BOOM!, that’s all you know. it’s was an explosion, light and next thing you’re in the medevac hover. You never even saw the Adler-19 that put two drill-bombs into the trench, bastard must have same from the south, masked in the rising suns light. Air Defence did not pick him up, and now a whole platoon is out. You don’t want to know how many you just lost. Fucking airstrikes.
7.0 – Aircraft and Airstrikes
We classify all flying vehicles as aircraft. If it is a ‘hover’ vehicle that cannot fly over buildings, thats just a hovering vehicle, not an aircraft. We break them down into two broad categories, Airstrike and FLYER.
7.0.1 – Airstrike
Any flying vehicle of a high enough speed to cover our tabletop in one round is classified as an Airstrike. This is all jet fighters and suchlike who stream across the sky and deliver a payload onto a target and spend the next few minutes re-aligning themselves to attack again, due to their incredible speeds. At this point in the rules, these are always individual aircraft
7.1 – Calling in an Airstrike
The commander can call their Airstrike elements as an Order, just the same as activating any other Order. Choose an entry point on ANY table edge, and an exit point on ANY table edge (EXCEPT the edge you entered from). The Airstrike aircraft will traverse the intervening line, and may shoot at any visible target along this line (or in range of it) during its action. (note Anti-Aircraft fire may occur at this point)
Place you model at the entry point, and use a tape measure or something suitable (I find some distinctly coloured string works best here) to show the flight path, move your aircraft along the flight path, and any formation that is capable of Anti-Aircraft fire MAY react (see 6.2 Anti-Aircraft Fire). The commander may declare the Airstrike firing at any point, as with every vehicle you may use all or none of your weapons as you decide. resolve all attacks as per Shooting – 2.6
7.1.1 – Realign
Once an aircraft has performed an Airstrike and made it to it’s exit point, it requires some time to realign for another run (airstrike), this is represented by the aircrafts Realign rating, you may not use this aircraft for another airstrike until this many turns have passed.
7.2 – Anti-Aircraft Fire
see 6.1 Anti-Aircraft fire, for Aircraft and Airmobile
This is the core of the game, here are determined everything that an element can do, broken down into some attempt at an explanation.
Description – What this element represent, Regular Infantry Squad, a Phalanx Main Battle Tank, a Hellbent IV APC
Type – Infantry, Vehicles and Aircraft
Movement – Airstrike, anything with this noted for movement covers the table in a turn, their is no practical value for this
Firefight – How effective are their Plasma Rifles, Bolt Casters, HV Rifles, Laser Carbines, Sonic Disruptors or whatever personal weapons the grunts are armed with.
Heavy Weapons – How good are their Atomic Destabilisers, Plasma Cannons, Metal Storm Cannons, Chain Guns, Missile Launchers, HMG’s or Laser Gatlings, whenever constitutes Heavy Weapons in your force.
Damage Capacity – How many serious holes can they sink into you before you stop working.
Armour – How good is your hull armour?, Cold Pressed Steel?, PolyCarbide?, A slice of Edam?, this number helps work that out
Notes – Any special abilities go here, none are officially in play yet, but consider Ablative Armour, you ignore your first ‘reduced’ status, others are under consideration. Capacity = how many Infantry Squads can you carry
Points – How many point is this element worth
|Description||Type||Movement||Firefight||Heavy Weapon||Damage Capacity||Armour||Notes||Points|
|SSV Hefsten||Aircraft||Airstrike||1/0||6/2||3||4||Realign (2)||50|