STAR ARMY

Sci-fi roleplaying and worldbuilding community

User Tools

Site Tools


guide:armor_combat:air

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

guide:armor_combat:air [2014/06/25 13:57] – Page moved from guide_to_armor_combat:env:air to guide:armor_combat:air wesguide:armor_combat:air [2019/11/01 19:41] (current) – Orphan pages are not allowed. Please restore this page and link something to it if you still need this page. wes
Line 1: Line 1:
-====== Air Combat ====== 
  
-Many power armors can either jump-jet or maintain flight  indefinately - making them comparable with helecopter gunships or even VTOL capable fighter jets. 
- 
- 
-This adds a new dimension to the battlefield:  
-Who is above you?  
-Who can see you from below? 
- 
-Can you afford to be seen or shot by either? 
- 
- 
- 
-=== Consider... === 
-  * When you're airborne, there's nothing between you and a bullet but empty space. There is no cover. 
-    * Evasion is key: you can change direction quickly and maneuver in the open unhindered but the moment you stop, you're at risk if you're under fire. 
-    * Even if they can't hit you, they can see and hear you though. 
-    * Unless you're flying at an extremely high altitude - or quickly enough so they can't identify you. 
-  * You can enter and leave a battle-space very very quickly this way - ideal for assault. 
-  * The higher you fly, the more you can see on the ground. You can fire on what you can hit. The contemporary armor sniper should be at an extremely high altitude, far above what ground-based foe can detect. He can also hit orbital targets. 
-  * The ground is incredibly dangerous. Fly into it at any speed and even though your armor might come out alright, you'll be a jammy smear to be washed out by the ground crew almost regardless of what you fly: It is not the fall that does the damage, it's the sudden stop and the massive physical trauma. That kinetic energy has to go somewhere and that somewhere is you. 
- 
- 
-== Think... == 
- 
-Think like a pilot. Altitude. Heading. Way-points. Speed. Even fighter-jet maneuvers can get you out of a pinch if you're moving quickly enough. 
- 
-Motion at lower speeds (especially in high end armor) tends to be much closer to what we know now as UFO - taking short controlled horizontal bursts of motion to evade enemy weapons fire - chaining these motions into evasive patterns and rapidly changing direction. 
- 
- 
-== Weapons ... == 
-Missiles and high-velocity weapons are king in the air thanks to the vast space they need to be used properly. Particle weapons can also be used but they tend not to go the distances they would in space. Air-burst weapons can make ideal counter-measures and distractions - even as far as to throw your enemy off his projected course and knock him to the ground. 
- 
-If you can't hit your enemy, surpress him and back him into a corner on the ground and make sure he can't get airborne. If you lack the armor to hurt your enemy, you should consider the impact of knocking them to the ground at speed or the vast range around you: you could easily have support measures in place - even from space. 
- 
-Attacking ground units from the air is highly advantageous - High-yield rockets are supremely capable in this role - even if only as a distraction - using the space normally used for guidance to house additional munitions - hence they can be very small and easily transported in big numbers or hidden.