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City:Osaka JP
Personal Data:Male,
Membership16years 219days ago.
Last Login51' 8" ago.
Last Move2days 10h ago.
markrendl is currently Offline!Send a mail to markrendl


Message header
Area/Game:General
Topic:Site-maintenance and Administration
Subject:Re: Site Modernization
Posted by: markrendl - 140days 23h ago.
Message text


markrendl wrote:

These are found in Canvas Eagles:

Special Abilities Table

Pilot Abilities:

Cannot Be Tailed: Pilot may not be tailed by any enemy other than an ace (five kills) or pilot with tailing skill.

Maneuver: Pilot treats all restricted maneuvers as unrestricted. Reloading, unjamming, and observers firing is still prohibited; if critically damaged, aircraft must test for destruction; penalty for firing while performing a restricted maneuver still applies.

Spin Skill: A pilot may only choose this ability at 250 experience points or greater. Pilot may voluntarily put his aircraft into a spin; uses a normal die roll for spin recovery.

Spin Recovery: A pilot may only choose this ability at 250 experience points or greater. Pilot may increase his chance of getting out of a spin. For every 250 experience points gained, a +1 bonus to the Spin Recovery die roll. A roll of “2” is always a Spin Recovery failure.

Tailing: Pilot may tail aircraft at a distance of up to 4 hexes instead of three.

Stability: For combat, aircraft stability C is treated as B; B stability is treated as A. Observers do not receive this advantage when flying with the pilot; pilots may not take this skill twice.

Gunnery Abilities:

Die Roll Add: The attacker adds +1 to the die Combat die roll.

Unjamming: The attacker’s weapon may be unjammed on a 3, 4, 5 or 6.

Deflection: The attacker ignores deflection when shooting.

Observer Abilities:

Observing: May observe from altitude level 5, or lower, or from a hex adjacent to the target if at altitude level 4 or less.

Bombardier: May add +1 to all bombing rolls.

Ace Abilities (must have 5 kills):

Concentrated Fire: The ace may concentrate his fire at range 1 or 0. The ace rolls 1d6 on the Concentrated Fire Table (located to the left of this table), and all damage goes into the Concentrated Fire “target” area.

Fire Value: May shift combat table one line up (ie. a CV total of “10” will become “11”).

Range: Fires as if ace were one hex closer (if combining with concentrated fire, the ace may concentrate his fire from two hexes instead of one). The range may never be reduced from one to zero.

Canvass Eagles has a lot of resources we might dip into.

markrendl


A couple more I remember from my old Blue Max campaign in uni days long ago.

Test Pilot - May fly new models 3 months before official release. +1 on plane survival rolls.

Tough - Ignores Pilot grazed and pilot wounded chits. Pilot killed downgraded to pilot wounded.

Ammo checker - cuts the chances of gun jams by 50%.

Efficient Flyer - add 9 pts of fuel to starting total.

markrendl

--- Message edited by markrendl

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141days 11h Electro [SYS] Site Modernization
141days 9h markrendl Re: [SYS] Site Modernization
 141days 8h Electro Re: [SYS] Site Modernization
  141days 8h markrendl Re: [SYS] Site Modernization
   141days 7h Electro Re: [SYS] Site Modernization
    141days 4h markrendl Re: [SYS] Site Modernization
     140days 23h markrendl Re: [SYS] Site Modernization
      140days 15h Electro Re: [SYS] Site Modernization
       139days 19h markrendl Re: [SYS] Site Modernization
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138days 15h CbtEn [WS&IM][OT] Gun repair algorithm
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302days 17h Corbeau11 [BM][BUG] A plane between 2 hexes
301days 12h darken Re: [BM][BUG] A plane between 2 hexes
297days 7h markrendl Re: [BM][BUG] A plane between 2 hexes
 296days 7h imdog Re: [BM][BUG] A plane between 2 hexes
 226days 6h markrendl Re: [BM][BUG] A plane between 2 hexes
  224days 18h Electro Re: [BM][BUG] A plane between 2 hexes
  142days 11h Electro Re: [BM][BUG] A plane between 2 hexes
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