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Ace Pilot Skills

 Post subject: Ace Pilot Skills
PostPosted: Wed Dec 22, 2010 3:55 am 
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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.

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 Post subject: Re: Ace Pilot Skills
PostPosted: Thu Dec 23, 2010 10:16 am 
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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)


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 Post subject: Re: Ace Pilot Skills
PostPosted: Tue Mar 29, 2011 2:24 am 
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Here are some new rules for Advanced Pilot Skills.

Let me know what you think.


Attachments:
AI Advanced Rules.doc [24 KiB]
Downloaded 555 times

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