From: Mikko Kurki-Suonio <maxxon@s...>
Date: Sun, 6 Apr 1997 08:32:08 -0400
Subject: Pilot abilities
The following details a system for ace pilots in campaign games. While
individual pilots mean very little in the big picture, this was
designed to add RPG -like flavor.
This isn't meant to be hard core realistic stuff. Use it if you like it.
Basics:
All ace pilots must be named. No unnamed or unimaginatively named (such
as "Ace #1") ace pilot may ever gain experience points.
Since aces collect experience points, it's important to distinguish what they
did and what their teammates managed to pull off. Use different colored dice
for the ace's rolls.
All aces start at experience 5. This covers the basic ace abilities detailed
in More Thrust.
Additional one XP can be gained for a page length bio of the pilot, complete
with picture.
A custom painted personal fighter model earns another point. Note that
"custom" has some standards! It means putting considerably more effort into
the paintjob, not just using a different color.
Experience is gained in play for the following feats:
Shooting down an enemy fighter 1 pt Destroying an enemy Escort 2 pts
- " - Cruiser 3 pts
- " - Capital 4 pts
- " - Supership or larger 5 pts
Destroying an enemy supply or troopship 2 pts
Shooting down an enemy ace 2 pts
Note: When destroying ships, it is assumed that the ace always is putting in
the finishing touches, so he always gets the credit for the kill if he manages
to cause even one point of damage or knock out one system.
If you're really insane, you can keep track of all pilots. Normal pilots
start at 0 pts and turkeys at -1. Once a pilot is at 5, he is a normal
ace. A turkey squadron becomes normal when half its pilots have 0 or more
points OR when one pilot becomes ace.
Abilities
For each additional 5 points after the initial 5, the ace pilot gains one
special ability chosen from the list below. This ability will be usable in the
next battle. Some abilities can be taken several times as noted in the
descriptions.
Unless otherwise specified, the advantages gained are strictly personal, i.e.
the ace's squadron gets no direct benefit from them.
Cosmobatics
For each level of this skill, the ace can tie down an entire squadron in a
dogfight. He may choose the exact number of enemies to tie down. As per normal
dogfight rules, those enemies are forced to shoot the ace or not shoot at all.
Dogfight
For each level of this skill, the ace can take EITHER a +1 modifier to
attack enemy fighters, OR force them to roll at -1. After a certain
level, this skill is primarily useful against other aces, as a natural 6
is always a hit.
Evasion
Those laser turrets are just too slow for the ace. PDAF's, ADAF's,
Scatterguns, mines, nova cannon, asteroids etc. etc. can not harm the ace. He
always manages to dodge, ride the blast wave or whatever. Only another fighter
can shoot him down.
This ability is not available if fighter endurance rules are not used.
Escape
For each level of this ability, the ace gains a cumulative +2 modifier
on the bailout table should he be shot down. For some reason, this is
often called the E-Power...
Marksman
The ace gains a +1 modifier to hit with torps and to disable specific
systems for each level of this ability.
Sensor Wizard When within 6" of an enemy ship the ace can roll on the active
scanner
table once per turn. Each level of this skill gives either +2 to the
roll OR extends scanning range by 6".
Strafing
The ace gains a +1 to rolls when attacking ships in the normal manner
for each level of this ability.
Tailing
The ace can choose to move after a designated enemy unit -- ship or
fighter squadron. If the opposing ace also has this ability, higher level of
it prevails.
Armored flies
When a fighter is shot down, it is no longer a combat force. Normal pilots are
not interesting, but for each ace we need to roll on the bailout table.
Normally, a bailed out pilot is at the mercy of whoever holds the field
at the end of the battle, but some results enable him to avoid capture.
If you really want to conduct combat rescue/capture operations, use
fighter retrieval rules.
Bailout table
2d6 Effect
2 The ace dies in a fiery explosion.
3 The ace dies after delivering a moving speech or final insult.
4 The ace dies after managing to fire one last shot.
5 The ace is injured while bailing out. He can not fly for 1d6 weeks.
6 The ace is slightly wounded while bailing out and out of the action
for 1d6 days.
7 The ace bails out safely. He is back in action after 1 day of rest.
8 The ace bails out safely. He is ready to fight as soon as someone
picks him up (use rules for fighter retrieval).
9 The ace bails out safely. His escape pod limps halfway to the
friendly table edge or friendly ship of his choice.
10 The ace bails out safely. He manages to stay undetected hiding
until friendly forces can rescue him.
11 The ace bails out and makes it to the nearest friendly carrier.
Failing that, see 10 above.
12 The ace bails out safely. All enemy fighters in dogfight range
are vaporized in the fireball.
13+ Not only does the ace bail out safely, but he manages to crash his
fighter into an enemy vessel withing 6" causing 1d6 damage. Unharmed, he makes
it to friendly lines safely. Depending on distances, that may take a while,
though...