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8/3/2019 Fallen Angels (Lite)
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Fallen Angels
Lite
WW1 Aerial Combat
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Introduction
Fallen Angels is a tabletop war game that is designed to 'simulate' World War 1 air
combat. I say 'simulate' because the game's number one priority is to remain fun, it
will roughly replicate the fighting style and tactics of the time but when realism andfun clash, fun will always prevail.
Winning The Game
In order to win a game of 'Fallen Angels' you must complete one of two tasks:
1. Eliminate all opponent planes
2. Complete objectives set by the scenario
There are a number of other ways that you can win a game of 'Fallen Angels' but
these are scenario specific and will be explained in detail with the specified scenario.
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Beginning The Game
At the start of the game you need to determine your fuel and ammunition levels, most
of the time a scenario type will dictate the fuel and ammunition levels for each
aircraft. Don't worry, fuel and ammunition are not complicated to keep track of, and
as you'll only be flying with one or two planes per player, it keeps things simple.
Roll 1D6 for each aircraft participating in the battle (including reserves)
Fuel Level:1 – 2: Low Fuel: Start with 20 fuel
3 – 4: Medium Fuel: Start with 40 Fuel
5 – 6: High Fuel: Start with 60 Fuel
Ammunition Level:
1 – 2: Low Ammo: Start with 10 Ammo3 – 4: Medium Ammo: Start with 15 Ammo
5 – 6: High Ammo: Start with 20 Ammo
If you reach 0 fuel/ammo you lose the use of it, this means if you run out of ammo
you may no longer fire, and if you run out of fuel you stall and crash.
All of this information can be written down on the pilot sheets at the back of the
rules.
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Movement
Lets talk about movement. In order to traverse your aircraft around on the battlefield
you'll need to understand the basics of movement. These are simple and easy to learn
rules so you should be up in the air in no time.
All movement is always measured in inches and the movement rate can vary
depending on the aircraft. These different stats can be found with the aircraft data at
the back of the rules set. You also 'spend' fuel in moving, you will use more or less
fuel depending on if you are damaged, your rate of climb, and your speed.
I have written these rules to be somewhat realistic, therefore all movement speeds for
the real life counterparts of your models have been considered when writing the stats
for the aircraft. The aircraft stats sheets will tell you the maximum speed the may
travel at. However modifiers such as diving may increase the speed past themaximum normal movement rate.
Speed
For obvious reasons you cannot spend a turn in a stationary position, you MUST
move at least 4” per turn, regardless of speed or rate of climb. The 'Normal Speed'
and 'High Speed' rates will vary with different aircraft.
Example:'Hannover CL.111a'
• Slow Speed – move 4” lose no fuel
• Normal Speed – move 7” lose 1 fuel
• High Speed – move 10” lose 2 fuel
Turning
In order to turn, you must use the hexagonal turning template that is provided at the
back of the rules. In order to turn 'one face' on the template you must move at LEAST
4”, this will simulate the banking rate of a plane and prevent any unrealistic
manoeuvres taking place.
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Climbing/Diving
There are 3 simple rules to climbing/diving
▪ Shallow Climb – 'Climb' 1 level of altitude per 7” of movement, lose no
speed next turn, lose 0 fuel.▪ Normal Climb – 'Climb' 2 levels of altitude per 7” of movement, lose
4” of speed next turn lose 1 fuel
▪ Steep Climb – 'Climb' 3 levels of altitude per 7” lose 6” of movement,
next turn lose 2 fuel
▪ Shallow Dive – 'Dive' 1 level of altitude per 7” of movement, gain 2” of
speed next turn, lose 0 fuel.
▪ Normal Dive – 'Dive' 2 levels of altitude per 7” of movement, gain 4”
of speed next turn, lose 0 fuel.
▪Steep Dive – 'Dive' 3 levels of altitude per 7” of movement, gain 7” of speed next turn, lose 0 fuel.
If you have less than 4” of movement at the BEGINNING of a turn you
stall (lose 4 levels of altitude every turn you continue to stall) Roll a 4+ to
recover (lose 4 altitude for 1 turn then continue to play as normal) if you
fail the roll you continue to stall, taking the stall test at the start of every
turn. If you reach 0 altitude... the game is over.
The maximum height your aircraft can reach is 40.
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Aerobatics
In order to maintain a bit of realism I have kept all unrealistic aerobatics out of the
game. The planes of the time were underpowered and fragile, they had a tendency to
come apart if subjected to intense manoeuvring. These rules try to reflect this by
making it hard for you to maintain altitude for your aircraft and making evasivemanoeuvres tricky.
In order to evade the enemy and attack him effectively it is a good idea to maintain a
higher altitude than them and try to keep them off your tail so they cannot 'target' you.
More about targeting will be explained later on. It is always a good idea to try and
stay behind the enemy so that YOU can target THEM, this enables you to be more
accurate with your fire and thus do more damage.
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Shooting
In order to shoot down enemy planes, there is a simple list of things you must do, you
first need to be within 4 levels of altitude either above or below, you must then
determine whether your pilot can 'target' the enemy plane. After this you must roll aseries of tests in order to try and inflict damage upon your foe.
'Targeting'
Targeting is a simple way of re-creating the accuracy achieved by staying on the tail
of an enemy for an extended period of time, the pilot has more thinking time, and is
able to fire more accurately.
If your aircraft is within range, and the enemy aircraft is within the arc of fire for 2 or
more turns, you may declare that your pilot has 'targeted' the enemy plane.
This will have an effect on the damage tables later on.
Range
You must be in range in order to fire, the range of your guns is on the stats sheets.
Facing
Facing can be easilly determined by looking at the direction your aircraft is going inrelarion to the enemy. Below is a simple diagram to show what the 4 facings are.
Left Side
Right Side
BehindFront
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Roll 'Jam Test'
This is a simple test that simulates how unreliable the weapons of the time were.
Pilots often found their guns jamming at the critical moment before they engaged the
enemy!
Before you roll to hit, determine whether your weapon has jammed:
Roll 1 D6, on a roll of 1, the weapon has jammed and you may not fire this turn, the
weapons is un-jammed next turn, but you must still make a 'Jam Test'
Freeze Test
Another factor you must consider at this time is the altitude. At altitudes higher than
30, there is a chance that your weapons could freeze. The first time you fire in a
game, roll 1 D6, on a roll of 1 or 2, the weapons are frozen over. You may not fire thisturn, the only way to enable your guns to fire is to go below 30 altitude.
After you have fired once successfully, you no longer need to take 'Freeze Tests' your
weapons have warmed up enough and can operate at any altitude.
Roll to Hit
The next step is to determine whether you can actually hit your target, in your stats
sheet there is a 'Pilot Skill', this added to speed and ROF modifiers will determine the
roll you need to hit.
Speed Modifiers
Target moved 'Max Speed' or higher last turn, -1 on 'To Hit' roll.
Target moved 'Slow Speed' last turn, +1 on 'To Hit' roll.
Once these modifiers have been determined, add them to your pilot skill.
E.g. 'Pilot Skill' = 4 (player must roll a 4+ in order to hit)
Target moved at 'Low Speed' last turn +1 to roll
This means that the player must now roll a 3+ in order hit.
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ROF Modifiers
This is a very simple set of modifiers that control how much you fire during the
shooting phase. The table below shows the various 'Rates of Fire' and their effects:
Rate of Fire Effect
1 Lose 1 ammunition point
2 +1 to 'Hit' lose 2 ammunitions points
3 +2 to hit lose 3 ammunition points
If you hit your target, the next thing to do is roll on the damage table below:
Calculating Damage (Roll a D6)
Normal Fire
Result
Front Behind Lest Side Right Side
1 No effect No effect No effect No effect
2 No effect No effect No effect No effect
3 No effect No effect Left Wing Right Wing
4 Fuselage Fuselage Fuselage Fuselage
5 Engine/Prop Rudder/Elevator Fuselage Fuselage
6 Fuel tank Gunner Engine/Prop Engine/Prop
Targeted Fire
Result
Front Behind Lest Side Right Side
1 No effect No effect No effect No effect
2 Fuselage Fuselage Left Wing Right Wing
3 Fuselage Fuselage Left Wing Right Wing
4 Engine/Prop Rudder/Elevator Fuselage Fuselage
5 Engine/Prop Rudder/Elevator Engine Engine
6 Pilot Gunner Fuel tank Fuel Tank
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All Damage effects are cumulative and must be plotted on the aircraft damage stats
sheet.
Once the 'CRITICAL DAMAGE' tally has reached 10 your game is over, the aircraft
has sustained too much damage and either explodes in mid air or goes crashing to the
ground.
Below is a list of the different damage effects:
1. Engine/Prop – Movement is slowed by 2” per turn for the remainder of thegame. Add 2 points to 'Critical Damage' on the stats sheet
2. Left Wing – Move 1 'face' to the left on the movement template each turn
AFTER other movement
3. Right Wing – Move 1 'face' to the right on the movement template each turn
AFTER other movement
4. Fuselage – Add 1 point to 'Critical Damage'
5. Gunner – Can no longer fire rear guns. If there is no rear gunner, treat this
result as 'Fuselage'
6. Pilot – Plane crashes next turn GAME OVER!
7. Ruder/Elevator – Can only turn a maximum of 2 'faces' on the turning
template, and the maximum rate of climb is 'Normal' for the remainder of the
game.
8. Fuel Tank – Lose 1 extra point of fuel per turn for the rest of the game. Add 1
point to 'Critical Damage'
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Below is an example of the damage table you will find in the aircraft stats sheets:
Hannover CL.111a
Area Affected Damage points (Tally)Engine/Prop
Left Wing
Right Wing
Fuselage
Gunner
Pilot
Rudder/Elevator Fuel tank
CRITICAL DAMAGE (Max - 10)
All the damage is cumulative, keep a tally of how many times you have been
damaged in certain areas to determine the overall effects of damage.
NOTE
If the gunner has already been killed, treat as 'Fuselage' damage
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Shooting Phase Summary:
1. Determine whether you have 'targeted' the enemy
2. Determine Range
3. Determine Facing
4. Roll 'Jam Test'5. Roll to Hit ('Training Level' + 'Targeted' and 'Speed' modifiers)
6. Roll on Damage Table
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Turning Template
Arc of Fire
Forward Guns
Arc of Fire
Rear Guns
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Hannover CL.111a
Movement Slow – 4”
Normal – 7”
Max – 10”
Crew Pilot
Gunner Pilot Skill 5
Area Affected Damage points (Tally)
Engine/Prop
Left Wing
Right Wing
Fuselage
Gunner
Pilot
Rudder/Elevator
Fuel tank
CRITICAL DAMAGE (Max - 10)
Fuel level Ammo level
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Bristol F.2 Fighter
Movement Slow – 4”
Normal – 8”
Max – 12”
Crew Pilot
Gunner
Pilot Skill 5
Area Affected Damage points (Tally)
Engine/Prop
Left Wing
Right Wing
Fuselage
Gunner
Pilot
Rudder/Elevator
Fuel tank
CRITICAL DAMAGE (Max - 10)
Fuel level Ammo level