DS: 676 pts)
Size: 4, Armour: 3, Powerplant: FGP, Mobility: Fast Aerospace,
ECM: Superior, decoys.  Firecontrol: Superior General Purpose (AA: d8, AG: d10)
2 x HEL/3, GMS/H (Superior GP - AA:d8, AG:d10), DFO - MAK or HEF
* I costed the mobility as 1250% for DS costs.
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Advanced Fighters: Fast Fighters can be combined with any other type except Heavy.

Interceptor Fighter (DS: +00 pts)
Replace DFO Pods with extra HEL/3 pod & change all firecons/guidance to AA.
Firecontrol/guidance: Superior Air-to-Air (AA:d10, AG: d6)
* The change in FC & extra HEL gives the Interceptor it's +1 AntiFighter attack.

Long Range Fighter (DS: +50 pts)
Replace DFO pods with Long range feul tanks.
* I costed the mobility as 1250% for the long range tankage.

Attack Fighter (DS: +30 pts)
Replace GMS/H & DFO pods with 2 x GMS/H (Sup A-G: d10/S-S Antiship: d10).

Torpedo Fighter (DS: +2000 or +400 pts)
Replace GMS/H & DFO pods with 2 x Alamo GMS (Nuke: d3 FT) - Antiship: d8 guidance.
* Not usually used in atmosphere due to the side-effects of nukes on a planet. The costs are full nuke (1000) and 1/3 cost as it is usually a fleet weapon.


OU Raptor Atmospheric Fighter (406 pts)
(from Röt Hafen Saga by Carlos Laurenco)
Size: 3, Armour: 2, Powerplant: FGP (air turbine), Mobility: Aerospace
ECM: Enhanced, decoys.
Firecontrol: Superior General Purpose (AA: d8, AG: d10)
1 x RFAC/3, GMS/H (Sup GP - AA: d8, AG: d10), GMS/P (Sup AA - AA: d10, AG: d6)
DFO Pods (either DFO or additional GMS/H (AA, GP or AG)


KRA'VAK FIGHTER TYPES

Heavy Fighters (585 points)
Size: 4, Armour: 3R, Powerplant: FGP, Mobility: Aerospace,
ECM: KV Basic (d6+), Firecontrol: Superior Air-to-Air (AA:d10, AG: d6)
2 x MDC/3, 2 x GMS/P (Sup AA - AA: d10, AG: d6)
Enhanced PDS (d8 vs GMS), DFO (DFO or Nuke)
* Reactive armour adds +1 armour vs GMS systems (effective armour: 4)

Fa'tk'san Suicide Fighter (518 points)
Size: 4, Armour: 3, Powerplant: FGP, Mobility: Aerospace,
ECM: KV none (d4+), Firecontrol: Enhanced Air-to-Air (AA: d6, AG: d4)
2 x MDC/3, 8 CS of Nuclear Explosives.

Atmospheric Fighter (433 pts)
(from Röt Hafen Saga by Carlos Laurenco)
Size: 3, Armour: 2R, Powerplant: FGP, Mobility: Aerospace
ECM: KV Basic (d6+), Firecontrol: Superior Air-to-Air (AA: d10, AG: d6)
MDC/3, GMS/P (Sup AA - AA: d10, AG: d6)
Superior PDS (d10 vs GMS), DFO Pods (MAK, HEF or Nuke)

Kra'vak ECM feeds off other systems in close proximity, making all the fighters within range harder to lock on.  This affects both radar & heat seeking missiles due to the confusing signals thrown out by the system.  eg. 3 Kra'vak fighters flying as a unit have an effective ECM of d10 while in formation.  If one fighter breaks, it reverts to it's basic ECM, while the other 2 revert to d6+1 = d8 ECM.
Cost it at the next highest ECM type when using DS construction costs.


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