Tuesday, January 22, 2013

Pulp Fantasy Core--Air Combat

PULP FANTASY CORE
(c) Jerry Harris, 2012
Published here as Open Game Content.

Pulp Fantasy Core Index


Air Combat
- General Types of Aircraft:
Fighters have one pilot. A trainer may have a second pilot. They may also have a defensive rear gunner, but the fighter will be slower. Their armaments include a machine gun and perhaps a single bomb (which will also slow the plane).

Bombers may have up to five crewmen on board, including up to five defensive guns (only two of which can be focused on single target), and two bomb racks (separate attacks).

Transports have four crew and up to 24 passengers.

Airships have up to 89 military crew or 40 civilian crew. They may be equipped with four bomb racks, or as a transport with up to 72 passengers, or as a carrier with up to five defensive fighters. Defensive armaments can include up to seven defensive gunners (only three of which can be focused on a single target), as well as two cannons for ground attack.


- Air Combat Skills:
Combatants must have the Piloting skill with combat experience in order to attack. Roll initiative each rd. This is 1d20 + Pilot Skill. If a tie, attacks are simultaneous (a mutual head on attack). Resolve any evasion attempts before attacks.
In combat between fighters, only the initiative winner may attack. The loser can only attack if there is a separate rear gunner. Fighters always have the initiative over bombers, transports, and airships. Ground defenders may only attack when an aircraft comes in their range.

Fighters have an AC 18 rating with regards to getting hit in flight (AC 12 if on the ground and stationary). Bombers and transports have an AC 16 in flight. Combatants attack with machine guns (BAB only, no Dex bonus).

If hit by machine gun or AA fire, DC 12 Pilot skill is needed to keep flying, DC 18 on second hit. If the skill check is failed or on a third hit, the aircraft is un-flyable and will go down within 2 rds. With a DC 18 Pilot check, the plane can be crash-landed with everyone walking away. Otherwise, it's a crash that's fatal for everyone on board (or spending XP to survive). Bailing out is also a good option.

Airships have an AC 14, however because of their immense size, attacking pilots must choose which part of the ship they are attacking: Gondola (pilot, gunners, cannon)-Taking out the pilot causes the airship to go out of control, Engines (4 to 6)-Airship stops if all the engines are destroyed, Rudders-No flight control until repaired, and Gunner positions.

The Gas Bag itself is not an effective target unless it is filled with hydrogen and being attacked with incendiary bullets, in which case the whole ship explodes in 2 rds. If the airship is helium filled or being attacked with normal bullets, the internal Fuel Tanks can be targeted to the same effect, however it's essentially a lucky shot into the interior (AC 18).

Boarding a floating airship from another plane can be done with a DC 12 Pilot Check to match speeds. Obviously, this also requires a rope or rope ladder and some means to grapple on to the airship.

Planes may attempt to evade an attack by winning the initiative and then making a DC 12 Pilot Check (DC 18 if the pursued plane is significantly slower). The pursuer can attempt to find the plane the next rd with a DC 12 Pilot Check. If successful, they can attack immediately. If failed, the evading plane has been lost.


- Ground Attack From the Air:
Bombing in this era is woefully inaccurate. The bombardier adds no bonuses to high altitude attack, however most targets are simply obliterated if hit (however, see Ship Combat/Artillery section). A single bomb effects one, specific target, while a bomb rack will effect an entire area (like a city block). AA batteries may attack any aircraft that is high altitude bombing. At lower levels, the bomber regains their Pilot bonus to attack and is immune to AA, but is vulnerable to ground machine guns.

Aircraft engaged in strafing ground targets are immune to AA, but are within range of ground machine guns and even massed rifle fire. Cannon fire at long distance is done without bonuses. Gunners regain the bonus at low altitude, but are again vulnerable to machine gun groundfire.



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