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Flight-to-Flight Movement

Dive

Description:  Contrary to it's name, this is rarely a straight plunge, rather it is graded descent that often employs one or more rolls. It can be used to gain speed to set up another maneuver (temporarily up to doubling the flight move rate), change a pursuit position, disengage and escape, or as a defend, typically to compensate for an overshoot. When used as a defend, the opponent has a modifier to hit equal to the difference between the skill rank and die roll, plus the defend modifier. If the skill check fails, the pilot may plunge into an undisciplined dive that can lead to a loss of control.

(click to see example)

Modifier        Value
Attack                    --
Defend                   +3
Maneuver              -1
Counter                 --

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Chuck Sperati
Hard Bank

Description:  This skill is used to make a steep turn at any angle, i.e. left, right, up, down, etc. With a successful skill check, a ninety-degree turn is reduced from two actions to one action, and may be continued up to a full circle with only one skill check, assuming the intent and actions are spent before the skill check is made. It is typically used to change or maintain a position, or to avoid obstacles in the flightpath. If the skill check fails, the pilot is forced to use two action to complete the turn, and may be susceptible to a change in position or a collision, based on the circumstances of the maneuver.

Modifier        Value
Attack                    --
Defend                   --
Maneuver              --
Counter                 -2

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Chuck Sperati
Lag Roll

Description:  Primarily used as a counter-move, during this maneuver the attacker rolls out of a hard bank to arc behind the defender, preventing an overshoot and providing distance between them to attack, with the initial rolls giving an enemy tail gunner a more difficult shot. With a successful skill check, the maneuver takes one action and any opponents have a modifier to hit equal to the difference between the skill rank and die roll, plus the defend modifier. If the skill check fails, the trajectory of the turn requires two actions, giving the defender an opportunity to make a counter-move, and may result in a loss of control.

Modifier        Value
Attack                    +1
Defend                   +1
Maneuver              --
Counter                 --

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Chuck Sperati
Snap Roll

Description:  A defensive maneuver consisting of multiple rolls, typically along an arc, that provides for a more difficult target to hit; it is most often used as the last action in the round or after an overshoot. With a successful skill check, any opponents have a modifier to hit equal to the difference between the skill rank and die roll, plus the defend modifier. If the skill check fails, the rolls must be abandoned leaving the defender vulnerable to attack or they induce a spin that may lead to a loss of control.

Modifier        Value
Attack                    -2
Defend                   +4
Maneuver              --
Counter                 --

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Chuck Sperati
Split-S

Description:  This is a breakaway maneuver used to return to a neutral position, often to make an escape; it consists of a roll to offer a more difficult target to hit followed by a diving bank (temporarily up to doubling the flight move rate) in the opposite direction of the attacker(s). It is typically used during a free move or as a counter-move to an attack action, and will usually follow a snap roll or hard bank. With a successful skill check, any opponents have a modifier to hit equal to the difference between the skill rank and die roll, plus the defend modifier. If the skill check fails, the defend modifier is lost and the move requires two actions, giving the opponent a free counter-move.

Modifier        Value
Attack                    --
Defend                   +2
Maneuver              -2
Counter                 -2

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Chuck Sperati
(E) Barrel Roll

Description:  A complex maneuver in which the pilot makes a complete rotation along both its longitudinal and lateral axis, causing it to follow a corkscrew path along a particular direction. It can be used both to attack and defend as both a move and counter-move. When used as a defend, with a successful skill check, the opponent has a difficult (-4) modifier to hit, with an additional -1 per skill point in Aero Combat, while its acrobatic nature allows the pilot change or maintain a position, or avoid objects in the flight path. If the skill check fails, the pilot loses track of the maneuver and is forced to break it off which may result in an overshoot or loss of control.

 

(click to see example)

Modifier        Value
Modifier        Value
Attack                   +2
Defend                  +2
Maneuver              -2
Counter                 -2

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Chuck Sperati