Quote:
Originally Posted by Phantasm
Here's a simplified version of dogfighting combat, which is how I'd play it:
Contest of Piloting vs Piloting to get a favorable maneuvering for attacking. The Hnd stat comes into play here.
Gunner (Machine Gun or Rockets) or Artillery (Guided Missile) for the actual attack. If using multi-second deals - like the system in Spaceships - use the Acc of the weapon to adjust the target number, along with Size, Speed, and Range modifiers, as at least part of the time will effectively be taking Aim maneuvers.
Pilot-Based Vehicular Dodge roll to avoid incoming attacks.
That help?
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There are several dogfight systems: GURPS Spaceships (with some heavy modifications) and a "Dogfighting Action!" article for using the Action rules in dogfights. Both of them effectively use Phantasm's system above. Pilot is your ability to control the vehicle, gain an advantage over your opponent to set up an ideal shot, and avoid being attacked. Gunnery lets you judge distances, understand how bullets work, and make any last minute adjustments to make sure your shot hits.
Add in leadership and tactics for running a wing, and you've got a decent set of stats to build some strategies around and niches to differentiate your fighters with.