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.
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.ADF-01 FALKEN (5 Vehicle Points)
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] - AttackLevel - Ability
- 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 - Weakness
- +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
- -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)
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.
Not really sure if I got the Endurance Cost for "Countered" correct or not to be completely honest.....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.
Anyway, onto the Special Weapon armory of the FALKEN.
Tactical Laser System
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] - AttackLevel - Ability
- 6[10] - “Laser Beam” (Area Effect; Armor Piercing x2; Continuing x2; Impairing; Ranged. Activation; Ammunition; Open to Attack)
Level - Weakness
- +3 - Attack "Laser Gunnery"
- -1 – Limited Uses “Laser Gunnery”
Hyper-Velocity Air-to-Air Missile
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] - AttackLevel - Ability
- 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 - Weakness
- +3 - Attack "Missile Gunnery"
- -1 – Limited Uses “Missile Gunnery”
Yeah..... I couldn't find better pictures for both the HVAA and the 4AAM.....4 Target Air-to-Air Missile
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] - AttackLevel - Ability
- 3[0] - “4AAM” (Accurate; Area Effect; Multiple Targets x3; No Gesture; Ranged. Activation; Ammo x2; Cancel x2, Ground Targets; Countered x2; Ineffective x2)
Level - Weakness
- +3 - Attack "Missile Gunnery"
- -1 – Limited Uses “Missile Gunnery”