Additional Aerospace Crew Members


    Aircraft began with single-man crews as engines were too weak to support the weight of a second man.  As engine power increased, more crewmen were added as neccessary.  Because of a forward pilot's relative lack of vision to the rear, rear observers were placed in many World War I fighter aircraft.  These observers were soon equipped with machine guns to protect the plane's emperiled rear.   As airplanes grew larger, more crew were added to protect the bigger plane.   World War II strategic bombers were strategic targets, so they required crews of up to ten to not only fly the plane and drop the bombs but to man machine gun emplacements on the sides, rear, top, bottom, and nose of the bomber.

    However, computer and countermeasure technology evolved and began to replace gunners.  Countermeasures could confuse missiles, the new aerial combat weapon of the age, which gunners couldn't shoot down anyway.  Computers could man turrets that automatically tracked large targets.  The B-52 strategic nuclear bomber, much larger than its World War II predeccessors, had a flight crew of four or five.   It had large amounts of radar-confusing aluminum chaff pods, magnesium flares to distract infrared (heat-seeking) missiles, and a computerized rear turret with twin 20mm autocannon.  One of the more common flightline pranks of B-52 crews was to turn on the computerized turret after the ammunition was unloaded.  Techs walking past the back of the plane would look to see the turret with its twin barrels tracking them, the dry automatic loading mechanism clicking ominously.  Very disturbing.

    Warfare progressed back into the realm of dogfighting as aerospace fighters evolved.  Advanced direct-fire weaponry made missiles obsolescent and guided bombs removed the need for dedicated bombadiers.  Yet additional gunners never made a comeback, even though they could be useful once more.

    TME has changed all that.  With the new Luftsturmtiger, Escort, and Liberator aerospace craft, an aerospace vehicle can now protect itself from multiple directions at once.

GAME RULES

   Multiple crew members allow aerospace fighters to 1) fire into more than one non-foreward/wing arc than once and 2) avoid secondary target to-hit penalties.  Each additional crew member is given a single fire arc to manage the weapons in (unless he is operating an Aerospace Vehicle Turret).  In addition to the pilot firing the nose and wing weapons at a single target, each gunner can attack an additional target with no penalty.

    Critical hits against the weapons operated by the gunners cause damage to the gunners (like pilots).  In addition, each weapon critical hit causes a chance that the gunner is instantly killed (see below for rolls).

    Additional crew can be added in two ways:

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