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Headwind RPG Core Rulebook

BASIC EDITION v0.5


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Headwind Core Rulebook

Introduction
Blue skies above, sparkling sea below, and on the horizon through international borders and across rarely
– ominous dark spots rapidly approach. patrolled open sea with such speed that authorities
are seldom able track them to their hidden inlets
Welcome to Headwind – the free-spirited and islands.
aviation RPG.
Yet they are still within the reach of justice. Where
Headwind places you in the cockpit of your very pirates go, bounty hunters follow. These fearless pilots,
own airplane: typically small, single engine aircraft frequently veterans of the Great War themselves,
uniquely adapted to life around the Aspermerian make their living shooting down marauders. Bounty
Sea. Modelled after the real-life Adriatic but set in hunters are no heroes. Most are self-serving priva-
an alternate 1920s - 1940s Earth, the short distances teers at best and ruthless mercenaries at worst. Indeed,
between neighbouring countries, cities and har- their vocation is outlawed in most of the region.
bours have made these practical planes ubiquitous
to the region. Pilots use them for everything from Over the Aspermerian Sea, pilot’s law is the only
basic travel and shipping to sport and sometimes one that matters.
more nefarious activities like piracy and smuggling.
Times are changing. War is brewing between one
Much faster than a boat, and requiring far more of the coastal nations, Vitalia, and their historical
skill to operate, the life of an Aspermarian pilot is enemies inland. The entire region is being pulled
not for the faint of heart. Many pilots are hardened into conflict whether they have a stake in it or not.
veterans of the last Great War, which pushed Rapid weapons production, conscription, annexation
aviation technology to what it is today. and martial law are the new way. None are safe.

Some veterans, finding few prospects after the War, Life goes on in the Aspermerian amidst the ten-
turned to piracy. Small harbours, luxury cruise liners, sions. You find yourself in the powder keg to seek
even other pilots aren’t safe from their numbers or your fortune among the clouds.
specialized planes– often cargo craft retrofitted with
weaponry and supported by groups of fighters. So put on your flight suit, strap in, and get those
propellers turning. It’s time to go against the
Pirates are as likely to fight with one another as Headwind.
they are to prey on civilian planes. They slip

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Headwind Core Rulebook

Section 1: The Game System


Headwind is an RPG played with one Game Master (The GM), and 1-4+ Players

Headwind uses a 3d6 rolling mechanic. Players will roll dice to determine the outcome of most actions.
Table 1 will tell you the number you need to roll higher than to successfully complete a given Task Roll
(called the Difficulty Rating or DR), and is decided by the GM. The Difficulty Rating may be kept secret
or made known at the GM’s discretion. Your total result is what is used to determine if you have beaten
that number.

The Task Roll is 3d6 + the value of one or more Traits.

The GM may also add bonuses or penalties depending on the situation.

If an 18 is rolled without any modifiers (all three d6’s are a 6), that is called a “natural” 18 and special
rules may apply.

Some rolls are written as “d6H” or “d6L”. This means to roll 2d6 and only use either the highest or lowest
roll, respectively.

Remember: some everyday actions are trivial and don’t require a roll.

Difficulty Rating (DR) Description Examples

3-8 Easy (Pilot in Training) Flying in clear skies

9-12 Medium (Pilot) Flying in high wind

13-16 Risky (Seasoned Pilot) Flying near a storm

17-20 Legendary (Legendary Pilot) Flying in a tornado

Table 1: Difficulty Rating

When appropriate, the GM may ask a Player to do If rolling doesn’t make a situation clear, or there are
an Opposed Roll instead of choosing a DR num- other factors that can’t be rolled for, then the GM is
ber. This happens in situations where the Player is the final arbiter of how actions resolve. The GM
trying to beat another character at the same task, may decide to follow the rules as written, ignore
such as trying to outrun them. some of them, or even create their own. They may
make minor changes to the outcomes of their rolls
To make an Opposed Roll, they roll 3d6 and add or situations, but should only do so if it will make
an appropriate modifier. The result is compared to the game more fun for the players.
the result of the exact same roll made by whatever
character they are trying to best, instead of using a
DR number. The higher number wins.

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Headwind Core Rulebook

Section 2: The Setting


This section will provide an overview of the game Pyeshke
world, restricted in the Basic Edition to the region Hermetic, nationalistic, developing, and corrupt,
surrounding the Aspermarian Sea. Each country Pyeshke has its share of historical issues. Current
found within will be discussed briefly to give you an land agreements with Vitalia are the result of
idea of what to expect if you travel there, and help incredibly flimsy but technically legitimate negotia-
inspire you when creating a character. tions between governments – a major factor in the
impeachment of the former Pyeshkan Prime
Vitalia Minister. Since then, the head office of Pyeshke is
Rich in culture and bolstered by their imperial almost a revolving door, rapidly going from dicta-
history, Vitalia is on the cusp of a new military torship to dictatorship.
campaign to conquer their ancient rivals, Ionia.
They are a monarchy, led by a wizened and fragile This instability has lead to two internal problems.
Emperor bent on making his final years glorious. The first is a growing mafia presence and the
Though he has a thirst for war, most of his time is second, a revolutionary movement seeking to oust
spent on his hobbies, leaving most military matters both those in power and any Vitalian presence
to his competent and cunning daughter. from their country. Many citizens seem to believe
that the only real government in Pyeshke comes
Vitalia is home to some of the most high class from the mafia.
mechanics and engineers in the Aspermarian,
however competition is incredibly saturated and Weapons can be found relatively easily here, as well
fierce and you will almost always end up overpay- as more “economic” repairs. Though most me-
ing. One of the driving forces in aviation technolo- chanics are honest, hardworking, and value cus-
gy for the region, young engineers from all over the tomer service, beware the ripoff artist that makes
world wish to study in Vitalia. Vitalia has instituted sure you need their services again in a few weeks.
martial law around large portions of their border, Pyeshke’s capital city, Trondafel, lies on a coastal
enforced by their military police. They also conduct beach. It is overlooked by a massive cliff, atop which
aggressive acts of espionage on their neighbours, the mafia operates a large casino, The Rose Hotel.
particularly on the already vulnerable Pyeshke.
Pyeshkans value loyalty, culture and justice.
Vitali value propriety, class, and art.

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Headwind Core Rulebook

Helvetsgrund Athena has adopted a hardline territorial defense


A mountainous nation, Helvetsgrund is the product policy and is known to fire at any Ionian ship too
of the slow integration of kingdoms, duchies and close to its waters. Athene navy vessels regularly
free states over a span of centuries. Today, it is well sink pirates and poachers within their boundaries.
known as the neutral meeting ground of the The country is a major tourist destination - nearly a
continent. It has no formal allies or enemies, signs quarter of Athenes work in the tourism industry at
few if any treaties and has not been involved in a the high season. A number of successful leisure
war for over five hundred years. cruise companies operate there.
That is not to say that Helvetsgrund is entirely Athene aircraft are nearly entirely foreign as the
isolationist. Indeed, it engages in regular trade with nation has been slow to adopt the new technology.
any interested party and is known for producing It has very few domestic manufacturers. Mechanics,
exceedingly high quality goods. Helvetten engineers though, are common near ports as pilots frequently
are a close second to Vitalia’s and in some fields stop in Athena.
even surpass them. They have made leaps and
bounds in the aeronautical industry as of late. The Athenes value hard work, integrity, industry,
city Zern in Eastern Helvetsgrund is one of the and recreation.
largest manufacturing centres in the Aspermarian.

Though a peacable nation, the Helvetten are free


Ionia
Ionia is the bitter rival of Vitalia. They will appear
to hire themselves as mercenaries so long as they do
off-map and will be more heavily featured and
not claim to represent their country. Those merce-
described in the Complete Edition. Suffice to say
naries tend to be skilled pilots, as Helvetsgrund
that most player characters will not be Ionian
holds annual air races in a particularly treacherous
because of their intense historic troubles with the
mountain valley. The winners are showered with
other Aspermarian nations.
national praise, and the losers more often than not
are scraped off of cliff faces.
Nation-less Aspermarians
Helvetten place value on wealth, quality and Some of the tiny, anonymous islands in the Asper-
isolation. marian Sea are home to a host of pirates and
outlaws, many of them foreign to the region. These
Athena gangs prefer to live entirely unnoticed until they
The Kingdom of Athena is a naval power con- emerge to steal from tourists, travellers, the military,
trolling most of the western edge of the Aspermeri- and other pirates.
an. Formerly a part of the Ionian Empire, Athena
won its independence a half century ago.

Athena is heavily involved in shipbuilding and


international trade. Its ports are robust and mod-
ernized and it’s said an Athene sailor can be found
on nearly any ship in the world. It is also an export-
er of some specialty agricultural products.

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Headwind Core Rulebook

Section 3: Creating a Character


Pilot Traits
In Headwind, your character is represented by four basic Traits. They are:

Reflexes Wits
Your Reflex score adds a bonus to your Approach Your Wits will allow you to read your enemies in
Roll, Manoeuvres, and in any situation in which social or combat situations, and give bonuses to
quick, decisive action is crucial to your survival, navigating, recalling information, reading weather
such as dodging gunfire or avoiding obstacles. It patterns, searching for objects in the sky, sea or
will also modify your Out-of-Vehicle combat land, and determining what Manoeuvres will be
Initiative Roll. useful in any given situation.

Skill Grit
Your Skill score will allow you to attempt certain Your Grit determines your pilot’s general strength
Manoeuvres without taking a penalty, and even and toughness. If you get shot down, you will take
gives you a bonus to the roll. You may also have to damage and need to make a roll to survive the
roll a Skill check against enemy pilots, or for flying crash. Out-of-Vehicle, Grit will add a bonus to
in adverse conditions like bad weather or moun- when you fight with your fists or improvised
tainous terrain. Your Skill will also modify the use weapons, as well as your overall athletic capability.
of firearms when you are Out-of-Vehicle.
Your character’s four Traits represent how well they handle themselves in the game world. A
higher number is better, and will add bonuses to die rolls. The Player gets 6 points to spend on
Traits. All Traits start at 0, and may not exceed 4.

Score Level Description

0 Average Same capabilities as the average person on the street

1 Glider Still in-training, you have a ways to go yet

2 Pilot The new average for all of those worthy of calling themselves a pilot

3 Dogfighter More comfortable in your plane than on land, you have the edge

4 Ace A living legend, there are none better in the Aspermerian

Table 2: Trait Scores


Vitality Victories
Your Pilot’s Vitality is equal to their Grit multiplied A character’s Victories are recorded on their
by 2. Their Vitality represents the amount of character sheet. Victories represent your character’s
damage they can take before becoming too wound- reputation, or that of the group they fly in. As their
ed to fight, or dying. A character dies at 0 Vitality. number of Victories increases, they’ll start receiving
benefits from their renown as determined by the GM.

Victories are counted by disabling planes, destroy-


ing them, or forcing the pilots to flee.

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Headwind Core Rulebook

Backstory
Before getting down to gameplay, you must decide Most characters know a little of each language
who your character is. Whatever you decide, a found around the Aspermarian, enough to get by as
strong backstory creates ties to the setting and is a tourist. It isn’t uncommon for characters to be
integral for any character you might play. Other- multilingual. It is rarely very important, but you
wise, what reason would you have for ever leaving should briefly decide which languages your Pilot
your hangar? You don’t need to know now, but at are proficient in.
some point before you begin play you should know
where your character was born, who their friends Consider the following questions. They will help flesh
and enemies are, and what gets them out of bed out your character, give the GM ideas for plot devel-
and into the cockpit every day. opments, and in general, make your experience more
interesting. Record these before gameplay begins.
Are they a grizzled veteran disillusioned with war,
yet continuing the violence as a bounty hunter? Goal: Does your character have a personal dream
Maybe they want nothing more than to earn their they wish to fulfill? What is it?
peaceful rest, but dogfighting is all they know. Ex. Opening their own restaurant, finding their brother’s
Maybe they still love the smell of blood and engine killer, etc.
oil over the salty sea.
Talent: Pick any one non-aviation related activity
Perhaps they’re a young hotshot racer on the run that your character might be very good at. The
from their seaplane gang sponsors after a devastating GM can choose to allow a +1 Bonus Modifier to
loss. Alternatively, they belong to a different pirate these tasks.
gang trying to squeeze out a living off the fat tourists
who care nothing for the impoverished locals. Ex. fishing, driving cars, Chess, music, cooking, etc.
They could be part of the Vitalian military, charged Flaws: What are your character’s weaknesses?
with enforcing order onto the lawless bounds of the Everybody has something holding them back or
sea. Or you might choose to have them be part of getting them into trouble.
the resistance movement. If you think it would be
more compelling, you could choose for your Ex. addiction, dishonesty, short-tempered, stubborn, greedy,
character to start on one side and switch to the rude, etc.
other for their own reason. Values: What is most important to your character?
Creating your character with your fellow players Ex. Their wife and child, their loyalty to their homeland,
not only makes the process more enjoyable, but religion etc.
allows you to establish relationships and decide how
they know one another when the game begins.

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Headwind Core Rulebook

Equipment
Headwind is not a game where your characters are meant to be completely prepared for any situation.
Indeed, a lot of the challenge and reward may come from overcoming obstacles through clever thinking,
social interactions or other means. Besides, when you spend most of your day in an airplane, how often is
that spare bird cage going to be needed?

Clothing A can of your favourite smoked oysters or pomade,


It’s a good idea to have an idea of how your a family photograph, inherited jewelry, a pack of
character dresses. Shabby, functional, opulent, cigarettes or cards or a journal.
tacky, help your fellow players visualize your Pilot
through their clothes. Tools
These are functional items that your character may
Personal Effects carry with them as part of their occupation. You
On character creation, you may decide on some should keep the number of these low, choosing only
specific objects that your character might have on up to two. These may also be consumable items
hand-during a typical day. These items are things that, since they offer practical use, should deplete
that you can reasonably carry on your person over time.
unobtrusively, and can justify having to your GM. Examples of Tools may include:
They aren’t useful, but they help define your
character. Basic repair kit, first aid kit, tourist’s guides, binocu-
lars, a compass, rope, or woodworking tools.
Examples of Personal Effects might include:

Weapon AR Damage Capacity


Timpani Revolver 1 1 + Skill 5
Merklause Karabin 55 “Die Nadel” 3 2 + Skill 6

Paturnocke N/A 2 + Grit N/A


Table 3: Handheld Weapons

Timpani Revolver Merklause Karabin 55 Paturnocke


Though the revolver’s frame is The rifle that ended the Great A favourite of Pyeshkan mafia
heavily reinforced to dampen War. A robust bolt-action rifle enforcers, the glint of these brass
recoil, it is still difficult to fire issued to every Helvetsgrundian knuckles are the last thing many
accurately even for professionals. by law, it is sold in every reach of a hapless debtor sees - before
Best used up close. the continent either as surplus or their doctor rouses them.
new from the factory.

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Headwind Core Rulebook

Airplane Specs
The quality of your personal aircraft is represented by these four Specs:

Pace Armour
Your plane’s Pace rating determines its top speed The Armour rating determines your aircraft’s
and acceleration. It also modifies the Approach Integrity, and is subtracted from any damage done
Roll, certain Manoeuvres, or may be rolled against to the plane (this is called Damage Reduction).
another plane to determine who reaches a destina-
tion faster. It also helps calculate the travel time for Blitz
long distance flights. The Blitz rating gives a bonus to all Attack Rolls.
Additionally, this number tells you how many
Handling Weapon Fittings you may have on the aircraft.
The Handling rating of a plane measures its ability
navigate in adverse conditions or terrain. It also
grants a modifier to Manoeuvres, evading gunfire,
or any situation in which your craft needs to be
under tight control.

Building your Airplane


This section will outline everything you will need to design your airplane from scratch.

To build your plane, you may choose any fuselage you want, remembering to add any Spec bonuses it might
give. You may want to look ahead to the fittings section first, so you can be sure to choose a compatible fuselage.

Fuselage Description Specs

Aerobatic A sleek profile gives it the edge 2 Pace — 2 Handling —1 Armour —1 Blitz
on speed and handling.
Military A bulky monster designed for 1 Pace —1 Handling — 2 Armour — 2 Blitz
“us” over “them.” Metal Comes with a second seat
cladding and structure gives it
improved armour and the
stability to add more firepower.
Nomad A hulking plane that supports a 1 Pace — 1 Handling — 4 Armour — 4 Blitz
crew up to 5. Meant for long Has two gunnery seats. Requires minimum four engines,
distance travel, or military use. Requires 2 Pilots, 1 Engineer, 2 Gunners, 1 Navigator.
Large cargo space
Table 4: Fuselages

After choosing a fuselage, decide on which fittings you would like. For the Basic Edition of this game, players
will be allowed three Basic Fittings, two Quality Fittings, and one Specialty Fitting.

Note: Multi—engine planes must use only one model of engine

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Headwind Core Rulebook

Fittings Catalogue
Basic Verey Flares / Skylights:
Coloured smoke bombs or flares deployed from a handheld
Fittings found on most planes. Your airplane must gun for highly visible but crude communication
have at least one engine, one set of wings, and some
kind of landing gear. Red - Danger / Enemy Spotted

Yellow - Help Me / Flee


Engine
Bertuci Rondini: +1 Pace, +2 Flight Hours Green - I’m Here / All Clear
The engine that made Bertuci a household name, optimized

Quality
for fuel efficiency on light aircraft.

SIK DDN.100: +2 Pace Improved versions of basic fittings, or ones that aren’t found
Commonly referred to as the “deeden” engine, this is the on the average plane.
cornerstone of the Schnekt Industriell Konglomerat’s engineer-
ing empire. Engine
Bertuci Astore: +3 Pace, +3 Flight Hours
Wings The logical next-step from the Rondini, an improvement in
(Players may choose to have both high and low) every way.
Low:+1 Pace, +2 Handling
Wings set under the fuselage SIK DDF.200: +3 Pace, +1 Blitz
The “deeduff” is an over-engineered, rugged workhorse
Middle:+2 Pace, +1 Handling capable of carrying heavier loads without breaking a sweat
Wings set in the middle of the fuselage
Wings
High:+1 Pace, +1 Handling, -1 for Spot Checks Landing Flaps: +2 during landings
Wings set on top of the fuselage Deployable flaps to allow for easier landings.

Fuselage Dihedral Wings (single wing only): +2 Handling


Landing Gear (Players get one for free, and may have both) V-shaped wings (pointing up) to increase stability

• Wheels: Allow for ground takeoff and landing Fuselage


Metal Cladding: +2 Armor, -1 Pace
• Floats: Allow for water takeoff and landing Added Reinforcement and Armor to increase the Integrity
Secondary Seat: -1 Pace of your aircraft.
if in use A second seat for a passenger or small cargo, can be
covered with a tarp when not in use
Secondary Controls:
Closed Cockpit: +1 Armor Equips your Secondary Seat with its own set of Pilot’s
Thick glass shielding to cover the cockpit, adding some controls. Not applicable to Gunnery Seats.
protection to plane and pilot
Luggage Hold:
Other A duffel bag sized cavity in the side of the Fuselage, with a lock.
Signal Lamp All-terrain Wheels:
A handheld light with a button-operated shutter for visually No penalty for soft-field landings
communicating in Morse Code

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Headwind Core Rulebook

Other can lead to stalls if going too slow.


Morse-code Transponder: Airbrakes: Cuts Pace to 1/3 when deployed,
A radio with a button wired into the steering controls for
allows for VIFF. Takes 2 turns to be reset
sending and receiving signals to properly equipped planes, Small flaps that can be deployed to drastically reduce speed,
ships or buildings. helps with short-field landings.
Weather Instrumentation: +2 for Wits check on
weather. Fuselage
A simple array of weather-reading instruments built-in to the Bomb Rack: -1 Armor
dashboard. A rack outside the fuselage that can deploy ordnance at a
button-push. Holds 3 bombs.

Specialty Camouflage Paint: (top or bottom): -4 Penalty to


enemies trying to spot you in specified conditions
These will become your signatures and make your aircraft a
character in and of itself. Retractable Landing Gear: (Wheels only): +1
Pace when Retracted
Engine Motors and pulleys that allow wheeled-landing gear to be
Bertuci Colibri: +3 Pace, +1 Handling. Allows pulled closer to the fuselage to decrease drag.
VIFF Manoeuvre
The Colibri is a subtle marvel of innovation. The Controlled Gunnery Seat (Requires Second Engine):
Pitch Propeller (CPP) system allows for in-flight reverse-thrust- A second seat for a single passenger, with a swivel-mounted
ing, effectively allowing the airplane to fly backwards (at Machine Gun. Uses 1 weapon fitting. When manned, allows
1/3rd its normal Pace and Handling), and to even fly in a plane to attack while in Disadvantage. Not available to
nose-up hover (DR17 TR+Skill+Handling, single person, Aerobatic fuselages.
single engine Aerobatic planes only).
Hidden Cargo Hold:
SIK XT.12: +3 Pace, Overspeed Mode A seamlessly integrated cargo hold designed to blend into
An experimental engine still in early development, its anything any part of the aircraft (player’s choice), requires a DR 14
but subtle. The method by which this engine achieves its check and 20 minutes to find if actively looking for it. Big
massive power output are a closely guarded secret (can only be enough for a shoebox.
repaired by SIK in Helvetsgrund).

Wings
Modified Profile: +3 Handling, DR 15 check
when landing (Task Roll + Skill + Handling, -2
Penalty)
A higher angle of incidence increases handling at-speed, but

Overspeed Rules

Each turn, the aircraft gains +2 Pace per per turn, and takes damage equal to 1/2 its
current Pace score, rounded up. Overspeeding can be stopped manually at any time.

Each turn, roll 3d6. If the result is lower than the current Pace, Overspeed Mode
cannot be reset manually unless the pilot restarts the engine, leaving them unable to
do any Manoeuvres or movements for 3 turns.

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Headwind Core Rulebook

Weapons Catalogue
Note: Some weapons are marked with an (SE), meaning that only one such weapon may be equipped on a
Single Engine aircraft, regardless of its Blitz score.

Basic
Machine Gun: AR 2 – d6L damage – Ammo 20 – 1 Fitting – jam limit 25

Gatling Gun (SE): AR 1 – d6+2 damage – Ammo 40 – 1 Fitting – jam limit 20

Quality
Rocket Pod: AR 0 – 2d6 damage – 1 Fitting per Missile

Stabilized Rifle (SE): AR 3 – d6H damage – 10 Ammo – 1 Fitting – jam limit 20

Specialty
Variable Gun: AR 2 – d6L damage – Ammo 80 – 1 Fitting – jam limit 15
A machine gun modified to work with a special ammo belt, allowing tracer rounds to be loaded in every fourth spot. This
allows each attack made to have the added benefit of using Tracer Rounds, regardless of what Ammo is loaded.

Radio Tracker: AR 2 – Ammo 4 – 1 Fitting


Shoots a magnetic beacon that emits a signal trackable by transponder. Has a battery life of two hours.

Weapon Linking System: Allows two weapons to be fired at once

Ordnance
Ordnance can be held in the pilot’s lap (only one object at a time) or attached to a bomb rack for easier
deployment of multiple objects.

Bombs (4d6 damage):

• Impact Bomb A bomb set to explode upon hitting another object at-speed

• Timed Bomb a bomb set to explode after a certain amount of time (up to 2 minutes)

• Altitude Bomb (A bomb set to explode at a certain altitude

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Headwind Core Rulebook

Ammuniton and Ammo Types


Ammo must be loaded or changed on the ground, Standard – Deals damage according to the
and never while in flight. Any gun can be loaded weapon’s damage die
with its own individual Ammo. For example, if
your aircraft has two machine guns, one may be Armour Piercing – Ignores 2 points of Damage
loaded with Standard Ammo, while the other may Reduction
have Tracer Ammo. Tracer Round – -3 Damage. Roll 3d6 with a DR
For each attack made, the Ammo count for that of 15 to start a fire on wooden planes, doing 2
weapon reduces by 1. Damage per round. Also gives a +2 bonus to hit on
the next round if no manoeuvres are performed by
Any weapon, unless stated otherwise, can only be either plane, no matter what gun is used next.
loaded with one Ammo Type at a time.
Ammo is priced per Ammo Point.

Secondary Stats
When you have finished choosing your fuselage and fittings, add up the totals for each of your Specs. Now
using these numbers, we will determine the last two stats.

Aircraft Integrity Flight Hours


A number representing how many points of Flight Hours determine how far across the map
damage your aircraft can take. your plane can fly when travelling long distances, or
how long it can stay in the air at a time.
The Integrity starts at 10 points, and goes up by 10
more for each point you have in Armour. Hours of Flight = 11 – Pace

Finishing Touches
Try to think about what your plane will look like. did they buy or build it? If they don’t own it, are
Paint job, detailing, accessories, symbols and crests they renting it, is it being loaned to them, or are
all make your aircraft more recognizable. In time, they paying it off in installments? Is it stolen?
the sight of your plane may become famous in the
Aspermarian. Or infamous, if you prefer. In the Aspermarian, a huge community of home-
builders, backyard engineers and after-market
The player should decide with the GM whether salesmen has grown, leaving the airplanes as
their aircraft is fully owned by them or not. Think diverse and individual as the pilots who fly them.
about how they got it. If they own the plane, how

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Headwind Core Rulebook

Section 4: Flight Rules

The Basic Edition of this game, having no maps, Pilots may perform a Wits Task Roll at any time to
will include only basic flight rules to give you some try and determine the current and future weather
guidelines while playing, and to show you what you (within 1 or 2 hours). The GM can provide them
can expect in the Complete Edition. information on how to avoid the weather systems,
or even give bonuses for flying through them if
Altitude properly assessed.
In Headwind, altitudes aren’t measured precisely
for most of the time. Instead, relative, general, and In the Basic Edition, the GM will decide the
arbitrary heights are described based on what will weather day-to-day, as well as any Difficulty Rating
be important to the players at that time. increases for flying near thunderstorms, landing in
high winds, or being pelted by hailstones (which
Sea-level: The water level of the Aspermarian may even cause minimal damage).
Sea. Heights on the topographical map will be
measured with this as the zero point. Takeoff & Landing
To a pilot, taking off and landing their plane is a
Low Altitude (up to 4000 feet): This is where you simple task. It doesn’t always need to be rolled for,
skim tree-tops, compete in races, and do such as in clear conditions using a properly main-
ground-searches. tained runway. However, external conditions can
Mid-Altitude (up to 8000 feet): Here, people change this drastically.
become less visible, and the overall geography of As seen in the Fittings section, there are a few
the region becomes clearer. Used for most travel different ways to land a plane.
within the Aspermarian, aerobatics and reconnais-
sance flights. Ground (DR 7) Flat and paved surfaces, dirt

High-Altitude (up to 12,000 feet): This is about the Soft-field (DR 10) Sand, grass
upper limit pilots can fly without a supply of
oxygen. Used for long-distance flights or when Water (DR 10)
wishing to avoid visual detection. Short-field (DR 14) Any length shorter than
300 metres
Weather and Conditions
You will find many types of weather across the
Aspermarian region. From clear skies and breezy
winds, to sudden cyclones, hail and thunderstorms.

Page 13
Headwind Core Rulebook

Section 5: Combat

Combat in Headwind is intended to be fast paced, In the game world, the combat encounter is
tactical, and to feel unique every time. In this assumed to happen simultaneously between all
section you’ll learn how to begin and resolve a parties. Players take turns out of character purely
combat encounter from start to finish. for organization’s sake.

There are no rules for movement using a battlemap Players that share Advantage take their turn together.
for combat in Headwind at this time. Instead, the
planes positioning and movement is all relative to Advantage and Disadvantage
one another. Of course, if the players begin an Advantage is the name for a plane that is in position
encounter near a mountainous region at extremely behind an enemy plane. Since most aircraft weap-
low altitudes or in the middle of an air-parade, or ons are forward-facing, being in Advantage means
choose to remain on a travelling course, then the you are able to perform attacks.
GM may add in appropriate Skill Rolls or notices
of border crossings. If you are in Disadvantage, then you can manoeuvre
to try and gain Advantage so you can attack, or to
The GM will decide the turn order of all the try and get out of your enemy’s sights.
Players however they like (best Reflex score, clock-
wise from GM, etc.). A single plane may be at Disadvantage to multiple
bogies, but any one plane may only be at Advan-
On their turn, the Players declare their action. The tage to one target at a time.
GM will then declare their opponents’ action. Both
actions resolve simultaneously before moving on to
the next player.

Spotting a Bogie Whether a group succeeds or fails a Spot check


Every combat scenario begins with one party should not be revealed by the GM. They should
spotting another that they wish to engage. Pilots simply be told what it is they notice, if anything.
can roll 3d6 + Wits to make a Spot Check at any They should not be told what they are failing to see.
time. The Difficulty Rating for the Spot Check will Whoever sees their target first has a chance to make
change to reflect the current conditions. combat preparations, such as gaining better posi-
Players may be asked to make Spot checks in tioning, splitting into smaller groups, getting a free
situations where there is something of interest attack in before the Approach Roll, or attempting
nearby that they are NOT actively looking for, but to avoid combat entirely.
which the GM wants to give them a chance to see Once the PC’s make their move, or find themselves
by accident. being acted upon, Combat officially begins.

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Headwind Core Rulebook

Combat Phase 1 -The Approach Combat Phase 2 - Manoeuvres


Roll & Gaining Position Manoeuvres are special actions you can use during
The Approach Roll determines who has Advantage air-to-air combat. To perform a Manoeuvre, the
and who has Disadvantage. Pilot rolls 3d6 + Skill + Handling.

The Approach Roll is 3d6 + Reflexes + Handling. There are four kinds of Manoeuvres:

The pilot with the higher number gains Advantage, Dodging – Manoeuvres that give your opponent a
leaving the other player in Disadvantage. penalty to hit you

If they tie, they do not lock in to combat and may Evasive – a Manoeuvre that an opponent must
attempt another Approach Roll, or Roll an Op- match before rolling to Attack, or else you disen-
posed Roll of 3d6 + Skill + Handling to disengage gage and can retry the Approach Roll. To Match
from combat entirely. Disengaging allows them to this Manoeuvre, the opponent must succeed at the
choose new targets or retry the Approach roll with DR for the Manoeuvre and match or exceed the
the same target. number you rolled to stay locked-in.

The Approach Roll is rolled again when either of Advantageous – Manoeuvres that give you
the following conditions are met: Advantage

• A Manoeuvre specifies that there is a Special - Insane, last-ditch and likely lethal Ma-
change in Advantage or Disadvantage noeuvres that while technically possible, are not
recommended.
• A target plane is defeated and the character
chooses a new target Tactful use of Manoeuvres are key to surviving
aerial combat.
If a player chooses a new target and makes an
Approach Roll, and the target is already engaged Dodging
with a different pilot, then the player may end up Dodge: 3d6 + Skill + Handling (The DR is the
sharing advantage with the existing pilot. In this enemy Attack Roll result)
case, they both act as one.
Chandelle: DR 5
If a pilot ends up sharing Disadvantage with
another plane, then plane with Advantage must A climbing, 180 degree turn
decide who to pursue. Remember, a plane may -1 to Enemy Attack Roll
only be at Advantage to one target at a time.
Slip: DR 5
While “locked in” to combat, both planes act simul-
taneously. Each player may make an Attack Roll (if The plane rotates onto one side and rapidly loses
able) or attempt a Manoeuvre. altitude, dropping far below the attacker
Some Manoeuvres happen in multiple stages. -1 to Enemy Attack Roll
Certain Manoeuvres may also force the plane in
Advantage to perform counter manoeuvres. Canopy Roll: DR 9

A full rotation which places your plane either to the


left or right of the attacker, still facing the same
direction.

-3 to enemy attack roll

Page 15
Headwind Core Rulebook

Evasive Combat Phase 2 - Attacking


Split S: DR 10 When you have Advantage, you may initiate an
attack against the enemy plane. You can use any
A half roll, and then a half loop downward. Puts forward facing weapons. You may also try to
you underneath the enemy plane, now travelling in position yourself to use any alternate weapons you
the opposite direction may be carrying, such as above the enemy when
-5 to enemy attack roll dropping ordnance. Only one Attack may be made
per turn, using only one weapon.
Immelmann Turn: DR 12
Note: Rotating Gunnery Seats and their Gunner act
A half roll, and then a half loop upwards. Puts you independently. They may swivel to attack planes
above the enemy plane, now travelling in the behind or beside them, and make a separate Attack
opposite direction Roll on their Pilot’s turn.

-5 to enemy attack roll Once you decide to attack, you must make an Attack
Roll. The Attack Roll is 3d6 + Weapon AR + Blitz.
Advantageous
VIFF (Vectoring in Forward Flight): DR 9 If your target attempts a Manoeuvre and succeeds,
apply any listed penalties to your Attack Roll. The
Using a CPP Engine or equipping Airbrakes, you result of their Task Roll (3d6 + Skill + Handling) is
may quickly decelerate your plane in an effort to the number you have to match or exceed to hit
cause the plane in Advantage to overshoot you. them.
This allows you to make a new Approach Roll,
either ending with you in Advantage if you win the If you land a hit, roll the appropriate damage for
roll, or disengaging you if they win whatever weapon you were using, keeping in mind the
currently installed ammo for that particular weapon.
-5 to enemy attack roll
Each gun has a jam-limit listed in the Weapon’s
Catalogue. This number decreases by 1 on each
Special consecutive turn that weapon is fired. It resets to
Ramming – DR 17, Does damage equal to your
the original jam-limit on any turn it is not fired.
Armour Rating x10, and damage to you equal to
their Armour Rating x2. If failed, you take damage If the result of an Attack Roll matches or exceeds
equal to both your Armour ratings combined x3. the current jam-limit, the gun becomes jammed.
The Pilot must make an Attack Roll that matches
or exceed the current jam-limit once again for the
gun to become unjammed. It then resets to the
original jam-limit.

If the Attacker rolls a natural 18 they have per-


formed a Critical Attack. They apply the full
damage of their weapon instead of rolling (the
target’s damage reduction still applies), and then
roll on the Crit Table for extra effects.

Page 16
Headwind Core Rulebook

Critical Attack Rules:


Roll 3d6 to see where you hit their plane, adding no modifiers. Depending on the area you hit, different
effects will take place.

Result (3d6) Part Hit Effect

3, 18 Pilot Damage pilot directly, forcing them to land if not killed

7,8,9,10,14 Fuselage Add Blitz to Damage

11,12,13 Wings -2 to Handling

4,5,6 Weapons -1 to AR

15,16,17 Engine -2 to Pace. Each turn the Pilot rolls 1d6, with a result
of 1 or 2 meaning that the engine dies
Table 5: Crit Table

Critted parts are considered inoperable after landing If the plane reaches 0 Integrity or below, it is falling
and must be repaired before being used again. apart in the sky and the Pilot can choose to either
abandon the plane, making a Reflex Task Roll to
A critted engine may produce heavy smoke, giving escape the cockpit and deploy their parachute (DR
the Advantage plane a -1 penalty to hit, but it will also 10), or a DR18 Skill Task Roll to make an emer-
make the damaged plane easier to track and follow. gency landing. The plane is scrap at this point.
When your plane reaches 5 Integrity or lower, it If the pilot is in the plane when it crashes, they
will begin losing altitude and is considered unsafe to must make a Grit Task roll to remain conscious.
fly. At this time, your plane cannot perform Attacks They also take damage to their Vitality equal to
or Manoeuvres. You must disengage with your 1d6 +2.
target (Opposed Roll of 3d6 + Handling + Skill)
and make an immediate emergency landing. The The cost of repairing a plane is determined based
plane is still recoverable. on number of points of damage taken.

Out of Vehicle Fighting An improvised weapon is any hard, blunt object the
Sometimes, a pilot must defend themselves while Pilot can grab with one or two hands. This can be
grounded. If you do end up in a brawl, note that lethal or nonlethal at the GM’s discretion.
Out of Vehicle combat has its own rules. If shooting a handheld gun, the Pilot’s Skill is
Combat turns work the same as they do in dog- added to the Damage.
fights. Each fighter chooses to either Attack or Pilots immediately recover a quarter (rounded
Defend. Roll an Opposed Roll of 3d6 + Reflexes. down) of their lost HP after the fight if allowed to
The winner gets their action. rest. They continue to recover 1 point per day after
The damage a pilot does unarmed is equal to his that unless tended to by a doctor, who will help
Grit. Any such damage is considered nonlethal, and them recover at 3 points per day.
the target simply passes out when their HP reaches 0.

Page 17
Headwind Core Rulebook

Coming in the Complete Edition:


Money and Lifestyle
Systems for earning and spending money, the cost of fittings, weapons, equipment, NPC’s, lodgings, etc.

Weather Forecasting
The Complete Edition will include a system for determining a monthly weather map and forecast, and
more specific details on how the weather affects pilots directly.

Detailed Setting Information


Capital cities, specific NPCs (such as mechanics or politicians), more in-depth descriptions of the nations,
political and topographical maps of the Aspermarian, interesting locations, rules for Long distance travel,
a world map and morl

Expanded Catalogues
A larger variety of Fittings and Weapons

Expanded Combat Rules


More manoeuvres, formation flying, improved out-of-vehicle combat

Re-balancing
Based on private playtesting and your feedback, all rules will be re-balanced for a more enjoyable
experience

Random Generation Tables


For NPCs, Aircraft, Names and more

Page 18
Headwind Core Rulebook

Condensed Rules Cheat Sheet


Task Roll = 3d6 + Trait

Approach Roll = 3d6 + Reflexes + Handling

Attack Roll = 3d6 + Weapon AR + Blitz

Out of Vehicle Combat Roll = 3d6 + Reflexes

Spot Check = 3d6 + Wits

Page 19
Headwind Core Rulebook

Feedback Form:
Please answer as many of these as you like, as thoroughly as you like, and send your answers to:

contact@pluszeropublishing.com

1. Do you play RPGs regularly?

2. How did you hear about Headwind?

3. How did you find the overall delivery of the rules? (Completeness, clarity, presentation, etc.)

4. How many people did you play with?

5. Briefly describe the characters that were created.

6. Briefly describe the adventure you played (1 or 2 sentences is okay)

7. What did you find easy about playing Headwind and interacting with the rules?

8. What did you find to be difficult?

9. What are the strengths and weaknesses of the gameas you see them?

10. Would you recommend Headwind to friends?

11. Are you interested in following the development of this game?


(if yes, your email address will be added to a mailing list)

13. Please include any other comments you may have about the game.

Thank you for your time and consideration in playing Headwind, as well as submitting feedback to help
improve and expand it.

If you liked your experience with Headwind and want to find out more, please visit our website:

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Page 20

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