Alpha Dawn Patrol: Bombers, Fighers & Aerial Combat

JCab747's picture
JCab747
November 8, 2019 - 5:05pm
I'm pulling this information from my postings on bombs so it will be a bit more coherent... and hopefully encourage feedback.

Revised subject title (12/28/2019)


Joe Cabadas
Comments:

JCab747's picture
JCab747
December 5, 2019 - 6:16am
KRingway wrote:
IMHO and for simplicity's sake I'd just have it that a chin turret can cover a 360-degree area below the aircraft. It pretty much covers a hemisphere below the aircraft, and a top turret pretty much covers a hemisphere above it.
 

I'll read over my description of chin turrets again, but I believe that is pretty much what it says.

... but maybe I need some better wording to make it clearer.
Joe Cabadas

KRingway's picture
KRingway
December 5, 2019 - 8:51am
The diagram suggests a forward arc of 180 degrees.

JCab747's picture
JCab747
December 5, 2019 - 9:41am
KRingway wrote:
The diagram suggests a forward arc of 180 degrees.
 

Yes, a forward arc of 180 degrees, but with the ability to fire at targets up or down. I think it fits the way the turret rules are explained in Dragon's "Tanks a lot!" and even Larry Moore's story on armed vehicles from Star Frontiersman Magazine No. 15. 

Think of it this way, when it comes to a nose mounted turret, the vehicle body blocks the turret from swinging back to shoot at targets that are to the back.  
Joe Cabadas

JCab747's picture
JCab747
December 5, 2019 - 7:26pm

Collisions

If an aircraft attacks head-on at a range of 100 meters or less, there is a chance it will collide mid-air with its target. After firing, each pilot writes down one maneuver that he or she will perform at the beginning of the next move. Pilots moving the wingover, barrel roll, circle or falling leaf maneuver must specify whether they are moving to the right or the left.

After the movement order is determined (by initiative rolls), but before the aircraft start moving, the two maneuvers are revealed simultaneously. The Collision Table is checked to find out if the aircraft collide. If they do, both craftare considered shot down and out of play.

If the aircraft do not collide, the altitude restrictions on the chosen maneuvers do apply for the rest of the turn.

Collision checks are needed only when both craft attack each other in forward head-on attacks. Characters can make a saving throw to avoid a collision.

 

Climb

Dive

Straight

Turn Rt.

Bank Rt.

Turn Lt.

Bank Lt.

Stall

Loop

Circle*

Immelmann

Wingover*

Barrel Roll*

Falling Leaf*

Split-S

Tail Spin

Climb

 

 

 

 

 

 

 

 

 

 

 

 

Dive

 

 

 

 

 

 

 

 

 

 

 

 

 

Straight

 

 

 

 

 

 

 

 

 

 

Turn Rt.

 

 

 

 

 

 

 

X

 

X

X

X

 

 

Bank Rt.

 

 

 

 

 

 

 

 

 

 

X

X

X

 

 

Turn Lt.

 

 

 

 

 

 

 

 

X

 

X

X

X

 

 

Bank Lt.

 

 

 

 

 

 

 

 

 

 

 

X

X

X

 

 

Stall

 

 

 

 

 

 

 

 

 

 

 

 

Loop

 

 

 

 

 

 

 

 

 

 

 

 

Circle*

 

 

X

 

X

 

 

 

 

X

X

X

 

 

Immelmann

 

 

 

 

 

 

 

 

 

 

 

 

Wingover*

 

 

 

X

X

X

X

 

 

 

 

X

X

 

 

Barrel Roll*

 

 

 

X

X

X

X

 

 

 

 

X

X

X

 

 

Falling Leaf*

 

 

 

X

X

X

X

 

 

 

 

X

X

X

 

 

Split-S

 

 

 

 

 

 

 

 

 

 

 

 

Tail Spin

 

 

 

 

 

 

 

 

 

 

 

 

  *Maneuver must be specified right or left

Collision occurs unless saving throw made

X Collision possible – if directions (left or right) are opposite, collisions occur; otherwise, no collision.

Joe Cabadas

JCab747's picture
JCab747
December 5, 2019 - 7:40pm

Surprise

If the aircraft are relying on visual sightings only – no radar – then differences in altitude of more than 700 meters may affect surprise. The higher flying aircraft has a greater chance to surprise a lower flying craft, especially if they are hiding in any clouds or diving on an enemy with a sun behind them (which obviously refers to a daytime encounter).

The base chance for a successful surprise attack is 20 percent no matter what size formations of aircraft are involved. The lead pilot in the upper group receives a 5 percent bonus per skill level. Meanwhile, the lead pilot of any lower flying craft can modify the roll too – decreasing the chance of surprise by 5 percent per skill level.

The chance of surprise may never fall below 10 percent or above 30 percent.

If the leader of an upper group of aircraft successfully rolls for surprise, his craft an immediately dive at the lower group and attack with a first strike before his target(s) can respond. No more than two aircraft can attack any single target. The pilots making the surprise attack adjust their altitudes accordingly.

After a surprise attack, aerial combat proceeds normally.

Joe Cabadas

JCab747's picture
JCab747
December 5, 2019 - 10:15pm

Overdive

A pilot can choose to dive his aircraft more than its normal limit at the risk of it breaking apart. The chance of this occurring depends upon the extent of the overdive.

Overdive

(in meters)

Chance of breakup

 

Overdive

(in meters)

Chance of breakup

 

Overdive

(in meters)

Chance of breakup

50

10%

 

300

35%

 

550

60%

100

15%

 

350

40%

 

600

65%

150

20%

 

400

45%

 

650

70%

200

25%

 

450

50%

 

Over 650

75%

250

30%

 

500

55%

 

 

 

 Overdives may happen involuntarily during out-of-control movement. The maximum voluntary overdive that a character can try is 300 meters in one turn. Stress from overdiving doe snot accumulate from one turn to the next.

Joe Cabadas

JCab747's picture
JCab747
December 6, 2019 - 4:18am
JCab747 wrote:

Collisions

If an aircraft attacks head-on at a range of 100 meters or less, there is a chance it will collide mid-air with its target. After firing, each pilot writes down one maneuver that he or she will perform at the beginning of the next move. Pilots moving the wingover, barrel roll, circle or falling leaf maneuver must specify whether they are moving to the right or the left.

After the movement order is determined (by initiative rolls), but before the aircraft start moving, the two maneuvers are revealed simultaneously. The Collision Table is checked to find out if the aircraft collide. If they do, both craftare considered shot down and out of play.

If the aircraft do not collide, the altitude restrictions on the chosen maneuvers do apply for the rest of the turn.

Collision checks are needed only when both craft attack each other in forward head-on attacks. Characters can make a saving throw to avoid a collision.

 

Climb

Dive

Straight

Turn Rt.

Bank Rt.

Turn Lt.

Bank Lt.

Stall

Loop

Circle*

Immelmann

Wingover*

Barrel Roll*

Falling Leaf*

Split-S

Tail Spin

Climb

 

 

 

 

 

 

 

 

 

 

 

 

Dive

 

 

 

 

 

 

 

 

 

 

 

 

 

Straight

 

 

 

 

 

 

 

 

 

 

Turn Rt.

 

 

 

 

 

 

 

X

 

X

X

X

 

 

Bank Rt.

 

 

 

 

 

 

 

 

 

 

X

X

X

 

 

Turn Lt.

 

 

 

 

 

 

 

 

X

 

X

X

X

 

 

Bank Lt.

 

 

 

 

 

 

 

 

 

 

 

X

X

X

 

 

Stall

 

 

 

 

 

 

 

 

 

 

 

 

Loop

 

 

 

 

 

 

 

 

 

 

 

 

Circle*

 

 

X

 

X

 

 

 

 

X

X

X

 

 

Immelmann

 

 

 

 

 

 

 

 

 

 

 

 

Wingover*

 

 

 

X

X

X

X

 

 

 

 

X

X

 

 

Barrel Roll*

 

 

 

X

X

X

X

 

 

 

 

X

X

X

 

 

Falling Leaf*

 

 

 

X

X

X

X

 

 

 

 

X

X

X

 

 

Split-S

 

 

 

 

 

 

 

 

 

 

 

 

Tail Spin

 

 

 

 

 

 

 

 

 

 

 

 

  *Maneuver must be specified right or left

Collision occurs unless saving throw made

X Collision possible – if directions (left or right) are opposite, collisions occur; otherwise, no collision.

 

Despite the little bit of work I did in recreating this chart, I'm not sure I'd want to include it in a finished story. It may make things far more complicated than necessary. 
Joe Cabadas

KRingway's picture
KRingway
December 6, 2019 - 7:08am
JCab747 wrote:
KRingway wrote:
The diagram suggests a forward arc of 180 degrees.
 

Yes, a forward arc of 180 degrees, but with the ability to fire at targets up or down. I think it fits the way the turret rules are explained in Dragon's "Tanks a lot!" and even Larry Moore's story on armed vehicles from Star Frontiersman Magazine No. 15. 

Think of it this way, when it comes to a nose mounted turret, the vehicle body blocks the turret from swinging back to shoot at targets that are to the back.  


I don't really see the efficacy of having a nose turret when you can get a chin turret and more bang for your buck Money mouth

JCab747's picture
JCab747
December 6, 2019 - 11:31am
KRingway wrote:
JCab747 wrote:
KRingway wrote:
The diagram suggests a forward arc of 180 degrees.
 

Yes, a forward arc of 180 degrees, but with the ability to fire at targets up or down. I think it fits the way the turret rules are explained in Dragon's "Tanks a lot!" and even Larry Moore's story on armed vehicles from Star Frontiersman Magazine No. 15. 

Think of it this way, when it comes to a nose mounted turret, the vehicle body blocks the turret from swinging back to shoot at targets that are to the back.  


I don't really see the efficacy of having a nose turret when you can get a chin turret and more bang for your buck Money mouth
 

I'm sorry, I just don't understand your objection. But, I do value your feedback. Smile
Joe Cabadas

JCab747's picture
JCab747
December 6, 2019 - 11:35am
At least I'm not posting firing arcs like these...


Joe Cabadas

KRingway's picture
KRingway
December 7, 2019 - 1:41am
JCab747 wrote:
I'm sorry, I just don't understand your objection. But, I do value your feedback. Smile

I'm playing devil's advocate - and my pedantic players would ask the same thing Foot in mouth If one has a turret that is only half as capable as another and which can be mounted in pretty much the same place on an aircraft, why would one not go for the full 360-degree option? Perhaps it would need some explaining about why the 180-degree version is of use. You could say perhaps that it takes up less space and is cheaper, with the trade off being that it has a limited field of fire. But if it's not rationalised in some way it doesn't seem to be as useful as the 360-degree option.

JCab747's picture
JCab747
December 7, 2019 - 1:10pm
KRingway wrote:
JCab747 wrote:
I'm sorry, I just don't understand your objection. But, I do value your feedback. Smile

I'm playing devil's advocate - and my pedantic players would ask the same thing Foot in mouth If one has a turret that is only half as capable as another and which can be mounted in pretty much the same place on an aircraft, why would one not go for the full 360-degree option? Perhaps it would need some explaining about why the 180-degree version is of use. You could say perhaps that it takes up less space and is cheaper, with the trade off being that it has a limited field of fire. But if it's not rationalised in some way it doesn't seem to be as useful as the 360-degree option.
 

Good points. I'll incorporate that into the story...

This whole exercise is sort of leading to doing a revision of Larry Moore's vehicle combat story anyway... which is a revision of the original Dragon stories.

Someone else on this site has posted vehicle combat rules too, which include things such as the "open turret" and "universal turrets" -- both items that were in "Tanks a lot!" from Dragon but didn't make issue 15 of Star Frontiersman Magazine.

And why do yet another revision? Well, I sort of feel compelled in order to incorporate a few other things, like some more aerial combat features.
Joe Cabadas

JCab747's picture
JCab747
December 28, 2019 - 11:43am
Time for a few more Dawn Patrol conversions

Starting Altitudes

Unless it is stated as part of play, check to see the altitude of the opposing aircraft at the beginning of combat. Roll a 1d10:

1 = Nap of the Earth

2 = Very Low

3-4 = Low Altitude

5-7 = Medium Altitude

8-0 = High Altitude

11+ = suborbital

Starting Altitude Modifiers:

·        Open-cabin jetcopter: -3, result never less than 1

·        Glijet/Flitboard: -4, never higher than medium altitude;

·        Cloud flyer: +2

·        Shuttle, space fighter, SST: +4

More info needed...

 

Weather Factors…

Wind is usually not an important factor in aerial combat, but it can sometimes influence takeoffs, landings, and hovering maneuvers when close to the ground.

For such circumstances, roll two dice to determine the direction from which the wind is blowing.

Die Roll 1

Wind Direction

Die Roll 2

Wind Speed

1

North

1

Medium Wind of 30 kph

2

Northeast

2

Light Wind 15 kph

3

Northwest

3

Calm

4-5

West

4-5

Negligible Breeze

6-7

East

6-7

Light Wind of 15 kph

8

Southeast

8

Strong Wind of 45 kph

9

Southwest

9

Strong Wind of 45 kph with Moderate Turbulence

0

South

0

Strong Wind with Severe Turbulence/ Wind Sheer

 

At the end of a turn, all aircraft are moved one square downwind for every 15 mph of wind speed at the end of each turn.

Moderate Turbulence: -5 percent modifier to all aircraft-related maneuver skill rolls and to-hit.

Severe Turbulence/Wind Sheer: -10 percent modifier to all air-related maneuver skill rolls and to-hit. If the aircraft is performing a landing or takeoff, the pilot needs to make a skill roll to succeed or the aircraft crashes.

Clouds

Before the battle starts , one die is rolled to determine the number of cloud banks in the area. Another die is rolled for each bank to determine its thickness.

Die Roll 1

 

Die Roll 2

 

1-2

One Bank

1-3

100 meters thick

3-4

One Bank

4-5

150 feet thick

5-6

No Clouds

6-7

200 feet thick

7-8

No Clouds

8

250 feet thick

9

Two Banks

9

300 feet thick

0

Three Banks

0

350 feet thick

 

The altitude of each cloud bank is found using a similar method to determine the starting altitude of aircraft.

Pilots can duck into a cloud bank at any time. If combatants are only relying on visual attacks, they will lose sight of each other. This may allow an aircraft to flee the area.

Of course, if aircraft have radar, IR sensors, etc., ducking into a cloud would only provide the target soft cover.

 

Overdive

A pilot can choose to dive his aircraft more than its normal limit at the risk of it breaking apart. The chance of this occurring depends upon the extent of the overdive.

Overdive

(in meters)

Chance of breakup

 

Overdive

(in meters)

Chance of breakup

 

Overdive

(in meters)

Chance of breakup

50

10%

 

300

35%

 

550

60%

100

15%

 

350

40%

 

600

65%

150

20%

 

400

45%

 

650

70%

200

25%

 

450

50%

 

Over 650

75%

250

30%

 

500

55%

 

 

 

 

Overdives may happen involuntarily during out-of-control movement. The maximum voluntary overdive that a character can try is 300 meters in one turn. Stress from overdiving does not accumulate from one turn to the next.

Out-of-Control Movement

Aircraft falling out of control always move first, followed by gliding aircraft.

Any pilot intending to tail a craft which is out of control is free from that obligation and determines his place in the order of movement by the normal initiative roll. Aircraft can fallout of control for a number of reasons including:

1.     The pilot is unconscious or dead

2.     There has been severe or critical damage taken

3.     Loss of forward speed

4.     The aircraft’s electronics have succumbed to an electro-magnetic discharge attack.

If a pilot becomes unconscious – and there is no automatic or robotic pilot backup – an aircraft will fall out of control for the entire turn. If the pilot wakes up, he can regain control of his aircraft unless it ended the turn in a spin.

Severe damage also can cause an aircraft to fall out of control. ... critical hits can also cause the same thing....

 

For fixed wing aircraft, the minimum speed needed to maintain controlled powered flight is 50-60 miles per hour (need to convert to kilometers). If the plane’s speed is reduced below this by critical hits, it will fall out of control.

A pilot who is in danger might also put his aircraft out of control in order to fool an enemy into thinking he was shot down. The pilot can control the distance the plane dives, but may have difficulty recovering if he ends his turn in a spin.

An out-of-control aircraft’s movement is determined by dice rolls. The first roll determines how far it will fall. The second roll is a random direction that it will face per square moved.

 

Out-of-Control Aircraft Table

 

 

Die Roll 1

Result

Die Roll 2

Random Heading per Square

1-2

Maximum dive minus 100 meters

1

North

3-4

Maximum dive minus 50 meters

2

Northeast

5-6

Maximum dive

3

Northwest

7

Maximum dive plus 50 meters

4-5

East

8

Maximum dive plus 100 meters

6-7

West

9

Maximum dive plus 150 meters

8

Southeast

0

Maximum dive plus 200 meters

9

Southwest

 

 

0

South

 

The maximum dive is the aircraft’s original maximum dive rate. Even if the aircraft’s dive rate was reduced by a critical hit, while falling out of control, it will still dive  its original maximum dive rate.

... the aircraft’s current speed ,taking into account any reductions caused by critical hits, is added to the distance it falls...

A spinning aircraft expends movement by dropping several hundred meters. The distance the aircraft spins is determined by rolling 1 die and multiplying the result by 50. The resulting fall will be from 50 to 500 meters,

If the aircraft is still in a spin when it reaches the end of its movement, it will continue to fall out of control the following turn

 


Joe Cabadas

JCab747's picture
JCab747
December 28, 2019 - 2:44pm


Figure 14 Sideward Hovering Flight. Jetcopters, aircars, air transports, flitboards and other VTOL (vertical takeoff and landing) craft are capable of conducting sideward movement. This is done to enter a specific area where conditions make it impossible for forward flight. Normally during this maneuver, a constant groundspeed, altitude and heading is maintained. The speed is normally no faster than that of a brisk walk, or in the case of the aerial map, 1 square of movement (50 meters) per turn.

The diagram shows Aircar A facing northward as it either moves one square northwest or one square to the east. If this maneuver is performed in this manner, provided no obstructions are around, no skill check is required.

However, when a pilot is performing this maneuver during combat, with obstructions about, or at a speed greater than 50 meters per turn, the pilot must successful perform a skil lcheck. There is a -5 percent skill penalty per 1 square (50 meters) of sideward movement. The referee can determine what additional modifiers might be needed. For example, if there are overhead powerlines, the pilot may have an additional -10 percent penalty.


Joe Cabadas

JCab747's picture
JCab747
December 28, 2019 - 5:21pm
Some more Dawn Patrol conversions... Hey, we could call this Alpha Dawn Patrol.

Low Level Flying

When aircraft are flying nap ofthe earth, where altitude is measured in hundreds of meters rather than thousands, pilots need to worry about what is on the ground. Aircraft flying in an urban area with tall skyscrapers, radio towers, etc., or mountainous terrain, will also need to need to keep an eye out for these obstructions as well.

At very low levels, the referee and players could resort to using some of the Star Frontiers exterior maps where the measurements are 5 meters per square. So, one aerial square equals five ground level squares. At such a level, measure aircraft altitudes in 10 meter increments. Generally, 10 meters is the lowest level for most flight with someof the exceptions being taking off, landing and hovering flight by helicopter sand aircars. Flitboard can fly lower, but then they are acting more like hovercraft than aircraft.

Pilots flying at low level must watch out for ground obstacles that could interfere with flight including trees, buildings, hills, overhead wires, bridges, etc. Each obstacle could fill one or more squares.

An obstacle is a hazard to flying craft up to its height. A 50-meter-tall tree, for example, is an obstacle to flight at 150 meters and below. Many other obstacles are only hazards at 50 meters or less.

Hills and rising land contours are not only obstacles at their height, but also raise other structures and trees on them proportionately higher. For example, a 50-meter-tall hill has a building that rising an additional 125 meters. This building would be a hazard to low-level flying aircraft up to 200 meters – round 175 meters up!

If an aircraft starts its movement at the same altitude as an obstacle, it can pass over that hazard only by climbing so that it finishes its turn at an altitude that is greater than the obstacle.

Non-VTOL aircraft starting at alower altitude than an obstacle cannot climb over it unless there is at least one clear square between the aircraft and the obstacle! VTOL aircraft wouldneed to be able slow to a hovering speed and then climb vertically. If the aircraft does not have a high enough climb rate or room to climb over an obstacle – or stop in the case of jetcopters, aircars, etc. – the pilot must take evasive action such as a loop or Immelmann turn or crash.

Even if one of these evasive maneuvers is successfully attempted, there is a 15 percent chance of a crash. Pilots with a skill level of 3 or more reduce this chance to 10 percent while a pilot with a skill level of 5 or more trims the crash possibility to 5 percent.

Descending over an obstacle requires that the aircraft start its turn at an altitude that is higher than the obstacle and that there is one clear square between it and the obstacle at the end of the turn – an exception to the one clear square rule are hovering VTOLs.

Aircraft can pass around ground obstacles in adjacent squares, but only along a square side, not diagonally. Provide example of an Immelmann turn and a banking turn….

An aircraft that hits a ground obstacle crashes. The pilot and passengers take damage…  

 

Joe Cabadas

KRingway's picture
KRingway
December 30, 2019 - 4:56am
Do we also perhaps needs rules/a diagram for hovering and rotating on the spot?

BTW, I think the Jetcopter in Star Frontiers is in part inspired by the Lockheed XH-51.

JCab747's picture
JCab747
December 30, 2019 - 11:42am
KRingway wrote:
Do we also perhaps needs rules/a diagram for hovering and rotating on the spot?

BTW, I think the Jetcopter in Star Frontiers is in part inspired by the Lockheed XH-51.
 

Yes, I could try to come up with such a diagram.

I'll check out your Lockheed link!

Joe Cabadas

KRingway's picture
KRingway
December 30, 2019 - 1:10pm
I think we had a house rule that an on the spot rotation was max 180 degrees in a turn, if the pilot was being careful in a regular way. Trying to rotate more or faster in a turn called for a skill check.

JCab747's picture
JCab747
December 30, 2019 - 1:46pm
KRingway wrote:
I think we had a house rule that an on the spot rotation was max 180 degrees in a turn, if the pilot was being careful in a regular way. Trying to rotate more or faster in a turn called for a skill check.
 
That does make sense, though the rules seem to indicate that a jetcopter or aircar can make six turns during a 6 second game turn.
Joe Cabadas

KRingway's picture
KRingway
December 30, 2019 - 2:34pm
I think that means turns rather than rotations?

JCab747's picture
JCab747
December 30, 2019 - 5:44pm

Escape from Combat

A pilot can attempt to escape from combat by declaring that he is attempting to disengage. The aircraft must fly for at least three consecutive turns without shooting at another craft or being shot at. Of course, if an opponent has long-range missiles, and an enemy is still in range, that may prove to be more easier said than done.

If opponents are merely relying on visual sightings for combat – i.e. neither side has radar, infrared sensors, etc. – a pilot might be able to duck his craft into a cloud bank and declare that he has escaped. If an opponent attempts to pursue, they have only a 20 percent chance of reacquiring the fleeing craft.

The pilot’s declaration of attempting to escape always occurs before any initiative rolls. Pilots of aircraft that automatically must move first – those that are gliding, are out of control, etc. – cannot declare that they are escaping.

If an opposing unit – anotheraircraft, flying robot, etc. – has prevented the pilot from escaping, he canreturn to combat or continue trying to flee.

If an aircraft is damaged to the point where thepilot must land it immediately, see Landingsand Takeoffs.
Joe Cabadas

JCab747's picture
JCab747
December 31, 2019 - 9:33pm


Gliding and Autorotation

Most aircraft and aerial robots can glide with their engines off or idling low. Helicopters and jetcopters do not plunge either when the engine shuts down; they are designed to permit a pilot a chance to land through the autorotation of the main rotor blades.

An aircraft with its engine shut off must dive at least 150 meters and no more than 300 meters per turn. It cannot make 90 degree turns and must move straight for at least two squares between 45 degree turns. The falling leaf is the only maneuver that a non-powered aircraft can perform. This maneuver can be used to put out an engine fire – a 50 percent chance – if the aircraft dives at least 300 meters with four sideslips.

A non-powered aircraft receives a movement bonus the first time it moves after its engine quits (or is idled). One-half of its previous movement – rounded up – is added to its current movement. For example, if the aircraft was moving at 150 kph when its engine quit, it gets ___ extra squares of movement on its next turn. These ___ squares are added to the movement the aircraft receives by diving 150 to 300 meters.

If the pilot has shut off his engine and then turns it back on, the aircraft’s speed is immediately set at 90 kph.

Aircraft speeds might be lowered due to critical hits – or due to deliberate deceleration by the pilot. Aircraft at low speed move after non-powered aircraft but before those flying at full power.


Joe Cabadas

JCab747's picture
JCab747
January 3, 2020 - 9:36pm

Strafing

Pilots can strafe from altitudes of about 50-200 meters (or down to 30 meters if using ground maps). The aircraft attacks a ground target head-on while straffing and cannot conduct any evasive maneuvers. Any target on the ground can be strafed. These targets must be within one 50-by-50 meter square.

The chances of hitting a target with strafing are based on the range brackets for the various machine guns (small, medium or large) or the autolaser. They are are:


Strafing Chart

 

Range (in meters)

Base Chance to-Hit + 5% per Skill Level

Short

50

Medium

40

Long

20

Extreme

10

 

Various conditions can provide bonuses or penalties to an aircraft when performing a strafing attack. Beneficial modifiers come from items such as the use of tracer bullets to advanced targeting equipment while an attacker receives penalties from smoke or fog…

 

Strafing Modifiers

Modifier (percentage)

Using Tracer Bullets

+10%

Using EWC System

+30%

Using Cyberlink

(Special)

Target Obscured by Fog or Smoke

-20%

 

Joe Cabadas

JCab747's picture
JCab747
January 20, 2020 - 7:52am
I hope that I will be able to post some new items soon. 

There are some more tweaks I need to make with these aerial combat rules ideas before I can turn it into a coherent story. However, I've just been busy with real world projects.


Joe Cabadas