FMA Dogfight
Air-to-Air combat in the Tuffleyverse.
By Brendan "Neath Southern Skies" Robertson
To make things easier, it is recommended that the arc template from FT be used, as this allows easy turning rules & fire arcs.
Initiative
Each side rolls a d6 for initiative, the side which rolls
highest, chooses whom goes first.
Activation is alternating (as SG/DS), with 1 side activating a fighter & then the
other side activating. Each activation gives the fighter 2 actions they can use.
Available Actions:
Ejection Reaction test required
Move
Manoeuvre
Fire Combat
Communication
Observation
In atmosphere, fighters must spend at least 1 action on movement. If the fail to do this, the fighter falls out of control for 3 altitude levels. To regain control, the pilot must roll Q die against a difficulty of d12 or crash into the ground (if it hasnt already).
Reaction tests are made by rolling the quality die against a target equal to the pilots Leadership value. This is often modified due to situation. Success is good, failure is usually very, very bad.
In vacuum, fighters should move using FT FB2 vector
movement, but still use the Stargrunt/Dirtside turn sequence, so pre-written orders are
not required. (ie: fighters alternate movement, but must manoeuvre using FT movement).
Use MD4 for transports; MD6 for standard fighters; MD9 for fast fighters. However, they
are unable to use any manoeuvres (including evade actions).
Aerospace transports (Dropships & VTOL/Grav) move
6" or d6x2".
Standard fighters have a move of 12" or d12x2.
Fast fighters have a move of 18" or d12x2+d6x2 (added movement die)
If using the fixed movement, the full amount must be used, modified by any manoeuvres.
Option 1: Fighters have available 2 x 45 degree turns, which can be used at the start and mid-point of movement.
Option 2 (preferred): Fighters have (7 - size class) points
of turning available within atmosphere. This gives size 4 fighters 3 point turns &
size 3 fighters 4 point turns.
Most fighters are size class 2-4, as this allows decent armour & weapons.
This uses the FT turning rules in atmosphere. The fighter does ½ move (round down) at the start of movement & ½ move (round up) at the midpoint with split s turns allowed. It doesnt require pre-written orders, as the move is arranged on the fighters activation.
This section adds altitude to the movement rules. Ive deliberately kept it abstract for simplicity. Altitude can be marked with a d6 next to the figure or other means.
There are 5 altitude levels; level 1 is Nap-of-the-earth or ground attack range, levels 2-4 are middle to upper atmosphere & level 5 is approaching the air/space transition. Any higher than this and the fighter runs out of atmosphere (for air turbines), any lower and the usual result occurs (*splat* being an understatement).
Fighters flying to altitude 6 are deemed to have left the battlefield & it should be transferred to space. If using Full Thrust at the same time, the fighters form a squadron at the start of the next FT turn.
Climbing 1 altitude level reduces movement by 6" (if there is not enough movement due to a poor combat move, the fighter actually dives 1 level & must make piloting Q roll vs d12 or fall an additional level on the next activation & roll again).
Diving 1 altitude level adds 6" to movement for that turn. 2 altitudes can be dived in 1 action, but requires a 3rd altitude level to pull out of the dive next move action.
Each altitude level between the firer and the target gives
a +1 die-type range closed shift to direct fire. There is also a minimum range of 12"
when firing at aircraft on a different altitude level.
For guided missiles, each higher altitude increases the targets ECM by +1 die-type
open shift for the attack resolution (not initial lock-on rolls). If the target is in a
lower altitude, it has no effect on GMS, as gravity assists the missile to close the range
faster.
Pilots have several tactical options available to them as move actions when in atmosphere. Only 1 manoeuvre can be attempted at once, but is combined with regular movement. The sequence in which the result is read is important. Each manoeuvre has a difficulty target of which the pilots quality must exceed to successfully perform the manoeuvre.
Possible manoeuvres for fighters (only) and difficulties:
Loop (d4): The fighter doesn't actually go
anywhere; failure causes the fighter to lose 1 altitude level.
Afterburner (d6): Success increases movement by 50%; failure has no effect.
Tight Turn (d8): Success +1 turn points; failure gives 1 turn points.
Immelmann turn (d10): Success gains +1 altitude, reverses direction & then
moves 50% combat move; failure moves 25%, gains +2 altitude & reverses direction.
Split S (d10): the opposite of an Immelmann turn; success loses -1 altitude,
reverses direction & then moves 50% combat move; failure moves 25%, loses -2 altitude
& reverses direction.
VIFF (d10): Success reduces movement by 75%; failure reduces movement by 25%.
Parthian Shot (d12): This is a controlled flat spin to surprise an opponent.
Success moves 50% combat move strait ahead & allows the fighter to fire in any
direction (ignore firearcs). Failure moves the fighter 50% combat move strait ahead, no
turns allowed.
Possible manoeuvres for both fighters & transports:
Evade (automatic): Fighter moves a 50% combat move, but gains an extra Q die on defence vs direct fire weapons until its next activation. Against GMS fire, the pilot attempts to break missile lock by rolling their quality against the Guidance of the missile. This can also includes the launch of decoys against GMS fire.
Manoeuvres for Dropships only:
Combat Drop (d12): Dropship drops to altitude 1 from altitude 4+; success means the pilot pulls up in time; failure means the dropship has made a crash landing into the ground.
There are several sorts of terrain that can affect fighters.
High Winds: All weapon ranges are cut in half due
to wind shear & other factors.
Cloud Cover: Blocks LOS on the same level & between altitudes. This only
affects direct fire weapons, as missiles still use radar/IR as primary targeting source.
One altitude level is designated as clouds. Solid cloud cover doesnt need to be
represented, but broken cloud can be denoted by suitable methods. (ie. White felt or
cotton wool on stands, depending on how exotic you feel).
Mountains: These rise to a designated altitude. Running into them has predictable
results.
Rain: All weapon ranges (including missiles) & LOS are halved beneath
available cloud cover (doesnt appear without clouds).
Exotic terrain: This includes things such as acid rain, meteor showers,
tornadoes, cyclones etc. Usually it is extremely detrimental to be caught in such weather.
Space terrain should be taken from More Thrust with the appropriate rules.
Fighter weapons have 3 possible arcs (using FT arcs for simplicity):
Fixed Forward weapons can be fired at targets in
the front 60 degrees (11 oclock to 1 oclock)
Guided Missiles can be fire through the Front 180 degrees of the fighter (9
oclock to 3 oclock), but suffer a -1 guidance die shift if the target is
outside the Fixed Forward arc.
Fixed Rear weapons are rare but not unheard of. Fixed Rear weapons fire out the
rear 60 degrees (5 oclock to 7 oclock) and are limited to size class 1 or less
(including GMS/P).
Multiple weapon mounts are resolved by rolling one FC die per weapon + Q die. (ie: twin mount uses 2 x FC + Q). If 2 or more die from a multiple mount succeed, then it is a major hit. This doesnt result in more hits, but does improve the chances of a decisive hit.
GMS/H have an effective range of 120" [fox3]
Impact: d12x4*
GMS/L have an effective range of 90" [fox2] Impact: d12x2*
Alamo GMS have an effective range of 60" (FT Nuke torpedo) Impact: special
GMS/P have an effective range of 30" [fox1] Impact: d12*
Shots against the aft arc gain a +1 open shift to guidance
die type due to the easier targeting resolution.
GMS shots over ½ range get a 1 open guidance shift as the sensor signal is weaker
for the missile to lock onto.
GMS must first roll to ACQUIRE the target, due to high speed & manoeuvrability when compared to ground targets. Guidance die vs target ECM, if the Guidance die wins, then the missile may then be launched. A target that has been ACQUIRED has a chance to try and evade the lock-on. The pilot makes an immediate, free EVADE move & rolls their Quality die vs the missiles guidance die instead of the usual d8 target number and/or releases a DECOY. If the pilot successfully manoeuvres outside the launch envelope (front 180 degrees) then acquisition is automatically broken, otherwise they must succeed in the Quality roll. If this fails, then the missile launches; time to kiss your ass goodbye
Twin linked launchers use the rules for twin mounts & roll multiple guidance die for lock-on. Each lock-on is counted as 1 weapon for multiple mount resolution. [eg. A Vet, Enh twin GMS/L rolls 2d8 for lock-on, if both lock-ons are successful, the firer rolls Q + 2 Guidance die (d10 + 2d8) for fire resolution.]
Guided missiles roll Quality die and Guidance die vs Target
ECM die (d4 if no ECM) and PDS die (if any). Shift ECM die up one type if in cover (meteor
showers, space dust etc).
MAJOR hit = x2 Impact, MINOR hit = x1 Impact, MISS = bugger. Damage is resolved as per
direct fire.
Fighters fitted with DECOY launchers (which should be all of them, really) can launch when it is fired on by a GMS. Only 1 decoy can be launched per turn and remains where launched until destroyed or the end of the turn. Any missile travelling within 6" is targeted by the decoy. Roll d8 vs missile guidance, success = missile destroyed. The decoy can attempt to deflect more than 1 missile, but once it has succeeded, it is destroyed.
If you look at the process, then it is actually fairly difficult to hit a fighter with GMS systems, but any hits are devastating against the light airframe of a fighter. On the other hand, once the missile has actually launched, you have an excellent chance of a hit.
Direct fire weapons (including dumb missiles) use the normal SG2 range bands. Each band is equal to the Quality of the pilot (as per SG small arms fire).
The Target player rolls a Range Die, which is determined by
the Firers Quality range bands, and a Quality evasion die if the fighter evaded
earlier in the turn. The firer rolls FC + Quality. If one die exceeds the targets
highest roll, then it is a MINOR hit, if 2 or more die exceed the targets highest
roll, then it is a MAJOR hit.
MINOR hits are resolved using the weapons impact value vs the targets armour.
MAJOR hits are resolved using double the weapons impact value vs the targets armour.
See damage resolution for results of the hit.
Shots by fighters in the targets aft arc gain a +1 open die shift to firecontrol die type.
A fighters armour is allocated with the highest value at the front & underside (where they expect to get shot) & the armour on the top, sides & rear is 1 less than this.
Penetrating Hits:
Destroyed: (Impact > 2 x Armour roll) causes
the fighter to disintegrate. The pilot can attempt to eject by making a reaction test at
+3, otherwise they are killed.
Disabled: (Impact > Armour roll.) The fighter will lose 1 altitude level every
turn until it makes an emergency landing or crashes. The pilot can either ride the fighter
down and attempt to land, or eject.
Non-penetrating hits:
If the fighter suffers a non-penetrating hit (Impact <= Armour roll), roll a d6. 1-2 is a mobility hit, 3-5 has no effect & 6 is a systems hit. [SG pg39]
Mobility hits roll d12 armour vs impact. Penetration results in half thrust due to engine and wing damage. A second mobility hit disables the fighter, requiring it to drop 1 level every turn until it crashes or makes an emergency landing.
Systems hit: roll once for each weapon system. The first hit loses each system on a d6 roll of 6. The second hit loses each system on a d6 roll of 5+, etc. Eventually the aircraft will run out of weapons.
With regards to the GMS systems, the GMS/H is roughly
equivalent to the modern day AVRAAM, the GMS/L is roughly a Sidewinder or similar
short-range missiles, while the GMS/P is equivalent to a Stinger. The missile guidance
needs to be nominated before the battle as either General Purpose, Air-to-Air,
Air-to-Ground or Space-to-Space.
If you want to keep track of ammunition, each launcher carries 4 missiles. These are
mounted either on wing pylons or drum mounted in the belly of the fighter. They can be
mixed from the types available, but this necessitates keeping track of specific missiles.
This also applies to the fighters Fire-control; usually it will be General Purpose, but Interceptors have the computer reprogrammed for Air-to-Air combat.
General Purpose: these have a 1 die shift vs
Air targets, due to the higher speeds & manoeuvrability.
Air-to-Air: these have a 2 die shift vs ground targets, as the computers
have trouble sorting through the background clutter.
Air-to-Ground: these cannot fire at aerospace targets at all, due to their lower
manoeuvrability and larger warheads.
Space-to-Space: only used outside atmosphere, they are optimised for vacuum
combat and are worse than useless in atmosphere. This only applies to GMS, as aerospace
fighters automatically have S-to-S programmed into their fire-controls.
If you are using Endurance rules (especially if interfacing
with Full Thrust), then 5 turns of fighter combat use 1 endurance point (and can be used
to match a FT turn). Normal fighters start with 6 endurance points & long range
fighters have 9 endurance points.
It requires 1 endurance point to enter or leave atmosphere (altitude level 6).
Although the construction rules from Dirtside2 can be a little restrictive in some ways, some flexibility can be allowed to use up some of the excess space that occurs in fighters. It is also pointless mounting stealth on fighters unless theyre caught on the ground, as all weapons are either optically fired or oppose the ECM systems; unless you are using advanced sensor rules (which are not covered here, youll have to make some up yourself).
Aerospace craft can mount APSW weapons at a cost of 1
capacity per weapon to a maximum number equal to its size class. These have minimal effect
in fighter combat, but can be useful in ground attacks. All APSW weapons facing the same
direction are assumed to be fire-linked together for maximum effect.
When making a ground attack in SG, the weapons can be used the same as normal squad
support weapons (treat as multiple weapon mount); range bands equal quality die with a FP
& Impact as for the appropriate type. If used in A-A combat, they are limited to Close
range only (1 range band) as they dont have the range of heavier weapons & are
only effective against Armour 1 or less.
Each GMS/P mounted in this way, carries 2 missiles, usually wingtip mounted (or
occasionally tail mounted) & uses the above rules for GMS systems.
When interfacing with Stargrunt or Dirtside, place a ~6" square on the table to represent the SG/DS ground combat area. Any dedicated air defence vehicles should also have their own combat area represented, as they can activate to fire on fighters that enter their attack envelope.
Fighters that are at altitude 1 while over the combat area, can use the Aerospace Operation rules from either Stargrunt (pg 48) or Dirtside (pg 41), as appropriate. Players should therefore avoid these areas unless engaging in ground attacks, as they will quickly get shot down.
For Dirtside, use the DFO attack Resolution (page 41) & impact rules. Some things not actually covered by these rules are covered below:
Stargrunt has rules for how to drop bombs on the battlefield, but fail to actually cover what effect the bombs have. Using these rules gives some variation to the deadfall ordinance.
There are 4 types of DFO ordinance carried for each
ordinance load using these SG rules.
4 small (size 1) warheads (3" radius)
2 medium (size 2) warheads (4" radius)
1 large (size 4) warhead (6" radius)
1 nuke warhead (N/A for StarGrunt)
Stargrunt impact for ordinance is the same as Stargrunt
artillery values, applied against the TOP armour of the target:
GP (General Purpose) is d10* vs both infantry & armour.
HEF (High explosive Fragmentation) is d12 vs infantry and d8* vs armour.
MAK (Multiple Armour Killers) is d6 vs infantry and d12x2* vs armour.
Nuke is used as per Dirtside (it completely destroys a SG battlefield).
Biochem is used as per DS/SG.
Multiple warhead impacts against a vehicle increase the multiplier by 1 (ie: 2 MAK bombs use d12x3*, 3 MAK bombs use d12x4* etc) instead of separate impact rolls.
If you are using Dirtside II, use the Air Defence rules from that book (Page 42), or use the following Stargrunt interface rules.
There are two different resolution methods depending upon
the fighters reason for entering the AD Environment.
Firstly, fighters overflying the area at altitude level 2 or greater can only be attacked
by Zone Air Defence weapons and GMS/L or larger systems. The procedure is the same for
both, and is used as that players activation.
The Air defence weapon rolls for a lock-on using ADS
Firecon vs the fighters Quality & ECM. Shift the Quality UP one die type for a grade 1
pilot & DOWN 1 die type for a grade 3 pilot.
If successful, the pilot takes an immediate reaction test at +1 threat level. If
successful, the pilot can either EVADE or take the attack. If failed, they must EVADE.
In either case, if the pilot fails to exit the threat envelope or break lock-on, then the
fighter is attacked.
GMS Air Defence follows the normal resolution process for a launch, modified by the altitude of the target (no modifier for aircraft doing ground attacks).
ZAD uses the ADS Firecontrol + crew Quality to resolve the
attack. The quality of the ZAD system also determines the Impact value. Normal ZAD fire is
treated as an RFAC, but different types are possible (laser being the most common
alternative).
Basic ZAD = I: d10x2*, Enhanced ZAD = I: d10x3*, Superior ZAD = d10x4*.
LAD is a specialised air defence mount on vehicles, ranging from GMS/P to Rotary Machine Guns. They are resolved exactly the same as for ZAD, except they can only be used against aircraft attacking the unit or another unit within 12". LAD Firecontrol is d6 (AA), Impact is d10x2*
When fighters attack starships, treat the ship as terrain with each weapon mount as an individual target (treated as a vehicle for targeting). A cruiser sized target should be about 10-12" long to be scaled appropriately (still scale exaggerated though). As a rule of thumb, 1MU should be about 10" in ground scale.
Starships are considered to have enhanced ECM (d8) for
missile purposes, including torpedoes. Each level of screen adds +1 ECM shift due to
interference.
The main hull is considered to be SG Armour 5 and each weapon mount is considered as SG
armour 4.
Attacks vs Hull: Disabled does 1 FT point damage; Destroyed does 2 FT points.
Attacks against specific locations get a +2 cover open shift to represent the difficulty of hitting the target. (This is applied to both GMS & direct fire weapons.)
Attacks vs specific locations (needle attack):
Disabled; 0 FT damage & system knocked out but repairable.
Destroyed; 0 FT damage & system permanently knocked out.
Note that it is easier to knock out the various ship systems, but this won't cause any hull damage at this scale.
PDS fire is resolved as per Air Defence Environment, with the turret having 2 fire actions (1 GMS launch & 1 ZAD attack).
PDS = Enhanced ZAD/HEL (I: d8x3) + Enhanced AA twin GMS/L
(I: d12x2* - unlimited ammo)
Class-1 beam = HEL/5 (I: d8x5) with Basic AA firecon (d6 vs fighters/missiles)
[Example Fighter Statistics]