A downloadable game

Skies Over Irim is a multiplayer simultaneous turn-based air combat game playable at https://irim.a11ce.com/

Your Aircraft

You will be flying an M2 Crane in service of Arkand, Qamar, or one of the numerous minor parties to the Irim border conflict.Your craft can operate at five altitude levels: Min, Low, Med, High, and Max. It can also travel at one of five speeds, numbered 1 through 5.

Turning 90 degrees requires you to bank your aircraft to one side. While banked, you are unable to turn in the other direction. Going straight or performing a softer turn will set your bank status back to level.

Strain represents the mechanical cost of performing aggressive maneuvers. Your Crane can comfortably handle 2 strain. If you end a turn with more than 2 strain, you will take damage according to your excess strain.

Actions that add strain are marked with "!". Your aircraft will dispel one strain during turns in which you did not gain any strain.

Flight Commands

Each turn, you will select a throttle command, pitch command, and turn command.

Throttle commands are: Down (-1 speed), Steady (No change to speed), Up (+1 speed), and Overthrottle (+2 speed, +1 strain).

Pitch commands are: Dive (+1 speed, -1 altitude), Steady (No change), and Climb (-1 speed, +1 altitude).

Note that you have two ways of storing energy: speed and altitude. Effective use and deployment of energy is crucial.

You have different turning options based on your speed (after applying your throttle and pitch commands for the current turn). Cranes are most maneuverable at speed 2. Turns are written as [speed][direction (left/straight/right)][degrees]. Additionally, the symbol "-" means that you will lose speed after performing the turn.

For example, 3L60- means that you will move 3 units forward while turning 60 degrees left, then lose one speed.

At speeds 4 and 5, you can perform emergency breaks. Breaks set your speed to 2, turn 90 degrees, and add 2/3 strain.

Cannonfire

Your aircraft is equipped with twin 20mm steel-dart cannons. After movement, you will fire them automatically if the enemy is within your 45° firing arc and within range.

Your cannons have a range band of 5, and a base fire rate of 3. This means that within 5 units, you will roll 3d6. Within 10, you will roll 2d6. Within 15, 1d6, and outside of 15 units you have no hope to hit any target. An altitude difference beyond a single level reduces effective range by one band.

To land accurate shots, you must continually refine your firing solution. This is represented by your track value. After firing, you gain track against your target equal to the number of dice rolled. If you lose your target, track resets to zero.

Each cannon die is a hit if it rolls at or above 5 minus your current track. You should only expect to hit shots consistently with sufficient track, so it is very important to stay on target.

Damage

When you are hit or take overstrain damage, you will roll 1d6 to determine which component is hit. Each component can survive one point of damage without any particular negative effect. A second hit will create some difficulty, and a third hit will destroy the component.

If a destroyed component is hit, the damage is redirected to a non-destroyed component at random.

RollComponent2nd Hit Effect3rd Hit Effect
1-2FrameStrain cap reduced to 1Aircraft destroyed
3ThrustersCannot overthrottleCannot throttle up
4Control surfacesCannot turn 90°Cannot turn 60°
5GunsTrack gain reduced by 1Cannon dice rolled reduced by 1
6CockpitStrain costs doubled+1 strain per turn

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