Post by uptrainfan89 on Dec 21, 2013 9:55:00 GMT -5
I was wandering if this would this be a good starting point for custom Aircraft units? Any ideas or thoughts?
I plan on testing these out and if these stats balance out well I think I may use them as a house rule for now, Lol! ;D
Note: I edited a few areas for balance, Lol. This version is with Strength Value (Sv) and my second post is the version with the Armor Grid (since I really like the Armor Grid), that way weapons can still be disabled, different effects can happen, and the vehicle cards can still be used for Aircraft, Lol. I think Sv makes more sense for Troops to me and the Armor Grid for Mechs, Vehicles, and Aircraft.
Edit: I moved this to the house rules area so it wasn't confused with the actual rules, Lol.
Draft Rules: (Strength Value Version)
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.
Aircraft Frames:
Restrictions: Due to power generation limitations, Aircraft may not equip more than one Medium Laser or two Light Laser weapons.
Attack Jet
Max Bp - 6
Mv – 6
Tp – 6
Sv – 10
The following options are available to complete the Attack Jet:
Engine Upgrade: 2Bp (+1 Mv, limit 2 upgrades).
Armor: 2Bp (+1 Sv, limit 2 upgrades).
Wing Mounts: x2 Light items.
Nose Mount: x1 Light item.
Utility VTOL
Max Bp – 8
Mv – 5
Tp – 5
Sv – 10
The following options are available to complete the Utility VTOL:
VTOL - Ability (See Landing).
Engine Upgrade: 2Bp (+1 Mv, limit 2 upgrades).
Armor: 2Bp (+1 Sv, limit 2 upgrades).
Wing Mounts: x4 Light items or x2 Medium items.
Nose Mount: x1 Light item.
Cargo Bay: 1Bp for a Cargo Capacity of 1 Troop Unit (limit 2 upgrades, Troop Units not included).
Assault Helicopter
Max Bp - 10
Mv – 5
Tp – 5
Sv – 15
The following options are available to complete the Assault Helicopter:
VTOL - Ability (See Landing).
Engine Upgrade: 2Bp (+1 Mv, limit 2 upgrades).
Armor: 2Bp (+1 Sv, limit 2 upgrades).
Wing Mounts: x4 Light items or x2 Medium items or x2 Heavy items.
Nose Mount/Turret: x1 Light item or x1 Medium item. (Front, Left, and Right Arcs).
General DAMAGE TABLE
*** Weapon Modifiers to Damage Roll: ***
*** Light +0, Medium +1, and 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
I plan on testing these out and if these stats balance out well I think I may use them as a house rule for now, Lol! ;D
Note: I edited a few areas for balance, Lol. This version is with Strength Value (Sv) and my second post is the version with the Armor Grid (since I really like the Armor Grid), that way weapons can still be disabled, different effects can happen, and the vehicle cards can still be used for Aircraft, Lol. I think Sv makes more sense for Troops to me and the Armor Grid for Mechs, Vehicles, and Aircraft.
Edit: I moved this to the house rules area so it wasn't confused with the actual rules, Lol.
Draft Rules: (Strength Value Version)
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.
Aircraft Frames:
Restrictions: Due to power generation limitations, Aircraft may not equip more than one Medium Laser or two Light Laser weapons.
Attack Jet
Max Bp - 6
Mv – 6
Tp – 6
Sv – 10
The following options are available to complete the Attack Jet:
Engine Upgrade: 2Bp (+1 Mv, limit 2 upgrades).
Armor: 2Bp (+1 Sv, limit 2 upgrades).
Wing Mounts: x2 Light items.
Nose Mount: x1 Light item.
Utility VTOL
Max Bp – 8
Mv – 5
Tp – 5
Sv – 10
The following options are available to complete the Utility VTOL:
VTOL - Ability (See Landing).
Engine Upgrade: 2Bp (+1 Mv, limit 2 upgrades).
Armor: 2Bp (+1 Sv, limit 2 upgrades).
Wing Mounts: x4 Light items or x2 Medium items.
Nose Mount: x1 Light item.
Cargo Bay: 1Bp for a Cargo Capacity of 1 Troop Unit (limit 2 upgrades, Troop Units not included).
Assault Helicopter
Max Bp - 10
Mv – 5
Tp – 5
Sv – 15
The following options are available to complete the Assault Helicopter:
VTOL - Ability (See Landing).
Engine Upgrade: 2Bp (+1 Mv, limit 2 upgrades).
Armor: 2Bp (+1 Sv, limit 2 upgrades).
Wing Mounts: x4 Light items or x2 Medium items or x2 Heavy items.
Nose Mount/Turret: x1 Light item or x1 Medium item. (Front, Left, and Right Arcs).
General DAMAGE TABLE
*** Weapon Modifiers to Damage Roll: ***
*** Light +0, Medium +1, and 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