Not only that, but the book doesn't specify how many fighters make a squad. That's important because the original GK rules specify that fighters are costed, stored and launched in squads of three. However, the Carnivoran book never explicitly states the number of fighters per squad. In fact, it even mentions that the heavy fighters should be treated just like a ship, and provides a record sheet with five fighters instead of three.
I prefer the Command Rules, so I came up with my own stats for the Carnivoran fighters and missiles. It's a work in progress, so it may get modified after some playtesting.
Name | Type | Move | Profile | Dmg | Notes | Intercept |
Fang | Missile | 12 | 6 | 0 | successful missile hit shorts out one shield generator | none |
Bobcat | Light Fighter | 12 | 2 | 2 | not depleted until current target destroyed | 2 dice |
Leopard | Heavy Fighter | 7 | 6 | 4 | fighter needs two hits to be destroyed | def. die only |
Anyone else have house rules for Galactic Knights?
We just play with 5 fighters in all groups, and use the command rules.
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