A round of dogfighting consists
of two phases: The Squadron Phase and the Combat Phase. During the Squadron
phase, the chaotic cloud of feints, bullets, dives, and destruction buzzing
through the heavens boils down to a single opposed roll called the Squadron
Roll. Afterward, PCs and other characters more interesting than unnamed airmen
perform individual actions during the Combat Phase. If the fight remains unresolved
by the end of the Combat phase another round of dogfighting begins with the
Squadron Phase.
The Squadron Phase
Every Squadron Phase, both sides
of the dogfight gather a dice pool consisting of 1 die for every aircraft in
their squadron, including fighters, bombers, monsters, and aircraft piloted by
PCs. Each side also adds the highest Handling attribute among their aircraft to
their Squadron’s pool. The friendly squadron rolls white dice and the enemy
squadron rolls black. Black successes negate white, and white successes negate
black just like a regular roll. Any remaining successes are net successes and
their effects depend on the Squadron Maneuver chosen before the roll. Due to
the opposed nature of the roll, any 6s rolled by black dice explode just like
the white. Ties mean neither side accomplishes their maneuver. The players keep
track of the number of planes in their squadron and choose their Squadron
Maneuver. The Gamemaster performs the same tasks for the enemy squadron.
Example: The
RAF 11 Group sends 3 Spitfires, 2 Wyverns, and 4 Hurricanes to intercept a
Luftwaffe swarm of 7 Bf 109s, and 5 He 111s. The
highest Handling attribute among the RAF’s aircraft is the Spitfire’s +5. For
the Luftwaffe squadron, it’s the Bf 109’s +3. Therefore
the RAF dice pool for the Squadron Roll is 14 dice and the Luftwaffe Pool is 15.
Both sides choose the Attack Maneuver. The RAF Squadron rolls 4 successes while
the Luftwaffe rolled 6, leaving the Luftwaffe 2 net successes.
Squadron Maneuvers
Attack- For every net success in the
winning squadron’s pool, the enemy removes a fighter from their squadron of
their choice. If the winning squadron wishes to target special aircraft, such
as enemy bombers, monsters, and planes piloted by PCs or important NPCs, for
every 3 successes spent they make a damage roll against their chosen targets using one of their fighter’s armaments. The number of
successes from the Squadron Maneuver does not contribute to the damage. The
squadron engages the enemy’s planes in furious combat.
Defend- The squadron adds dice to their
Squadron Roll pool equal to half of their current Squadron Roll pool (rounding
up). However, if they win the Squadron roll, they remove enemy fighters from
the dogfight for every 3 successes or damage special aircraft for every 6. The
planes circle up, fly evasively, or avoid direct engagement with enemy
fighters.
Escape- For every net success, 1
friendly aircraft safely leaves the battle to fight another day. Successes
during an Escape maneuver do not remove enemy planes from the dogfight nor
aircraft piloted by PCs. Planes perform an emergency landing, fly away, or
escape in thick cloud banks.
Tactical- Net successes from the Squadron
Roll contribute to this turn and boost the next turn’s Squadron Roll. Aside
from canceling out the enemy squadron’s success, Net Successes from a Tactical
Maneuver cause no other effect during that turn they were rolled. Successes
from a previous Tactical Maneuver in the next turn count towards the net
successes as normal and can remove enemy planes from the dogfight for an
Attack, help more planes getaway during an Escape, etc. Tactical Maneuver
successes do not contribute to a Tactical Maneuver in the following turn. The
squadron climbs to a higher elevation to attack enemy planes from above, circle
behind enemy formations, or maneuver out of the sun’s glare.
Next week we’ll look at the
Combat Phase, where players and important NPC’s shine.
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