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Project Aces

Posted: Fri Aug 07, 2015 1:19 am
by Sabersonic
Hello once again. This makes it my third OVA2e design collection thread on this forum. This time it's the mechanical designs of the gameplay found in the Ace Combat Franchise, in particular the Free-to-Play MMO Ace Combat Infinity. For those who wish to emulate or even construct your own Ace Combat campaigns or a similar premise, these should be a good starting point.

Now, fair warning. These designs are largely rough drafts with a slight dependency of custom/house Abilities, Weaknesses, Perks, and Flaws along with other such assumptions of mechanical designs under the OVA2e aegis. Now that that's out of the way, let's begin with a representative of the Fighter-type fictional designs: the FALKEN.
ADF-01 FALKEN (5 Vehicle Points)
Image
A large air supremacy fighter developed by a certain country. Based on its predecessor, the "ADFX-01 Morgan" prototype fighter, it features an array of monitors arranged in a 360-degree sphere within the cockpit. This is known as the "COFFIN" system. The aircraft also features new technology, including a 2DCD thrust vectoring nozzle, vertical canards and stealth capabilities. The "TLS" (Tactical Laser System) is stored within the body of the aircraft which transforms upon using the weapon. Its abilities are beyond anything that conventional aircraft are capable of and can be considered to be the ultimate forward swept wing aircraft featuring canards. Its nickname is "Falken".

Customization Notes: May only have up to seven Aircraft Parts with twenty-eight levels maximum total, a single Special Weapon, and a single Tactical Datalink at one time.

HEALTH: 40
ENDURANCE: 60
TV: 18
DX[END] - Attack
  • 3[0] - “AIM-9M Sidewinder Missiles” (Area Effect; Impairing; Multiple Targets; No Gesture; Ranged. Activation; Ammo x2; Cancel x2, Ground Targets; Countered)
  • 1[0] - “Mauser BK-27 27mm Revolver Cannon” (Armor Piercing; No Gesture; Overwhelming; Ranged. Ammo; Inaccurate x3; Ineffective x2)
Level - Ability
  • +1 – Armored
  • +2 – Art of Invisibility “Stealth”
  • +2 - Agile
  • +2 - Attack “Aircraft Gunnery”
  • +1 – Combat Expert “COFFIN”
  • +2 - Evasive
  • +3 – Flight
  • +1 Heightened Senses “Sight”
  • +1 Perceptive “Radar”
  • +1 - Invisibility
  • +2 – Pilot “Fighter Aircraft”
  • +2 - Quick
  • +2 – Vigorous
Level - Weakness
  • -1 - Expendable Use "Flight" (Jet Fuel)
  • -1 - Identifiable Use "Flight" (Infrared)
  • -1 - Identifiable Use "Radar" (Radar)
  • -1 - Periodical Maintenance
  • -3 – Restricted Freedom "Conditional Ownership"
  • -2 - Servitude "Conditional Ownership"
  • -1 - Unique “Volatile” (1d Check vs. DN 2 for Explosion when 0 HP or lower. Character suffers DX-2, Level 1 Area Effect Attack plus Scale Advantage)
And the following custom/house weaknesses and flaws to help explain the above vehicle design for those of you unfamiliar with my previous design topics.
Aided Use – One of your Abilities required the assistance of others whether they are close friends and relatives, an entire team of professionals or the like. Whatever the reason or purpose, their presence at least is necessary in order for the ability to function. At Level 1, it is but a single individual and thus easy to manage, and in certain cases easier to conceal. At Level 2, a small group is required for the use of the ability to be guaranteed, though this makes it harder to gather and organized and even more so when concealment is a priority. At Level 3, a large group is required which makes assembling and leading such numbers to the activation of the ability even more problematic and concealment of such a group activity is almost impossible.
Expendable Use – One or more of your abilities operates on equivalent exchange, i.e. it can only be activated at the expense of a thing or object that is consumed almost immediately afterwards. Whether it is a particular item, an ingredient, or even a person, they must be sacrificed for the ability to be activated, though the only real difference is how difficult it is for one to acquire said object first. At Level 1, the expendable object is easy to find and/or locate. At Level 2, the expendable object is noticeably rare and difficult to find. At Level 3, the item is extremely rare and almost impossible to locate without issues of its own.
Identifiable Use - One or more of your Abilities really gives you away, either as a warning that something’s about to happen to them, figure out what your unique ability is and learn ways to counteract them, or both, and ultimately make you the bright light in a dark room. This makes it hard to surprise them if they have the appropriate means to detect them; hide or move undetected, or make you vulnerable to a counterattack or even a pre-emptive strike against your foes. At Level 1, your ability can be detected via one or two methods. At Level 2, your ability can be detected from three up to five different methods. At Level 3, your ability can be detected from six all the way up to nine methods. Additionally, as per GM fiat the Level of this Weakness is used against you when performing stealth, initiative, or any other situation where being undetected or getting the first strike in a fight.
Periodical Maintenance – They say that one’s body is a machine, and it applies to you in spades as yours require regular maintenance just to ensure that everything works properly. Whether it is bionic parts, you being a sapient machine, alien biology and everything in between, your body simply cannot regulate itself without outside intervention. At Level 1, your body is robust enough to only need a regular check-up once every Adventure just to stay one step ahead of the internal issues that are no doubt building up inside and generally avoiding Murphy’s Law. At Level 2, your body does need more frequent check-up to see if everything is working properly, typically once per Act but it can be more or less frequent depending upon GM fiat. At Level 3, you need to get your body looked at after every combat-related scene regardless of the outcome just to make sure that nothing popped loose.

If you go longer than the recommended period between check-ups, you’ll get a penalty equal to your level until you get back into the shop. As if that weren’t bad enough, this penalty translates to the poor technician who has to now work with your now problem-prone body, regardless if it’s a single person or an entire team.
Precondition Use - One of your Abilities, mostly but not always due to its technological basis, requires a set of equipment in order to be utilized properly and to its fullest. At Level 1, the equipment is quite portable such as a suitcase. Level 2 equates to a large, awkward item such as a podium. Level 3 cannot be moved, or at least by yourself so easily, and is largely static such as a laboratory or workshop. Thus you are tied to the location and cannot go very far without it.
Countered (-5) – Your attack either travels slow enough or is noticeable enough for your target to perform a defensive action against it with either an attack upon it, a skilled redirect or a simple stepping off to the side. Whatever the case, the target is given a +1 to their Defensive Roll. This may be taken multiple times, increasing the target’s bonus each time it is applied.
Not really sure if I got the Endurance Cost for "Countered" correct or not to be completely honest.....

Anyway, onto the Special Weapon armory of the FALKEN.
Tactical Laser System
Image
A special weapon that hits targets with a high output laser to cause major damage. As there is zero time difference between firing and impact, with skillful targeting and timing any target be it air-to-air or air-to-ground can be hit. It has a fixed period of firing time, which can be used to continuously target a single point or be used to sweep across a wide area.

DX[END] - Attack
  • 6[10] - “Laser Beam” (Area Effect; Armor Piercing x2; Continuing x2; Impairing; Ranged. Activation; Ammunition; Open to Attack)
Level - Ability
  • +3 - Attack "Laser Gunnery"
Level - Weakness
  • -1 – Limited Uses “Laser Gunnery”
Hyper-Velocity Air-to-Air Missile
Image
The fastest air to air missile among all air to air weapons. It also has a long range, allowing to reach distant targets in just a short time. Homing capabilities are not especially high, but it is a highly effective weapon in the hands of a pilot skilled at getting behind his enemy.

DX[END] - Attack
  • 3[0] - “AIM-7 Sparrow” (Area Effect x2; Impairing; Multiple Targets; No Gesture; Ranged. Activation; Ammo x2; Cancel x2, Ground Targets; Inaccurate; Ineffective x2)
Level - Ability
  • +3 - Attack "Missile Gunnery"
Level - Weakness
  • -1 – Limited Uses “Missile Gunnery”
4 Target Air-to-Air Missile
Image
An air-to-air missile that can lock on to and attack up to four targets simultaneously. It is also possible to fire up to four missiles in succession against a single target to cause major damage. It also has a comparatively long effective range, making it an easy to handle air-to-air armament.

DX[END] - Attack
  • 3[0] - “4AAM” (Accurate; Area Effect; Multiple Targets x3; No Gesture; Ranged. Activation; Ammo x2; Cancel x2, Ground Targets; Countered x2; Ineffective x2)
Level - Ability
  • +3 - Attack "Missile Gunnery"
Level - Weakness
  • -1 – Limited Uses “Missile Gunnery”
Yeah..... I couldn't find better pictures for both the HVAA and the 4AAM.....

Re: Project Aces

Posted: Fri Aug 07, 2015 1:30 am
by Sabersonic
Next up is the Morgan as representative of the Multipurpose aircraft.
ADFX-01 Morgan (2 Vehicle Points)
Image
A prototype fighter created by the UN Forces based on plans from an unspecified country. It can be equipped with powerful weapons such as the "TLS" (Tactical Laser System) and "MPBM" (Multi-Purpose Burst Missiles).

Customization Notes: May only have up to seven in Aircraft Parts with twenty-eight levels maximum total, a single Special Weapon, and a single Tactical Datalink at one time.

HEALTH: 50
ENDURANCE: 60
TV: 16
DX[END] - Attack
  • 3[0] - “AIM-9M Sidewinder Missiles” (Area Effect; Multiple Targets; No Gesture; Ranged. Activation; Ammo x2; Countered)
  • 1[0] - “Mauser BK-27 27mm Revolver Cannon” (Armor Piercing; No Gesture; Overwhelming; Ranged. Ammo; Inaccurate x3; Ineffective x2)
Level - Ability
  • +2 – Armored
  • +2 - Agile
  • +2 - Attack “Aircraft Gunnery”
  • +2 - Evasive
  • +3 – Flight
  • +1 Perceptive “Radar”
  • +2 – Quick
  • +1 - Tough
  • +2 – Vigorous
Level - Weakness
  • -1 - Expendable Use "Flight" (Jet Fuel)
  • -1 - Identifiable Use "Flight" (Infrared)
  • -1 - Identifiable Use "Radar" (Radar)
  • -1 - Periodical Maintenance
  • -3 – Restricted Freedom "Conditional Ownership"
  • -2 - Servitude "Conditional Ownership"
  • -1 - Unique “Volatile” (1d Check vs. DN 2 for Explosion when 0 HP or lower. Character suffers DX-2, Level 1 Area Effect Attack plus Scale Advantage)
Followed by its Special Weapon Armory.
Tactical Laser System
Image
A special weapon that hits targets with a high output laser to cause major damage. As there is zero time difference between firing and impact, with skillful targeting and timing any target be it air-to-air or air-to-ground can be hit. It has a fixed period of firing time, which can be used to continuously target a single point or be used to sweep across a wide area.

DX[END] - Attack
  • 6[10] - “Laser Beam” (Area Effect; Armor Piercing x2; Continuing x2; Impairing; Ranged. Activation; Ammunition; Open to Attack)
Level - Ability
  • +3 - Attack "Laser Gunnery"
Level - Weakness
  • -1 – Limited Uses “Laser Gunnery”
Multi-Purpose Burst Missile
Image
A burst missile that splits apart when it gets close to the locked on target. It is capable of locking on to air-to-air and air-to-ground targets, causing a wide-area attack in the vicinity of the point of impact. It is an extremely effective guided weapon against a cluster of targets, either in the air or on the ground.

DX[END] - Attack
  • 6[0] - “MPBM” (Area Effect x2; Continued Effect; Ranged. Activation; Ammunition; Countered x2; Inaccurate)
Level - Ability
  • +3 - Attack "Missile Gunnery"
Level - Weakness
  • -1 – Limited Uses “Missile Gunnery”
Electronic Countermeasure Pod
Image
A special weapon that causes electronic jamming across a certain region. Emits jamming waves for a brief period of time, jamming enemy lock-on capabilities and missile homing within the range of the effect.

Level - Ability
  • +3 - Jammer " BOZ-101 Tactical Jamming Pod" (Perception: Radar; EP 5. Area Effect; Continued Effect. Activation; Assisted, Electronic Warfare Officer)
Level - Weakness
  • -1 – Limited Uses “BOZ-101 Tactical Jamming Pod”

Re: Project Aces

Posted: Fri Aug 07, 2015 1:44 am
by Sabersonic
Then we have the FB-22 Strike Raptor as representative of the Attacker aircraft.

There really appears to be a prejudice against original fighter aircraft in the Ace Combat series. Though then again, it's focused on air combat rather than air support so I guess it makes some sense to a degree....
FB-22 Strike Raptor (2 Vehicle Points)
Image
A fighter bomber derived from the F-22. It features a redesigned airframe to improve the stealth and supercruise abilities featured in the prototype. The main wing is made of a delta wing configuration and to increase air-to-ground attack capabilities, its body has extended to expand its weapon bay. The aircraft has been developed as the successor to other large-scale aircraft to sortie on bombing missions.

Customization Notes: May only have up to seven Aircraft Parts with twenty-two levels maximum total, a single Special Weapon, and a single Tactical Datalink at one time.

HEALTH: 70
ENDURANCE: 40
TV: 15
DX[END] - Attack
  • 3[0] - “AIM-9M Sidewinder Missiles” (Area Effect; Impairing; Multiple Targets; No Gesture; Ranged. Activation; Ammo x2; Cancel x2, Air Targets; Countered)
  • 1[0] - “25mm GAU-12 Heavy Machine Gun” (Armor Piercing; No Gesture; Overwhelming; Ranged. Ammo; Inaccurate x3; Ineffective x2)
Level - Ability
  • +1 - Agile
  • +2 – Armored
  • +3 – Art of Invisibility “Stealth”
  • +2 - Attack “Aircraft Gunnery”
  • +1 - Evasive
  • +2 – Flight
  • +1 Perceptive “Radar”
  • +1 - Invisibility
  • +1 – Quick
  • +3 - Tough
Level - Weakness
  • -1 - Expendable Use "Flight" (Jet Fuel)
  • -1 - Identifiable Use "Flight" (Infrared)
  • -1 - Identifiable Use "Radar" (Radar)
  • -1 - Periodical Maintenance
  • -2 – Restricted Freedom "Conditional Ownership"
  • -2 - Servitude "Conditional Ownership"
  • -1 - Unique “Volatile” (1d Check vs. DN 2 for Explosion when 0 HP or lower. Character suffers DX-2, Level 1 Area Effect Attack plus Scale Advantage)
Followed by the Strike Raptor's Special Weapon Armory.
Stand-Off Dispenser
Image
A missile-type special weapon that is essentially a guided dispenser of numerous bomblets while it flies over a locked-on target. Effective against targets along a straight line. Stand-off Dispensers are launched at a distance sufficient to allow attacking personnel to evade defensive fire from the target area. Typically, they are used against land- and sea-based targets in an offensive operation. The name is derived from their ability to engage the target while standing off outside the range at which the defenders are likely to engage the attacker.

DX[END] - Attack
  • 3[0] - “AGM-154 Joint Standoff Weapon (JSOW)” (Area Effect x2; Multiple Targets x3, Linear; No Gesture; Overwhelming; Ranged. Activation; Ammo x2; Cancel x2, Air Targets; Countered x3; Inaccurate x3; Ineffective x2)
Level - Ability
  • +3 - Attack "Missile Gunnery"
Level - Weakness
  • -1 – Limited Uses “Missile Gunnery”
Guided Penetrating Bomb
Image
A bomb-type special weapon designed for a guaranteed destruction of important heavily defended targets at medium range. This is the most powerful weapon from air-to-ground weapons intended for destruction of single targets. Once dropped, this bomb glides toward a target with a lock-on. It has a small radius of explosion, but inflicts heavy damage.
DX[END] - Attack
  • 3[0] - “1000 lb GBU-32 JDAM” (Accurate x2; Area Effect; Armor Piercing x3; Barrier Busting; Impairing; No Gesture; Ranged. Activation; Ammo x2; Cancel x2, Air Targets; Countered x3; Ineffective x2)
Level - Ability
  • +3 - Attack "Computerized Bombsight"
Level - Weakness
  • -1 – Limited Uses “Computerized Bombsight”
Self-Forging Fragments Submunitions
Image
A bomb-type special weapon that fragments into numerous bits of shrapnel, able to damage a large area dependent upon either the height of the release of the bomb to the target area or via a divebomb fashion. Each submunition is specifically designed to penetrate the thin armor found atop of combat vehicles.

DX[END] - Attack
  • 3[0] - “CBU-59” (Area Effect x4; Armor Piercing x3; Impairing; No Gesture; Ranged. Activation; Ammo x2; Cancel x2, Air Targets; Countered x3; Inaccurate x3; Ineffective x2)
Level - Ability
  • +3 - Attack "Computerized Bombsight"
Level - Weakness
  • -1 – Limited Uses “Computerized Bombsight”

Re: Project Aces

Posted: Fri Aug 07, 2015 2:02 am
by Sabersonic
I'm sure by now several of you are wondering just what is the deal with Gear “Aircraft Parts Customization” and "Tactical Datalink". Well, they're effectively optional parts that allow a character, PC or otherwise, to not only customize their chosen aircraft to their preferred combat style but to also give them a slight edge in combat. For the Aircraft Parts, each are categorized into Body, Arms, and Miscellaneous and further subdivided into S, M, L, and LL with the latter being limited to certain Aircraft Parts via GM fiat.

First up we have the Body-type Aircraft Parts. Though note that each of these, if they are given a size category, are designed as "S" Parts or to put it simply the minimum amount of bonus they give to the aircraft in question. They can offer higher bonuses but at a higher Gear Cost.
Cockpit Protective Armor S

Places highly bulletproof armor around the cockpit, protecting the pilot and control systems. Reduces damage taken.

Can only be mounted once.

Level - Ability
  • +1 - Armored
Level - Weakness
  • N/A
Enhanced Frame

Places an additional shock absorbing support frame inside the aircraft, reducing the forces of instantaneous shocks against the structure of the aircraft. Reduces damage taken from impact with terrain.

Can only be mounted once.

Level - Ability
  • +1 - Tough Shock Absorbing Support Frame”
Level - Weakness
  • N/A
Flight Dynamics Control Module

The data from high spec air sensors placed in various spots across the wings is collated and then fed back into a control system for maintaining the aircraft in its best aerodynamic state. Makes it harder for the aircraft to stall and also reduces deceleration during high G turns.

Can only be mounted once.

Level - Ability
  • +1 - Piloting "Aircraft, Mobility"
  • +1 - Resistance "G-Forces"
Level - Weakness
  • N/A
High Spec Airbrake S

Uses an actuator that moves responsively in relation to airspeed, controlling the airbrakes in order to quickly attain the ideal aerodynamic speed for increased aircraft maneuverability. Enhances deceleration capabilities.

Can only be mounted once.

Level - Ability
  • +1 - Piloting "Aircraft, Mobility"
Level - Weakness
  • N/A
High Spec Main Wing Actuator (Pitch) S

Uses an actuator that moves responsively in relation to airspeed, controlling the elevator in order to maintain the perfect aerodynamic position. Enhances pitch capabilities.

Can only be mounted once.
Level - Ability
  • +1 - Piloting "Aircraft, Mobility"
Level - Weakness
  • N/A
High Spec Main Wing Actuator (Roll) S

Uses an actuator that moves responsively in relation to airspeed, controlling the aileron in order to maintain the perfect aerodynamic position. Enhances turning (roll) capabilities.

Can only be mounted once.
Level - Ability
  • +1 - Piloting "Aircraft, Mobility"
Level - Weakness
  • N/A
High Spec Tail Actuator (Yaw) S

Uses an actuator that moves responsively in relation to airspeed, controlling the rudder in order to maintain the perfect aerodynamic position. Enhances yaw capabilities.

Can only be mounted once.
Level - Ability
  • +1 - Piloting "Aircraft, Mobility"
Level - Weakness
  • N/A
Couldn't really find any images back on Acepedia, they were effectively removed....

Re: Project Aces

Posted: Fri Aug 07, 2015 2:15 am
by Sabersonic
Next we have the Arms Aircraft Parts.
Advanced Mobile Fin (MSL) S

Swaps out the servomotor controlling the tailfin of standard missiles with a high speed, highly precise enhanced version. The cross-sectional shape of the fin also improves aerodynamic capabilities. Enhances missiles homing capabilities.

Can only be mounted once.
DX[END] - Attack
  • 3[0] - “AIM-9M Sidewinder Missiles” (Accurate)
Level - Ability
  • +2 - Unique "Standard Missile Attack Accuracy"
Level - Weakness
  • -1 - Reduced Use "Standard Missiles Only"
Advanced Target Awareness Circuit (MSL) S

A device that determines the next possible candidates for targeting during the firing sequence for a missile. Increases the lock-on speed for standard equipped missiles.

Can only be mounted once.
Level - Ability
  • +1 - Combat Expert
  • +1 - Knowledge "Standard Missile Weapon System"
Level - Weakness
  • -1 - Reduced Use "Standard Missiles Only"
Advanced Target Awareness Circuit (SP.W) S

A device that determines the next possible candidates for targeting during the firing sequence for a missile. Increases the lock-on speed for special equipped missiles.

Can only be mounted once.

Level - Ability
  • +1 - Combat Expert
  • +2 - Knowledge "Special Missile Weapon System"
Level - Weakness
  • -2 - Prerequisite "Homing Special Weapon System"
Advanced Warheads (MSL) S

Uses high capacity explosives in the missile warheads, along with high quality metallic pellets that greatly increase destructive power. Greatly increases damage caused to the target.

Can only be mounted once.

Level - Ability
  • +2 - Attack "Standard Missiles"
Level - Weakness
  • -1 - Reduced Use "Standard Missiles Only"
Advanced Warheads (SP.W) S

Uses high capacity explosives in the missile warheads, along with high quality metallic pellets that greatly increase destructive power. Greatly increases special weapon damage caused to the target.

Can only be mounted once.
Level - Ability
  • +2 - Attack "Missile Weaponry"
Level - Weakness
  • -1 - Prerequisite "Special Missile Weapon System"
Armor Piercing Machine Gun Ammunition S

Machine gun munitions with excellent armor piercing properties. Travels at high speed and punches holes in the target upon impact, followed by high temperature warheads exploding inside. Causes more damage than the standard machine gun.

Can only be mounted once.

DX[END] - Attack
  • 1[0] - “20mm Gatling Gun” (Armor Piercing)
Level - Ability
  • +2 - Unique "Machine Gun Armor Piercing"
Level - Weakness
  • -1 - Reduced Use "Machine Gun Only"
Ground Clutter Analysis Device (SP.W)

Performs a computer analysis of the radar noise from the ground and removes it. Enhances seeking capabilities for radar lock on against ground targets.

Can only be mounted once.

DX[END] - Attack
  • 3[0] - “Air-to-Ground Missile Weapon Systems” (Accurate)
Level - Ability
  • +2 - Unique "Special Air-to-Ground Missile Attack Accuracy"
Level - Weakness
  • -1 - Reduced Use "Special Air-to-Ground Missiles Only"
High Combustion Explosive (SP.W) S

Uses a newly developed, efficient explosive that releases a greater volume of explosive gas upon detonation, thereby increasing the speed of the explosion. Causes greater damage to the target.

Can only be mounted once.
Level - Ability
  • +2 - Attack "Bombs"
Level - Weakness
  • -1 - Reduced Use "Special Bombs Only"
High Speed Flying Object Detection Device (SP.W)

Performs a computer analysis of all moving objects capture by radar and emits data that targets only high speed, man-made objects. Enhances seeking capabilities for radar lock on against aircraft.

Can only be mounted once.

DX[END] - Attack
  • 3[0] - “Air-to-Air Missile Weapon Systems” (Accurate)
Level - Ability
  • +2 - Unique "Special Air-to-Air Missile Attack Accuracy"
Level - Weakness
  • -1 - Reduced Use "Special Air-to-Air Missiles Only"
New SOD Release Mechanism S

Increases the release angle and spin velocity of the SOD’s skeets, while also making their tracking sensors more precise. This allows for the self-forging fragments to be distributed across a wider area.

Can only be mounted once.
DX[END] - Attack
  • 3[0] - “Stand-Off Dispenser” (Accurate, Area Effect)
Level - Ability
  • +4 - Unique "Stand-Off Dispenser Attack Accuracy and Area Effect"
Level - Weakness
  • -1 - Reduced Use "Stand-Off Dispenser Only"
New SFFS Release Mechanism S

The efficiency of the SFFS' skeet release mechanism and the precision of the skeets' sensors have been increased resulting in the self forging fragments to be distributed across a wider area of targets.

DX[END] - Attack
  • 3[0] - “Self-Forging Fragments Sub-munitions” (Area Effect)
Level - Ability
  • +2 - Unique "Stand-Off Dispenser Attack Accuracy and Area Effect"
Level - Weakness
  • -1 - Reduced Use "Self-forging Fragments Sub munitions Only"
And the following Custom Weaknesses to explain some of the Aircraft Parts Gear entries.
Prerequisite – You require a certain item in order to function normally. If you are deprived of it for any period of time, then you cannot participate at all. Instead, you are comatose and completely vulnerable to the malicious actions of others whether they are foe or friend. At Level 1, the item is easy to find or replace if lost or you can go without the item for a noticeably lengthy period of time. At Level 2, the item is noticeably rare and difficult to replace or you can go without the item for a rather brief period of time. At Level 3, the item is extremely rare and almost impossible to replace or you cannot realistically be without the item for any period of time longer than a moment.
Reduced Use – One of your Abilities is not at full strength under certain circumstances or conditions, in fact it’s barely half its typical effectiveness when such an event occurs. As such, you would generally go out of your way to ensure that such events do not occur when you’re in a tight spot. At Level 1, the circumstances that reduce your ability’s effectiveness are so extremely rare or extremely specific, that you have almost absolute confidence that your ability will work when you need to so long as no one enacts Murphy’s Law. At Level 2, the circumstances occur infrequently but will have to be accounted for in nearly all possible encounters when you’ll need to use your gifts. At Level 3, the limiting circumstances are so broad, generic, or easily encountered that you’ll actively avoid them or at best expect it to occur and plan accordingly.

Re: Project Aces

Posted: Fri Aug 07, 2015 2:21 am
by Sabersonic
And then we have the Miscellaneous Aircraft Parts.

I know, not exactly an extensive list, but it's not limited to what I've published here. There are many others, but either they're either not applicable to the representatives of the Fighter, Attacker, and Multirole aircraft or compatible with OVA2e in their execution.
Anti-Stealth High Power Radar

Uses the latest high output semi-conductors to enhance precision of detection. Allows enemy stealth aircraft, previously invisible to radar, to be located far more quickly.

Can only be mounted once.

Level - Ability
  • +2 - Perceptive "Anti-Stealth"
Level - Weakness
  • N/A

Re: Project Aces

Posted: Fri Aug 07, 2015 2:25 am
by Sabersonic
Followed by the Tactical Datalink types.
Basic Tactical Datalink

Utilizing data gathered from nearby allied aircraft, the onboard weapon systems are able to perform slightly better in terms of homing, targeting, and reload speed.
Level - Ability
  • +1 - Attack (Requirement x2, Allied Aircraft nearby)
  • +2 - Combat Expert (Requirement x2, Allied Aircraft nearby)
  • +2 - Unique "Missile Attack Accuracy" (Requirement x2, Allied Aircraft nearby)
Level - Weakness
  • -1 - Aided Use "AWACS Aircraft"
Critical Tactical Datalink

Utilizing data gathered from nearby allied aircraft, the targeting computer is able to home onto a designated target’s structural weaknesses to maximize damage and increase efficiency of the onboard aircraft’s weaponry.
Level - Ability
  • +3 - Attack (Requirement x2, Allied Aircraft nearby)
  • +2 - Combat Expert (Requirement x2, Allied Aircraft nearby)
Level - Weakness
  • -1 - Aided Use "AWACS Aircraft"
High Homing Tactical Datalink

Utilizing data gathered from nearby allied aircraft, the targeting computer is able to target hostile forces at a greater range and accuracy then it could have otherwise have on its own.
Level - Ability
  • +5 - Unique "Missile Attack Accuracy" (Requirement x2, Allied Aircraft nearby)
Level - Weakness
  • -1 - Aided Use "AWACS Aircraft"
Quick Turn Tactical Datalink

Utilizing data gathered from nearby allied aircraft, the flight computer is able to decrease the amount of G-Forces the pilot experiences when performing a high speed turn or other similar aerodynamic acrobatics.
Level - Ability
  • +2 - Piloting "Aircraft, Mobility" (Requirement x2, Allied Aircraft nearby)
  • +3 - Resistance "G-Forces" (Requirement x2, Allied Aircraft nearby)
Level - Weakness
  • -1 - Aided Use "AWACS Aircraft"
Anti-Stall Tactical Datalink

Utilizing data gathered from nearby allied aircraft, the flight computer is able to decrease the chance the aircraft will stall when traveling at low airspeeds.
Level - Ability
  • +2 - Flight (Requirement x2, Allied Aircraft nearby)
  • +3 - Piloting "Aircraft, Stability" (Requirement x2, Allied Aircraft nearby)
Level - Weakness
  • -1 - Aided Use "AWACS Aircraft"

Re: Project Aces

Posted: Fri Aug 07, 2015 2:34 am
by Sabersonic
However, this topic isn't simply aircraft, their weapon and parts. Rather it also features Heavy Command Cruisers. One of which being the Aigaion.
P-1112 Aigaion (45 Vehicle Points)
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A heavy command cruiser, the Aigaion serves as an air mobile command base with the ability to ferry and deploy aircraft. As such, it serves largely as the command aircraft of any air fleet and naturally becomes a strategic objective to either be protected or destroyed at all costs. It’s primary offensive capability are its Nimbus Cruise Missile launchers whose warheads were designed for mid-air bursts whose damaging effects against aircraft linger after the initial destination in addition to its onboard capacity of combat aircraft. Said cruise missiles are able to extend their operational range through the use of UAVs.

The Aigaion is also formidable defensively with its array of Anti-Air artillery systems in the form of autocannons, flak cannons, and anti-air missiles. However, those alone will not guarantee survival for the massive airframe to which it must always be accompanied by its sister models the P-1113 Kottos and P-1115 Gyges. Additionally, due to its massive size and especially its wingspan, it cannot land nor take off from conventional runways but instead must operate akin to a seaplane in addition to the heavy logistical train needed to supply and maintain the leviathan aircraft which limits where the Aigaion can land for logistical support. Additionally, the forward radar arrays of the Aigaion do not function when it is under aerial refuel which can be easily exploited by opposing forces to which such information must be guarded ruthlessly.

HEALTH: 90
ENDURANCE: 60
ONBOARD CREW: 1560
TV: 99
DX[END] - Attack
  • 0[0] - “Anti-Air Gun Turret Bank”(Accurate; Helper; Overwhelming; Multiple Targets x9; Ranged. Assisted x7, Gunners; Ineffective x3)
  • 3[0] - “Anti-Air Missile Launcher Battery"(Accurate; Helper; Multiple Targets x6; Ranged. Assisted x4, Gunners; Countered.)
  • 2[0] - “Anti-Air Flak Gun Turret Bank, Empennage”(Area Effect; Helper; Multiple Targets x3; Ranged. Assisted x2, Gunners; Delayed; Ineffective)
  • 6[0] - “Nimbus Cruise Missile Launcher”(Area Effect; Continued Effect; Effective x3; Helper; Multiple Targets x3; Ranged. Activation; Ammunition x2; Assisted, Gunner; Countered x3; Inaccurate x3)
Level - Ability
  • +4 - Armored
  • +2 - Attack "Aircraft Combat Weapon Systems"
  • +2 - Elite Army
  • +2 - Flight
  • +3 - Knowledge "Aircraft Maintenance and Repair"
  • +76 - Heavy
  • +3 - Heightened Senses
  • +2 - Life Support
  • +4 - Perception "Radar, Active"
  • +1 - Swimming
  • +5 - Tough
  • +2 - Vigorous
Level - Weakness
  • -2 - Awkward Size
  • -1 - Expendable Use "Flight"
  • -1 - Identifiable Use "Flight" (Infrared)
  • -1 - Identifiable Use "Radar" (Radar)
  • -2 - Periodical Maintenance
  • -3 - Prerequisite “Skeleton Crew” (408x personnel)
  • -2 - Reduced Use "Radar, Active" (Blind Forward during Arial Refueling)
  • -3 - Restricted Freedom
  • -2 - Servitude
And to help explain the Attacks of the Aigaigon, a custom/house flaw:
Helper (+0) – Your ability or that of your vehicle is able to be assigned to one of your passengers or crew, allowing it to be used multiple times within a single Round, often against multiple targets.

Re: Project Aces

Posted: Fri Aug 07, 2015 2:40 am
by Sabersonic
Next is the Kottos.

For those of you familiar with this aircraft, it was purposefully armed with Anti-Air Guns. It just seemed vulnerable without them.
P-1113 Kottos (1 Vehicle Points)
Image
A sister aircraft model of the P-1112 Aigaion, the Kottos are primarily electronic warfare platforms to support and defend the aerial fleet via Electromagnetic Countermeasures and Electronic Support Measures which increases the ranged combat ability of allied aircraft via missile lock ons and homing while at the same time decrease said capabilities of hostile aircraft. These systems are housed within radar domes with one near the cockpit and the other upon the tail boom; however these are the only offensive ability the Kottos have. These aircraft are lightly defended and are dependent upon their sister aircraft models the Aigaion and the P-1114 Gyges for defense.

Like the Aigaion, the Kottos has the ability to land upon water not unlike a seaplane though it does have the ability to land upon conventional, but very large, runways.

HEALTH: 60
ENDURANCE: 50
ONBOARD CREW: 20
TV: 9
DX[END] - Attack
  • 0[0] - “Anti-Air Gun Turret Bank”(Accurate; Helper; Overwhelming; Multiple Targets x9; Ranged. Assisted x7, Gunners; Ineffective)
Level - Ability
  • +2 - Armored
  • +3 - Art of Invisibility "Electronic Support System"
  • +3 - Flight
  • +4 - Heightened Senses
  • +2 - Life Support
  • +1 - Swimming
  • +2 - Tough
  • +2 - Vigorous
Level - Weakness
  • -1 - Awkward Size
  • -1 - Expendable Use "Flight"
  • -1 - Identifiable Use "Electronic Support System" (Radar)
  • -1 - Identifiable Use "Flight" (Infrared)
  • -1 - Identifiable Use "Radar" (Radar)
  • -2 - Light
  • -2 - Periodical Maintenance
  • -3 - Prerequisite “Skeleton Crew” (9x personnel)
  • -3 - Reduced Use "Electronic Support System" (Radar Only)
  • -2 - Restricted Freedom
  • -2 - Servitude
Along with a new Ability to help explain the Kottos.
Jammer – You have a very useful ability, almost powerful, in that it is able to disrupt the offensive ability of other characters. Typically, you are able to prevent or at the very least, make it noticeably difficult for a character to perform the continuous or instantaneous effect of their own special ability through the manipulation of the source of their ability; whether it be via technological, magical, supernatural, psionic, or even the divine in certain cases.

Under standard usage of the Jammer Ability, one is able to impose a penalty of -1 per level of that singular, chosen Ability per level. However, with GM approval and typically with a Difficulty Number on par with the total Level of said ability, the Jammer is able to disrupt the use of multiple Abilities that your Jammer is able to disrupt. The total number of both Ability and Penalty which is, of course, up to GM fiat at the time of creation but it can also be the determined by how much your dice check succeeds the Difficulty Number. Well… assuming that you rolled well. At least it was a good try!

Re: Project Aces

Posted: Fri Aug 07, 2015 2:43 am
by Sabersonic
And finally, we have the Gyges.
P-1114 Gyges (6 Vehicle Points)
Image
A sister aircraft model of the P-1112 Aigaion, the Gyges were primary air-to-air defense platforms with their vast array of anti-air artillery in the form of missiles and autocannons. These weapon systems were primarily utilized when hostile aircraft are too close for more distant weapon systems utilized by the Aigaion to accurately shoot down. As such, the Gyges are able to operate some distance away from any aerial fleet formation but due to its size, the aircraft are notably vulnerable to swarm tactics without additional fire and electromagnetic support.

Like the Aigaion, the Gyges has the ability to land upon water not unlike a seaplane though it does have the ability to land upon conventional, but very large, runways.

HEALTH: 80
ENDURANCE: 70
ONBOARD CREW: 50
TV: 18
DX[END] - Attack
  • 1[0] - “Anti-Air Gun Turret Bank”(Accurate; Helper; Overwhelming; Multiple Targets x9; Ranged. Assisted x7, Gunners; Ineffective x3)
  • 4[0] - “Anti-Air Missile Launcher Battery"(Accurate; Helper; Multiple Targets x6; Ranged. Assisted x4, Gunners; Countered.)
Level - Ability
  • +3 - Armored
  • +3 - Attack "Aircraft Combat Weapon Systems"
  • +2 - Flight
  • +1 - Heavy
  • +3 - Heightened Senses
  • +2 - Life Support
  • +4 - Perception "Radar, Active"
  • +1 - Swimming
  • +4 - Tough
  • +3 - Vigorous
Level - Weakness
  • -1 - Awkward Size
  • -1 - Expendable Use "Flight"
  • -1 - Identifiable Use "Flight" (Infrared)
  • -1 - Identifiable Use "Radar" (Radar)
  • -2 - Periodical Maintenance
  • -3 - Prerequisite “Skeleton Crew” (20x personnel)
  • -3 - Restricted Freedom
  • -2 - Servitude
And that oughta do it for the time being. So then, thoughts on my design choices? Any ideas for your own Ace Combat design?

Re: Project Aces

Posted: Sun Aug 16, 2015 7:50 pm
by Sabersonic
Apparently I gotten the calculations of Gear Costs off. Apparently my mind was so fixated on the whole "Each level equates to twice that number" from both Transformation and Gear that I subconsciously added that to the Gear Costs. As such, they have been edited to reflect this.

Now if you'll excuse me, my forehead has an appointment with a nearby wall for stupidity and idiocy.
Image

Re: Project Aces

Posted: Thu Sep 03, 2015 2:39 pm
by Tod13
Sabersonic wrote:Apparently I gotten the calculations of Gear Costs off. Apparently my mind was so fixated on the whole "Each level equates to twice that number" from both Transformation and Gear that I subconsciously added that to the Gear Costs. As such, they have been edited to reflect this.

Now if you'll excuse me, my forehead has an appointment with a nearby wall for stupidity and idiocy.
Image
I found this since I saw you posting in my thread. I did not realize this one was about vehicles. :lol: :oops:

The Scaled Cost is an optional rule isn't it? I've just been using the level number as the points cost for my builds.

How does Restricted Freedom and Servitude apply to a vehicle? Isn't that really the definition of vehicle? I guess it doesn't matter too much if all the other vehicles have it too.

I like some of your other modifiers, like Identifiable Use.

Re: Project Aces

Posted: Thu Sep 03, 2015 6:24 pm
by Sabersonic
Tod13 wrote:The Scaled Cost is an optional rule isn't it? I've just been using the level number as the points cost for my builds.
IYou're talking about the Vehicle Cost right? Well I figured that it'll be easier to judge a design per acquiescence cost instead of just the point/level value of the total abilities and weaknesses.
Tod13 wrote:How does Restricted Freedom and Servitude apply to a vehicle? Isn't that really the definition of vehicle? I guess it doesn't matter too much if all the other vehicles have it too.
Well from what I recall from replies of other members of the forum from other topics, the Vehicle/Mecha is basically a character in functional use or for a better description a form of "transformation" that is just another side of a PC with the exemption that not all of the weaknesses and abilities of said PC translate to the vehicle.

Granted, it was a hold over from a previous tabletop engine but the basic logic is this: There are restrictions to the use of certain vehicles and mecha which limits what one can use said machine in terms of personal usage.
Tod13 wrote:I like some of your other modifiers, like Identifiable Use.
Thanks, it was another hold over from said previous tabletop engine.

Re: Project Aces

Posted: Sat Sep 05, 2015 5:17 am
by The Reddest Mage
Sabersonic wrote:
Tod13 wrote:The Scaled Cost is an optional rule isn't it? I've just been using the level number as the points cost for my builds.
IYou're talking about the Vehicle Cost right? Well I figured that it'll be easier to judge a design per acquiescence cost instead of just the point/level value of the total abilities and weaknesses.
Tod13 wrote:How does Restricted Freedom and Servitude apply to a vehicle? Isn't that really the definition of vehicle? I guess it doesn't matter too much if all the other vehicles have it too.
Well from what I recall from replies of other members of the forum from other topics, the Vehicle/Mecha is basically a character in functional use or for a better description a form of "transformation" that is just another side of a PC with the exemption that not all of the weaknesses and abilities of said PC translate to the vehicle.

Granted, it was a hold over from a previous tabletop engine but the basic logic is this: There are restrictions to the use of certain vehicles and mecha which limits what one can use said machine in terms of personal usage.
Tod13 wrote:I like some of your other modifiers, like Identifiable Use.
Thanks, it was another hold over from said previous tabletop engine.
This is just my understanding, but personally I don't think Vehicle/Mecha should have Weaknesses like Restricted Freedom and Servitude. They're basically just equipment on a bigger scale, and so I wouldn't think of them as having social Weaknesses like those. I'd reserve those kinds of Weaknesses for actual NPC Servants or Minions.

Re: Project Aces

Posted: Sat Sep 05, 2015 9:41 am
by Sabersonic
I guess, but basically with those units, one is expected to perform certain duties and obligation to the true owner of the vehicle/mecha. Example being if one were to deploy without information to perform a private duel, one would expect a court marshal for both unauthorized deployment and perusing a personal agenda that would have jeapordized the organization.