Difference between revisions of "HELICOPTERS!"

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::1 CP Per additional fate point
 
::1 CP Per additional fate point
 
::You begin with 1 fate, each CP buys you another  
 
::You begin with 1 fate, each CP buys you another  
:''Allies'''
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:'''Allies'''
 
::2 CP
 
::2 CP
 
::Any NPCs you build gain +3 CP, and promotes up to 2 of them, giving them a trait
 
::Any NPCs you build gain +3 CP, and promotes up to 2 of them, giving them a trait
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:Useful secondary skills
 
:Useful secondary skills
 
::1 CP
 
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::You are a medic, engineer, computer specialist, or something else useful in your spare time.  
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::You are a medic, engineer, computer specialist, or something else useful in your spare time.
  
 
==Aircraft==
 
==Aircraft==

Revision as of 19:32, 15 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
Damage +6 Unlimited ammo
Gauss Gun
12 spaces
Keywords: Anti-Aircraft
Solid Round: Damage +10, Canister Round Damage +4, burst x50 rounds
Brilliant Missile System
4 spaces per missile system
Keywords: Missile, +2 Guidance
Anti-Tank Missile: Damage +8, Thermobaric Damage +6 Burst x8 rounds
Heavy Missile System
6 Space per missile system
Keywords: Missile +4 Guidance
Damage +12 x3 rounds
Glide Bomb System
3 Spaces
Keywords: Must be flying towards the target, Missile, +1 Guidance
Anti-Tank Missile: Damage +8, Thermobaric Damage +6 Burst x10 rounds
Guided Rocket Pods
4 spaces
Keywords: Missile +1 Guidance
+5 Damage x100 rounds
Cannon
2 Spaces
+2 Damage
Unlimited Ammo
Air to Air Pod
4 spaces
Keywords: Missile, Air to Air, +4 Guidance
+5 Damage, x10 shots
Anti-Radiation Missile System
4 spaces
Keywords: Missile, +8 Guidance, Sensor Seeking
+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