FP COSTS
1. One FP to move forward one hex / hexside.
2. One FP to climb 1 or 2 Altitude levels.
3. Free loss of 1 level per hex entered.
4. One FP to dive 2 or 3 Altitude levels.
5. Once per turn may dive 1 level with 1 FP.
6. One FP to Snap-turn or Slide. 0 FP to vert. roll.
MANEUVER LIMITS
1. One Snap-turn allowed during entire flight.
2. Only Slide and Vertical roll maneuvers allowed.
3. Normally, 1 Vert. roll allowed in entire flight except
anytime target performs one, miss. may in next move.
4. If Snap-turn first action other than forward
flight after missile arms, no prep-move required.
5. If missile turns, or switches between climbs and dives
before Snap-turning, normal prep-move must be met.
FLIGHT RESTRICTIONS
1. Missiles may climb and dive in same game-turn,
and most may do both in same proportional move.
2. Vertical roll allowed when miss. expands 2 or more
FPs while climbing or diving in same position.
3. If turn ability is not BT/2, ET/2, or ET/3 then missile is
limited in switching between climbs and dives. Such
missiles may do either in proportional move but not both.
Before changing between the two, missile must spend 1
proportional move in level f ft.
4. Missiles may never dive if already below their target 5. Missiles may only climb if already above their target if a). They are CG SAMs in boost phase. b). They are TVM SAMs or MCG missiles.
MISSILE SPEED CHANGES
1 . If missile gained altitude over turn, - 1 to speed for
each set of aft. levels dived equal to half or less of
missile's speed.
2. If missile lost altitude over turn, + 1 to speed for
each set set of alt. levels climbed equal to half or more
of missile's speed.
MISSILE SPEED LIMITS
1. If missile start speed below maneuver speed,
no turns or maneuvers are allowed. 2. If missile
start speed below minimum speed, remove ft from
play (it stalls out). 3. No missile may accelerate
beyond maximum allowed speed for altitude band
ft ends in. 4. Maximum Ceiling for all missiles is 100 levels.
IR SEEKER FIELD OF VIEW LIMITS
1. Regular FOV - As Limited radar arc.
2. Uncaged FOV - 180+ angle-off arcs.
3. Uncaged FOV with Helmet sight - 150+ angle-off arcs.
4. Uncaged FOV with radar assist - lesser of 150+ or radar arc.
5. Uncaged FOV with VAS assist (M, A only) - 180+ arcs.
6. IRSTS Assisted FOV - Same as IRSTS system.
If target one of several in unassisted Uncaged FOV
a roll of 8- is required for seeker lock-on; 9- if with Helmet
sights. Modifier of +1 to roll for each A/C the seeker
must look past.
Type Seeker ALLOWED TARGET ANGLE-OFF ARCS
E = 30 - arcs, or 60 - arcs if target used A/B Pwr.
I = 60 - arcs with any target power setting.
M = 90 - arcs, or 120 - arcs if target used A/B Pwr.
A = Any angle-off arc with any target power setting.
MISSILE SPEED
DETERMINATION
1. Air to Air First turn - Base + A/C x Speed Att. Factor.
2. SAM First turn - listed Base Speed.
3. Subsequent turns - Previous ñ changes x Speed Att. factor.
4. If sustainer motor in effect, Speed Att. Factor - 1.0.
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© Copyright 1991 by J.D. Webster
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