Everland Conversion Air Combat

 
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Marcus Brody
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Joined: 09 Jan 2004
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PostPosted: Wed Dec 03, 2014 10:51 pm    Post subject: Everland Conversion Air Combat Reply with quote

Airship Combat:

Airship combat uses two moving scales to determine certain aspects of the fight -- Range and Weathergage. These are affected by Positioning and Maneuvering rolls, respectively.

Combat Ranges:
Boarding Range -- No combat penalties
Close Range -- No combat penalties
Medium Range -- Drop a die on Broadside rolls
Long Range -- No Broadside available; drop a die on Target Fire rolls
Pursuit Range -- Cannot fire at enemy
Pursuit+ Ranges add half a mile to Pursuit each. Number of these varies with situation.


Weathergage:
Even -- Neither ship holds an advantage
Control -- One ship holds an advantageous position; controlling ship adds a die to all Gunnery and Positioning rolls against enemy ship, and drops one die on all Maneuvers rolls
Complete Control -- In addition to above benefits, a ship in Complete Control of an engagement cannot be fired upon, and may now use Broadside against enemy ship Systems (Helm, Gunnery, and Engineering); drop two dice for Maneuvering rolls instead of one.

If a ship in Control or Complete Control loses a Maneuvering contest against its opponent, Weathergage resets to Even.

Weathergage only applies at Pursuit Range or closer.

------------------------------------------------------

Stats in Bold (First point in free in all Stats. Stats cost 50*next in class, 60*next cross-class.)
Skills in Italics (Skills cost 1*next.)

Discipline, Expertise, and Mastery are available for Skills. These cost 200 inspiration each. As with normal D/E/M, level 3/4/5 is required. Only two skills in air combat may recieve Expertise or higher, and three may recieve Discipline or higher. Only one Mastery may be taken. For example, 3D, 2D/1E, 1D/2E, and 1D/1E/1M are all fine.)

Discipline -- Reroll all 1s, take second result. 1s rerolled to 10 do not explode.
Expertise -- Count all rolled 1s as nonexploding 10s.
Mastery -- Count all rolled 1s as regular exploding 10s.

Stats and Skills:

Airman:

Helmsman
-Positioning
-Maneuvers

Gunner
-Broadside
-Target Fire (inc passive Turret Defense -- TD is Gunner*4 plus Target Fire.)

Engineer
-Damage Control
-Emergency Repairs

Pilot:

Dogfighter
-Attack
-Strafe

Duelist
-Dogtail
-Breakaway

Aerobat
-Evade (Includes Passive Evade -- Passive Evade is Aerobat*6 plus Evade.)
-Maneuvers



What you can do in combat:

As an Airman:

-Attempt to change the range of the fight -- roll positioning against your opponent. Keep in mind that an opponent may not always choose to oppose this.

-Attempt to gain Weathergage advantage, or eliminate an enemy's advantage -- roll Maneuvers against your opponent.

-Fire a Broadside -- roll Broadside against your opponent's Damage Control. If successful, roll three dice and apply the highest one to your airship's Broadside table, dealing that damage to your opponent's Hull. If unsuccessful, discard the highest die and take the second one.

-Fire on enemy Systems -- roll Target Fire against your opponent's Helm, Gunnery, or Engineering sections, in the same manner as a Broadside.

-Prepare to take fire -- Prepare a section to be hit. Gain two bonus dice on your next Damage Control roll. Any rolls from that section of the ship will cause this pending bonus to be discarded. This may be applied to multiple sections, or ship wide, in one action, if desired.

-Repair your Hull, or a System -- roll Emergency Repair and apply the result to your ship's Repair table.

Airship Damage:

(coming soon)


As a Pilot:

-Attack another plane -- simply roll attack against another plane's dodge. If successful, roll 3d10 and keep the highest die for damage. If already Dogtailing an enemy, either add one die to your attack roll, or keep all three damage dice.

-Strafe a section of an enemy zeppelin (Helm, Gunnery, or Engineering) -- roll Strafe against the zepp's Turret Defense. If successful, that zeppelin drops 1 die for all rolls in that section for one round. If unsuccessful, take 1 die of damage and break off your attack, or take 3k1 damage and suppress the section as normal.

-Dogtail an enemy plane -- Roll your Dogtail against the enemy's Breakaway.

-Break a tail -- Roll your Breakaway against the enemy's Dogtail to shake them. Breakaway may also be used outside of combat for some kinds of stunt flying.

-Dodge an attack -- if you have not already used your action, you may choose to roll your Dodge skill rather than use your Passive Dodge. If your roll is worse, use your Passive Dodge instead. This consumes your action for the round.

-Attempt a difficult maneuver -- if the situation allows it (a narrow canyon, an open barn, etc), you may try to lead attackers or Dogtailing planes through an obstacle. All involved planes roll Maneuvers against a fixed difficulty. Failures, depending on circumstances, may suffer a variety of consequences. The maneuver skill will also be used outside of combat.
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Bulkoth
Whitest Forumer


Joined: 11 Jan 2004
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Location: State College

PostPosted: Thu Dec 04, 2014 6:20 pm    Post subject: Reply with quote

Correct me if I'm wrong but didn't you have to be in control to broad side at all?
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Marcus Brody
The Dog


Joined: 09 Jan 2004
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Location: floating bumpercar

PostPosted: Fri Dec 05, 2014 12:02 am    Post subject: Reply with quote

No. Broadside can be used at Even, as long as range permits it.
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Harrypeaches
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PostPosted: Fri Dec 05, 2014 9:13 am    Post subject: Reply with quote

Pilot Stats:
Stats in class cost 50 x next level.
Stats out of class cost 60 x next level.

What about skills? (attack, strafe, etc..)

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Marcus Brody
The Dog


Joined: 09 Jan 2004
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Location: floating bumpercar

PostPosted: Fri Dec 05, 2014 3:41 pm    Post subject: Reply with quote

Skills cost 1*next, just like ground skills.

And remember - there are only the two classes now, so you get your discount on all three stats.
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Harrypeaches
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PostPosted: Fri Dec 05, 2014 10:19 pm    Post subject: Reply with quote

Alright, made an Excel/Open Office template to simplify some of the math of the character creation process. Everyone is probably done already, but you can always check your math with it. I'll share on Google drive. I've probably shared it with your gmail address.

I would just edit the Total XP/Inspiration boxes on the front sheet. XP will update on the second sheet.

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