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'''Introduction'''<br/> What is '''[[Dive into the Sky]]'''? Quite simply put Dive into the Sky is a rules light homebrewed /tg/ game that puts together the sheer awesome power of fighter jets and military drama into a simple, rules light, easily digestible packaged that can literally be played on the fly. [[Loli]] is optional as are [[shota]].<br/> What is '''Wings United'''? An utterly [[Tzeentch|random]] and completely supplemental addition to Dive into the Sky that provides a little more rules and crunch for those that desire such. From differing Aircraft types, squadron rules, escalating engagements with lots of NPC squadrons to maneuvers and suggestions, Wings United hopes to consolidate a lot of open questions and provide players with something a little more [[Bolter|tacticool]] if rules light just doesn’t seem to be working for some [[Just_as_planned|fucked up reason]].<br/> As you read further down you’ll find a majority of the rules are designed to work together, but as always it’s your game, change shit around, add things, remember its your game, if you’re not having fun [[Looted_Emperor|you’re doing it wrong]].<br/> ==Stats- In Depth== What are Stats? They are what differentiate you between player to player. They decide the sometimes minor to the glaring difference between the slick, evasive, stunt pulling fighter jock to the nerdy, calculating, accident-prone sniping ace. It’s easy to roleplay without power levels, faggots do it every day on message boards and message rooms but sometimes you need a numerical indicator just to add that little extra level of endangerment or just to shut everyone up.<br/> But just what are stats in Dive into the Sky? As a system originally aimed for little girls donning flying shoes, stats originally placed a numerical value on the capability of your equipment and to an extent the capabilities of your character. Fair enough and pretty simple if you love little girls and underwear (If you don’t you’re a raging faggot).<br/> But what of games where you’re just a lowly pilot in a somewhat more normal world? As the GM you can choose to make stats simply apply to the raw base abilities of the characters themselves but as a variant to such rules you can instead have pilots not have stats at all and associate them to a stock number of plane types which your players will jump into and out of at their discretion. For example one session Dapper Dan may be piloting an F-16 with stats based for air to air dog fighting.<br/> Next session Dapper Dan needs to bomb an enemy fortress and has decided to jump into an A-10 to help accomplish the job with stats stacked towards heavy armor and high wits.<br/> But what if they whine for some form of statistical power levels? Look further down towards the Aircraft Type section. In there you can apply Aircraft Types instead as Pilot Training, the various bonuses applying to just the pilot and not to the planes to represent the specialized branch of aviational warfare they’ve been trained in. Use some commonsense and vary shit up. ==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. ==Passive Bonuses- In Depth== In this section is a small list of bonuses ranging from Rank I to Rank III. Multi-role fighters or characters are suggested to look through the list and picked whatever bonuses they like the look of. <br/> All Ranks are expected to hit up to level V as work continues onwards on an experience system to reward players with a form of advancement for continuous gaming and breast groping in hot springs.<br/> Passive bonuses stack with any wingman passive bonuses that are affecting you or any other effects that are affecting you unless otherwise stated in Active Bonus effects. ===Adaptable Modifications=== Adaptable Modifications provides a base bonus to all Wits checks. Adaptable Modifications is represented in the form of variable wings like those seen on the F-14 Tomcat, electronic equip with adjustable outputs and inputs, a somewhat transformable airframe or in the case of characters the ability to keep their eye on the wider picture, keep track of all objectives or just a general overdose on coffee. *Rank I- +1 Bonus to all Wits checks. *Rank II- +2 Bonus to all Wits checks *Rank III- +3 Bonus to all Wits checks. ===Air to Air Munitions=== Air to Air Munitions provides a base bonus to all Attack checks associated to any air based target, be they planes, flying castles or dragons and shit. Air to Air Munitions takes the form of improved missile payloads, advanced locking and tracking systems, hand held weaponry that has been customized to work in airborne environments or in the case of characters themselves just a preferred preference or training towards taking down enemy aircraft. *Rank I- +1 Bonus to all Attack checks designated on air based targets. *Rank II- +2 Bonus to all Attack checks designated on air based targets. *Rank III- +3 Bonus to all Attack checks designated on air based targets. ===Air to Ground Munitions=== Air to Ground Munitions provides a base bonus to all Attack checks associated to any ground or seas based targets, be they tanks, not so flying castles or scuba diving T-Rexes and shit. Air to Ground Munitions takes the form of additional cluster bombs equipped to the air frame, anti ship missiles, heavy hand held weaponry with a lot of impact or in the case of characters themselves the ability to discern where to drop their bombs with the most effect or training towards attacking targets on the ground. *Rank I- +1 Bonus to all Attack checks designated on land or sea based targets. *Rank II- +2 Bonus to all Attack checks designated on land or sea based targets. *Rank III- +3 Bonus to all Attack checks designated on land or sea based targets. ===Defensive Construction=== Defensive Construction provides a base bonus to all Defense checks. Defensive Construction takes the form of hand held shields characters carry into battle with them, additional armor plating in vital areas (obviously not over cleavage), a heavier airframe than usual or in the case of characters themselves sheer tenacity, the ability to roll with explosions to lessen impact damage or lyrical magical bullshit. *Rank I- +1 Bonus to all Defense checks. *Rank II- +2 Bonus to all Defense checks *Rank III- +3 Bonus to all Defense checks. ===Enhanced Thrust=== Enhanced Thrust provides a base bonus to all Speed checks. Enhanced Thrust is represented by engines that have been souped up to provide an incredible max speed, a high rate of climb, airframe designs that have almost no air resistance or in the case of characters a pilot that’s capable of judging air currents to their advantage, utilize gravitational pull to gain a few extra seconds or the ability to realize when to get the hell out of hairy situation. *Rank I- +1 to all Speed checks. *Rank II- +2 to all Speed checks. *Rank III- +3 to all Speed checks. ===Perseverance=== Perseverance provides a form of damage soak that activates when certain conditions are met. Perseverance is more a state of mind than something that can be represented physically but it can be done so in the form of mechanical construction that makes the aircraft itself capable of flight in even the worst of conditions. Character wise it can easily be represented by the hotblooded pilot who pushes his unit far beyond the norm to the chagrin of mechanics or even crazier lyrical magical bullshit. *Rank I- Reduce stress damage by half on a D6 roll of 6. Always round up. *Rank II- Reduce stress damage by half on a D6 roll of 6 or 5. Always round up. *Rank III- Reduce stress damage by half on a D6 roll of 6 or 5. If damage expends a Hit on a D6 roll of 6 you remain at 1 stress and do not loose the Hit. ===Stealth Technology=== Stealth Technology provides a variety of bonuses as rank progresses. Stealth technology can be represented in a vast number of ways, most commonly at can simply be airframe design that gives off almost no signal on radar, to actual light camouflage, anti-missile chaff or in the case of characters the ability to remain almost incognito in the sky using cloud banks as cover or to remain in a heightened state of radio silence without yammering away. *Rank I- +1 to all Mobility checks associated with defense. *Rank II- +1 to all Mobility checks associated with defense, +1 to Wits checks associated with initiative. *Rank III- +1 to all Mobility checks associated with defense, +1 to Wits checks associated with initiative, +1 to Speed checks associated with interception. ===Thrust Vectoring=== Thrust Vectoring provides a base bonus to all Mobility checks. Thrust Vectoring is represented by…well…Thrust Vectoring. It can also be represented by an unstable airframe that twists and turns just by flying, a light construction that is quick and nimble or in the case of characters a daredevil pilot that loves to conduct high-g turns, a vast expanse of knowledge with maneuvers or sheer willing and shouting at the plane to turn. *Rank I- +1 to all Mobility checks. *Rank II- +2 to all Mobility checks. *Rank III- +3 to all Mobility checks. ==Wingmen and Squadrons== No one flies alone. As such games with just a GM and a single player can often be boring and quite often incredibly awkward, though sometimes they work. Often your games will be populated by at least two players or more and they’ll always be at each others throats or down each others pants. However when it gets to the skies and battles things can quickly degrade to everyman for themselves and in some cases epic out flying one another to garner the attention of the GM for precious Ace Points. This can be great fun, but what if you’re looking for a more cooperative game and your players are too stat monkey to role-play it into their session? The Wingman optional rule helps combine players into small singular fighting units that can play off one another’s strengths or help to smooth out any weaknesses associated with the aircraft they’re flying. It also takes advantage of the various additional bonuses added by the introduction of aircraft types and adds to the streamlined combat rules that are introduced as another optional set of rules later. Winging also assists in glossing over combat between friendly NPCs and not so friendly NPCs that you want to have varying outcomes in your game. This will be explained further below. Setting up a Wing is a simple process of assigning two players together, often by their own choice after a heated or not so heated discussion and/or in game sex. Two is the typical golden number but feel free to adjust the number you have in a wing based on the number of players you have in your game or feel free to dump everyone into a single wing but take note this can have rather powerful and crazy effects. As a Wing the two players provide each other a Wingman Bonus associated with the type of aircraft they chose at character creation, as long as the two remain together as a Wing this Passive Bonus will always be in effect. In the case of Wings that are larger than two planes players cannot stack the effect of the same Wingman Bonus, if there happens to be the same bonus in the wing only the highest will have an effect. Wingmen can also assist one another with their Active Wingman Bonus abilities. This is an exclusive bonus that as stated can only work on your wingman either due to homolust or the fact that you keep such a close eye on one another in the skies. As a Wing the two players are considered as a single unit as well when it comes to rolling initiative. When the Wing is required to make an initiative check both players make a check and divide the total result by two rounding up. They both act on the same turn in this way allowing them to perform crazy bullshit maneuvers without having to be split up by variance in initiative. This is also a requirement for utilizing Wings in streamlined battle rules. Wings can be broken apart temporarily due to certain circumstances, be it having one wingman getting shot down, needing a plane to intercept another enemy via the streamline rules or for any other reason. If this happens then all Wingman Bonuses are lost until the unit can get back together once more or until a new wing can be formed mid battle or after battle from Wingless pilots. As one final additional option up to the discretion of the GM before the game Wingmen can use half their allies’ dice pool in any check required if their own dice pool is lower. This is represented by the wingman offering advice or just generally making up for their allies’ weakness. Use this rule sparingly if you’re not giving your players much of a challenge as it can make friendship points a moot point. ''Streamline Battle Additions''<br/> Wings have an Interception/Disengage ability of members’ total speed dice pool dividing by members rounding up. Wing up enemy units as well. Having all your unfriendly enemy units running on differing initiative orders can be a pain. Platoon up and Fleet up ground and sea targets as well. If you want to provide a challenge give them their own Wingman bonuses on top of everything else. Enemy units shouldn’t be effected by the Two to a Wing rule and can come in a variety of mook sizes.
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