Topic: AFBs in the Fighter Phase: Redux
So, while re-reading the old house-rules thread, a possible solution to the "AFBs suck because they can't shoot during the fighter phase" hit me.
Short version: Let ships with AFBs have an 'AFB Combat Air Patrol' mode that costs fighter flight activations to use.
Detailed version:
1) Count ships with AFBs as part of the total number of fighters when determining the number of fighter flights each player gets to activate per cycle during the fighter phase.
2) When you get a chance to activate a flight, you may instead activate an AFB-armed ship. During this activation, you may put any number of the ship's AFBs on 'alert' (AFB Combat Air Patrol mode).
3) When a fighter flight enters a hex adjacent to a ship whose AFBs are on alert, the AFBs may fire on the flight (to a maximum of one shot per AFB per fighter phase). You may choose not to fire all of the AFBs on alert at a given flight entering an adjacent hex (for example, if you have 4 AFBs on alert, you could fire 2 and save 2 for another fighter flight that you expect to engage you during the next activation cycle). However, AFBs put on alert during the fighter phase may not be fired during the shooting phase.
Thoughts? It'd also be neat if there were a weapon trait to do something along these lines (for longer-range AFB interceptions), but hard to price. One interesting effect this creates is that if you have fighters already at attack range with your ship, alert mode is no use because it only triggers on fighter movement (unless they're circling to hit a weak screen or facet). Not sure if that's exactly what we're going for, but it's an interesting side effect.