Post by masterchief on Dec 12, 2013 23:47:51 GMT -5
Although I guess technically there is nothing preventing someone from putting the Smoke Burst mod onto an aircraft, I thought it lacked a certain sense of flavor in terms of aircraft so I was thinking of a possible new mod for aircraft called Decoy Countermeasures. The idea is that the aircraft is equipped with radar reflecting chaff and infrared flares that it can deploy to avoid incoming attacks. The idea is that once the attacker has made their attack roll and hit, the defending aircraft can decide to deploy countermeasures and then makes 10+ Skill roll (2D6+Skill) but with a -1 for each point the attack roll total was over the defending aircraft's Guard. For example: if my aircraft has a total guard of 15, and the attacker rolls a total attack roll of 17, my skill roll would be made at a -2. If the skill check is successful the attack is avoided, otherwise the attacking player resolves the attack as normal. I'm thinking it is a one use per game mod, and would cost 1 point.
Decoy Countermeasures (Aircraft Mod)
Description: The aircraft is equipped with radar reflective chaff and infrared flares that can be deployed after an attack is detected in an attempt to avoid the incoming attack.
Effect: Once per game after an attacker has hit, the defending aircraft can choose to deploy the decoy countermeasures and attempt to avoid the attack. The defending aircraft must make at 10+ Skill roll (2D6+Skill) with a -1 for each point the attack roll total is over the aircraft's Guard. If successful the attack is avoid, otherwise the attacking player resolves the attack as normal.
Type: Signature
Points: 1
The idea behind the Skill roll to avoid the incoming attack is that the pilot not only has to deploy the countermeasures, but must also take evasive maneuvers to avoid the attack and a lot of that is determined by the skill of the pilot. It's cheap because it's both one use and requires the skill roll, but I also believe this offsets the fact that it's reactive and doesn't require an action and only is activated after an attack hits (think radar lock-on warning). The reason the defending player can choose to whether deploy the countermeasures or not rather than deploying them automatically against the first attack is to prevent an opponent for popping the countermeasures with a weak attack, before attacking the aircraft with a more powerful weapon.
Thoughts?
Decoy Countermeasures (Aircraft Mod)
Description: The aircraft is equipped with radar reflective chaff and infrared flares that can be deployed after an attack is detected in an attempt to avoid the incoming attack.
Effect: Once per game after an attacker has hit, the defending aircraft can choose to deploy the decoy countermeasures and attempt to avoid the attack. The defending aircraft must make at 10+ Skill roll (2D6+Skill) with a -1 for each point the attack roll total is over the aircraft's Guard. If successful the attack is avoid, otherwise the attacking player resolves the attack as normal.
Type: Signature
Points: 1
The idea behind the Skill roll to avoid the incoming attack is that the pilot not only has to deploy the countermeasures, but must also take evasive maneuvers to avoid the attack and a lot of that is determined by the skill of the pilot. It's cheap because it's both one use and requires the skill roll, but I also believe this offsets the fact that it's reactive and doesn't require an action and only is activated after an attack hits (think radar lock-on warning). The reason the defending player can choose to whether deploy the countermeasures or not rather than deploying them automatically against the first attack is to prevent an opponent for popping the countermeasures with a weak attack, before attacking the aircraft with a more powerful weapon.
Thoughts?