Pilot default

Bildresultat för Dogfight me 109 shot down

Pulling up into his blind spot I watched his plane grow larger and larger in my sight. But this German pilot was not content to fly straight and level. Before I could open fire his plane slewed to the right, and seeing me on his tail, he jerked back on the stick into the only defensive maneuver his plane could make. I banked my 47 over to the right and pulled back on the stick, striving to get him once more into my ring sight. The violent maneuver applied terrific G’s to my body, and I started to black out as the blood rushed from my head. Fighting every second to overcome this blackness about me, I pulled back on the stick, further and further, so that the enemy would just show at the bottom of my ring sight to allow for the correct deflection.

We were both flying in a tight circle. Just a little more and I’ll have him. Pressing the [trigger] I waited expectantly for the 109 to explode. I’ve hit his wing. A section two-feet long broke loose from the right wing as the machine gun cut like a machete through it. Too low, a little more rudder and the bullets will find his cockpit. I could see occasional strikes further up the wing, but it was too late. The 109, sensing that I was inside him on the turn, slunk into a nearby cloud. Straightening my plane, I climbed over the top of the bank, and poised on the other side, waiting for him to appear. But the 109 did not appear, and not wishing to tempt the gods of fate further, I pushed my stick forward, entered the protective cover of the clouds, and headed home.

Unknown World war 2 pilot

In Intercept no task is rolled more than the Pilot task. It affects how much your ship may turn but most importantly it also determine the Initiative or the order things are done in the game, high initiative move last and attack first and as damage is inflicted directly the losing initiative may not get a chance to fire back.

As the target number to beat is your ship Size a Pilot task roll will inevitably reveal your ship’s Size to your opponent (and your Pilot skill). For this reason Intercept gave Untracked ships an automatic task result of Fair with 4 steps of turning each turn, enough to turn in any direction without revealing the Size.

Flying really large ships such as 60 000 dTon cruiser with Size 12 and getting an automatic Fair result made them much more maneuverable when Untracked than when Tracked and some players may also feel that Tracked ships are way too unpredictable in how much one can maneuver from turn to turn because of the required Pilot task rolls every turn.

Pilot Defaults


So, what to do? In the current rulebook I have added something called Pilot defaults which list four Pilot task results, one for each turn out of four for each ship Size.

A Size 7 ship use the series 3(M) 3(M) 3(M) 3(M), which means the ship may turn 3 steps and the Pilot task result is considered a Miss for all 4 turns of each hour.

A Size 8 ship use the series 3(M) 3(M) 3(M) 2(B), which means the ship may turn 3 steps and the Pilot task result is considered a Miss for turns 1-3 but turn 4 it can only do 2 steps of turning and the Pilot result is then treated as Bad.

Note that rolling the Pilot task will on the average give you more steps and better results but may also give you worse results, the decision is up to you what to use. Ships with computer dice to use on the Pilot task roll will have even better chances of beating the Pilot default of course.

Pilot task rolls are done in A/B order as usual but each ship must now decide weather to roll a Pilot task or use Pilot default, this is true regardless if you are tracked or not. This completely replaces the untracked automatic 4 steps rule mentioned above; if you want to hide your Size you use Pilot defaults.

When two ships are equal in Size, Ship tactics and crew stations, and both tracked the following might ensue;
First turn.
Player A must decide weather to roll Pilot or use a Pilot default. Player B will then probably roll because he would automatically lose if not. On B turns the tables are turned and A player is more likely to roll.

The huge battle cruiser with its Size 12 have Pilot defaults of 2(B) 1(VB) 2(B) 1(VB) so untracked large ships are now just as slow and lumbering as when tracked. Mission accomplished!

The Deterministic rules on page 44-45 does not allow Pilot defaults, instead you always use a similar table where both Pilot skill and Computer pool dice are taken into account, as are the amount of turning you did the previous turn. Feel free to use this instead but then you need to note the number of used steps of turning each turn.

Well, that is all for now, next up will be a post on how PEN and ARM work in the 2020 rules. Carry on and remember that the speed of light limit is not just a good idea, it’s the law!

4 Responses to “Pilot default”

  1. OvalDreamX Says:

    I would love to see a video tutorial. Im struggling with the rules and cant really understand them. But great game anyways

  2. […] Pilot default table was discussed here and these rules are somewhat similar. You look up your ships Size on a table after having modified […]

  3. […] of 8 (100 dTon) and a Pilot skill of 2, the computer is a model 1 giving us just 1D6 dice pool. The Pilot defaults table will give us 3(Miss) for 3 steps of turning every turn and the task result will be treated as […]

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