Jythier
09-05-2010, 14:09
Earlier I posted a campaign that could be finished in a day. Today I present the campaign that I will be running for a year.
This is the rule sheet I will be bringing with me in order to solidify the rules. I would like it to be able to answer any questions that may come up, so that I am not just making things up off the cuff. Also, any comments on rules that may be off-base or bad, or rules that should be included, would be much appreciated. We are kicking this off on the 10th.
Thanks for any input!
XP needed for abilities will be included on a separate pilot sheet that each player will get. (with neat little check boxes and spots to put in the mission stats, etc. It's pretty cool)
Optional Rules Included:
All special damage counts.
Engine Damage: Secret - Must stall once every round. If you take another engine damage, it’s a kill.
Rudder Damage: Secret – Next round during the planning phase, you cannot plan a maneuver with that directional symbol on the bottom of the card.
Jammed Guns: Cannot shoot for 3 maneuvers.
Fire: Take an A damage at the beginning of the next 3 rounds.
Smoke: Cannot tail for 3 rounds.
Observer Incapacitated: Rear gunner no longer functions.
The A/B explosion card only causes your plane to explode if you have engine damage, fire, or smoke. Explosion card will still destroy targets (trenches, blimps, AA guns). C and D deck explosions still kill.
Novice Abilities:
1. Aim: +1 on any attack on a plane that you attacked the phase before.
2. Immelmann: Can shoot after immelmann turn and do split-S’s (stall-immelmann-straight)
3. Tailing: If a ruler connects both center dots of the planes, passing through the front side of the tailing card, and the back side of the tailed card, the tailing pilot can look at the maneuver cards for the tailed plane, and rearrange his own maneuver cards however you want.
4. Accuracy: Remove –1 penalty to long-range shots.
5. Extinguish: When on fire, stall and take a fire damage – if it’s a 0, you’ve extinguished the fire. Discard all fire counters. If it’s not a 0, discard just one fire counter.
Ace Abilities:
1. Bullet checker: Guns only jam on red jamming symbols.
2. Incendiary bullets: Explosion card eliminates your opponent instantly. Also, balloons get fire for any special damage from you (except jammed guns)
3. Daredevil: Can do two steep moves in a row, once every two rounds.
4. Evader: Can discard a single damage card once every game. (costs double)
5. Escaper: Cannot be tailed. Also, if a pilot without the tailing ability is tailing you, you can look at their first maneuver card and then rearrange your own cards.
6. Perfect Aim: Once per turn, can shoot with the +1 ability even if did not shoot at the same plane last maneuver.
7. Sniper: Once every two rounds, pull an extra damage card, look at them, and discard one of your own choice, giving the other(s) to your opponent to keep.
8. Quick-shot: Resolve your damage before other planes can fire.
Experience:
Shot Long Range = 1 XP
Shot Short Range = 2 XP
Kill = 10 XP
Ace Kill = 20 XP
As Ace, Novice Kill = 5 XP
As Ace, Kill = 10 XP
Not Shot Down = 5 XP
Completed Objective = 5 points for your side.
Kills = 5 points for your side.
Kill Awards: Each pilot who shoots at the victim on the maneuver he is shot down. If fire damage kills the victim, then the kill is awarded to the pilot(s) who shot the victim last.
Team kills: Count as 1 per opponent shot down.
Bugging out: If you have taken half your damage points, are on fire, have engine damage, you may leave the playing field from your side without penalty. This side of the table will be established prior to the beginning of the sortie, and will be marked somehow if I can figure out a good way to mark it. You do NOT have to reveal what damage you left with until the sortie is over OR damage cards need to be reshuffled. The penalty for improper bugging out will be counting as shot down. If you fly off the wrong side of the table, it counts as shot down. If you leave off your side of the table, your pilot may be discharged for cowardice. A good rule of chicken is: if your mission is still ongoing, don’t run. If your mission is over, you can’t complete the mission, or you are going down if you stay, run!
Objectives:
Most offensive objectives will be specific to one plane – i.e., getting a kill on a patrol, bombing a target, silencing ground fire or a trench, popping a balloon, etc. Some may be worth more than 1 objective, such as popping a balloon or killing a bomber before it drops ANY bombs.
Defensive objectives will be for the team – i.e., the team defends against a bomber. Every target not destroyed is a general objective for your team. Shooting down the bomber is a specific objective, whereas if you’re escorting the bomber and it lives, it’s a general objective.
All objectives are worth 5 TEAM points (NOT XP) and will be credited to the team only in the case of multiple pilots completing it.
Consequences of being shot down:If you are shot down, there will be an ‘A’ damage deck draw to see what happens to your pilot.
Count the number of times you were shot down in the last 5 missions (mission logs will be kept in order in the binder).
Death occurs:
1 time: 5+
2 times: 4+
3 times: 3+
4 times: 2+
5 times: 1+
If the pilot lives and there is a special damage icon (including jammed guns) on the card, the pilot is trapped behind enemy lines and cannot fly the next mission.
If the explosion card is drawn, the next mission will be a rescue mission for that pilot.
Picking sides:
Rule Zero: The campaign leader decides how many players are on each side.
First rule: Pilots with the most experience get first pick to be flown on a side, no exceptions. If someone has a pilot for the Germans with more experience than your German pilot, you CAN be bumped to the Allies by them should they choose. Lowest experience is bumped first. The player of the pilot can choose not to use this rank.
Second rule: Players may pair off of their own free will to be on a certain side.
Third rule: Players draw cards. Even number, Allies, odd number, German. As soon as a side fills up, we stop and the rest go on the other side.
NPCs: Along the way there may be some players who do not want to be a part of the campaign, but do want to play a game. For them, we have some pilots who they can take on for a battle. These pilots have all the 10 point skills, do not earn XP, but will earn points for the team. No player points will be awarded to anyone flying an NPC – get your own character.
Strategy discussions:
These can only take place prior to the sortie, as a mission briefing. This discussion may and should be kept secret from the other side.
Planes:
There is an artificial limit on the number of planes that can be flown/the number of planes of each type that can be flown.
First-time pilots will be put in
Allied: Morane-Saulnier Type Ns, Airco DH2s, Nieuport 11s..
Fokker EIIIs, EIVs, Halberstadts D IIIs, and S.Schuckert D. I.’s.
Upgrades in rough order:
Allied:
Nieuport 17/23
Sopwith Triplane
Spad VII
Sopwith Camel
Hanriot HD1
Spad XIII
RAF S.E.5a
Sopwith Snipe
Central:
Albatros DIII
Pfalz DIII(A)
Fokker DRI
Albatros DVA
Aviatik D.I.
Fokker D.VII
S. Schuckert DIII, IV
This is the rule sheet I will be bringing with me in order to solidify the rules. I would like it to be able to answer any questions that may come up, so that I am not just making things up off the cuff. Also, any comments on rules that may be off-base or bad, or rules that should be included, would be much appreciated. We are kicking this off on the 10th.
Thanks for any input!
XP needed for abilities will be included on a separate pilot sheet that each player will get. (with neat little check boxes and spots to put in the mission stats, etc. It's pretty cool)
Optional Rules Included:
All special damage counts.
Engine Damage: Secret - Must stall once every round. If you take another engine damage, it’s a kill.
Rudder Damage: Secret – Next round during the planning phase, you cannot plan a maneuver with that directional symbol on the bottom of the card.
Jammed Guns: Cannot shoot for 3 maneuvers.
Fire: Take an A damage at the beginning of the next 3 rounds.
Smoke: Cannot tail for 3 rounds.
Observer Incapacitated: Rear gunner no longer functions.
The A/B explosion card only causes your plane to explode if you have engine damage, fire, or smoke. Explosion card will still destroy targets (trenches, blimps, AA guns). C and D deck explosions still kill.
Novice Abilities:
1. Aim: +1 on any attack on a plane that you attacked the phase before.
2. Immelmann: Can shoot after immelmann turn and do split-S’s (stall-immelmann-straight)
3. Tailing: If a ruler connects both center dots of the planes, passing through the front side of the tailing card, and the back side of the tailed card, the tailing pilot can look at the maneuver cards for the tailed plane, and rearrange his own maneuver cards however you want.
4. Accuracy: Remove –1 penalty to long-range shots.
5. Extinguish: When on fire, stall and take a fire damage – if it’s a 0, you’ve extinguished the fire. Discard all fire counters. If it’s not a 0, discard just one fire counter.
Ace Abilities:
1. Bullet checker: Guns only jam on red jamming symbols.
2. Incendiary bullets: Explosion card eliminates your opponent instantly. Also, balloons get fire for any special damage from you (except jammed guns)
3. Daredevil: Can do two steep moves in a row, once every two rounds.
4. Evader: Can discard a single damage card once every game. (costs double)
5. Escaper: Cannot be tailed. Also, if a pilot without the tailing ability is tailing you, you can look at their first maneuver card and then rearrange your own cards.
6. Perfect Aim: Once per turn, can shoot with the +1 ability even if did not shoot at the same plane last maneuver.
7. Sniper: Once every two rounds, pull an extra damage card, look at them, and discard one of your own choice, giving the other(s) to your opponent to keep.
8. Quick-shot: Resolve your damage before other planes can fire.
Experience:
Shot Long Range = 1 XP
Shot Short Range = 2 XP
Kill = 10 XP
Ace Kill = 20 XP
As Ace, Novice Kill = 5 XP
As Ace, Kill = 10 XP
Not Shot Down = 5 XP
Completed Objective = 5 points for your side.
Kills = 5 points for your side.
Kill Awards: Each pilot who shoots at the victim on the maneuver he is shot down. If fire damage kills the victim, then the kill is awarded to the pilot(s) who shot the victim last.
Team kills: Count as 1 per opponent shot down.
Bugging out: If you have taken half your damage points, are on fire, have engine damage, you may leave the playing field from your side without penalty. This side of the table will be established prior to the beginning of the sortie, and will be marked somehow if I can figure out a good way to mark it. You do NOT have to reveal what damage you left with until the sortie is over OR damage cards need to be reshuffled. The penalty for improper bugging out will be counting as shot down. If you fly off the wrong side of the table, it counts as shot down. If you leave off your side of the table, your pilot may be discharged for cowardice. A good rule of chicken is: if your mission is still ongoing, don’t run. If your mission is over, you can’t complete the mission, or you are going down if you stay, run!
Objectives:
Most offensive objectives will be specific to one plane – i.e., getting a kill on a patrol, bombing a target, silencing ground fire or a trench, popping a balloon, etc. Some may be worth more than 1 objective, such as popping a balloon or killing a bomber before it drops ANY bombs.
Defensive objectives will be for the team – i.e., the team defends against a bomber. Every target not destroyed is a general objective for your team. Shooting down the bomber is a specific objective, whereas if you’re escorting the bomber and it lives, it’s a general objective.
All objectives are worth 5 TEAM points (NOT XP) and will be credited to the team only in the case of multiple pilots completing it.
Consequences of being shot down:If you are shot down, there will be an ‘A’ damage deck draw to see what happens to your pilot.
Count the number of times you were shot down in the last 5 missions (mission logs will be kept in order in the binder).
Death occurs:
1 time: 5+
2 times: 4+
3 times: 3+
4 times: 2+
5 times: 1+
If the pilot lives and there is a special damage icon (including jammed guns) on the card, the pilot is trapped behind enemy lines and cannot fly the next mission.
If the explosion card is drawn, the next mission will be a rescue mission for that pilot.
Picking sides:
Rule Zero: The campaign leader decides how many players are on each side.
First rule: Pilots with the most experience get first pick to be flown on a side, no exceptions. If someone has a pilot for the Germans with more experience than your German pilot, you CAN be bumped to the Allies by them should they choose. Lowest experience is bumped first. The player of the pilot can choose not to use this rank.
Second rule: Players may pair off of their own free will to be on a certain side.
Third rule: Players draw cards. Even number, Allies, odd number, German. As soon as a side fills up, we stop and the rest go on the other side.
NPCs: Along the way there may be some players who do not want to be a part of the campaign, but do want to play a game. For them, we have some pilots who they can take on for a battle. These pilots have all the 10 point skills, do not earn XP, but will earn points for the team. No player points will be awarded to anyone flying an NPC – get your own character.
Strategy discussions:
These can only take place prior to the sortie, as a mission briefing. This discussion may and should be kept secret from the other side.
Planes:
There is an artificial limit on the number of planes that can be flown/the number of planes of each type that can be flown.
First-time pilots will be put in
Allied: Morane-Saulnier Type Ns, Airco DH2s, Nieuport 11s..
Fokker EIIIs, EIVs, Halberstadts D IIIs, and S.Schuckert D. I.’s.
Upgrades in rough order:
Allied:
Nieuport 17/23
Sopwith Triplane
Spad VII
Sopwith Camel
Hanriot HD1
Spad XIII
RAF S.E.5a
Sopwith Snipe
Central:
Albatros DIII
Pfalz DIII(A)
Fokker DRI
Albatros DVA
Aviatik D.I.
Fokker D.VII
S. Schuckert DIII, IV