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<blockquote data-quote="DanMcS" data-source="post: 1405190" data-attributes="member: 6530"><p>A pilot can only maintain position with relation to 2 enemy aircraft, it's just too hard to track and take shots at more planes than that as they buzz around. Any number of enemies can maintain position on a target plane; however, to keep the amount of die-rolling from getting absurd, use the following simplifications:</p><p></p><p>The outnumbered pilot selects the two planes he'll maintain position on (he has his pick of targets). Track only those two. Additional planes involved can select from other actions:</p><p></p><p>Aid Another: for their wingmates; if they succeed at a pilot check, DC 10, they can give a +2 to their wingmate's next maneuver check or attack roll.</p><p></p><p>Take Position: By beating both your wingmate and the target at a piloting check (the target gets his position modifier, both wingmates use the engaged pilot's position modifier), a plane can drop into the place of that wingmate in the dogfight; the new fighting plane's Position is 0, the old is out of Position entirely. Note that your wingmate can choose to lose this check automatically, so you only have to beat the enemy.</p><p></p><p>Disengage: Since no one is maintaining position on them, they can leave at will, be unengaged in one round, and be completely withdrawn in the second.</p><p></p><p>Example:</p><p>The Red Baron is out on dawn patrol, and spots a flight of 3 French Nieuport 11s. They also see him, and all of them want to engage.</p><p></p><p>Initiative is rolled. Using the optional rule, the Red Baron's pilot check of +15 more than counterbalances his -3 from his plane's maneuverability, and he gets a 26 on his initiative, beating all the Frenchmen.</p><p></p><p>Round 1</p><p>Maneuver Phase: All the French pilots roll their maneuver checks, but lose to the Baron. He gains +1 position relative to planes A and B; plane C will be aiding another until it gets a chance to do otherwise.</p><p></p><p>Action Phase: He selects his target, who ended up with a 20 Defense. The Baron gets a +1 to attack from Position, +2 from his forward-mounted guns (bless their interrupter gear), +2 synergy from his high ranks in Pilot, and has a +8 BAB, total attack roll of d20 + 13. He peppers the wing of plane A with fire.</p><p></p><p>Planes A aids B, but B misses the Baron.</p><p>Plane C aids another for Plane B's next maneuver check, successfully.</p><p></p><p>Round 2</p><p>Maneuver phase: Plane A loses to the Baron, who goes to Position +2 on it, but Plane B, aided by C, beats the Baron, and changes their position to 0 (even).</p><p>... and so on.</p><p></p><p>If this keeps up, the Baron will likely further damage Plane A, but Plane B will start getting advantage on him and hitting back; Plane C can try to drop into Plane A's position and let it Disengage or move to a support position. It may be a little tight for the Baron.</p><p></p><p>It's possible to have a chain or network of dogfighting planes, for instance, if a new German showed up he might engage plane B and C. So A and B have position with regard to the Baron, the Baron has position with regard to A and B; B can maintain position on the new plane, G, as can C if it desires. Or G could drop in and simply Aid the Baron on his checks.</p><p></p><p>Adding planes to a dogfight:</p><p>If a plane downs its last opponent, or arrives at a fight it isn't involved, it can automatically enter any engagement it can see, since the combatants probably aren't paying the slightest attention to him. They're basically surprised, so he'll start with +1 position on his chosen two targets for every round he observes the melee, to a max of his Int bonus.</p><p></p><p>I plan to use an index card, one for each PC, to track all these positions. Note the two planes he's holding position on, use a d6 or d10 to track Position for each, and then the player can write down his defense for the round, track his plane's hps, etc. Then a little table will suffice for me to hold the NPC planes on, with a row of squares for their Defense each round, and space for their hps. I can just let the PCs track position scores, and use that when I get around to the NPC turns.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 1405190, member: 6530"] A pilot can only maintain position with relation to 2 enemy aircraft, it's just too hard to track and take shots at more planes than that as they buzz around. Any number of enemies can maintain position on a target plane; however, to keep the amount of die-rolling from getting absurd, use the following simplifications: The outnumbered pilot selects the two planes he'll maintain position on (he has his pick of targets). Track only those two. Additional planes involved can select from other actions: Aid Another: for their wingmates; if they succeed at a pilot check, DC 10, they can give a +2 to their wingmate's next maneuver check or attack roll. Take Position: By beating both your wingmate and the target at a piloting check (the target gets his position modifier, both wingmates use the engaged pilot's position modifier), a plane can drop into the place of that wingmate in the dogfight; the new fighting plane's Position is 0, the old is out of Position entirely. Note that your wingmate can choose to lose this check automatically, so you only have to beat the enemy. Disengage: Since no one is maintaining position on them, they can leave at will, be unengaged in one round, and be completely withdrawn in the second. Example: The Red Baron is out on dawn patrol, and spots a flight of 3 French Nieuport 11s. They also see him, and all of them want to engage. Initiative is rolled. Using the optional rule, the Red Baron's pilot check of +15 more than counterbalances his -3 from his plane's maneuverability, and he gets a 26 on his initiative, beating all the Frenchmen. Round 1 Maneuver Phase: All the French pilots roll their maneuver checks, but lose to the Baron. He gains +1 position relative to planes A and B; plane C will be aiding another until it gets a chance to do otherwise. Action Phase: He selects his target, who ended up with a 20 Defense. The Baron gets a +1 to attack from Position, +2 from his forward-mounted guns (bless their interrupter gear), +2 synergy from his high ranks in Pilot, and has a +8 BAB, total attack roll of d20 + 13. He peppers the wing of plane A with fire. Planes A aids B, but B misses the Baron. Plane C aids another for Plane B's next maneuver check, successfully. Round 2 Maneuver phase: Plane A loses to the Baron, who goes to Position +2 on it, but Plane B, aided by C, beats the Baron, and changes their position to 0 (even). ... and so on. If this keeps up, the Baron will likely further damage Plane A, but Plane B will start getting advantage on him and hitting back; Plane C can try to drop into Plane A's position and let it Disengage or move to a support position. It may be a little tight for the Baron. It's possible to have a chain or network of dogfighting planes, for instance, if a new German showed up he might engage plane B and C. So A and B have position with regard to the Baron, the Baron has position with regard to A and B; B can maintain position on the new plane, G, as can C if it desires. Or G could drop in and simply Aid the Baron on his checks. Adding planes to a dogfight: If a plane downs its last opponent, or arrives at a fight it isn't involved, it can automatically enter any engagement it can see, since the combatants probably aren't paying the slightest attention to him. They're basically surprised, so he'll start with +1 position on his chosen two targets for every round he observes the melee, to a max of his Int bonus. I plan to use an index card, one for each PC, to track all these positions. Note the two planes he's holding position on, use a d6 or d10 to track Position for each, and then the player can write down his defense for the round, track his plane's hps, etc. Then a little table will suffice for me to hold the NPC planes on, with a row of squares for their Defense each round, and space for their hps. I can just let the PCs track position scores, and use that when I get around to the NPC turns. [/QUOTE]
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