work in progress air combat rules
Posted: Mon Mar 28, 2011 5:45 pm
these are my work in progress rules for air combat manuvering, AKA "dogfighting". i intend to use these with my 'aces wild" series of pre-rifts aviation articles, and probably with a rifter article of the same name in the future, compiling the more interesting parts of the online articles.
i'm looking for some feedback and useful suggestions on these, before i start posting any articles. and yes, i'm working on refining the sometimes clunky writing...
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air to air combat can be broken down into essentually two elements. Beyond Visual Range (BVR) combat, and Combat Air Manuvering (Dogfighting). with the development of guided missiles in the 1960's, Air Combat manuvering was beleived to have been made obsolete, but the events of the Vietnam war and other conflicts proved that the dogfight still had a vital role in the aerial battlefeild. with the advent of stealth aircraft and advanced avionics at the start of the 21st century, proponents of both BVR and Dogfighting approaches found their positions strengthened. while the new technologies made BVR combat against less advanced aircraft devestating, they simultaniously rendered BVR combat against equally advanced aircraft extremely difficult.
BVR combat is easy to model in an RPG. there is little manuvering involved, just two or more aircraft seperated by dozens of miles, using their radar and other sensors to line up missile shots. this sort of aerial sniping merely requires the pilot to make a successful read sensor instruments roll to detect the enemy in the first place, and a successful weapons system skill roll prior to each shot. then it is merely a case of rolling to strike as normal. the biggest issue with BVR combat is missile velocity and range. some missiles (especially medium range and long range missiles) can take several melees to reach their target. with these the normal pattern of the attacker firing and the defender attempting to dodge or shoot down the incoming missile doesn't really apply. since during the melees the missile is in flight, it must remain locked onto the enemy, the best way to handle these situations is to roll to strike each melee the missile is in flight. the target can attempt to dodge each time, but the missile can lock back on the next melee (with nothing but the missiles onboard guidance bonus). if the re-lock on fails the next melee, the missile has lost the target entirely.
Air Combat manuvering is much more difficult to model however. attacker and defender are each manuvering to place each other in their sights, while attempting to prevent the other from doing so. they manuever in three dimensions, accellerating, braking, diving, climbing, and turning to exploit their aircrafts capabilities. there is no easy way to model this in detail, without resorting to miniatures on sticks and many involved charts and graphs. however, as the goal of all this manuvering is to line up or avoid attacks, dogfighting can be modelled simply with opposed rolls, subject to modifiers for pilot skill, aircraft capability, and situation.
dogfighting is merely a case of each player, in initiative order, choosing a target (which results in the battle becoming a number of smaller individual combats), at the start of each melee round. the target chosen must then choose their response. available options are evasion, in which the pilot attempts to escape the dogfight, counter-manuvering, in which the pilot tries to outmanuver the other and get into a firing position, and to declare nothing, allowing the pilot to focus on attacking another target at the risk of being shot down in the process. the participants roll a D20, and add their modifiers. which ever player has the higher result has managed to manuever into position to fire at their target. a natural twenty is an automatic success, but if both roll a natural twenty they cancel out, and the winner is determained by each players modifiers. a tie means neither player was able to get into position.
if there are uneven forces, with one side outnumbering the other, there will often be aircraft left with no targets. in such situations, the additional aircraft have a few different choices. they can pick a target already claimed, in which case both attacking aircraft suffer a -2 modifier due to the need to avoid interfering with each others manuevers. each aircraft rolls as normal, and compare their scores. if any of the attacking craft rolls lower than the target, that aircraft was unable to get in position. alternately, the extra aircraft can follow one of their freindly aircraft, sticking close and following their manuevers. this form of formation flying requires a successful piloting skill roll at -20%, but the following aircraft benefits from the manuvering roll result of the aircraft it is flying alongside. if that aircraft ends up with a clear shot at the enemy, the following aircraft will have a shot as well. this is a common approach for wingmen at the beginning of a dogfight. it is not possible to begin following an aircraft already locked into a fight with the enemy, since that aircraft is busy manuvering in potentially unpredictable ways. without having followed that aircraft from the start of it's duel, it is virtually impossilbe to stay in formation with it. lastly, the additional aircraft can stay out of the dogfight entirely, either circling the conflict or flying off.
once a player wins the opposed roll, he has a clear shot at the target. the target can't shoot back unless he has rear facing weapons or otherwise is able to fire to their rear. firing at the target requires a weapon systems skill roll and a to strike roll. unlike with BVR combat, a failed weapon systems skill roll will not prevent the shot, merely remove the to-strike bonus from onboard targeting systems and the weapon systems skill. it is possible to dogfight without the weapon systems skill, but the pilot will be unable to benefit from the to-strike bonus from the vehicles targeting systems. (it is worth noting that even aircraft from WW1 and WW2 would require a weapon systems skill roll. while these aircraft did not have the radar enhanced targeting systems of modern aircraft, nor the mechanical computing gunsights of early cold war aircraft, their pilots were trained in estimating trajectory, deflection, windage, and other factors that influenced air to air gunnery. with these early aircraft the weapon systems skill represents the ability of the pilot to calculate these factors in their head.) if the combat continues into another melee round, the dogfight continues. any aircraft that were have destroyed their targets or have escaped the dogfight through evasion can choose new opponents.
Calculating the modifiers for the pilots dogfighting rolls is fairly easy. the pilot skill modifier is the characters piloting skill for that vehicle divided by 15. thus Pilot Jet Fighter 60% gives a +4 modifier to dogfighting. if the pilot possesses the skill "Combat Flying" the character gains an additional +2, +1 if possessingthe skill Aerobatics (the less capable civilian equivilent.) more difficult however is the aircraft modifier, which represents the capabilities of the aircraft being piloted. even a highly skilled pilot can find dogfighting difficult in the wrong aircraft. the aircraft modifier depends on the design and features of the aircraft in question. it can be found by comparing the aircrafts details to the following criteria.
Main Body MDC: (round up) - The aerodynamic requirements of flight are contrary to the shaping and mass required to provide high levels of armor. heavily armored aircraft are thus more sluggish in manuvering than more lightly armored aircraft.
Tiny Aircraft (up to 15 ft on largest dimension) -1 for every 50 MDC over 100
Small Aircraft (up to 30 ft on largest dimension) -1 for every 50 MDC over 200
Medium Aircraft (up to 70 ft on largest dimension) -1 for every 50 MDC over 300
Large Aircraft (up to 140 ft on largest dimension) -1 automatically due to size and -1 for every 50 MDC over 400
Very Large Aircraft (over 140 ft on largest dimension) -2 automatically due to size and -1 for every 100 MDC over 500
Aircraft features: the following features provide bonuses or penalties as a result of their existance on the aircraft.
Robot/Powered Armor/jetpack -2
Flying Wing -1
Biplane +2
Forward Swept Wings +1
Variable sweep wings +2
Canard Wings +1
Vertical take off and landing (VTOL) capability +2
Short take off and landing (STOL) capability +1
Thrust Vectoring +1
Propellor Driven +1
Gravitic drive (no bonus, but can ignore penalties from size and MDC)
Speed Modifiers: The faster an aircraft travels, the less manueverable it becomes. as a result it is rare for dogfighting to occur at supersonic speeds.
Under 300mph +2
Under mach 1 (670mph) +1
Under mach 2 (1340mph) -1
under mach 3 (2010mph) -2
under mach 4 (2680mph) -3
under mach 5 (3350mph) -4
(and so on)
i'm looking for some feedback and useful suggestions on these, before i start posting any articles. and yes, i'm working on refining the sometimes clunky writing...
-------------
air to air combat can be broken down into essentually two elements. Beyond Visual Range (BVR) combat, and Combat Air Manuvering (Dogfighting). with the development of guided missiles in the 1960's, Air Combat manuvering was beleived to have been made obsolete, but the events of the Vietnam war and other conflicts proved that the dogfight still had a vital role in the aerial battlefeild. with the advent of stealth aircraft and advanced avionics at the start of the 21st century, proponents of both BVR and Dogfighting approaches found their positions strengthened. while the new technologies made BVR combat against less advanced aircraft devestating, they simultaniously rendered BVR combat against equally advanced aircraft extremely difficult.
BVR combat is easy to model in an RPG. there is little manuvering involved, just two or more aircraft seperated by dozens of miles, using their radar and other sensors to line up missile shots. this sort of aerial sniping merely requires the pilot to make a successful read sensor instruments roll to detect the enemy in the first place, and a successful weapons system skill roll prior to each shot. then it is merely a case of rolling to strike as normal. the biggest issue with BVR combat is missile velocity and range. some missiles (especially medium range and long range missiles) can take several melees to reach their target. with these the normal pattern of the attacker firing and the defender attempting to dodge or shoot down the incoming missile doesn't really apply. since during the melees the missile is in flight, it must remain locked onto the enemy, the best way to handle these situations is to roll to strike each melee the missile is in flight. the target can attempt to dodge each time, but the missile can lock back on the next melee (with nothing but the missiles onboard guidance bonus). if the re-lock on fails the next melee, the missile has lost the target entirely.
Air Combat manuvering is much more difficult to model however. attacker and defender are each manuvering to place each other in their sights, while attempting to prevent the other from doing so. they manuever in three dimensions, accellerating, braking, diving, climbing, and turning to exploit their aircrafts capabilities. there is no easy way to model this in detail, without resorting to miniatures on sticks and many involved charts and graphs. however, as the goal of all this manuvering is to line up or avoid attacks, dogfighting can be modelled simply with opposed rolls, subject to modifiers for pilot skill, aircraft capability, and situation.
dogfighting is merely a case of each player, in initiative order, choosing a target (which results in the battle becoming a number of smaller individual combats), at the start of each melee round. the target chosen must then choose their response. available options are evasion, in which the pilot attempts to escape the dogfight, counter-manuvering, in which the pilot tries to outmanuver the other and get into a firing position, and to declare nothing, allowing the pilot to focus on attacking another target at the risk of being shot down in the process. the participants roll a D20, and add their modifiers. which ever player has the higher result has managed to manuever into position to fire at their target. a natural twenty is an automatic success, but if both roll a natural twenty they cancel out, and the winner is determained by each players modifiers. a tie means neither player was able to get into position.
if there are uneven forces, with one side outnumbering the other, there will often be aircraft left with no targets. in such situations, the additional aircraft have a few different choices. they can pick a target already claimed, in which case both attacking aircraft suffer a -2 modifier due to the need to avoid interfering with each others manuevers. each aircraft rolls as normal, and compare their scores. if any of the attacking craft rolls lower than the target, that aircraft was unable to get in position. alternately, the extra aircraft can follow one of their freindly aircraft, sticking close and following their manuevers. this form of formation flying requires a successful piloting skill roll at -20%, but the following aircraft benefits from the manuvering roll result of the aircraft it is flying alongside. if that aircraft ends up with a clear shot at the enemy, the following aircraft will have a shot as well. this is a common approach for wingmen at the beginning of a dogfight. it is not possible to begin following an aircraft already locked into a fight with the enemy, since that aircraft is busy manuvering in potentially unpredictable ways. without having followed that aircraft from the start of it's duel, it is virtually impossilbe to stay in formation with it. lastly, the additional aircraft can stay out of the dogfight entirely, either circling the conflict or flying off.
once a player wins the opposed roll, he has a clear shot at the target. the target can't shoot back unless he has rear facing weapons or otherwise is able to fire to their rear. firing at the target requires a weapon systems skill roll and a to strike roll. unlike with BVR combat, a failed weapon systems skill roll will not prevent the shot, merely remove the to-strike bonus from onboard targeting systems and the weapon systems skill. it is possible to dogfight without the weapon systems skill, but the pilot will be unable to benefit from the to-strike bonus from the vehicles targeting systems. (it is worth noting that even aircraft from WW1 and WW2 would require a weapon systems skill roll. while these aircraft did not have the radar enhanced targeting systems of modern aircraft, nor the mechanical computing gunsights of early cold war aircraft, their pilots were trained in estimating trajectory, deflection, windage, and other factors that influenced air to air gunnery. with these early aircraft the weapon systems skill represents the ability of the pilot to calculate these factors in their head.) if the combat continues into another melee round, the dogfight continues. any aircraft that were have destroyed their targets or have escaped the dogfight through evasion can choose new opponents.
Calculating the modifiers for the pilots dogfighting rolls is fairly easy. the pilot skill modifier is the characters piloting skill for that vehicle divided by 15. thus Pilot Jet Fighter 60% gives a +4 modifier to dogfighting. if the pilot possesses the skill "Combat Flying" the character gains an additional +2, +1 if possessingthe skill Aerobatics (the less capable civilian equivilent.) more difficult however is the aircraft modifier, which represents the capabilities of the aircraft being piloted. even a highly skilled pilot can find dogfighting difficult in the wrong aircraft. the aircraft modifier depends on the design and features of the aircraft in question. it can be found by comparing the aircrafts details to the following criteria.
Main Body MDC: (round up) - The aerodynamic requirements of flight are contrary to the shaping and mass required to provide high levels of armor. heavily armored aircraft are thus more sluggish in manuvering than more lightly armored aircraft.
Tiny Aircraft (up to 15 ft on largest dimension) -1 for every 50 MDC over 100
Small Aircraft (up to 30 ft on largest dimension) -1 for every 50 MDC over 200
Medium Aircraft (up to 70 ft on largest dimension) -1 for every 50 MDC over 300
Large Aircraft (up to 140 ft on largest dimension) -1 automatically due to size and -1 for every 50 MDC over 400
Very Large Aircraft (over 140 ft on largest dimension) -2 automatically due to size and -1 for every 100 MDC over 500
Aircraft features: the following features provide bonuses or penalties as a result of their existance on the aircraft.
Robot/Powered Armor/jetpack -2
Flying Wing -1
Biplane +2
Forward Swept Wings +1
Variable sweep wings +2
Canard Wings +1
Vertical take off and landing (VTOL) capability +2
Short take off and landing (STOL) capability +1
Thrust Vectoring +1
Propellor Driven +1
Gravitic drive (no bonus, but can ignore penalties from size and MDC)
Speed Modifiers: The faster an aircraft travels, the less manueverable it becomes. as a result it is rare for dogfighting to occur at supersonic speeds.
Under 300mph +2
Under mach 1 (670mph) +1
Under mach 2 (1340mph) -1
under mach 3 (2010mph) -2
under mach 4 (2680mph) -3
under mach 5 (3350mph) -4
(and so on)