warboss jim's colonial fleet

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    Colonial Fleet

    The battle fleet of the colonial navy is centered on

    the Battlestar which can be considered the rough

    equivalent of US Navy carriers. The Colonial Fleet

    operated a force of about 120 Battlestars and

    several support vessels. The Fleet was organized

    around "Battlestar Groups", such as Battlestar Group

    75 (from which Galac t i careceives its BSG-75

    designator). These groups were composed of a

    single Battlestar protected and supported by

    smaller vessels, including, but not limited to, Viper

    and Raptor squadrons. The C olonial Fleet has amixed Navy/Marine Corps rank system: Admiral;

    Rear Admiral; Commander; Colonel; Lieutenant

    Colonel; Major; Captain; Lieutenant; Lieutenant,

    j(unior) g(rade); Ensign. Non-commissioned officers

    and enlisted personnel also have a mixed

    Navy/Marine Corps rank system, referred to as a

    "Naval-style rank system" Master Chief Petty Officer,

    Chief Petty Officer, Petty Officer 1st and 2nd Class,

    Specialist, Deckhand and Recruit.

    Colonial Fleet Composition

    When you build a colonial fleet you must include at

    least one Battlestar type ship in any fleet of 500

    points or more. In addition you must field at least

    one squadron of Medium ships and one squadron

    of Small ships. You can spend up to 50% of your

    points on Massive ships, 50% on Large ships 40% on

    Medium ships and 40% on Small ships. A Colonial

    Fleet may never have Allied ships (ships from the

    Core Game of Firestorm armada) included in the

    fleet list nor may any Colonial ships be included in

    those lists.

    The Fleet has a command Distance of 6 and a

    Fleet Tactics Rating of +2.

    Fleet wings-If you have spare points left over that

    you cannot use to build your fleet; you may buy up

    to 6 Raptor Assault craft. The Raptors do not need a

    Battlestar and are assumed to have used their jump

    engines to enter the battlefield. All Vipers cost 6.

    Their Stats are listed Below.

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    Special Colonial Fleet Rules-

    The Colonial Fleet uses the Revise d Wing Rulesand

    Colon ia l Ba rra g e MAR.

    Their Wings, Viper MKII, uses the Rugged

    Construction MAR. The Viper MKVII uses the

    Rugged Construction Rule as well as receiving a +1

    to its movement. The Raptors have their ownspecial rules detailed below.

    Colonial Barrage MAR

    Colonial Main Guns (or Broadsides/Turrets in

    Firestorm terms) may fire in either SalvoorFlak

    Barragemodes. If fired in Salvomode the fire is

    resolved in the same manner as AD in Firestorm. If

    fired in Flak Barragemode they use the rules below.

    A C olonial Fleets PD works in the same way as the

    rules Presented in Firestorm. However any ship with

    the Colonial Barrage MAR may also fire Flak

    Barragesfrom its main guns (Broadsides or Turrets)

    to supplement its point defense. These are fired at

    any time you would normally be allowed to fire PD,

    just at a longer range. Any Broadside or Turret may

    fire a Barrage at any time a t RB1 (8) using the AD

    at that range as PD. The barrage will only fire into

    the arc the weapon would normally fire into and

    will affect the entire Range Band. In the case of

    turrets the player must declare which arc they are

    firing into. A Barrage will affect ALLWings and

    Torpedoes, friendly or enemy in the arc at the time

    of the attack. It will also a ffect any Wings on C AP

    regardless of which arc they are occupying. To

    conduct a barrage the player rolls PD dice equal to

    the AD of the Broadside (or Turret). The result

    applies to ALL wings and Torpedoes in that arc. For

    example- a Mercury class Battlestar fires its portside

    Broadside as a barrage to stop an incoming

    Torpedo Attack. There are two friendly Wings and

    six enemy wings in the same fire a rc as well as one

    friendly Wing on CAP. The player rolls 10 AD a s PD

    and gets 1,1,3,2,4,5,5,6,2,3 (re-roll as normal for the

    6) generating a 5. This gives three Drive O ffresults

    and one Destroyed result for the Wings including

    the one on CAP. The results are applied to each

    side equally in whatever manor the owning player

    wishes. The C olonial player dec ides to destroy the

    Wing on CAP and Drive O ffthe other two Wings.

    The enemy player destroys one wing and Drives Off

    three more leaving him with two operational wings.

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    The Torpedo attac k would be reduced by 5 points

    and the Battlestars regular PD would then fire as

    normal. If a Flight occupies more than one arc the

    Colonial player must decide to fire either one or

    both Broadsides, or Turrets. Only the enemy wings in

    a given arc may be hit by the weapons in that arc.

    Switching between modes is somewhat time

    consuming. If a ship has fired In Salvo Mode and

    the switches to fire a Barrage, in the same turn, it

    applies a -4 modifier to itsBa rra g e PD. The reverse

    also applies. Thus any ship firing a Barrage that then

    fires in Salvo mode when activated suffers -4 to its

    AD to that Broadside (or Turret). Players should

    make note of which Broadsides or Turrets fire in

    which mode during the turn.

    Wings making a Stand Off attack are only

    attacked by a barrage once. Any survivors may

    then release there ordinance which is then

    attacked by the ships PD. The Barrage does not

    affect the ordinance as the Wings have already

    punched through the Flak Barrage to deliver its

    attack. Wings making a Point Blank attack must

    pass though both the Barrage and the ships PD to

    make their attack.

    Critical damage- any Critical to Fire C ontrol or Point

    Defense will prevent the ship from firing a Barrage.

    Also, obviously, a Primaries Hit critical will prevent

    those guns from conducting a Barrage.

    Raptor assault craft- Raptors are multi-purpose

    craft used for Scouting, search and rescue, marine

    assaults, and with special ordinance packages,

    bombers. They also have their own integrated jump

    engines. Raptors follow a ll the rules in Firestorm

    Armada for fold space engines and this should not

    be considered an optional rule.

    At the beginning of the game the player must

    decide if he wants to configure his raptors as

    assaulters or bombers. It takes a lot of time for the

    deck crews to configure raptors for different

    missions so they may not be reconfigured during

    the game.

    Victory Points-the Colonial Fleet considers anyvessel that is not a Battlestar as support ship and

    therefore expendable. Those ships, much like

    today ca rrier escorts, are expected to sacrifice

    themselves to preserve their carriers (Battlestars).

    As such, the opposing player only scores hal fvictory

    points for destroying non-Battlestar Ships.

    Conversely he scores doub l evictory points for each

    Battlestar he destroys. In these rules your opponent

    does get VPs for destroying Wings.

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    Colonial Fleet Tactics-When playing against any of

    the races in Firestorm Armada there are two

    important things to keep in mind. Your Medium and

    Small ships are generally inferior to your opposition

    and in most cases, slower. Your capital ships on the

    other hand are easily a match for anything they

    have, especially when fully outfitted with Vipers.

    However, dont forget the lack of any Aft

    Broadsides. Also, be careful of the damage to your

    Battlestars. Your opponent gets double the VPs for

    destroying them. The Mercury class is the pinnacle

    of C olonial technology but if you lose one, you will

    probably lose it all. They are not indestructible. The

    Revised Wing rules can make your Vipers and

    Raptors very nasty in the right circumstances but

    remember they are not a renewable asset. Once

    they are destroyed they are gone. Use them

    wisely and dec isively.

    Authors Notes-I tried to write these rules to enable

    the ships to perform as close as possible to how

    they did in the show while still keeping with the ease

    of play that we have come to love from Firestorm

    Armada . With the Colonial Barrage rules this was

    not easy and I tried several variations and finely

    settled on the rules presented here. Another thing

    that was necessary was to completely re-write the

    rules for Wings. I hope I have managed to strike a

    balance between making them more effective

    without being overpowering or game winners. As

    for the ship stats, MARs etc., the performance of the

    ships on the show, the tech manuals online (when

    they could be found) and the models themselves,

    largely dictated the rules I used. For example: most

    of the Battlestars have the Scout MAR. This is to take

    into account the embarked Raptors (which every

    ship has at least a few), being used in this role. It is

    their primary job.

    I hope you enjoy!

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    Revised Wing rules

    Wings now work in a similar way to those rules

    presented in Dystopian Wars.

    Wing types- There are now only two types of

    wings. Attack Craft and Assault Shuttles. The

    player must decide which his carriers areholding prior to starting play.

    Configuration- Attack Craft can be configured

    for one of three missions before being

    launched and can be reconfigured when

    recovered. They are launched the next time

    their parent carrier activates but not on the

    same turn they landed. Flights may be no

    larger than six Wings. All wings in a flight must

    be of the same type. Wings can be launched

    as Fighters, Bombers or Interceptors. Stats are

    the same as in Firestorm but the Bomber has a

    movement of 16. One exception to this is

    Bombers may jettison their ordinance at any

    time and so doing will allow them to revert to

    fighters.

    Reorganization- Many ships are able to hold

    more than the standard squadron size of six

    wings. Any flight may combine or absorb

    wings from another flight if it is below the full

    strength size of six wings. However this may

    only be done on the carrier and the Flight

    cannot launch on the same turn it is

    Reorganizing. For example: A Ralthoza carrier

    has 8 wings on board. The player launches 6

    wings in one flight and in a later turn suffers

    three losses. He then returns them to the

    carrier and has the Flight Reorganize to include

    the 2 wings that were left on board, bringing

    the flight up to strength of 5. He then re-

    launches them on the following turn. In anotheexample- an Aquan Battle C arrier has 10 wings

    grouped in two flights of 5. Both flights get

    badly mauled in combat and return to the

    carrier after each losing two wings. The

    Aquan player then reorganizes them into one

    squadron of 6 and launches them the

    following turn. Note- Wings may be

    Reconfigured the same turn they are

    Reorganizing.

    Additionally, if a Flight has Wings that havebeen Driven O ff, they may go with their Flight

    when activated if the Flight is returning to a

    carrier in its activation.

    Assaulters-In the revised rules Assaulters may

    now return to their carrier and load more

    marines. These come from the ships own AP of

    course. Additionally, any ship that starts the

    game with Assault Wings may double its AP

    capacity at a cost of 2 points per AP added or

    3 points if the ship has the MAR Elite C rewor

    Sp ec ia l Fo rc e s. However you may not add

    more AP than the number of Assault Wings

    assigned to the ship.

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    Attacks - Wing vs. Wing

    This is unchanged from Firestorm

    Attacks- Ship vs. Wing

    This is unchanged from Firestorm and ships may

    attack Wings during the ships movement.

    Attacks- Wing vs. Ship

    Wings now link fire with FULLdice. They mayattack in one of two different modes.

    Stand Offand Po int Bla nk.

    In a Stand Off attack the Wing is firing its long

    range ordinance or possibly tac tical nukes. It

    does so at any point in range band one. This

    will keep the Wing itself from c oming under

    attack by the ships PD, however the target

    ships PD will be able to fire on the incoming

    Ordinance and any hits that make it thru thatwill impact the ships shields (if it has any).

    In a point blank attack the wing is heading

    straight in to the enemy ship and targeting its

    most vulnerable spots. Move the wing to within

    4 and stop, allowing the target ship to defend

    itself with any PD it may have. The surviving

    Wings then move into base contact and roll

    AD as above but add+1 to the die rolls. PD fire

    and shield may not defend against this type of

    attack.

    Fuel-Fighter craft in most SF shows and movies

    seem to be able to very long periods without

    needing to refuel and can apparently operate

    for several hours without have to re-tank

    even when operating in a planets

    atmosphere. Therefore players do not need to

    keep track of how much fuel a given Flight is

    using. Also, a great deal of feedback on the

    Dystopian forum seems to suggest how tedious

    it is to track fuel on each counter. With the

    likelihood of 20 or more wings on the table I

    feel requiring such tracking would bog the

    game down too much.

    Intercept Movement- No change from

    Firestorm however Flights may only make one

    Intercept move per turn.

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    Optional Rules- It is suggested that Battle

    Carriers or other Large ships that hold 10 FW be

    allowed to increase their FW to 12. This will

    allow them to carry two complete groups

    rather than any understrength groups which

    doesnt seem very Battle Carrier like.

    Leviathans should have up to 18 Wings.

    Wing Model Assigned Rules-

    Some wings have their own Model Assigned

    Rules, which are spec ific to individual fleets

    either because of different technology or fleet

    doctrine.

    Rugged Construction (Dindrenzi)

    If the token suffers one or more destroyed

    results roll a 1D6 to cancel each of them. The

    hit is ignored on a roll of 5 or 6 (without an extraroll for the six). A roll or 1,2,3, or 4 has no effec t.

    Faster Torpedoes (Terran) - If a Bomber token

    makes a long range attack (RB1) against a

    ship then that ship must re-roll all of its PD hits

    aga inst the torpedoes. Any ships assisting with

    their own PD or any Wings on CAP must also re-

    roll their hits.

    More PD turrets(Directorate)-The wings are

    equipped with a self-firing rear PD turret.

    Anytime the wing is in combat with other wings

    it gains +1 to its PD.

    Superior Engine (Aquan) - The token increases

    its movement rating by +2

    High Speed Run(Sorylian) - If this token makes

    a Point Blank attack against a ship that ship

    must re-roll all of its PD hits against the Wing.

    Any ships assisting with their own PD or any

    Wings on CAP must also re-roll their hits.

    Swarm Tactics (Ralthoza) -When Flight that has

    Swarm Tactics makes an AD attack against a

    model and uses Linked Fire, the C OMBINED

    attack receives a +2 dice.

    Well Trained (Kedorian, Ryushi ) - This token

    can deploy within 6 of its carrier when it is

    launched and can land on the carrier so long

    as it is within 6. Also, the Flight may choose to

    redeploy anywhere in the players set up area

    after the opposing fleet has set up. This isdone after any redeployment due to Scout

    MARs.

    Flight Trac ker:

    Below is a simple Flight Tracker players may use

    at their option to record the status of theirindividual Flights.

    Squadron Designator is for how you have your

    models described or marked on the table such

    as yellow squadron, blue squadron, etc. Flight

    Type is either going to be Attack Craft or

    Assault Shuttles. Configuration is to record

    what configuration your Attack Craft are in. In

    the case of assault Shuttles you can use this to

    show if they have AP on board or not. Turns

    Ac tivated are just that and number destroyed

    is for those wishing to track casualties.

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    Flight Tracker

    Squadron Designator:__________________

    Flight Type:__________________________

    Configuration:________________________

    Turns Activated:

    1 2 3 4 5 6

    [] [] [] [] [] []

    Number Destroyed:____________

    Squadron Designator:__________________

    Flight Type:__________________________

    Configuration:________________________

    Turns Activated:

    1 2 3 4 5 6

    [] [] [] [] [] []

    Number Destroyed:____________

    Squadron Designator:__________________

    Flight Type:__________________________

    Configuration:________________________

    Turns Activated:

    1 2 3 4 5 6

    [] [] [] [] [] []

    Number Destroyed:____________

    It is suggested you print this page out and either

    laminate it or slide into a page protector. You can

    then use a grease pencil or dry erase marker to enable

    you to update each Flights information as the game

    progresses.

    Squadron Designator:__________________

    Flight Type:__________________________

    Configuration:________________________

    Turns Activated:

    1 2 3 4 5 6

    [] [] [] [] [] []

    Number Destroyed:____________

    Squadron Designator:__________________

    Flight Type:__________________________

    Configuration:________________________

    Turns Activated:

    1 2 3 4 5 6

    [] [] [] [] [] []

    Number Destroyed:____________

    Squadron Designator:__________________

    Flight Type:__________________________

    Configuration:________________________

    Turns Activated:

    1 2 3 4 5 6

    [] [] [] [] [] []

    Number Destroyed:____________

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    Colonial Fleet Cards

    MERCURY

    CLASS

    BATTLESTAR

    (PEGASUS) RANGEBAND

    STARB

    OARD

    PO

    RT

    FO

    RE

    TUR

    RETS

    TORPEDOES

    (ANY

    ARC)

    DR CR MV HP CP AP PD SH MN FW 1 10 10 16 - 7

    7 14 6 12 10 7 9 - - 18 2 15 15 20 - 8

    FLEET TACTICS BONUS:+2COMMAND DISTANCE: 6

    3 7 2 12 - 9

    4 - - 8 - 10

    COST: 350 POINTSTHIS IS A MASSIVECAPITALCLASS SHIP

    IT MUST MOVE 2STRAIGHT AHEAD BEFORE MAKING EAC H 45 DEGREE TURNUP TO 50%OF YOU POINTS CAN BE SPENT ON MASSIVE SIZE BATTLESTARSMERCURY CLASS BATTLESTARS ARE DEPLOYED IN SQUADRONS OF 1SHIPS

    AWESOME, COLONIAL BARRAGE, DECK CREWS, PROTECTED SYSTEMS, SAFE HAVEN, SCOUT

    GALACTICA

    CLASS

    BATTLESTAR RANGEBAND

    STARBOARD

    PORT

    FORE(FIXED)

    TURRETS

    TORPEDOES

    (ANYARC)

    DR CR MV HP CP AP PD SH MN FW 1 6 6 7 10 5

    7 12 6 10 7 5 8 - - 12 2 8 8 8 12 6

    FLEET TACTICS BONUS:+2

    COMMAND DISTANCE: 6

    3 4 4 6 6 7

    4 2 2 5 4 8

    COST: 180 POINTSTHIS IS A LARGECAPITAL CLASS SHIP

    IT MUST MOVE 2STRAIGHT AHEAD BEFORE MAKING EAC H 45 DEGREE TURNUP TO 50%OF YOU POINTS CAN BE SPENT ON LARGE SHIPS

    LARGE BATTLESTARS ARE DEPLOYED IN SQUADRONS OF 1SHIPSCOLONIAL BARRAGE, STRENGTHENED HULL, DECK CREWS, SCOUT

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    VALKYRIE CLASS

    BATTLESTARRANGEBAND

    STARBOARD

    PORT

    FORE

    TURRETS

    TORPEDOES

    (ANYARC)

    DR CR MV HP CP AP PD SH MN FW 1 5 5 5 7 3

    5 10 6 6 4 4 5 - - 6 2 6 6 6 8 4

    FLEET TACTICS BONUS:+2

    COMMAND DISTANCE: 6

    3 4 4 4 6 5

    4 3 3 3 5 6

    COST: 115 POINTSTHIS IS A LARGE CAPITAL CLASS SHIP

    IT MUST MOVE 2STRAIGHT AHEAD BEFORE MAKING EACH 45 DEGREE TURNUP TO 50%OF YOU POINTS CAN BE SPENT ON LARGE BATTLESTARS

    LARGE BATTLESTARS ARE DEPLOYED IN SQUADRONS OF 1SHIP

    COLONIAL BARRAGE, DECK CREWS, SCOUT

    ATLAS

    BATTLESTARRANGEBAN

    D

    STARBOARD

    PORT

    FORE

    TURRETS

    TORPEDOES

    (ANYARC)

    DR CR MV HP CP AP PD SH MN FW 1 3 3 3 6 5

    5 8 8 5 4 3 3 - - 3 2 4 4 4 8 5

    FLEET TACTICS BONUS:+2

    COMMAND DISTANCE: 6

    3 3 3 3 6 5

    4 2 2 2 4 5

    COST: 85 POINTSTHIS IS A MEDIUMCAPITALCLASS SHIP

    IT MUST MOVE 1STRAIGHT AHEAD BEFORE MAKING EACH 45 DEGREE TURNUP TO 40%OF YOU POINTS CAN BE SPENT ON MEDIUM SHIPS

    ATLAS BATTLESTARS ARE DEPLOYED IN SQUADRONS OF 1TO3SHIPSCOLONIAL BARRAGE, SCOUT

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    CRONUS

    GUNSTARCRUISER RA

    NGEBAND

    STARB

    OARD

    PO

    RT

    FO

    RE

    FORE

    FIXED

    TORPEDOES

    (ANY

    ARC)

    DR CR MV HP CP AP PD SH MN FW 1 4 4 4 6 4

    4 6 8 4 3 3 3 - - - 2 6 6 7 7 4

    FLEET TACTICS BONUS:+2COMMAND DISTANCE: 6

    3 2 2 5 5 4

    4 - - - 4 -

    COST: 65 POINTSTHIS IS A MEDIUMCAPITAL CLASS SHIP

    IT MUST MOVE 1STRAIGHT AHEAD BEFORE MAKING EAC H 45 DEGREE TURNUP TO 40%OF YOU POINTS CAN BE SPENT ON MEDIUM SHIPS

    CRONUS GUNSTARS ARE DEPLOYED IN SQUADRONS OF 1TO3SHIPSCOLONIAL BARRAGE (FIXED FORE MAY NO T FIRE BARRAG ES), FIRING SOLUTION (FIXED FORE AND FORE)

    VICTORY CLASSSCOUT

    DESTROYER RANGEBAN

    D

    STARBOARD

    PORT

    FORE

    TURRETS

    TORPEDOES

    (ANYARC)

    DR CR MV HP CP AP PD SH MN FW 1 - - 3 - 6

    4 6 10 3 3 2 3 - - - 2 - - 5 - 6

    FLEET TACTICS BONUS:+2

    COMMAND DISTANCE: 6

    3 - - 2 - 8

    4 - - - - 8

    COST: 50 POINTSTHIS IS A MEDIUMCAPITAL CLASS SHIP

    IT MUST MOVE 1STRAIGHT AHEAD BEFORE MAKING EAC H 45 DEGREE TURNUP TO 40%OF YOU POINTS CAN BE SPENT ON MEDIUM SHIPS

    VICTORY CLASS SCOUTS ARE DEPLOYED IN SQUADRONS OF 1TO3SHIPSHIDDEN KILLER, SCOUT, VULNERABLE

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    PANTHER CLASS

    FRIGATERANGEBAND

    STARB

    OARD

    PO

    RT

    FO

    RE

    TUR

    RETS

    TORPEDOES

    (ANY

    ARC)

    DR CR MV HP CP AP PD SH MN FW 1 - - 4 - 1

    3 6 10 2 2 - 2 - - - 2 - - 5 - 2

    FLEET TACTICS BONUS:+2COMMAND DISTANCE: 6

    3 - - 3 - 3

    4 - - - - 4

    COST: 25 POINTSTHIS IS A SMALLCLASS SHIP

    IT MUST MOVE 0STRAIGHT AHEAD BEFORE MAKING EAC H 45 DEGREE TURNUP TO 40%OF YOU POINTS CAN BE SPENT ON SMALL SHIPS

    PANTHER CLASS FRIGATES ARE DEPLOYED IN SQUADRONS OF 1TO4SHIPSSMALL SHIP

    SCORPIONCLASS

    CORVETTE RANGEBAN

    D

    STARBOARD

    PORT

    FORE

    TURRETS

    TORPEDOES

    (ANYARC)

    DR CR MV HP CP AP PD SH MN FW 1 - - 3 - -

    3 4 15 2 1 1 1 - - - 2 - - 4 - -

    FLEET TACTICS BONUS:+2

    COMMAND DISTANCE: 6

    3 - - - - -

    4 - - - - -

    COST: 17 POINTSTHIS IS A SMALLCLASS SHIP

    IT MUST MOVE 0STRAIGHT AHEAD BEFORE MAKING EAC H 45 DEGREE TURNUP TO 40%OF YOU POINTS CAN BE SPENT ON SMALL SHIPS

    SCORPION CLASS CORVETTES ARE DEPLOYED IN SQUADRONS OF 2 TO 4SHIPSSMALL SHIP

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    MV AD PD AP COST

    VIPERSSTANDARD CONFIGURATION 18 2 2 0 6

    BOMBER CONFIGURATION 16 3 1 0 6

    INTERCEPTOR CONFIGURATION 18 0 3 0 6

    RAPTORSASSAULT CRAFT CONFIGURATION 15 0 1 1 5

    BOMBER CONFIGURATION 15 4 0 0 6

    In terce pto r Co nf igu rat ion Stand ard Co nf igu rat ion Bom b er

    conf igurat ion