Deploying into Combat

Deploy into combat to defend the skies of Strangereal from threats.
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Deploying into Combat

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Post by Hal_Emmerich »

Deploying into Combat

Deploying into a skirmish on Strangereal is not unlike going hunting. You deploy out, encounter hostiles and events, and respond accordingly. One major difference however is fuel costs: Each aircraft on Strangereal has a set amount of fuel that they can expend, and fuel costs money. 'Dragon Squadron' is paid for each successful mission, but each mission costs money to deploy to, and you burn fuel while in combat.

North Pacific: 25 Fuel Units to Deploy/Return
South Osea: 50 Fuel Units to Deploy/Return
Ceres Ocean: 100 Fuel Units to Deploy/Return

Fuel Per Round: 5 Units per round.
Cost Per Fuel Unit: $100 per unit.
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Fuel Modifiers:

There are actions that you can take to change your fuel costs. These are called 'Fuel Modifiers', and a maximum of one per category can be applied. Some apply to a specific aircraft, some apply to a whole group at once.

Armament
Individual Aircraft
Skeleton: Deploy with only weapons with 'unlimited use'. This is only available for aircraft that have limited weapons. Reduces fuel drain and travel cost by 75%
Light: Deploy with only 50% of stock weapons on board the aircraft. This is only available for aircraft that have limited weapons. Reduces fuel drain and travel cost by 25%
Normal: Deploy with stock armament and equipment. Normal fuel cost
Heavy: Deploy with 50% additional stock of weapons on board the aircraft. This is only available for aircraft that have limited weapons. Increase fuel drain and travel cost by 50%
Overloaded: Deploy with 100% additional stock of weapons on board the aircraft. This is only available for aircraft that have limited weapons. Increases fuel drain and travel cost by 100%
Launch Type
Squadron
Scramble: A quickened, emergency launch to respond to a specific scenario or event. This allows you to pick your first encounter from the table, but raises travel cost by 50% due to the faster rate of travel needed to catch a specific skirmish. 'SPECIAL' skirmishes (usually specific squad members) can't be encountered like this.
Echelon: Take off one at a time and immediately push towards the target rather than waiting for the rest of your squadron. This reduces travel cost by 25%, but forces each aircraft to engage one round apart (so one aircraft comes in round one, one aircraft comes in round two, etc).
Battle Spread: All aircraft leave the airfield at once and assume a standard line formation. This is the normal routine for aircraft deployment.
Fingertip: Deploy in a specific pattern that allows you to trade initiatives for the first round. (So the first person up may give their initiative spot to someone else). This raises all fuel costs by 25%
Miscellaneous Modifiers
Mid-Air Refueling: Arrange for a mid-air refueling ahead of your arrival at the target. This allows you to arrive with full fuel available to you at significant cost for the luxury.
Bug Out: If an aircraft runs out of fuel, they can opt to dump their weapons and head home. This forces Dragon Squadron to restock the plane at 1/4th of the normal equipment cost, but saves the aircraft.
Hal_Emmerich
Master of Games
Posts: 355
Joined: October 9th, 2008, 4:50 am

Re: Deploying into Combat

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Post by Tony »

Getting Shot Down

If a pilot's vehicle is reduced to or below 0 AP, that vehicle is considered "disabled," meaning no other combat actions except defense rolls and base maneuvering checks can be made. The pilot's vehicle IS NOT removed from combat initiatives until that pilot chooses to spend a standard action on their turn to "bug out" of the engagement.

If FURTHER damage is dealt to that pilot's vehicle, it is considered "destroyed" or shot down (barring feats, skills, etc.) and the pilot must use each vehicle's built-in ejection and parachute systems to escape the destroyed vehicle.

When a pilot ejects, he/she must roll 1d100;
  • 31+ - Osean or ISAF forces reach the pilot and return them safely to the Dragon's Lair.
  • 1-30 - Enemy forces reach the pilot and capture him/her, likely with a fight on their hands.

If a pilot is captured by enemy forces, that pilot is considered "Missing in Action" and cannot participate in downtime, skirmishes, crafting, or any other extraneous activities (barring special circumstance set by a GM) until they're rescued.

Inside each theater of operations, there will be a "Search and Rescue Ops" page with a possibility table for what enemy forces will do with the prisoner of war when they're captured. When the pilot is captured, roll the given possibilities for other Dragon Squadron members to find and rescue the pilot.

Note: Even at war, Strangerealian governments will follow international accords when it comes to treatment of prisoners of war; they will be forcibly interrogated, but not tortured during their incarceration.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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