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Monday 23 June 2014

Warrant Officer Jack Jameson


name: Jack Jameson.
callsign: JJ
body type: Ork
martial status: single
flight experience: 1942-46 RAAF
aerial kills: 2 birds with one stick
military profession: aircraft technician
civilian profession: wealth and property 
redistribution specialist  
Meet Warrant Officer Jack Jameson. He was borne and raised in Melbourne, Australia in large working class family with several brothers and sisters. Growing up during Great Depression, meant that to survive Jackie had to be skilled in many professions. One of his undeniable talents was natural ability to work with cars, engines, tractors or bikes. If it had any kind of engine Jackie was the man to fix it and improve it. 

However it did not stop his natural curiosity from poking into other areas, not necessary legal. Though he may not tell you, but he joined Australian army in order to avoid prison time, and as he puts it: "its nice to get paid regularly". 

His technical skill were quickly noted and got him assigned to Squadron No.77, and dispatched to New Guinea in June 1942. During his first month of the war he quickly established himself as "Mr.Fixit", as he was patching up P-40 Kittyhawks and bringing back to life planes which would otherwise be scrapped. However in March 1943 he was badly wounded during surprise attack by Japanese "Zeroes" on  airfield. 

As a result he spent half a year recovering in hospital. During this time JJ, as he was non-officially called, took every opportunity to learn as much as he could about three things: women, supplies and new aircraft. As a result, he emerged from his recovery as a smooth talker with loads of connections among right people.

Unsurprisingly he got reassigned to Mediterranean, where climate was easier for his wounds, pay higher and chances to die lower (for ground crew of coarse). He was assigned to  RAAF Squadron No.450, but  later in the war, he changed several squadrons in RAAF and RAF, as well as grew in rank: by end of the war he was a Warrant Officer. His expertise grew in types: DC-3, P-51 Mustang, Typhoon Mk.II, Hurricane, Spitfire and Mosquito. He never claimed that he knew all, but if there was a problem others could not solve, JJ was a first man to offer his help. This of coarse gained him a lot of friends as well as enemies, and Jameson had to learn how to fight both bureaucracy and black market dealers. 

With war now over, JJ is considering his options as he going back to Australia for a holiday, perhaps he would be better off in civilian service? But that would require a good pint and a quiet space to think about it.   
     
      

Rules: Skills and their description

Skill types:
Skills are divided into following groups: Base, Active, Passive and Lore.

Type:
Description:
Example:
Base
Base Skill is basis for most untrained ability to perform specific actions. There are only 5 Base skills:
  • Weapons Skills Base, 
  • Tech Skill Base, 
  • Survival Skill Base,
  • Communication Skill Base,
  • Psy Skill Base.
 As a rule test using Base skill are rolled using one d12.
In case of two character's start a conversation without knowledge of each others language, they will both use Communication skill Base to see if conversation has been successful.
Active
Active skills are combination of specific knowledge, training and ability to use it effectively. Active skill use their own number and levels for tests.
Assault Rifles: 5, level [T] – practical use of this types of weapons, shooting, maintenance. Level indicates that for tests involving shooting user will be rolling 2 d10.

Passive
Passive Skill adds its level to roll on Base skill or Characteristics test.

Brawl: 4 - when character is involved in fistfight he would roll d12, then add +4 to his result and consult table to see result. Note that Critical Fail is not improved by passive skill.
Lore
Lore skills requires greater degree of knowledge, understanding theory and practice than Active. Lore is used to describe ability for very complex subjects and their use with help of others. Lore works same way as Active skill, but effects of this skill usually benefit others.

Lore: Medieval Siege [E] – practical understanding of weak and strong points of castle defense, supply situation, most effective weapons and psychology of defenders and attackers. [E] indicates Expert level, with 3 d10 rolled for purpose of tests.




Skill levels:
Active skills have different levels: Basic, Trained, Expert, Master, and Legendary. Each level of skill gives amount of dice rolled to see if test is successful. Number on a skill is used when determining successful result against magic 13 or opponents skill. Passive skills use Character's Characteristics number and/or Base skill (like Weapons skill base, Survival skill base) number to see if test is successful. Critical successes of smaller dice are canceled by normal and Critical successes of larger dice. For example roll of “8” on d8 will be beaten and negated by roll of 8 on d10.


Skill level
Description
Dice pool
[B]:Basic
Basic ability of creatures to perform certain actions with minimal training.

2 d8. Can be upgraded with +1 d8.
[T]:Trained
Ability to act more efficiently thanks to rigorous training and endless repetition.

2 d10. Can be upgraded with +2 d10.
[E]:Expert
Skill is multiplied by understanding, theory and effective training.

3 d10. Can be upgraded with +1 d12.
[M]:Master
Life long learning, professional experience and training.

4 d12. Can be upgraded with +1 d20.
[L]:Legendary
Only God know this better than you. Upon reaching Legendary level any Opposed test against this skill becomes Challenging. Subtract opponents skill number from yours, result is required level on Challenging test table.

4 d12. Any dice can be upgraded to d20.


If its not a Legendary, but at least Master skill.in bike handling.

Tuesday 17 June 2014

Rules: Close combat

Designers note: For King's Angels campaign I'm using a hybrid system, with strong influences from wargame and skirmish table-top games with depth of classic RPG. In a way campaign is huge test bed for system which incorporates classic small-scale combat of RPG, vehicle based combat which includes aircraft and tanks. Ambitious, i know. But how dares - wins. 

Close combat on modern battlefield is rare, but not uncommon. There are plenty of situation when fistfights or melee occur. In the game terms close combat is comprised of following parts:
  1. Determine order of combat by passing Combat Initiative test, if not available take Active Agility test.
  2. Plan your action and distribute your Action Points between available combat options on CQC card
  3. Reveal your actions.
  4. Determine who wins the round by passing Opposed Skill test
  5. Combat resolution: establish how round of combat was resolved: successful attacks, defence, evades, their effects and damage.
  6. Resolve damage, and determine next step.
Lets see in more detail into how it works. 

1. Order of Combat. 
Skill Combat Initiative describes characters ability to understand and react on changing battle field situation. As a rules of thumb: the fastest goes first, strikes first and shoots first. For more complex situations which include vehicles, ranged combat and melee GM determines initiative in order from fastest to slowest, starting with high speed vehicles, like aircraft, then goes to ground ranged combat, finishing with close combat. Note that certain skills may modify this order. 

2. Plan you round.
Each player is issued with CQC card, where he/she distributes AP of character between actions: Attack, Defence, Feint, Disarm, Evade and Control. Each action has three types: Basic -1 AP, Deliberate 3 AP or Special - all AP. If character has not spent all of his AP they are lost.  Types of actions describe how much effort character is putting into his actions. 

2.1. Negating order for types of actions.
  • Special action beats all other actions against opponent(s) if you win the round of combat. Some skills may modify this statement. 
  • Deliberate action cancels opponent's three Basic or one Deliberate actions if you win round of combat.
  • Basic action cancels one Basic opponent's actions if you win round. There basic actions are required to cancel one Deliberate action, if you win round of combat. 


2.2 Actions in detail

Attack: Jabs, thrusts, punches, slashes, hits, bites, stabs with fist, legs or knife and other similar activity including use of firearms. Each successful attack reduces opponent's AP by Strength of the attacker. Successful attacks with weapons like knifes and guns will require opponent to take Resistance or Armour save.

Defence: Blocks, dives and other defencive actions to protect your weak spots. Each Defencive action cancels an Attack (see types for detail) if you win round of combat. Each Basic Defencive action retains 1 AP from your pool of action points for next round if you lose current round of combat. Deliberate retains 2 AP. Special: 3 AP. 

Feint: Faking or deceiving moves to confuse your opponent and understand his combat style. If you win or lose round of combat add bonus to your Close Combat Skill for duration of the fight with this opponent. Each uncancelled Basic Feint adds +1 to your Close Combat Skill. Deliberate: +2 your Close Combat Skill. Special: +3 your Close Combat Skill. Feint may be negated only by opponent's Feint.     

Disarm: Attempting to grab knife or firearm from opponent's hands to use it for greater good of humanity. If you win the fight you choose to take any one the weapon from opponent's quick slots. Disarm may be negated by Evade only. 

Evade: Instead of taking hits and grabs you avoid it. If you win round of combat then you may negate opponent's Attacks, Disarm or Control, as they hit the air. See negating by types for detail. Alternatively you may disengage from combat by having at least one uncancelled Evade action and winning the round.
 
Control: Instead of damaging opponent and reducing his AP you try to gain control over him. If you win round, during next round opponent will come under your control, and will do your bidding. However you remain locked in combat, and in the next round enemy will try win to get out of you choke by trying to win the round. Controlled enemy does not lose any AP, but you may change his or her movement and position. To retain control over enemy, you must win the round and have at least one uncancelled Control action.    

3. Reveal your actions:
After you mark your action of combat sheet, you reveal it to GM or opponent in order of combat starting from highest to lowest.

4. Determine who wins the round by passing Opposed Skill test.
Consult Opposed test table for the number required to succeed and roll your d12 and/or other dice.

  • If all combatants successfully pass Opposed test, then round is won by highest number of successes. In case of draw highest Close Combat skill wins. In case of another draw highest Agility wins. In case of another annoying draw – roll off d12. Highest result wins.
  • If Opposed test is failed, no Attacks reach target and no Evade has been made. Defencive actions still block opponent's Attacks. Feint is unaffected.
  • Don't roll "1" or Critical Fail means opponent(s) automatically wins the round and all his actions are unopposed. No Attacks, Defence, Evade or Feints actions is made. If dice pool has more than one dice, Critical Fail may be negated by players Critical Success on other dice.
  • Do roll "12" or Critical Success automatically wins round. In case of Critical Successes on both sides highest number of successes wins. in case of a draw - highest skill wins. In case of another annoying draw – roll off d12. Highest result wins. (subject to modification)



5. Combat resolution: 
Establish how round of combat was resolved: successful attacks, defence, evades, their effects and damage.


6. Resolve damage, and determine next step.
Take Resistance test or Armour test if applicable, reduce AP or K-points and determine if combat ends or continues. 







Monday 16 June 2014

DC-3 Dakota - flying legend

Documentary on one of the most iconic aircraft of XX century: DC-3 Dakota. Film covers its origins as civil airliner and it's main highlight on D-Day operations. Dakota is still flying in many countries, proving once again that reliable design is more important than newest gadgets.  
Movie length: 44 minutes. 


Ju-52 "Iron Annie"

Documentary from Wings of the Luftwaffe TV series - Ju-52 "Iron Annie" covers all major highlight of this reliable aircraft during World War II. It leaves however outside of the scope most of it postwar endeavours as it returned to airliner role. For example, Ju-52 flew with Swiss airlines until late 1980-s, some African and South American nations still uses it along venerable DC-3.

Film duration: 44 min

Thursday 12 June 2014

Rare footage of SAAF pilots in East and North Africa 1940-42

This movie includes rare shots from personal collection of South African pilot, who took part in liberation of East Africa from Italy in 1941. It shows how rugged and difficult was terrain and conditions as well as describes personal stories. 

Movie length: 25 minutes. 


Sunday 8 June 2014

Peggy Lee - Why Don't You Do Right

Peggy Lee recorded this brilliant song in 1943 while she was part of Benny Goodman's band. This interpretation of the song  sold more than a million copies and made her famous.


Tuesday 3 June 2014

Liaison Officer Molly Jones

Molly Jones
body type: Elf
marital status: its complicated
military profession: liaison officer
Meet Liaison Officer Molly Jones, currently employed Foreign Office's East African Commission. Molly grew up in military family where both parents worked in RAF, so her choice of career was never a question. 

Though she started in Royal Auxiliary Air Force, her natural wits, good looks and excellent communication skills were noted and got her a position in 12th Air wing headquarters, where she remained almost until the end of the war. In 1944, one of the wing's Intelligence officers, Mr. Edmund Winters, offered her a job in unnamed department of Foreign Office. With end of the war looming, and significant pay rise, she accepted the offer. Ironically, her current assignment brought her under command of Doug Bader, her former Squadron leader. 

After mission briefing on situation in Ethiopia, there is only one huge question left for her: what to pack into the suitcase? There is so much she would like to take and so little space.       

Monday 2 June 2014

Group Commander Doug Bader

Douglas Bader
body type: Ork
marital status: married, wife Thelma Edwards
aerial victories: 20 kills, 4 shared, 7 probables, 11 damaged
callsign: Dogsbody
type flown: Hurricane, Spitfire
Meet Group Commander Douglas Robert Steuart Bader. Three words describe him better than anything: "bloody war hero". Truth is - he is a hero, one of the few pilots in the world who flew with prosthetic legs and became an ace. 

Bader enrolled into RAF in 1928 and established himself as as young charismatic skilled and aggressive pilot. His training squadron was characterised by more laid back approach to discipline, otherwise he would not make it through training with his dangerous stunts in the air and pranks on the ground. Despite this he came second best in his class. However, several months later he crashed his airplane and was rushed to hospital where doctors had to amputate his legs in order to save his life. Subsequently he was retired from RAF, but returned in 1939 as war broke out, and turned down all offers of a desk job. 

With helpful recommendation from Air Vice-Marshal Halahan he passed medical tests and reported again to Central Flying School in October 1939. His old friend Squadron Leader Rupert Leigh tested his flying skills and Bader made a solo flight in Avro Tutor on November 27, 1939, eight years after his accident. Once airborne, he could not resist the temptation to turn the biplane upside down at 600 feet (180 m) inside the circuit area, just as he did eight years ago. 

With the war on, his flying career moved along rapidly: Flying Officer with No 19 Sqn in Feb. 1940, Flight Lieutenant with 222 Spitfire Sqn in April, and his first combat in 31 May 1940 over beaches of Dunkirk. During patrol he shot down a Me 109, but got separated from the group in combat. He successfully navigated to his base and on same day shot down He 111.


In June 1940, Bader was given command of No. 242 Squadron mostly comprised of Canadians. Unit was in shambles, as morale was low, 18 Hurricanes lacked spare parts and pilots lacked initiative. Their first impression, that legless Bader would lead them from the desk was quickly dispelled as Bader took off in Hurricane and performed aerobatics for half and hour over Coltishall, where unit was based. Then he sacked two flight leaders, who in his view were not adequate and aggressive. His biggest battle against supply bureaucracy of RAF, was won after he refused to announce his squadron as operational until its lack of tools and spares was rectified. Within 24 hours, 242 Squadron had all the tools and spares it needed. Despite initial resistance, Bader's personality, leadership skills, uncompromising attitude toward pilots and ground crew members made 242 squadron into a tight, tough and highly successful unit.    

As Battle of Britain progressed he became convinced that large formation of fighters (three to six squadrons) attacking German raids is a key to succeed. This tactics, Big Wing, as opposed to a "hit-n-run tactics" gave a bigger chance of survival to RAF pilots, promised a bigger kill ratio against enemy but required a longer time to arrive to target and assemble. Big Wing, remains a point of heated debate to this date, but regardless of opinions, Bader formulated and battle tested this formation in RAF.        

Distinguished
Service Order

With Battle of the Britain concluded, Douglas Bader was awarded Distinguished Flying Cross (DFC) and Distinguished Service Order (DSO) for gallantry and leadership of the highest order. In May 1941 he was assigned to lead "Tangmere Wing" consisting of three Spitfire and one Bristol Blenheim squadrons. Wing was assigned a task of aerial attacks against German airfield and other targets in Northern France. While commanding "Tangmere", he implemented a "finger four" formation instead of unwieldy Vic formation of three planes. "Finger four", became a standard for RAF and USAF and allowed better cohesion, flexibility and firepower. 


Distinguished Flying Cross 
However mission over occupied France, were much more risky than in defence of blighty, and on 9th August 1941 he was shot down (other sources imply friendly fire), and was captured by Germans. One of the first things he asked from astonished captors, was if they could fetch his legs he lost in the parachute jump. Though he spent most of the war in Colditz, German high security prison for POW, he made three attempts to escape and befriended German ace Adolf Galland (on the way from Galland's Jagdgeschwader 26, Bader hid 3 compasses, various needles and tools in the chess gifted to him by Galland). Germans captors reported his staunch bravery and unbinding will which supported the spirit of his fellow countrymen.  


Bader's Hurricane Mk I,
No 242 Sq,
LE-D V7467,
September 1940.
 Personal emblem: 'kicked off Hitler'
After the war ended he was leading a a Tangmere flight school where he was promoted to captain. Later he led the 11th RAF Group at North Weald. However he felt that this would be an anti climatic end to after his war glory, and he left RAF for Shell Oil Aviation and travelled across the world with his wife Thelma.  


As our story starts, in February 1947, Douglas Bader receives a phone call offering him to serve the King and Country one more time. Perhaps not in a manner he would find unusual, but definitely not in the company of familiar faces.   
      



more on Douglas Bader:
http://www.elknet.pl/acestory/bader/bader.htm
http://acepilots.com/british/bader.html
http://en.wikipedia.org/wiki/Douglas_Bader





What was your first crash?: Erik Gunnarson

As Erik Gunnarson and Adrian Boyd sip ale and whatever wacky cocktail Boyd is drinking, Norwegian takes a deep breath and tells his story.

- I got separated from my flight on a mission. Bad weather, you know. As i popped out of the clouds, i spotted one of the transports. So i dived in, guns blazing. Next thing, Bjorn, my navigator shouts, "boogie, three o'clock low!!". His last words, actually. That Würger, got me, and never saw him coming. In one burst he took out right engine and killed my best friend. I thought i still could make it home, but oil was leaking at high speed, so the other engine would cut out very soon. So i take "mossie" toward the shore, and land her as good as i can.

- Is it harder on a two engine plane?
- It is. - and Gunnar sips more of his ale. - Not proud of it, Adrian, I'm not. I ran away from my plane, leaving Bjorn in there.
- Not surprised, so did I.
- It's different. He deserved a burial at least. So I came to my senses, come back. Had to take a burning hot rod to close and close a wound in my right arm, hurt a bit, but not much. Then i take him out of burning aircraft and slowly walk towards the closest forest. If it was not for such deep snow, I'd make it half an hour. But then, this very same Würger comes back, looking for me or a plane, i never know. I hide in snow, and pray to gods that he would not see me.
- Well, i would not like to be on receiving end of cannon.
- When he left, he probably called for "welcoming committee", or whatever they have there. Less than ten minutes later Storch, appears and catches me in the open. I had to drop my friend there and run for my life. Guess what happens next?
- What they strafe you and miss?
- No. They land. And as they do, wind rapidly changes and plane crashes into the ground and roll over its nose. 
- That's bullshit. 
- Storch is very light. Winds in Norway are very strong. So think what you are saying, next time. - he gives his companion a cold look, and continues. - Three guys crawl out of the plane, one is badly shaken, but surprisingly he is the only one who sees me. Silly man, started shouting, and got a bullet from my Colt. The other one charged me with his bayonet on, even sillier than the first one. 
- Only 'case you are big does not mean you are invincible. 
- Well, his other friend squeezed couple of shots while he was running at me. I got two bullets, the German got one, but died before he reached me. Then, something happened to me... i don know. but when it was over, the last German was dead, one of the rifles lay shattered next him, and i was bleeding i bit. 
- Really? You took three, or what, two shots from a rifle at point blank and lived? Good story fella, but i doubt it. 
-Wanna see the scars? - and Erik opens the side of his shirt, showing Adrian the scars and stitches that healed, but left their marks. And something tells Adrian, that this actually happened to his companion. 
  
(GM notice: Gunnarson had some anger issue's, or may be he is blessed by Old Gods. what ever it is, he actually broke a Mauser carbine against german helmet, took two bullets and shruged 'em off, and just smashed the poor jerry into a pulp.)

 

What was your first crash?: Adrian Boyd

It must be said that when Boyd and Gunnarson met for the first time, it took them some time to start talking. But after a misunderstanding with locals at "Crafty Tom's" bar, which left two unconscious, one heavily bleeding on the floor, (along with Tom's elderly mom seriously pissed, after Tommy released a shotgun into the ceiling) they became closer. London can be a dangerous place, especially in some neighbourhoods, and especially if a barman faces a guy who calmly walks towards a loaded gun. So to strengthen the friendship two pilots crossed the iced Thames casually chatting away and had another couple of drinks in more respected pub on the other side of the river.

Adrian Boyd's story was as simple as ever. His first crash behind enemy lines was prior D-Day, as his Typhoon squadron was engaged in operations against German supply lines.
-So there I was, strafing that bloody train, as one of those crafty jerrys gets into the flak panzer on the back of carriage. Next thing I know there is hailstorm of flak coming towards me as i come out of the dive. Not a big deal, they never hit anything anyway. But that jerry just got lucky, and my engine started leaking. So I naturally roll around a train and ram it.
- You did what? You RAM the train??!!
- Yes i did.
Surprisingly, Gunnarson believed it, may it was an ale, or honest look on Adrians face, but he did. 
- As train went off the rails, my plane was thrown aside and i lost my left wing. Luckily it did not swirl a lot and stopped in the field nearby small forest with shallow riverbed. In overall confusion only one german noticed my crash landing and me, limping toward the cover. If it was not for the chaos of the trainwreck, it would be a different story. Some five or six germans gave me a chase, as ammunition in my plane started to go off, and they had to scatter. I kid you not, i believe one even stayed close to the Typhoon, so scared he was to go further. 

- What did you had on you? 
- Webley and my knife of coarse. Not a biggest weapons against the shmaisser, if you ask me. But when they spotted me, hiding in that dry riverbed and started taking pot shots at me. Big mistake.
- Why?
- My wingman, Billy, was still in the area, and we only fired rockets on our first pass. So he comes back, sees me, sees jerrys having a target practise, and the fuel dump goes off with a huge bang. Even i did not see him coming from above in all this madness, but i tell you this. He dived, gave a long burst and jerrys the from closest to last guy, who thought he would be safe next to my plane died. I never thought that a twenty mil cannon round can vaporise a man in a split second.

Then there was that crafty chap with a shovel, who tried to run back to train and get some help. Well, i shot him in the back of the skull I made my way to a hidden airstrip, where resistance flew me over the Channel on the next night. So what about you?   

 



War bonds

As King's Angels campaign goes skywards, I realised that situation happening in the game are just too good to be left outside. Under the banner of War bonds I will post some of most exciting stories happening in the game, with some commentaries as Game Master or just a transcript of players actions.