Rocketjocks

Rocketpacks have a move of 2, but they can fly in any direction. Plotting is simply by letters. They don't need to (de)accelerate, and can push speed like a plane does, but only stall on a failure. They can hover indefinitely.

Movement Example: AB, a move in direction A followed by a move in direction B.

A rocketjock that is stunned can only move straight.

All directions are absolute (decided when the game is set up), as rocketjocks have no facing. Rocketjock face all directions at once. They can tail planes in any direction, and suffer Flares from all directions. They can tail planes in their own hex.

When shot at, the rocketjock has a base to-hit number of 14, but there is no deflection. They can never be fired upon by an aeroplane in the same hex.

The effects of hits? The main danger is that the rocketjock might be knocked unconscious; make a roll on the following table to avoid crashing. A second roll against the same target number can then be made to see if you wake up in time to save yourself, but you are out of the fight.

8   Base target number
+3 30 caliber
+4 40 caliber
+5 50 caliber
+6 60 caliber
+7 70 caliber
+8 AP rocket
+9 HE rocket
+4 Flechette rounds
±0 Exotic weapons (Flak, new guns)
- Pilot's Constitution

If the rocketjock manages to end up in the same hex as a plane, he is allowed to attack the plane from the rear. I suppose short-range rockets or sticky-bombs could have the effect of a 50 caliber round.


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