Dog Fight '68

I am fascinated with air war ever since I can remember. As soon as I started playing MFZ that I imagined ways to make an air combat simulator out of it, however it never felt right to me. However, as soon as Vitor Faria posted his Dog Fight rules I knew I had found my answer.
This mod is thus an adaptation of Vitor Faria's Dog Fight and everything not stated otherwise can be assumed to behave like that rule set:
These rules I’m posting here are for running air battles set in the late 1960s. You will notice that there are plenty of SSRs flying around, making the game quite lethal, as it should given that real-life dogfights are usually solved with one or two shots. On the other hand, fighters do have less chances to cause damage. However, it still requires proper testing, so feedback is welcome.
I also provide ideas for systems and weapons, so you could create your own aircraft in case you wish to go full alternate history, or maybe just offer your take on how real aircraft could be built under this system.
Given that this system is intended to portray battles between real aircraft from the mid Cold War I ask for commenters to remain civil about the topic and maintain a neutral view of these aircraft and their feats and capabilities.

Systems
Systems work roughly the same way they work with Dog Fight – each fighter has two white dice, up to three systems and a floating
, which does not count for the systems’ count.
Fighters are also divided in two classes: light fighters, which take two systems, and heavy fighters, which take three systems.
All fighters carry a gun, which counts as the white die that can be used for an attack on burst range.
Each fighter can take two SSRs for direct fire range.
If a fighter equips at least one yellow system, it can also carry two SSRs for support fire range.
A fighter can fire up to two SSRs for the same range at the same time.
The systems a fighter can carry are the following:
For burst range a fighter carries a HtH system if it carries one gun in addition to the first one.
For burst range, a fighter adds one HtH d8 if it carries three or more guns.
For direct fire range a fighter can equip a long-range cannon.
For direct fire range a fighter can equip an air-to-air rocket launcher.
A fighter can also carry an “additional missile rails” system that allows it to carry 4 direct range SSRs and also 4 support range SSRs if it can carry the latter. A fighter can carry up to two of these systems for a maximum of 6 missiles in both ranges. If a fighter loses this system, it also loses any additional missiles it carries (for example, if it carries 3 DR SSRs and loses this system, it also loses the unused third SSR).
For defense a fighter can carry an ECM system.
For defense a fighter can carry a Decoy Dispenser system.
For defense a fighter can equip the Sturdy Airframe system.
For movement a fighter can equip the Advanced Afterburner system.
For movement a fighter can equip the Canard system.
For movement a fighter can equip the Light Frame system.
For spotting a fighter can carry the Advanced Radar system.
For spotting a fighter can carry the InfraRed Tracking System (IRTS) system.
For spotting a fighter can carry the Datalink System.
Cover
Cover works as described in Dog Fight (offering cover at a 2 unit distance,), but with a twist. There are two kinds of cover:
Mobile Cover – mostly clouds, these are large patches of cover, that behave like normal cover. However, at the end of a round, each patch of cover moves one die in a direction predefined at the outset of the game (alternatively roll 1d8, where each number represents one cardinal direction, with 1 being north, 2 northwest, and so on). Once this cover reaches the edge of the table, it leaves the game.
Furthermore, if a fighter is inside a piece of terrain classified as "cloud" it has cover from any direction. However, it cannot attack or spot.
Stationary cover – hilltops, roofs of tall buildings, big trees, this is cover that simulates a low-altitude dogfight. It behaves like normal cover. The exception are the hilltops, which are indestructible.
Furthermore, if a fighter’s movement ends on top of a piece of static cover, the fighter takes damage.
Stations
Because of the nature of the mod, there’ll be two types of stations:
For battles in high altitude stations should be helicopters or transport aircraft. They could also move, in the same fashion mobile cover does, but controlled by the player. Generally, they should follow the alternative station rules for station movement as presented in the MFZ:RA book.
When buildings or, especially, hilltops are present, stations could be communication antennas or other fixed high-priority asset that can behave like normal stations.
Example Fighters:
USA
F-4C Phantom II
Advanced Radar + ECM + Additional missile rails + 4 DR SSRs + 4 SR SSRs -
NOTE: In fact this aircraft could only carry a gun in an external pod; if you so wish you can forego the option to make burst range attacks and instead add an additional red d6 to each SR SSR launch.
F-5C Freedom Fighter
Additional Gun + Sturdy Airframe + 2 RD SSRs -
URSS
Su-15 Flaggon
Additional Gun + Advanced Radar + Advanced Afterburner + 2 RD SSRs + 2 SR SSRs -

MiG-21
Advanced Afterburner + Additional missile rails + 4 DR SSRs -
Europe
Sea Vixen
Advanced Radar + Datalink + ECM + 2 RD SSRs + 2 SR SSRs -
NOTE: In fact this aircraft could only carry a gun in an external pod; if you so wish you can forego the option to make burst range attacks and instead add an additional red d6 to each SR SSR launch.
J-35 Draken
IRST + Advanced Afterburner + 2 RD SSRs -
I will try to provide models in the future, but I really wanted to get the rules here as soon as possible.
Thanks to Vitor Faria for coming up with Dog Fight in the first place.
This mod is thus an adaptation of Vitor Faria's Dog Fight and everything not stated otherwise can be assumed to behave like that rule set:
These rules I’m posting here are for running air battles set in the late 1960s. You will notice that there are plenty of SSRs flying around, making the game quite lethal, as it should given that real-life dogfights are usually solved with one or two shots. On the other hand, fighters do have less chances to cause damage. However, it still requires proper testing, so feedback is welcome.
I also provide ideas for systems and weapons, so you could create your own aircraft in case you wish to go full alternate history, or maybe just offer your take on how real aircraft could be built under this system.
Given that this system is intended to portray battles between real aircraft from the mid Cold War I ask for commenters to remain civil about the topic and maintain a neutral view of these aircraft and their feats and capabilities.

Systems
Systems work roughly the same way they work with Dog Fight – each fighter has two white dice, up to three systems and a floating

Fighters are also divided in two classes: light fighters, which take two systems, and heavy fighters, which take three systems.
All fighters carry a gun, which counts as the white die that can be used for an attack on burst range.
Each fighter can take two SSRs for direct fire range.
If a fighter equips at least one yellow system, it can also carry two SSRs for support fire range.
A fighter can fire up to two SSRs for the same range at the same time.
The systems a fighter can carry are the following:




A fighter can also carry an “additional missile rails” system that allows it to carry 4 direct range SSRs and also 4 support range SSRs if it can carry the latter. A fighter can carry up to two of these systems for a maximum of 6 missiles in both ranges. If a fighter loses this system, it also loses any additional missiles it carries (for example, if it carries 3 DR SSRs and loses this system, it also loses the unused third SSR).









Cover
Cover works as described in Dog Fight (offering cover at a 2 unit distance,), but with a twist. There are two kinds of cover:
Mobile Cover – mostly clouds, these are large patches of cover, that behave like normal cover. However, at the end of a round, each patch of cover moves one die in a direction predefined at the outset of the game (alternatively roll 1d8, where each number represents one cardinal direction, with 1 being north, 2 northwest, and so on). Once this cover reaches the edge of the table, it leaves the game.
Furthermore, if a fighter is inside a piece of terrain classified as "cloud" it has cover from any direction. However, it cannot attack or spot.
Stationary cover – hilltops, roofs of tall buildings, big trees, this is cover that simulates a low-altitude dogfight. It behaves like normal cover. The exception are the hilltops, which are indestructible.
Furthermore, if a fighter’s movement ends on top of a piece of static cover, the fighter takes damage.
Stations
Because of the nature of the mod, there’ll be two types of stations:
For battles in high altitude stations should be helicopters or transport aircraft. They could also move, in the same fashion mobile cover does, but controlled by the player. Generally, they should follow the alternative station rules for station movement as presented in the MFZ:RA book.
When buildings or, especially, hilltops are present, stations could be communication antennas or other fixed high-priority asset that can behave like normal stations.
Example Fighters:
USA
F-4C Phantom II
Advanced Radar + ECM + Additional missile rails + 4 DR SSRs + 4 SR SSRs -













NOTE: In fact this aircraft could only carry a gun in an external pod; if you so wish you can forego the option to make burst range attacks and instead add an additional red d6 to each SR SSR launch.
F-5C Freedom Fighter
Additional Gun + Sturdy Airframe + 2 RD SSRs -







URSS
Su-15 Flaggon
Additional Gun + Advanced Radar + Advanced Afterburner + 2 RD SSRs + 2 SR SSRs -










MiG-21
Advanced Afterburner + Additional missile rails + 4 DR SSRs -








Europe
Sea Vixen
Advanced Radar + Datalink + ECM + 2 RD SSRs + 2 SR SSRs -









NOTE: In fact this aircraft could only carry a gun in an external pod; if you so wish you can forego the option to make burst range attacks and instead add an additional red d6 to each SR SSR launch.
J-35 Draken
IRST + Advanced Afterburner + 2 RD SSRs -








I will try to provide models in the future, but I really wanted to get the rules here as soon as possible.
Thanks to Vitor Faria for coming up with Dog Fight in the first place.