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dog fighting aircraft

Dog Fighting Aircraft - I looked at David Pulver's Dogfighting article, from Pyramid #3/53 back in iteration 3 and dismissed it as inappropriate for what I was trying to do, and in a way that's probably still true. Dogfighting doesn't cover everything and lacks many elements essential to space combat, especially how capital ships interact, or things like power management. However, Dogfighting comes close to "hunting" and I find it easiest to handle gameplay when all the rules match. In general, the space battle scenes of Star Wars are not very different from the chase scenes of Star Wars, and in at least one instance the space battle was a chase scene!

Furthermore, as I move away from GURPS Spaceships as the driving mechanics behind my vehicles, I find myself looking elsewhere for rules on how they fight. I still believe that GURPS Spaceships have a lot of interesting concepts for space combat, but it's also clear to me that Psi-Wars space combat is more like naval and air combat than space combat, which means we need more air and naval forms. of battle .

Dog Fighting Aircraft

Dog Fighting Aircraft

I have no doubt that the final version of these rules will likely include elements of GURPS Action, GURPS Spaceships, and GURPS Vehicles (especially since the first two are generally simplifications of the third). But if I had to choose a base, it seems that Dogfighting is the ideal base from which the rest of my system will flow.

Sky Combat Ace

A Walk Through the Rules We're going to use the Dogfighting article directly today, but I want to see how well I understand it. The intent here is that when we get to our space combat, we convey as much of it as possible, with just a few tweaks here and there, either to accommodate the characteristics of the Psi-Wars space combat, or to account for any additional . cinematic twists I want to add. But before I can do that, I need to know how it all works.

Movement The basic rules come from GURPS Action 2, which is expressly intended for hunting. It supposes a persecutor and a quarry. Dogfighting, of course, does not have this. It has two vehicles attacking each other. Basically it's about two people trying to stalk each other. On the other hand, we can get a quarry if you try to "lose" the other fighter, either because you want to escape a fight or because you are trying to get the upper hand. However, the rules for hunting are general enough that this is not necessarily the problem. "Move" or "Move and attack" can be done by a quarry or pursuer, and the winner decides that we "close" a range with a band or two, or "open" a range with a band or two. Dogfighting also states that only the person who won the match with "0 or more" can shoot the other, as all dogfighting vehicles have forward-facing mounts. I wonder how you can "win with 0" because that's equality, but that's supposed to mean succeeding where the other failed; I think I'll also give a tie to the person who won the previous round (that is, when someone is on your heels, they stay there until you "shuffle" them).

The role for our movement part of the dogfight is a pilot (of course), modified by handling and a "speed bonus". The speed bonus is interesting for Psi-Wars. Currently, capital ships will move between 200 and 300 miles per hour (+10 to +11 maximum), while gravity drives and ion thrusters top out at 600 (+12 to +13 maximum) and fighter jets equipped with plasma thrusters will move as fast as modern fighters (around +14). This means that the difference between a starfighter and a leader, aside from handling, is only about +3, while a fighter against something like the Millennium Falcon is only +1 to +2, something easily surpassed by a first class pilot. Interesting! Maybe I can/should revise the max speeds for capital ships, and this also means that "slow" Ion Thruster fighters don't have it so bad, especially if they have high usage.

Note that we get an extra bonus for 'Radar'. That will be slightly different in Psi-Wars, but it will stand for now.

Us Air Force Considers Dumping Undefeated Fighter Jet

Dogfighting Action explains some additional sequences and states that fighters rarely get closer than 500 yards. That might be worth a closer look.

Attack GURPS Action says you can "attack" if you're stationary (not possible on a fighter, I think), and move and attack otherwise. I'm not sure if the Hunting rules explicitly cover vehicle mounted weapons, or if Gunslinger refers to your own weapons; I tend to treat it that way!

Dogfighting Action states that you must "win" your matchup to attack, that you can ignore your bulk penalties due to "stalking and sighting systems", and that you get +3 with radar lock. The +3 is a default rule, but ignoring a bunch is interesting. On what physical mechanism is this based? How can we "build" a fighter that has the same advantage?

Dog Fighting Aircraft

GURPS Campaigns offer several modifications to moving and shooting aerial vehicles: you are at -1 when using a melee weapon, but that never shows up. Otherwise you are on +0, so far so good. It also hits you with a penalty to all shots equal to -4 if you dodged last turn, and with a penalty equal to the number of times you failed a check roll in the last turn. "Vehicular Targeting Systems" adds +1 to +3 if the shooter has turned to aim. If we dig a little deeper, we find several interesting lines. First, a typical optical sight gives +2, while a TL 8 fire control system gives +3 (but that may be part of the radar). A fixed mount requires you to roll the lowest of your gunner or pilot skill to hit (same as fixed points, but you're at -1 Acc). GURPS Vehicles provide +2 to fire with a fixed mount (which was borrowed from GURPS Spaceships). Gyro stabilization seems to offer some bonuses, but mostly for gun turrets to "reduce the penalties for shooting while driving". These penalty reductions are covered in the Ranged Attack Modifiers section, which states that bonuses from accuracy, aiming, bracing, and aiming systems cannot exceed stability unless stabilized, and that (for example) a watercraft in rough water at -1 able to hit when moving and attacking with a stabilized mount, -2 with a fixed mount, and so on, but no rules on the penalty for attacking with an unstabilized turret).

Halftone Of Fighter Planes In A Dog Fight Over The Western Front In World War One Stock Photo

Move and Attack on B365 states that you lose all Aim bonuses, which makes me wonder why it's all about accuracy! After careful hunting, the only line I can find that denies this appears to be "Weapons Fire from a Moving Vehicle" on B469 which discusses targeting a moving vehicle.

So the intent here seems to be to simplify the "bracing" of weapons (the +2 from fixed mounts and fixed points), the accuracy of the weapons themselves, and any "scopes" they might have to "ignore the greatest value." it might be worth looking into this as both this and Space Battle seem to break some rules suggesting that other modifiers make the difference, but that could cause a problem if we don't know which modifiers still apply and which don't In this case it seems clear , that the weapons do not get the +2 from fixed mounts, or from "scopes", but this may not be the case with our ultra-technical vehicles, so we will have to return to this topic.

It should be noted that even with all these rules we should get -15 at Extreme range, which is the closest thing the article says. The top ROF gun, the 20mm autocannon, fires 100 rounds, which is a +7 to hit, and our radar gives us a +3, and the size of the vehicles gives us another +5 to +6, which totals + 0 or +1 to hit. It is not clear to me if or how I should apply the speeding ticket, but a close reading suggests that I am only applying the worse of the two; the easiest way to deal with this is to apply the worse or range or their speed modifier. Given that their speed penalty is -14 and the closest range penalty is -15, range seems to be the main concern, at least for now.

That leaves us with the homing guns of old, where everything went south quickly (well, one of the problems, anyway). The problem I had here was the ROF and how to deal with it. According to the rules, you roll artillery with missile accuracy as a bonus and a penalty equal to the ECM modifier. "All the usual attack roll modifiers apply", except we ignore the range and just apply the speed penalty. Accuracy and ECM aside, "half rate modifiers" will average -7, Size Modifier is +5, the ROF of 100+ is +7, meaning we have

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