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Oct 21st, 2014
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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 WEISS
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  50. AIR: 5
  51. ACM: 5
  52. ID: 6
  53. AtA: 6
  54. AtG: 4
  55. GUN: 7
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  57. Plane: F-4 Super Phantom
  58. SPD: 2
  59. MVR: 1
  60. TGH: 12
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  62. Skills:
  63. 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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