Starfox'sWings of Honor

Takeoff and Landing

Thanks to Jeff and Jonas Peterson for helpful suggestions. 

Aircraft on the Ground

It takes one turn to start the engine of an aircraft.

While still on ground you can taxi one hex each turn. If an airfield isn't available on the map the time spent taxing is one turn.

On the ground the plane is only a target -- it may make no attacks of it's own. Any attacks on the grounded aircraft are made with a deflection modifier of +0. An aircraft may never use non turret weapons while not airborne. A turret gunner may still fire, but the usual tactic is to run away from a downed plane. 

Takeoff from the Ground

To takeoff you have to start a move in a hex of a runway. Then you use the aircraft's acceleration to reach takeoff speed of 150 mph. This is actually speed one but you need to accelerate three to reach "Speed 1". Move one hex each turn while you are taking off.

The aircraft may only use straight maneuvers and may only change facing in the last takeoff move. You may push your acceleration during takeoff, but failure causes a crash, use the Landing Failure Table.

If a detailed map is used an acceleration 3 aircraft reach that speed in one turn using one hex of runway. An acceleration 2 aircraft takes two turns and uses two hexes. Note that after two turns the aircraft may have a speed of two. If so, it moves a total of three hexes but only two of them need to be on runway. An acc 1 aircraft needs three turns and three hexes.

Landing on the Ground

Landing is a two-turn process. All fighters need the same length of landing field, two hexes. As an option, craft that are noted as demanding long airstrips may require an additional hex and turn rolling straight along.

  1. In the first turn, you stall while plotting "Landing". This is obvious to anyone who can see your plane (you are lowering landing gear and so on) and prevents you from firing any weapons.

  2. On the second turn you set down and move one hex forward (hopefully over clear ground). You don't need to be able to accelerate to move this extra hex; it just represent the required landing field. This is where you make the landing roll.

Any successful in-game landing in a plane with interior damage counts as a retreat, not fleeing, and hence gives no experience point penalty.

Zeppelins

While taking off or landing a plane may occupy the same space as an airship.

There must be a designated hex where the zeppelin has the hook. This is the place where aircraft may be launched or land. Only one aircraft may be lowered or launched at a time form a launcher. It then takes another turn to retract the launcher. This means that one launcher may launch one aircraft every third turn.

An aircraft hanging by the zeppelin hook is almost as helpless as one on the ground. It is always facing forward (towards the bow of the zeppelin), and attackers must count deflection. The plane may fire turret guns, but no other weapons.

Launching from a Zeppelin

To launch an aircraft you have to start the engine and then lower the aircraft into launch position facing forward (towards the bow of the airship). This takes one turn each, but engines may be started beforehand, while the "hook" is launching another plane. To launch an aircraft simply plot it's move as if it flew there and stalled last turn i.e. it must accelerate from a speed of zero and may not stall.

Landing on a Zeppelin

Landing on a zep is a two-turn process, but you need no landing strip. You must make a piloting roll to make a correct approach.

  1. In the first turn, you stall while plotting "Landing". This is obvious to anyone who can see your plane (you are raising the zeppelin hook and so on) and prevents you from firing any weapons.

  2. On the second turn you continue to stall, and at the end of the second turn, the aircraft is hooked. This is where you make the landing roll.

Any successful in-game landing in a plane with interior damage counts as a retreat, not fleeing, and hence gives no experience point penalty.

Crashes

Sometimes, the best you can hope for is a survivable crash. This applies if you set down in a hex that is not clear, such as woods, mountains or water (unless you have a seaplane). You can also opt to stay in a plane that is breaking up, making a crash survival roll instead of a bailout roll when you suffer from a sheared-off wing.

In a crash, the aircraft is always destroyed, but crew and passengers might survive. Make a roll for each person in the aircraft. This is much the same as a bailout roll, and a failure indicates you are crushed in the crash. It is a much quicker way to reach the ground than hitting the silk, and gives unchivalrous opponents no chance to crack your chute.

12 Base Target Number
+G Last turn's G rating
+2 Pilot Stunned
Pilot's Natural Touch skill
Passenger's Quick Draw skill

Crashing into a zeppelin might save your skin, but it will also damage the zeppelin gas cell, inflicting the normal collision damage of 14 - plane Base Target Number in Flak Templates (See Rules, p 29). This is perhaps the most drastic way to board a zeppelin.


Copyright © 1998 and onwards, Carl Cramér. Last update Sun, Oct 29, 2000.