tarus wrote:
After reading the (almost nonexistent) rules for fighter to fighter combat I don't know what to do with weapon ranges.
Ninjas and Superspies has rules for jet fighter combat which are easily used in this setting, should you happen to have a copy.
tarus wrote:So these are my questions (I hope you can help me):
1) How do you determine combat distances? And what are the difficulties to strike for each one?
Simple. Make it up. If fighter A has weapons with a range of 5 miles, and fighter B only has weapons with a 2 mile range, then fighter A gets to wail on fighter B until B closes the distance. You could do the actual math and figure out how many attacks or melees it will take them to close the difference while going Mach 5, but I would just say: "Fighter A has better ranged weapons than you and opens fire. [rolls strikes] Make three dodges, then you'll be in range..."
tarus wrote:2) Fighters move very FAST and the weapon ranges are not very long. I don't know what are they for then? I mean, what is the issue of having a weapon with a 5 miles range if the other ship can also fire at you with its 2 miles-ranged weapon?
See above.
The effectiveness of space fighters in general is up for debate. However, after writing about them for months in my manuscript, a space fighters' main function is to be loaded up with cruise missiles, and sent out to blow big holes in enemy battleships. They are best used as a "missile bus". Enemy fighters will be trying to intercept these missile busses, and so dogfights occur in the space between combating fleets.
Also note that enemy fighters will be trying the exact same thing: attempting to drop anti-matter torpedoes on your mothership. So you better get out there and stop them...
tarus wrote:3) The BIG question is: how do you GM space fighter-to-fighter combat?
Pretty much as you would a fight between two guys with knives. Roll initiatives, strikes, and dodges. Use your piloting skill rolls!!! Use your bonuses from Read Sensors and Weapons Systems, and don't forget that missiles are +3 to strike.
Last one flying, wins.