I had a recent one-shot-event with a small air fight. Now I have different issues, where I am unsure if I have checked everything.
As ships I take the Wolverine Light Fighter from the Vehicle Manual page 37.
The ship has a DB of 90, the Blaster have an OB of 90.
To the OB I add the HEP skill of the gunner, which is about 50.
When I now add a 1D100 to make the attack, I have a 50 percent chance to hit with maximum damage, because damage is capped at 100. So 2 of this hits (64B) and the ship goes down. The ship has 2 of these blaster, so theoretical 2 shots each round, or?
Ok, now I try to add EW bonus of 25 to DB. This might happen, but might fail. It is still easy to crush the ship. A next thing is the combat pilot maneuver. Being defensive might be good when there are more enemies than friends. But in all of my latest tactical RP fights, I found for myself, that being offensive is better. The earlier you get them down, the more chances you have to survive. And in addition, the combat pilot maneuver might fail to for the enemy.
So anyhow I believe I have forgotten something. What? Or is it just missing experience with that? There are also some range modificators, but I do not understand them. How would you handle some atmospheric fight, where group a is flying from south to north and group B is comming from the north. We played on a squared X-Y map and ignored the Z position.
Another issue with that is the speed. In athmospheric area, how should I move them on my map? Staying at the Wolverine Light Fighter: 16G acceleration is one thing, 6.000 kph (kilometers per hour?) sounds to much and on the bottom of the sheet, there is a drive with 2G. So how many fields should it move each round?
How are you handling athmospheric or space fights.