Flying Mountain Earth
Sisällysluettelo
Yleistä
Pelissä seurataan Hizan luokan lentävän lentotukialuksen seikkailuja ja taisteluja tuntematonta vihollista vastaan. Aluksen nimi on Chikyū. Miehistö kutsuu alusta lempinimellä "Chick", eli "Tipu".
Carrier Crew
Kapteeni George Jefferson
Agentti Dick Reynolds (Tapsa)
Insinööri Mizushima Soshu
Fighter Squadron
Ground Assault Team
- Lasare Bonfils(Medic) Tapsa
- Bob (Ranger) Erno
- Faith Black (Sniper) Tommi
- Derek (Agent) Viljami
Chikyū
- Hangar I ***
- Hangar II **
- Elevator *
- Crane *
- Move *
- Cargo hold *
- Armory *
- Aircraft I ***
- Aircraft II **
Classes
Pilot BAB 3/4 saves; ref, Piloting maneuvers, take 10 piloting
Officer BAB 3/4 saves; ref, will, bard song, tech use
Heavy weapons BAB 1 saves; for, bonus to heavy weapons use, DR
Medic BAB 3/4 saves; will, for, heal, tech
Soldier BAB 1 saves; for, bonus feats
Spy BAB 3/4 saves; ref, will, sneak attack, skills
Agent BAB 3/4 saves; ref, will, for, skills
Ranger BAB 1 saves; ref, for, favoured enemy
Sniper BAB 1 saves; ref, stationary bonuses
Engineer BAB 3/4 saves; will, tech
Expert
Air maneuvers
Basic Air Maneuvers | |||||||
Maneuver | Cost | Waste | Piloting DC | Energy | Altitude | Facing | Other |
---|---|---|---|---|---|---|---|
Left/right turn | 1 | 0 | DC 10 | 0 | 0 | +/-45 degrees | |
Sharp Left/right turn | 1 | 1 | DC 12 | 0 | 0 | +/-90 degrees | |
Ahead | 1 | 0 | DC 4 | 0 | 0 | 0 | |
Dive | 1 | 0 | DC 10 | +1 | -1 | 0 | Taking this again eliminates waste |
Climb | 2 | 0 | DC 10 | 0 | +1 | 0 | Taking this again eliminates waste |
Crash Dive | 0 | 1 | DC 12 | +2 | -2 | 0 | Plane stays where it is. Taking this again eliminates waste |
Steep Climb | 2 | 1 | DC 13 | 0 | +2 | 0 | Plane stays where it is. Taking this again eliminates waste |
Advanced Air Maneuvers | |||||||
Maneuver | Cost | Waste | Piloting DC | Energy | Altitude | Facing | Other |
Loop | 2 | 2 | DC 15 | 0 | 0 | 0 | Plane stays still and may fire up, down and behind at -4 |
Barrel roll | 1 | 0 | DC 15 | 0 | 0 | 0 | +4 AC |
Boom and zoom | 1 | 0 | DC 15 | 2 | -2 | 0 | +4 to hit with cannons this turn |
Scissors | 1 | 0 | DC Special | 0 | 0 | 0 | Beat single opponent in Piloting roll to gain +12AC against him |
Jinking | 1 | 1 | DC 18 | 0 | 0 | 0 | +6 AC |
Spiral | 1 | 2 | DC 15 | 1 | -1 | 0 | +4 AC |
Expert Air Maneuvers | |||||||
Maneuver | Cost | Waste | Piloting DC | Energy | Altitude | Facing | Other |
Immelman | 1 | 1 | DC 22 | 0 | +1 | any | Aircraft stays in place |
Split S | 0 | 1 | DC 20 | 1 | -1 | any | Aircraft stays in place |
Wingover | 1 | 3 | DC 22 | 1 | 0 | 180 degrees | Aircraft stays in place |
Left/Right High yoyo | 2 | 2 | DC 22 | 0 | +1 | +/-120 degrees | |
Left/right Low yoyo | 1 | 2 | DC 20 | 1 | -1 | +/-120 degrees | |
Left/Right Lag roll | 1 | 2 | DC 20 | 0 | 0 | +/-120 degrees | |
Left/Right High G-roll | 1 | 3 | DC 20 | 0 | 0 | +/-45 | +8 AC |
Diving: Maximum amount of energy a plane can gain from decreasing altitude each turn is pilot's piloting ranks+piloting modifier of the plane
G-forces: Plane and pilot must roll fortitude saves vs G difficulty which is equal to energy spentxwaste (even if plane did not have energy to spend). 1 is not an automatic failure
Stalling: Failed piloting roll with 0 energy remaining causes plane to stall. Plane loses 1 altitude. Stalling plane can not spend engine points and keeps losing altitude at 1 per impulse until pilot succeeds in piloting roll dc20.
Out of control: Failing a piloting roll with more than 0 energy causes the plane to lose all of it's remaining energy and moving ahead one square.
Aircraft
F-44, Airsuperiority fighter
Speed 5, afterburner1
Weapons: Cannon, 2 Light mounts
Armor 1
Piloting +1
AC +1
Fort save: +6
Fuel 1500
SU-57, Interceptor
Speed 4, afterburner1
Weapons: Cannon, 2 Light mounts
Armor 1
Piloting +2
AC +2
Fort save: +9
Fuel 1000
Shinshin, Tactical bomber
Speed 4
Weapons: Cannon, 2 Light mounts, 2 Heavy mounts
Armor 1
Piloting +0
AC +0
Fort save: +6
Fuel 1500
Shenyang, Heavy fighter
Speed 4, afterburner
Weapons: 2 cannons, 3 Light mounts
Armor 1
Piloting +0
AC +0
Fort save: +6
Fuel 1500
Kawasaki C-3, High speed cargo plane
Speed 2
Weapons: none
Fuel 8000
Vulcan, Heavy fighter
Speed 5, afterburner
Weapons: 2 cannons, 1 Light mounts
Armor 1
Piloting +1
AC +2
Fort save: +6
Fuel 1000
Skyray, Gunship
Speed 4
Weapons: 1 cannons, 4 Light mounts
DR 2
Piloting +0
AC +1
Fort save: +6
Fuel 1000
Shrike, Multi-Role Fighter
Speed 4, Afterburner 1
Weapons: 2 cannons, 1 light mount, 1 heavy mount
DR 1
Piloting +1
AC +1
Fort save: +9
Fuel: 1500
Voi myös suunnitella oman koneen. Kaikki ominaisuudet maksavat yhden ensimmäisen kerran otettuna ja kaksi toisen kerran otettuna jne. Paitsi heavy mount joka maksaa tuplasti, eli 2, 4 jne. Koneen pisteitä on 24. Fuel 500 saa ilmaiseksi, tykin mukana yhden salvon ammoa (vulcanilla 20) ja fort save +6.
Aircraft weapons:
Vulcan cannon ROF 3, ammo 20, Range increment 1, damage 1d6.
Light mount: AIM-120 AMRAAM Radar guided Air-to-air missile ROF 1, ammo 1, Range increment 5, damage 1d12
Light mount: AIM-9 Sidewinder Heat seeking Air-to-air missile ROF 1, Ammo 1, Range increment 4, damage 2d6
Heavy mount: K-120 Heavy missile ROF 1, ammo 1, Range increment 2, damage 4d6
Heavy mount: Honest John Tactical nuclear missile, ROF 1, Ammo 1, Range increment 1, damage special
Heavy mount: Castle Bravo, 15 megaton Nuclear bomb, ROF 1, Ammo 1, Range increment 0, damage all
Aircraft damage table
1. Siivekevaurio. All waste numbers +1
2. Moottorivaurio, -1 engine power
3. Fuel leak. Roll d20. That much fuel is lost each turn.
4. Miehistöosuma, pilot takes 2d20 damage.
5. Kone räjähtää, pilot gets dc20 ref save to bail out.
6. Tulipalo, 50% ottaa random damage joka vuoro.
7. Radio
8. Weapon destroyed
9. Landing gear destroyed.
10. glancing hit - plane stalls
Infantry
Feats
Burst fire: -4 to hit, burst weapon only. Attack target 5 times. 15 bullets.
Suppressive fire: Cone attacks everything inside. Ref15 for half. Will 15 or suppressed. 30 bullets.
Kill Zone: As a full action setup a Cone shaped zone. Any overt enemy action within the zone triggers an attack of opportunity (Max once per enemy).
Squddie feats require that your companion is alive, close-by and not incapacitated.
Squaddie feat, Heavy gunner: Reduce time to setup and reload heavy weapons. (Full round -> Standard -> Move -> Swift -> Free action)
Squaddie feat, Grenadier: As swift action direct squaddie to throw a grenade x times(3?) per combat with your bonuses.
Squaddie feat, Spotter: Halve the penalties of cover when using sniper rifle.
Squaddie feat, Combat Medic: +2 Aid Another bonus to heal checks or as swift action you can send him to provide first aid with your skill.
Squaddie feat, Grunt: Increase bonus from squddie's harrying fire and covering fire from +2 to +3.