Saturday, July 11, 2015

Traveller Rules Issue #1 Dog Fiighring

While I'm really happy with the Traveller house rules we used in the last campaign  (The Rhylanor Express:  see here traveller documents   )   and they worked much to my satisfaction in the actual campaign,  there are a few issues I'd like to deal with for a possible next Traveller game.

Issue One:  my dogfighting rule:

In the vehicle combat rules, I had this paragraph:

Dog Fighting
: if 2 flying vehicles of similar speeds engage in combat, they need to
dogfight for position (so biplane vs. bi-plane or helicopter is okay, but air/raft vs, grav interceptor is not). During the attacker’s direct fire phase, he rolls 1d6 and adds his vehicle skill, and subtracts the vehicle skill of his target if he rolls 8+, then he has matched vectors in a position where he can get a clear shot, making a regular attack,
ignoring the Vehicle movement penalty. If he fails, he gets no shot  and the enemy may get a similar shot at him during the Return Fire Phase 
Now,  since this is for aircraft or flying grav vehicles within an atmosphere, it's not exactly the most common  of game situations.  I don't think it actually came up in the last campaign.  That being said, I'm a bit fuzzy on the math and what exactly I meant when I wrote it.
Say, for example, that Captain Flash has an aircraft skill of 3, and is fighting Major Payne who has an aircraft skill of 2 (both are flying Jet interceptors).  Tbe rule as written means that Flash cannot have a successful dog fight roll against Payne  (6+3-2=7) and that if he tries he just gives Payne a free excellent shot at him during the return fire phase.
I'm thinking that I must have meant 2d6.  That way it's a risk, but a very skillful pilot is really going to start splashing the noobs.

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