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  1. RULES: This quest uses a simplified version of the Planes and Mercs RPG system, so generally, rolls will be handled in a d10 ROLL LOW system. Most rolls will be measured against your character's skill ratings, where your roll must be equal or lower than a particular skill rating to succeed.
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  3. The best of three rolls are taken. Natural 1s will always succeed regardless of modifiers or skill rating. Natural 10s will negate your best roll, even if it is a Natural 1. In cases where one or more Natural 1s are rolled, you achieve a CRITICAL SUCCESS. However, if more than one Natural 10 is rolled, then you suffer a CRITICAL FAILURE.
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  5. STATS: A pilot's stats are basically broken down into these categories:
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  7. AIRMANSHIP (AIR): Used for general piloting skills, such as landing, ejecting, performing midair repairs, and resisting injury.
  8. AIR COMBAT MANEUVERING (ACM): Represents a pilot's ability to perform extreme aerial maneuvers, such as high-G turns, loops, dives, etc.
  9. IDENTIFICATION (ID): Represents a pilot's ability to percieve incoming threats, as well as predict enemy movements.
  10. AIR TO AIR (AtA): Represents a pilot's ability to lock onto aerial targets.
  11. AIR TO GROUND (AtG): Represents a pilot's ability to lock onto ground targets.
  12. GUNSKILL (GUN): Represents a pilot's ability to hit their targets with a gun.
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  14. TARGET LOCKING
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  16. Most weapons require a TARGET LOCK in order to fire on an enemy. Once a pilot acquires a TARGET LOCK, the targetted enemy will always be locked on as long as it is in front of the pilot. Targetted planes can attempt an ACM test to try and get out of their attacker's line of sight. Attacking planes may attempt to counter by slowing down or matching the maneuver. Slowing down requires a successful ID roll, while matching the maneuver requires the attacker to roll a successful ACM test AND roll lower than the target's ACM roll.
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  18. SNAP FIRE
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  20. Some weapons are capable of independently tracking their targets, and do not require a plane's radar to guide them. SNAP FIRE weapons can fire without having to target lock, but suffer penalties to accuracy. Standard missiles have SNAP FIRE.
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  22. GUNS
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  24. Guns can only be used at close range. Guns do not require a target lock to fire and are unaffected by ECM modifiers. Still requires a successful GUN roll in order to hit.
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  26. MODIFIERS
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  28. Generally, there will be external factors that can change your skill rating in certain situations. Such modifiers include but are not limited to:
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  30. LONG RANGE: -1 AtA and AtG
  31. SNAP SHOT: -1 AtA and AtG
  32. TURBULENCE: -1 ACM
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  34. INJURY
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  36. Air combat is a hazardous profession, and injury and death are very real dangers of the job. Often injury comes when a pilot's plane takes damage, or they fail an ACM roll. Every injury suffered inflicts a -1 penalty to one of your skills. Once you recieve injuries equal or more than your base AIR skill, then you go into CRITICAL CONDITION. Further accrued injuries after you've reached CRITICAL CONDITION may inflict permanent negative effects on the pilot up to and including DEATH, so be careful!
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  38. PLANES
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  40. Generally, the quality of the plane is just as vital as that of the pilot.
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  42. SPEED (SPD): How fast your plane can go. Planes with higher speed can outrun planes with lower speed in a straight run.
  43. MANUEVERBILITY (MVR): How tight turns it is capable of making. Planes attempting an ACM maneuver against a plane with higher Maneuverbility suffers a -1 to ACM skill.
  44. TOUGHNESS (TGH): How much damage your plane can take.
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  46. STATS
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  48. Karla "Valkryie" Weiss
  49.  
  50. AIR: 5
  51. ACM: 5
  52. ID: 6
  53. AtA: 6
  54. AtG: 4
  55. GUN: 7
  56.  
  57. Plane: F-16 Falcon
  58. SPD: 3
  59. MVR: 4
  60. TGH: 9
  61.  
  62. F-15 Strike S/MTD Eagle
  63. SPD: 4
  64. MVR: 4
  65. TGH: 12
  66.  
  67. Skills:
  68. Honor System: When allowing a damaged plane to retreat, you gain half the reward you would have gotten for destroying it.
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  70. Unlocked Weapons
  71. 4AAM
  72. QAAM
  73. Unguided Bomb
  74. Cluster Bomb
  75. Napalm
  76.  
  77. WINGMATES
  78.  
  79. Lara "Stripes" Williams
  80. Plane: F-15C Eagle
  81. The leader of Bravo Flight, Lara is a very eager and aggressive Emmerian fighter pilot, always looking forward to the next battle. Her raw skill is mostly what's kept her alive so far.
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  83. Lilian "Angel" Dupont
  84. Plane: Eurofighter Typhoon
  85. Born into a wealthy Osean family, Lilian had little reason to join the armed forces, but did so anyways out of civic duty. She's kind and laid back, and enjoys her role as the squadron's emotional anchor.
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  87. Amy "Magnet" Gates
  88. Plane: A-10 Thunderbolt II
  89. Unlike her fellow squadronmates, Amy is more content with providing close air support to her allies, which makes her very popular among the ground forces. Her family was briefly forced out of Ustio as refugees during the Belkan War, so she has a natural dislike of Belkans.
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  91. OTHER CHARACTERS
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  93. Woolf "White Wolf" Enneacle
  94. Plane: F-22 Raptor
  95. Artemis' leading Ace and the leader of Alpha Flight, Woolf made a name for himself during the war between Emmeria and Estovakia, and briefly flew alongside Lara during that conflict. Like most pilots, he's extremely cocky and self confident in his abilities, but has the skill and the plane to back it up.
  96.  
  97. Samantha Wellings
  98. A senior employee of Artemis, Samantha acts as the middlewoman between Artemis' corporate and military interests, and directly manages most of its operations.
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  100. General Treister
  101. The leader of Artemis' military branch, Treister has full overall command of Artemis' field operations. Absolutely loves fighting for "FREEDOM". He's not too concerned with profit, but it's a nice bonus on the side.
  102.  
  103. Quint
  104. Artemis' Quartermaster, it's Quint's job to make sure Artemis personnel have access to the equipment and supplies they need. However, that doesn't mean he can't make a profit out of it.
  105.  
  106. Smokey
  107. Bravo Flight's chief mechanic. Impossibly old and has encyclopedic knowledge of almost every plane in existence. Like most mechanics, he despises pilots who don't show proper care or respect for their planes.
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