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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
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.
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.
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
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Headwind Core Rulebook
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Headwind Core Rulebook
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.
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
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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?
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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.
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.
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.
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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
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.
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Headwind Core Rulebook
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
Quality
Rocket Pod: AR 0 – 2d6 damage – 1 Fitting per Missile
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.
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.
• 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)
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Headwind Core Rulebook
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.
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
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.
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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.
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Headwind Core Rulebook
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
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Headwind Core Rulebook
-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.
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Headwind Core Rulebook
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.
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Headwind Core Rulebook
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.
Expanded Catalogues
A larger variety of Fittings and Weapons
Re-balancing
Based on private playtesting and your feedback, all rules will be re-balanced for a more enjoyable
experience
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Headwind Core Rulebook
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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
3. How did you find the overall delivery of the rules? (Completeness, clarity, presentation, etc.)
7. What did you find easy about playing Headwind and interacting with the rules?
9. What are the strengths and weaknesses of the gameas you see them?
13. Please include any other comments you may have about the game.
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improve and expand it.
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