Brood Brother |
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Joined: Mon Jul 04, 2005 4:45 pm Posts: 8139 Location: London
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Then we have aircraft design. In general bear the following in mind when designing stats. Fighters ? good at intercepts, poor at ground attacks Fighter Bombers ? good at pin point attacks, variable at intercepts Bombers/Transports ? Can?t do/very poor at intercepts, bombers very good at ?big? attacks on ground targets
Rather than have separate modifiers these can be built into the aircraft stats. The variable interception/defensive fire abilities allow more tweaking than set weapon to hit values and ranges.
Some examples (Note I can?t remember all the weapon names and at this stage not that important, so that?s why they may look a little strange).
PDF atmospheric jet. Outclassed by all and sundry its stats are Type: Aircraft Save: None DEF: None INT: 6+ Machine guns AP6+ Rockets AT6+
Eldar Nightwing. The best of the best of the few and the brave etc Type: Aircraft Save: 4+ DEF: None INT: 4+ Machine gun AP5+ Cannon AT5+, Extra Attack +1 INT, Lance
A sophisticated Lightning Fighter might have Type: Plane Save: 6+ DEF: None INT: 4+ Lightning Cannon AP6+/AT6+, Extra Attack +1 INT Cannon AT5+
Imperial Thunderbolt (Heavy Fighter model) Type: Aircraft Save: 5+ DEF: None INT: 2+ Twin Lascannon AT5+ Quad Autocannon AP4+/AT5+
The alien Tau Barracuda could be like Type: Aircraft Save: 6+ DEF: 6+ INT: 2+ Cannon, AP5+/AT5+ Burst cannon, AP5+ Guided Missiles, AT6+, Guided Missiles
A dependable Bakka class Thunderbolt Fighter Bomber of the other hand could be Type: Aircraft Save: 5+ DEF: None INT: 3+ Machine Gun, AP4+ Cannon, AP5+/AT6+ Rockets, AT4+
Ork Fighter Bomber Type: Aircraft Save: 6+ DEF: 6+ INT: 4+ Machine Gun, AP5+ Rockets, AT4+
Then you start getting into the realms of specialist bombers and transports
Eldar Phoenix Bomber Type: Aircraft Save: 5+ DEF: 6+ INT: 4+ Twin Shuriken Cannons, AP5+ Phoenix Pulse Laser, AT5+, Pulse Night Spinners, 1BP, Disrupt Notes, Reinforced Armour, Bomber
Tau Tigershark (AX-10) (Just to wind people up ) Type: Aircraft Save: 6+ DEF: 6+ INT: None Twin Linked Burst cannons, AP4+ Missile Bays, AT6+, Guided missiles Twin Linked Railcannon, MW3+, TK(D3) Notes, 2DC, critical effect airplane destroyed
Imperial Marauder (Fighter Bomber model ? the little SG one) Type: Aircraft Save: 4+ DEF: 6+ INT: 5+ Aerium Cannon, AP6+/AT6+ Rockets, AT5+ Bombs, 1BP Notes: Bomber
Marauder Bomber (the Forge World dedicated bomber) Type: Aircraft Save: 5+ DEF: 5+ INT: None Bombs 3BP Notes: Bomber, 2DC, Critical hit: the plane crashes and is destroyed
Finally a Thunderhawk shows them all how to do it. Type: Plane Save: 4+ DEF: 4+ INT: 6+ Battlecannon AP4+/AT4+ 4 x Twin Heavy Bolter AP4+ Notes: 2DC, Reinforced Armour, Critical hit: the plane crashes and is destroyed, Transport 8, Planetfall, Fearless
Note there should be a clear progression of what is good at what role, though some can do more than one more easily than others.
In general Bombers get a boost, as does flak and you now can run with less and still be covered, finally fighters get to be more useful as both escorts and interceptors.
Hopefully people can take as little or as much air/flak as they like without it dominating the game.
_________________ If using E-Bay use this link to support Tac Com!'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913 "Gentlemen, we may not make history tomorrow, but we shall certainly change the geography." General Plumer, 191x
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