Over the Lines
WWI Aerial Combat
©1996,2001,2009 Daryl Poe

Over the Lines is a set of aerial combat rules for use with 1/285 or 1/300 scale WWI aeroplane miniatures. The rules are intended to play quickly but accurately, hitting the sweet spot in the continuum between realism and playability. The game is played in a series of Rounds, in which all planes move in an order based on their position relative to their chosen target.

Game Scale

Each round is 3.4 seconds; each inch represents 50 feet; each speed point represents 10 miles per hour; each ammo point represents the number of bullets expended in about a round (3.4s), based on the gun and synchronizer's firing rate.

Differences

Over the Lines plays a little differently than most WWI aero boardgames:

  1. The faster you're going, the less available power you have. At your maximum level speed, you can't maneuver and maintain your speed without loosing altitude. As you exceed maximum level speed it merely adds additional drag. There are not "magic limits" you cannot exceed.
  2. You cannot be banked without being in a slip or a turn. No flying straight across the battlefield in continuous left bank.
  3. Movement is done in order of advantageous position rather than preplotting (which is also known as "guess where he'll be").

Scenario Set-up

See the Setup Rules in a separate document.


Sequence of Play

The game consists of a series of rounds, each of which has the phases shown at right. All players participate in each phase before moving on to the next phase.

Game Phases
  1. Targeting
  2. Movement
  3. Gunfire
    1. Ground Fire
    2. Jam Clear Attempts
    3. Firing
  4. Damage Resolution

Phase 1: Targeting

At the beginning of each Round, the players have the opportunity to choose a target on which they will focus their attention. A pilot gains certain advantages by focusing on one target: it is likely that he'll get to move his plane after the target has moved (thereby reacting to the target's movement), and his firing will be more accurate. The disadvantage is that his plane will be an easier target for other enemy planes, since his attention fully focused on just one place.

range diagram To focus on an enemy plane, it must be within the Targeting Range of your plane. Planes have ratings for front, side, and rear, (each 90° arcs), as well as up and down. Use the Clock Template to tell which region a potential target is in: 11:00, 12:00, and 1:00 are Front; 2,3,4, and 8,9,10 are Side; 5,6,7 are Rear. Holding the template sideways, you can tell when Up and Down should be used -- they correspond to the 90° angles of 11,12,1:00 and 5,6,7:00 respectively, i.e. the Up category should be used when the target is further along the Up axis than the side axes. Note that these angles are relative to the current position and angle of the plane, so if the plane is flying inverted, Up is actually directly beneath the plane. If the plane is targeting the same plane as the last round, the listed targeting ranges are doubled. Players may measure the range to any potential targets before making their choice.

During the Targeting Phase, all players place their target marker on the base of the stand of their selected target. If they have not selected a target, or if no target is within targeting range, they place their marker on their own stand.



Phase 2: Movement

While most gaming areas have limited space, airspace is unlimited, so a scenario should not be bound by the limits of the gaming table unless specified by the scenario. If a plane leaves the playing surface, try to slide all the planes the same direction and distance so that all planes can remain on the gaming surface. If this is not possible, any plane that is at least 24" from the enemy can elect to return safely to their own front lines.

Movement Order

During movement phase, the planes can be broken into four classes depending on whether they are focused on a target and have been targeted by someone else:

Within each of the above classes there may be several planes. The order of movement within a class is defined by these tiebreakers:
  1. This first condition applies only when breaking ties in the Focused and Targeted class:
    1. Players whose target is in the rear arc move before others.
    2. Players whose target is in the up arc move next.
    3. Players whose target is in the side arc move next.
    4. Players whose target is in the down arc move next.
    5. Players whose target is in the front arc move last.
  2. If still tied, a plane 200' lower than another moves first.
  3. If still tied, Green pilots move before Inexperienced; Inexperienced before Regular; Regular before Veteran.
  4. If still tied, multi-engine planes move before two-seaters.
  5. If still tied, two-seaters move before single-seaters.
  6. If still tied, the plane with the worst manœuverability moves first.
  7. If still tied, lowest roll of 2d6 moves first.

Since the "Focused" classes tend to move right after their target moves, there is frequently a need to use the tiebreakers to find the first-moving plane, but that plane's movement sets off a string of planes moving because their target has done so.

When possible, players should try to move simultaneously -- this will greatly speed up play. Players not shooting at or focused each other can often move simultaneously. And focused pilots are not really paying attention to things other than their target, so there is no need for their player to pay attention to movements other that of the target plane.

Planes cannot collide in this game, as most pilots would do whatever was necessary to avoid a collision. Accidents sometimes still happened, but they're not much fun to game, so we'll ignore them in Over the Lines.


Speed and Movement Points

WWI air combat was frequently an exercise in trading off speed against manœuvers. Manœuvers and climbing costs speed; engine power and diving increases speed.

Various planes in this game are capable of speeds from 30MPH (Speed 3) to dive speeds of 220MPH (Speed 22). Each round a plane gets its current speed as Movement Points to expend during the plane's move.

plane base Each plane's base should always host a marker showing its current speed (as well as those planes focused on it).

Each movement point corresponds to one inch of movement during movement phase. That inch may be expended in horizontal or vertical movement.

The effect of manœuvers and altitude changes during the movement do not affect the movement points of the current round -- only the next. Adjust the speed marker only after the plane has moved.



Pilot Capabilities

Based on their experience levels, pilots have restrictions or bonuses on their actions. In a campaign, a pilot can gain experience and progress. Whenever a pilot flies a mission in which he fires at an enemy (with a chance of hitting, however remote) or is fired upon, he gains credit for one Mission. As a pilot gains skill, his manœuverability skills increase, as shown by the Pilot Capabilities chart at right.

Pilot Capabilities
Missions Level Capabilities
0 Green Cannot use Inverted banks or Vertical pitch
1 Inexperienced Cannot use Inverted Banks.
3 Regular All banks okay. Voluntary Spins allowed.
6 Veteran Can Roll & Pitch simultaneously. Stall Turns allowed.

Banks

Banks

Each plane can be flying at one of six banks. Each of these banks is described from the point of view of the pilot, looking from the rear to the front of the plane:

  • Even is upright, wings-level
  • Left is roughly 45° counterclockwise from Even; Right is 45° clockwise.
  • Inverted Left is 135° counterclockwise from Even; Inverted Right, 135° right.
  • Inverted is upside-down with wings even.

Rolls

To change its bank, a plane does a roll. The frequency at which a roll can be done is limited by the plane's Roll Rate. A plane with a Roll Rate of ½ can change one position in either direction every time it moves two movement points (horizontal or vertical). Similarly, a plane with a Roll Rate of ¼ means one change per four MP. Some rotary-engined craft roll better to the right than to the left -- they have a Roll Rate such as "¼ Left; ½ Right", which means ¼ when rolling to the left (counterclockwise) and ½ to the right (clockwise).

Rolling is permissable (and necessary!) during turns and slips. Depending on the skill of the pilot, it may be possible to also change the pitch (up-down angle) of the plane while doing a roll. Beginning pilots cannot change their pitch while doing a roll.

Forced Turns/Slips

Whenever a plane is not in Even or Inverted bank, it must be turning or slipping to the side it is banked. The wings of a plane in a bank are exerting a sideways force, and this force can only be accommodated through a turn or countered in a slip.

Inverted Movement

The plane is not as efficient flying inverted. Any time a plane moves in one of the inverted banks (IL, I, or IR), it loses one speed point per two inches moved (round fractions up). If it spends an entire round in the inverted banks, the pilot must roll 1d6 -- on a "6"; the engine has stopped. (WWI carburetors and fuel systems were not designed to work in the inverted position for long). See the rules on Power for the effects of Engine Off.



Turning

turn template

Whenever a plane is in a bank (other than the even banks), it must turn or slip. If it is in a left bank (Left or Inverted Left), it must turn or slip to the left; if right bank (Right or Inverted Right), it must turn or slip to the right.

Each plane is rated for its turning capability from Turn Rate AA (best) to G (worst). There is a set of turn templates for each Turn Rate. The pilot can choose any of those markers when performing the move, spending as many of the movement points in the turn as desired. If it is desired to extend a turn beyond the length of the turn marker, or to change to a different turn marker or slip marker, it can be done at any speed on the current turn marker that is in blue.

To cease turning, the pilot must roll again to an even bank. In a single round, the plane may (for instance) begin turning in one direction, roll to Even and fly straight, roll to the other side and begin turning in that direction.

While in a turn, the plane loses speed (which will affect next turn's starting speed). The amount of speed lost during the turn is shown by the red numbers in parentheses. Tighter turns tend to burn more speed (and altitude) than wide turns. It may be desirable to use glass beads or other markers to accumulate the speed losses as a plane moves and sum their total at the end.

(For those without the new turn markers, the formula is simple. At its designated turn rate, a plane loses one speed per inch spent in the turn. At the next higher rate; two speed per three. Then one per two, one per three, one per four, etc.)



Slips

slip template

Slips work similarly to turns -- the plane uses the set of slip templates corresponding to its Turn Rate and loses one speed as listed on the slip template. The plane slips to the wing-down side (and uses top-rudder to counter the tendency to turn).



Pitch and Altitude Changes

Pitches

A plane can be flying at any of five pitches:

The rate at which a plane can change its pitch depends on its type and its current bank. Planes can change their pitch by one position each time they have moved their Pitch Rate in movement points. The Pitch Rate is twice as bad in negative-G situations (e.g. 1/3 becomes 1/6). A negative-G situation occurs when a plane in Left, Even, or Right bank changes pitch downward (from any pitch); or when in one of the inverted banks a plane changes pitch upward. Another way to think of it is that a negative-G pitch occurs "toward the wheels".

Climb

When a plane is in a climb, it spends half its movement points (rounded down) in vertical movement rather than forward movement. Each vertical movement point spent climbing moves the plane upwards by a minimum of 25' (¼ inch) to the maximum Climb Rate shown on the plane's chart, as the pilot desires. Each time a plane spends a vertical movement point climbing, it loses one speed.

Vertical Climb

In a Vertical Climb, 100% of the movement points are expended climbing. Again, the plane may gain from 25' altitude to its Climb Rate for each movement point spent climbing, and it loses a speed point. A plane in a vertical climb cannot fire and cannot use turn or slip markers. It can roll, though. Vertical climbs are usually short-lived. Again, it loses one speed per movement point spent in climbing.

Half-Loops

A plane in a Vertical Climb can continue pitching over past vertical -- its pitch then goes to Climb and its bank is naturally reversed as follows:

Similarly, a Vertical Dive can be continued beyond vertical to Dive and a similar swap of bank.

Diving

A plane in a dive spends half its movement points in downward vertical movement (rounded down), dropping between 25' (¼") to 100' (1") per movement point in vertical movement. Sum the amount of altitude lost during the round. For every full 75' (¾") of altitude lost, the plane gains one speed.

Vertical Dives

A plane in a vertical dive spends 100% of its movement points in vertical movement and drops 100' (1") for each movement point. As with the Vertical Climb, the plane cannot fire, turn, or slip; and it can start a half loop by pushing "beyond vertical". Again, it gains one speed per 75' dived during the round.



Power and Speed

Each Plane Chart shows the amount of available power given the plane's altitude and speed at the start of the round. At speeds marked with the "S", the plane has stalled -- see the rules that follow. Positive numbers show the amount of power that can be applied each round to increase speed or offset speed lost in maneuvers. For instance, if moving speed seven straight and level for an entire round, if three power is applied the next round's speed will be ten. If a negative number is shown, it means high-speed drag is slowing the plane's movement, and this can only be overcome by losing altitude. If the number is positive, the pilot may apply from zero to the amount of power shown, or they may apply a braking factor of -1 by decreasing the throttle to minimum. If the number is negative, it must be directly applied to next turn's speed, along with other speed losses from maneuvering.

The speed at which the power is zero is known as the maximum level speed at that altitude. At speeds above that level, the drag exceeds the power provided by the engine and the plane must slow down (though high speeds can be sustained by diving to offset the drag).

Speeds

Engine Off and Restarting

A pilot may turn off his engine at the beginning of any round, or he may be forced to by damage, or by flying inverted too long. Any time the engine is off the pilot must apply a -1 power factor due to drag. The pilot may attempt to restart the engine at the beginning of any round they are not in an inverted bank. With an inline engine, roll 1d6: on a 1-4, the engine restarts successfully; with a rotary engine, roll 1-2.

Overdiving and Excessive Speed

Some planes with high structural strength could dive a high speed with little worry, others could not withstand the stress. At the end of every round a plane is moving at a speed where the power number is underlined, it is vulnerable to damage. Draw a number of chits equal to the absolute value of the power number shown at that speed, (e.g. for "-2", draw two chits) but ignore all chits except Wing and Fabric chits. Wing and Fabric hits are applied normally and the damage is resolved during Damage Resolution Phase.

Stalls and Spins

The highest speed with an "S"; is the Stall Speed of the plane at that altitude, and the speed one higher (the first with a printed number) is the Minimum Speed. Should a plane ever begin a round moving at the Stall Speed or lower, the plane has stalled. It must immediately roll 2d6 against its "Enter Spin" number, and Green pilots add +1 to the roll. If the roll is greater than or equal the Enter Spin number, the plane enters a dangerous spin. Otherwise it simply stalls. A Regular pilot or better can voluntarily enter a spin at this time rather than rolling the dice.

In a stall, the plane enters a Dive and must stay at that pitch for the entire move. The increase in speed due to altitude loss will usually raise the plane above stall speed for the next round. If not, the plane remains in a Stall and must make the "Enter Spin" roll again, though it can nose over into more severe dives if necessary.

Stall Turns

At the beginning of the move, a Veteran pilot or better can do a Stall Turn and spend the first inch of movement to pivot up to 180° at no speed cost. As usual, it must be in the proper bank for this turn.

Spins

In a spin, the plane enters a Gentle Dive; uses the right AA1 turn marker for its entire move; and must dive the full 100' each time it loses altitude, but it gains no additional speed due to this altitude loss. At the beginning of the movement phase of each round in which the plane is in a spin, the pilot can roll 2d6 against the "Exit Spin" number for the plane. Green pilots add "+1" to the die roll; Veteran pilots subtract one; and all players add another +2 to the roll in scenarios before Summer 1916. If the roll is made, the plane can move normally during that round, starting at Minimum Speed. Making this roll is the only way to exit a spin. A plane in a spin cannot fire.




Firing

After all planes have moved, they may fire. Firing is considered to be simultaneous -- damage effects are not applied until all firing is over.

Gun Arcs

Each gun can only fire if the target is within the firing arc of the gun. Forward-firing guns can only shoot in a rectangular path 2 inches wide. Since the plane lines up (approximately) with the edge of the stand, the firing arc is one inch to either side, as illustrated at right.

In addition, the pitch of the firing plane must be in accordance with the difference in altitude between the planes, as shown on the Vertical Firing Table.

To summarize, if the firer is Level, the target can be no higher or lower than the firer than half the range to the target. If the firer is in a Gentle Climb, the target cannot be lower, and the difference in height cannot be larger than the range.

Flexible guns work differently -- each flexible gun has its gun arcs described in an "o'clock" notation, e.g. "4-8+; 4,5,7,8-", which means it can fire at any target in the 4:00-8:00 arcs above it (relative to its observer); and the 4:00, 5:00, 7:00, and 8:00 arcs below it. Note that "above" and "below" are relative to the current bank and pitch of the plane, not to the ground.

Some Allied planes mount a Lewis gun on a Foster mount that can be pivoted to fire in the 12+ arc as well as the normal fixed-forward arc.

Front Arc

Vertical Firing Table
PitchRestrictions
Vertical Climb No Firing
Climb Target Altitude ≥ Firer's
Level Horizontal Range ≥ Altitude Difference
Dive Target Altitude ≤ Firer's
Vertical Dive No Firing

Phase 3: Gunfire

If the target is in the firing arc, the pilot or observer can choose whether to fire. Each gunner can only fire on one target.

Damage is done by drawing a number of damage chits based on the sum of the factors shown on the Gunfire Chart at right.

The Firepower for each gun (or set of linked guns) is shown on the Plane chart and includes such factors as rate of fire and plane stability. The range should be measured from the closest edges of the two planes, rounding fractions above one-half inch up. For front-firing guns, the deflection modifiers are based on the clock arc the firer is in as seen from the target.

Next, the number is modified by the skill and condition of the firer and the target. Lastly, if the target is not marked by the firer's Target Marker (i.e. the firer was focused elsewhere), the shot is more difficult. This last penalty applies only to the pilot when he is firing, not observers.

The sum of all these factors is the number of damage chits to draw and apply to the target. The affects of damage are not considered or applied until the Damage Resolution Phase. (The percentage numbers on the Critical Hits table can be used in lieu of Damage Chits when the chits are not available.)

Large Target Damage Divider

Large targets divide the damage inflicted by a constant. This Damage Divider is shown on the plane's chart. Always do all the sums before dividing, and round up to then nearest whole number after dividing (e.g. four chits with Damage Divider of three is 1-1/3, which rounds to 2 chits).

Jamming

Each consecutive round in which a gun fires increases the chance of its jamming. If the dice roll is less than or equal to double the number of consecutive rounds fired -- including the current round -- the gun jams. This means that it jams on a "2" the first round, a "4" the second, a "6" the third, etc. If a round is taken without firing, the next time the gun is fired the cycle starts again, jamming on a "2". One can count the number of consecutive rounds fired by looking at the Ammo track (see below).

When a gun jams, it is assumed to do so on the first bullet fired, so no damage is done to the target. At the beginning of each Fire Phase the player may roll 1d6, and on a "6" the jam is cleared and the guns may be fired. On a "1", the gun is seriously jammed and cannot be repaired during the mission. If the pilot is making the clearing attempt, the plane must have flown:

  1. without entering one of the inverted banks during the round,
  2. without entering one of the vertical pitches during the round,
  3. without exceeding maximum level speed,
  4. and without being in a stall or spin.
Some planes make clearing jams more easy or difficult -- see the Plane Chart for details. Others have separately-firing dual guns -- each gun jams and is cleared separately, and when one is jammed the firepower is halved, rounded down.

Ammo

Each time a gun fires, whether it jams or not, an ammo box is marked off. Dual guns only have one ammo track and only mark off one ammo box. Use one mark (such as a diagonal slash) to designate each fire. Any round a gun is not fired, mark the boxes again in a different manner (such as turning the slash into an "×"). Then it is easy to determine the number of consecutive rounds of fire by counting boxes with the first mark.

Reloads

Belt-fed guns cannot be reloaded during the game. Drum-fed guns have a limited number of shots and can be reloaded by the gunner. The same flying requirements to unjam a gun must be met to reload a gun. Cannons must be reloaded after every shot.

Gunfire Chart
 Notes
2d6 (Use [1d6x2] for Cannon)
Jam if roll <= #RoundsFiring×2
+ FirePower See Firer's Plane Chart
- Range closest edges, round normally
± Size target's Size Modifier
± Deflection see Deflection Chart
+1 per 5 Kills Ace Firing (maximum +4)
-2 Green Firing
-2 Firer in P* bank
-4 Firer in I* bank
-3 Firer > Max Level Speed
-2 Firer Wounded
-2 Veteran Target
+2 Green Target
-4 Untargeted Shot
(Pilot Only)
÷ Damage
Divider
Large planes divide
damage by a constant factor

Front-Firing
Deflection Bonuses
Arc
Firer->Target
Deflection
Modifier
12 -6
1-2; 10-11 -8
3; 9; Up; Down -6
4; 8 -4
5; 7 -2
6 +1

Rear-Firing
Deflection Bonuses
Arc
Firer -> Target
Arc: Target -> Firer
12 1-3 4-5 6 7-8 9-11 U/D
12 -6 -7 -2 +1 -2 -7 -6
1-3 -4 -8 -6 -4 -2 -4 -6
4-5 -2 -3 -8 -6 -6 -2 -6
6 +1 -1 -7 -6 -7 -1 -6
7-8 -2 -2 -6 -6 -8 -6 -6
9-11 -4 -4 -2 -4 -6 -8 -6



Phase 4: Damage Resolution Phase

Any damage incurred during movement or gunfire is resolved after all fire has concluded. A plane can only lose structural integrity if it has taken damage during the round -- either as an effect of gunfire or overdiving. Normally checks are not necessary unless there has been new damage taken during the round. A few critical hits (such as fires) are an exception to this.

Keep any damage chits taken (other than "Misses") with the Plane that has taken the damage.

Wing and Fuselage Hits

Each plane has a Wing Strength and Fuselage Strength number listed. Damage will reduce this strength, forcing the player to make checks. A check is made by rolling 2d6 against the Strength, as adjusted by the damage taken -- the roll must be less than or equal the adjusted Strength.

For example, a plane with a Wing Strength of 14 has taken -5 Strength in previous rounds and survived the checks. In the current round, it takes several more hits, including two "Wing Check: -1" markers. The new adjusted strength is then 7 -- the player must roll 7 or less for the player to survive. Note that only one check is made, using the sum of all damage taken to the appropriate part, regardless of the number of new and old chits. A plane that takes both fuselage and wing damage during a round will have to check for each.

Any failed check results in a failure of structural integrity of the plane. The plane immediately (and irrecoverably) goes into a spin.

Misses

Several of the chits say "Miss". A "Miss" reflects a hit that merely punch holes in the fabric or does other unimportant damage.


Critical Hits

The following critical hits are also possible. Effects are cumulative, e.g. a Rudder Cable Cut combined with a Pilot Light Wound would result in +3 to the Turn Rate.

The percentage numbers are for use when the Damage Chits are not available.

Critical Hits
  Aileron Cable Cut The plane can roll no more than one position (45°) per round.
01 Ailerons Damaged The Roll Rate is increased by two (e.g. 1:2->1:4), and the Turn Rate by one (e.g. B->C).
02 Aileron Jammed The plane cannot change its bank. Roll 1d6 at the beginning of each damage resolution phase: on a "1" it is unjammed.
03 Ammo Belt Cut The amount of ammo for a gun or set of guns on the plane is halved. If the plane has more than one belt-fed gun, roll randomly to see which is hit. If only drum-fed, lose one drum.
  Elevator Cable Cut The plane can no longer climb and cannot increase its pitch.
04 Elevators Hit The maximum climb rate is halved (to a minimum of 25'), and the Pitch Rate is increased by one step (e.g. 1:2 -> 1:3).
05 Elevator Jammed The plane cannot change its current pitch. Roll 1d6 at the beginning of each Damage Resolution Phase: on a "1" it is unjammed.
06 Engine Fire Each damage resolution phase, until the plane lands, the player must roll 1d6: on a "6", the plane explodes and is destroyed. If the plane spends the entire round slipping at max rate, the fire goes out on a "1" and the chit is removed.
07-08 Engine Hit The power is reduced by one at all positive values. Negative numbers are not affected.
09 Engine Out The engine cuts out and -1 power must be applied each round.
10 Engine Smoking Spotting & Targeting distances are halved.
11 Fabric Tear Make a Wing Damage Check any time Max Level Speed is exceeded, even if no further damage is taken. (As if all negative numbers were underlined.)
  Fuel Line Cut The engine cuts out and -1 power must be applied each round.
12-27 Fuselage Check: -1 Take one fuselage damage.
Check Fuselage at end of Damage Resolution Phase.
28-36 Fuselage Check: -2 Take two fuselage damage.
Check Fuselage at end of Damage Resolution Phase.
37-40 Fuselage Check: -3 Take three fuselage damage.
Check Fuselage at end of Damage Resolution Phase.
  Gas Tank Each Damage Resolution Phase, roll 1d6: on a "1", the engine cuts out and -1 power must be applied each round.
  Gas Tank Explodes The plane is immediately destroyed.
41 Gas Tank: Fire Each Damage Resolution Phase, until the plane lands, the player must roll 1d6: on a "6", the plane explodes and is destroyed. If the plane spends the entire round slipping at max rate, the fire goes out on a "1" and the chit is removed.
42 Gun Destroyed For single guns, the gun can no longer be fired. For dual guns, halve the firepower. Roll for a random gun if multiple choices are present.
43 Landing Gear Damaged After the scenario is over, use the Landing Table to see if the plane can land successfully.
44-62 Miss Nothing vital was hit.
63 Observer Light Wound The observer fires at -2.
64 Observer Heavy Wound The observer can no longer fire and cannot fly a dual-control plane.
65 Observer Killed  
66 Pilot Light Wound Each time the pilot fires guns he does so at -2, and the Turn Rate is treated as if it is one size larger (e.g. B->C).
67 Pilot Heavy Wound The pilot can no longer fire; the Turn Rate is increased by two (e.g. B->D); At the beginning of each round the player must roll 1d6: on a "1", the pilot blacks out and moves in a straight, steep dive; on a "6" he recovers from a blackout. The observer can take over in a dual-control plane.
68 Pilot Killed The pilot is instantly killed. Unless a dual-control plane, the plane goes into a spin until it crashes.
69 Rudder Cable Cut The turn rate is increased by two (e.g. B->D).
70 Rudder Hit No further slips can be done, and the Turn Rate is treated as if it is one size larger (e.g. B->C).
71 Rudder Jammed Whichever way the plane is turning at the time, it must continue to do so. If moving straight it must continue that. Roll 1d6 at the beginning of each damage resolution phase: on a "1" it is unjammed.
  Struts Hit The maximum climb rate and maximum dive rates are reduced by half, to a minimum of 25'.
72-87 Wing Check: -1 Take one wing damage.
Check Wing at end of Damage Resolution Phase.
88-96 Wing Check: -2 Take two wing damage.
Check Wing at end of Damage Resolution Phase.
97-00 Wing Check: -3 Take three wing damage.
Check Wing at end of Damage Resolution Phase.


Advanced and Optional Rules

Pick and choose from these rules as suits you.

Parachutes

Beginning in Spring 1918, German pilots and observers were equipped with parachutes (Entente generals thought it would "sap the men's fighting spirit" to equip them with parachutes!) A German pilot or observer may bail out of his plane any time he is at or above 1000'. Roll on the parachute table at right to determine the result.

Parachute Table
1d6
Roll
Result
1Parachute fails
2-3Successful but captured
4Killed if wounded,
otherwise successful.
5-6Successful

Clouds

Meteorologists might call this a great simplification, but weather in this game consists of either cloudless days or one thick layer of clouds between two altitudes. No sighting or firing can happen into, inside, or through a cloud bank. Any player that enters a cloud bank must write down his moves for the next five rounds and must execute what was written down, adding a new "fifth" set of orders each round. If at the start of any round he is no longer in the cloud bank, he may throw away the written orders and move normally.

The Sun

The referee or game setup may designate the weather. If the sky is cloudless, or while the scenario happens above the cloud level, the sun may interfere with sighting and firing.

For morning scenarios, the sun is considered to the east; for midday, directly overhead; and for afternoon, to the west. These compass directions should be designated near or on the playing surface.

If the angle from one plane to another is within 60° of the sun (each clock number is 30°), the plane "in the sun" cannot be targeted or shot at. The target must be within this 60° angle both horizontally and vertically.

Hidden Damage

The players may choose to make damage invisible to everyone but the damaged player by keeping the chits draw a secret. Some critical hits (exploding, smoking, etc.) have obvious effects and must be announced. A player entering a spin may have done so due to damage, or perhaps it's just an attempt at the old possum trick.

To take this to the nerve-wracking extreme in a refereed game, the referee can keep track of the damage to all planes. Even the players do not know what non-critical damage they have taken and how bad the checks are getting -- the players only know how many chits were drawn.

Taking Off

When a plane takes off, it starts at zero speed and can accelerate at a rate one slower than it does Minimum Speed in the lowest altitude band (with a minimum of one). The plane will move forward in a straight line at altitude zero until its speed is above stall speed. As soon as it reaches speeds above stall speed, it may leave the ground and fly normally (though the pilot may wish to gain some more speed before leaving the ground, to avoid a low-altitude stall). A plane cannot exceed speed 8 without leaving the ground.

If the planes have not been prepared for flying, uses the procedure outlined under "Engine Off and Restarting" to get the engine started.

Landing

A plane that reaches zero altitude at a designated airfield with UE bank at minimum speed (or one greater) always lands successfully, unless critical damage says otherwise. Less-than-perfect landings can also occur -- see the Landing Table.

Spotting

Many pilots were killed in WWI without realizing the enemy was there. Skillful manœuvering allowed one pilot to sneak up to point-blank range before the other had realized it. While realistic, it's not much fun (at least for the target), so this rule is strictly optional.

To do spotting, each plane must plot out five rounds worth of manœuvers in advance and execute those maneuvers, writing down a new "fifth" set of orders each round, until an enemy plane is visible within double the Targeting Range. Once the enemy is spotted by one pilot, he can signal his compatriots by waggling the wings, firing a flare, etc., so only one pilot must succeed at spotting for his side to become "informed".

Landing Table
1d6
Roll
Result
1-6Good landing
7Plane destroyed.
Personnel okay
8Plane destroyed.
Personnel light wounds
9Plane destroyed.
Personnel heavy wounds
10+Plane destroyed.
Personnel killed
Die-Roll Modifiers:
+1 per speed > (minimum+1)
+1 per pilot wound
+2 UR or UL bank
+6 P* or I* bank
+4 non-Level pitch
+2 non-airfield landing
+3 landing gear damage
+2 observer flying plane
-1 veteran pilot

Ground Fire

Archie

Anti-Aircraft artillery, or "Archie" as it was known, will sometimes be available in scenarios involving ground targets. Archie can shoot at any plane not hidden by clouds or the sun at a height of 15000' or less. The owner of the anti-aircraft guns chooses the altitude and distance from the gun, up to 24" in each direction (in North-South, East-West coordinates from the gun position, e.g. "8150', 24"N, 12"W of Gun #4". Archie is resolved after all movement is done. Archie is notoriously inaccurate: roll on the Archie Deviation chart to determine deviation from the aim point.

Use a spare plane stand to figure out where the archie goes off. If within 1" of any plane (friendly or foe), that plane takes 1d6 chits of damage.

If fired upon, archie units are destroyed with any critical hit chit.

Machine Guns

Ground-based machine guns fire just like pivoting machine guns with a firepower of "8" and a 360°+ arc of fire. They cannot jam. Ground-based machine gun crews were not particularly adept at target identification -- use the Ground Based Fire table to determine who they shoot at. If fired upon, machine gun units are destroyed with any critical hit chit.

Troops

Units of troops fire just like pivoting machine guns with a firepower of "4" and a 360°+ arc of fire. They cannot jam. Troops were not particularly adept at target identification -- use the Ground Based Fire table to determine who they shoot at. If fired upon, units cannot be destroyed, but each Wing or Fuselage hit count towards victory totals in a Strafing Mission.

Archie Deviation Table
1d6
Roll
Altitude 1d6
Roll
Distance
1-200' 1-4"
2-100' 2-2"
3-50' 3-1"
4+50' 4+1"
5+100' 5+2"
6+200' 6+4"

Ground-Based Fire Table
1d6
Roll
Unit Target
1915-1916 Troops 1917-1918 Troops
Machine Gun
1-2Nearest Nearest
3-4Nearest Enemy
5-6Nearest Enemy

Bombing and Loaded Planes

Planes carrying a full bomb load (or nearly so) have their positive power numbers and Climb Rate halved, rounded down, at all altitudes. When the bombs are dropped or jettisoned, they use their normal numbers.

A plane making a bombing run must fly straight at UE bank and Level, Gentle Dive, or Steep Dive for the entire round it intends to drop its bombs. Roll on the Bombing Chart to see whether a hit is scored.

Photography

In order to take good photographs, a plane must fly at UE bank, Level pitch, and speed one or two higher than stall speed, over or within 6" horizontally the target of photography, and at an altitude as noted in the Setup Rules.

Bombing Table
1d6
Roll
Result
1-4Hit, target destroyed
5+Miss
Die Roll Modifiers
+1 per 1000' altitude (round down)
+1 per 5 speed (round down)
+2 Small target
-1 Large target
-2 Huge target

Balloons

Balloons begin the scenario at a height of 1d6×500'. They will descend 50' per round until they're on the ground, at which point they are safe from fire.

Balloons are treated as "+4" Size for gunfire purposes, and deflection is always considered "+0". When damage is done, ignore all chits except those that would hit the engine, fuel tank, fuel line, pilot, or observer. The pilot or observer hits affect the balloon's occupants, the other criticals listed will cause the balloon to immediately explode. Pilots and their planes are assumed to escape unaffected from a burning balloon.

Incendiary Ammo

Incendiary ammunition can be used by the attackers in Balloon-Busting and Anti-Zeppelin scenarios. When using Incendiary Ammo, make the following modifications:

  • When checking for jams, assume one more consecutive round of fire than actual, e.g. after two rounds of consecutive fire, the gun jams on a "6" rather than a "4".
  • Instead of subtracting the range from gunfire, subtract double the range.
  • All "Wing or Fuselage Check -3" chits are treated as "Misses".
  • When shooting at planes, any fuel tank, engine, or fuel line critical hits will cause the target to explode rather than the normal effects.
  • When shooting at balloons, any critical hit will cause the balloon to explode.



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