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MODERN WAR: AIRSTRIKE
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AIRSTRIKE
MODERN WAR: AIRSTRIKE
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Airstrike is a chopper and air combat campaign supplement for the Zozer Games’ RPG called Modern War. Author Paul Elliott
1 Thanks to Anthony Mcilwain, John Griffiths, Ian Stead, Omer Golan, Michael Johnson, Ewan Spence, Jason Depew, Bill & Derek Elliott. Publisher: Zozer Games Copyright © 2020 Zozer Games Zozer Games is a trademark of Paul Elliott Visit Zozer Games at www.paulelliottbooks.com Find me on Facebook as Zozer Games Cepheus Engine and Samardan Press are trademarks of Jason “Flynn” Kemp Designation of Open Game Content Airstrike is Open Gaming Content. Designation of Product Identity Any title of a product published by Zozer Games, including name ‘HOSTILE’, as well as the trademarks ‘Cepheus Engine’ and ‘Zozer Games’, are designated as Product Identity. References to companies, setting history, planets and worlds constitute Product Identity. Traveller This Product is derived from the Traveller System Reference Document and other Open Gaming Content made available by the Open Gaming License, and does not contain closed content from products published by either Mongoose Publishing or Far Future Enterprises. This Product is not affiliated with either Mongoose Publishing or Far Future Enterprises, and it makes no claim to or challenge to any trademarks held by either entity. The use of the Traveller System Reference Document does not convey the endorsement of this Product by either Mongoose Publishing or Far Future Enterprises as a product of either of their product lines.
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1 CONTENTS 1 CONTENTS
Contents
4
Pre-Flight Brief
6
The Air War
8
The Campaign
16
Aircrew Training
36
Air Combat
49
Aircraft
56
Aircraft Conversion
92
Author’s Note
94
Legal
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1-1-2029, the stars are shining bright Nerves connected to the centre, we are tied to the machine Invisible and silent, circling overland The planemakers designed us to outturn and outmanoeuvre Intruders in the skies, intruders in our skies 1-1-2029, tonight the stars are shining bright Backbone of the fighter force, of the defence industry Devoted tools of the power, warrants of the order 1-1-2029 tonight the stars are shining bright Silicon advisers leading the way We reach our cruising altitude 1-1-2029, West Europe, midnight Invisible and silent, circling overland Scanning, taping, filing, instantly checking Every human, car and plane of the quarters we survey CIRCLING OVERLAND CIRCLING OVERLAND - Front 242
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2 PRE-FLIGHT BRIEF 2 PRE-FLIGHT BRIEF
I was in a starboard turn looking at the target I’d just bombed. I shouldn’t have been doing that, I wasn’t thinking about MiGs. I reversed port and saw two MiGs slashing in with guns going, inside gun range. I don’t know why they didn’t hit me, I could see tracers flying by the canopy. -
Lieutenant Randall Cunningham, USN VF-96
Above the mud, dust and smoke of the modern battlefield roar the fast jets, inbound to their target, laden with free-fall munitions and precision-guided missiles… From the soldier’s perspective they seem distant, aloof and remote from the dangers and threats of the ugly ground war – but the fast jet pilot has his own war to fight - with its own dangers. At 8,000 feet there are no foxholes to hide inside, and every enemy gunner within five kilometres can see and hear you. And when your jet disintegrates around you, you’ll be parachuting into enemy-held territory, where, just a few minutes ago, you were dropping high explosives and cluster bombs on their troops and tanks. They’re not going to be pleased to see you, and there are no comrades behind you to drag you to safety. Airstrike simulates the air campaigns of modern conflicts and is designed to be used in conjunction with Zozer Games’ Modern War roleplaying game. Players are pilots and other combat aircrew flying dangerous combat missions, planning their own attacks and making decisions as the inevitable surprises and complications are thrown at them. Players and Gamemaster decide on a squadron and a conflict, and can then create their pilots. Options allow players to create ‘back-seaters’ if desired, these are the weapon system operators who operate the radars and drop the ordnance (particularly in the older combat jets). Helicopter pilots are also catered for. Mission ideas, complications and explanations of the pilot’s routine are included as are brief descriptions of the air campaigns of the six fictional wars featured in Modern War. There are extensive air-to-air and air-to-ground combat rules and allowances made to enable the customisation of rules for play within historical air conflicts, such as Rolling Thunder or MiG Alley. Of course, a catalogue of representative fast jet types as well as military helicopters from around the world is included. Finally, a set of guidelines is presented for converting aircraft and choppers that were not able to be featured within Airstrike, allowing the players to bring almost any aircraft type into the game.
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TECH LEVELS IN AIR COMBAT The ‘Tech Level’ or technology level is an aspect of the Cepheus Engine science-fiction roleplaying game that Modern War is based on. This is a ladder of technological development, stretching from TL 0 (the stone age) through to the modern era and beyond into the far future. On this tech level chart of progression the modern era could arguably be said to be TL 8. Players interested in air combat within historical periods might want to utilise earlier tech levels and their ramifications to create games set in the early 80s, in the Vietnam War or perhaps even earlier, within the Suez Crisis, Korean War or even World War Two. The Tech Levels relevant to air combat are described below, and will be referred to throughout the air combat rules for those who are interested. Tech Level
6
Historical Period Post-War 1950-1970
7
Cold War 1970-1990
8
Modern 1990-2020
Aviation Developments Light, Medium and Heavy Machineguns, Light and Medium Autocannon, Rotary Cannon, Supersonic Jets, Air-to-Air and Precision Guided Bombs, Cluster Bombs. Air-to-Air Missiles, Air-to-Ground Missiles (early), Thermobaric (FAE) Bombs, Laser Guided Bomb, AntiRadiation Missile (ARM), HUDs. GPS Guidance, Low-Level Cruise Missiles, Stealth aircraft, Air-to-Ground Missiles (advanced), Helmet Mounted Displays.
USEFUL ABBREVIATIONS AAA AGM ARM
Anti-Aircraft Artillery Air-to-Ground Missile Anti-Radiation Missiles Altitude Typically expressed in feet ASE Allowable Steering Error ASHM Anti-Ship Missile BVR Beyond Visual Range CBU Cluster Bomblet Unit CCIP Continuously Calculated Impact Point CCRP Continuously Calculated Release Point Distance Typically expressed in nautical miles, in Airstrike we use km DTC Data Transfer Cartridge DTOS Dive Toss ECM Electronic Countermeasures FCC Fire Control Computers GPS Global Positioning System
HMD Helmet Mounted Display HUD Heads-Up Display ISTAR Intelligence, Surveillance, Target AcquiJDAM JSOW LGB LZ
sition and Reconnaissance
Joint Direct Attack Munition Joint Stand Off Weapon Laser Guided Bomb Landing Zone NOTAM Notice to Airmen PGM Precision-Guided Munition QRA Quick Reaction Alert RTB Return to Base SAM Surface-to-Air Missiles SEAD Suppression of Enemy Air Defences Speed Typically expressed in knots, in Airstrike we use kph TWS Track While Scan WSO Weapon Systems Officer
NATO codenames: During the Cold War, NATO gave codenames to Soviet aircraft, this persists today. I use the NATO codenames in Airstrike out of familiarity. The Russians might call the Ka-50 a ‘Black Shark’, but I call it the Hokum!
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3 THE AIR WAR 3 THE AIR WAR
The first lesson is that you can’t lose a war if you have command of the air, and you can’t win a war if you haven’t. - Jimmy Doolittle.
The freedom and effectiveness of combat jets over a battlefield can be judged by one of three levels: air supremacy, air superiority and air parity.
Air supremacy is the highest level, where a side holds complete control of the skies. It is defined by NATO and the United States Department of Defence as the "degree of air superiority wherein the opposing air force is incapable of effective interference.” Air supremacy is a term used to describe total air dominance over an enemy territory. It assumes that the aircraft of an enemy air force have been driven from the skies and that enemy anti-aircraft measures have been destroyed or drastically curtailed. This kind of air supremacy was achieved by the Allies over France during D-Day, by the Coalition air forces over Iraq in 1991 and by the Israeli Air Force from 1 November onwards during the Suez Crisis. Air superiority is the second level, where one air force is in a more favourable position than the opponent. It is defined in the NATO glossary as the "degree of dominance in an air battle ... that permits the conduct of operations by one side … at a given time and place without prohibitive interference by opposing air forces.” Israeli Air Force superiority was demonstrated against Arab forces during the Yom Kippur War of 1973. During Operation Barbarossa the Luftwaffe achieved air supremacy for some time over the Soviet Union. Air parity is the lowest level of control, both sides have an equal presence over the battlefield, without one coming to easily dominate the other. This kind of air parity existed during the Falkland’s War of 1982, over the south of England during the Battle of Britain and during the Indo-Pakistani Air War of 1965.
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THE AIR CAMPAIGN A modern air campaign conducted against an enemy state or province typically follows five key phases: Phase 1 Deterrence – In this phase, a crisis is brewing. Strategic bombers or a squadron of multi-role jets deploying close to the hot spot will create a flexible deterrent option. Likewise, the positioning of intelligence, surveillance, target acquisition and reconnaissance (ISTAR) aircraft to the region will provide the intelligence needed should the air campaign move into phase 2. Phase 2 Seizure of Initiative – Short of an all out aerial assault, seizing the initiative will involve taking actions to actively curtail the enemy’s military actions. This might involve establishing a no-fly zone or the limited use of airstrikes as retaliation for hostile enemy actions. Examples include striking a chemical weapons factory after those weapons have been seen to be used by the enemy against international law, intervening on the side of a friendly force within the enemy nation or province which has asked for assistance, or Operation Deny Flight, begun in 1993 which established a no-fly zone over Bosnia and Herzegovina. This phase greatly increases the need for recon and surveillance flights over the contested region and forces the air planners to take measures to protect their airbases or aircraft carriers from retaliatory attacks. Phase 3 Domination – This is the large scale aerial assault on the enemy state or province. The aim is to suppress enemy air defences (SEAD) and rapidly gain air superiority with targeted attacks on airfields and combat aircraft, as well as enemy surface-based air defences, including not only surface-to-air missiles (SAMs) and antiaircraft artillery (AAA) but also interrelated systems such as early-warning radar and command, control and communication (C³) functions, whilst also marking other targets to be destroyed by follow-on air strikes. Suppression can be accomplished both by physically destroying the systems or by disrupting and deceiving them through electronic warfare. Some combat aircraft will be tasked to attack strategic targets, such as power stations, headquarters and key points of infrastructure. ISTAR missions fulfil demands for over-watch, for data on fixed, mobile, and high-value targets and for battle damage assessment. Some targets may require follow-up strikes. Should the enemy forces prove robust and effective, phase 3 may not succeed at all with the attacking aircraft suffering an unsustainable level of losses. This occurred at the end of the Battle of Britain to Goering’s Luftwaffe, and to the US Air Force and Navy during Operation Rolling Thunder over North Vietnam (partly due to extremely restrictive ‘rules of engagement’). Phase 4 Stabilisation – Should phase 3 succeed and air superiority be achieved, a land invasion may well follow unmolested by enemy airstrikes. Surveillance aircraft will assist the army units in their advance, as will ‘on-call’ close air support aircraft that perform airstrikes on enemy ground units engaged with friendly forces. An F-15 circling over a US ground patrol is on a Phase 4 mission as is a Su-25 Frogfoot supporting a Russian ground assault against rebels. Combat air patrols perform strafing and
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‘presence’ flights, as well as the direct support of troops. This phase may involve counter-insurgency warfare that could follow a conventional invasion. Phase 5 Assisting Civil Authority – As part of the long-term goals of the war against the enemy nation or province, a withdrawal with peace must be planned. Often, local forces are retrained and rebuilt and tasked with maintaining peace against any remaining insurgents. Whilst this training and handover of combat duties occurs, the air force provides close air support, armed over-watch and surveillance support not just for the new civil authority and its rebuilt military but also for the friendly army forces that are training and supporting them on the ground. An example of phase 5 is the reconstruction of the Afghan National Army by Coalition forces during the War in Afghanistan.
AIR WEAPONS Weaponry carried by combat aircraft can be divided into seven categories: guns, unguided rockets, air-to-air missiles, free-fall bombs, anti-radiation missiles, precisionguided weapons and anti-ship missiles. GUNS Most combat jets carry a forward-firing automatic cannon and in American service these are multi-barrelled rotary autocannons of 20mm or 25mm calibre. The M61 20mm Vulcan cannon has equipped all American combat jets for decades, whilst the Russians have used 25mm and 30mm single or double-barrelled autocannon in their combat jets, rather than rotary guns. High firing rates call for very large magazines and highcapacity feed systems; the rate of fire is selectable, with a high rate suitable for fleeting air-to-air engagements and low rates for ground attack strafing runs. Guns are always a back-up weapon for fast jets, used when missiles are spent or unable to lock-on. Helicopter gunships typically carry cannon in a chin-mounted turret that has full traverse and is used as a dedicated air-to-ground weapon, capable of dealing with both enemy infantry and light armoured vehicles. MODERN WAR: AIRSTRIKE
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When the pilot wants to use his gun in a strafing or close-in air-to-air attack, he sets up the fire control computer. It is difficult to keep the gun sight on the target for more than two seconds whilst flying at 800 kph. Chances to hit enemy jets are fleeting, and for those strafing a ground target, the pilot can’t just stare, zombie-like at it because that induces target fixation which can become a fatal experience - the great (and very real) danger is that the pilot flies the airplane straight into the ground. Because of the risk of being brought down by the ‘golden BB’ – that single, lucky but lethal shot that finds its mark, after the pilot has strafed the target, he always pulls up hard. A high-G wings-level pull out is required for survival in most cases. UNGUIDED ROCKETS Although far less accurate than a laser guided missile or GPS bomb, unguided rockets are still carried by modern jets that are dedicated to the low-level ground attack role. Rockets are very cheap to manufacture and can be used in their thousands, when smart weapons might be restricted due to cost. Rockets are typically launched in a salvo (the number of individual rockets is decided by the pilot) which increases the chance of a hit, since the unguided ground attack rockets will tend to spread apart as the range increases. Rockets commonly have high explosive or anti-armour warheads and are typically carried in pods which hold 7, 16-20 or 32 rockets depending on the type and manufacturer. To make a rocket attack, an American pilot switches the fire control computer to a visual rocket attack mode and pickles the target. This allows him or her to launch rockets as indicated by the steering cues on the HUD. Rockets are
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extremely useful against enemy troop concentrations, buildings and unarmoured or lightly armoured vehicles. AIR-TO-AIR MISSILES Air-to-air missiles are designed to shoot down enemy aircraft and helicopters at a variety of ranges. These missiles can either be radar guided or heat-seeking, with the former usually being medium range and the latter being primarily short range. Radar guided air-to-air missiles today typically guide themselves with an on-board radar (active homing) that, once locked on by the pilot or WSO, can be launched and then ignored – a fire and forget weapon. Some retain an earlier system called semi-active homing, where the launching aircraft must stay on station to illuminate he target with its own radar, which the missile then uses to find and close on the target. Heat-seeking infra-red homing missiles are all fire and forget, once the seeker head identifies a heat source ahead, the pilot launches the missile which then closes in on the heat source without interference or guidance from the launching aircraft. Modern IR missiles can be fired from all aspects, whereas older TL 7 types had to be launched from directly behind the target’s main heat source – its jet pipe. Heat-seeking missiles are best operated when cooled for a period before launch, this can be done from the cockpit and enhances the missile seeker’s effectiveness. Typically missiles are cooled just before an imminent interception. There are several methods used by pilots to launch missiles when in range: visual (or boresight), single target and track while scan.
Visual/Boresight – On the HUD is a single reticule which shows where the missile seeker is pointed and a limit circle illustrating the limits of the missile’s on-board guidance. The pilot flies the aircraft to put the reticule within the limit circle, and hopefully over the target, the missile signals that it is active and ready, and the pilot or WSO launches. It will go active immediately and seek its own target. Do not use this mode if there is the possibility of friendly aircraft ahead of you! It will not differentiate between friend or foe. No ranging data or ability to ‘lead the target’ is provided. Single Target – This is an attack utilising the jet’s own attack radar to make the interception. The radar detects potential targets ahead of the jet and the pilot or WSO can lock the radar on to one of those targets. In US jets a targeting circle (the ASE or Allowable Steering Error) circle is displayed on the HUD, when the target blip on the HUD enters that circle and is in range, it can be launched. The radar displays ranging information, and charts the progress of the missiles. Single target tracking can be used with either radar or infra-red homing missiles. Track While Scan – Track While Scan is the American designation for utilising the
attack radar to engage multiple targets simultaneously. TWS is similar to single target tracking, however, it supports multiple launches against multiple targets being tracked by the attack radar. Missiles can be fired in a ripple effect, with the pilot rapidly redesignating a fresh target on his attack radar even as the next missile leaves the launch rail.
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FREE-FALL BOMBS The free-fall bomb is unguided and follows a trajectory determined by the speed and altitude of the host aircraft. We use the term ‘free-fall bomb’ to differentiate traditional free-fall bombs from the new smart bombs and missiles entering service in the late1980s. The fire control computers (FCC) of modern jets have made the free-fall bomb a much more accurate weapon than it had been in World War Two, although nowhere as accurate as precision guided munitions. The aircraft's FCC is constantly collecting data such as airspeed and altitude and uses those factors to compute a bombing triangle. The horizontal side of the triangle is the ground, and the vertical is the altitude of the jet. The computer then calculates the hypotenuse, which is going to be the fall path of the bomb. The computer also factors in the bomb type, and thus, its range. Modern American jets employ three bombing modes, and these have their equivalents within the FCCs of other nations.
CCIP – Continuously Calculated Impact Point is a visual bomb guidance mode. There is
a small pipper on the heads-up-display (HUD) in this mode. The pilot basically steers the aircraft so that the pipper is on the target, he then presses and holds the pickle button, and then steers the jet towards the target. The pipper disappears and steering cues show up. The FCC then alerts the pilot when it is time to release the bomb.
CCRP – Continuously Calculated Release Point is a beyond visual range (BVR) mode.
Using the air-to-ground radar, the pilot selects his target and the radar then locks onto it. On the HUD, steering cues are displayed for the pilot to follow, courtesy of the FCC’s calculations. This displays a vertical line along with a small horizontal line called the bomb release cue, that slowly falls towards the centre of the HUD as the jet approaches the target. Pilots also receive the distance and time to target on the HUD, counting down to bomb release. They don’t push the pickle button for an instant bomb release, instead the pilot holds the pickle button down and steers the aircraft towards the target until the computer calculates the release point. CCRP can be used in bad weather, at night or at other times when visually acquiring the target could be a problem.
DTOS – Dive Toss is another visual mode and is used to loft the bombs towards the
target without having to overfly the target area. It is much more rarely used, but might be useful for a pop up attack, in order to minimize the engagement range of AAA. To carry out a dive toss, a box on the HUD display can either be placed on the target by flying the aircraft (as in CCIP mode), or it can be slewed over the target and the box locked onto it. The pilot then holds down the pickle button and steers towards the target. During a gentle climb as the target approaches, the FCC calculates the bomb release point from where it can be lofted up and towards the target. Dive toss attacks are not as accurate as other modes of free-fall bomb attack, but do provide some added defence against hostile AAA. PRECISION GUIDED MUNITIONS A precision-guided munition (PGM) is a smart missile or smart bomb intended to precisely hit a specific target in an attempt to minimize collateral damage and increase lethality against intended targets. There are several methods of guidance for modern PGMs:
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Optical – Optically guided missiles employ contrast seekers which use a television
camera, typically black and white, to present the view in front of the missile to the operator. When launched, the electronics in the missile look for the spot on the image where the contrast changes the fastest, both vertically and horizontally, and then attempts to keep that spot at a constant location in its view. Contrast seekers have been used for air-to-ground missiles, including several versions of the AGM-65 Maverick, because most ground targets can be distinguished only by visual means. However they rely on there being strong contrast changes to track, and even traditional camouflage can render them unable to lock on. TL 6 smart bombs like the AGM-62 Walleye used optical guidance.
Laser – Laser guided missiles such as the Hellfire II and Maverick AGM-65E track a
target marked with laser designation either from the launch aircraft itself or external sources such as another aircraft or friendly troops on the ground, via optical hardware built into the nose of the missile. The missile homes in on the target that is being actively ‘painted’ by a laser. Most nations also employ laser guided bombs (such as the GBU-24 Paveway, Russian KAB-500L or the new Griffin LGB) which steer themselves toward the designated target if launched within range.
Radar – Radar guided missiles (such as the AIM-120 AMRAAM and AA-12 Adder)
use an active homing radar system to provide a guidance signal. Typically, electronics in the missile keep the missile’s on-board radar pointed directly at the target – the missile then compares the angle of its own centreline to the radar reflected beam in order to guide itself. Radar resolution is based on the size of the antenna, so in a smaller missile these systems are useful for attacking only large targets, such as buildings or ships for instance. Radar guided missiles remain in widespread use as anti-ship and as fire-andforget air-to-air weapon systems.
Inertial & Global Positioning – The latest TL 8 guidance technique is via global positioning system and inertial navigation. Often this sensor is retro-fitted to free-fall bombs along with steerable fins, giving the new ‘smart bombs’ the ability to steer towards specific geographical co-ordinates with great accuracy. Exploiting this technology, a newer generation of TL 8 ‘glide bombs’ has been developed with fold-out wings, this gives them far greater stand-off range than conventional smart bombs. A glide or stand-off bomb has a flatter gliding flight path than that of a conventional bomb without such surfaces. This allows it to be released at a distance from the target rather than right over it, allowing an attack without the aircraft needing to penetrate local air defences. JDAM (Joint Direct Attack Munition) is the US term for GPS bomb kits, whilst JSOW (Joint Stand Off Weapon) and GBU-53/B Stormbreaker are both American glide bombs. Helicopters may carry light-weight anti-tank missiles guided by the same principles, primarily ordnance such as TOW, AT-6 Spiral, Spike and AGM-114 Hellfire. To launch precision guided weapons from an attack jet, the FCC gets its target information from the GPS coordinates or the laser pod carried on board, and then the CCRP steering cues show up on the HUD, and the pilot steers towards the target.
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ANTI-RADIATION MISSILES Anti-radiation missiles (ARMs) seek out and home in on radar energy from ground based radars, in particular from surface-to-air missile (SAM) launching sites as well as radar-directed AAA. This radar suppression weaponry is often used as a precursor to a following series of air strikes, nullifying any SAM defences or radar-guided AAA that may prove a danger to the following attack jets. Since the Vietnam War the antiradiation attack jets in USAF service have been known as Wild Weasels. Sensors carried by the aircraft (radar warning receivers) will emit a warning when ‘painted’ by an enemy attack radar. This radar source will then appear on the HUD which gives bearing and range to the radar source. The pilot or WSO can cycle through the displayed emitting radar sources (if there is more than one) and select one of them. The ARM, once launched, will home in on the selected radar source guiding itself all the way to the target. Things do not always go this smoothly. By deliberately flying toward an active SAM radar site, the jet faces the very real possibility of being shot at by more surface-to-air missiles. And of course the SAM operators themselves don’t want to be hit by an ARM and may switch off their radar temporarily to prevent such an attack. While this prevents the SAM from physically being destroyed, it essentially accomplishes the same mission of suppressing air defences (temporarily) around the target. The SAM radar may turn on again once the jet turns its attention elsewhere … starting a game of cat and mouse.
ANTI-SHIP MISSILE An anti-ship missile (ASHM) is a guided missile that is designed for use against ships and large boats. Most anti-ship missiles are of the sea skimming variety that are controlled by an autopilot and radar altimeter and guided to their targets with inertial guidance and active radar homing (although heat-seeking or optical guidance is employed in some missiles). These heavier missiles are designed to be a threat to large warships and have large warheads. The largest of the US types is the AGM-84 Harpoon which is virtually a cruise missile with turbojet propulsion. Smaller ASHMs are designed to destroy smaller, fast-moving landing craft, patrol boats and gunboats. MODERN WAR: AIRSTRIKE
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4 THE CAMPAIGN 4 THE CAMPAIGN
A pilot lives in a world of perfection, or not at all. - Richard S. Drury
PLAYING AIRSTRIKE
Airstrike is designed as a roleplaying game of modern air combat pilots, and as such the game shouldn’t end when the wheels touch the runway. Characters have lives and issues, friends and rivals. This differentiates it from a fast jet wargame. The Gamemaster and players should initially decide which air force their pilots belong to. A number of suitable squadron concepts are described later, covering the British, Israeli, Russian, and US air forces, along with a US Navy carrier squadron. Feel free to drop in other squadrons that reflect the nation or type of mission you have in mind, such as Canadian, German, French, etc. The squadron will have a home base and this is where the player characters will live and work. During wartime the squadron will be deployed to a friendly airbase in, or close to, the war zone, or to an aircraft carrier if it is a naval carrier squadron. The deployment will be close enough so that the squadron’s jets are able to conduct strikes into the war zone, probably after a single air-to-air refuelling operation en route. All pilots will usually be flying the same type of aircraft, although the ordnance each carries may vary wildly depending on the tasks that player character has during a specific mission. SIDE-STORIES If you want your game to provide some ‘out-of-cockpit’ roleplaying opportunities, then consider mixing in some downtime and off-duty non-combat play between missions. On the other hand, if you want a grittier feel be aware that there's a tremendous amount of training, rehearsal, and logistics that go into combat missions. Even though your pilots have earned their wings, they'll still be pulling most of the lousy details and most boring missions until they get to prove themselves. This, honestly, doesn’t make for great long-term roleplaying, but training missions or more mundane missions could be added as one-offs, or used as a platform for some interesting roleplaying opportunities. Since the campaign is run mission-by-mission, it will have an episodic ‘TV series’-style feel to it. The first session should establish the characters, and the players should get a MODERN WAR: AIRSTRIKE
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chance to roleplay their characters away from the jets. The initial session gives everyone a taste of what is to come … it might be training mission cut short by news of the deployment and the start of the war, followed by a scene or two where the pilots get together to solve some problem – a missing comrade, breaking news to their wives or girlfriends, maybe one of the pilots being blackballed by the squadron commander for some infraction, and denied the chance to go abroad with his mates. Can the PCs change his mind? Throughout the campaign, there are always two storylines running in parallel. There is the course of the air campaign, the emergence of new threats or enemy tactics, more restrictions on their targets, or a new front opening up – but there are also the storylines on the ground. Things happen before the missions, smaller roleplaying situations, that either bind together or divide the pilots, create enemies or rivals, friends, contacts or lovers. Problems need solving between missions, and although rarely life-threatening, they give the player characters the chance to do more than check their radar, fly their jet and launch ordnance. Here are a few suggestions for side-stories:
There is a spy for the enemy state on the base. Everyone is alert. An allied squadron on the same air base keeps stealing (sorry, misdirecting) equipment and supplies for its own use. Arguing the case out in the open will sour relations with the host nation and the allies’ air force commander. The pilots get some leave and return on a small air force transport, but it is shot down or suffers mechanical problems, crashing in the host nation’s wilderness hundreds of kilometres from friendly forces. You get steaks and beer after the mission and throw a barbeque party, but the MPs come in shut it down and seize the beer. Someone’s got it in for your pilots. One of the technicians keeps making mistakes, dangerous mistakes, but you catch them in the pre-flight walk around. Do you let the crew chief (who is in charge of the flight’s jets) know? Or do you talk to the technician – something is eating him badly, what is it?
Side-stories are best enjoyed when they run over from session to session, mysteries to be solved, long-term problems to be cracked, step-by-step, that sort of thing. And there should be enough of these roleplaying threads so that all the player characters can get involved. Some of them might revolve around a single PC, but that doesn’t mean that other PCs can’t help him out. TROUPE-STYLE PLAY Another technique that the Gamemaster might employ is troupe play. This is an escalation of the side-story, where each player creates a pilot or other aircrew, and in addition creates a support-team character on the base - requisitions officer, mechanic, engineer, crew chief, operations officer, weapons loader, medical officer and so on. Troupe style play in a game almost writes itself, you can switch the arena of action on the fly, compartmentalize it, and you get a real slice of life on a combat squadron. A lot of successful military media showcases multiple parts of the whole and this lets you do that. MODERN WAR: AIRSTRIKE
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RUNNING THE MISSION Have a quick look at Fast Jet Operations (page 30) to see how a typical strike mission should run; it usually begins in the mission planning meeting. SKETCH MAP – This is where the GM gives the players the sketch map of the target, with suspected AAA batteries and SAM sites. They must nominate an Initial Point, which is a landmark, from which a timed run into the target at a set heading is made. They can, between themselves, create a plan of action. Who shoots first, who serves as top cover, which way will they exit the target area? And so on. NOTAMs – What piece of information, learned either at the briefing or from the crew chief’s maintenance summary, will play a part in the mission? Roll three or four times on the NOTAM (Notice for Airmen) table to get a hint of the danger to come. These NOTAMs are aimed at ground strike missions, where more things can go wrong. If the situation doesn’t match an air-to-air interception mission, however, then ignore it, roll again or simply choose a tasty entry from the table. Following the squadron briefing and the walk-out and pre-flight aircraft checks, the GM should hand out three or four NOTAMs. In the real world, NOTAMS (‘Notice to Airmen’) are warning notices posted about temporary restrictions, such as certain taxiways or runways closed, temporary cranes close to the airfield, etc. They are temporary and never weather related. In Airstrike, our NOTAMs serve a different purpose, they are warnings of something that can and probably will go wrong! Not everyone needs to have a NOTAM, but three or four should be shared out between the pilots. Either as he hands them out, or at some point during play, the GM decides that one of the NOTAMs becomes real. The warning becomes fact for the player holding that particular NOTAM only when the event itself occurs! Subsequent events should be roleplayed between the player characters and the GM. MISSION LOAD – Combat jets juggle fuel load with bombs and missiles. A short range mission, requiring a small amount of fuel, will allow a full load of combat ordnance (or ‘stores’). A long range mission will cut down the number of bombs and missiles that can be carried. This can be ignored completely if desired. For those wanting this type of decision-making, assume most combat jets can carry their full load of combat ordnance. Carrying 75% or more reduces listed combat range and speed by 25%. Range might not even be affected if the GM decides that air-to-air refuelling assets are available en-route to and from the target area, although this will extend the mission duration and complexity (more things to go wrong …). Combat range is the distance the jet can fly partly at low level carrying a moderate bomb load (less than 75% of Hardpoints used), or by a fighter with a similar load, climbing at full power to intercept an enemy aircraft. This range includes the return flight. Ferry Range is the non-combat maximum flight distance at high altitude and at cruise speed, carrying no stores. Mximum Speed assumes a moderate load of combat ordnance (less than 75% of Hardpoints used), and flying at top speed for a short duration. Space represents the relative size and weight of a bomb or missile. Hardpoints is a value indicating how many Spaces of ordnance an aircraft can carry.
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NOTAMS D66 11 12 13-14 15 16 21-23 24 25 26 31 32 33 34 35 36 41 42 43-45 46 51 52 53 54 55-56 61 62 63-66
Notice For Airmen Crew chief informs you that the engine flame-out problem has been fixed. Bon voyage! Friendly troops or assets are in the target area, but the target will be clearly and unambiguously identified. There will be no chance of friendly fire on this mission. The target will be identified on-site by friendly ground forces or by a friendly recon aircraft. The asset will be reliably in place and in contact just as you make your final attack run. Honest. Crew chief informs you that radar errors on your aircraft during training are now fixed. Crew chief promises you that sticky weapons pylon you reported has been changed. No missile or bomb hang ups on this trip … promise. A weather front is over the target area, with visibility and turbulent flying conditions, but should have moved off by the time you get there. The ejection seat restraining pins are still in the seat. Oh dear. Crew chief informs you the flight computer was twitchy when initialising. You will need to rendezvous with an aerial tanker on the return trip, in order to make it home. A weather front is coming in to the target area, bringing zero visibility and turbulent flying conditions, but you should miss it. That batch of autocannon ammunition that was cooking off prematurely, jamming the guns, has been replaced. Intel suggests that enemy fighters have been patrolling the area recently. The fast-moving winds at high altitude will forcing you to burn more fuel to reach your objective on time, and reduce your time over the target to just one pass. One of the NPCs on the mission has had some bad news from home, but he will be fine! You are piloting ‘Ghost Ship’, a jet responsible for two crewmen’s deaths on the ground. It is widely considered cursed. The fast-moving winds at high altitude will force you to burn more fuel to reach your objective on time, and reduce your time over the target to just one pass. The briefing did not suggest there were any concentrations of birds in or around the target at low level. AAA around the target may be heavier than the briefing suggests. Just bear that in mind! (DM-1 on Getting Shot Down at Low Level). An enemy bomber made an attempt to attack this airbase yesterday, make sure your IFF (Identification Friend or Foe) transponder is on and working when returning. Intel suggests that enemy fighters have been patrolling the area recently. You will need to rendezvous with an aerial tanker on the return trip, in order to make it home. Intel suggests that enemy fighters have been patrolling the area recently. An inspection panel popped open, but was refastened before take-off. If it had popped open in-flight the aircraft would have suffered buffeting and control problems. Commanders insist you carry out an attack on a secondary target, within 50-100km of the primary target. This will complicate the mission and increase the threat. You have one of the new G-Suits. They work great! Some of the jets have suffered from intermittent cockpit misting. Your jet seems fine, though. AAA around the target may be heavier than the briefing suggests. Just bear that in mind! (DM-1 on Getting Shot Down at Low Level).
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TYPES OF MISSION Most modern combat jets are multirole, which means they are capable of carrying out a variety of different missions including interception and air defence, reconnaissance, close air support, interdiction and strategic strike. The important thing is to mix it up. Don't give the player characters the same mission profiles every session. These are PCs, these are the heroes! A list of typical combat missions follows:
Combat Air Patrol: The pilots have to fly what is probably a routine patrol over
territory supposedly controlled by their side. Patrols typically focus on detecting enemy activity, most often enemy air assets, but it could also include looking for enemy ground activity as well. Interdiction: The PCs are given a ground target to strike behind enemy lines. They will have to fly into contested territory, avoid AAA and destroy the target with precision munitions or free-fall bombs. Fighter Cover: Similar to flying a patrol, only this is being done in support of ground troops. The mission is chiefly concerned with preventing enemy aircraft from molesting friendly troops. Reconnaissance: High-quality images of a target behind enemy lines is needed immediately, it may be a future target or perhaps a bomb assessment of a recently hit target. If air supremacy or superiority has been achieved, the recon mission can be carried out at high altitude. In contested airspace the recon run will be made at very low level and AAA may prove a problem. The goal is to gather information about the strength and disposition of enemy forces and then leave, most preferably without the enemy being aware. Interception: The PCs are on quick reaction alert (QRA) at the air base and are scrambled. An unidentified jet (or jets) is incoming and must be identified and (if hostile) shot down. Ground radar will help with the interception. Close Air Support: Similar to air support, but instead of focusing on enemy air assets, this mission is focused on enemy ground assets that might threaten friendly troops in the field. Troops on the ground can call in strikes or request information from the higher vantage point. This mission is key to waging a modern ground war, but it has its risks – the danger exists of dropping bombs on friendly forces (either through your mistake or theirs). Troops may mistake their own co-ordinates, or the pilot might mistake friendlies (particularly friendly armour) for enemies. Combat Search and Rescue: This mission involves a concerted and multiaircraft effort to rescue a downed airman. Jets will suppress enemy ground assets moving in to capture the pilot whilst one or more rescue helicopters move in to pick up the downed pilot. A command chopper or other aircraft (in the USAF this is an HC-130 Combat King) is used to refuel the rescue choppers if required, drop survival equipment and serve as the flying command centre for the rescue operation.
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SQUADRON CONCEPTS ISRAELI AIR FORCE
105 Squadron
Also known as The Scorpion, this Israeli Air Force squadron was founded in December 1950 as a Spitfire squadron. The squadron was reformed on 24th December 1991 to fly the F-16, half of which are two-seater versions, allowing them to carry WSOs just as it had done in its previous incarnation as a Phantom II squadron. Less than a year after it was re-established the squadron carried out the first strike in Lebanon. It took part in Operation Grapes of Wrath and Operation Accountability. It currently operates out of Hatzor Airbase in central Israel. RUSSIAN AIR FORCE
559th Bomber Aviation Regiment
The 559th was first established in 1950 as a fighter regiment, but in 1993 the unit was renamed as a bomber regiment and rearmed with the Su-24M Fencer. Recently the regiment has begun to take numbers of the new Su-34 Fullback strike aircraft. The 559th Bomber Aviation Regiment is based at Morozovsk Air Base, just north of the Ukrainian border. The regiment is part of the 1st Guards Composite Aviation Division. ROYAL AIR FORCE
3 (Fighter) Squadron
The squadron started operating the Harrier in the early 1970s in Germany. In 1999 it moved to RAF Cottesmore, but in 2006 3(F) Squadron disbanded and reformed at RAF Coningsby (Lincolnshire) to become the first frontline squadron to become operational on the Eurofighter Typhoon FGR4. Its initial allocation of ten aircraft was in operation by October 2006. A year later it took over responsibility for the Southern ‘Quick Reaction Alert’ (aircraft interception) replacing the 25 Squadron Tornado F.3 detachment.
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US NAVY
Strike Fighter Squadron 41 (VFA-41)
VFA-41 is a US Navy strike fighter squadron, also known as the Black Aces, and has been deployed aboard a number of US Navy aircraft carriers during the last three decades. The squadron is based at Naval Air Station Lemoore, California, flying the F/A-18F Super Hornet, and on its recent operations has been deployed on to the USS John C. Stennis, a Nimitz-class nuclear carrier and attached to Carrier Air Wing 9 (CVW-9). VFA-41 participated in the Iraq War and the War in Afghanistan. US AIR FORCE
75th Fighter Squadron (75 FS)
This fighter squadron is assigned to the 23d Wing, Air Combat Command and stationed at Moody Air Force Base, Georgia. The squadron is equipped with the Fairchild Republic A-10C Thunderbolt attack plane. The mission of the 23rd Wing is primarily one of combat search and rescue as well as support of special operations. It employs A-10 Thunderbolts, HC-130 Hercules and HH-60 Pavehawks, as well as pararescuemen and force protection assets.
27th Fighter Squadron
The 27th Fighter Squadron is one of the oldest fighter squadrons in the US Air Force, first established in June 1917. The 27th FS is tasked to provide air superiority for United States or allied forces by engaging and destroying enemy units, equipment, defences or installations. It can and has been deployed to global wars and conflicts. The 27th FS is equipped with the F-22A Raptor. The ‘Fighting Eagles’ are based at Joint Base Langley–Eustis, Virginia.
391st Fighter Squadron
The 391 FS ‘Bold Tigers’ maintains combat readiness of 85 personnel and 24 F-15E aircraft for short-notice, worldwide operations. The squadron performs close air support, interdiction, strategic attack, suppression of enemy air defence and defensive air-to-air missions. The squadron is based at Mountain Home Air Force Base in southwest Idaho.
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WHO FLIES WHAT?
The Gamemaster and players need to decide just what kind of aircraft they want to fly and how they want to organise themselves. In this section we describe several combinations of aircraft and aircrew from which the players or referee can choose. Your squadron will have a particular aircraft that it flies … but it is very easy to decide on an aircraft type, then find a squadron which flies it. Build the game around what the players and GM want to play. There are a variety of player/pilot combinations that the players could opt for: COMBAT RESCUE The PCs crew a combat rescue helicopter, like the RAF Puma or American HH-60 Pave Hawk. The crew will probably consist of two pilots and two mission specialists, loadmasters or parajumpers. There will be times when some players have nothing to do, however. Perhaps more interesting is running several pilots simultaneously, each controlling a different asset in the combat search and rescue mission. They can combine forces to find, defend and extract a downed airman or other vulnerable victim. Rescue attempts will require fast jets for security, one or more rescue helicopters and also a command aircraft (either a helicopter or fixed wing aircraft modified for the task). CHOPPER TEAM In Vietnam, US Army choppers worked together in teams. Some of the pilots flew in UH-1 ‘slicks’ (troop transports without additional weaponry), some flew gunships for protection and enemy suppression whilst another flew a Kiowa or Little Bird OH-1 as a recon platform. Today, technology has advanced to the stage where a modern helicopter gunship can attack and scout on its own, but there is still a need for transport pilots. A US Army chopper team might rotate between different types of helicopters, one mission flying an Apache, another mission flying one of the UH-60 Black Hawk troop transports or Chinooks. Alternatively, each pilot flies a gunship and together the team decide what role each chopper will play in the mission. SINGLE SEAT JETS This is the most anticipated type of campaign – each player flies their own single-seat jet. TWIN SEAT JETS Some aircraft are still two-seaters, carrying a pilot and a weapon system officer (WSO) who usually operates the radar, countermeasures and the weapons. Both crewmen can operate the weapons if required. Both the crewman might be player characters, sharing the workload between them. Or the WSO might be an NPC, with all the pilots being played by players, just as in Single Seat Jets (above).
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BUILDING YOUR WAR
An air campaign features a small group of player character pilots and aircrew carrying out a series of missions within the framework of a modern conflict. The conflict can vary, and the GM may have his own ideas for some fictional future war. However, several such conflicts were presented in chapter 1 of Modern War and we will use those as examples, here. AIRWAR BALTIC SEA The very real danger exists of tipping from conventional war into nuclear conflict. Because of this danger, airstrikes have not been targeted at strategic targets, such as power stations, garrisons, airbases, etc. within Russia, Germany, Poland or any of the other participating nations. Rules of engagement are strictly limited to close air support of troops and armoured units on the ground, and the elimination or harassment of enemy forces. Combat air patrols attempt to disrupt such attacks, forcing both sides to send in lightly-laden interceptors in an effort to clear the airspace and allow passage for friendly strike aircraft. With the battlefield so complex, ejecting will often result in coming down behind enemy lines. AIRWAR CHINA SEA The Vietnamese air force has taken a beating and retreated to the south with the hopes of regrouping and striking back, despite overwhelming Chinese air supremacy. Chinese attack jets are striking hard at Vietnamese ground troops in the Bac Son highlands as well as key targets in and around Hanoi. Strikes are also beginning on Haiphong to support the Chinese 42nd Army (Huyang) which is about to assault the port city in an attempt to drive US Marines back to their ships. US Naval and Marine aircraft are supporting the Marine invasion, and providing support for Vietnamese forces further upcountry by striking road bridges, railways and Chinese troop concentrations. The US needs to delay the Chinese war machine while it consolidates its landing at Haiphong. USAF and allied jets are striking from bases in Thailand. AIRWAR NORTH KOREA Nukes, bio warfare and tenacious resistance – this war is going to Hell, fast. Coalition aircraft, flying from bases in Japan, South Korea or from aircraft carriers, try to destroy SCUD launchers that have been located on the ground by special forces. There are tank-busting missions to perform, strategic strikes against infrastructure targets, and close air support missions. The boys on the ground, stumbling around in their NBC suits find their units being ambushed again and again by determined and well-dug-in infantry. And, well, it happened back in October 1950, the Chinese might just intervene on the side of North Korea. Fancy going toe to toe with a pair of Chengdu J-10s, or Shenyang J-11s?
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AIRWAR SUEZ International forces supply aircraft for reconnaissance and close air support work in this developing counter-insurgency war. If the campaign is set during Operation Trident, US, Israeli and allied aircraft can launch pre-emptive strikes on Egyptian air defences to assist in the ground invasion to seize the Canal Zone. Egyptian armour and air defence fighters contest the allied spearhead across the Sinai and must be dealt with. Meanwhile Egyptian strike aircraft are getting off the ground to mount their own ground attacks. Air supremacy is soon won by the allied coalition. Operation Nimbus Reach is the pacification of Ismailia and the Canal Zone, and there will be plenty of close air support missions to fly and thousands of chopper missions. Nimbus Reach has echoes of Iraqi Freedom. Missions during the invasion will be flown from Cyprus (RAF Akrotiri), Saudi Arabia (King Faisal Air Base), Turkey (Incirlik Air Base) and Israel. Some assets will fly from aircraft carriers. During Nimbus Reach, helicopters and some aircraft used in close air support work, will be stationed in-country at Port Said, Ismaili (helicopters) and Taba International Airport, on the Gulf of Aqaba. AIRWAR TURKEY Greece and Turkey have parity, since the distances between the two nations prevents one side from dominating the airspace of the other. Both support their troops with air strikes and attempt to conduct interdiction strikes on infrastructure targets where and when possible. With Turkish naval forces seizing Greek islands, there will be some naval air warfare in the Aegean on both sides of the conflict. NATO forces eventually join in the war against the Turkish navy, and combat jets support commando raids on the island of Cyprus as well as the Turkish mainland. The great amphibious assault on Cyprus will require a concerted aerial effort to gain air superiority first, and then to support the assault troops on the ground. Larnaca airport, once captured, can be used as a base for close air support aircraft as well as helicopters. Fighting in the rugged island interior will demand thousands of close air support missions. Other NATO squadrons are bolstering Greece’s pincer attack towards Istanbul and even carry out airstrikes against the Istanbul bridgehead, through which Turkish reinforcements must come. Turkish air defence is poor. What if Russia should come to the aid of its Turkish friend? Will the player characters be fighting MiGs and Sukhois piloted by crack Russian pilots? AIRWAR VENEZUELA US Marine aviation will support the II MEF as it builds up its presence at Maracaibo and pushes eastwards. Other aviation assets from the USAF fly from Colombian airbases in support of the aid convoys with US military protection. Long range interdiction strikes are targeted at Venezuelan infrastructure and troop concentrations. Russian units have also been hit with the result that Russian jet squadrons have entered the fray, sparking several clashes with US jets. The air campaign is intended to soften up the local forces to allow FULNA to move into the cities and seize power. The US must not destroy too much of the Venezuelan infrastructure before that time, but must force the Russians to reassess their involvement by punishing any moves they make to defend the Maduran government.
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OPERATION DARK HORSE There are jets and there are jets. Operation Dark Horse is the Airstrike campaign of terrifying and gut-wrenching combat conducted by Harrier AV-8Bs in service with the US Marine Corps. The Marines fight anytime, anywhere - and the Harrier fights with them. This campaign allows the Marine pilots a chance to liberate Romania from invading Russian forces. BACKGROUND Moldavia is a former republic of the Soviet Union, one part of a shattered jigsaw. Its people, although called Moldavians, are actually ethnic Romanians. A nationalist movement has often called for Moldavia and Romania to be unified. The Moldavian government has continually rejected such proposals - until October 2021. A nationalist party, the Christian Democratic Popular Front (CDPF) took power a couple of years earlier. With the consent of the nationalist government in Romania, Moldavia voted to merge with its neighbour. There were many Russians still living in Moldavia, and they objected fiercely to this proposal. So did the Russian government in Moscow. There, the president Zhirinovsky, protested the move and declared that Romania was attempting to undermine Russian power in the region. In the New Year of 2022, plans were finalized for integration in early spring. Meanwhile Russia began massing military units on its border with Moldavia. It had already successfully annexed Crimea in 2014. On March 21, Romanian troops were invited into Moldavia to ‘secure the borders’ and act as a vanguard for the visiting Romanian president. On April 9 an ugly incident between Russian and Romanian troops occurred, and both sides deployed further troops. Then, with only that short violent warning, the massed Russian forces poured into Moldavia, completely overwhelming the tiny Moldavian army and pushing back the Romanian border forces. Within days Chișinău, the capital, was in Russian hands, sabotage carried out by pre-planted Spetsnaz commandos crippled communications and radar systems. Several senior members of the Moldavian CDPF were assassinated. The president was forced into hiding. RUSSIAN AGGRESSION The Romanian troops had been pushed back to their own border. It suddenly looked as if a ceasefire was about to be signed, Zhirinovsky had claimed he had acted in selfdefence, that the KGB planners believed a Romanian move into Russian territory was being planned. UN envoys flew out to Moscow, but before they even touched down, fighting had broken out again. Preceded by a terrific air attack, the Russian forces punched through the Romanian defences on April 15 and engaged the Romanian army in a battle for bases and airfields in the east. Refugees from the cities of Galati and Braila poured towards Bucharest. The Russians tried to bypass these cities, sending tanks across the Wallachian Plain toward the capital. It looked like Romania was about to fall to the Russian blitzkrieg. AMERICAN INVOLVEMENT The Americans had seen trouble coming. The super-carrier USS John C. Stennis with its strike group and attached 22nd Marine Expeditionary Unit had been in the Black Sea since the start of 2022. The John C. Stennis strike group (Carrier Strike Group Three) is MODERN WAR: AIRSTRIKE
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equipped and trained to work as a forward deployed force providing a deterrent force as well as serving to protect U.S. interests abroad. USS John C. Stennis is the flagship of the strike group, and hosts the group's air wing Carrier Air Wing 9. John C. Stennis is also home to the commander of Destroyer Squadron 21 (DESRON 21). The strike group had monitored the build-up, as had spy satellites and AWACs radar planes orbiting high over the Black Sea. When the Russians invaded Moldavia, the Americans went on high alert. The Romanian government appealed to Washington for help, which was given. US Marines and Army airborne troops were staged into the vulnerable eastern border region through Bucharest airport - this was Operation Dark Horse. Key US positions included Galati and Braila and Iasi. Other US units were preparing to be dispatched to the region as the peace talks approached. When the offensive began, SAMs took out two US AWACs planes and temporarily blinded the Americans. The fighting involved the US forces near the border, while aircraft from the USS John C. Stennis tried to keep back the Russian air force. Without AWACs cover the American jets had to carry out search-and-destroy missions against the Russian tank formations, halting the advance. Meanwhile, out in the Black Sea, a long-running naval war was being waged between the USS John C. Stennis battle group and the Russian navy. Now the battles for Galati and Braila were fought, and north of these two cities soon became a giant combat zone with Romanian and American units in the mountains trying to prevent the Russian formations moving further south. Russian SAMs took a toll of American aircraft. A Russian movement toward Tulcea (and then by extension Constanta) was initiated by the Russian army at Galati and more Marines were landed in the Danube delta to cut off this advance. The next few weeks would be critical! Marines were involved in the fighting up in the mountains near Iasi, in and around the cities of Galati and Braila and in the Danube delta. The Harrier pilots would be expected to support their comrades in all of these regions. MISSION IDEAS The player characters are Harrier pilots of the Marine attack squadron VMA-223 (Bulldogs’) part of the 2nd Marine Aircraft Wing and currently assigned to the 22nd Marine Expeditionary Unit. On board the USS Bataan, their unit consists of six Harrier AV-8B IIs, which reinforce an Osprey tilt-rotor squadron.
1 - Locate Downed Pilot: Fend off enemy fighters till helicopters get there, the AAA
ambush erupts. Can personal side-stories be woven into this? 2 - Long-Range Strike: Need to re-fuel en-route. Hit the target, then get out. Later the PCs discover they were false targets. Next day they must re-fly the mission. The tanker gets shot down. Without fuel and running out, they have to divert to a Forward Arming and Refuelling Point (FARP). But, it has been taken over by enemy!! The PCs must fight their way out on land through enemy territory. 3 - Tank Convoy: Hidden in mountains, the tank convoy must be located and destroyed. It is hidden in a road tunnel. Meanwhile some SAM fire and enemy fighters MODERN WAR: AIRSTRIKE
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threaten the PCs’ jets. The tanks are not found. Back at base news comes in of a captured tank commander. Pilots are ordered to fly over in their Harriers to help interrogate him. He tells of a certain road he was meant to follow. At that moment the forward base where the interrogation is being conducted is attacked by Russian gunships. Can the pilots get to their planes and shoot down the choppers? Then go after the tanks? 4 - Court-martial: A Marine infantry unit is trapped up against cliffs in canyon-land. The PCs’ Harriers need to weave down valleys to avoid SAMs. Do they find the Marines? Enemy is in a treeline below the cliffs. Contact with the Marines is lost – do they bomb the treeline or not? This is a no-win scenario. If they do, then the Marines were forced down the slope by an ambush above them – with the result that they were bombed by the Harriers. If not, then the Marines are chewed up by the enemy with only a handful of survivors. Either way, the player character pilots are in trouble. Lots of plot and intrigue follows as courts-martial loom. Will one of the pilots, or an NPC, stab them in the back? 5 – Food-Aid: On the ground – the PCs are sent in to liaise with a refugee group in the mountains on an ANGLICO mission (something not normally given to pilots). They will be guiding in Hercules cargo drops. They can make friends amongst the refugees and get a personal stake in them. They should discover enemy infiltrators in the refugee group potentially armed with shoulder-launched SAMs - can the pilots stop the Hercules being shot down? After the first day of drops, PCs then do escort work in their Harriers - but AAA has been brought up on to the slopes - suppress it! If anyone is shot down, refugees can help them escape the enemy rebels. 6 - Intercept: A small US Marine landing flotilla comes under attack in the Black Sea – three Russian jets, inbound. The player characters are on-board their amphibious assault ship, the USS Bataan, and must scramble to intercept (perhaps just after flying an airfield bombing mission). An NPC ace veteran pilot ‘accidentally’ shoots down or fires on a PC during the engagement. The excuse - weapons failure, but technicians find no malfunction. Actual medical problem: migraines that affect judgement. Unfortunately he is hiding the fact and is determined to carry on. Do the PCs find out? Do they help him or expose him? Would he consider suicide preferable to being discharged and humiliated? 7 - Chemical Strike: The mission is a strike on a munitions factory in a small town. The place has an unexpected SAM site on location making things hairy. Unfortunately the factory held stockpiles of chemical weapons that the strike releases, injuring many townspeople. The media, hostile to the US war efforts and sympathetic with the Russian campaign, try to blame the US military of actually deploying chemical weapons on a civilian population. The media get really involved with the player characters after Top Brass give them access to Marine squadron operations in an attempt to clear the air. The reporters are obnoxious and in their faces, this is going to be tough since the PCs will be handed classified missions. 8 - Ammo Test: New firing mechanisms are being tested during a mission with fuel tanks and bombs, no room for sidewinders. There will be a big dogfight, and everybody who fires has a gun jam. Top brass investigation blames the PC pilots for not following the new weapon arming procedures. Can they sort out the red-tape and get help? Where is the proof? The ammo designers try a cover up and blame the PCs.
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FAST JET OPERATIONS What does a typical flight look like? Here we look at an imaginary air-to-ground combat mission, noting all of the things that the pilot has to think about, consider and do, to make the mission a success. PLANNING The squadron scheduling office posts the squadron’s weekly flight timetable during peacetime. This includes training flights, upgrade sorties, flight tests and other missions. During wartime, missions may also be scheduled in this way (usually interdiction strike missions) or on a daily or hourly basis (usually close air support missions). Close air support missions will have assigned flight crews who must be on stand-by at the base during set periods waiting for that urgent call from the battlefield. On the day of a mission, the pilots arrive at the squadron and plan their mission out, typically with the other pilots in their flight - and with WSOs if they are carried on the aircraft. Everything is factored in and detailed, including the mission objectives, flight routes, altitudes and speeds, fuel needed, combat stores required for the combat mission, and the radio and navigation frequencies. This planning takes a couple of hours on a squadron computer and the plan is then uploaded to a data transfer cartridge (DTC). This fat cassette carries all of the new mission information and is loaded into the jet during pre-flight where it transfers all that data into the jet’s internal navigation computer. BRIEFING The flight briefing lasts about an hour and is where all members of the flight come together and lay out the exact details of what will happen, when it will happen, and how it will happen. It is led by the flight lead, who is the pilot in the number one aircraft who is in charge of the flight. He or she starts the brief with a time hack that is set to exact global time. The first ten minutes is mission administration (in the USAF often termed ‘motherhood’), where routes, radio frequencies and formation positions, etc.) are covered. The rest of the briefing covers the tactical aspects of the mission (for the USAF this is ‘The Meat’) and looks at approaches to the target, expected resistance or ground defences, use of selected weapons, and discussion of any special tactics the squadron is using. After the briefing, questions can be asked. That leaves about an hour before take-off, during which time pilots gather up the flight materials they need, and the G-suit, harness, flight helmet and other required equipment. After suiting up, there might be time for a cup of coffee or snack, and then the time comes to visit the Ops Desk with the other members of the flight for the ‘step brief’. This Ops Desk is run for the day by a senior pilot in the squadron, his job as Operations Supervisor is to manage and smooth over any difficulties in the squadrons’ flying that day. Pilots receive a brief from the Ops Supervisor before they go out to their jets. He briefs the pilots on any updates to weather, airspace, bird conditions, divert options and any other important airfield items. MODERN WAR: AIRSTRIKE
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PRE-FLIGHT Wingmen Pilots then arrive at their jets, either Gunships and fast jets often fly in pairs, with one walking out, or more likely being serving as the ‘wingman’ of the other. He flies behind bussed out. Here they greet the and to the right, providing extra situational ground crew who have been prepping awareness, firepower and more tactical flexibility. the aircraft for three or four hours. PCs may want to dispense with the wingman concept The pilot conducts a walk around, to emphasize choice of action for all players. diligently running through a mental checklist so as to confirm in his mind that the aircraft is fit to fly. At the same time, at a signal, all jets start their engines and then taxi out to the ‘active’ runway (the runway in use that day, based on wind direction). At the runway threshold, more maintenance guys are waiting to do a ‘final once over’ and to arm any underslung ordnance. With that, take off clearance is received and the two-ship or four-ship flight takes off. FLIGHT The jets meet up, join formation and begin their flight. Along the way they conduct a ‘Fence Check’ where the jet is set up for combat, chaff and flares are tested, radar and targeting pods set up, recording systems switched on and G-suit and oxygen checked and tested. Some of the missiles and bombs might also be warmed up and given a quick systems check. Every mission is different, some might be training sorties, others might be search and rescue, strike or air defence. Wingmen are the junior pilots who must strive to be in the correct formation position, on the correct radio frequency and be ready to act as the flight leader directs. A good wingman will be one step ahead of the flight lead’s plan, ready to act at all times.
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The flight plan of a ground attack mission will vary with the aircraft type, the terrain and the enemy’s air defence capability: HIGH THREAT – High threat means danger to the jet at both low and high level altitudes. A high threat defence environment, with plenty of surface to air missiles and anti-aircraft artillery (AAA) has traditionally forced fast jets to enter the enemy airspace at extremely low level in order to avoid being detected on radar and thus escape high or medium level air-to-air interception. Low level AAA coming from the target still poses a threat, however. Often, in order to conserve fuel, jets approach the enemy airspace at high altitude and drop to low level for airspace penetration and attack (this reduces the chance of detection AND minimizes time over target), before returning at high altitude. The main reason that pilots prefer to fly at high altitudes is that, as the air gets thinner with every foot climbed, planes can travel more easily and therefore move faster and burn less fuel, saving weight that can instead be devoted to missiles and bombs. This is a Hi-Lo-Hi mission profile. LOW THREAT – Low threat does not mean ‘no’ threat, instead it refers to an environment where SAMs are rare, not present or neutralised by recent airstrikes. Low threat means low level danger. Low threat targets still retain a decent level of AAA, much of which is difficult to eradicate through airstrikes. The attacking jets might fly a Hi-Med-Hi profile, flying in at high altitude, dropping to medium altitude to acquire targets and launch smart ordnance, then return to base at high altitude. Airstrikes in Kosovo, the Gulf War and a portion of the Iraq and Afghan Wars were conducted using this profile. Medium altitude is needed for many guided weapons, and AAA rarely poses a threat at that altitude. GPS ORDNANCE – The accuracy of a bomb or missile homing in on global positioning system co-ordinates is, for all practical purposes, just as accurate from 8,000’ as it is from 30,000’. To this end, aircraft with this newest type of guided ordnance are able to fly Hi-Hi-Hi profiles, flying in, launching ordnance and recovering to base – all at the altitude of your typical Boeing 777. This greatly reduces the chance that the aircraft will come under fire from a SAM battery on the ground. It’s not as much fun though, is it? STEALTH – Dedicated stealth aircraft, such as the F-35 and B-2 Spirit are able to penetrate hostile airspace ‘relatively’ undetected and gain a bonus to avoid being hit in high threat environments. Following the important combat phase of the mission, the formation will likely be approaching ‘bingo’ fuel … and so it’s time to RTB (Return to Base). Bingo fuel is the calculated fuel situation where the fighter must return to base with its planned ‘return to base’ fuel reserves. Loitering in the area once bingo fuel has passed means that the fighter will not be able to make it back to base, unless an unscheduled air-to-air refuelling operation can be quickly arranged. The formation joins up, fences out (where weapons are made safe disarmed and combat sensor systems re-purposed) and then heads home. On the way, pilots often conduct a BD (Battle Damage) check which involves each aircraft taking a minute to fly behind and under the other aircraft and look for any trouble - shrapnel impacts, stuck or hung weapons, hung chaff or flares, leaking fluids or anything else amiss. This check seldom turns up anything of significance but it is an important phase of the return flight. MODERN WAR: AIRSTRIKE
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TOUCH DOWN Eventually the formation arrives at the home base and enters the traffic pattern. The tower announces landing clearance and the flight touches down and then taxis back to the ramp. Here the crew chief, in charge of maintenance, leads his crews in helping to shut down the aircraft, carry out a complete maintenance check and then begin the long process of preparing the jet to return to combat. The next mission might be in a few hours or the next day, depending on the intensity of the conflict. The pilots and WSOs are tired and hungry, but paperwork needs to be filed, the flight gear must be packed away and after a quick bite to eat and a coffee the crews attend a Flight Debrief, usually scheduled an hour after touchdown.
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HELICOPTER OPERATIONS
There are generally three types of military helicopter: transport, attack and scout. BOARDING THE CHOPPER The briefing will include a time of departure, either later in the day or maybe at dawn the next day. At that time the entire squad will be assembled at the flight line ready to be transported by helicopter. The platoon sergeant will usually give everyone a ‘onceover’ to make sure they all have the kit they need and that the safeties are on their weapons. Then he will march them to the flight line. This is a location on the base where choppers take off. When all the squads are on their assigned choppers they lift off and gain altitude, falling into formation (often a line-astern formation) for the flight to the Landing Zone (LZ). The LZ will be within 200km of the base, allowing enough fuel for the choppers to return safely. Distances are, in practice, often a lot shorter than that. THE LANDING ZONE Each LZ is chosen before the mission begins, both from maps and from the intelligence gathered by over flights of recon choppers. If part of a large assaulting force, the mission might demand several LZs for all the helicopters involved, or there may be an alternate LZ if there are problems with the first. An LZ is open ground, close to the objective, that is not too close to any observed enemy activity. There will probably be some cover nearby. A Pick-Up Zone (PZ) will also be designated if the platoon has not been ordered to return to the LZ for extraction at the end of the mission. If the ground is too rugged or covered with tall grasses or shrubs, the chopper will hover a metre or metre-and-a-half above the ground, and the soldiers must jump or fast-rope. If deemed safe, the platoon is landed and sets off on foot. The choppers withdraw, either back to base for the night, or, if an extraction is due later that day, to a prearranged laager, a secure LZ within an hour's flight of the Area of Operations. If the LZ is hot, or if the unit is mounting a full combat assault, gunship escorts are provided Once the enemy is softened up (suppressed), following repeated passes and rocket barrages, the transport choppers carrying the platoon are landed, and the troops disembark rapidly, firing weapons and looking for cover as they do so. A hot LZ is a terrifying place to suddenly find yourself dropped into. In an assault, gunships will stay on station, or be replaced by close air support jets if the assault requires continued support. If there are casualties during the attack they are brought to the LZ where medivac helicopters fly in to take them away. EXTRACTION Being extracted is similar to being inserted. HQ will give the co-ordinates of a nearby suitable Pick-Up Zone (PZ) and the platoon will have to hike there. A smoke grenade is thrown and this gives the pilots an idea of wind speed and direction, and provides added security. Watch out for a sneaky enemy popping their own smoke nearby to draw in choppers and shoot them up. When sure that the coast is clear, the squads will assemble into columns of 10 each and move into the PZ, crouching low as the choppers come in a line-formation. The squads race aboard and the choppers lift off all at once. If the PZ is ‘hot’, choppers may refuse to land until the enemy have been subdued by MODERN WAR: AIRSTRIKE
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gunships or fast jets, but more often they will come in fast, flaring to a hover at the last minute, the door gunners frantically hosing down suspected enemy positions with gunfire as troops dash aboard. Wounded always go first, and they take up more space which might mean more than one trip. The grunts may have to defend the PZ until another chopper comes in.
GUNSHIPS – THE ATTACK HELICOPTERS Modern helicopter gunships resemble flying tanks, heavily armed helicopters capable of destroying most armoured vehicles on the battlefield. Weapons used on attack helicopters can include autocannons, machine guns, rockets, and guided anti-tank missiles. Many attack helicopters are also capable of carrying air-to-air missiles for the purposes of self-defence. The gunship has two main roles: first, to provide direct and accurate close air support for ground troops, and second, the tank-buster role with the focus of destroying enemy tanks and armoured vehicles. Attack helicopters are also used to supplement lighter helicopters in the armed scout role. Most modern gunships include sophisticated surveillance and targeting sensors, including night-vision, thermal visions, laser rangefinding and laser designation as well as mast-mounted optical sensors. These masts resemble a beach ball perched above the rotor system and are found on the Longbow Apache, Mil Mi-28 Havoc, Eurocopter Tiger, Kamov Ka-50 Hokum and OH-58 Kiowa scout chopper); they give the aircraft the additional mission capability of target acquisition and laser designation in day or night, limited-visibility and adverse weather. They also allow a manoeuvre akin to the tank’s ‘hull down’ tactic, where the chopper can sit behind a treeline or ridge and detect targets beyond it, whilst under cover.
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5 AIRCREW TRAINING 5 AIRCREW TRAINING
Fighter pilot is an attitude. It is cockiness. It is aggressiveness. It is selfconfidence. It is a streak of rebelliousness, and it is competitiveness. But there’s something else – there’s a spark. There’s a desire to be good. To do well; in the eyes of your peers, and in your own mind. Colonel Robin Olds
This chapter explains how to create a pilot or aircrewman. Each player will have their own character and typically this will be a pilot, since this provides the greatest freedom of action. Options are provided, however to create most of the aircrew roles that feature in fast jet and helicopter operations. Checklist 1. Roles: The GM and players decide on a campaign or game setting. 2. Characteristics: Roll 2D6 each for Strength, Dexterity, Endurance, Intelligence, Education and Social Influence. Scores will range from 2 (poor) to 12 (exceptional) and will average 7. 3. Age: After training and after a few years in-service, the characters will be in their early twenties. Roll 1d6 +17 to calculate age at the start of the game. The character will normally begin the game at Rank 1. Add 1d3+2 years for Rank 2 and again for Rank 3. 4. Determine Skill Levels: The PC receives skill levels during training. The GM may require one or more players to be of a rank higher than 1. 5. Personalise: Find out a bit about your character. 6. Gear: Finally, the character will be issued Gear suited to his role.
1 ROLES
The five roles in this section are offered as options for the referees and players to consider. Obviously not all the roles will be suited to the type of scenarios or campaign that they want to play. In a helicopter game, the three players could make up the crew of a UH-60 Blackhawk if desired, forming the pilot, co-pilot, pararescueman and loadmaster/gunner; alternatively they might form a helicopter assault flight, one playing the pilot of a Blackhawk, another the pilot of a Kiowa scout chopper and the third the pilot of an AH-64 Apache. The other crewmen onboard would be made up of non-player characters (NPCs). Probably the most common arrangement would be to have each player take on the role of the pilot of a one-man fast jet. Together they would form a squadron ‘section’. MODERN WAR: AIRSTRIKE
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The five roles described here are: pilot, weapon system officer (WSO), weapon systems operator (WSOp), loadmaster and pararescue jumper (PJ). PILOT There are two types of pilots in Airstrike, those who fly the fast jets and those who fly helicopters. Jet pilots are a headstrong, confident, competitive and courageous lot. They fly alone or with a backseat WSO, and must make crucial decisions at high-speed, under incredible pressure. They do not lose their cool. Chopper pilots typically have a co-pilot and either of them can fly the aircraft, although the senior pilot (the player character) is always the aircraft commander. A US Army pilot is typically stationed with the infantry unit they specifically support. For instance, if a pilot is attached to the 25th Aviation Regiment, the 25th Infantry stationed in Hawaii is where the pilot would live. Pilots are trained in aircraft handling, meteorology, air law and both emergency procedures, navigation and radio use, combat manoeuvres and the operation of onboard weapon systems. Role skill is Winged Aircraft OR Rotor Aircraft. WEAPON SYSTEM OFFICER WSOs are commissioned officers who operate the high-tech sensors and airborne weapons systems in the backseat of a two seat attack jet like the F-15 Eagle. They are given basic flight instruction, and extensive training in attack profiles, mission planning, navigation and radar operation. Common to fast jets of the 1970s, 80s and 90s, they have increasingly begun to be replaced by sophisticated computer interfaces for a single pilot. Helicopter gunships, however, routinely carry WSOs as sensor operators and gunners. On large airborne surveillance aircraft, like the Poseidon, E-3 Sentry, RC135 Rivet Joint and the R1 Sentinel, WSOs lead teams of radar and surveillance operators. Role skill is Heavy Weapons. WEAPON SYSTEM OPERATOR The WSOp is an enlisted position on a large electronic surveillance aircraft, such as the Poseidon, E-3 Sentry, RC-135 Rivet Joint or R1 Sentinel. WSOps each man a technical station (IR camera, radar detector, sonar, doppler radar, communications, passive detector, air control, interception, and so on) and report to one or more WSOs on board. Role skill is Comms. LOADMASTER Loadmasters are enlisted personnel that are responsible for loading and unloading cargo, calculating weight and balance and handling any and all cargo operations, including parachute drops and airborne cargo supply drops. On helicopters the loadmaster is also the winchman who operates the rescue winch, as well as any underslung load. On heliborne combat operations he will operate a door- or rampmounted machinegun used to provide covering fire for the chopper. Role skill is Machinegun.
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PARARESCUE JUMPER ‘PJs’ are elite infantrymen trained in trauma medicine and skydiving. They are employed as combat search and rescue experts (CSAR) in the US, Denmark, Canada, Israel, Japan and Brazil. A PJ is carried on a search helicopter and will usually be lowered by winch into an active combat zone to assist and recover a downed airman. PJs are often highly skilled paramedics as well as experienced combat infantrymen. PJs are excellent swimmers, in addition they are sometimes parachuted into a location where they can assist with a rescue operation. For the purposes of character creation, treat them as a special forces operator in the Modern War rulebook, with Medicine as their Role skill.
2 CHARACTERISTICS
Roll 2D6 each for Strength, Dexterity, Endurance, Intelligence, Education and Social Influence. Players can set Strength and Endurance to 6 (if currently below 6). Officers can set either Intel or Edu to 6 if one of them is below this figure.
3 AGE
Following basic training and a few years in service, the characters will be in their early twenties at Rank 1. Roll 1d6 + 17 to calculate age at the start of the game.
4 DETERMINE SKILL LEVELS
Basic training provides all characters with Rifle-0, Wheeled Vehicle-0 and Melee Combat-0.
Specialist training provides three new skills at level-1 and one of these level-1 skills must be the Role skill. The other two skill assignments are chosen by the player from the relevant specialist skill table, although if desired, a level-0 skill can be turned into a level-1 skill. Next, the player assigns two more level-0 skills from the relevant specialist skill table to his character. Finally, the player is awarded a ‘talent’ bonus, +1 on any skill that the character already possesses OR a +1 to any one of his characteristics.
Pararescuemen must create their characters as an operator using the standard Modern War character creation rules.
HIGHER RANKS The GM may require a player character to begin the game at a rank beyond 1. Each additional rank increases age by 1d3+2 years and provides a number of level-1 skills equal to the character’s final rank. This applies to both enlisted and commissioned characters.
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Pilots control and command fast jets, helicopters of large transport, bomber or transport aircraft. They are trained in navigation, air combat and sensor system operations.
Winged OR Rotor Aircraft Leadership Pistol Navigation Bribery Survival Carousing Comms Heavy Wpns Electronics Parachute-0
Comms Navigation Survival WSOs operate the sensors and Heavy Weapons airborne weapons systems in the Linguistics backseat of a two seat attack jet. Gambling
Pistol Carousing Electronics Leadership Parachute-0
Comms Survival Navigation The WSOp is an enlisted position Computer
Carousing Gambling Bribery Electronics Pistol
Machinegun Enlisted personnel that are Survival responsible for loading and Wheeled Vehicle unloading cargo, parachute drops Comms and operating helicopter winches. Admin
Rifle Carousing Mechanics Gambling Bribery
They have training in attack profiles, mission planning, navigation and radar operation.
on a large electronic surveillance aircraft.
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Rank 0 1 2 3 4 5 6 Rank 0 1 2 3 4 5 6
UNITED STATES RANK TABLE
US Army Private PFC Specialist 4 Sergeant Staff Sergeant Sgt First Class Sergeant Major US Air Force Airman Airman 1st class Senior Airman Staff Sergeant Technical Sergeant Master Sergeant Chief Master Sgt
US Marines Private Lance Corporal Corporal Sergeant Staff Sergeant Gunnery Sergeant Sergeant Major US Officer Second Lieutenant First Lieutenant Captain Major Lieutenant Colonel Colonel
US Navy Seaman Apprentice Seaman Petty Officer 3rd class Petty Officer 2nd class Petty Officer 1st class Chief Petty Officer Master Chief PO Naval Officer Ensign Lieutenant (Junior Grade) Lieutenant Lieut. Commander Commander Captain
UNITED KINGDOM RANK TABLE
Rank RAF Enlisted 0 1 2 3 4 5 6 Rank 0 1 2 3 4 5 6
Aircraftman Leading AC Senior AC Corporal Sergeant Flight Sergeant Warrant Officer RAF Officer Pilot Officer Flying Officer Flight Lieutenant Squadron Leader Wing Cmdr. Group Captain
British Army/ Royal Marines Private/Marine Private/Marine Lance Corporal Corporal Sergeant Staff/Colour Sergeant Sergeant Major Army/Marines Officer Second Lieutenant Lieutenant Captain Major Lieutenant Colonel Colonel
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Royal Navy Able Seaman 1 Able Seaman 2 Leading Seaman Leading Seaman Petty Officer Chief Petty Officer Warrant Officer Royal Naval Officer -
Ensign Sub-Lieutenant Lieutenant Lieut. Commander Commander Captain
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Rank 0 1 2 3 4 5 6 Rank 0 1 2 3 4 5 6 Rank 0 1 2 3 4 5 6
Rank 0 1 2 3 4 5 6
OTHER NATIONS RANK TABLE
German AF Flieger Flieger Gefreiter Unteroffizier Feldwebel Oberfeldwebel Stabsfeldwebel German Officer Leutnant Oberleutnant Hauptmann Major Oberstleutnant Oberst Israeli AF Turai Turai Rav turai Samal Samal rishon Rav samal
Rav samal mitkadem
Israeli Officer Segen mishne Segen rishon Seren Rav seren Sgan aluf Aluf mishne
Russian AF Ryadovoy Ryadovoy Yefreytor Mladshiy serzhant Serzhant Starshiy serzhant Starshina Russian Officer Leytenant Starshiy leytenant Kapitan Major Podpolkovnik Polkovnik Canadian Army Aviator Aviator Trained Corporal Master Corporal Sergeant Warrant Officer Master WO Canadian Officer Second Lieutenant Lieutenant Captain Major Lieutenant Colonel Colonel
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French AF Aviateur
Aviateur Premiere Class
Caporal Caporal-chef Sergent Sergent-chef Adjutant French Officer Sous-lieutenant Lieutenant Captaine Commandant Lieutenant colonel Colonel Chinese AF Lie bing Shang deng bing Xia shi Zhong shi Shang shi Er ji jun shi zhang Yi ji jun shi zhang Chinese Officer Shao wei Zhong wei Shang wei Shao xiao Zhong xiao Shang xiao
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5 PERSONALISE
The tables that follow provide a few ideas to personalise your aircrewman or pilot. They are provided purely for entertainment and as a basis for ideas.
CHARACTER TRAIT 2D6 2 3 4 5 6 7 8 9 10 11 12
Trait Cautious – “Why take unnecessary risks?” Oldest in the Squad – “You’ve seen it all before” Lucky Mascot – “Mr Popular; only good things happen when he’s around!” Ice Man – “No mercy, no remorse” Hero – “If you’re gonna die, die saving someone’s life!” Family Man – “Women and children are not part of this war” Rogue – “Hey, break a few rules ... who will know?” Thinker – “Be methodical, calculate the odds, let’s think about this … “ Callous Survivor – “Learn every trick in the book, never take short-cuts, never forget procedure… stay alive” New Guy in the squad – “Watch and learn” Joker – “Have a laugh, joke around … don’t take anything seriously, even death”
APPEARANCE 2D6 2 3 4 5 6 7 8 9 10 11 12
Appearance Freckles Chews gum Pale Not a pretty guy Dark skin Chiselled looks Thin-faced Tattoo with a story Scar with a story Ice-cold stare Shaven-head
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3D6 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Event
RECENT EVENT
The squadron commander calls you out on your Character Trait and tells you he is watching you carefully. Shape up. You gain notoriety in base camp, and the attentions of an officer’s wife. But keep it discrete. Your unit takes its frustrations out on local civilians or a local tribe. You help in shaking down a new sensor upgrade for the squadron. Gain one of the engineers as a contact, and Electronics-1. You served at HQ as an aide and now know the colonel personally. Accident at the base, you are injured along with a few other men. You report an officer at the base for a serious infraction, he knows it was you and is waiting for an opportunity for revenge. Gain an ally at the base who you can call on for favours. You spend some of your down-time learning a language; gain Linguistics 1. A comrade takes the blame for your mistake and is charged. Your comrades all know it was you. You hook up with a nurse at the airbase, will it last? You get into a fight with another member of the squadron, but now the guy is a good drinking buddy. You’ve had to return to base several times due to technical problems. But do your comrades think it’s your aircraft at fault … or your nerve? Your attempts at bribery exempt you from the worst staff duties at the base. Gain Bribery-0. You got a Dear John letter the day you shipped out, but you have kept up a façade to your buddies, with pretend phone calls, a pretend birth, marriage plans … how do you stop the lie? You are the main suspect in a friendly fire incident.
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6 GEAR
With space in the cockpit or duty station at a minimum, very little excess gear can be carried on a combat mission. The various aircrew roles will carry the following equipment:
FAST JET PILOT/WSO KIT LIST Item Flight Suit Flight Helmet Boots G-Suit & Parachute Harness Individual First Aid Kit Combat Knife Survival Radio Strobe Light Survival Kit Fishing kit , fire-lighting, compass, water purification, saw, 3 ground flares, Mylar blanket, 1 litre water, 2 days cold rations, signal mirror. Paracord, 20m Flashlight, Pocket Oxygen Mask Floatation Vest Handgun*
Total
Weight (kg) 1 6 0.5 0.25 0.5 0.2 3
0.1 1 1
13.55 kg
*Note: The USAF has begun issuing the GAU-5/A Aircrew Self Defence Weapon to pilots, this is a modified M4 carbine that breaks apart for stowage beneath the ejection seat. It comes with four 30-rd magazines.
CHOPPER PILOT KIT LIST Item Flight Suit Flight Helmet Boots Handgun* Individual First Aid Kit Floatation Vest
Weight (kg) 1 1 0.5 1
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3.5 kg
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LOADMASTER KIT LIST Item Flight Suit Flight Helmet Boots Body Armour (Armour Rating 4) Individual First Aid Kit Floatation Vest Harness and tether
Weight (kg) 1 3 0.5 1 2
Total
3.5 kg COMBAT PARARESCUE KIT LIST *
Item Flight Suit Flight Helmet (Armour Rating +1) Boots Body Armour (Armour Rating 4) Combat Medical Bag, Standard Harness Combat Knife Survival Radio Strobe Light Paracord, 20m Flashlight, Pocket Service Assault Rifle with five 30-rd magazines
Weight (kg) 1 3 4 2 0.25 0.5 0.2 0.1 about 5.5 kg
Total
15.65 kg
* Note: This kit list is for use overland, rescuing downed aircrew. If operating search and rescue over water, the kit is often slimmed down, swapping the firearm for wetsuit and flotation vest, and leaving the body armour behind. OTHER AIRCREW WSOs and WSOps operating on larger surveillance and radar detection aircraft carry little personal equipment with them.
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6 AIR COMBAT 6 AIR COMBAT
Even while you are fighting for your life against one attacker, you never stop looking for his buddy…. In all too many cases [the Communists will win] because a second intruder has jumped in to finish off a fight. - Major John Trotti, USMC
The rules here for aerial dog-fights are designed to be highly descriptive in their approach to air combat. It will be up to the GM and the players to describe how the action unfolds as the participants maneuver, jockey for position and attack one other.
AIR–TO-AIR PROCEDURE 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11.
AIR-TO-AIR CHECKLIST Establish combat elements on both sides, players select a target. All participants roll 2D6 + Aircraft Agility + vehicle skill for Advantage Winner has Advantage over his opponent and gets to attack with a Die Modifier Rounds 1-3 are Over 30km (Medium Range), rounds 4+ are Short Range. Short Range. Need visual ID? Then win Advantage and make Routine Int roll. Launch missile. Defend against missile: ECM, Flares and Evasion. Missile damage. Short or medium range, 9D6 Guns. Short range. Requires successful visual ID. Roll 10+ add Hvy Wpns skill. Check Ammo. Max 10 bursts of gunfire allowed. Check Fuel. Each round of air-to-air combat ‘costs’ 20km in fuel.
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Establishing Combat Elements The aerial battlefield extends only as far as the detection range of the participant’s radar systems, in Airstrike we assume this is somewhere between 100-150 km. Systems are efficient and powerful and all combat aircraft on all sides will be aware of one another simultaneously for the duration of the combat. For the purposes of this roleplaying game, we will assume that stealth aircraft like the F22 and F-35 are still detectable, but insanely difficult to target using radar homing missiles. There is no tracking of accurate range in air combat. This is intentional. The attack penalty for very low success rolls is meant to reflect a bad angle of attack, or sub-optimal range for an attack, among other things. Only two broad range categories are referred to, Over 30km (‘beyond visual range, where medium anti-aircraft missiles can be used), and Under 30km (‘visual range’, where guns and light anti-aircraft missiles may be used). Rolling for Advantage Air combat turns or rounds are an abstraction, perhaps equating to one minute. Player characters select a target and at the start of each turn all participants throw 2D + the relevant aircraft skill + the aircraft’s Agility. These rolls are compared to the PC’s opponent. The defender always wins on ties. The winner has Advantage and may attack using the rules below, with the following modifiers based on the throw's Effect (see table, below). To gain advantage in air-to-air combat
Average (0) Aircraft roll DMs: + Aircraft’s Agility DM - 3 if carrying ordnance equal to more than ½ the Aircraft’s Hardpoints
The loser of the Advantage throw cannot attack in that turn, unless their aircraft has a turret-mounted weapon (possible in scenarios set in the Korean War or Second World War). Turret attacks made without Advantage suffer DM-4 to hit. ATTACKING IN AIR COMBAT Effect Attack DM 0 DM-2 1 or 2 DM-1 3 or 4 DM+0 5+ DM+1
Rounds 1-3: The first 1-3 rounds are conducted at ranges exceeding 30km and will only involve stand-off medium anti-aircraft missiles, if any of the participants carry them.
Rounds 4 and after: From then on (round 4+), assuming both sides wish to engage,
the range shifts to closer air-to-air ranges, where both guns and/or light anti-aircraft missiles may be used by all sides.
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Visual Identification It may be OK to fire on unidentified radar targets, but very often, command will want visual confirmation of a target before it can be shot. These are Rules of Engagement. To visually acquire a radar target, that is manoeuvring aggressively within 30km, Advantage must first be won and a Routine (+2) Intelligence roll made to spot and identify the target. The GM might want to impose a DM due to weather conditions. Two man crews have a better chance of locating an enemy aircraft than does a single pilot. Each crew member can make a visibility test, provided they have a clear line of sight to the target. Note that civilian aircraft and enemy recon planes (Bears, Badgers and Poseidons, for example) will not or cannot manoeuvre aggressively. Multiple Aircraft It is possible to have multiple aircraft engaged in a single dogfight. Simply record the different Advantage results in descending order. The aircraft higher on the ‘ladder’ may attack any aircraft below them. Ending Air Combat Air combat has no time limit, barring fuel considerations (each round of combat ‘burns’ 20km of the jet’s range), it ends either when one participant is disabled or destroyed, or if one participant disengages. To disengage from air combat, a participant must have Advantage and use their action that turn to make a Difficult (-2) Winged Aircraft roll, add the vehicle’s Agility DM.
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AIR-TO-AIR WEAPONS Using Guns Most fast jets carry in-built 20mm or 30mm rotary cannon for close range air-to-air combat. To get within firing distance, the pilot must spot the aircraft visually (see boxed text). Most guns carry enough ammunition for 10 rounds-worth of attacks. A natural roll of ‘2’ indicates a gun malfunction. For damage inflicted, see Guns & Cannon on page 55. To hit with rapid-firing guns in air-to-air combat
Difficult (-2) Heavy Weapons roll
DM’s: + Fire Control DM -2 if single autocannon -1 if twin autocannon +2 to hit slow moving propeller plane
Each pair of guns after the first provides an additional DM+1. The F-86 Sabre had six .50 cal machineguns, this gave it a +2 to hit and a damage roll of 5D6 SAP when it did. If the aircraft is equipped with different calibres of weapons, then if the pilot hits his enemy, use the highest damage roll. The Me 109E was fitted with two medium machineguns over the engine and a 20mm autocannon in each wing. The Me 109E would benefit from a DM+1 and do 6D6 SAP if it hit (the damage of an autocannon). Using Missiles Fast jets usually carry air-to-air missiles or which there are two basic missile types – radar-guided and heat seeking. Radar-guided missiles (usually medium range) rely on the radar from their controlling aircraft or their own internal radar to guide them to a target, whilst heat-seekers (usually short range) home in on the heat signature from the enemy’s engine. A missile cannot be launched at an enemy unless it has ‘locked-on’ (or ‘pickled the target)’. Further note that ‘light’ (or short range) missiles can only be fired within 30km and medium missiles at a range beyond 30km. Most missiles of this period are ‘all aspect’, which can track a target no matter which way the target faces relative to the missile. In other words, an all-aspect missile can be launched against a target in a tail-chase engagement, in a head-on engagement, in a side-on engagement, from above, from below, etc. that is they may be fired from any angle, there is no adjustment for an angle of attack. Older types must be fired from behind the target aircraft: the pilot must spot the aircraft visually (see boxed text).
Weapon
AIR-TO-AIR (AA) MISSILES
Damage
Space Guidance
Short-Range AA Missile
9D6
1
Heatseeking
Medium-Range AA Missile
9D6
1
Radar
Examples Sidewinder, AA-8 Aphid, ASRAAM, Matra Magic, shoulder-launched SAMs AMRAAM, MICA, Sparrow, AA-10 Alamo
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Does The Missile Hit? Missiles automatically hit unless the target conducts a countermeasure. There are three countermeasures: ECM (against a medium range missile), flares (against a short range missile) and evasive manoeuvres (used against either type of missile, should ECM or flares fail). This means most pilots have two chances to defeat an incoming missile. ECM – Many aircraft have some radar jamming capability against medium range missiles (they have an ECM bonus). To jam a medium range air-to-air missile
Difficult (-2) Comms roll DMs: + Aircraft’s ECM DM
Flares – Short range missiles (typically infra-red homing) can instead be defeated by launching hot decoy flares, nearly all military aircraft, including many transports, are fitted with flare dispensers. The defending player must roll 10+ for the flares to lure away the missile. To decoy an incoming short range air-to-air missile with flares
Difficult (-2) roll (unskilled)
Evasion – Should ECM or flares fail, then the pressure is on the pilot to outmanoeuvre the approaching missile. This is a tense and frenetic life-and-death moment as in-cockpit videos of SAM attacks over Iraq can attest. The pilot must make three rolls of 8+ (adding his aircraft skill). Any points rolled over 8 and noted down and added together. To successfully evade the missile, the pilot must have scored 4 or more of these excess points. NPCs can simply roll 8+ once and leave at that, but we want player characters to sweat. To evade an incoming missile during air combat
Average (0) Aircraft roll
Example: An F-15 Eagle pilot is targeted by two radar guided missiles, arriving one after another. The Eagle has ECM+1 and the pilot has Winged Aircraft 2. As missile number 1 approaches he attempts ECM jamming, 9+1 = 10. Success! Missile number 2 approaches, he rolls 8+1 for ECM jamming which is 9. Failed. As it homes in on his Eagle, the pilot begins the twists and turns of his three evasion rolls. He needs a total score of 4 excess points (ie. points over 8). Evasion Roll 1: 7+2 = 9, that’s 1 point of excess. Evasion Roll 2: 8+2 = 10, that’s 2 points of excess, he needs just one more… Evasion Roll 3: 3+2 = 5, bad luck, no excess points. The Eagle is hit for 9D6 points of damage = 31 points of damage. Armour lowers that to 27 points. That is a 30 point Hull reduction, lowering Hull to 0 and resulting in the jet being Knocked Out forcing the pilot to eject. See Vehicle Damage, page 62.
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GROUND ATTACK PROCEDURE You want a ‘surgical strike’, find yourself a good surgeon. Surgical strikes do not happen in war. - Tom Clancy
1. 2. 3. 4. 5. 6.
GROUND ATTACK CHECKLIST Spot the Target. Use the Initiative rules on page 117 of the main rulebook to locate vehicles. Strafing with Guns or Rockets. First line up with the target: Routine (0) Aircraft skill; then Difficult (-2) Heavy Weapons roll to hit. Dropping Free-fall Bombs. Difficult (-2) Navigation roll. Dropping Precision-Guided Bomb. Routine (+2) Comms roll. Launch air-to-ground missile. Missiles hit on 4+; DM’s include the launching aircraft’s Fire Control, and DM-2 if the target launches decoys. Apply damage to target.
There will inevitably come a time when the pilots need to attack something on the ground, it may be a car on a desert highway, a power station or a SAM site. SPOTTING TARGETS ON THE GROUND Before the pilot can depress the trigger he must first be able to locate the target on the ground. Often he will have to do this himself, but if he has a co-pilot, a bombardier, a radar or weapons officer then that other crewman can do the spotting and map reading while the pilot flies toward the target. Even better, a pilot might be taking instructions from someone on the ground giving precise directions to the target, someone equipped with a radio on a military frequency, perhaps an army commander, air force spotter or air tower controller. It is difficult for a pilot to identify individual soldiers or even infantry troop units. Soldiers on the ground are generally invisible to these gunship crews. Instead, they look for enemy vehicles or target buildings, bunkers, bridges and ‘beaten zones’, the location of which are radioed to them via the military net. The GM asks a player to roll 2D6 and the player character spots the enemy if the result is equal to or greater than the target value. Should the target be small, camouflaged or otherwise difficult to see from the air, the task is DM-2. If successful an attack may begin. If unsuccessful a new attempt can be made after 1-3 minutes of circling. To spot a target on the ground from the air
Difficult (-2) Navigation or Comms roll
DMs: +2 if large urban building +4 if landmark (bridge, power station, etc.) +1 if convoy of vehicles
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STRAFING The most common form of ground attack will probably be a strafing attack using machineguns, autocannon or rockets, flying the jet straight and level directly at the target under 5,000’ and opening fire for a brief period before pulling up and banking to go around again and attempt another strafe in 1-3 mins time. Players should check the Getting Shot Down rules (later) before they move on to other tasks or think about circling back for another attack... Attacks are made on vehicles, buildings or target areas – not individual people. A target area is 10m across; and 10m long, but if rockets are used multiply this by the number of rockets in the salvo.
Rockets: Rocket pods are typically mounted on aircraft hardpoints. Airstrike recognizes two common types, the medium (containing sixteen 50-60mm rockets) and the heavy (containing seven 70-80mm rockets) rocket pod.
ROCKETS Weapon Med. Rocket Pod Hvy. Rocket Pod
Damage 7d6 HE/AP2 8d6 HE/AP2
ROF 1/16 1/7
Space 1 1
Range Band Very Long Very Long
Rounds 16 7
Guns & Cannon: Most guns carry enough ammunition for 10 rounds-worth of attacks.
A natural roll of ‘2’ indicates a gun malfunction. For rotary cannon, an extra ‘round’ of ammo can be sacrificed for a +1, up to +3. So an F-15 Eagle pilot could expend 3 of his 10 combat rounds-worth of ammo for a single attack with a +3 bonus. On older TL 6 combat planes, each pair of guns after the first provides an additional DM+1. The F-86 Sabre had six .50 cal machineguns, this gave it a +2 to hit and a damage roll of 5D6 SAP when it did. If the aircraft is equipped with different calibres of weapons, then if the pilot hits his enemy, use the highest damage roll.
GUNS & CANNON Airborne-Mounted Gun Light Machinegun (5.56mm) Medium Machinegun (7.62mm) Heavy Machinegun (12.7mm) Lt Rotary Machinegun (5.56mm) Med Rotary Machinegun(7.62mm) Hvy Rotary Machinegun(12.7mm) Light Autocannon (20-25mm) Heavy Autocannon (30-40mm) Lt Rotary Autocannon (20-25mm) Automatic Grenade Launcher
Damage 3d6 SAP 3d6+3 SAP 5d6 AP 3d6 SAP 3d6 SAP 5d6 AP 6d6 SAP 7d6 SAP 6d6 SAP 3d6 HE
Range Band Long Long Long Long Long V/Long V/Long V/Long V/Long Long
Lining Up With the Target Fixed, forward-mounted weapons, such as rocket pods and guns require the pilot to direct the aircraft or helicopter to line up with the target on a low-level attack run. This requires a Routine (0) Aircraft skill roll. Failure indicates that the following attack roll is subjected to a DM -1.
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To line up with a ground target ready to strafe
Routine (0) Aircraft roll
Firing Guns or Rockets Fire either guns or rockets. Increasing the number of rockets launched or the size of the gun’s ‘burst’ of ammo improves the chances of hitting the target. Select 1, 2 or 3 ‘rounds-worth’ of ammunition to expend, which provides a +1, +2 or +3 bonus. Some attack helicopters are fitted with chin turrets that can be aimed and can be fired without the pilot needing to line up. To hit a ground target with guns or rockets
Difficult (-2) Heavy Weapons roll
DMs: -1 if pilot failed to line up the attack successfully 0 if firing 2 rockets +2 if firing a salvo of 7 rockets, or an auto grenade launcher +3 if firing a salvo of 16 rockets +1 if the target is large, such as a building -2 if single autocannon -1 if twin autocannon +1 to +3 if firing extra ‘rounds-worth’ of gun ammunition
Damage: A rocket inflicts 8D6 HE damage on a vehicle no matter how many were fired in the salvo. Large targets like buildings may be struck by more than one, assume each point over the target number of 8, indicates one more rocket hit the target (obviously up to the maximum number of rockets fired in the salvo). Guns apply the damage from a single attack (5D6 AP for a HMG, for example).
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DROPPING BOMBS On tactical fighter-bombers, bombs are mounted on hardpoints beneath the fuselage and wings of the aircraft. On dedicated bombers and newer stealth aircraft, bombs are carried internally within a bomb bay. The aircraft flies over the target and releases one or more bombs; dropping additional free-fall bombs as well as flying at a lower altitude increase the chance of hitting the aim point.
BOMB TYPES Bomb Light (250kg) Medium (500kg) Heavy (1,000kg) Very Heavy (2,000kg) Super Heavy (10,000 kg) Super Thermobaric (10,000kg) Cluster Munitions Anti-Personnel (CBU-87) Cluster Munitions Anti-Tank (CBU-97) Napalm Canister (350kg) *
Damage 8D6 HE 12D6 HE2 14D6 AP 12D6HE3 16D6 AP2 16D6 HE6 7D6 HE2 7D6 AP2 4D6 HE4
Space ½ Space 1 Space 2 Spaces 3 Spaces 6 Spaces 6 Spaces 2 Spaces 2 Spaces 1 Space
Blast Radius 10m 20m 14m 30m 16m 60m 20m 20m 40m
* Napalm: Each round after first, half damage is suffered until fire extinguished (Average Dex roll). Everything is on fire. Only dropped from Low Level. To drop a free-fall bomb
Difficult (-2) Navigation roll
DM’s: Terrain Following Height (Below 500’) Low Level (Below 5000’) Medium Level (5000 – 20,000’) High Level (Above 20,000’) Dive Toss technique 2 bombs dropped 6 bombs dropped 12 bombs dropped 16 or more bombs dropped
-1 0 -2 -4 -2 +1 +2 +3 +4
Precision-Guided Bombs: ‘Stand-off’ bombs can be launched 10 kilometres from the target, in order to avoid short range anti-aircraft fire. Laser guided bombs and GPS guided bombs (eg. JDAM) are target specific and attackers must nominate an individual building or site for attack. Precision attacks are made against a specific objective (a single building or missile site for instance). No other damage occurs except against the specified target. Precision bombs are dropped singly and at any altitude. To drop a TL 8 precision guided bomb:
Routine (+2) Comms roll
To drop a TL 6-7 precision guided bomb:
Average (0) Comms roll
Bomb Damage: The blast radius for a single bomb is listed on the Bomb Type table, additional bombs create a blast ‘corridor’ that is double the radius wide, and with a MODERN WAR: AIRSTRIKE
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length equal to the width, multiplied by the number of bombs dropped. If six 500kg bombs were dropped, the blast zone would be 40m wide and 240m long. If the strike was successful, the zone straddles the aim point perfectly. If it missed, then the aim point is outside of this zone by a number of metres equal to the failed Effect x 20m. If unsuccessful a new attempt can be made after 1-6 minutes of fly-around time. Buildings and vehicles will suffer the listed damage. Personnel within the blast zone will suffer full damage too, although getting behind cover reduces this by half. Being in a trench or bunker or within a building that is not destroyed, reduces this to 2D6. Dropping Bombs at Terrain-Following Altitude: A tree-top approach will minimize enemy interception as well as AAA, but a great danger exists of blowing your own jet out of the sky as it gets caught in the blast radius of the dropped bombs (which detonate almost immediately they leave the hardpoints). To prevent this, any mission involving bomb drops at terrain-following heights will utilise retarded bombs – bombs fitted with parachutes of ‘ballutes’ which will rapidly slow the released bomb giving the jet seconds enough time to get out of the bomb’s blast radius. Without such retarded bombs, the aircraft will suffer half the bomb’s damage on a 1D6 roll result of 1-4. AIR-TO-GROUND MISSILES (AGMs) Guidance for air-to-surface missiles is typically via laser guidance, infrared guidance, optical guidance or via satellite guidance signals. The type of precision guidance depends on the type of target. A major advantage of air-to-surface missiles for ground attack by aircraft is the standoff distance they provide: missiles can be launched from a distance without coming within range of the target's air defences. Most air-to-surface missiles are fire-and-forget from a standoff distance, allowing the attacker to withdraw without approaching further after launch. There are a great number of AGMs in service, here we focus on three broad types.
AIR-TO-GROUND MISSILES AGM Missile Light Anti-Tank Missile Medium Anti-Tank
Damage Space Range 9d6 AP2 1/2 V/Distant 10d6 AP2 1 V/Distant
Missile, Anti-Ship
10d6AP3
2
Extreme
Examples HOT, Hellfire, TOW Maverick, AS-17 Krypton, HARM, Bullpup, Brimstone Harpoon, Exocet
Missiles hit on 4+; DM’s include the aircraft’s Fire Control, and DM-2 if the target launches decoys (such as a tank). Tanks may also be fitted with an Active Protection System to shoot down these missiles. Note that TL 7 AGMs hit on a roll of 6+. To hit with a TL 8 air-to-ground missile
Easy (+4) unskilled roll
DMs: + aircraft’s Fire Control -2 if target (eg. tank) launches decoys and flares To hit with a TL 7 air-to-ground missile
Routine (+2) unskilled roll
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DAMAGING BUILDINGS
Buildings have Hull and Structure points, just like vehicles. When reduced to 0 Hull, the building is badly damaged, un-liveable or inoperative. When reduced to 0 Structure it is rubble. Only explosives (bombs, missiles, etc.) can damage vehicles. Armoured buildings are best attacked with weapons that have an AP (Armour Piercing) effect.
BUILDING DAMAGE Target Type Townhouse Villa City Building Factory Villa Large Compound SAM Site SAM Site Radar One Span of a Bridge Silo/Concrete Bunker Hanger Underground Bunker/Cave Complex Jeep Truck APC Tank Modern Warship Large WW2 Era Warship
Hull/Structure 10/10 20/20 40/40 50/50 20/20 20/20 25/25 10/10 30/30 15/15 20/20 30/30 3/3 10/10 10/10 13/13 200/200 500/500
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Armour Rating 40 40 18 35 14 32
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GETTING SHOT DOWN
In a high-threat war zone an aircraft trying to drop bombs or strafe an enemy target will come under fire, at high altitude from SAMs and anti-aircraft artillery and at lower levels from machineguns and small-arms. To avoid this fly low and fast, or high enough to make it difficult for the enemy to target your aircraft. The GM should make an AntiAircraft Artillery attack roll on the approach to the target and also check to see if a SAM has been launched against him. AAA and SAMs suffer a DM-2 against stealth jets. If targeted by a SAM, refer to the section Does The Missile Hit? on pg 53. High-threat environments will probably also have access to an air defence force of fighter interceptors that can be vectored in by ground based radar or AWACs to shoot down the PCs’ incoming attack aircraft. The GM can roll for a possible SAM interception for the PC’s group, with stealth jets enjoying a DM+2. Jets trying a Dive Toss technique or launching a stand-off Precision Guided Munition increase the AA Hit roll by 1.
Low-threat environments have little chance of being defended by SAM sites (other than perhaps a shoulder-launched SAM carried by an insurgent, such as the American Stinger or Russian SA-14 Gremlin). The air war of Afghanistan was ‘low-threat’.
LOW THREAT ANTI-AIRCRAFT FIRE Flight Level Terrain Following Low Level Medium Level High Level
Altitude Below 500’ Below 5000’ Between 5000 – 20,000’ Above 20,000
AAA Hit 11+ 10+ 11+ 12+
SAM Launched 11+ 12+ -
HIGH THREAT ANTI-AIRCRAFT FIRE Flight Level Terrain Following Low Level Medium Level High Level
Altitude Below 500’ Below 5000’ Between 5000 – 20,000’ Above 20,000
AAA Hit 11+ 9+ 10+ 12+
DAMAGE FROM AAA Flight Level Terrain Following Low Level Medium Level High Level
Damage 5D6 5D6 5,6 or 7D6; roll 1D3+4 5,6 or 7D6; roll 1D3+4
SAM Launched 11+ 10+ 10+
AVOID ENEMY JETS Flight Level Terrain Following Low Level Medium Level High Level
2D6 skill roll 5+ 5+ 5+
To avoid chance of enemy fighters in TL 8 terrain-following attack
Average (0) Aircraft roll
DMs: +2 if WSO makes Average (0) Navigation roll -2 if TL 6-7 aircraft
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Low Level – Terrain Following A high-flying aircraft can be detected by defence systems at long range, giving an air defence system time to react, alerting enemy fighter aircraft that will be scrambled to intercept. Using low level, terrain following flying (under 500’), the approach may be undetected; the aircraft ‘pops up’ to attack the target and then turns to escape before the enemy can respond by intercepting the jet with its own air defence aircraft. Fast jets typically have a low-flying speed of 800 kph at 200 feet, and 50 feet is possible in relatively flat terrain. Ground attack jets are fitted with terrain-following radar to assist in this type of flying.
Eject! Eject! At any point (other than the moment of a crash landing) the pilot and co-pilot of a military jet can eject from the plane. Designed to allow crew to get clear of a fastmoving jet after World War Two, these ejection seats are powered by rocket motors that propel the seat and the crewman strapped to it up guide rails and out of the cockpit, parachutes are deployed and the crewman floats safely to the ground. The ride is rough and dangerous however, and there have even been fatalities. The cockpit canopy is jettisoned as the ejection lever is pulled (typically a bright yellow handle located between the crewman’s legs...).The pilot of a fast jet must attempt to eject if the aircraft is Knocked out or Destroyed. Roll 7+ to eject safely, if the roll is failed, the pilot suffers 1D6 damage. If an NPC fails the roll, he does not eject in time or is too injured to eject. To eject safely
Routine (+2) unskilled roll
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VEHICLE DAMAGE The Damage Procedure 1. Damage Vs Armour: Roll the weapon damage listed on the Vehicle-Mounted Weapon table when a hit occurs. Do not add any Effect from the successful attack roll. Subtract the vehicle’s Armour Value from the damage inflicted. Note that some weapons have armour piercing effects, see Modern War page 235. 2. Damage Remaining: Any damage left over is applied to the Penetration Table where the damage inflicted on the target is listed. Look up the Damage Sustained to determine how many of the vehicle’s Hull Points are lost in the strike and how many component damage rolls should be rolled. 3. Hull Points: Subtract Hull Point damage from the vehicle’s Hull Points. When that value reaches 0 the vehicle is Knocked Out, and if flying control will be lost. Further reductions in Hull Points must instead be made to the vehicle’s Structure Point value. When that reaches zero the vehicle is Destroyed, probably on fire and anybody on-board will probably be killed or seriously injured. 4. Component Damage: Whatever the effect of the Hull Point reduction, remember to also roll for component damage on the Component Damage Table. Apply the effects immediately. Armour Facing Many armoured vehicles are constructed with different Armour Values on their front face and turret front, listed for the vehicle as ‘Front/Elsewhere’ (an APC might have 20/15, for example) The Armour Value used by air attacks is always the second (Elsewhere) value, representing the top of the vehicle. Hull, Structure and Components All vehicles can have their Hull Points reduced by weapon damage, simulating degradation and damage to the chassis and bodywork. When Hull Points are reduced to 0, the vehicle is Knocked Out. Should more Hull points be lost, then they are subtracted from Structure Points. When these are reduced to zero, the vehicle is totally Destroyed. Whilst taking damage, individual components may be struck and disabled or destroyed. The Penetration Table will flag these events, requiring a second roll on the Component Damage Table.
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Weapon Damage Sustained 1-8 9-13 14-18 19-22 23-25 26-30 31-35 36-39 40-49 50-65 66-80 81-95 Every 15 points
PENETRATION TABLE
Hull Point Reduction 1 2 4 8 15 30 52 76 100 124 148 172 +24
No. of Rolls on Component Damage Table 1 1 1 2 2 3 3 3 4 4 5 5 +1
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COMPONENT DAMAGE TABLE
2D6 2-4
Component Hit Control
5-6
Speed
7
Breach
8
Occupants/Cargo
9
Weapon
10-11
Electronics
12
Cockpit/Cab
Effect Control is affected, apply a -1 on control rolls. In addition, an immediate Average roll to retain control of the vehicle must be made. Aircraft failing this have one more chance, and if failed go into a catastrophic spin. Speed is affected. Lower the vehicles speed by -20% and Agility by 1. A hole is punched into the hull, and if an aircraft or ground vehicle, then 1-3 crew/passengers suffer 1D6 damage. Large pressurized aircraft (not combat jets) above 12,000’ altitude will suffer rapid depressurization and require a control roll. A breached watercraft will begin to take on water. Either 1-6 passengers are injured and suffer 3D6 damage each (subtract personal armour from this damage if applicable) OR up to 2 Spaces of the vehicle’s cargo is destroyed or badly damaged. Combat jets do not have passengers or cargo, and so will suffer 20% fuel loss - and on a 1D6 roll, a result of 56, indicates an engine fire which may cause it to explode in 1D6 combat rounds. One of the vehicle’s weapons systems is disabled and may not fire. On a 1D6 roll, a result of 4-6 indicates that a gunner in that station (if one exists) also takes 3D6 damage. For fast jets, treat this as a single weapon type: free-fall bombs, ARMs, gun, precision bombs, etc. One or more of the vehicle’s internal electrical systems is destroyed, commonly a computer system, communications, radar, navigation, etc. Also roll 1D6, on a result of 5-6, there is a small internal fire. The pilot’s or driver’s area is hit, injuring the driver who suffers 3D6 damage. If still conscious, he must make an immediate Difficult drive roll or lose control of the vehicle and crash. If able, he can eject.
A watercraft hit by a torpedo will have a Breach result as its first damaged component.
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Damage Results Explained Breaching at Sea: If the vehicle is a boat a small breach begins to leak, reducing its speed by one quarter and reducing Agility by 1. Four such breaches will cause the watercraft to take on too much water and begin to sink. It will sink within 1D minutes. Note that this only applies to small watercraft; large ships such as destroyers will stay afloat even after such minor breaches. Only a Knocked Out damage result will sink such large craft. Knocked Out: The vehicle is seriously damaged and inoperable until it undergoes major repairs at a full-scale workshop. Each occupant must throw Routine (+2) Endurance to avoid taking 3D damage. Aircraft will be uncontrollable, having lost fins, parts of wings, etc. and inevitably crash, causing damage to all occupants (death if an aircraft, 3D if a helicopter). Ejection is possible before the crash if the crewman is conscious. Watercraft, including large vessels, suffer a massive hull breach, and will sink within 1D minutes. Destroyed: The vehicle is destroyed with the loss of all crew and passengers. In the case of all ground vehicles (except tanks), occupants may throw Difficult (-2) Dexterity to bail out or eject, suffering only 2D6 damage. Tanks will become an instant inferno, with the ammo cooking off in a ferocious but short-lived blowtorch of flame shooting out of the top of the turret. Aircraft explode or disintegrate immediately. Ejection is possible before the crash if the crewman is conscious.
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7 AIRCRAFT 7 AIRCRAFT
Most pilots learn that when they pin on their wings and go out and get in a fighter, especially, that one thing you don’t do, you don’t believe anything anybody tells you about an airplane - Chuck Yeager
AIRCRAFT DATA
AGILITY – Agility provides a Die Modifier on an air-combat attempt to gain Advantage. SPEED – This is the maximum speed at high altitude. For mission planning, a more realistic speed would be cruising speed which is 75% of the listed max. speed. RANGE – For combat jets this is combat range, i.e. how far the jet can travel laden with ordnance and flying a suitable attack profile, there-and-back. For cargo and other aircraft, the range is simply standard loaded flight range. Ferry range for a combat jet, without any ordnance or extra fuel tanks, is typically around x 2 of Combat Range. CREW/PASS – What is the typical crew complement? And if it carries passengers, then how many? If the vehicle can be reconfigured for either cargo or passengers (a truck, APC or chopper, for example), then assume 0.2t of cargo space equates to a single seated passenger. ARMOUR – Armour value (AV) is used to shrug off damage as described in the Vehicle Combat rules. Few aircraft can afford the weight of being armoured. HULL/STRUCTURE – Two numbers used in the Vehicle Combat rules to determine what sort of damage was sustained after a hit. MASS – Real world weight, in metric tonnes. This is usually gross weight, with ammo, fuel and a full complement of crew and passengers. CARGO – If the vehicle has any dedicated cargo space it is listed here in metric tonnes. If the vehicle can be reconfigured for either cargo or passengers (a truck, APC or chopper, for example), then assume 0.2t of cargo space equates to a single seated passenger. HARDPOINTS – Combat jets can carry a number of Spaces of ordnance (rockets, bombs and missiles) equal to the Hardpoints value. The value is not a measure of how many hardpoints exist on the aircraft. It includes Spaces for ordnance carried within an internal bomb bay. Note that with stealth aircraft, hardpoints represents their small internal bomb bay. If they use their exterior hardpoint space they are no longer stealthy! They only retain their stealth qualities if using their internal bomb bays. NAV DM – A Die Modifier here indicates the aircraft has integral high-tech navigation equipment for use in air navigation. Use the DM when making a Routine Navigation roll or dropping free-fall bombs. ECM DM – Radar and radio jamming equipment is useful in disrupting approaching radarcontrolled missiles. FIRE CONTROL – Fire control is a measure of the search and fire control radar, along with any HUD or Helmet Mounted Display system to improve the chance of a successful attack.
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COMBAT AIRCRAFT AV-8B Harrier II Agility +2 Armour 4 Hardpoints
6
1,100 13/13
Speed Hull/Structure
+1
Nav DM
Range Mass ECM DM
556
10 +1
USA Crew 1/0 Cargo Fire Control +1
Weaponry: 25mm rotary cannon (6d6 SAP) Defences: Flares
A single-engine, vertical or short takeoff and landing (V/STOL), ground-attack aircraft. primarily employed on light attack or multirole missions, close air support of ground troops and reconnaissance. The AV-8B is used by the US Marine Corps, Spanish Navy, and the Italian Navy. The British Harrier II was similar to the AV-8B.
A-10C Thunderbolt II ‘Warthog’ Agility Speed 0 Armour Hardpoints
10 8
710 20/20
Hull/Structure
+1
Nav DM
Range
480
Mass
16 +2
ECM DM
USA Crew 1/0 Cargo Fire Control +1
Weaponry: 30mm rotary cannon (7d6 SAP) with 20 ‘rounds-worth’ of ammunition Defences: Flares
A twin engine, straight wing armoured jet aircraft designed for close air support (CAS) of friendly ground troops, attacking vehicles and tanks, and providing quick-action support against enemy ground forces. It primarily uses its rotary 30mm gun for ground attacks in ‘full 3-rd’ bursts.
B-2 Spirit 0 4
Speed
Armour Hardpoints
18
Nav DM
Agility
Hull/Structure
1,000 110/110
+2
Range Mass ECM
Weaponry: Defences: Flares
An American heavy strategic bomber, featuring low observable stealth technology designed for penetrating dense anti-aircraft defences. It has a unique flying wing design.
MODERN WAR: AIRSTRIKE
11,000 140 -
Crew Cargo Fire Control
USA 2/0 -
+2
[68]
Chengdu J-10 Firebird Agility Speed +1 Armour Hardpoints
4 7
Hull/Structure Nav DM
2,330 17/17
Range
+1
ECM DM
Mass
1,250 13
+1
China 2 Cargo Fire Control +1 Crew
Weaponry: 23mm twin autocannon (6d6 SAP) Defences: Flares
A single-engine, lightweight multirole fighter aircraft capable of all-weather operation, configured with a delta wing and canard design, with fly-by-wire flight controls and helmet mounted display. It entered service in 2003.
Chengdu J-20 Firebird Agility Speed +1 Armour Hardpoints
4 4
Hull/Structure Nav DM
2,200 22/22
Range Mass
1,250 22
+1
ECM DM
+1
China Crew 1 Cargo Fire Control +2
Weaponry: 23mm twin autocannon (6d6 SAP). Stealth bomb bay. Defences: Flares
A Chinese stealth and air superiority fighter allegedly based on compromised data from the American F-35 programme. It entered service in 2018.
Dassault Mirage 2000-5F Agility Speed +1 Armour
4
Hull/Structure
Hardpoints Nav DM 6 Weaponry: 30mm rotary autocannon (7d6 SAP) Defences: Flares
2,330 18/18
+2
Range Mass ECM DM
A French multirole, single-engine fourthgeneration jet fighter manufactured by Dassault Aviation. The 5F variant is a modernized variant with increased ground strike capabilities.
MODERN WAR: AIRSTRIKE
1,475 14
+1
France Crew 1/0 Cargo Fire Control +2
[69]
Dassault Rafale Agility +2 Armour Hardpoints
4 9
Speed Hull/Structure Nav DM
2,230 20/20
Range
+2
ECM DM
1,900 21/21
Range
Mass
1,850 15
+2
France 1 or 2 Cargo Fire Control +2 Crew
Weaponry: 30mm rotary autocannon (7d6 SAP) Defences: Flares
A French twin-engine, canard delta wing, multirole fighter aircraft designed and built by Dassault Aviation. The Rafale is intended to perform air supremacy, interdiction, aerial reconnaissance, ground support, in-depth strike, anti-ship strike and nuclear deterrence missions.
EA-18 Growler Agility +1 Armour Hardpoints
4 4
Speed Hull/Structure Nav DM
+2
Mass ECM DM
1200
21 +4
USA 2/0 Cargo Fire Control +1 Crew
Weaponry: none Defences: Flares
A carrier-based electronic warfare aircraft, a specialized version of the two-seat F/A-18F Super Hornet. It performs escort jamming as well as standoff jamming missions. Growlers are able to accompany F/A-18s during all phases of an attack mission.
EC-130H Compass Call Agility Speed 0 Armour Hull/Structure 4 Hardpoints
-
Nav DM
590 50/50
+2
Range Mass ECM DM
Weaponry: Defences: Flares
An electronic attack aircraft based on the Lockheed Martin C-130 Hercules. It is modified to disrupt enemy command and control communications, perform offensive counter-information operations, and carry out other kinds of electronic attack.
MODERN WAR: AIRSTRIKE
3,800
50 +3
Various 13/0 Cargo 20t Fire Control Crew
[70]
Eurofighter Typhoon Agility Speed +2 Armour Hardpoints
4 9
Hull/Structure Nav DM
2,130 21/21
+2
Range Mass ECM DM
1300
16 +2
European 1/0 Cargo Fire Control +2 Crew
Weaponry: 27mm rotary autocannon (6d6 SAP) Defences: Flares
A twin-engine, canard delta wing, multirole fighter. The Eurofighter Typhoon is a highly agile aircraft, designed to be a supremely effective dogfighter in combat, recent upgrades give it a ground-strike capability.
F-4E Phantom II Agility +1 Armour 4 Hardpoints
8
Speed Hull/Structure Nav DM
2,300 24/24
+1
Range Mass ECM DM
USA 680 2/0 Cargo 18.8 Fire Control 0 +1 Crew/Pass
Weaponry: 20mm rotary cannon (6d6 SAP) Defences: Flares
A tandem two-seat, twin-engine, all-weather, long-range supersonic jet interceptor and fighter-bomber originally developed for the United States Navy by McDonnell Aircraft. Entered service in 1961, still in use with Greece, Japan, Turkey, South Korea and Iran.
F-15C Eagle Agility Armour Hardpoints
+1 4 8
Speed Hull/Structure Nav DM
2,650 20/20
+1
Range Mass ECM DM
Weaponry: 20mm rotary cannon (6d6 SAP) Defences: Flares
A powerful twin-engine, all-weather tactical and air superiority fighter aircraft designed by McDonnell Douglas. It has a dedicated ground attack version, the F-15E. The F-15 is operated by Israel, USA, Japan, and Saudi Arabia.
MODERN WAR: AIRSTRIKE
1,900
20 +1
USA Crew 1/0 Cargo Fire Control +2
[71]
F-15E Strike Eagle Agility Speed +1 Armour Hull/Structure 4 Hardpoints Nav DM 10 Weaponry: 20mm rotary cannon (6d6 SAP)
2,650 20/20
+1
Range Mass ECM DM
1,250
20 +1
USA Crew 2/0 Cargo Fire Control +2
Defences: Flares
A twin-engined all-weather strike fighter derived from the F-15 Eagle. The F-15E was designed for long-range interdiction without relying on escort or electronic-warfare aircraft. They differ from other variants by conformal fuel tanks mounted along the engine intakes and a tandem-seat cockpit. Used by USA, Israel, Singapore, Qatar, Saudi Arabia and South Korea.
F-16C ‘Viper’ Agility Armour Hardpoints
+2 4 7
Speed Hull/Structure Nav DM
2,180 16/16
+1
Range Mass ECM DM
546 12 0
USA 1/0 Fire Control +1 Crew/Pass Cargo
Weaponry: 20mm rotary cannon (6d6 SAP) Defences: Flares
A single-engine supersonic multirole fighter aircraft originally developed by General Dynamics. Designed as an air superiority day fighter, it evolved into a successful allweather multirole aircraft. F-16s are flown by many air forces around the world including Turkey, Egypt, Greece, Israel, Taiwan, South Korea and Venezuela.
F/A-18C Hornet Agility +1 Armour Hardpoints
4 6
Speed Hull/Structure Nav DM
1,900 22/22
+2
Range Mass ECM DM
Weaponry: 20mm rotary autocannon (6d6 SAP) Defences: Flares
A twin-engine, supersonic, all-weather, carrier-capable, multirole combat jet, designed as both a fighter and attack aircraft. Its versatility and reliability have proven it to be a valuable carrier asset. A two-seat variant exists for night strike and recon missions.
MODERN WAR: AIRSTRIKE
1700
17 +1
USA Crew 1/0 Cargo Fire Control +1
[72]
F/A-18 Super Hornet Agility Speed +1 Armour
4
Hull/Structure
Hardpoints Nav DM 8 Weaponry: 20mm rotary autocannon (6d6 SAP) Defences: Flares
1,900 21/21
+2
Range Mass ECM DM
1200
21 +2
USA 1/0 Cargo Fire Control +1 Crew
A twin-engine, carrier-capable, multirole fighter redesign of the McDonnell Douglas F/A-18 Hornet. It is heavier, carries more fuel and far more ordnance. A two-seat variant exists for night strike and recon missions.
F-22A Raptor Agility +2 Armour 4 Hardpoints
6
Speed Hull/Structure Nav DM
2,400 24/24
+2
Range Mass ECM DM
850
19 +1
USA 1/0 Cargo Fire Control +2 Crew
Weaponry: 20mm rotary cannon (6d6 SAP) (plus 2 external ‘non-stealth’ hardpoints) Defences: Flares
A single-seat, twin-engine, all-weather stealth tactical fighter aircraft. The F-22 has three internal weapons bays to maintain stealth. It is the USAF’s premier fighter aircraft and has not been exported due to those security concerns.
F-35A Lightning II Agility Speed +2 Armour Hull/Structure 4 Hardpoints
4
Nav DM
1,900 22/22
+2
Range Mass ECM DM
Weaponry: 25mm rotary cannon (6d6 SAP) (plus 4 external ‘non-stealth’ hardpoints) Defences: Flares
A single-engine, all-weather stealth multirole combat aircraft that can perform both air superiority and strike missions. It uses internal bomb bays for stealth. The F-35B variant is a VTOL/STOL jet, the F35C a carrier-based variant. This cutting edge jet has been widely ordered, globally.
MODERN WAR: AIRSTRIKE
1,250
22 +2
USA 1/0 Cargo Fire Control +3 Crew
[73]
MiG-19 Farmer Agility +1 Armour 4 Hardpoints
2
Speed Hull/Structure Nav DM
1,400 11/11
Range
1390
0
ECM DM
8 0
2,180 12/12
Range
370
Mass
Russia Crew 1/0 Cargo Fire Control 0
Weaponry: 30mm cannon (7d6 SAP) Defences:
A Soviet second generation, single-seat, twin jet-engined fighter aircraft, the world's first mass-produced supersonic aircraft. It was widely exported, but is only used today by North Korea, along with its own licensed version, the Shenyang J-6.
MiG-21bis Fishbed Agility Speed +1 Armour Hull/Structure 4 Hardpoints
4
Nav DM
0
Mass ECM DM
9 0
Russia 1/0 Cargo Fire Control 0 Crew
Weaponry: 23mm twin cannon (6d6 SAP) Defences: Flares
A Soviet-era single-engine supersonic jet fighter and interceptor with distinctive delta wing and nose intake. It still serves many nations six decades after first entering service. Now virtually obsolete. China manufactures a licensed version, the Chengdu J-7.
MiG-23 Flogger Agility +1 Armour Hardpoints
4 5
Speed Hull/Structure Nav DM
2,500 20/20
+1
Range Mass ECM DM
Weaponry: 23mm twin autocannon (6d6 SAP) Defences: Flares
A variable-geometry, single-engine fighter aircraft. Production started in 1969 and reached large numbers with over 5,000 aircraft built, making it the most produced variable-sweep wing aircraft in history. Today the MiG-23 remains in limited service with some export customers.
MODERN WAR: AIRSTRIKE
1500
15 0
Russia 1/0 Cargo Fire Control +1 Crew
[74]
MiG-29 Fulcrum Agility +1 Armour Hardpoints
4 6
Speed Hull/Structure Nav DM
2,400 13/13
+1
Range Mass ECM DM
850
15 +1
Russia 1/0 Fire Control +1 Crew Cargo
Weaponry: 30mm cannon (7d6 SAP) Defences: Flares
A twin-engine jet fighter designed as an air superiority fighter during the 1970s, to counter the F-15 Eagle and F-16. More recently it serves as a multi-role aircraft. Many sales overseas. This version is an upgrade that entered service in 2005. Earlier interceptor versions had Agility +2.
MiG-31 Foxhound Agility Speed 0 Armour Hull/Structure 4 Hardpoints Nav DM 8 Weaponry: 23mm rotary cannon (6d6 SAP)
3,000 32/32
+2
Range Mass ECM DM
2200
40 +1
Russia 2/0 Cargo Fire Control +1 Crew
Defences: Flares
A large, twin-engine supersonic interceptor introduced as a replacement for the earlier MiG-25 "Foxbat. It is incredibly fast (3,000 kph) at altitude, a dedicated interceptor, although it is not designed for close combat, rapid turning or ground attack. This version has been upgraded.
MiG-35 Fulcrum–F Agility Speed +2 Armour Hull/Structure 4 Hardpoints
7
Nav DM
2,400 23/23
+1
Range Mass ECM DM
Weaponry: 30mm autocannon (7d6 SAP) Defences: Flares
A development of the MiG-29 with vastly improved avionics and weapon systems. A small number have thrust vectoring nozzles for impressive manoeuvring (with them, Agility increases to +3). Currently entering service as a multi-role combat aircraft.
MODERN WAR: AIRSTRIKE
1000
18 +2
Russia 2/0 Cargo Fire Control +2 Crew
[75]
Panavia Tornado IDS Agility Speed +1 Armour Hardpoints
4 9
Hull/Structure
2,400 20/20
+2
Nav DM
Range Mass ECM DM
1300
20 +1
European 2/0 Cargo Fire Control +1 Crew
Weaponry: 27mm rotary autocannon (6d6 SAP) Defences: Flares
A twin-engine, variable-sweep wing multirole combat aircraft, jointly developed and manufactured by Italy, the United Kingdom and West Germany. Italy & Germany operate a SEAD variant called ‘ECR’ which has 6 ARM missiles and ECM DM +3; the German ECR variant has no gun.
Saab JAS 39 Gripen Agility Speed +2 Armour Hardpoints
4 5
Hull/Structure Nav DM
2,400 18/18
Range
+1
ECM DM
Mass
1,500 14
+2
Sweden 1 or 2 Cargo Fire Control +2 Crew
Weaponry: 27mm rotary autocannon (6d6 SAP) Defences: Flares
A light single-engine multirole fighter aircraft. The Gripen has a delta wing and canard configuration with fly-by-wire flight controls. This upgraded version entered service in 2003. There have been several export sales.
Su-17 Fitter Agility Armour Hardpoints
+1 4 4
Speed Hull/Structure
1,900 20/20
0
Nav DM
Range Mass ECM DM
Weaponry: 2x30mm autocannon (7d6 SAP) Defences: Flares
A variable-sweep wing, single-engine fighterbomber developed for the Soviet military. The Su-17 has had a long career and is currently operated by many other air forces including Poland, Iran and Syria. Export versions include the Su-20 and Su-22.
MODERN WAR: AIRSTRIKE
1,500
16 0
Russia Crew 1/0 Cargo Fire Control 0
[76]
Su-24 Fencer Agility Armour Hardpoints
+1 4 8
Speed Hull/Structure Nav DM
1,600 28/28
+2
Range Mass
1200
ECM DM
35 0
Range
750
Mass
15 -
Russia 2/0 Fire Control +2 Crew Cargo
Weaponry: 23mm rotary autocannon (6d6 SAP) Defences: Flares
A supersonic, all-weather attack aircraft developed in the Soviet Union. The aircraft has a variable-sweep wing, twin-engines and a side-by-side seating arrangement for its crew of two. Substantial numbers of Su-24s remain in service with Azerbaijan, Kazakhstan, Russia and Ukraine.
Su-25 Frogfoot Agility 0 Armour 8 Hardpoints
6
Speed Hull/Structure Nav DM
950 19/19
+1
ECM DM
Russia 1/0 Cargo Fire Control +1 Crew
Weaponry: 30mm rotary cannon (7d6 SAP) Defences: Flares
A single-seat, twin-engine jet aircraft flying in the close air support role over the modern battlefield. It is the Russian ‘tank-buster’. It has access to twin 23mm SPPU-22 gun pods (1 Space each) which can actually ‘trackand-shoot’ the target for a +2 to hit on strafing attacks.
Su-27 Flanker Agility +2 Armour Hardpoints
4 7
Speed Hull/Structure Nav DM
2,500 23/23
+1
Range Mass ECM DM
Weaponry: 30mm cannon (7d6 SAP) Defences: Flares
A single-seat, twin-engine, multi-role jet that was intended as a direct competitor for the large American 4th-gen fighters like the F-14 F-15, with long range, heavy aircraft ordnance, sophisticated avionics and high manoeuvrability. The Chinese operate their own version: the Shenyang J-11.
MODERN WAR: AIRSTRIKE
1500
23 +1
Russia 1/0 Cargo Fire Control +1 Crew
[77]
Su-33 Flanker-D Agility +2 Armour 4 Hardpoints
7
Speed Hull/Structure
2,300 23/23
+1
Nav DM
Range Mass ECM DM
1500
29 +1
Russia 1/0 Cargo Fire Control +1 Crew
Weaponry: 30mm autocannon (7d6 SAP) Defences: Flares
An all-weather carrier-based twin-engine air superiority fighter derived from the Su-27. Compared with the Su-27, the Su-33 has a strengthened undercarriage and structure, folding wings and stabilators, all for carrier operations. The Su-33 has canards and its wings are larger than the Su-27.
Su-34 Fullback Agility +1 Armour 8 Hardpoints
9
Speed Hull/Structure
2,200 27/27
+2
Nav DM
Range Mass ECM DM
1,000
34 +1
Russia 2/0 Fire Control +1 Crew Cargo
Weaponry: 30mm cannon (7d6 SAP) Defences: Flares
A twin-engine, twin-seat, all-weather supersonic medium-range fighterbomber/strike aircraft with an armoured, side-by-side cockpit. It is strike version of the Su-27 Flanker.
Su-35 Flanker-E Agility +3 Armour Hardpoints
4 8
Speed Hull/Structure
2,400 25/25
+1
Nav DM
Range Mass ECM DM
Weaponry: 30mm cannon (7d6 SAP) Defences: Flares
A single-seat, twin-engine, supermaneuverable multi-role jet that is a further development of the Su-27. It features thrustvectoring engines, improved fire control systems and weapon capabilities. A recent addition to Russian and Chinese squadrons.
MODERN WAR: AIRSTRIKE
1600
25 +2
Russia 1/0 Cargo Fire Control +2 Crew
[78]
Su-57 Felon Agility
+3
Armour
4 4
Hardpoints
Speed Hull/Structure
2,120 25/25
+2
Nav DM
1800
Range
25 +1
Mass ECM DM
Russia 1/0 Cargo Fire Control +2 Crew
Weaponry: 30mm cannon (7d6 SAP) Defences: Flares (plus 4 external ‘non-stealth’ hardpoints)
A stealth, single-seat, twin-engine multirole fifth-generation jet fighter with supermanoeuvrability being developed since 2002 for air superiority and attack operations. Soon to be delivered.
Xian JH-7A Flounder Agility Speed +1 Armour Hardpoints
4 9
Hull/Structure Nav DM
2,230 20/20
Range
+1
ECM DM
Mass
1,850 20
Weaponry: 23mm twin autocannon (6d6 SAP) Defences: Flares
A tandem two-seat, twin-engine fighterbomber in service with the Chinese Air Force and navy from 2004. The JH-7A has an improved ground strike capability. Pilots use a helmet mounted display.
MODERN WAR: AIRSTRIKE
0
China 2 Cargo Fire Control +1 Crew
[79]
GENERIC AIRCRAFT Air Tanker 0 4
Speed
Armour Hardpoints
-
Nav DM
Agility
Hull/Structure
920 90/90
+1
Mass
2,400 120
ECM
-
Range
Various Crew 3/80 Cargo 20t Fire Control -
Weaponry: Defences: Flares
A military aerial refuelling aircraft that is used to support other aircraft, extending their range by serving as an inflight refuelling gas station. Most can carry cargo or military passengers as a secondary mission. Range includes saving fuel for the refuelling mission. Examples: Airbus MRTT Voyager, Boeing KC-135, Ilyushin-78.
AWACS Agility Armour Hardpoints
-1 4 -
Speed Hull/Structure Nav DM
850 90/90
+4
Mass
7,400 120
ECM
-
Range
Crew
Various 20/0
Cargo
-
Fire Control
-
Weaponry: Defences: Flares
An airborne warning and control system aircraft which serves as a battlefield air traffic monitoring and surveillance station. Its rotodome can detect low-flying enemy aircraft at 400 km and higher flying aircraft out to 650 km. Examples: Boeing E-3 Sentry, Beriev A-50, KJ-2000, E-767, Phalcon.
Business Jet Agility Armour Hardpoints
+1 4 -
Speed Hull/Structure Nav DM
880 20/20
+1
Range Mass ECM
Weaponry: Defences: Flares
A long distance, turbofan-powered executive jet, used by VIPs, governments and air forces (for staff travel). Examples: Hawker 4000, Challenger 300, Falcon 2000, Embraer Legacy 600, Gulfstream G280, Cessna Citation X.
MODERN WAR: AIRSTRIKE
6,000 15
-
Various 2/8 Cargo 0.2t Fire Control Crew
[80]
Long Haul Airliner Agility Speed -1 Hull/Structure Armour 4 Hardpoints
-
930 120/120
+1
Nav DM
Range
10,000
Crew
Mass
160 -
Cargo
ECM
Fire Control
Various 14/360 15t -
Weaponry: Defences: Flares
A long distance, turbofan-powered passenger transport able to carry three hundred people between continents. Examples: Boeing 777, Boeing 787 Dreamliner, Ilyushin-96, Airbus A350, Airbus A330.
Long Haul Cargoliner Agility Speed -1 Hull/Structure Armour 4 Hardpoints
-
Nav DM
950 120/120
+1
Range
7,800
Crew
Mass
160 -
Cargo
Range
2,500
Crew
Mass
35 -
Cargo
ECM
Fire Control
Various 2/0 130t -
Weaponry: Defences: Flares
A long distance, turbofan-powered cargo transporter. Fitted with wide cargo doors. Examples: McDonnell Douglas MD-11, Boeing 747-8F, Galaxy, An-124, Boeing 777F, Ilyushin-96T.
Maritime Patrol Aircraft Agility Speed 0 Hull/Structure Armour 4 Hardpoints
8
Nav DM
760 35/35
+1
ECM
Weaponry: Defences: Flares
A turboprop powered maritime patrol aircraft, equipped with depth charges, mines, torpedoes, and sono-buoys for the detection, tracking and destruction of enemy submarines. Range is combat range, with 3 hours on station. At patrol speeds, it can search for 12 hours.
MODERN WAR: AIRSTRIKE
Fire Control
Various 11/0 130t +2
[81]
Short Haul Airliner Agility Speed 0 Armour Hull/Structure 4 Hardpoints
-
Nav DM
870 40/40
+1
Range Mass ECM
6,000
40 -
Various 6/120 Cargo 3t Fire Control Crew
Weaponry: Defences: Flares
A regional or domestic narrow-bodied airliner powered by twin turbofans Examples: Airbus A320, Boeing 737, Sukhoi Superjet 100, Comac 919, Irkut MC-21, Boeing 757.
Strategic Airlifter Agility 0 Armour 4 Hardpoints
-
Speed Hull/Structure Nav DM
950 80/80
+1
Range Mass ECM
5,500
80 -
Various Crew 3/120 Cargo 80t Fire Control -
Weaponry: Defences: Flares
A long distance, turbofan-powered heavy-lift military cargo transporter. Able to travel between continents to resupply or redeploy troops. Large enough to cargo containers or vehicles. Most recent examples have rear cargo ramps which can also be used to airdrop cargo. Examples: C-17, Il-76, C-141.
Strategic Bomber Agility 0 Armour 4 Hardpoints
40
Speed Hull/Structure Nav DM
2,300 90/90
+2
Range Mass ECM
Weaponry: External hardpoints and an internal bomb bay. The Tu-22M has a 23mm twin autocannon in an automated rear turret.
Defences: Flares
A supersonic, variable-sweep wing, longrange strategic and maritime strike bomber. Designed initially for nuclear strike, but capable of dropping conventional bombs and launching a variety of air-to-ground missiles. Examples: B-1 Lancer, Tupolev Tu-22M, Tupolev Tu-160 Blackjack.
MODERN WAR: AIRSTRIKE
6,800 120 +1
Crew
Various 4/0
Cargo Fire Control
-
+2
[82]
Tactical Airlifter Agility 0 Armour 4 Hardpoints Weaponry: Defences: Flares
Speed Hull/Structure Nav DM
670 80/80
+1
Range Mass ECM DM
3,300
80 -
Various 3/92 Cargo 20t Fire Control Crew
A rugged turbo-prop transport plane capable of landing on relatively short, unprepared landing strips. It has a rear cargo ramp for rapid unloading of 20 tons of cargo or passengers. Paratroopers and cargos can also be dropped from the air. Examples: Hercules, Atlas, Shaanxi Y-9, An-70.
Twin Prop Agility Armour
+1 4
Hardpoints Weaponry: Defences: Flares
490 6/6
Range
Hull/Structure
Mass
2,400 4.5
Nav DM
+1
ECM
-
Speed
A twin turbo-prop aircraft used by air taxi firms, charter companies, flying schools, VIPs and airforces (as transports, trainers and surveillance aircraft). Examples: King Air, Cessna 441, Embraer Xingu, Mitsubishi MU-2, Piper PA42 Cheyenne, Turbo Commander.
MODERN WAR: AIRSTRIKE
Various Crew 2/10 Cargo 0.2t Fire Control -
[83]
MILITARY HELICOPTERS Aérospatiale Gazelle Agility Speed 0 Armour Hull/Structure 4 Hardpoints Nav DM 2
361 4 -
France Crew/Pass 2/0 Cargo Fire Control -
ECM DM
1,000 7 -
Italy Crew/Pass 2/15 Cargo Fire Control -
320 10/10 ECM DM 0
250 8 -
310 5/5 0
Range Mass ECM DM
Weaponry: Defences:
A single-engine French five-seat helicopter, commonly used for light transport, scouting and light attack duties. Widely exported and used by Britain, France, Egypt, Kuwait, Iraq, Serbia and many other nations.
Augusta 139 Agility Armour Hardpoints
0 4 -
Speed Hull/Structure Nav DM
310 9/9 0
Range Mass
Weaponry: 2 x GPMG door guns (open) Defences: flares
A medium-sized twin-engine helicopter. Since entering service in 2003, the AW139 has become one of AgustaWestland's bestselling helicopters, with export to many nations. It can be reconfigured as a VIP transport or for CSAR.
AH-1Z Viper Agility Armour Hardpoints
0 6 4
Speed Hull/Structure Nav DM
Range Mass
Weaponry: 20mm rotary Autocannon (turret) Defences:
A twin-engine attack helicopter, based on the AH-1W SuperCobra; it features a fourblade, bearingless, composite main rotor system, uprated transmission, and a new target sighting system. Currently in use with the US Marine Corps.
MODERN WAR: AIRSTRIKE
USA 2/0 Fire Control +1 Crew/Pass Cargo
[84]
AH-64A/D Apache Agility Speed 0 Armour Hull/Structure 6 Hardpoints Nav DM 4
290 11/11 Mass ECM DM +1 Range
480 8 -
USA 2/0 Cargo Fire Control +1 Crew/Pass
Weaponry: 30mm autocannon ( turret) Defences: flares
A twin-turboshaft attack helicopter with a tail-wheel-type landing gear arrangement and a tandem cockpit for a crew of two. The ‘A’ version features a nose-mounted sensor suite, whilst the ‘D’ has a sensor mast for target acquisition and night vision systems.
AS365 MB Panther Agility Speed 0 Armour Hull/Structure 4 Hardpoints Nav DM 4
306 5/5 +1
Range
311 8/8 +1
Range
Mass ECM DM
France 1/11 Cargo 0.2 Fire Control +1
820 4 -
Crew/Pass
777 6 -
Crew/Pass
Weaponry: Defences: flares
A medium-sized multipurpose twin-engine helicopter based on the civilian Dauphin and used for combat assault, fire support, anti-submarine warfare, search and rescue, and medical evacuation. It can mount a pair of 20mm gun pods (1 Space each). Chinese variant is the Harbin Z-9.
AW159 Wildcat Agility +1 Armour 4 Hardpoints 4
Speed Hull/Structure Nav DM
Mass ECM DM
Weaponry: GPMG (open) Defences: flares
A multi-purpose twin-engined military helicopter - an improved version of the Lynx. It primarily serves in the battlefield utility, search and rescue and anti-surface warfare roles. Operated by the UK, Philippines and South Korea.
MODERN WAR: AIRSTRIKE
Cargo Fire Control
UK 2/6 0.3 +1
[85]
CAIC Z10 Agility Armour Hardpoints
0 6 4
Speed Hull/Structure Nav DM
270 8/8 +1
Range Mass ECM DM
China 2/0 Cargo Fire Control +1
800 6 +1
Crew/Pass
1,000 15 -
Crew/Pass
Weaponry: 25mm autocannon ( turret) Defences: flares
A Chinese medium attack helicopter developed for the People's Liberation Army Ground Force. It is designed primarily for anti-tank warfare missions but has secondary air-to-air combat capability as well. Introduced in 2012.
CH-53D Sea Stallion [Helicopter] Agility Speed -1 280 Range Armour Hull/Structure 16/16 Mass 4 Hardpoints Nav DM ECM +1
Cargo Fire Control
USA 3/38 -
Weaponry: HMG (open, rear ramp), 2 x HMG side doors Defences: Flares
Originally developed for use by the United States Marine Corps, the CH-53 is in service with Germany, Iran, Israel, and Mexico. The US Marines use the CH-53E, a variant named the Super Stallion.
EC 145 Agility Armour Hardpoints
0 4 -
Speed Hull/Structure Nav DM
269 5/5 0
Range Mass ECM DM
Weaponry: Defences:
A twin-engine aircraft used for training, logistics, medical evacuation, reconaissance, light attack, and troop-transport operations. It can carry 2t cargo or 9 troops. Used widely, and operated by the US Army as the UH-72 Lakota.
MODERN WAR: AIRSTRIKE
680 4 -
Germany Crew/Pass 2/9 Cargo 2t Fire Control -
[86]
EC725 Caracal Agility -1 Armour 4 Hardpoints -
Speed Hull/Structure
Nav DM Weaponry: 2 x GPMG door guns (open) Defences: flares
324 Range 15/15 Mass ECM DM 0
920 11 -
European Crew/Pass 2/28 Cargo 6t Fire Control -
1,000 7 -
European Crew/Pass 2/15 Cargo Fire Control +1
A long-range, twin-engine, tactical transport military helicopter developed from the AS532 Cougar. It is used for troop transport, casualty evacuation, and combat search and rescue duties. It carries 28 troops or 6t cargo.
Eurocopter Tiger Agility +1 Armour 8 Hardpoints 4
Speed Hull/Structure
Nav DM Weaponry: 30mm autocannon (turret) Defences: flares
310 9/9 0
Range Mass ECM DM
A twin-engine multi-role attack helicopter that carries out reconnaissance, anti-tank and close air support, escort and protection of friendly assets; it can operate during day or night in all-weather conditions. It can perform full loops and negative g manoeuvres.
Kamov Ka-27M Helix Agility Speed 0 Armour Hull/Structure 4 Hardpoints Nav DM -
270 12/12 Mass ECM DM +1 Range
Weaponry: GMPG forward-firing (Ka-29 only) Defences:
Developed for anti-submarine warfare, the Ka-27 has coaxial rotors, removing the need for a tail rotor. It has a suite of sensors. The Ka-29 is an assault variant carrying 16 troops and with 4 hardpoints and a forwardfiring GPMG. The Ka-27 is widely exported.
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980 11 -
Russia 4/0 Cargo Fire Control +1 Crew/Pass
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Kamov Ka-50 Hokum Agility Speed 0 Armour Hull/Structure 8 Hardpoints Nav DM 4
Russia 1/0 Cargo Fire Control +1
315 Range 13/13 Mass ECM DM +2
470 10 +1
Crew/Pass
Range
260 12/12 Mass ECM DM +1
460 11 -
Crew/Pass
Range
450 8.5 -
Crew/Pass
Weaponry: 30mm autocannon ( fixed) Defences: flares
A Russian single-seat attack helicopter with the distinctive coaxial rotor system of the Kamov design bureau. It serves as a heavily armed scout helicopter and includes a revolutionary downward ejection system. Egypt also operates the helicopter.
Mil Mi-8 ‘Hip’ Agility Armour
-1 4 4
Speed Hull/Structure
Hardpoints Nav DM Weaponry: GPMG (open) Defences:
Russia 3/24 Cargo 5t Fire Control -
A multi-role transport helicopter capable of carrying troops or supplies. The rear clamshell doors open to allow access for troops or cargo. An export version, the Mil Mi-17 has been widely exported across the world. Carries 5 tons cargo or 24 passengers.
Mil Mi-24 Hind-F Agility 0 Armour 8 Hardpoints 4
Speed Hull/Structure Nav DM
330 8/8 +1
Mass ECM DM
Weaponry: Twin 30mm autocannon (fixed forward) Defences: Flares
Twin-engine Russian gunship, designed to both provide tactical air support, and also able to carry troops, stretchers or cargo. A powerful chopper with underwing hardpoints, plus two wingtip missile rails.
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Russia 2/8 Cargo 0.1 Fire Control +1
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Mil Mi-26 Halo Agility -1 Armour 4 Hardpoints -
Speed Hull/Structure Nav DM
295 Range 30/30 Mass ECM DM +1
500 45 -
Russia 5/90 Cargo 20t Fire Control Crew/Pass
Weaponry: 30mm autocannon ( fixed) Defences: flares
A Russian heavy transport helicopter. operated by both military and civilian agencies. It is the largest and most powerful helicopter to have ever gone into serial production. Carries 20 tons cargo or 90 passengers.
CH-47F Chinook Agility -1 Armour 4 Hardpoints -
Speed Hull/Structure Nav DM
310 Range 20/20 Mass ECM DM +1
740 20 -
Crew/Pass Cargo Fire Control
USA 3/40 10t -
Weaponry: GPMG (open) or Medium Rotary Machinegun (open) on rear ramp Defences: flares
An American twin-engine, tandem rotor, heavy-lift helicopter. The CH-47 is among the heaviest lifting Western helicopters and it has been exported to nations across the world. It features a rear cargo ramp. It can carry 10 tons cargo or 40 troops.
Mil Mi-28 Havoc Agility 0 Armour 8 Hardpoints 4
Speed
320 13/13 Mass ECM DM +1 Range
Hull/Structure Nav DM
Weaponry: 30mm autocannon ( turret) Defences: flares
The Mi-28 is a new-generation attack helicopter that functions as an air-to-air and air-to-ground partner for the Mi-24 Hind and Ka-50 Hokum. It is an all-weather, daynight, two-seat anti-armour attack helicopter with a tiny 3-man cabin for the rescue of downed chopper crews.
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200 10 -
Russia 2/3 Cargo Fire Control +1 Crew/Pass
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NH 90 Agility Armour
-1 4 -
Speed Hull/Structure
Hardpoints Nav DM Weaponry: 2 x GPMG door guns (open) Defences: flares
300 Range 15/15 Mass ECM DM 0
European 3/20 Cargo 4t Fire Control -
800 11 -
Crew/Pass
580 7 -
Crew/Pass
A medium-sized, twin-engine, multi-role military helicopter. Widely operated across Europe. The naval version has 2 hardpoints. It can carry 4 tons cargo or 20 troops.
SA 330 Puma Agility -1 Armour 4 Hardpoints -
Speed Hull/Structure Nav DM
257 9/9 +1
Range Mass ECM DM
European 3/16 Cargo 3t Fire Control -
Weaponry: GPMG (open) Defences:
A four-bladed, twin-engined medium transport/utility helicopter in service with many nations since the 1970s. Designed by Aerospatiale, it has been widely exported. It can carry 3 tons cargo or 16 troops.
SA 332 Super Puma Agility Speed -1 Armour Hull/Structure 4 Hardpoints Nav DM -
277 Range 11/11 Mass ECM DM +1
Weaponry: GPMG (open) Defences:
A successful update of the SA330 Puma, the Super Puma is more powerful and larger. It is a four-bladed, twin-engine, medium-size utility helicopter developed and marketed by Airbus Helicopters. Widely exported. It can carry 5 tons cargo or 20 troops.
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850 9 -
European Crew/Pass 3/24 Cargo 5t Fire Control -
[90]
SH-3 Seaking Agility Armour Hardpoints
-1 4 2
Speed Hull/Structure Nav DM
267 Range 23/23 Mass ECM DM 0
1,000 Crew/Pass Cargo 18 Fire Control -
USA 4/3 0.3 0
Weaponry: Defences:
A twin-engine anti-submarine warfare (ASW) helicopter also performing various other roles and missions such as searchand-rescue, transport and medevac. There are many transport variants (carrying 28 troops or 3 tons), and it is widely exported. It can touch down on water.
UH-1H Huey Agility Armour Hardpoints
0 4 2
Speed Hull/Structure Nav DM
220 5/5 0
Range Mass ECM DM
USA 3/14 Cargo 2t Fire Control -
510 4 -
Crew/Pass
460 4.5 -
Crew/Pass
Weaponry: GPMG (open) or Heavy Machinegun (open) on rear ramp Defences:
A long-serving utility military helicopter powered by a single turboshaft engine, with two-bladed main and tail rotors. An upgrade of the Vietnam-era UH-1D. It can carry 2 tons cargo or 14 troops.
UH-1N Twin Huey Agility Speed 0 Armour Hull/Structure 4 Hardpoints Nav DM 2
220 6/6 +1
Range Mass ECM DM
Weaponry: GPMG (open) Defences:
The Bell UH-1 first saw action in the Vietnam War. Today this more powerful and longer variant is in service with many air forces worldwide. The civilian version is known as the Bell 212.
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USA 4/8 Cargo Fire Control -
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UH-60M Black Hawk Agility Speed -1 Armour Hull/Structure 4 Hardpoints Nav DM -
294 9/9 +1
Range Mass ECM DM
590 7 -
USA Crew/Pass 3/11 Cargo 2t Fire Control -
Weaponry: 2 x GPMG or 2 x Medium Rotary Machineguns (open) Defences: Flares
A four-bladed, twin-engine, medium-lift utility helicopter used by US forces and widely exported across the world. Missions include troop and cargo transport, and medivac. It can carry 2 tons cargo or 11 troops. The HH-60 Pavehawk variant has allweather and night flying capabilities, refuelling probe and Nav DM +2.
V-22B Osprey Agility -1 Armour 4 Hardpoints -
Speed
565 23/23 Mass ECM DM +1 Range
Hull/Structure Nav DM
USA 1,628 3/32 Cargo 18 9t Fire Control Crew/Pass
Weaponry: GPMG (open) or Heavy Machinegun (open) on rear ramp Defences: flares
A multi-mission, tiltrotor military aircraft with vertical takeoff and landing (VTOL) capability. It combines speed of a fixedwing turboprop with the function of a helicopter. It can carry 9 tons cargo or 32 troops.
Westland Lynx Agility +1 Armour 4 Hardpoints 4
Speed Hull/Structure Nav DM
325 6/6 0
Range Mass ECM DM
Weaponry: 2 x GPMGs (open) Defences:
A multi-purpose twin-engine military helicopter primarily serving in the battlefield utility, anti-armour, search and rescue and anti-submarine warfare roles. Fully aerobatic and the fastest helicopter in service to date.
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1,000 Cargo 4.5 Fire Control Crew/Pass
UK 2/8 0.3 0
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8 CONVERTING 8 CONVERTING What about the IAI Kfir? The SEPECAT Jaguar? The SAAB Drakken? The F-14 Tomcat? Any of these aircraft might be needed for a historical version of Airstrike, and so we provide here the guidelines used to convert the 73 aircraft in the previous chapter. Use Wikipedia for its breadth and also for its standardized data format. Each military aircraft entry on Wikipedia has a Specifications subsection, and the data you will need will generally be found here, although, because you will also be using some judgement, you will need to read the article text, too. Data on avionics, ECM, flight characteristics and any special features will be found in the body of the article and must be translated into a numerical value by you. This takes some personal judgement and choice. But it is not too difficult.
THE CONVERSION PROCESS Agility: A typical fast jet will have Agility +1, a jet known for great manoeuvrability will have +2, modern vectored thrust may provide a stunning +3 Agility. Aircraft not designed for dogfighting will have Agility 0, large ponderous aircraft have -1. Large helicopters have Agility -1, small choppers Agility 0. The Lynx is super manoeuvrable and has Agility +1. Gunships will generally have Agility 0 when carrying a combat load. Speed: Wikipedia - Max Speed in km/h, low altitude/cruising speed is 2/3 of that. Range: Wikipedia - Combat Range for combat aircraft with ordnance, or simply ‘Range’ for other passenger or cargo aircraft. Crew: as Wikipedia Armour: always 4, unless armour mentioned as cockpit protection (eg. A-10); in which case increase to 6 or 8. Mass: Wikipedia (Gross Weight in metric tonnes) Hull/Structure: Multiply the mass of the aircraft by the multiplier listed in the Calculating Hull/Structure Points table (page 93). That number serves as both Hull and also as Structure. Cargo: Wikipedia – make clear whether this figure is instead of the passenger capacity, or in addition to it. Hardpoints: As a guideline use the total weight of ordnance able to be carried, with 1,000 kg equating to 1 Hardpoint. Most helicopter gunships have 2 or 4 Hardpoints. In addition to bombs and missiles, underwing stores might include an ECM jamming pod (1 Space/ECM DM +1), or a fuel drop tank (a single 2 Space tank adding 300km to range). MODERN WAR: AIRSTRIKE
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Weaponry: Wikipedia – the aircraft may have a gun, note it down with calibre. If fitted to a turret, or on an (open) door mount, then note that as well. Otherwise we assume the gun is fixed forward. Nav DM: Typically TL6 is DM 0, TL 7 is DM+1 and TL 8 is DM+2, though this can vary – check the Wikipedia article’s Avionics section. ECM DM: Aircraft fitted with electronic missile jamming equipment have DM+1 if TL 6 or 7, and a DM+2 if TL 8, although this can vary – check the Wikipedia article’s Avionics section. Bigger and better jamming systems, designed to knock out SAM radar or confuse detection radars, will be fitted to dedicated electronic warfare aircraft and have either DM+3 or DM+4. Fire Control: Target acquisition is typically DM +1 for a TL 6 aircraft with a decent radar, or DM 0 if without a decent radar. At TL 7 a good quality radar will provide DM+2. The newest integrated detection and command control systems (such as those used on the F-35) will provide a DM+3. Defences: Flares are commonly used on combat jets, tactical cargo aircraft and helicopter gunships. See the Wikipedia article.
CALCULATING HULL/STRUCTURE POINTS Combat Jets & Helicopters Up to Mass 19 tons Mass 20 – 25 tons Mass 26-50 tons
Multiplier x1.3 x1.0 x0.8
Large Passenger/Cargo Aircraft Up to Mass 80 tons Mass Over 80 tons
Multiplier x1.0 x0.8
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9 AUTHOR’S NOTE 9 AUTHOR’S NOTE Paul Elliott has been officially obsessed with aeroplanes since the late 1970s, travelling around the country to airports, airfields and military airshows. Science fiction replaced this love until around ten years ago, when he got serious … he built a complete cockpit flight simulator in his spare room, began to visit air museums once again, and also started flying lessons at Humberside Airport in Yorkshire. He’s far from soloing or ever getting his licence, but has been able to transfer real life pilot lessons on landing, take-off, inflight manoeuvres and navigation via radio aids, to the simulator – and vice versa. If you like Airstrike, please consider looking at the other Modern War supplements: 1917 Trench Raids as well as Baltic War. Zozer Games also publishes an entire science fiction setting for Cepheus Engine called Hostile. Inspired by Alien, Outland, Bladerunner and a host of other gritty, ‘lived-in’ SF movies, Hostile explores a near space setting populated by blue-collar heroes. Find all these games at the Zozer Games website: https://www.paulelliottbooks.com/zozergames.html
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10 LEGAL 10 LEGAL The Cepheus Engine Compatibility-Statement License (CSL) You must state on the first page where you mention Cepheus Engine that “Cepheus Engine and Samardan Press are the trademarks of Jason "Flynn" Kemp,” and that you are not affiliated with Jason "Flynn" Kemp or Samardan Press™. If you’re using the license to commit legal fraud, you forfeit the right to continue using the license: specifically, if you are claiming compatibility with the rules of Cepheus Engine, the claim must not constitute legal fraud, or fraud in the inducement, under the laws of the State of Texas. Note that this requirement is almost impossible to violate unintentionally—it’s largely intended to keep me out of trouble, not to restrict legitimate statements of compatibility. You must comply with the terms of the OGL if the terms apply. Your cover must include the words “House Rules” or “Variant Rules” or "Alternate Cepheus Engine Universe" near the title if the document is a full, free-standing game that includes modifications. Feel free to contact the author if you wish to use a different form of disclaimer. Selling a full version of this game with your house rules incorporated into it is perfectly permissible, but you may not sell an effectively unchanged copy of the rules for money. If your document is a private house rules document, not being sold for profit or general use, you may scan and use artwork (including the cover) from the printed version, published in print under the title of Cepheus Engine Core Rules, provided that the cover contains the words “House Rules,” near the title, and that the artists are appropriately credited. Your rights under this CSL cannot be revoked, and are perpetual, unless you breach the terms of the license, in which case your rights terminate. If you comply with the above, you may state that your resource is “for use with the Cepheus Engine Core Rules”, “compatible with the core rules of Cepheus Engine” or “with the Cepheus Engine Core Rules.” If you have questions about the license, feel free to contact the author.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (‘Wizards’). All Rights Reserved. 1. Definitions: (a)’Contributors’ means the copyright and/or trademark owners who have contributed Open Game Content; (b)’Derivative Material’ means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) ‘Distribute’ means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)’Open Game MODERN WAR: AIRSTRIKE
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Content’ means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) ‘Product Identity’ means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) ‘Trademark’ means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) ‘You’ or ‘Your’ means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. MODERN WAR: AIRSTRIKE
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8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorised version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. High Guard System Reference Document Copyright © 2008, Mongoose Publishing. Mercenary System Reference Document Copyright © 2008, Mongoose Publishing. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. T20 - The Traveller’s Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is a trademark of Far Future Enterprises and is used under license. Traveller System Reference Document Copyright © 2008, Mongoose Publishing. Traveller is © 2008 Mongoose Publishing. Traveller and related logos, character, names, and distinctive likenesses thereof are trademarks of Far Future Enterprises unless otherwise noted. All Rights Reserved. Mongoose Publishing Ltd Authorized User. Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp 16. All contents are OGL. Zozer Games is a © copyright term; Author Paul Elliott.
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IMAGE CREDITS EC145: By Tim Rademacher - Own work, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=72533018 NH90: By Julian Herzog - commons.wikimedia, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=76114205 Eurocopter Tiger: By Alan Lebeda - commons, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=61587829 Tu-22: By Dmitry Terekhov from Odintsovo, Russian Federation - Tu-22M3M GEFEST, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=41719301 AWACS: By Arpingstone (talk · contribs) - Photographed by Adrian Pingstone., Public Domain, https://commons.wikimedia.org/w/index.php?curid=4390198 P-3 Orion: By 海上自衛隊 - commons file, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=62312428 Boeing 747-8F: By Konstantin von Wedelstaedt http://www.airliners.net/photo/Qatar-Airways-Cargo/Boeing-747-87UFSCD/4867387/L, GFDL 1.2, https://commons.wikimedia.org/w/index.php?curid=70693934 A320: By Konstantin Von Wedelstaedt - Gallery page http://www.airliners.net/photo/Indian-Airlines/Airbus-A320-231/1471642/LPhoto http://cdn-www.airliners.net/aviation-photos/photos/2/4/6/1471642.jpg, GFDL 1.2, https://commons.wikimedia.org/w/index.php?curid=26823883 Boeing 777: By Aldo Bidini - Gallery page https://www.jetphotos.com/photo/6447146Photo https://cdn.jetphotos.com/full/1/50847_1230239149.jpg, GFDL 1.2, https://commons.wikimedia.org/w/index.php?curid=29285087 Phantom II: Photo: SAC Helen Farrer RAF Mobile News Team/MOD, OGL v1.0 F-15: Saudi88hawk - Own work, Royal Saudi Air Forces F-15C. CC BY-SA 4.0 Harrier: By Airwolfhound, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=85945491 MIG 21: MiG-21_Lancer_C.jpg: Cristian Ghe. derivative work: Mircea87 - This file was derived from: MiG-21 Lancer C.jpg: CC BY 2.0 MIG 29: Aktug Ates - Gallery page https://www.jetphotos.com/photo/7677166 Photo https://cdn.jetphotos.com/full/3/91583_1379077912.jpg GFDL 1.2 MIG 31: Dmitriy Pichugin - http://www.airliners.net/photo/Russia---Air/MikoyanGurevich-MiG-31/2040593/L/, GFDL 1.2 MIG 35: Dmitriy Pichugin - http://www.airliners.net/photo/Russia---Air/MikoyanGurevich-Mig-35/1311115/M/ MiG-35, Moscow – Zhukovsky, GFDL 1.2, Dmitriy Pichugin http://www.airliners.net/photo/Russia---Air/Mikoyan-Gurevich-Mig35/1311115/M/ MiG-35, Moscow - Zhukovsky Su-35: Rob Schleiffert - Su-35, A newer version of the Su-27 Flanker, CC BY-SA 2.0 Su-25: Fedor Leukhin - _VO_8219, CC BY-SA 2.0 Su-27: Dmitriy Pichugin - http://www.airliners.net/photo/Russia---Air/Sukhoi-Su27SKM/1014282/L/GFDL 1.2 MODERN WAR: AIRSTRIKE
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Su-34: Vitaly V. Kuzmin - http://vitalykuzmin.net/?q=node/615, http://vitalykuzmin.net/?q=node/353, CC BY-SA 4.0 Su-57: By Anna Zvereva from Tallinn, Estonia - Sukhoi Design Bureau, 054, Sukhoi Su-57, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=87441875 Su-24: Alexander Mishin - https://www.jetphotos.com/photo/6561906 Russian Air Force Sukhoi Su-24M inflight,CC BY-SA 3.0 Eurofighter Typhoon: By Chris Lofting - http://www.airliners.net/photo/UK--Air/Eurofighter-EF-2000-Typhoon/1189137/L/, GFDL 1.2, https://commons.wikimedia.org/w/index.php?curid=20654565 Tornado: By Photo: Corporal Mike Jones/MOD, OGL v1.0, https://commons.wikimedia.org/w/index.php?curid=26871990 Rafale: By Indian Air Force (GODL-India), GODL-India, https://commons.wikimedia.org/w/index.php?curid=92731984 JH-7: By Dmitriy Pichugin - http://www.airliners.net/photo/China---Air/Xian-JH7A/2581871/L/, GFDL 1.2, https://commons.wikimedia.org/w/index.php?curid=38080864 J-10: By Alert5 - Own work, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=74197670 Chengdu J-20: By Alert5 - Own work, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=52820207 Su-22: By Anthony Noble - commons file, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=61430173 Gripen: By Tim Felce (Airwolfhound) - Gripen - RIAT 2008, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=27817306 Su-33: By Dmitry Terekhov, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=52243339 Atlas: By Peng Chen - commons file, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=69314627 Hawker 4000: By stuart.mike - Hawker 4000, CC BY 2.0, https://commons.wikimedia.org/w/index.php?curid=38305192 Super Puma: By Chris Lofting - http://www.airliners.net/photo/Spain--Air/Aerospatiale-AS-332B1-Super/2070994/L/, GFDL 1.2, https://commons.wikimedia.org/w/index.php?curid=18634373 AH64: By Jerry Gunner from Lincoln, UK - Two AH-64DHAs put on a very spirited display for the crowdUploaded by Alaniaris, CC BY 2.0, https://commons.wikimedia.org/w/index.php?curid=18151773 Mil Mi-28: By Pavel Adzhigildaev - Photo, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=31149811 Ka-27: By Dmitry Ryazanov - http://russianplanes.net/id168749, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=41887610 Ka-50: By Dmitriy Pichugin - http://www.airliners.net/photo/Russia---Air/KamovKa-50/0920728/L/, GFDL 1.2, https://commons.wikimedia.org/w/index.php?curid=5896037 Mil Mi-26: By ArielR - ArielR, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=2456072 Lynx: By Col André Kritzinger, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=31779216 MODERN WAR: AIRSTRIKE
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Wildcat: By Helmut Visorcover - Own work, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=45254341 Dauphin: By MARCO AURÉLIO ESPARZ…, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=71231906 Chinook: By Airwolfhound - commons file, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=65213882 V-22: By Peter Gronemann - Flickr: V22-Osprey, CC BY 2.0, https://commons.wikimedia.org/w/index.php?curid=21346760 Gazelle: By Airwolfhound - commons file, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=75323655 EC725: By Tim Felce (Airwolfhound) - Own work, CC BY-SA 2.0, https://commons.wikimedia.org/w/index.php?curid=75649245 CAIC Z10: By 3GO*CHN-405/mjordan_6 - http://www.airliners.net/photo/China--Air/Changhe-WZ-10/2191850/L/, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=23121240 Russian rocket Pod: CC BY-SA 3.0, https://commons.wikimedia.org/w/index. php?curid=884455 Map of Romania: Andrein, CC BY-SA 3.0 , via Wikimedia Commons Iranian Mirage: By Shahram Sharifi - Own work, CC BY-SA 4.0, https://commons.wikimedia.org/w/index.php?curid=24278499 Su-34: https://www.flickr.com/photos/44400809@N07/21051476599/ Author Dmitry Terekhov SAM Launch: By Petrică Mihalache – Own work, CC BY-SA 3.0 http://www.mapn.ro/fotodb/20070822/11_G MiG Cockpit: Vitaly V. Kuzmin - vitalykuzmin.net CC BY-SA 4.0 ZU-32: Serge Serebro, Vitebsk Popular News - Own work ZU-23-2 firing. Vitebsk, Belarus. CC BY-SA 3.0 Libyan Armour Destroyed: Bernd.Brincken - Own work. CC BY-SA 3.0
MODERN WAR: AIRSTRIKE