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Pilot Air

The document outlines various pilot skills related to air combat, including Air-to-Air Combat, Fighter Combat training, and specialized skills for different aircraft types. Each skill has a base proficiency percentage that increases with experience, and specific bonuses for combat maneuvers are detailed. Additionally, it describes special maneuvers, conditions, and penalties that pilots may encounter during aerial operations.

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0% found this document useful (0 votes)
12 views5 pages

Pilot Air

The document outlines various pilot skills related to air combat, including Air-to-Air Combat, Fighter Combat training, and specialized skills for different aircraft types. Each skill has a base proficiency percentage that increases with experience, and specific bonuses for combat maneuvers are detailed. Additionally, it describes special maneuvers, conditions, and penalties that pilots may encounter during aerial operations.

Uploaded by

B Hill
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Pilot Air

Air-to-Air Combat: Practice and theory of aerial combat. The big advantage of this
skill is that there is no limit on how high a character can advance. In every other
skill there is a 98% maximum proficiency. With
Air-to-Air Combat there is no limit and character may have percentiles over 100%.
Use for aerial Combat
Rolls only. Can be used with one or more other Pilot skills. Bonus: 10% +2% per
level is added to the regular
pilot skill.

Airplane: Includes old propeller, single and twin engine types. Base Skill: 50% +
4% per level of experience.

Fighter Combat "Basic" Training: For use only with Jets, airplanes, this does not
include power armors, Veritechs, Space Ships, etc.. One extra attack per round at
level one.
+2 to strike (in addition to other bonuses).
+3 to dodge attacks while flying.
+1 to dog-fighting rolls (or +5% on d%)
Critical strike chance as in pilot's HTH.
One additional attack at level six.
One additional attack at level eleven.

Fighter Combat "Elite" Training: For use only with Jets, airplanes, this does not
include power armors, Veritechs, Space Ships, etc..
Two extra attacks per round at level one.
+2 to strike (cumulative with other bonuses).
+5 to dodge attacks while flying.
+3 to dog-fighting rolls (or +15% on d%).
Critical strike chance as in pilot's HTH.
One additional attack at level five.
One additional attack at level ten.

Flight System Combat: This skill allows the character to use specialized fight
packs like the Icarus Flight System at full efficiency and take advantage of all
possible bonuses. The sophisticated control systems of the Icarus are as quick to
react as
the systems of a suit of power armor. Those without training do not get the
following bonuses and the base skill level is reduced by half. Base Skill: 40% + 5%
per level of experience.
Bonuses:
+1 attack/action per melee at levels 1, 3, 5, 8 and 11
+2 to dodge when flying.
If the pilot has auto-dodge, he can use it while flying!

Helicopter: are aircraft capable of vertical take-off, hovering, and high


maneuverability at low altitudes, very useful in urban environments. Includes all
commercial helicopters used for observation, traffic reporting, police,
chauffeuring, etc. the smallest hold two passengers, while the larger one will hold
four to eight passengers. Base Skill: 44% + 4% per level of experience.

Helicopter (Military): These usually include the larger and heavier (armored) type
as well as transport choppers. Generally, they hold four or twelve passengers,
although the largest can hold three times that. The fighter types such as the Huey
line can be mounted with machine guns and missiles. These are military vehicles.
Base Skill: 40% + 4% per level of experience.
Jet Aircraft: Includes the fan-jet and small commercial jet. Base Skill: 60% + 4%
per level of experience.

Jet Aircraft: Commercial (Large): are the large passenger type aircraft used by
airlines, such as the DC-10, DC-9, 747, etc. Base Skill: 40% + 4% per level of
experience.

Jet Fighters: Training includes flying, maneuvering, aerial combat strategies, and
typical fighter jet weapon systems. Base Skill: 40% + 5% per level of experience.

Jet Packs: This is the piloting skill for backpack like units that strap to the
back of an individual to carry him airborne. The typical jet pack is a one person
unit capable of hovering above the ground and flying at an average altitude of 300
feet. Base Skill: 42% + 4% per level of experience.

Jet Pack and Space Booster: These are two special items that were used by the
armies of the Southern Cross. Both are fairly uncommon and require Southern Cross
body armor to use. Base Skill: 45% + 5% per level of experience.

Lighter-than-Air Vehicles: Includes skill in both hot-air/helium balloons and


powered blimps & dirigibles. Character can pilot, steer, raise & lower, and
land/dock all airships. Can also locate problems, sew up or glue torn fabric,
repair control linkages (including pedal driven propellers), and attach ropes and
rigging. Note: Engine repair is a separate skill, requiring Aircraft Mechanics.
Base Skill: 50%+5% per level of experience.

Small Jet: are of types used by private industry and not commercial planes. Usually
hold six to twelve passengers. Base Skill: 60% + 4% per level of experience.

Small Single Engine Plane: cassena beachcraft, and other single engine aircraft.
Usually hold two or four passengers. Base Skill: 80% + 4% per level of experience.

Twin Engine: are your larger freight type vehicles. The smallest are not much
larger than a single engine plane, two to six passengers. Base Skill: 70% + 4% per
level of experience.

SPECIAL NOTE: The following rules apply to ALL aircraft. Roll under your pilot
skill for each maneuver:

Special Maneuvers: Conditions and Penalties:

Evasive Action: Fleeing or dodging another aircraft, obstacle, missile or other


attack by moving out of the way. All attacks are lost while engaged in evasive
action; unless something suddenly flies directly in front of the vehicle, and even
then the pilot is -4 to strike. Note: This tactic will lose any attacker(s),
meaning they cannot attack unless the attacker(s) engage in a "dog tail" chase.
Skill Penalty: -12% (no attack possible) Maneuver consumes one full melee. A failed
roll means an ineffective evasive maneuver, attacker(s) still in strike position
and/or have struck. The player's attacks are forfeit even though the evasive action
failed.

Tilt Dodge: This is a difficult maneuver in which the pilot attempts to avoid an
attack by quickly tilting or jerking out of the way at the last minute. In this
way, the pilot can stay on curse and continue his own attacks (if any). Skill
Penalty: -35%; -2 to strike. A failed roll means no dodge, aircraft is hit and
takes full damage. A tilt dodge can be used to attempt to avoid each individual
attack. A tilt dodge can not avoid more than one blast form a multiple simultaneous
assault; evasive action is necessary.
Stunts: These are sudden, severe or highly difficult maneuvers, in including dives,
sharp turns, dead-man's drops (nearly straight down, high speed drop), tumbles,
somersaults and similar actions. Skill Penalty: -30%; lose all attacks that melee.
A failed roll means the stunt is incomplete and serious difficulties encountered.
Roll percentile dice on the following table:

01-10: Aircraft spins out of control for a moment, but when control is regained it
is traveling in the wrong direction. In combat the aircraft and/or mecha will take
full damage from whatever was fired at it.Aircraft spins out of control for a
moment, but when control is regained it is traveling in the wrong direction. In
combat the aircraft and/or mecha will take full damage from whatever was fired at
it.

11 - 20: Engine or other trouble that reduces flying speed by 10% until repairs can
be made. In combat the aircraft and/or mecha will take full damage from whatever
was fired at it.Engine or other trouble that reduces flying speed by 10% until
repairs can be made. In combat the aircraft and/or mecha will take full damage from
whatever was fired at it.

21 - 40: Engine chokes, stalled out and descending; must make an emergency landing
unless the vehicle can be restarted. In combat the aircraft and/or mecha will take
full damage from whatever was fired at it, then the pilot must roll piloting skill
-25%; can try twice every melee (15 seconds), all attacks are defensive only, -4 to
strike. During maneuvers the pilot must roll piloting skill -25%; can try twice
every melee (15 seconds), all attacks are defensive only, -4 to strike.

41 - 60: Stunt maneuver botched, speed and altitude reduced by 25% for 15 seconds.
In combat the aircraft and/or mecha will take no damage from whatever was fired at
it, all attacks are defensive only, -4 to strike. During maneuvers the pilot's
attacks are defensive only, -4 to strike.

61 - 75: Collision or Emergency Landing: The aircraft has hit something or is


damaged and must make an emergency landing. Reduce an S.D.C. vehicle by half from
the crash, but it can be repaired and flown again! Reduce an M.D.C. vehicle by 25%
at normal cruising speeds from the crash, but can be repaired and flown again!
Reduce an M.D.C. vehicle by 35% if above cruising speeds from a crash, and is
beyond repair and has to be scrapped! The occupants are badly bruised and cut (4D6
S.D.C. each), even if they are in body armor (M.D. and/or S.D.C.), but most should
live. In combat the aircraft and/or mecha will take full damage from whatever was
fired at it.

76 - 90: Engine difficulties, forced to make an emergency landing. Repairs will


require 4 - 24 hours. In combat the aircraft and/or mecha will take full damage
from whatever was fired at it, all attacks are defensive only, -4 to strike. During
maneuvers the pilot's attacks are defensive only, -4 to strike.

91 - 00: Engine and/or vehicle damaged beyond repair, crash inevitable, Character
must parachute to safety. Optional: Can direct vehicle on a suicide crash into an
immediate target; Pilot skill, -20%, in combat the aircraft and/or mecha will take
full damage from whatever was fired at it, all attacks are defensive only, -4 to
strike. During maneuvers the pilot's attacks are defensive only, -4 to strike.

Emergency Landing: Executed when the vehicle or pilot is damaged and flight can not
be maintained. Skill Penalty: -30%; loses all attacks. A failed roll will result in
a crash landing. Roll on the following table for Crash Landing:

01-31: Pilot and/or passengers survive; minor injury.

32-57: Crash; pilot and passengers take 5D6 damage.


58-80: Pilot and passengers in critical condition/coma, require immediate,
extensive medical treatment. Treat as surviving death and coma.

81-83: No survivors; vehicle exploded.

84-00: Passengers survive with minor injury, pilot dead. Optional: Pilot can opt to
parachute to safety rather than attempting a landing.

Shadow: Is a maneuver in which the air vehicle pursues another vehicle without
detection. This is usually done by flying above and behind the pursued, using
clouds as cover. The pursuer will mimic the vehicle pursued in every way, so that
they will be thought to be a radar shadow or aberration. Skill Penalty: -20%; no
attacks possible without revealing true position and nature. While imitation the
evasive actions, stunts, and so on of the craft being shadowed, roll for each
maneuver being copied.

Dog Tail: This is an offensive maneuver in which the pilot closely pursues an enemy
air vehicle while locked in combat. This is the only maneuver that con pursue a
vehicle taking evasive action. By hanging on the enemy's tail, or "dog tailing",
the attacker can usually strike with little or no fear of a counter-strike. Skill
Penalty: -15%, no strike penalty. A failed roll means the target has momentarily
slipped out of the striking range/area. Roll once every other melee to maintain dog
tail position, or for every evasive or stunt action.

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