flash
02-05-2014, 08:35
Fire in the Skies Rules:
1. The Campaign
The Campaign simulates, throughout the length of # scenarios, the ETO 1940-194#.
This Campaign has only one or two simple campaign rules. The rest is scenario driven.
The Campaign management comprehends only two aspects: Squadron maintenance and pilot evolution.
1.1. Allied vs. Axis
Each player chooses if he wants to belong to the Allies or to the Axis.
Players choose 12 pilots that will pilot whatever models the players have available:
1 Ace with one Ace ability and the Evasion Ability;
3 Veteran pilots with the Evasion Ability;
6 Standard pilots and;
2 Rookies that have the "take two damage counters and choose the smaller Rookie Ability". Rookies stop being rookies after combat missions where they successfully fire against the enemy or shoot down a plane and gain a total of 5XP.
1.2. Pilot Evolution
Pilots that survive battles and take down enemy planes evolve during the campaign.
A pilot gains abilities and looses the rookie ability by flying missions and taking down planes.
Each successful mission flown gives the pilot 1 Experience Point (XP). Successful missions are those where the pilot is not shot down and fires with success against at least one enemy plane.
Each plane shot down gives the pilot 2 Experience Point.
1.3. Squadron Management
This is pretty straightforward. Here we manage what happens to wounded pilots, shot down planes and replacements.
1.3.1. Start up squadron crew skills remain as they are ie ACE Evasion + 1 Skill, Vet Evasion, Rookie = Rookie.
1.3.2. Rookies progress to standard after gaining 5 XP's from successful missions.
1.3.3. Standard Pilots/Crew progress to Veteran after gaining 10 XP's from successful missions. Bonus gains evasion/hard as nails respectively.
1.3.4. To qualify to be an ACE and have a free choice of ACE skill its the same as OTT every 5 kills.
5. Replacement pilots/crew using the following start with the skills indicated:
1.4. Pilot Replacement Table (roll 1D6)
1-3 Rookie with Rookie ability
4 Standard
5 - Veteran
6 - Roll again: 1-2 Standard, 3-5 Veteran + evasion, 6 - Ace with 1 ace ability + evasion
1.5. Crew Replacement Table (roll 1D6)
1-3 Rookie with Rookie ability
4 Standard
5 - Veteran
6 - Roll again: 1-2 Standard, 3-5 Veteran + perfect aim, 6 - Ace with ace ability sniper + hard as nails
1.6 Replacement pilot and plane will arrive (1D6):
1-3 - In time for the next battle;
4-5 - After the end of the next battle;
6 - Not in time to take part of the action (scratch one plane from your squadron)
1.7 Resolution of Crashes/Wounds etc:
Roll 2D6
Note can only bail out if peg height is 3+.
Crashing/Bailing Out and wounded Effects Table: Roll 2d6
2 or less - Dead!
3 - Severely Injured - Skip 1D6+1 Scenarios then roll on table 1.8 for return
4 - Badly Injured - Skip 1D6 Scenarios then roll on table 1.8 for return
5 - Injured - Skip 1D3+1 Scenarios
6 - Injured - Skip 1d3 scenarios
7-8 - Concussed - Skip 1D2 Scenarios
9 - Fuzzy head, Doctors orders - skip 1 Scenario
10+ - All is well when you land well
Modifiers to Crash dice roll:
Ace: +1 (+ special see below)-----------Your pilots skill helps his landing
Veteran: +1 -----------------------------Your pilots skill helps his landing
Exploded: -4 -----------------------------Boom card drawn for any reason - overrides flamer/collision
Flamer: -3 -------------------------------Downed by fire or downed whilst burning
Collision: -2 ------------------------------Downed due to Collision
Shot Down -1 ----------------------------Just shot to bits! (Not cumulative with the above)
Wounded: -1 per wound ------------------Receive 2 wounds & you're shot down
Rookie: -1---------------------------------Not like what the manual advised
Bailing out: +1----------------------------Nothing like hitting the silk.
Landed safely in Aerodrome: +3----------Made it !
Crash landed in Enemy Territory/Sea -1 --Not the safest or smoothest place to land
Ace Special:
To Crash landing/bail out add +1 to roll for any of the following skills:
Acrobatic Pilot
Daredevil
Exceptional Pilot
Golden Touch
Lucky Git
Escaping Enemy Territory Table:
4 or less - Captured! The war ended for this pilot...
5 - Captured and escaped! - Skip 1D3+1 Scenarios
6 - In hiding! - Skip 1D3 Scenarios
7 - Almost home - skip 1d2 scenarios
8 - The last hurdle! - Skip 1 Scenario
9+ - Lucky break helpful natives or ship/plane/sub picks you up!
Modifiers to the EE dice roll:
Flamer: -1 (smoke of your aircraft's funeral pyre draws unwanted attention)
Wounded: -1 per wound (Includes wound sustained from crash ie a crash result between 3 or 8 = -1WIC)
Bailed out: -1 due to canopy being observed.
Behind enemy lines: -2
In Sea: -1 (Cumulative with above)
A sea landing is penalised in both and is cumulative with being Behind enemy lines for E&E calculation.
To Clarify:
You need only roll on aircraft that crash for any reason or wounded pilots in any circumstance or a combination of both.
Planes that get off the table are presumed RTB unless they are on fire with chits still to draw, in which case those chits are drawn and result applied, if they survive they are RTB if not they are flamers and kill can be awarded.
Butchers Tally Example:
Pilots name / what happened to them & where / injuries / Victories
eg: Lt Stan Deasey / SD ET / WIA / 1 Kill
Use this to help calculate what happens to them & write it out eg:
Crash: Rolled 9 -1SD -1WIA = 7 concussed - Skip 1D2 Scenarios. Rolled 4 = Skip 2
E&E: Rolled 12 -2BEL -1WIA -1WIC = 8 last hurdle = skip 1! Total Skips 3
RTB- Returned to base
SD - Shot down
EXP - Shot down Boom card
COL - Downed by Collision
FLM - Shot down flamer
WIA - Wounded in Action (ie shot)
WIC - Wounded in Crash
KIA - Killed
FT - Friendly Territory
ET - Enemy Territory
S - Sea (well someone's bound to !) [/B]
1.8 Wounded Pilots returning to base or for severely/badly injured pilots after missed scenarios: (roll 1D6):
1 - Out of Action for good
2 - Out of Action for 2 Scenario
3 - Out of Action for 1 scenario
4-6 - Just a Scratch. Some iodine and he's ready for action.
Modifiers:
Each wound after the first -1
Plane went down in flames but pilot survived -2
(Added an 'out of action for good' to the wounds table & did away with the pilot modifiers - flash)
1.9 Probables:
If an aircraft that has engine/smoke/fire damage ongoing when it breaks off & it has to return over the sea then the pilot causing the engine/fire/smoke etc may claim a probable.
Such damaged aircraft roll 1D6 - on a 1 they ditch - Roll on the Shot Down Table.
Carrier landing table: Player may choose to ditch or carry out a deck landing.
(For wounded pilots, engine damage, 50% or more damage)
ROLL.DITCH........................................ROLL...DECK LANDING
<0...KIA............................................-1<......KIA. PLANE BURSTS INTO FIRE.
..1...BADLY WOUNDED HOME FOR YOU......0.......BADLY WOUNDED HOME FOR YOU. UNDERCARRIAGE FAILS.
..2...WOUNDED MISS 1D6 SCENARIOS.... 1.......PLANE WRITTEN OFF/PILOT MISS 1D6 SCENARIOS
..3...WOUNDED MISS 1D3 SCENARIOS......2.......PLANE MISS 1D6 SCENARIOS/PILOT MISS 1D3 SCENARIOS
..4...MISS 1 SCENARIO..........................3.......PLANE MISS 1D3 SCENARIOS/PILOT MISS 1 SCENARIO
..5...PULLED FROM SEA OK.....................4+.....JUST MADE IT.
..6...PULLED FROM SEA OK.
+1 Ace (+ special see below)
+1 Vet
-1 Rookie
-1/wound
-1 +50% damage
-1 Engine damage
-2 +75% damage
-3 1HP remaining
-1 damaged Carrier
Ace Special:
To Carrier landing/ditching add +1 to roll for any of the following skills:
Acrobatic Pilot
Daredevil
Exceptional Pilot
Golden Touch
Lucky Git
Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:
Pilots name / what happened to them & where / injuries / Victories
eg: Lt Stan Deasey / SD ET / WIA / 1 Kill
RTB- Returned to base
SD - Shot down
EXP - Shot down Boom card
COL - Downed by Collision
FLM - Shot down flamer
WIA - Wounded
KIA - Killed
FT - Friendly Territory
ET - Enemy Territory
S - Sea (well someone's bound to !)
Note: Failure to do so will result in your game stats going unrecorded, kills unconfirmed
1. The Campaign
The Campaign simulates, throughout the length of # scenarios, the ETO 1940-194#.
This Campaign has only one or two simple campaign rules. The rest is scenario driven.
The Campaign management comprehends only two aspects: Squadron maintenance and pilot evolution.
1.1. Allied vs. Axis
Each player chooses if he wants to belong to the Allies or to the Axis.
Players choose 12 pilots that will pilot whatever models the players have available:
1 Ace with one Ace ability and the Evasion Ability;
3 Veteran pilots with the Evasion Ability;
6 Standard pilots and;
2 Rookies that have the "take two damage counters and choose the smaller Rookie Ability". Rookies stop being rookies after combat missions where they successfully fire against the enemy or shoot down a plane and gain a total of 5XP.
1.2. Pilot Evolution
Pilots that survive battles and take down enemy planes evolve during the campaign.
A pilot gains abilities and looses the rookie ability by flying missions and taking down planes.
Each successful mission flown gives the pilot 1 Experience Point (XP). Successful missions are those where the pilot is not shot down and fires with success against at least one enemy plane.
Each plane shot down gives the pilot 2 Experience Point.
1.3. Squadron Management
This is pretty straightforward. Here we manage what happens to wounded pilots, shot down planes and replacements.
1.3.1. Start up squadron crew skills remain as they are ie ACE Evasion + 1 Skill, Vet Evasion, Rookie = Rookie.
1.3.2. Rookies progress to standard after gaining 5 XP's from successful missions.
1.3.3. Standard Pilots/Crew progress to Veteran after gaining 10 XP's from successful missions. Bonus gains evasion/hard as nails respectively.
1.3.4. To qualify to be an ACE and have a free choice of ACE skill its the same as OTT every 5 kills.
5. Replacement pilots/crew using the following start with the skills indicated:
1.4. Pilot Replacement Table (roll 1D6)
1-3 Rookie with Rookie ability
4 Standard
5 - Veteran
6 - Roll again: 1-2 Standard, 3-5 Veteran + evasion, 6 - Ace with 1 ace ability + evasion
1.5. Crew Replacement Table (roll 1D6)
1-3 Rookie with Rookie ability
4 Standard
5 - Veteran
6 - Roll again: 1-2 Standard, 3-5 Veteran + perfect aim, 6 - Ace with ace ability sniper + hard as nails
1.6 Replacement pilot and plane will arrive (1D6):
1-3 - In time for the next battle;
4-5 - After the end of the next battle;
6 - Not in time to take part of the action (scratch one plane from your squadron)
1.7 Resolution of Crashes/Wounds etc:
Roll 2D6
Note can only bail out if peg height is 3+.
Crashing/Bailing Out and wounded Effects Table: Roll 2d6
2 or less - Dead!
3 - Severely Injured - Skip 1D6+1 Scenarios then roll on table 1.8 for return
4 - Badly Injured - Skip 1D6 Scenarios then roll on table 1.8 for return
5 - Injured - Skip 1D3+1 Scenarios
6 - Injured - Skip 1d3 scenarios
7-8 - Concussed - Skip 1D2 Scenarios
9 - Fuzzy head, Doctors orders - skip 1 Scenario
10+ - All is well when you land well
Modifiers to Crash dice roll:
Ace: +1 (+ special see below)-----------Your pilots skill helps his landing
Veteran: +1 -----------------------------Your pilots skill helps his landing
Exploded: -4 -----------------------------Boom card drawn for any reason - overrides flamer/collision
Flamer: -3 -------------------------------Downed by fire or downed whilst burning
Collision: -2 ------------------------------Downed due to Collision
Shot Down -1 ----------------------------Just shot to bits! (Not cumulative with the above)
Wounded: -1 per wound ------------------Receive 2 wounds & you're shot down
Rookie: -1---------------------------------Not like what the manual advised
Bailing out: +1----------------------------Nothing like hitting the silk.
Landed safely in Aerodrome: +3----------Made it !
Crash landed in Enemy Territory/Sea -1 --Not the safest or smoothest place to land
Ace Special:
To Crash landing/bail out add +1 to roll for any of the following skills:
Acrobatic Pilot
Daredevil
Exceptional Pilot
Golden Touch
Lucky Git
Escaping Enemy Territory Table:
4 or less - Captured! The war ended for this pilot...
5 - Captured and escaped! - Skip 1D3+1 Scenarios
6 - In hiding! - Skip 1D3 Scenarios
7 - Almost home - skip 1d2 scenarios
8 - The last hurdle! - Skip 1 Scenario
9+ - Lucky break helpful natives or ship/plane/sub picks you up!
Modifiers to the EE dice roll:
Flamer: -1 (smoke of your aircraft's funeral pyre draws unwanted attention)
Wounded: -1 per wound (Includes wound sustained from crash ie a crash result between 3 or 8 = -1WIC)
Bailed out: -1 due to canopy being observed.
Behind enemy lines: -2
In Sea: -1 (Cumulative with above)
A sea landing is penalised in both and is cumulative with being Behind enemy lines for E&E calculation.
To Clarify:
You need only roll on aircraft that crash for any reason or wounded pilots in any circumstance or a combination of both.
Planes that get off the table are presumed RTB unless they are on fire with chits still to draw, in which case those chits are drawn and result applied, if they survive they are RTB if not they are flamers and kill can be awarded.
Butchers Tally Example:
Pilots name / what happened to them & where / injuries / Victories
eg: Lt Stan Deasey / SD ET / WIA / 1 Kill
Use this to help calculate what happens to them & write it out eg:
Crash: Rolled 9 -1SD -1WIA = 7 concussed - Skip 1D2 Scenarios. Rolled 4 = Skip 2
E&E: Rolled 12 -2BEL -1WIA -1WIC = 8 last hurdle = skip 1! Total Skips 3
RTB- Returned to base
SD - Shot down
EXP - Shot down Boom card
COL - Downed by Collision
FLM - Shot down flamer
WIA - Wounded in Action (ie shot)
WIC - Wounded in Crash
KIA - Killed
FT - Friendly Territory
ET - Enemy Territory
S - Sea (well someone's bound to !) [/B]
1.8 Wounded Pilots returning to base or for severely/badly injured pilots after missed scenarios: (roll 1D6):
1 - Out of Action for good
2 - Out of Action for 2 Scenario
3 - Out of Action for 1 scenario
4-6 - Just a Scratch. Some iodine and he's ready for action.
Modifiers:
Each wound after the first -1
Plane went down in flames but pilot survived -2
(Added an 'out of action for good' to the wounds table & did away with the pilot modifiers - flash)
1.9 Probables:
If an aircraft that has engine/smoke/fire damage ongoing when it breaks off & it has to return over the sea then the pilot causing the engine/fire/smoke etc may claim a probable.
Such damaged aircraft roll 1D6 - on a 1 they ditch - Roll on the Shot Down Table.
Carrier landing table: Player may choose to ditch or carry out a deck landing.
(For wounded pilots, engine damage, 50% or more damage)
ROLL.DITCH........................................ROLL...DECK LANDING
<0...KIA............................................-1<......KIA. PLANE BURSTS INTO FIRE.
..1...BADLY WOUNDED HOME FOR YOU......0.......BADLY WOUNDED HOME FOR YOU. UNDERCARRIAGE FAILS.
..2...WOUNDED MISS 1D6 SCENARIOS.... 1.......PLANE WRITTEN OFF/PILOT MISS 1D6 SCENARIOS
..3...WOUNDED MISS 1D3 SCENARIOS......2.......PLANE MISS 1D6 SCENARIOS/PILOT MISS 1D3 SCENARIOS
..4...MISS 1 SCENARIO..........................3.......PLANE MISS 1D3 SCENARIOS/PILOT MISS 1 SCENARIO
..5...PULLED FROM SEA OK.....................4+.....JUST MADE IT.
..6...PULLED FROM SEA OK.
+1 Ace (+ special see below)
+1 Vet
-1 Rookie
-1/wound
-1 +50% damage
-1 Engine damage
-2 +75% damage
-3 1HP remaining
-1 damaged Carrier
Ace Special:
To Carrier landing/ditching add +1 to roll for any of the following skills:
Acrobatic Pilot
Daredevil
Exceptional Pilot
Golden Touch
Lucky Git
Please remember to use the Butchers Tally format at the end of your AAR as it makes the admin much easier:
Pilots name / what happened to them & where / injuries / Victories
eg: Lt Stan Deasey / SD ET / WIA / 1 Kill
RTB- Returned to base
SD - Shot down
EXP - Shot down Boom card
COL - Downed by Collision
FLM - Shot down flamer
WIA - Wounded
KIA - Killed
FT - Friendly Territory
ET - Enemy Territory
S - Sea (well someone's bound to !)
Note: Failure to do so will result in your game stats going unrecorded, kills unconfirmed