Saturday 16 January 2021

What a Handley Page! Tying down my rules

A simplified KISS version of the B17 rules adapted for WW1.  As ever,  a work in progress. 
Sequence
Meet the Crew
Flight Checks
Determine the Mission
Take off
Each turn Draw One Card roll five Command dice

Starting Weather 
2 Bad.  Mission delayed (-3 take off 
3 Poor  -1 take off (and -1 Landing)
4-10      Good
11.        Poor -1 take off  (-1 Landing)
12        Bad Mission delay 24hrs (-1 Landing)

Takeoff and Landing  2d6
-3 Crash
-2 Crew roll wounds/ Wrecked
-1 Crew roll wounds at +1/ Wrecked
0   Crew  Safe, Aircraft Wrecked
1   Crew Safe, Plane repair 24hrs
2-12 Crew Safe, Aircraft Safe.


The Missions

1. Anti Submarine Patrol out to the Dogger Bank and then due North to the Devil's Hole before returning to the Aerodrome.

4. General Patrol over the Long forties, returning to the Aerodrome once completed.

2.  Anti Submarine patrol over the Oyster Ground, North over the great Fisher Bank before returning to the Aerodrome.

5. Anti-Mine layer patrol, Farnborough Head northwards to the Devil's Hole, returning to the Aerodrome once completed.

3.  General patrol over the Norfolk banks. Return via the Silver pit

6.  Scout out over the German Bight for Enemy ship movements.



Archie
1.  None
2.  Light 1d6
3.  Light 1d6
4.  Medium 2d6
5.  Heavy 3d6
6.   Oh Hell!  4d6

   Damage to Aircraft

  Injuries to Crew

2

Bomb racks

❏ ❏

1

Pilot

W

3

Port Wing *

❏ ❏

2

Nav

W

4

Hatch  + Crew

❏ ❏

3

Nose gunner

W

5

Undercarriage

❏ ❏

4

Hatch Gunner

W

6

Stbd Wing *

❏ ❏

5

Rear Gunner

W

7

Nose + Crew

❏ ❏

6

Roll again

W

8

Tail *

❏ ❏

Mark off one damage square for each hit.  An area can only incur three hits at maximum before counting as destroyed.  Destroyed areas with a * symbol will bring down the aircraft.

9

Stbd Engine

❏ ❏

10

Port Engine

❏ ❏

11

Waist + Crew

❏ ❏

12

Pilot seat + Crew *

❏ ❏

Bomb run

1  Miss
2  Miss 
3  Miss
4  On target Damage Light
5  On target Damage Heavy
6  On target Destroyed.

Flight card

Each turn roll 5 Command Dice and Draw One Card
1. Pilot, 2. Spotting, 3. Aim. 4. Shoot, 5. Navigation, 6. Wild dice.
Pilot.
Move and turn, speed constant
Climb half movement or dive add half again.
Pilot needs to dice to pass a stage and enter the next patrol area.
Spotting
Use a success dice to spot and identify a target card. success.  
Aim
The pilot needs to accumulate a success dice roll from his aim dice to commence the bombing run, or attack by rolling the command dice he has. 5 or 6 success unless stated on a card.  

Shoot.
Bomb or Lewis, A simple D6 roll with any or all accumulated dice, 5 or 6 hits, 1 is a critical miss.   Used at the end of a bombing run.  Using all dice simulates the reload. 
Navigation: 
Pilot needs to accumulate 3 dice to move into next patrol area.
In an emergency may roll any accumulated dice 5 or 6 to succeed.
Wild card dice
Subsitute for any other dice.  Roll 2 and you must draw a second card.  Draw three and you must draw three cards and wipe all dice and previous cards.
Combat.
The card will state how many d6 the target can return fire with.  Each 5 or 6 is a hit.  Roll again on damage table.

Mission.
Anti Submarine Patrol out to the Dogger Bank and then due North to the Devil's Hole before returning to the Aerodrome.

Crew
Flight Sub-Lieutenant the Hon. D.Niven
Gunlayer 3919 J. Mills
Gunlayer 3927 D. Sinden
Gunlayer 2799 W. Hay
HP serial 566
Air hours 14.
Maintenance check
Passed
200 gallons fuel.
8 x 212lb, 8 x 100 lb bombs.



HP 566 Crew
Flight Sub-Lieutenant the Hon. D.Niven
Gunlayer 3919 J. Mills
Gunlayer 3927 D. Sinden
Gunlayer 2799 W. Hay
HP serial 566
Air hours 20.
Maintenance check
Passed
200 gallons fuel.
8 x 212lb, 8 x 100 lb bombs.

Herr Grün, The Solo Cards

Ship in trouble 
A ship is spotted aground 1-3 or torpedoed 4-5 and sinking 6 below.
Drop below 2000ft to identify
Report on return to Aerodrome.

Navigation Error
5-6 costs one Navigation dice to course correct
3-4 costs two Navigation dice to course correct
Must be paid to leave the zone.
1-2 where the he'll are we?  Random zone diced for.  5-6 re roll

Cloud cover
1-2 Visibility drops get below 4000 to use any Navigation dice.
3-4 Ceiling drops to 2000ft.
5-6 cloud clears
Use pilots dice to climb or dive 2000 ft.

Visibility Rain
+2 Navigation dice success needed to to pass or remain in this zone, flying in circles.

Nose Wind
Fuel use increases
Speed halved
-1 spotting on a bombing run
2 Nav dice needed to clear this and leave the zone.

German Destroyer
Puts up 4D6 Archie below 4000, 2d6 above.
Bombing run
2 spot, 1 below 4000
2 Aim, 1 below 4000
1 Shoot dice per bomb stick 5 damages 6 sinks

Stop the Pigeon
Speckled Jim, our top bird, playing a tiny trumpet.
D6.  1-2 Jim goes into the prop and is minced
6 Jim fires a white torpedo at the pilot.

Pusser's Kye
Hot cocoa and rum
Add a spotting dice next turn.

Is that a Zeppelin
Is that a dead heat in a Zeppelin race?
At 15000ft two Zeppelins nose towards 1-3 Germany, 4-6 the British coast.

The Weather turns
4-6 it's clearing.  +1 Navigation dice next turn.
3-1 getting worse.  
-1 Nav dice
-2 Nav dice turn after, etc... must pay this to change zones.

Engine problems
6  is that a bum note?
5  it's cutting out.  Costs a pilot dice to clear or drop 4000ft.
3-4 engine cutting out, costs 1 pilots dice per turn or drop 4000ft
2  cost pilot dice per turn
1  Engine dies.  Going in.

Target Lost
-1 spotting dice
Any target cards are removed from play.

Oil leak
5-6.  Double fuel use
4      fuel use x 4
3  Engine stalls.  Pilot Success to restart
2  engine fire  2 pilot success to dive out and restart.
1  Going in.

U-boat underwater
The shadow of  a U-boat under the water.
Bombing run.
Under 4000 -1 each requires dice to spot and aim
Spot 2 successes
Aim 2 Successes 
Shoot 1 dice per bomb stick, 5 damages, 6 kills.

German Minelayer
Puts up 4D6 Archie below 4000, 2d6 above.
Bombing run
2 spot, 1 below 4000
2 Aim, 1 below 4000
1 Shoot dice per bomb stick 5 damages 6 sinks

Tail Wind
Fuel use lessened.  Half use whilst in play
+1 wildcard dice to bombing run 
-1 Navigation dice to cross into next zone.

A flock of Shitehawks
Birdstrike.  Don't roll a 1
Engine stall
2 pilot dice to restart or 2000 ft drop to turn

Oh Hell!
Its one of Ours! 
A misidentification.  Target card withdrawn.

Perfect flying weather
Add a Navigation dice next turn

Crosswinds
+1 needed for bombing run.
Extra Navigation dice needed to leave this zone.

Navigation Landmark
Is that the "O" buoy?
Add a wildcard dice next turn
Add a Navigation dice next turn.

German Aircraft
Rumpler Float Plane
2d6 Spandaus
Attacks
6  Front right above  2d6
5  Front left below  2d6
4  rear above 1d6
3  Rear below 2d6
2  above right flank 1d6
1  rear left flank below 2d6
The damage roll
5 hits crew in order of attack area.
6 hits aircraft, damage 1-6n

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