Mixed Fighter Flights (3k)

Mixing fighter flights with a range of craft with differing abilities can complicate the game slightly as you have to keep track of damage within the flight, so before going ahead with this, think carefully!

Fighter Flight Organisation:

A fighter flight can contain no more than 8 fighters, however these eight craft can be of differing types if desired, and these differing types may have differing abilities.

Because Shuttles and large fighters do not operate in flights, they may not be mixed with that flight.


Flight Movement:

If all craft are to remain in a flight, then they must all be travelling at the same speed and at the same heading. This means that the movement characteristics of the flight will be reduced to the slowest and least agile craft in the flight. If one craft does not have turbos, then none of the flight may use turbos.

As soon as a craft uses a different movement pattern to the rest of the flight, then it has been considered to have left that flight.


Flight Combat:

Shooting Combat

A mixed flight is actually very easy to resolve when it is shooting at a target. Simply divide the flight into separate groups for the mixed fighters and make an attack roll for each group. Combine the separate totals for the total amount of damage inflicted.

When being shot at, all incoming fire is spread across the flight as a whole - individual fighters may not be singled unless it is via a dogfight, as such, when a mixed flight is shot at, simply skip below to the Recieving damage section.

Dog fighting

When a mixed flight is dog fighting, things get interesting.
Firstly, split the mixed flight into its separate groups. For the purposes of this section, the term 'Defender' refers to the mixed flight, 'Opposing' refers to the other flight.

Even amount of Defending and Opposing Fighters: Simply resolve the dogfight as if it were actually two (or more) dogfights, one per group of different types of fighters.

More Defending Fighters than Opposing Fighters: Allocate one defending fighter per opposing fighter. Any left over fighters should be stacked with their own type of fighter. The separate groups of differing fighter types then resolve their dogfights as normal.

More Opposing Fighters than Defending Fighters: Allocate one defending fighter per opposing fighter. Any left over fighters should be allocated as the Opposing player sees fit. Within a dogfight computers and visual aids will easily determine differing types of fighters and thus an Opposing player is not penalised as to where he places his fighters.

Once this is done, conduct the dogfight as normal, but within the separate groups of different fighter types.

All damage recieved in a dogfight will be taken by the appropriate group.


Receiving Damage:

When a flight receives damage you will have to determine which craft within the flight takes the actual damage.

To do this, determine the smaller group of mixed fighters. If all groups are equal sized, simply declare one as being the smaller. Next roll 1D6 on the following table to determine which group of fighters takes the damage. If the die roll is less than or equal to the number listed in the table, then a fighter from the smaller group has taken the damage. If the rolled value is greater, then a fighter from the larger group has received the damage.
If this damage destroys the fighter and there is surplus damage remaining, then another roll has to be made on the table, and this continues until all the damage has been allocated to various fighters.

For mixed flights that contain more than two types of fighter, additional rolls may have to be made. Split the flight into its separate groups as normal, and then roll for each group in order of their size. The last group will always take the damage if no other group receives it. No damage is ever 'lost' due to lucky rolls, it must all be accounted for.

Note that on this table, once a row has been selected for the amount of fighters present, then continue to use that row until all the damage from an attack has been resolved, even if some fighters have been destroyed.

Fighters in Flight
12345678
Fighters in
Smaller Group
1A3221111
2-A432211
3--A43322
4---A4432
5----A543
6-----A54
7------A5
8-------A

A - craft will automatically take the damage.

For example, if a Viper flight contains 6 fighters - 4 Starhound Vipers and 2 Viper B Bombers and it gets hit for 6 points of damage, then you have to determine which craft will take the damage. On the above table, we note that the smaller group of fighters amounts to 2 - the Bombers. On the above table, reading across the 'Fighters in Flight' column until we get to 6, it states that for the bombers to be hit, we need to roll a 1 or 2 on 1d6. Regardless of what is rolled, a fighter or bomber will take the damage, and then when it is destroyed, another roll will be made to distribute the final damage. The extra damage will still use the 1 or 2 on the 1d6 to hit the remaining bombers.