HELICOPTERS!: Difference between revisions
Line 202: | Line 202: | ||
:Lasers | :Lasers | ||
::10 spaces | ::10 spaces | ||
::Keywords: Anti-Aircraft, Anti-Missile | ::Keywords: Anti-Aircraft, Anti-Missile, direct fire | ||
::Damage +6 Unlimited ammo | ::Damage +6 Unlimited ammo | ||
:Gauss Gun | :Gauss Gun | ||
:: | ::18 spaces | ||
::Keywords: Anti-Aircraft | ::Keywords: Anti-Aircraft, direct fire | ||
::Solid Round: Damage +10, Canister Round Damage +4, burst | ::Solid Round: Damage +16. Reactive Armour Piercing +10 Damage AP 5, Canister Round Damage +4, burst unlimited ammo | ||
:Brilliant Missile System | :Brilliant Missile System | ||
::4 spaces per missile system | ::4 spaces per missile system | ||
::Keywords: Missile, +2 | ::Keywords: Missile, +3 Guidance Countermeasures 2 | ||
::Anti-Tank Missile: Damage + | ::High Explosive Missile +10 damage, burst, Anti-Tank Missile: Damage +6 AP 4, Thermobaric Damage +8 Burst, ignores cover, Top Attack, +6 Damage, AP 5, no Countermeasures. x8 rounds | ||
:Heavy Missile System | :Heavy Missile System | ||
::6 Space per missile system | ::6 Space per missile system | ||
::Keywords: Missile +4 Guidance | ::Keywords: Missile +4 Guidance, Countermeasures 3 | ||
::Damage + | ::High Explosive Missile +12 Damage, Burst, Thermobaric Missile +10 damage, Burst, ignore cover, Anti-Tank Missile +8 Damage AP 5, Top Attack +8 damage, AP 6, no Countermeasures. x3 Rounds | ||
:Glide Bomb System | :Glide Bomb System | ||
::3 Spaces | ::3 Spaces | ||
::Keywords: Must be flying towards the target, Missile, +1 Guidance | ::Keywords: Must be flying towards the target, Missile, +1 Guidance Countermeasures 1 | ||
:: Anti-Tank Missile: Damage + | ::High Explosive Missile +10 damage, burst, Anti-Tank Missile: Damage +6 AP 4, Thermobaric Damage +8 Burst, ignores cover, Top Attack, +6 Damage, AP 5, no Countermeasures. Burst x10 rounds | ||
:Guided Rocket Pods | :Guided Rocket Pods | ||
::4 spaces | ::4 spaces | ||
::Keywords: Missile +1 Guidance | ::Keywords: Missile +1 Guidance | ||
:: +5 Damage Unlimited Ammo | ::HE +5 Damage, Thermobaric +4 damage, ignores cover. Unlimited Ammo | ||
:Cannon | :Cannon | ||
::2 Spaces | ::2 Spaces | ||
::+ | ::Keywords: Direct fire | ||
::+4 Damage | |||
::Unlimited Ammo | ::Unlimited Ammo | ||
:Air to Air Pod | :Air to Air Pod | ||
::4 spaces | ::4 spaces | ||
::Keywords: Missile, Air to Air, +4 Guidance | ::Keywords: Missile, Air to Air, +4 Guidance countermeasures 4 | ||
::+5 Damage, x10 shots | ::+5 Damage, x10 shots | ||
:Anti-Radiation Missile System | :Anti-Radiation Missile System | ||
::4 spaces | ::4 spaces | ||
::Keywords: Missile, +8 Guidance, Sensor Seeking | ::Keywords: Missile, +8 Guidance, Sensor Seeking Countermeasures 4 | ||
:: +6 damage, x4 shots | :: +6 damage, x4 shots | ||
Revision as of 04:20, 16 October 2011
Helicopters!
Setting
TBD. May in fact not involve helicopters.
Characters
Modern combat VTOLs are user friendly and automated enough, and modern soldiers augmented enough that a single pilot can easily handle all systems on the aircraft, movement, weapons and electronics. You are one such soldier, flying at the interface where ground meets sky.
You begin with 15 CP to generate your character.
Stats
Stats represent how good you are at a particular thing, all traits are necessary to fly the aircraft and many have use out of combat. All stats run from one to ten. Each point of stat requires one CP.
All checks are one d10 + stat +vehicle stat vs. a target number
- Physical
- Making Pilot Checks, firing hand weapons.
- Wits
- Making snap tactical decisions, aircraft gunnery, initiative.
- Intelligence
- Navigation, mission planning, controlling defensive electronics
- Perception
- Spotting things, Using sensor systems
- Charisma
- Directing Additional Crew and calling in support
- Integrity
- Keeping a cool head under pressure, surviving information attacks
Traits
Traits are special rules, usually related to the story that apply to your character. You begin with one trait. You can suggest others and the GM may accept them.
- Never Say Die
- You may invoke Never Say Die once per session on a roll that would otherwise shoot down your aircraft. You are not shot down.
- Important to the Plot
- Something about your back story is important to the plot, making you the focus of the story at least sometimes. Gain a +1 bonus to rolls concerning this.
- Hey Good Looking
- Add your charisma up to 3 rolls per session, in addition to other bonuses
- Ace Combat Air Channel
- You gain 2 additional support requests per mission
- Blue on Black
- No matter how close you engage, you don't hurt friendly troops
- Patrick
- You seem to be unable to die, no matter what happens to your aircraft.
- Sixth Sense
- You have an uncanny sense of ambushes, gaining a +2 on dice rolls to detect them
- Hot Shot
- gain one additional stunt bonus on any stunt you make. (Must make a stunt to receive benefit)
Advantages
Advantages are like traits, but are bought with CP, and are often related to special skills. Additional advantages maybe suggested to the GM.
- Additional Fate
- 1 CP Per additional fate point
- You begin with 1 fate, each CP buys you another
- Allies
- 2 CP
- Any NPCs you build gain +3 CP, and promotes up to 2 of them, giving them a trait
- ZR Uniform
- 1 CP
- +3 to all charisma checks in person
- Favourite Enemy
- 1 CP
- Pick one type of enemy (infantry, soft vehicles, light armour, tanks, or helicopters) gain +2 on all rolls against that type of enemy. Alternatively, gain +3 to all rolls against enemy fast movers.
- Weapon/Gadget Master
- 1 CP
- Gain +3 bonus on all rolls on one specific weapon or piece of equipment
- Pop Up Attack
- 1 CP
- Gain +3 on rolls concerning stealth
- Useful secondary skills
- 1 CP
- You are a medic, engineer, computer specialist, or something else useful in your spare time.
Aircraft
Your aircraft are vertical takeoff and landing, and serve the same role, more or less, as helicopters do in on twentieth century earth. Rather than becoming increasingly multi-role as technology increases as Earth aircraft have however these aircraft have continued to specialize and fill their own roles: Scouts search for targets, gunships kill them, and transports move ground forces around.
Because of the specialist nature of these units, any flight (like the PC party) must have one of each before any duplicates can be chosen.
While modern craft can manage with a single pilot, most non-gunship aircraft carry several crew to fulfil other functions such as firing door mounted weapons, navigation or the like.
Vehicle Statistics
- Agility
- How good the aircraft is at lateral manoeuvres and dodging, used in breakaway tests.
- Speed
- How fast the aircraft crosses ground
- Combat Electronics
- The vehicles combat electronics score, it's usual rolled defence.
- Sensors
- The helicopters ability to identify targets.
- Hit points
- The amount of damage that the aircraft can take
- Armour
- the number subtracted from enemy damage rolls.
- Weapons Spaces
- How much room the aircraft has for weapons
Scouts
Scouts are the smallest type of military VTOL used, and the toughest. There small profile is well armoured, and defended by various passive stealth features, a layer of altered carbon armour and a suite of defensive electronics and point defence weapons. These features are necessary as Scouts are always on the closest approach to the enemy, hovering low to
While scouts are armed, a large part of their job is to cue other assets, particularly gunships but also fast movers, artillery and orbital fire.
- Basic Scout
- Agility: 4
- Speed: 3
- Combat Electronics: 5
- Sensors: 5
- Hit Points: 8
- Armour: 3
- Point defence system: unmodified wits roll to shoot down incoming enemy missiles
- 2 weapons spaces
- 2 door weapon spaces
Choose type A or B:
- Type A
- Prioritizes stealth and speed
- -2 on enemy detection rolls
- +2 Speed
- +1 Agility
- Type B
- Prioritizes armour and weapons
- +2 Armour
- 2 additional weapon spaces
- +2 HP
Options
Pick one
- 1: Drone Pod
- Deploys micro UAVs and UGVs into the same square as the scout, capable of searching buildings and cover.
- 2: Self Repair System
- Repairs 1 HP damage every 4 turns.
- 3: Troop Carriers
- Carries a 4 person chalk of NPCs in the back
Gunships
Gunships are the primary weapons of the near ground battlefield. Heavily armoured and laden with numerous weapons and point defence, Gunships are never the less considerably more vulnerable than scouts and are usually best advised to sit back and allow the smaller aircraft to find their targets before engaging.
The biggest threats to gunships are paradoxically, close range infantry ambushes, and long range missiles that can engage beyond their range.
- Basic Gunship
- Agility: 2
- Speed: 5
- Combat Electronics: 2
- Sensors: 3
- Hit Points: 8
- Armour: 4
- Point defence system: unmodified wits roll to shoot down incoming enemy missiles
- 20 weapons spaces
Chose Type A or B
- Type A
- Prioritizes Speed and Agility
- +2 speed
- +1 Agility
- Type B
- Prioritizes Armour
- +2 Armour
- +1 Combat Electronics
Options
Pick one
- Co-Pilot
- You have an NPC helping you, designed under the standard NPC rules
- Fast Tracking Point Defence
- Gives an additional Point Defence shot against incoming missiles
- Stealth Coating
- -2 on enemy detection rolls
Transports
- Basic Transport
- Agility: 3
- Speed: 3
- Combat Electronics: 4
- Sensors: 3
- Hit Points: 10
- Armour: 4
- Point defence system: unmodified wits roll to shoot down incoming enemy missiles
- 2 Door Gun Mounts
- Carries a chalk of 14 Troops
Chose Type A or B
- Type A
- Armed Transport
- Adds +8 weapons spaces
- Type B
- Heavily Defended Transport
- +2 Armour
- +2 Combat Electronics
Options
Choose one
- Stealth Coating
- -2 on enemy detection rolls
- Extra Door Guns
- 2 Extra door gun mounts
- Self Repair System
- Repairs 1 HP damage every 4 turns.
Weapons
- Lasers
- 10 spaces
- Keywords: Anti-Aircraft, Anti-Missile, direct fire
- Damage +6 Unlimited ammo
- Gauss Gun
- 18 spaces
- Keywords: Anti-Aircraft, direct fire
- Solid Round: Damage +16. Reactive Armour Piercing +10 Damage AP 5, Canister Round Damage +4, burst unlimited ammo
- Brilliant Missile System
- 4 spaces per missile system
- Keywords: Missile, +3 Guidance Countermeasures 2
- High Explosive Missile +10 damage, burst, Anti-Tank Missile: Damage +6 AP 4, Thermobaric Damage +8 Burst, ignores cover, Top Attack, +6 Damage, AP 5, no Countermeasures. x8 rounds
- Heavy Missile System
- 6 Space per missile system
- Keywords: Missile +4 Guidance, Countermeasures 3
- High Explosive Missile +12 Damage, Burst, Thermobaric Missile +10 damage, Burst, ignore cover, Anti-Tank Missile +8 Damage AP 5, Top Attack +8 damage, AP 6, no Countermeasures. x3 Rounds
- Glide Bomb System
- 3 Spaces
- Keywords: Must be flying towards the target, Missile, +1 Guidance Countermeasures 1
- High Explosive Missile +10 damage, burst, Anti-Tank Missile: Damage +6 AP 4, Thermobaric Damage +8 Burst, ignores cover, Top Attack, +6 Damage, AP 5, no Countermeasures. Burst x10 rounds
- Guided Rocket Pods
- 4 spaces
- Keywords: Missile +1 Guidance
- HE +5 Damage, Thermobaric +4 damage, ignores cover. Unlimited Ammo
- Cannon
- 2 Spaces
- Keywords: Direct fire
- +4 Damage
- Unlimited Ammo
- Air to Air Pod
- 4 spaces
- Keywords: Missile, Air to Air, +4 Guidance countermeasures 4
- +5 Damage, x10 shots
- Anti-Radiation Missile System
- 4 spaces
- Keywords: Missile, +8 Guidance, Sensor Seeking Countermeasures 4
- +6 damage, x4 shots
Door Guns
- Machine Gun
- +1 Damage, Range 3 squares
- Minigun
- +2 Damage, Range 2 Square
- Grenade Launcher
- +4 Damage, range 1 Square
Support
VTOLs are only one part of the combined arms framework of a modern army, and so can expect to operate with all kinds of support from off the map, high altitude, or even space. Crews must be thrifty with their support though, as there's only so much to go around. Most operations will receive only 2 supports for the entire operation, with additional ones being gained by successful charisma rolls on the part of the PCs.
UAVs
Small Recon Drones flying high above the battle are an excellent recon method, though in the modern battlefield, the proliferation of camouflage techniques and combat electronics which even the lowest tech guerrilla armies improvise forces scout helicopters to descend
This support positions a UAV over the battlefield. Each round it may scan a particular square for enemies, with a perception + sensors of 8, and launch an attack with its onboard brilliant missiles, of which it has eight.
The UAV is usually stealthed, but if it attacks it may be subject to engagement by heavy enemy anti-aircraft systems.
Artillery
Each use of this support calls in a barrage of rounds from a distant artillery unit. Modern artillery is almost always mobile, and generally either uses a few fairly expensive equipped with extensive stealth, evasion and armour or a large number of very cheap rounds to overcome enemy point defence.
And artillery unit may fire several types of rounds at the battlefield on request. All rounds impact the turn after the artillery strike is called. Artillery must be called on a specific grid square. Charisma is used to call in the strike.
- V2AV
- Vertically Vectored, Anti Vehicle Rounds attack all enemy (or some) vehicles and buildings in the gird square to roll electronic warfare or suffer a +15 damage attack. The target must be designated with a perception + sensor roll and must be within line of sight of at least one VTOL unless a UAV is present.
- ABIF
- Airburst Incendiary Flechette rounds cause all infantry, soft skinned vehicles and VTOLs in the grid square hit to roll electronic warfare at difficulty 11 or die. Don't call them on the square you're in
- SU/CHE
- Standard Unitary/Cluster High Explosive Rounds damage everything in the grid square inflicts a charisma +4 attack (+10 damage) on all units in a designated grid square.
One support call gives four strikes fire before the artillery battery will be reassigned.
CAS Strike
A CAS strike is performed by tough, relatively slow aircraft at low altitude. Modern CAS aircraft are heavily armoured and fusion powered, and armed with lasers, very heavy cannons (which are probably about the weight of a gunship) rockets, and glide bombs.
Designate one file of the battlefield. CAS makes a pass on that file and attacks every revealed enemy target on that file. The attack roll is charisma +4. Each CAS aircraft has an unlimited number of +6 damage attacks, 6 +10 damage attacks and 6 +8 damage burst attacks. These do not refresh between passes.
A CAS aircraft may make 2 passes before using up the support request.
Interdictor Strike
An Interdictor Strike is a long ranged alpha strike conducted with a swarm of heavy long range missiles from distant aircraft, usually either specific fast, stealthy fighter bombers or else fighters equipped with standoff weapons. On a modern battlefield, multirole fighter aircraft, while they may carry bombs do not perform CAS or make close approach to the battlefield due to the profusion of weapons that can kill a high flying aircraft.
Instead, volleys of high speed, low visibility cruise missiles do the moving for them.
Specific interdictors are usually used to penetrate deep behind enemy lines and are extremely stealthy and fast in their own right.
An interdictor strike attacks one specific grid square with 20 heavy missiles. Treat these as standard heavy missile attacks, moving in from one board edge for point defence purposes. They can attack on their own, or be guided to their target by a VTOL.
2 grid squares maybe struck in this way for one support request.
SEAD strike
Modern Suppression of Enemy Air Defence is performed almost exclusively by unmanned craft. Decoy drones are deployed first to insight enemy radar to engage them, then stealthy follow up aircraft armed with laser weapons and high speed missiles destroy the revealed radars and launchers.
Make a Charisma + 6 roll against each SAM operator on the map's Wits + Sensors. Any air defence vehicle that is beaten loses its radar and is attacked by a +8 damage attack.
1 SEAD strike maybe mounted with this support.
Kinetic Bombardment
Particle Beam Strike
Laser Strikes
Airborne Jammer
NPCs
Most aircraft have some number of NPCs attached to them.
Scouts have 2 Crew Chiefs and an operator in the back, and may optionally have four ground troops (three extras and one leader)
Transports have 2 crew chiefs (4 with the additional door gun options) generated as named characters, and 14 ground troops (2 generated as named characters).
PCs should generate their NPCs themselves.
Characters
- Generated with 12 points
- 1 Trait
- Crew Chiefs and ground forces receive +3 physical.
Basic Ground Troop
- Generated with 10 points
- No Traits
- +3 physical