Game Mechanics

The dice decide, the jets act it out: dogfights

Published

In short: stats decide the fight; the flying is the show. Every round is rolled on the shooter’s attack and the target’s defence, both set by Mark. Squadrons hold formation on the way in, break into passes at the merge, and form up again after.

A squadron of twelve Strikers in three chevrons, high over a coastline, on the approach.
On the approach a squadron holds its three chevrons. At the merge it breaks up.

At a glance

Hit chance35 % + attack − defence, from 8 % to 90 %
Fighter guns+10 attack against fighters
Attack and defence10 / 25 / 40 / 55 for Mk0 to Mk3
Equal Marks45 %
Mk3 on a Mk175 %
Mk1 on a Mk315 %
Gunsbursts of 8 rounds, about 2 rounds a second on average
Two equal squadronsabout 3 minutes

Every round is rolled

The hit chance is 35 % plus the shooter’s attack minus the target’s defence, never below 8 % or above 90 %. A fighter’s gun gets +10 attack against fighters, so equal fighters hit each other 45 % of the time. An evasive fighter gets +30 defence, but its guns are off.

Fighters don’t aim with a gun cone: in range, a fighter fires. Guns fire bursts of 8 rounds with a pause after each, so a magazine lasts about one fight. Turrets work the same way; see below. More: guns and ranges.

How it looks

It is choreography: the dice decide, the jets act it out, and a kill always shows on the jet that was hit.

Every jet counts

Each jet in a squadron has its own hull and ammunition. Damage spreads over the squadron’s jets, a jet goes down when its own hull is gone, and a downed jet takes its unused rounds with it.

Piling on

When several units fight the same target, each hits it 1/N as often, where N is how many are on it. Together they put on it exactly what one would, however many pile on. In a crowd you hold fire for fear of hitting your own side.

In testing, three Mk1 squadrons on one killed it in about 3 minutes, as long as a fair one-on-one, and lost only 1, 0 and 1 jets.

Turrets

The carrier’s point defence turrets fight by the same rules:

To take a carrier, bring about three squadrons, one per turret, or a higher Mark. In testing, a lone Mk1 squadron against three Mk1 turrets broke off at half strength after about 90 seconds.

How long

Two equal squadrons take about 3 minutes. Five or six squadrons a side took about 5 minutes in testing, over a few runs; results vary.

Stances in a fight

Reckless and cautious fight the same way. Cautious breaks off, turning evasive, at half its hull; a squadron at half its jets’ hull. Out of ammunition, any fighter turns evasive and heads for a rearm at the carrier. More: pilot stances.

Planned

Hero ships, single top-of-the-line ships with about twelve times a fighter’s hull; bombers, poor dogfighters that need escorts; morale; flanking; the carrier’s own hull in a fight; and repairing turrets.

More: Marks, squadrons, simulation: try a fight first.

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