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Tuesday 25 March 2014

Paths of Hate - Vancouver Film School (VFS)

It may look scary, but this 3:50 movie is one of the main sources of inspiration for King's Angels campaign.  

Traits

Traits are planes special abilities due to their design features. Number after trait indicates number of dice rolled to use this ability (if any).

Accuracy: armament concentrated around centre of the plane allows pilot to re-roll failed hits.
Bulky: lumbering and heavy aircraft, may ignore effects of light arm and rough landing strips.
Bullet dodger: small and nimble plane allows to re-roll evasive action
Critical: high calibre weapon automatically changes normal hit into critical hit.
Robust: built to withstand heavy punishment, it may re-roll effect of critical or normal hit.
Long range: armament allows pilot to fire beyond range 3.
Glider: superb flight characteristics allows plane to glide and remain under control after engine is disabled and no hull points left.
 Zero-in: ability to control plane in dive allows to re-roll accuracy of ground attack

Flight card


Flight card is used to explain planes capabilities and mark planned action in air combat.

Move: maximum speed of movement
Roll: roll to the side or "barrel roll" manoeuvre possible for aircraft
Manoeuvres: turns, hard turns, ahead moves possible for aircraft. Red marked manoeuvres are Stressful. 
 Maximum movement achieved in dive.
Loop: vertical climb, loop or immelman manoeuvre possible for aircraft. Loop and Immelman allow pilot to change facing of aircraft at the end of manoeuvre.
Altitude: echelons possible for aircraft 

Combat stats: 
Firepower: number of dice rolled when attacking with ranged weapon of plane
Hull: number of hits plane may take before being destroyed  
Evasion: number of dice rolled normally for evasive action in combat 

Traits: special rules for aircraft, representing their technical peculiarities. 



Altitude explained

As you may or may not know, flight model of Kings Angels is based on X-wing system, with its planning the move, revealing and executing combat order. However, for in depth feel of dogfight change of altitude is an essential thing. So after some consideration I've created a module witch expands original x-wing rules. 

To represent altitude echelons in game terms I took following model: 

Deck – close to ground to 1000 meters
Hill – up to 3000 meters
Mountain – up to 9000 meters
Top – up to 16000 meters
Ceiling – up to 24000 meters
Edge – up to 30000 meters, or edge of atmosphere.

All measurements are approximate, as table top game will not be able to represent all details of air movement and combat. (Then again, does it have to?) Aircraft flight card has its top altitude present on the card. If it's presented with red or grey box, then flying on this altitude requires additional test from pilot and/or aircraft. Demand explanation from GM :)  

Altitude and combat.
Aircraft on same altitude may attack each other if target is in range. If target is on different altitude then it can be spotted but no shots can be made. (Unless GM have a different idea or situation allow that to happen.).

Changing altitude.
In order to change its altitude pilot must make a note on his flight card, usually with arrow pointing from his current altitude to what echelon his going, and make a move of 6. This move could be any allowed to aircraft, even stressful. Move may be split between rounds of combat, for example in one round aircraft goes ahead 4, and in following hard turn 2. For as long as pilot keep noting that he is going up or down, plane will change its altitude. Obviously aircraft cannot climb higher than its flight card allows. 



Note that Tempest can climb to Top, but will require additional test to perform without problems. 


Dc-3 Dakota

Probably most famous transport plane, still in use today almost 70 years after its birth. Fast, easy to produce, realiable, capable of carrying great load of cargo and land almost anywhere Dc-3 Dakota (or C-47) is a workhorse of many air forces of post war era.

Flight card:


Me 262 Swallow

The first operational combat jet aircraft Me 262 have arrived too late to change the course of the war. It is highly unlikely that pilots flying in Africa in 1947 would encounter that beast, as very few were made, and none was exported. However for a purpose of general curiosity Me 262 stats are here.


Flight card: 

  

Ju 52 Tante Ju

Ju 52 was a mainstay of German air transport capabilities from beginning of 30-s till end war. Other countries used reliable, robust and easy to handle Ju 52 for as long as 1980. Ju 52 is slow transport plane designed to deliver cargo and sometimes bombs.



Flight card: 




 

Ju 87 Stuka

Stuka is synonymous to blitzkrieg, however by 1947 it is nothing more than a sitting duck to any enemy if not protected by own fighters. In African skies, Stukas are rare but still menacing sight, as local militia men are not accustomed to screaming dives and strafing rounds.

Flight card:


Dive bombing:






Spitfire

Legendary British fighter the Spitfire, is a well rounded, versatile and easy to handle aircraft. With superb firepower, agility and speed it is a true predator of the skies. Unfortunately, by 1947 it was still a mainstay of RAF and its exports were limited.

Flight card:

FW 190 A-8 Würger

FW 190 is  German alternative to famous Me-109, which proved to be as successful as its counterpart. FW 190 was used in various roles from interceptor to ground attack plane. It was exported to to Turkey, where it flew alongside British Spitfires.
Flight card:

Tempest mk V

One of the best late war British fighters, Tempest is beautiful multi-role aircraft. Its success was overshadowed only by arrival of jet planes.


Flight card:


Me - 109 Gustav

Most famous German aircraft of World War 2, was still in use after the war. It flew under Spanish, Turkish, Checkoslovakian and even Israeli banner. Not surprisingly Me 109 made its way into private hands in Africa.

Flight card: