Prev: Re: FMAS Aircraft Rules Next: Re: FMAS Aircraft Rules

RE: FMAS Aircraft Rules

From: martin connell <mxconnell@o...>
Date: Mon, 25 Jan 2016 10:32:42 -0500 (EST)
Subject: RE: FMAS Aircraft Rules


Sounds like fun Damo. Gives me a couple ideas to add to the game Steve 
and I are working on.
A couple of thoughts -

The
rules themselves are stupid easy (probably too easy) but generally work 
like
this - I'd like to get them into a state where I can hand out a QRS and 
get
playing:

1)
Purely 2d.

Makes sense. I have seen some rules lately the simplify to “High”, 
“Medium”,
and “Low” but I don’t see it delivering enough value in this type
of 
game.

2)
Aircraft are rated with a min speed and max speed.  Min is generally
3" while Max is related to Mach number e.g. Mach 2.2 = 22", Mach 1.6
= 16", etc.  Aircraft will have two ratings to game their ability to
speed up or slow down.

3)
Aircraft will have a turn rating but it is a function of the aircraft's 
speed
vs. any inherient quality of the aircraft in question (yeah yeah....). 
The higher the aircraft's speed the longer the aircraft has to move 
before a 60
degree rotation is allowed.  After moving a certain distance the 
aircraft
will be allowed one 60 degree rotation left or right.  Carry over of
fractional distances is allowed from turn to turn.

60 degrees seem rather course – why not go with a clock face (30
degrees) ala FT. or are you playing this on a hex grid and I missed 
that...

4) Missiles will generically be Heat Seaking or
Radar Homing.  They will be treated like aircraft but their turn rating
will be one higher than an aircraft of the same speed.  Aircraft move
before Missiles.

5)
Each pilot will have a quality and motivation.  Some aircraft will have
guns.  Standard FMAS stats here (impact and firepower).  Aircraft
have a structure rating for damage rolls.  A generic "defenses"
rating for ECM and the like.  Aircraft will carry chaff and flares
which
the player can dump to modify the incoming missile rolls a bit.  Pilots
can also conduct "defensive maneuvers" that will dump speed equal to
their motivation rating (mot 3 = losing 3" of movement) but allows for a
positive shift in their quality roll for defensive purposes.

You may be able to handle a pilot skill roll as well. Hi G maneuvers
increase defense but could result in short term black out. If you black 
out
your next turn will be a random selection from D6 standard moves: 1) fly
straight at last speed 2) straight at half speed 3) tight turn… etc.

6)
Players will alternate activations.  Tailed aircraft must be activated
before non-tailed aircraft. 

 7)
Each activation allows for two actions.  One action must be used for
movement.  The other action for combat or other non-combat actions 
allowed
by the scenario.  For a movement action the player first adjusts their
speed and then conducts movement.  For a combat action the player 
chooses
between a missile launch or guns.  IR missiles can only be fired by
tailing aircraft (basically) while RH missiles can be fired from all 
aspects.

8)
There will be a very small handful of special maneuvers that will allow 
wild
maneuvering while dumping some speed.  Assuming the pilot makes a good
motivation check.  If they fail the motivation check they dump speed
but
will not be able to change direction.  Folks who decide to go Guns on 
them
may get a +1 shift.

 

...there's
more but not much more...but the above captures the general idea.

You may want to add something like hero points like Steve and I
often do. Gives a chance for amazing story telling, unique events within

simple
rules, etc. just a thought.
Martin
On Mon, Jan 25, 2016 at 07:53 AM, Douglas Evans wrote:

Does this have anything to do with the attempt you made to fighter-bash 
FT?

 

Is the 'inherent quality' going to be some modifier to the 
distance-before-turn?

 

'
Carry over of fractional distances is allowed from turn to turn.' Have 
any fancy mechanism to simplify the book-keeping?

 

Once again, any con outside of the heartland is looking unlikely, but 
interested to hear more of your plans.

 

Doug

 

From: Gzg [mailto:gzg-bounces@firedrake.org]
On Behalf Of Damond Walker

Sent: Sunday, January 24, 2016 2:31 PM

To: gzg@firedrake.org

Subject: FMAS Aircraft Rules

 

I'm toying with some aircraft rules for ECC using FMAS mechanics.

The rules themselves are stupid easy (probably too easy) but generally 
work like this - I'd like to get them into a state where I can hand out 
a QRS and get playing:

1) Purely 2d.

2) Aircraft are rated with a min speed and max speed.  Min is generally

3" while Max is related to Mach number e.g. Mach 2.2 = 22", Mach 1.6 = 
16", etc.  Aircraft will have two ratings to game their ability to
speed 
up or slow down.

3) Aircraft will have a turn rating but it is a function of the 
aircraft's speed vs. any inherient quality of the aircraft in question 
(yeah yeah....).  The higher the aircraft's speed the longer the 
aircraft
  has to move before a 60 degree rotation is allowed.  After moving a 
certain distance the aircraft will be allowed one 60 degree rotation 
left or right.  Carry over of fractional distances is allowed from turn

to turn.

4) Missiles will generically be Heat Seaking or Radar Homing.  They
will 
be treated like aircraft but their turn rating will be one higher than 
an aircraft of the same speed.  Aircraft move before Missiles.

5) Each pilot will have a quality and motivation.  Some aircraft will 
have guns.  Standard FMAS stats here (impact and firepower).  Aircraft

have a structure rating for damage rolls.  A generic "defenses" rating
  for ECM and the like.  Aircraft will carry chaff and flares which the

player can dump to modify the incoming missile rolls a bit.  Pilots can

also conduct "defensive maneuvers" that will dump speed equal to their 
motivation rating (mot 3 = losing 3" of movement)
  but allows for a positive shift in their quality roll for defensive 
purposes.

6) Players will alternate activations.  Tailed aircraft must be 
activated before non-tailed aircraft. 

 

7) Each activation allows for two actions.  One action must be used for

movement.  The other action for combat or other non-combat actions 
allowed by the scenario.  For a movement action the player first
adjusts
  their speed and then conducts movement.  For a combat action the 
player chooses between a missile launch or guns.  IR missiles can only 
be fired by tailing aircraft (basically) while RH missiles can be fired 
from all aspects.

8) There will be a very small handful of special maneuvers that will 
allow wild maneuvering while dumping some speed.  Assuming the pilot 
makes a good motivation check.  If they fail the motivation check they 
dump speed but will not be
  able to change direction.  Folks who decide to go Guns on them may
get 
a +1 shift.

 

...there's more but not much more...but the above captures the general 
idea.

Damo

 

Prev: Re: FMAS Aircraft Rules Next: Re: FMAS Aircraft Rules