ABCDEF
1
TRAITSDESCRIPTIONCLASSIFICATIONSDESCRIPTIONORDNANCE DISCOUNTS/INCREASES
2
AIRCRAFT TRAITSAIRCRAFT CLASSIFICATIONS
3
Backup AircraftNever runs out of replacement airframes.Air Superiority FighterA fighter intended to wrest control of the skies from enemy aircraft. Good at taking out strike aircraft and other fighters, not so good at destroying armor on the ground or high-flying level bombers.Heat-Seekers cost 3 points, down from 4.
All-Aspect missiles cost 4 points, down from 6.
Anti-Ground Missiles cost 8 points, up from 6.
All Bombs increased in cost by 2.
Anti-Ship Missiles cost 20 points, up from 16
4
ClumsyCan stall on a particularly bad EV failure, requiring another EV test to recover from.InterceptorInterceptors are incredibly fast, capable of chasing down and engaging just about any air target, regardless of altitude or speed. However, they are almost entirely incapable of engaging ground forces.Radar-Guided Missiles cost 4 points, down from 6.
Anti-Ground Missiles cost 8 points, up from 6.
All Bombs increased in cost by 2.
Radar-Guided Missile tracking more potent. New profile: 20/35/50
5
Heavy AirframeNullifies Excessive Recoil. Additionally, allows use of the LB-X and Gauss Cannon in the Coaxial slots, at half their normal cost.Multirole FighterAs their name implies, Multirole Fighters can take a variety of different combat roles, though they may not perform them as well as a dedicated craft would.Joint-Strike Missiles cost 3 points, down from 4.
6
Deltan Weapon BaysAllows an airframe to carry as many conventional missiles and bombs as the plane has ordnance capacity for.OmnifighterSimilar to the Multi-Role designation, only these craft can actually excel in their roles rather than merely being competent.Anti-Ground missiles cost 4 points, down from 6.
Radar-guided missiles cost 4 points, down from 6.
All-Aspect missiles cost 4 points, down from 6.
Repair Times Increased
7
LudditeEquipment and Support Systems with the "Advanced" trait cost 50% more ordnance points, including Coaxial Weapons.Strike AircraftStrike Aircraft specialize in hammering ground targets. Though they are capable of protecting themselves should they come under attack from the air, it would be inadvisable to take one to a dogfight.Anti-Ground missiles cost 4 points, down from 6.
Radar-Guided Missiles cost 8 points, up from 6.
All Bombs and Rocket Pods are reduced in cost by 2.
Torpedoes cost 18, down from 25
Anti-Ship missiles cost 12, down from 16
8
Specialization: BallisticBallistic Weapons cost 25% less ordnance points.GunshipHulking metal monstrosities packing a battleship's worth of firepower and armor. They can carry the heaviest guns and the most missiles, but handle like a truck made entirely of lead and carrying a full trailer of bricks.Treats every gun/cannon as though it has the "Coaxial" rule. Can take Bulky weapons on hardpoints, but they take up two slots instead of one, cost 25% more to be placed there, and do not benefit from any discounts, including specializations.
9
Specialization: EnergyEnergy Weapons cost 25% less ordnance points.Level BomberThe largest playable aircraft. Meant to take out heavily fortified installations or saturation bomb an entire battlefield. No guns, but extremely high ordnance capacities.All Bombs are reduced in cost by 2
May take as many bombs as it has ordnance points for, not restricted by hardpoints.
May not take Guns.
All Missiles increased in cost by 50%
10
Specialization: MissileMissile Weapons cost 25% less ordnance points.
11
StealthEnemies have to be closer to spot and/or engage.
12
Super-ManeuverableStalls are easier to recover from, aircraft capable of extremely tight maneuvers. Planes with this trait roll two dice for EV tests, picking the lowest result.
13
TechnophileEquipment and Support Systems with the "Advanced" trait cost 25% less ordnance points.
14
15
EQUIPMENT TRAITS
16
A2A-OnlyCannot target terrestrial units.
17
A2G-OnlyCannot target aerial units.
18
AdvancedCosts 150% ordnance points to planes with Luddite, 75% to planes with Technophile. Stacks with specializations. (For example, a Technophile with Specialization: Energy could mount energy weapons at 50% the usual cost.)
19
Aim / TrackingA weapon's rating at shooting down fast-moving, maneuverable targets, such as enemy planes.
20
BulkyMay only be taken as a coaxial. Cannot be mounted to gunpods.
21
Coaxial GunCan be mounted on the coaxial gun slots, and will NOT take up ordnance points or hardpoints while mounted in these slots.
22
Enhanced TrackingIncreased tracking abilities on homing weaponry.
23
Enhanced VelocityWeapon requires less time to reach target, reducing time for targets to react and distance to lead.
24
Excessive RecoilThe weapon has enough force to violently shake or even damage lighter airframes.
25
PowerHow much damage a weapon will do if it hits the target.
26
RangeHow far the weapon remains effective. Higher rating is better.
27
SalvoFires in bursts, determined by weapon name. (MRM-6 shoots 6 missiles, MRM-12 shoots 12, etc)
28
ScatterEvery 2 degrees of success with this weapon doubles the damage.
29
ScramblerOn a hit, or on one degree of failure, the target cannot utilize missile weapons for one turn.
30
SplashFailing by one degree of failure counts as a hit for half damage.
31
UnstableCan cause severe damage to the aircraft it is mounted on.
32
33