Date: Thu, 3 Nov 94 09:11:05 -0800 From: Christopher Salander Subject: Aerodrome Extra Here are the Aerodrome plane lists I mentioned. Some of the planes (particularly the bombers) required new rules.Have fun with these, and let me know if you have any comments. Keep 'em Flying - Chris Salander -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Aerodrome Expansion: More Planes, Part 1 - Fighters Chris Salander As one of several rules sets for WWI miniature aircraft, Aerodrome owes much of its success to its simplicity. But this simplicity which makes the game so easy to play also means a rather short list of available aircraft. I have come up with a list of game factors for many other aircraft not included in the original Aerodrome list. I hope you will enjoy these. This expansion is divided into several articles. This first list covers fighters. The next list will feature observation planes. The third list will cover bombers and special rules. Legend: DA: Date Available 1. Total Damage Points 2. Ammo Supply (front/rear) 3. Maximum Altitude Level 4. Maximum # Level Climbs per Turn 5. Maximum # Level Dives per Turn 6. # of Double Right Turns per Turn 7. Aircraft Speed Modifier (1, 2 = # of 2 hex foward moves per turn) (S1, S2 = 1 stall move every 1, 2 turns) (slow planes) guns: f: fixed, s: swivel f: forward, r:rear L: Lewis, V: Vickers, S: Spandau, P: Parabellum Sw: Schwarzlose, R: Revelli, H: Hotchkiss DA Aircraft 1 2 3 4 5 6 7 guns Austrian 16Q1 Hansa B. DI 10 12 M 2 2 0 1 1ffSw 17Q2 Aviatik DI 11 20 H 2 2 0 0 1ffSw* 18Q2 Phoenix DI 12 20 H 2 2 0 0 2ffSw British 14Q3 Bristol Scout 9 16 M 1 2 1 0 1ffV 15Q2 FE 2b 7 6/6 L 1 1 0 S1 1ffL 1frL+ 15Q3 Vickers FB5 7 8 L 0.5 1 0 S1 1ffL 15Q3 DH 2 7 12 M 1 2 0 0 1ffL 16Q3 FE 8 6 12 M 1 1 0 S1 1ffL 16Q3 BE 12 9 10 L 1 1 0 0 1ffL** 16Q4 Sopwith Pup 10 16 H 2 2 1 0 1ffV 17Q2 Bristol M1C 9 16 H 2 2 1 2 1ffV 17Q2 Sopwith Triplane 10 18 H 3 2 2 1 1ffV 17Q2 SE 5a 13 20(12) H 2 3 1 2 1ffV (1ffL) 17Q3 Sopwith Camel 12 20 H 2 3 3 1 2ffV 17Q3 DH 5 11 16 M 1 2 0 0 2ffV 18Q1 Sopwith Dolphin 12 20 H 2 3 1 2 2ffV 18Q2 Sopwith Snipe 14 20 H 2 3 2 1 2ffV French 15Q2 Morane-Salner L 6 16 M 1 2 1 S1 1ffH 15Q4 Nieuport 11 6 8 M 1 2 1 0 1ffL 16Q2 Nieuport 17 9 8(16) M 2 2 2 0 1ffL (1ffV) 16Q4 SPAD VII 12 16 H 1 3 0 1 1ffV 17Q4 SPAD XIII 14 20 VH 2 3 0 2 2ffV 18Q1 Morane-Salner A1 9 20 VH 2 2 2 2 1ffV German 15Q3 Fokker E 7 20 L 1 1 0 S2 1ffS 16Q1 Halberstadt DII 11 20 H 1 2 0 0 1ffS 16Q2 Halberstadt DIII 11 20 H 1 2 0 0 2ffS 16Q2 Fokker DIII 9 20 M 1 2 0 0 2ffS 16Q4 Albatross DII 12 20 H 1 2 0 0 2ffS 17Q1 Albatross DIII 11 20 H 1 2 0 0 2ffS 17Q1 Roland DII, III 11 20 M 1 2 0 0 2ffS 17Q3 Albatross DV 12 20 H 1 2 0 0 2ffS 17Q4 Albatross DVa 12 20 H 2 2 0 1 2ffS 17Q4 Fokker DrI 10 20 H 3 2 3 0 2ffS 17Q4 Pfalz DIII 12 20 H 1 3 0 0 2ffS 18Q1 Roland DVIb 12 20 H 2 2 1 0 2ffS 18Q2 Fokker DVII 14 20 H 2 3 2 1 2ffS 18Q2 Pfalz DXII 14 20 H 3 3 2 1 2ffS 18Q2 Siemens-Sch DIII 11 20 VH 2 3 2 0 2ffS 18Q3 Fokker DVIIa 14 20 VH 3 3 2 1 2ffS 18Q3 Junkers DI 13 20 VH 3 3 0 2 2ffS 18Q3 Siemens-Sch DIV 11 20 VH 3 3 2 1 2ffS 18Q4 Fokker DVIII 11 20 H 2 3 2 1 2ffS Italian 17Q4 Hanriot HD-1 11 16 H 2 2 2 0 1ffV 18Q1 Ansaldo SVA 5 11 20 H 1 2 0 2 2ffR 18Q2 Ansaldo A1 12 20 M 2 2 0 2 2ffR American 17Q4 Nieuport 24, 27 9 20 H 2 2 2 0 2ffV 18Q1 Nieuport 28 10 20 H 2 2 2 2 2ffV * on a d6 roll of 1,2,3, add 1ffSw + plane must fly S and level to fire gun (obs must stand up) ** gun becomes 1ffV with 16 ammo in 1917 The availability dates of the DH 2 and Fokker D8 have been corrected. Also the Nieuport 11 has been given 1 double-right turn, and the Albatross DVa has been given 1 two hex move. Various ammo supplies have been adjusted. The slower moves for early airplanes will be explained in detail later. Aerodrome Expansion: More Planes, Part 2 - Observation Planes Chris Salander This second article includes almost all common WWI airplanes used for observation, light bombing and ground support. Except for the British Bristol F2b, all observation planes listed here cannot perform an Immelmann. Legend: DA: Date Available 1. Total Damage Points 2. Ammo Supply (front/rear) 3. Maximum Altitude Level 4. Maximum # Level Climbs per Turn 5. Maximum # Level Dives per Turn 6. # of Double Right Turns per Turn 7. Aircraft Speed Modifier (1, 2 = # of 2 hex foward moves per turn) (S1, S2 = 1 stall move every 1, 2 turns) (slow planes) guns: f: fixed, s: swivel f: forward, r:rear L: Lewis, V: Vickers, S: Spandau, P: Parabellum Sw: Schwarzlose, R: Revelli, H: Hotchkiss DA Aircraft 1 2 3 4 5 6 7 guns Austrian 15Q3 Lloyd C 10 12 L 1 1 0 S1 1srSw 16Q2 Hansa-B. CI 11 20 H 1 2 0 S2 1srSw* 17Q2 Aviatik CI 11 20/20 L 2 1 0 0 1ff,1srSw 18Q2 Phoenix 12 20/12 H 1 2 0 0 1ff,1srSw 18Q2 Ufag CI 12 20/12 M 1 2 0 1 1ff,1srSw British 14Q3 BE 2b 7 - L 0.5 1 0 S1 no gun 15Q2 BE 2c 7 8 L 0.5 1 0 S1 1frL+ 15Q3 Martinsd Elephant 11 8(5/5) M 1 2 0 0 1ffL (1frL)** 16Q2 Sopwith 1.5 Str 11 16/10 M 1 2 0 0 1ffV (1srL) 16Q2 BE 2d 7 16/8 L 0.25 1 0 S1 1ffV,1frL+ 16Q3 BE 2e 7 8 L 0.5 1 0 S1 1frL+ 17Q1 DH 4 12 16/14 H 1 2 0 0 1ffV,1srL++ 17Q1 Armstn-Wht. FK8 11 16/12 M 1 2 0 0 1ffV,1srL 17Q2 RE 8 10 16/12 M 1 2 0 0 1ffV,1srL++ 17Q2 Bristol F2b 13 20/12 H 2 2 0 1 1ffV,1srL++ 18Q1 DH 9 12 16/14 M 1 2 0 0 1ffV,1srL++ 18Q3 DH 9a 12 16/14 M 1 2 0 1 1ffV,1srL++ French 14Q3 Nieuport 10, 12 7 8 M 1 2 0 0 1ffL+ 15Q3 Morane-Saln P 8 16 M 1 1 0 0 1srL* 16Q1 Farman F40 8 12 M 1 2 0 S1 1sfL 17Q3 Spad XI 12 16/16 VH 2 2 0 0 1ffV,1srL++ 17Q3 Breguet 14 14 20/12 H 1 2 0 1 1ffV,2srL 18Q1 Salmson 2A 14 16/12 H 2 2 0 1 1ffV,2srL German 15Q1 Rumpler CI 10 24 M 1 2 0 0 1srP*** 15Q2 Albatross CI 11 24 L 1 1 0 S2 1srP 15Q3 DFW CI 11 24 M 1 2 0 S2 1ffP+++ 15Q4 Albatross CIII 13 20/24 L 1 1 0 S2 1ffS,1srP 16Q2 Roland CII 15 20/24 M 1 2 0 0 1srP*** 16Q4 Albatross CVII 12 20/24 M 1 2 0 0 1ffS,1srP 16Q4 DFW CIV, CV 12 20/24 M 1 2 0 0 1ffS,1srP 17Q2 Rumpler CIV 12 20/24 H 2 2 0 0 1ffS,1srP 17Q3 Halberstadt CLII 13 20/24 M 1 2 0 0 1ffS***,1srP 17Q3 Roland CV, CVI 12 20/24 H 1 2 0 0 1ffS,1srP 17Q4 Rumpler CVII 12 20/24 VH 2 2 0 1 1ffS,1srP 18Q1 Hannover CLIII 16 20/24 VH 2 3 0 0 2ffS,1srP 18Q1 Junkers J1 20 20/24 H 1 2 0 0 2ffS,1srP 18Q1 Albatross CXII 12 20/24 M 1 2 0 0 1ffS,1srP 18Q3 Halberstad CV 12 20/24 M 1 2 0 0 1ffS,1srP Italian 15Q3 Sav-Pomilio 2,3 7 12 M 1 2 0 S2 1sfL 17Q1 S.A.M.L. 1 11 20 M 1 2 0 0 1srR 17Q2 Pomilio PC 12 12/12 M 1 2 0 1 1ffL,1srL+ 17Q3 S.A.M.L. 2 11 10/10 M 1 2 0 0 1ffR,1srR 17Q4 SIA 7B 12 20/20 H 2 2 0 1 1ffR,1srR 18Q1 Ansaldo SVA 10 14 20/20 H 1 2 0 2 1ffR,1srR 18Q1 Sav-Pomilio 4 9 12/12 M 1 2 0 S2 2sfL,2srL * on a d6 roll of 1,2,3, add 1ffSw, with 20 ammo + plane must fly S and level to fire gun (observer must stand up) ** gun becomes 1ffV with 16 ammo in 1917 ++ on a d6 roll of 1, 2, or 3, add a second srL *** on a d6 roll or 1, 2, or 3, add 1ffS with 20 ammo +++ observer in front fires gun Aerodrome Expansion: More Planes, Part 3 - Bombers Chris Salander This third article includes almost all common WWI airplanes used for bombing. None of the planes listed here can perform an Immelmann turn. Since bombers often have multiple engines, multiple fuselages, and multiple observers and pilots, they require some special rules which are included at the end. Note the new gun position: down. This is down one level and straight back. Legend: DA: Date Available 1. Total Damage Points 2. Ammo Supply (front/rear) 3. Maximum Altitude Level 4. Maximum # Level Climbs per Turn 5. Maximum # Level Dives per Turn 6. # of Double Right Turns per Turn 7. Aircraft Speed Modifier (1, 2 = # of 2 hex foward moves per turn) (S1, S2 = 1 stall move every 1, 2 turns) (slow planes) guns: f: fixed, s: swivel f: forward, r:rear d:down L: Lewis, V: Vickers, S: Spandau, P: Parabellum Sw: Schwarzlose, R: Revelli, H: Hotchkiss DA Aircraft 1 2 3 4 5 6 7 guns British 16Q2 Short 12 12 L 1 1 0 S1 1srL 16Q4 Handley-Page 100 16 12@ L 1 1 0 S2 1sfL,1srL,1fdL (b) 17Q2 Handley-Page 400 16 12@ L 1 1 0 0 *sfL,*srL,1fdL* (b) French 14Q3 Voisin 1 - 6 8 16 L 1 1 0 S1 1sfH 15Q4 Caudron G4 6 16/12 M 1 1 0 S1 1ffV,1srL (a) 16Q1 Breguet 5Ca2 8 12/12 M 1 1 0 S2 1ffV,1frL 16Q1 Breguet 4B2 8 12 M 1 1 0 S2 1ffL 16Q2 Caudron R4 14 12/12 H 1 2 0 0 1sfL,1srL (b) 16Q4 Voisin 8 12 12 M 1 1 0 S2 1ffH 18Q3 Caudron R11 14 20@ H 1 2 0 0 2sf,2sr,1dL (b) German 15Q3 AEG G 14 24@ M 1 1 0 S2 1sfP,1srP (b) 16Q3 Friedrichshafen G 14 24@ M 1 1 0 S2 1sfP,1srP (c) 16Q3 Gotha G 16 24@ H 1 1 0 S2 1sfP,1srP (c) 17Q2 Staaken 18 24@ M 1 1 0 S2 *sfP,*srP* (d) Italian 15Q3 Caproni 2 10 12 M 1 1 0 S2 1sfL (a) 17Q2 Caproni 3 10 12/12 M 1 1 0 S2 1sfL,1srL (a) 18Q1 Caproni 4 14 20/10@ L 1 1 0 0 1sfR,2srR (e) 18Q2 Caproni 5 14 20/10 M 1 1 0 0 1sfR,1srR (d) * on a d6 roll of 1,2,3, use twin guns, otherwise single guns Bomber Structure Codes: a) 2 engines, 1 pilot, 1 observer b) 2 engines, 1 pilot, 2 observers c) 2 engines, 2 pilots, 2 observers d) 3 engines, 2 pilots, 2 observers e) 3 engines, 2 pilots, 3 observers (2 obs in rear: one fires left & rear, the other right & rear) Bombers with greater than 3 propellers have been fit into these categories by treating tractor-pusher pairs as single engines. If a hit roll calls for an engine, pilot, or observer hit, use the following effects, unless only one uninjured pilot, observer, or engine (housing) is left, then use the normal rules. Pilot hit: If the bomber has a second pilot, this hit has no effect. Future hits are assumed to affect the unwounded pilot. Observer hit: Roll a die to determine which observer was hit, since they are not co-located like the pilots. For simplicity, assume that all observers have an equal chance of being hit. Defensive fire from the hit observer stops. Engine hit: Treat tractor-pusher pairs as one engine. Bombers that lose an engine can no longer climb and can only go straight ahead or make simple turns and side slips -- nothing else. They must drop their bomb load immediately. Bombers that lose from two to all of their engines must follow the glide rules. A bomber with only one unwounded pilot and no unwounded observers in the main fuselage cannot complete its mission, since there is no one to act as bombardier. If players agree before the game begins, observers who share a continuous, open fuselage with the cockpit may abandon their position and relieve a wounded pilot. (This assumes that the observer knows how to fly the bomber, and also assumed that dead pilots will crash.) The last article in this series will introduce some optional rules which reflect unique features of some airplanes and add some flavor and complexity Aerodrome Expansion: Part 4 - Optional Rules Chris Salander This last article offers some optional rules that you can add to Aerodrome for more variety. Rules Needed for the New Aircraft 1. Slow Speed Many of the airplanes listed in the last three articles have speeds slower than the "standard" speed in Aerodrome. To accomodate the movement of these planes, I created two new speed modifiers, S2 and S1. Slow aircraft have a speed modifier of S2. They must perform a stall once every two turns. Very slow aircraft, with speed modifier S1, must perform a stall once every turn. This mandatory stall may not include a turn of a change in altitdue, and has no other effect. If a pilot forgets to program a stall by the end of the specified time period, his last move automatically becomes a stall. The move is similar to the Enginer Damage critical hit. (Slow planes which receive an Engine Damage hit add that stall on top of the first.) Pilots may program the stall in any of the three increment within a turn. 2. Slow Climbing A few aircraft have very slow rates of climb. 1/2 means that the maximum climb rate of the aircraft is 1 level every two turns. 1/4 means one level every four turns. The climb may take place during any increment in that interval. Rules for Aircraft Eccentricities 3. Aerodynamics versus maintenance. Some airplanes (usually Austrian) were designed with their forwarding firing guns built into the fuselage. As a result, the pilot could not get to the machine guns to unjam them. All pilots of airplanes on this list cannot unjam their guns. Some models were changes partway through their production. If you roll the number in parenthesis on a d6, you have a model on which you can unjam your guns. Aviatik CI H. B. CI, DI Phoenix CI, DI Pfalz DIII (1,2,3) Aviatik DI (1,2,3) 4. Dual Controls The Armstrong-Whitworth FK8 had dual controls. If the pilot is injured or killed, the observer may fly the plane. (He can no longer use the guns.) 5. Distant Cockpits The pilot and observer were placed very far apart in the DH-4 and the Salmson 2A. If two players are flying in one of these models of airplane, they cannot communicate to each other in any manner, including shoulder taps or hand signs. (Optionally, hand signs could be allowed, but must be visible to a tailing enemy.) New Maneuvers 6. Loop Planes with combined climb, dive, turn, and speed factors that total at least 5 may perform two Immelmans in a row. (Count S1 and S2 as 0). Planes with combine factors totaling at least 8 can perform a one increment loop. These planes end up in the hex directly behind their previous position, facing the same way, at the same level. No one can perform two loops or three Immelmanns in a row. Place a special marker in the Immelmann position to indicate a loop. 7. Barrel Roll Planes with the above total factors that add up to at least 4 can perform either a right or left barrel roll. At the end of the increment, the plane will be located in the hex to the right rear or left rear of its original position, facing the same direction, at the same level. No one can perform two barrel rolls in a row (you will make yourself dizzy). Place a special marker in the left or right turn position to indicate a left or right barrel roll. The Observer Blind Spot Rule Taken literally, observer fire can only go down three straight lines of hexes. This leaves hexes as close as two hexes to the airplane where the observe cannot shoot. This rule eliminates those blind spots. Fire from swivel-mounted machine guns may be programmed to the left, right, or center of the gun's position. Guns fired to the left or right are considered hit targets in a straight line from the gun's hex, AND any targets in hexes between the hexes to the left or right and the hexes straight away down the center, up to the range limit of the gun. Left and right shots can never hit any targets in the straight ahead (or straight back) line of hexes itself. If there are two or more enemy planes in the fire zone, the firer must pick just one target. Swivel-mounted guns on the nose of fuselages unobstructed by propellers (such as the DH-4 or forward observers in some bombers) can fire down one level in all three directions. Swivel-mounted guns in the rear of fuselages cannot shoot straight back and down one level.