Foxbat & Phantom A solo scenario devised by A.J.Gilham for SPI's game of tactical aerial combat in the 1970's. This scenario, taken from an idea by Jim Dunnigan (Footnotes, S&T 45), represents a highly experienced pilot opposing very inexperienced pilots. The player controls one aircraft, whilst the 'Enemy' has three or four. Play this as a Radar Interception Mission Scenario with either side as intruder - use the spotting rules. The 'Enemy' air planes' moves are determined by the Instructions Chance Table. Two dice are rolled for each 'Enemy' aircraft - their sum is cross-indexed on the table to find that aircraft's move. Flight Instructions Chance Table 2 Vertical dive 3 Level flight away from Player's aircraft; accelerate 4 Level flight; accelerate 5 Dive according to die roll if speed greater than level max, otherwise level flight; maximum acceleration 6 Dive one level; accelerate one step 7 Level flight. No speed change 8 Climb if possible 9 Climb if possible 10 Level flight; accelerate 11 Improvise 12 Vertical dive A few explanations might be useful: 2,5,6,8,9,12: if standard move from table is not possible, substitute 'level flight, no speed change'. 3: the aircraft in question should move as far away from the Player's aircraft as possible. This may mean that it leaves the map. If it does, it may not return. 5: 'dive according to die roll' means roll one die: 1,2,3,4,5 means 'horizontal dive that number of levels'; 6 means 'vertical dive'. If a move is not possible, substitute 'level flight no speed change'. 11: make the best possible move under the circumstances. In all cases you should try to optimize the 'Enemy's' play; 'Enemy' aircraft fire when ever possible - if more than one can fire, the one with the best chance of hitting fires. Victory conditions: either standard RIM, or (better), the Player must shoot down every 'Enemy' plane by turn 25.