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==Aircraft Types== Sometimes just picking your stats and personality isn’t enough. For those looking for a more defined role or wishing to take on an aspect of various fighter types utilized world wide an optional addition at character creation is the choice of choosing an Aircraft type.<br/> Below you’ll find a wide selection of various fighter designations often in use today or a few retired, as modernization demands aircraft to take on a variety of roles. Each type introduces a number of bonuses that define the type of aircraft and play style to expect. <br/> Passive Bonuses are usually simple stat boosts that effect checks with a simple block number added onto the result. Others however are little more active in their application but are considered to always be in effect.<br/> Wingman Bonuses are similar to Passive Bonuses, adding another form of a stat boost to checks but only affect your wingman when the wingman rule is also being utilized.<br/> Active Bonuses are a bonus to your craft that doesn’t affect you directly until you apply them to certain situations, giving you a ‘cool’ moment that is similar to the burning of an Ace or Friendship point to achieve but introduce some rather random and sometimes weird dice rolling mechanics.<br/> Wingman Active Bonuses are just like Active Bonuses, another little ‘cool’ moment that can be thrown into battles depending on the situation but often require the input or the actions of your fellow wingman in some sense. This isn’t just you being awesome for the moment, it’s you and your wingman doing shit that’s often a little whack.<br/> As another option, for those who prefer a more Ace Combat style of game where players are pilots who often change around the various planes they pilot, allow your players to mix around their types before every mission/episode depending on what sort of confrontations you have planned.<br/> ===Attack=== An attacker aircraft is a specially designed airframe suited towards close air support to ground troops requiring precision air strikes over wide areas over prolonged engagements. With anti-air munitions replaced with ground pounders or just a general retooling of hand held weaponry to fire slower yet more powerful rounds attack type aircraft make short work of ground targets.<br/> As attack aircraft are often much closer to the ground and as such are more prone to crippling ground attacks they often come more heavily armored than other aircraft to assist in surviving long enough to unleash their payload.<br/> '''''Passive Bonus'''''<br/> *Air to Ground Munitions III- You are provided with a +3 bonus on all attack checks designated on ground or sea based targets.<br/> *Defensive Construction II- You are provided with a +2 bonus on all defense checks.<br/> '''''Wingman Bonus'''''<br/> *Air to Ground Coordination I- You provide your wingman with a +1 bonus to all attack checks designated on ground or sea based targets.<br/> '''''Active Bonus'''''<br/> *Saturation Bombing- Once per engagement you may engage in an all out air to ground assault. You may attack three ground targets in quick succession as long as they are within a suitable range of each other (use common sense for this). Designate an order of attack and roll a single attack result. The first target must defend against your full result, the second must defend against your full result minus the lowest dice, and the final target must defend against your full result minus the two lowest dice. Failure to hit any target results in Saturation Bombing refreshing.<br/> '''''Wingman Active Bonus'''''<br/> *Above and Below- Once per engagement you may assist your wingman during their engagement phase in attacking an air based target by providing some close air support of a special kind. Roll a defense check without defense bonuses and add half of the result to your wingman’s attack check rounded down. ===Electronic Support=== Electronic Support aircraft are becoming more and more important as battles begin to change from eye to eye dogfights to long range duels over beyond sight ranges. As battlefields become digitized and enemy positions become nothing more than numbers a well equipped Electronic Support craft can often make more difference than an entire squadron of combat capable craft.<br/> ES types cover the full variety of aircraft ranging from the lumbering AWACS aircraft down to the fighter jet equipped with missile jamming capabilities or even recon planes with improved radar and sensing equipment. Just because you’re not armed to the teeth doesn’t make you any less deadly. <br/> '''''Passive Bonus'''''<br/> *Adaptable Modifications III- You are provided with a +3 bonus on all wits checks.<br/> *Perseverance I- When taking stress damage roll a single dice. On a result of 6 you reduce the damage by half.<br/> *Defensive Construction I- You are provided with a +1 bonus on all defense checks.<br/> '''''Wingman Bonus'''''<br/> *Sky Eye Focus I- You provide your wingman with a +1 bonus to all attack checks.<br/> '''''Active Bonus'''''<br/> *Able Steeds- Once per engagement turn you can adjust a single wing’s, be it allied or hostile, standing in the initiative table up or down a single spot. Advanced sensors and a direct link to command allow you to adjust the flight plan on the fly.<br/> *How it’s Done- Once per engagement you can show everyone how it’s meant to be done on either a defensive or attack check. Convert any and all bonuses currently effecting you into a bonus that will effect the check, this includes any passive bonuses not effecting the check, any wingman bonuses not effecting the check or any extra external additions to the check.<br/> '''''Wingman Active Bonus'''''<br/> *Digital Battlefield- Once per engagement at the beginning of your engagement turn you may chose to make the combat zone a Digital Battlefield. You feed every allied unit information pertaining to enemy positions and provide leadership of unparalleled skill. For all friendly units' next engagement turn they receive a +3 bonus to all checks, defensive, attack or just general checks. ===Interceptor=== Interceptor class aircraft were originally discarded long after World War II but due to the nature of the new enemy have seen their designation reintroduced into the combat theater. Designed to be fast with incredible climbing ability the Interceptor is suited to engaging targets quickly and at high altitudes that would take other aircraft longer to initiate combat.<br/> Often first on the scenes, interceptors’ often light by effective anti air munitions are capable of tearing up slower aircraft into ribbons. Paired with powerful engines the Interceptor is a master at hit and run tactics but is incapable of dog fighting as effectively as a Superiority craft and has trouble with anything that happens to be faster than it.<br/> '''''Passive Bonus'''''<br/> *Enhanced Thrust III- You are provided with a +3 bonus to all speed checks.<br/> *Air to Air Munitions II- You are provided with a +2 bonus to all attack checks designated on air based targets<br/> '''''Wingman Bonus'''''<br/> *Fleet of Wing Information I- You provide your wingman with a +1 bonus to all speed checks.<br/> '''''Active Bonus'''''<br/> *Run Down- Once per engagement you can declare you’re running an air based target down. You chase down the target at maximum speed with the intent of taking them apart, twice if you have to. Make a contested speed roll against the enemy target. If successful you may make a second attack on the target with half your attack dice pool and half your speed check success difference as a bonus.<br/> '''''Wingman Active Bonus'''''<br/> *Sound Barrier- Once per engagement you can assist your wingman in any defensive check they make when under attack, before or after the roll. You hit your afterburners to maximum power and swoop by the enemy blasting them with a sonic boom. Make a contested mobility check. If successful the enemy attack automatically fails and takes half your defense check worth of stress damage. ===Multi-role=== Multi-role fighters are literally built to fill up any purpose that they may be called upon. Often stationed on carriers where space is a valuable commodity Multi-role fighters are favored for their quick customisability and easy to strip airframes.<br/> Because of this there is no real set in stone passive bonuses allowing pilots themselves to choose from a variety of bonuses to meet their requirements or desires allowing an additional base of customization.<br/> A minor drawback however is that their Active powers aren’t quite up to scratch as to other more defined fighter roles but are still fluid enough to support in any situation.<br/> '''''Passive Bonus'''''<br/> *Pick up to four ranks in any number Passive Bonus skill, you may not take more than two rank points worth in any chosen skill.<br/> *Adjustable Role- As a Multi-Role fighter you are provided with a single rank point that can be assigned to any pre-existing passive bonuses or into a new passive bonus at the start of every session.<br/> '''''Wingman Bonus'''''<br/> *Formation Flight I- You provide your wingman a +1 bonus to all checks when they target or are targeted by an enemy you have attacked during your previous engagement phase.<br/> '''''Active bonus'''''<br/> *Tide of Battle- Once per engagement you may substitute any of your skill checks with a skill of any choice, even if it just happens to not make sense. Your ability to read the tide of battle has resulted in you seeing the flow of warfare as it is, malleable and fluid that can change with just the right kind of intervention. <br/> '''''Wingman Active Bonus'''''<br/> *Wings as One- Once per engagement you can assist your wingman during their engagement phase in any means possible. By sticking to your wingman like glue you offer them a second chance in whatever they attempt to do. Roll the exact same check as they do whilst applying bonuses and pick the highest result of the two. ===Strike=== Strike fighters fill the role between the need for close air support and the need to have a combat air patrol worthy craft all together in one package. Often lighter than both their Attacker and Superiority cousins the Strike fighters fills the essential role required to provide advancing ground forces with defense from the ground and above but lack the endurance for prolonged engagements.<br/> With a fair spread of armaments making ammunition low and the need to always adapt to the situation based on how the battle is faring Strike Fighters themselves need to know when to switch targets on the fly.<br/> '''''Passive Bonus'''''<br/> *Adaptable Modifications II- You are provided with a +2 bonus on all wits checks<br/> *Air to Ground Munitions II- You are provided with a +2 bonus on all attack checks designated on ground or sea based targets.<br/> *Air to Air Munitions I- You are provided with a +1 bonus to all attack checks designated on air based targets.<br/> '''''Wingman Bonus'''''<br/> *Adapt and Survive Communication I- You provide your wingman with a +1 bonus to all defensive checks.<br/> '''''Active Bonus'''''<br/> *Precision Strike- Once per engagement during a successful attack on an air, ground or sea based target you may choose to activate Precision Strike. Your attack was so squarely on the money you’ve done more damage than you realized. Add the number of your wits dice (not a check) and any applicable wits bonuses to the stress damage caused. <br/> '''''Wingman Active Bonus'''''<br/> *Strike Hard and Fast- Once per engagement you may assist your wingman during their engagement phase in attacking any target by providing an almost random, yet precise and well thought out flurry of maneuvers or attacks. Make a wits check without any wits bonuses; add your highest single dice result or the highest straight (Two 6’s or 3 5’s etc) to their attack check. ===Superiority=== Superiority based aircraft are often highly expensive yet have no expense spared in improving their one single role, dog fighting. Everything about the Superiority fighter is geared towards shooting down the enemy before the same can be done to themselves. <br/> Much more mobile and evasive than other aircraft, superiorities are also provided with stealth technology to give additional defence against active missile locks. With weaponry geared towards swatting other fighters out of the sky the Superiority often lacks the capability to eliminate ground targets or defensive plating to stay in battle.<br/> '''''Passive Bonus'''''<br/> *Air to Air Munitions II- You are provided with a +2 bonus to all attack checks designated on air based targets<br/> *Thrust Vectoring II- You are provided with a +2 bonus on all mobility checks.<br/> *Stealth Technology I- You are provided with a +1 bonus on all defensive mobility checks.<br/> '''''Wingman Bonus'''''<br/> *Daredevil Tactics I- You provide your wingman with a +1 bonus to all mobility checks.<br/> '''''Active Bonus'''''<br/> *All or Nothing- Once per engagement you can declare you are going for All or Nothing. You’re unleashing everything you have in a quick orgy of destruction in hopes of gunning down as many aircraft as possible. Make a wits check, for every 4, 5 or 6 result add a dice to you attack dice pool. You may focus or split this pool amongst targets. If you fail to get any 4, 5 or 6 results All or Nothing refreshes.<br/> '''''Wingman Active Bonus'''''<br/> *Protective Joust- Once per engagement you can assist your wingman in any defensive check they make when under attack, before or after the roll. You dive into a position in front of your wingman, passing by him. Make a contested attack check against the enemy’s attack check. Reduce the enemy’s result by your result. If your result happens to be greater than the enemy’s you cause half the successful difference in result in stress damage. If his result is greater you take half the failed difference in result in stress damage. ===Wild Weasel=== Wild Weasels are often depicted as the poor plane that has to take all the flak, this isn’t far from the truth but a Wild Weasel can provide some powerful support to any allied aircraft and can still be one hell of a dog fighter. Designed with defense in mind, Wild Weasels attempt to draw enemy fire onto them, via a massive radar cross section and high visibility to allow other aircraft to conduct missions with relative ease and safety.<br/> Very mobile, and heavily protected the Wild Weasel can last in a combat theater longer than any other aircraft at the cost of not being able to deal with ground or air targets with as much ease as others.<br/> '''''Passive Bonus'''''<br/> *Thrust Vectoring I- You are provided with a +1 bonus to all mobility checks.<br/> *Adaptable Modifications I- You are provided with a +1 bonus to all wits checks.<br/> *Perseverance III- When taking stress damage roll a single dice. On a result of 5-6 reduce the damage by half. When loosing a hit roll a single dice. On a result of 6 you do not loose a hit and remain on 1 stress damage.<br/> '''''Wingman Bonus'''''<br/> *Encouraging Presence I- If your wingman is on full stress he is provided with a +2 bonus on all checks.<br/> '''''Active Bonus'''''<br/> *Full Lock- Once per engagement you can choose to Full Lock two or one air, land or sea based targets. Utilizing all the data you gained from enemy attacks you’ve pinpointed exactly where you need to strike for maximum effect. Pick a second attribute other than Attack. Make an attack check and your second attribute check as two separate attacks adding whatever bonuses may apply.<br/> '''''Wingman Active Bonus'''''<br/> *Trash the Shot- Once per engagement you can assist your wingman if he has been successfully hit by any attack. By forcing yourself in the way of the shot for a few moments, you protect your ally from harm whilst ruining the enemy’s perfect shot. Your wingman gains the successful effects of Perseverance III and the enemy suffers the half of the stress damage that was reduced.
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