Optional Rule: Emergency Landings
and Bailing Out
When an aircraft’s health reaches zero, it and all its occupants
turn into a bullet hole-riddled fireball plummeting to the ground. Crew members
must take desperate steps to avoid this ugly end before their craft’s health
depletes.
Ordinarily, a pilot lucky or skilled enough to safely reach his
airfield after a sortie lands his aircraft without needing to roll but normalcy
dries out very quickly in war. Whether because of damage to their aircraft or
their person, sometimes a pilot must land in terrible conditions. To attempt an
emergency landing, the pilot makes an Aviation + Handling test with a black
dice pool based on the landing environment. On landing, the aircraft takes
damage equal to the Environment Damage minus the successes of the Aviation +
Handling roll.
Environment Black
Dice Damage
Roads or fields 0 4
Lakes and thickets 3 6
Open sea or villages 6 8
Forests 9 10
Cities 12 12
At any time, the occupants of a
plane may Bail Out and open their parachute with no roll necessary at the
Gamemaster’s discretion. Once out of the plane, the evacuee no longer
contributes to the Dogfight, but they may take potshots at other parachutists
or make use of other opportunities as they crop up. They reach the ground in
1D6 Dogfight turns and suffer 8 pips of damage from the sudden impact. They may
attempt an Athletics test (0 black dice). Each success negates a point of
damage. Those without a parachute need
not roll the test; they simply start a new character.
Optional Rule: Crew Damage
The bullets tearing through an
aircraft also tear through the aircraft’s crew. If an aircraft looses more
health pips than its Armor Value x 2 in a single attack, someone’s been hit!
The Gamemaster rolls a die to determine the casualty of a damage (5) hit.
Roll Result
1-2 The pilot
3-5 A random crew member
6 Vital components (all actions undertaken by the aircraft
during the combat phase suffer 3 black dice until the damage gets repaired)
Optional Rule: Weather and Night Fighting
While in the thick of it, pilots
worry about wind, rain, and lightning almost as much as enemy bullets. On clear
sunny days, Dogfighting actions suffer no penalties for the weather, but flying
through a fog, blizzards, hail, or thunderclouds gets messy fast.
Weather Conditions Black
Dice penalty
Cloudy/Raining 3
Thick fog/Storm 6
Additionally during dark nights
bereft of spotlights or a full moon, all Dogfighting Actions suffer +3 black
dice.
Optional Rule: Skip the Squadron
Phase
Obviously, the Squadron Phase is meant for massive air sorties with
more than 10 aircraft battling through the skies. For smaller more mechanically
nuanced fights, remove the Squadron Phase and move directly into the combat
phase every round with a few adjustments. Instead of basing their initiative on
the Squadron Roll, every pilot rolls their Aviation plus their aircraft’s Handling to determine their aircraft’s
initiative. The crew then takes turns performing their actions as they see fit.
In case of a disagreement, the aircraft’s pilot decides the order of crew
actions. Instead of the Tactical Action, pilots gain the Spot Action.
I’m very proud of the Dogfighting
rules. With a little tweaking and some new Actions for the Combat Phase they
could work very well for all sorts of Victoriana mass combats. Now that we have
the rules, we just need some planes.
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