Tactical Command

Ace Pilot Skills
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Author:  Easy E [ Wed Dec 22, 2010 3:55 am ]
Post subject:  Ace Pilot Skills

In the current rules, as you progress in skill you get a better pilot roll.

However, for the next campaign I wanted to bulk this system up a bit. I wanted to create a 2d6 skill table, so about 10 Pilot Skills that Aces could earn as they advanced.

The rules all ready allow sustained Bursts, and One double maneuver, so what else could we come-up with that would be general skills for all races.

I would also like some suggestions on an experience table and points. i.e. 1 Experience point for destroying a ground target, 3 for shooting down an enemy fighter, etc.

Author:  madd0ct0r [ Thu Dec 23, 2010 10:16 am ]
Post subject:  Re: Ace Pilot Skills

Lucky beyond the norm? (one reroll a game)

Failed Catch-22 (Crazy, bonus if outnumbered?)

Cautious Wingman (gives bonus to another fighter?)

Fatalistic (one reroll a game, must ALSO reroll a succefull role that turn)

Barnstormer (Speed bonus when near ground)

EDIT: I should probably admit I've never played AI, and don't really know the system very well)

Author:  Easy E [ Tue Mar 29, 2011 2:24 am ]
Post subject:  Re: Ace Pilot Skills

Here are some new rules for Advanced Pilot Skills.

Let me know what you think.

AI Advanced Rules.doc [24 KiB]
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