Re: Realistic Aviation: Discuss
I am working on tinkering the rules for my group too. SPD and stall speeds are the areas of major concern for me right now.
SPD: I want to allow all vehicles to sell their SPD to zero. They act on the pilots SPD and unless a Disadvantage is purchased to limit SPD for large, sluggish, or non-combat vehicles they can all move up to SPD 12.
DEX: The Pilot acts on his DEX phase to show the Pilots Initiative. The pilot can buy CSLs to increase the OCV and DCV to simulate their skill in the vehicle. The skill is must have the Limitation (-0 “Specific Model of Vehicle”) and must buy the skills for each type of Vehicle he wants bonuses in (must have proper TF is a given).
Minimum Movement (stall speed): First, calculate the stall speed for the full turn and divide by 12 for inches/segment. During the pilot’s phase the vehicle must travel the in/seg. for that phase and the phases they skipped.
Eg. A SPD 3 Pilot is operating a vehicle that needs 4in/seg. On the pilot’s phase in Segment 8 the vehicle must move 16in (4in/seg. for Segments 5,6,7, and 8). A SPD 5 Pilot in an identicalon vehicle on Segment 8 would only need to move 12in (4in/seg. for Segments 6,7, and 8). Both vehicles will have had to move a total of at least 48in in a given turn.
I like the running and swimming for take of speed and several of the other ideas mentioned so far and my try to integrate them into my rules. I am doing a massive overhaul of the vehicle combat rules. When I start play testing I will post my compete “Vehicle Combat v2.0 Hero 5th EDr” rules for opinions.