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01-08-2009, 12:26 PM | #1 |
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Dogfighting Rules (Suggestions are welcome!)
I've been pretty disappointed at GURPS's lack of a fast and action-paced system for handling Dogfighting, so I decided to make my own.
The Dogfight is split into 4 steps; Spotting, Initiative, Maneuvering and Shooting. 1. Spotting The Dogfight cannot start before one or both combatants actually spot each other. Each of the combatants rolls against their Perception (or Electronic Operations for Radar or similar system) modified by any bonuses or penalties. The winner of the roll gets Initiative and may start his Maneuvering. If both sides succeed with their rolls; go to the next step. Modifiers for Spotting Roll
2. Initiative Once both combatants have spotted each other they must roll for Initiative. This works according to the rules of Partial Surprise in Basic Set (however, ignore the rules for "mentally stunned"!). Each combatant rolls 1d, anyone with Combat Reflexes gets +2, highest IQ gives +1 and having the Tactics (Air-to-Air) skill at atleast IQ-2 gets +1. The winner is the one with the highest roll. 3. Maneuvering Once Initiative order is set, one or both combatants may start maneuvering. This is simply to get into position to fire on the other. The base starting range of a Maneuvering contest is 500 yards and the attacker (one with first Initiative) may decrease this range before attacking. First off, both combatants must roll against their Tactics (Air-to-Air) skill (ignore this if only one of the combatants have Initiative, see Step 1). If the roll succeed the combatant gets half the degree of success in bonus on his next roll (rounded down), this works the same for both combatants. When the Tactics roll is done both combatants roll against their Pilot skill with any modifiers (again; ignore this if only one have the Initiative). Determine the degree of success for both combatants, the attacker (the one who acts first) subtracts the other combatant's degree of success from his own. Once this has been worked out, look at the table below to see how close/far away from the target the attacker is. Thus, if the target made a good roll he might actually get further away from you. Degree of Success | Range Increase/Decrease 0 = 50 1-2 = 100 3 = 150 4 = 200 5-6 = 300 7-9+ = 500 If the range to the target is reduced to 0; treat this as 20 yards in range (this is because most fighters have a SM of +5 which offsets the penalties for range). If range would exceed 500 yards go back to Step 2. If the attacker thinks he is within good range he may start attacking (next Step) or he can wait and end the turn. If only one has the Initiative; go back to Step 1 and see if the other combatant spots the attacking aircraft this time. If the turn ends; do Step 3 all over again. Modifiers for Pilot Roll
4. Shooting Shooting is handled just as it is in Basic Set. Use rules for range/speed as normal. An optional rule (which I use) is that the shooter does not need to take a turn to Aim (but add the Acc of the weapon anyway). Most pilots actually just fired a burst (or "squirt") against the target; this can be handled by using half of the weapons RoF. The target may dodge as usual, using his vehicular dodge of course. Once hits or misses has been worked out, go back to Step 3. Do this until the Initiative changes or one of the aircrafts has been blown out of the sky! Tally-ho! |
01-08-2009, 12:27 PM | #2 |
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Re: Dogfighting Rules (Suggestions are welcome!)
Here is an example fight between a F4F Wildcat and a A6M2 Zero.
TURN 1 Spotting The Wildcat pilot rolls against his Perception (11) and gets a 10, success! The Zero pilot also rolls against his Perception (11) and gets a 14, failure. Maneuvering The Wildcat decides to close the distance to the Zero before attacking. He rolls against his Tactics skill (13) and rolls a 12, success (degree of success is 1). Next is the Pilot roll (15) modified by -1 for aAccel (14), the Wildcat rolls a 11, success with a degree of 3. This means that the Wildcat closes in from 500 yards to 350 yards (500-150=350). The Zero pilot rolls against his Perception again and succeeds. The Wildcat decides to close in even further before attacking, the turn ends. TURN 2 Initiative Since the Zero spotted the attacking Wildcat in the previous turn both must roll against Initiative. The Wildcat pilot rolls a 5 and gets a bonus of +1 for Combat Reflexes for a total of 6. The Zero pilot rolls a 1 and gets a bonus of +1 for Combat Reflexes totalling 2, the Wildcat goes first. Maneuvering Both pilots now roll against their Tactics skill (13). The Wildcat rolls a 6 and succeeds by 5; the Zero rolls a 9 and succeeds by 4. This means that the bonuses for the pilots are +2 for the Wildcat and +2 for the Zero. Next, the pilots both roll against their Pilot skill (15). The Wildcat pilot gets the following modifiers: +2 for Tactics roll and -1 for aAccel totalling +1 giving a effective skill level of 16. The Zero pilot gets +2 for Tactics roll and +1 for aAccel totalling +3 for a effective skill level of 18. The Wildcat rolls a 10 succeeding by 6, the Zero rolls a 16; succeeding by 2. Now the Wildcat subtracts the Zero's degree of success from his own giving him a degree of success equal to 4 (6-2=4). This means that the Wildcat closes in from 350 yards to 150 yards. The Wildcat decides to fire at the Zero and rolls against his Gunner skill (13), modified by +5 for SM, -14 for Speed (166 y/sec) and Range (150 yards), +5 Acc, +4 RoF (6x4=20) (effective skill level of 13), and rolls a 9. Success by 4 means that 5 bullets hit the Zero, if it cannot dodge them. The Zero has a Dodge rating of 10 (15/2 +3) and rolls a 10 meaning that it evades one hit. The Wildcat rolls for damage getting 96 as resulting damage*. The Zero has a HP of 50 and gets a major “wound”, it has to roll against its HT which is (7fx, -3 for incendiary attack), and the Zero rolls 12 failing. The Zero doesn’t explode but it catches on fire and will take an additional 1d-1 fire damage each turn after this one. The Zero is no longer usable by the pilot and he decides to bail-out. *6dx2 pi+, rolls 27x2=54, 54x0.5 for Unliving Target and -3 for DR=24, 24x4 for additional hits =96. Here are the two example Aircrafts: F4F Wildcat HP: 70 HT: 12f Hnd/SR: 0/4 SM: +5 DR: 4 Speed/aAccel: 319 mph/7 A6M2 Zero HP: 50 HT: 7fx Hnd/SR: +1/1 SM: +5 DR: 3 Speed/aAccel: 333 mph/9 Last edited by PPoS; 01-08-2009 at 03:21 PM. |
01-08-2009, 01:18 PM | #3 |
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Re: Dogfighting Rules (Suggestions are welcome!)
I'am also going to add rules for making Stunts and a System Damage chart for airplanes (fuel lines, weapons, radio etc.)
Here are some clarifications on the stats of the aircrafts shown above.
Last edited by PPoS; 01-08-2009 at 02:31 PM. |
01-08-2009, 02:51 PM | #4 | |
Join Date: Mar 2005
Location: near Houston
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Re: Dogfighting Rules (Suggestions are welcome!)
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__________________
A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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01-08-2009, 02:55 PM | #5 |
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Re: Dogfighting Rules (Suggestions are welcome!)
I have. Didn't like it, maybe it isn't so bad but it's just not my cup of tea. Great site BTW, have alot of WW2 vehicles that are missing in the books.
Last edited by PPoS; 01-08-2009 at 03:00 PM. |
01-08-2009, 05:27 PM | #6 | ||
Join Date: Mar 2005
Location: near Houston
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Re: Dogfighting Rules (Suggestions are welcome!)
Quote:
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__________________
A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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01-08-2009, 09:56 PM | #7 | |
World Traveler in Training
Join Date: Apr 2005
Location: Chicago, IL
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Re: Dogfighting Rules (Suggestions are welcome!)
One other thing to consider is that most wing-mounted guns on WWII aircraft were set to converge at 200 yards. . .making this the "sweet-spot" when engaging enemy aircraft. Farther away, you were probably only hitting with the guns from one wing. Closer, and you risked being struck by pieces from the aircraft you just destroyed.
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"People demand freedom of speech as a compensation for the freedom of thought which they seldom use." -- Kierkegaard http://aerodrome.hamish.tripod.com |
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01-09-2009, 06:00 AM | #8 | |
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Re: Dogfighting Rules (Suggestions are welcome!)
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01-09-2009, 02:09 PM | #9 | |
Join Date: Mar 2005
Location: near Houston
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Re: Dogfighting Rules (Suggestions are welcome!)
Quote:
__________________
A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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01-25-2009, 02:58 PM | #10 | |||||
Join Date: Jan 2005
Location: Idaho Falls, Idaho
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Re: Dogfighting Rules (Suggestions are welcome!)
A few thoughts/additions/questions ...
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Some other modifiers to consider... Pilot Fatique ... negatives for being tired (loss sleep from last night's raids) or at the end of a long patrol, lost FP. Initial position ... e.g., hidden in the sun /down in the weeds Quote:
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Probably should be some FP loss with high G turns also. Probably should have modifiers for how aggressive the pilot is flying: e.g., Very Aggressive, Aggressive, Neutral, Defensive, Very Defensive Quote:
Maybe WILL roles for Green Pilots to get into close/optimal range and not fire as soon as they have a chance. -Dan |
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fighters, wwii |
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