Stat me

Veeky Forums stat the unstatable.

Other urls found in this thread:

thewargameswebsite.com/forums/topic/missile-threat-modern-air-combat-rules/
twitter.com/NSFWRedditImage

I don't even know a good system for air combat.

0 str
0 dex
0 con
0 int
0 wis
0 cha

It's a mundane object, not a character.

Or creature

US Units [2009] 1,763 348 USMC 332
US Units [200x?] 1,000 350 USMC + 250 USAF 250 - 430
US Units [2002] 1,763 350 430
US Units [2001] 1,763 609 480
UK Units [2013] 138
UK Units [2010] 0 138
UK Units [2009] 138
UK Units [2001] 150
Italy Units [2013] 90
Italy Units [2010] 69 62
Others [2013] 515
Others [2010] at least 600
Others [2009] 508 [up to 592-662]
Others [2005] 550
First Flight - 2009 15 Dec 2006 12 Jun 2008 Jan 2010
First Flight - 2006 late 2006 2007 ?
First Flight (X-35A) 24 October 2000 (X-35B) 23 June 2001 (X-35C) 16 December 2000
2015 Service Entry Fall 2016 mid 2015 2018
2013 Service Entry December 2016 December 2015 February 2019
2011 Service Entry sometime in 2018 about 2014 sometime in 2018
2010 Service Entry April 2016 about 2012 April 2016
2009 Service Entry 2013 2012 2015
2006 Service Entry about 2011 about 2012 about 2012
Dimensions
CREW one: pilot
Length 50.5-51.1 ft (15.4 m) 50.5-51.1 ft (15.4 m) 50.8-51.4 ft (15.5 m)
Wingspan 35.0 ft (10.7 m) 35.0 ft (10.7 m) 43.0 ft (13.1 m)
29.83 ft (9.1 m) folded
Height 15.0 ft (4.6 m) 15.0 ft (4.6 m) 15.5 ft (4.7 m)
Wing Area 460 ft2 (42.7 m2) 460 ft2 (42.7 m2) 620-628 ft2 (57.6 m2)
WEIGHTS
Empty 22,500-26,500 lb
(9,980 kg) 23,500-30,000 lb
(10,660 kg) 24,000-30,000 lb
(10,885 kg)
Normal Takeoff unknown unknown unknown
Max Takeoff 50,000-60,000 lb
(22,680 kg) 60,000 lb class
60,000 lb class
Fuel, internal: 18,500 lb (8,390 kg) 13,325 lb (6,045 kg) 19,625 lb (8,900 kg)
Fuel, external: unknown unknown unknown
Max Payload 13,000-15,000+ lbs
(5,895 kg) 11,000-15,000+ lbs
(4,990 kg) 15,000-17,000+ lbs
(7,710 kg)
Payload vs. Legacy 1.4 X 2.0 X 1.3 X
Legacy F-16 AV-8B Harrier F/A-18
PROPULSION
Powerplant one F135 P&W turbofan or
one F136 GE/RR turbofan one F135 P&W turbofan or
one F136 GE/RR turbofan and
one RR/Allison shaft lift-fan one F135 P&W turbofan or
one F136 GE/RR turbofan
Engine Thrust dry 25,000 lb 25,000 lb and
about 18,000 lb (80 kN) 25,000

OK. I'd stat it in Fuzion, I suppose.
+3 to all chase rolls.
Health: 2 kills
RoF: 6
Damage class: 5

>Depends On The System

Fighter 35

Comms 1
Computers -
Engines 2
Sensors 1
Structure 1
Weapons 2

Command 0
Conn 1
Security 0
Engineering 0
Science 0
Medicine 0

Scale 1
Power 1
Shields 0
Resistance 1

Crew: Proficient (Attribute 9, Discipline 2)

Weapons:
Missiles (Torpedo, Range Close, 2D)
Machine Guns (Ballistic, Range Close, 1D)

-55.1 billion dollars

>AV 10/10/10 flyer
>Gets various str 7 AP 3 missiles
>Also has access to bombs
>20 mm cannon is a str 5 AP 4 heavy 6 weapon with a 48" range

4
Artifact - Vehicle
Flying, First Strike
Crew 4
5/2

It's a 25mm,, actually.

5/10 in every stat, and you only get half of normal XP and gold rewards.

With GURPS everything is stattable.

I'm currently writing an air combat game so statting out aircraft has been what I've been doing for the last 2 months.

Pts - how many points the aircraft costs. An F-14 cost 29 points, a MiG-21 costs 19.
Speed Bonus - 5" is what mach 1.6 translates to - max speed in-game of 11"
Turn Rate - 90 is one of the highest/best turns
Contact Size - It would usually be medium size for its weight, but small size for stealth shit
Rng - range - how many turn the aircraft can stay on the table. combat range in nmi / 100
Rdr - Radar range. 30" is pretty good for a fighter
Ceil - Service ceiling. 5 = 50,000ft
HPts - Hardpoints - number of points available for missiles or bombs
Notes and Weapons - the possible weapons you can take. cannon is included with the aircraft, everything else must be purchased separately and allocated to a hardpoint (up to 6 bombs can be put on each hardpoint - double triple ejector racks. 1 Bomb = 250kg of bombs or some unguided rockets in a rocket pod.

The system is Called Missile threat and I've been writing it for 4 months so far - covering all the major air conflicts from Vietnam up until 2000, ending with the war in Bosnia.
Currently just finishing of the Iran-Iraq war in 1980 - 1988, then on to research and stating out of the Falklands aircraft (and naval vessels)

also the * next to the GAU means its an auto-cannon and does more damage for its caliber size.

On second thoughts it would probably only be able to take 6 AGM-88 (or perhaps only 4 if they don't fit in the internal bays), and probably only 6 JSMs.

It's a weapon you idiots.

I don't know if you're doing this for balance reasons or not, but for reference, an F-35's missile loadout if it was going for external air to air would be 2x AIM-9 on the "wingtip" mounts, and 12 AIM-120s everywhere else. You've got two AIM-120s on each of the four main wing mounts, four carried internally.

huh, now I know.

I've mostly been working with 1960s - 1980s aircraft where there's usually one missile per hardpoint.

I probably wont be including the F-35 in the game as it would require statting out a bunch of new weapons as well, so its purely for this thread

>where there's usually one missile per hardpoint.
That really starts to get muddy. I'd take a look at this F-4. See how all the AIM-7s are single mounts, due to their weight? But look at those AIM-9s on the wing stations. They're on pylons that each carry two missiles.

Same thing with the Tomcat here.

The AIM-120, on the other hand, is a significantly lighter missile than the AIM-7, so you can put them on pylons. This leads to such (impractical in normal circumstances) loadouts like this one, which I call the Macross Massacre.

Do note here that you can see that there are only pylons capable of doing this on the normal wing mounts.

I give the F-4 8 hardpoints (and can only carry 4 bombs) and the F-14 has 10 hardpoints, so hopefully covered them correctly

Pic is the IRIAF list, While the F-14s could carry 6 Phoenix's they pretty much never did in the Iran-Iraq war.
I try to make sure the load-outs will be realistic by providing enough hardpoints for regular load-outs and limiting missiles when needed for doctrine and actual usage rather than technical limitations.

The F-18 and AIM-120 I haven't covered yet, but looks like I'll be making the AIM-120 a "2 per hardpoint" affair

You seem to know your air combat, if you're interested in giving the system a once-over I can send you the current version. My email is here, along with some more information on the project:
thewargameswebsite.com/forums/topic/missile-threat-modern-air-combat-rules/

Its missiles and guns are weapons. The vehicle itself is not a weapon

> The vehicle itself is not a weapon
You lack imagination.

>but looks like I'll be making the AIM-120 a "2 per hardpoint" affair
That's not strictly speaking true. There are some stations that don't allow for it. You can see in that picture. Look at the fuselage. It's carrying two additional AIM-120s on fuselage mounts. It gets confusing. Really, specific aircraft are very particular about what you can and put things on, and you don't always have good resources to find out what exactly you can and can't do.

As for looking at what the F-4 can really carry, I happen to have a handy dandy chart with me right here. Pic related.

Really, the big thing about modern warfare is that planes have so incredibly varied stores it's borderline impossible to try and make universal loadouts. Especially if you're ignoring drop tanks. I honestly wouldn't bother, your game seems to not need such complexity. I'd just make "close enough" or maybe two different loadouts (one pure air to air, one more focused on air to ground), But that's just making life difficult for you.

And you're in luck. My brother's coming into town tomorrow (actually later today, it's later than I thought) for my sister's birthday. I might be able to test out a game or two with him before he goes. But honestly, just looking at what I'm seeing this far, it seems like a nice and easy game to pick up and play, but just enough realism to keep things interesting. I'll shoot you an email and we'll see what happens.

>it's borderline impossible to try and make universal loadouts
Yep thats what I assumed at the start of this project. I simply list the maximum number of each weapon possible to take, and let the players load out their aircraft as they see fit. This is why I include hardpoints in the aircraft's stats.

I ignore drop tanks for simplicity and assume most aircraft have them in the either in the center position, or drop them before entering the combat area.

> it seems like a nice and easy game to pick up and play, but just enough realism to keep things interesting
Thats exactly what I'm aiming for, and trying to do my best to make something simple to pick up, but with enough detail to keep grogs and military nuts interested.

> I'll shoot you an email and we'll see what happens.
great, I'll send you the latest version

As human except

>gender
Fixed Wing Assault Craft

Cheers, mate! I'm going to try and get some shuteye to wake up at a reasonable hour. I'll shoot you an email sometime in the next 24 hours with the results!

>This leads to such (impractical in normal circumstances) loadouts like this one, which I call the Macross Massacre.
"The Ace Combat" would also work.

Jesus, it's such a bullshit system. I wish it hadn't been one of the only ones translated to my language. Maybe I wouldn't have started with it.

This sounds interesting. Make a new thread describing the game later, user. My inner /k/ is interested.