So, I’ve been thinking quite a bit about this subject and mulling it over.
I like the ideas presented in the CORE adventure Death on Krell. I think if you approach distance as sectors instead of a linear distance we can make this a lot easier to digest, and stay within the feel of the intended rules.
So, here is my take on a few different fighter models:
Fighter: Interceptor
Primary role: CAP (Combat Air Patrol), Interception of enemy vessels before engaging primary fleet.
Built from standard 10 Hit point CHUNKS
CHUNK 1 - Cockpit / Control Module: This contains all life support, instruments, sensors, and controls. If destroyed the vessel is no longer able to function. Depending on design crews one to three. If destroyed occupants must escape in d4 turns or results in DEATH.
CHUNK 2 - Propulsion (examples include Star drive, Ion Engine, Starman Slingshotarator…) Allows travel within a sector and may move to an adjacent sector within a turn. If destroyed the vessel is severely disabled, and may limp along at a crawl all combat rolls to hit the vessel are EASY.
CHUNK 3 - Anti-ship Weapons (examples: Photon Torpedoes, Plasma Rockets, Swarm Missiles, Quasi-Phasic Discombobulater…) Does d8 damage against CHUNKS / does d4 HEARTS of damage to humanoid sized targets. Explodes when destroyed inflicting d8 damage to random location. Limited charges 8 to 10 depending on design.
CHUNK 4 - Anti-Fighter Weapons (examples: Repeating Laser Cannon, Chaingun, Death Ray Multi-Zaparator 2000…) Does d6 damage against CHUNKS / does d8 damage against HEARTS to humanoid sized targets. Unlimited charges, no reload needed. Fire again on any roll of modified 13+.
CHUNK 5 - Booster module / Turbo Drive / Go Faster Thingabob: This module allows the vessel to travel to an additional sector during movement. Once used it requires d4 turns before using again. If destroyed no ill effect, just unable to use until repaired or replaced.
Fighter: Escort
Primary role: Escorting Attack fighters and Bombers. Also running interference for Interceptors.
Built from standard 10 Hit point CHUNKS
CHUNK 1 - Cockpit / Control Module: This contains all life support, instruments, sensors, and controls. If destroyed the vessel is no longer able to function. Depending on design crews one to three. If destroyed occupants must escape in d4 turns or results in DEATH.
CHUNK 2 - Propulsion (examples include Star drive, Ion Engine, Starman Slingshotarator…) Allows travel within a sector and may move to an adjacent sector within a turn. If destroyed the vessel is severely disabled, and may limp along at a crawl all combat rolls to hit the vessel are EASY.
CHUNK 3 - Anti-ship Weapons (examples: Photon Torpedoes, Plasma Rockets, Swarm Missiles, Quasi-Phasic Discombobulater…) Does d8 damage against CHUNKS / does d4 HEARTS of damage to humanoid sized targets. Explodes when destroyed inflicting d8 damage to random location. Limited charges 8 to 10 depending on design.
CHUNK 4 - Anti-Fighter Weapons (examples: Repeating Laser Cannon, Chaingun, Death Ray Multi-Zaparator 2000…) Does d6 damage against CHUNKS / does d8 damage against HEARTS to humanoid sized targets. Unlimited charges, no reload needed. Fire again on any roll of modified 13+.
CHUNK 5 - Shield Module: Provides +5 armor to the vessel. Explodes when destroyed inflicting d8 damage to a random location.
Fighter: Attack
Primary role: Inflicting massive damage to Capital Ships. Breaking enemy installations and fortifications.
Built from standard 10 Hit point CHUNKS
CHUNK 1 - Cockpit / Control Module: This contains all life support, instruments, sensors, and controls. If destroyed the vessel is no longer able to function. Depending on design crews one to three. If destroyed occupants must escape in d4 turns or results in DEATH.
CHUNK 2 - Propulsion (examples include Star drive, Ion Engine, Starman Slingshotarator…) Allows travel within a sector and may move to an adjacent sector within a turn. If destroyed the vessel is severely disabled, and may limp along at a crawl all combat rolls to hit the vessel are EASY.
CHUNK 3 - Anti-ship Weapons (examples: Photon Torpedoes, Plasma Rockets, Swarm Missiles, Quasi-Phasic Discombobulater…) Does d8 damage against CHUNKS / does d4 HEARTS of damage to humanoid sized targets. Explodes when destroyed inflicting d8 damage to random location. Limited charges 8 to 10 depending on design.
CHUNK 4 - Anti-Fighter Weapons (examples: Repeating Laser Cannon, Chaingun, Death Ray Multi-Zaparator 2000…) Does d6 damage against CHUNKS / does d8 damage against HEARTS to humanoid sized targets. Unlimited charges, no reload needed. Fire again on any roll of modified 13+.
CHUNK 5 - Mass Effect Weapon (examples: Mini-nuke, Nova Cannon, Good-byeulator…) Area effect Hit all targets within a range of FAR. Does Double d12 damage against CHUNKS / any humanoid targets caught in the blast are DEAD. Limited Charges 1 or 2 depending on design. Explodes if destroyed and still has a charge. If no charge no effect. Does d12 damage to a random location.
Sorry this is so long. I’ll post single ship designs next time. Hope these help.