Fast Play Jet Combat

Fast Play Jet Combat 

 

The game is meant for 1/600 Aircraft, used on a Hex Map. In addition to the Hex Map and model aircraft a d100 is required, as well as some markers for radar lock, missiles and damage.

 

Scale

1 hex = 0.5km 

 

The Turn 

 

1.Initiative Phase

Each player rolls a d10. The higher roll is the first player. Re-roll ties. 

 

2. Radar Lock-On Phase

Starting with the first player, players alternate attempting to lock onto an enemy plane until all planes have had an opportunity to attempt to lock-on. A plane can target an enemy plane within its front arc (front 3 hexes). A plane must be within 1 altitude level of your plane to attempt to be locked on. To attempt to lock-on roll 1d00 and check the chart below. 

 

Faction 

Lock-On

NATO

75%

WARSAW

60%

3rd World

45%

If successful then a lock-on is achieved, then place a counter to show that a lock on has been achieved. 

 

3. Move Phase

Starting with the first player, players alternate moving one plane, until all planes have moved. A plane must move at least half it's speed. A plane can turn 1 side in each hex. A plane can use 1 move point to move up one level, but cannot move above it's ceiling. moving down one level does not cost any move points.

 

4. Cannon Firing Phase

Starting with the first player, players alternate firing their plane's cannons. All cannons have a maximum range of 2 hexes. The target must be within 1 altitude level to be shot at. To shoot with cannons you will roll a number of a d100, check the chart below to see if a hit is scored. +5% to hit if firing plane is 1 altitude level above target. -5% to hit target 1 altitude level above firing plane. If a hit is scored make a damage roll.

 

Target Pilot's Rating

Your Pilot's Rating

1

2

3

4

5

1

50%

60%

70%

80%

90%

2

40%

50%

60%

70%

80%

3

30%

40%

50%

60%

70%

4

20%

30%

40%

50%

60%

5

10%

20%

30%

40%

50%

 

Cannon 

Damage Modifier

7.62mm 

-1

20mm 

+0

30mm 

+1

 

Damage Rolls

Roll a d10 and add the weapons damage modifier. See the chart below. 

 

Total

Effect

1-4

Light Damage: -5% to cannon fire, -1 speed

5-8

Heavy Damage: -10% to cannon fire, -2 speed, -1 ceiling  

9+

Destroyed

 

5. Missile Firing Phase 

Now each plane can attempt to fire a missile. A radar locking missile requires a radar lock and be within the front arc (front 3 hexes) on the target, if there is no radar lock on the target then the missile will move directly forward.. An infrared (IF) locking missile requires the target to be within the front arc (front 3 hexes) of the firing plane, but no lock is needed.

 

If the required lock is made by the firing plane than place a missile counter in front of the firing plane. 

 

6. Missile Moving Phase 

Now all missiles will move their speed towards the target plane. Missiles can turn 1 side once every other hex. If a missile has moved a number of hexes equal to it's range then it has run out of propulsion, remove it from the board. If a radar locking missile loses the lock from the firing plane then it will move directly forward. If an infrared missile does not have the target within it's front arc then it will move directly forward, if it comes within 3 hexes of a plane it will turn and impact if possible. If the missile impacts then make a damage roll.

 

Missile Type

Speed

Radar Locking

12

Infrared 

9

 

Creating Aircraft

Each pilot will be rated from 1 (the worst) to 5 (the best).

An aircraft's speed is 1 per 300km per hour.

Ceiling is from 1-20, with 1 per 1000m

 

Missiles

Range is 1 hex per 0.5km

Damage is +1 per 10kg of warhead weight 

Missiles are either Infrared (IF) or Radar-Locking (RL)

 

Sample Aircraft 

Plane 

Pilot 

Speed

Ceiling 

Weapons 

MIG-29 

3

8

17

1 30mm Cannon

4-6 IF (range 20, Damage +0)

MIG-31

3

10

20

1 20mm Cannon

4 RL (range 240, damage +5)

2 IF (range 50, damage +6)

4 IF (range 20, Damage +0)

SU-17M4

3

6

15

8 IF (range 20, Damage +0)

SU-27

3

8

18

1 30mm cannon

6 IF (range 260, damage +4)

4 IF (range 50, damage +1)

F-14D

4

7

16

1 20mm cannon

4 RL (range 16, damage +2)

2-4 IR (range 22, damage +1)

F-15C

4

9

18

1 30mm cannon 

4-6 IF (range 10, damage +0)

F-18

4

6

15

1 20mm cannon

2 IR (range 36, damage +1)

2 RL (range 140, damage +4)

6 IN (range 22, damage +1)

Sea Harrier FRS

4

6

11

2 30mm cannons

4 IR (range 36, damage +1)

Tornado GR.1

4

8

15

2 30mm cannons

2 IR (range 22, damage +1)

Mirage 50

2

8

18

2 30mm cannons

2 IR (range 14, damage +1)

IA-58 Pucara

2

2

10

2 20mm cannons

4 7.62mm cannons