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Post by WaffleM on Nov 26, 2013 11:43:13 GMT -5
Thanks! I've been bogged down with a massive head cold , but the Aircraft miniatures are back on track! The Infantry will get their own release later so I can add a few more features to them without keeping the Aircraft on hold.
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Post by WaffleM on Dec 8, 2013 22:42:50 GMT -5
Done! You can check it out HERE!
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Post by Dagger on Dec 9, 2013 9:31:02 GMT -5
Aircraft rules are in the works... I've been distracted by a promotion, a PCS move, and a new job. I just didn't think it would be fair to ask WaffleM to delay releasing these because they look so great.
Aircraft will have two flight modes... low-level and high-level. Low-level flight will require the models to be placed on the battlefield, whereas high-level flight will be more abstract and models will be placed off the battlefield. Aircraft at high-level cannot attack units on the battlefield and can only be attacked by ground units with missiles or other aircraft at high-level. Aircraft at high-level can re-enter anywhere on the battlefield which makes for some great sneak attacks or air assaults with jump troops. Aircraft will have a Strength Value (Sv) to track damage like Troops, not armor like Mechs and Vehicles.
I just need to get it all typed up and iron out the stats, construction rules, point costs, etc...
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Post by Dagger on Dec 9, 2013 15:18:09 GMT -5
For your playtesting pleasure...
Aircraft units are capable of delivering firepower and Troops anywhere on the battlefield with their high maneuverability.
Each Aircraft unit has three basic stats for game play: Move (Mv), Target Profile (Tp), and Strength Value (Sv). Mv indicates the speed at which the unit can move. Tp is representative of how easily the unit can be targeted, factoring in size and speed. Aircraft do not have an Armor Grid; instead they have a Strength Value (Sv). Each weapon hit generates a roll on the General Damage Table to determine the amount of damage done to the unit. If the Aircraft unit is hit with a Medium weapon add +1 to the damage roll, if hit with a Heavy weapon add +2 to the roll. Once the unit’s Strength Value has been reduced to 0, remove it from the game.
Aircraft have two flight modes, Low-Level(LL) and High-Level(HL). At LL, the aircraft model is placed on the battlefield as normal; at HL, the aircraft is not represented on the battlefield and should be placed to the side. Aircraft must begin the game at LL.
Low-Level Flight: At LL aircraft are considered to have a Height Level of 3. They may maneuver, attack and be targeted as normal. Aircraft may execute a JUMP order and climb to High-Level flight. When climbing to HL temporarily remove the aircraft from the battlefield.
High-Level Flight: At HL aircraft are considered to be operating at an altitude far above the battlefield. They activate as normal but may only be issued a JUMP or FIRE order. They may not target units on the battlefield, but may target other Aircraft at HL. Aircraft may execute a JUMP order to descend to Low-Level flight. When descending to LL place the aircraft model at any location it may legally occupy on the battlefield.
Landing: All aircraft with VTOL (Vertical Take-Off and Landing), may land and/or takeoff at the beginning of a MOVE order. They may move after takeoff as normal, but must remain in place if landing. Aircraft on the ground have a Height Level of 1. Landed Aircraft with cargo areas may mount or dismount Troops as part of their Move order. Troops must be base to base with the Aircraft when mounting or dismounting. Landing is not required to dismount Troops with Jump Packs. Troops may be activated the same turn they dismount if they have not yet been activated this round. Aircraft may begin the game with Troops inside. When an Aircraft is destroyed on the ground, Troops dismount immediately and roll once on the General Damage Table (See Page 10). When an Aircraft is destroyed at LL or HL, Troops are destroyed.
Ground-to-Air Combat: Aircraft at HL may only be targeted with Missile weapons. Ground units and Aircraft at LL may activate and attack Aircraft at HL when issued a FIRE order. Ground-to-Air combat is considered to be at Extended range, so the attacker receives a -1 modifier. Both players roll a D10, if the attacking player rolls equal to or higher than the defending player the attack is successful. Roll once for each Missile used in the attack. AMDS (see Support Equipment) activates as normal.
Air-to-Air Combat: Aircraft at HL may only be targeted with Missile weapons. Aircraft at HL may activate and attack other Aircraft at HL when issued a FIRE order. Air-to-Air combat is considered to be at Normal range, so the attacker receives no range modifier. Both players roll a D10, if the attacking player rolls equal to or higher than the defending player the attack is successful. Roll once for each Missile used in the attack. AMDS (see Support Equipment) activates as normal.
The following examples are provided for basic games.
Viper A-222 Attack Jet Cost - 8 Bp Mv – 6 Tp – 6 Sv – 10 Options: Wing Mounts - Medium Laser x2 Light Missile x2
Viking AA-101 Utility VTOL Cost – 10 Bp Mv – 5 Tp – 5 Sv – 10 Options: VTOL Wing Mounts – Light Machine Gun x2 AMDS x2 Nose Mount - RGMS Cargo Bay x2 – Holds 2 Troop Units (not included)
Yuma AH-2A Assault Helicopter Cost - 12 Bp Mv – 5 Tp – 5 Sv – 10 Options: VTOL Wing Mounts – Light Laser (Twin Linked) x2 Light Missile x2 Nose Turret – Medium Machine Gun (Front, Left, and Right Arcs)
General DAMAGE TABLE *** Weapon Modifiers to Damage Roll: *** *** Light +0 Medium +1 Heavy +2 *** Roll Effect 1 -2 Sv 2 -2 Sv 3 -3 Sv 4 -3 Sv 5 -4 Sv 6 -4 Sv 7 -5 Sv 8 -5 Sv 9 -6 Sv 10+ -6 Sv
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Post by Mike H "Chugosh" on Dec 10, 2013 0:41:03 GMT -5
Really neat! Sounds good and concise in keeping with the rules for the rest of the game.
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uptrainfan89
Junior Member
Master of Time & Space!
Posts: 91
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Post by uptrainfan89 on Apr 29, 2014 10:02:57 GMT -5
Are the weapons tripods still in the works for a future set?
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Post by WaffleM on Apr 30, 2014 8:14:03 GMT -5
Are the weapons tripods still in the works for a future set? Yes! (I'm also toying with the idea of weapon drones, both low-flying and ground-based. But SHH! -That's a secret!) I'm currently working on the new Hex Grid Tiles, but after that I'll get back to the new infantry units.
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Post by chicagowiz on Jul 31, 2015 17:11:12 GMT -5
So just to clarify on these rules, does that mean that aircraft at LL can attack ground targets with both missiles and energy/kinetic weapons, and vice versa?
Also, just going back to my BT days and thinking about how fast aircraft are, the move rates seem slow for LL. HL, where speeds are relative to each other, I get, but I'd recommend a faster rate for LL. This might cause some issues of overflight, but we could playtest/tweak it.
I'd also think about maybe making 50% damage, remove a random weapon, 75% damage, remove a 2nd weapon.
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