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== A word on game mechanics == Steve is using a custom mod of the modern air combat tabletop simulation [http://www.boardgamegeek.com/boardgame/16705/air-war-c21 Air War C21]. Mainly he added a role playing aspect and included the pilot skill system in the simulation. If you plan to pick up you/rs/ just remember that Flankers Rule and Raptors Rock. (And since /rs/ is long forgotten, this makes no sense any more - at all. Spooky!) ===Turn=== There are two 'phases' in a turn. The phases were broken down into 4 stages. *1 Planning *2 Movement *3 Firing *4 Speed The first part you change your engine power, declare maneuvers, roll for initiative. You also do spotting, either radar or visual. Movement is pretty simple. Firing involves achieving missile locks, or bombing solutions. if you fire a missile, it goes 'in flight', and the next phase they hit potentially. The speed section is all about dealing with stalls and stall recovery if you stalled out. You can end up stalling if you pull a maneuver that reduces speed below minimum. Overspeed is also dealt with here. ===Stats=== *Minimum speed in blocks/inches. (if it's speed drops below this it stalls and may crash). *Maximum speed in blocks/inches. The distance moved in each of the 2 phases in a turn. Aircraft suffer damage if they exceed this maximum speed. *Power Class The raw power generated by the aircraft’s engines, allows ability to perform some maneuvers. *Accel 1 Acceleration the engine can produce in phase 1 of a turn. This is the maximum amount the aircraft’s speed can be increased at the start of the phase. *Accel 2 Acceleration the engine can produce in phase 2 of a turn. This is the maximum amount the aircraft’s speed can be increased at the start of the phase. *Decel Maximum amount the aircraft can reduce speed in either phase of a turn, by cutting the throttle, opening airbrakes, etc. *Maneuver Class The aircraft’s maneuver rating, a measure of its ability to turn and perform maneuvers. *Gun The base number of dice when making a gun attack with internal guns. *Ammo The number of units of gun ammo carried by the aircraft for it's internal guns. Each unit represents one second of fire. *Bomb comp A modifier reflecting the capability and accuracy of the aircraft’s bomb sights and computer. *Damage Points The damage value of the aircraft; the aircraft is crippled when the number of damage points suffered equals at least half this value, and it is destroyed when the number of damage points suffered equals or exceeds this value. *Chaff flares Self explanatory *[http://en.wikipedia.org/wiki/Electronic_countermeasures ECM] Modifier. Baron has none Radar modifier, for spotting and missile locks. the L is for long range *Size How big the plane is for people trying to see me *Spot Is how good the plane is for visual spotting other aircraft, in this case I get a bonus for the extra crew member. *Load points Ordnance on the wings *Year Easy *Missile load Typical carry. *Notes Baron's Phantom has no notes, although vertical take off and stuff would go in the notes section.
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