Dogfights/Pulp Adventures

DanMcS, I have a copy of Dead from Above and have used the dogfight rules. I like them alot. I was the one who recommended them to Ledded.

EDIT: Okay, I slaughted the rules so badly I needed to edit the post. I will try to be specific here without getting into trouble with copyright issues. I have the book in front of me.

They created a Pilot class. Good Ref save and average BAB, bonus feat every 5 levels. They have a number of fun feats to boost piloting performance.

Air combat is very simple. There are no grids, battle mats or minis, unless you have to have them, Ledded. :D

Everything boils down to position. Positions is a scale ranging from 0 to 10, 10 being best. At the start of combat all involved are at position 5. Everyone makes a tactics check, the lowest stays at 5. You can adjust your starting position upward by 1 for every 5 points by which you beat the others players initiative.

The base position cost to make an attack is 5. This is modified by the type of attack you wish to make, close range, long range, short burst, long burst, etc. Total up the cost of the attack and subtract from it the difference in position between the target and the attacker. This is the net cost of the attack. When finished with your attack, adjust your position downward to reflect its net cost.

To improve your position you make a Pilot level chech vs a DC of 10 + your current possition. For every 5 points you are over the DC you add 1 to your possition. If your DC where 15 and you rolled a 20, you would improve your position by 2, 1 for making the DC and 1 for beating it by 5. If you do not make the DC, you possition does not change.

The DC to hit an aircraft is its AC plus the Pilot class level of the pilot. The attack roll is modified by range, the number of weapons being fired and the type of burst (short or long). With a succesful hit you roll hit location. Each location, engine, cockpit, fuselage, wing, has an armor value which works just like damage reduction in D&D. Some weapons have a Penetration Value (PV) that can bypass this armor, the 20mm cannon for example.

Bombers in formation are at position 5. All gunners are considered to have a readied attack and my shoot at the fighter, before the fighter may shoot, but at the range from which the fighter is going to make its attack. The gunner uses his BAB to make the attack modified by range.

They put together a fun critical hit table for aircraft. You roll d% and consult the chart, broken down by hit location, and apply modifiers. These usually effect position.

They cover bail out, parachuting, crash landings, etc.

I highly recomend picking up a copy. The only issue, you need the core rule book Weird War II: Blood on the Rhine for the weapon data and info. None of that is included in Dead from Above.

Personally, I like what Pinnacle has done here. They could have gone nuts and made something slow and plodding. Instead, they created a very fluid dymanic that can recreate the intensity of air combat. Hell, my friend and I would do 1 vs 1 dog fights just for fun. They never lasted more than a few minutes, some as long as 10 but not many. And it was always fun to determine the outcome of the poor sap who had to bail out.

I lucked out, my FLGS has their Weird War II stuff for half off. I'm now the proud owner of all the Pinnacles Weird War II books. :cool: I highly recommend Dead from Above.
 
Last edited:

log in or register to remove this ad

Thanks, fenzer, I'll have to hunt around for that.

More game notes, I guess this thread is as good a place as any to point my players for the "rules".

Advanced Weapon Proficiency: doesn't work as-written for aircraft, since attacking a 10 foot by 10 foot area is a less-than-useful concept.

[Original, for reference:
Prerequisite: Personal Firearms Proficiency.
Benefit: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an auto-fire setting).
Normal: Characters without this feat take a -4 penalty on attack rolls made with personal firearms set on autofire.
]

New:
Advanced Weapon Proficiency: as above, plus:
Benefit: In aerial combat, your penalty for autofire is reduced to -4.
Normal: Characters without this feat can use the machineguns on an airplane to make two attacks as a single action, with a -8 penalty to each attack. Uses 10 bullets.

Kinda like Rapid Shot, but a bigger penalty, and lets you do it as a standard action, so a pilot (who has to use his move action every round to, you know, fly the plane) can use it.

Oddly enough, Rapid Shot isn't in the modern SRD, implying it's not in the modern handbook, and I kinda thought it was. Of course, neither is skill focus, and I required it as a prereq for my Pilot advanced class. Ew, I'm getting D&D in my modern!

Mmm, found 'em. Rapid Shot made it onto the Gunslinger as the class ability "Lightning Shot", probably because it would be too much of a no-brainer in a gun-common setting. Skill focus survives as a talent in the Dedicated class that provides +3 to any one skill, and of course got replaced by all the +2/+2 feats.

If you have both the Advanced Firearms feat, and the Burst Fire (one attack at -4 for +2 dice, uses 5 bullets) feat, you can then combo them, to get two attacks as a single action; both are at -8, and both get +2 dice damage.

This leads to a new feat:
The Whole Nine Yards
Prerequisites: Personal Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Exotic Firearms Proficiency (heavy machine guns), 10 ranks of the Pilot skill
Benefit: As a standard action, you can hose a target with your gun; you can make a single attack at -4 to-hit, which does +4 dice of damage. This attack uses 50 bullets, and can only be used if your gun has 50 bullets in it.
Special: This cannot be comboed with the advanced firearms attack to get two attacks, though it can be comboed with Burst Fire, which would result in a single attack at -8 which does +6 dice of damage.
 
Last edited:

Anecdote: Gurps has a book on everything. Browsing through the rack randomly last night at the game store, found Cliffhangers, a book about pulpish adventures in the 20s and 30s, which is right when I'm setting my game; one of the suggested campaign types is adventurous aviators. Never played gurps, actually, but I have a feeling I'll end up owning a lot of their world books.
 

Man of Tomorrow

In a later era, the Germans would call them ubermensch. The English-speaking world just calls them heroes.

Requirements:
To qualify to become a Man of Tomorrow, a character must fulfill the following criteria.

Statistic: At least one 19.
Reputation: +5.

Class Information.
Hit Dice: d8
Action Points: 6 + 1/2 character level, rounded down.

Class Skills: All
Skill Points: 5 + Int modifier.
BAB: 3/4 (+0/1/2/3/3/4/5/6/6/7)
Saves: All medium. (+1/2/2/2/3/3/4/4/4/5)
BDB: as Soldier (+1/1/2/2/3/3/4/4/5/5)
Reputation: As Personality (+2/2/2/3/3/3/4/4/4/5)

Class Features:
1 Talented, Talent
2 Bonus Feat
3 Talent
4 Bonus Feat
5 Talent
6 Bonus Feat
7 Talent
8 Bonus Feat
9 Talent
10 Bonus Feat

Talented: Add levels in this class to levels of the appropriate base class for purposes of talents with level-dependant effects, for instance, the Linguist talent from the Research Talent Tree of the Smart Hero.

Talent: The Man of Tomorrow can select any talent from the talent trees of the 6 basic classes, provided he meets the prereqs. Add his class level to the level of the appropriate base class, as noted in "Talented", even if he has 0 levels in that class.

Bonus Feat: Pick a bonus feat from the general feat list.

If I were going to do low-powered superheroish pulp heroes, superpowers would be talent trees in this class. I should write some up.
 


Man of Tomorrow Talents

In addition to the base talents from the 6 stat classes, the Man of Tomorrow can select talents from the following list. Some names/concepts are borrowed blatently from MnM, because they did it first and best.

Amazing Stat
Add +1 to one stat. This talent can be taken more than once, for any combination of statistics, including multiple times for the same stat.
(Possible prereq: 19 in the stat to be talented up. I'm not convinced it's necessary.)
Superpowered variation: add a +1 bonus to the chosen stat for every two class levels. Cannot be taken more than once per stat.

Amazing Save
Add a +2 bonus to one saving throw. Can be taken multiple times, and stacks with itself and the save-boosting feats, ie Great Fortitude et al.
Superpowered variation: add a bonus to the chosen saving throw equal to your class level/2, rounded down. Cannot be taken more than once per save.

Amazing Skill
Select one skill. When using this skill, add a bonus equal to your class level in "Man of Tomorrow." This talent can be taken multiple times, for different skills each time.

Additionally, limitations on the use of the skill are eased. For instance, Jump specifies that you cannot jump farther than your speed with a long jump; that restriction could be ignored with Amazing Jump. Amazing Hide might allow a character to attempt to hide without having at least 1/2 cover or concealment, effectively, hide in plain sight.

Extended Talent Tree
For sequential talent trees, like the Melee Smash tree from strong hero, Increased Speed from Fast, or DR from tough, a Man of Tomorrow can extend the tree with further talents. Another valid use might be to increase talent which aren't obviously in sequence, but could be the base of one, for instance, an extended Fire Resistance from the Energy Resistance tree in tough hero would give the character fire resistance=2xCon modifier. DM's call.
Prerequisites: Must have maxed out the base talent tree.


Superpowered Talents
Extra-powerful abilities for pulp hero games where the heroes are more "superhero".

(Your "power level" is equal to your class level in Man of Tomorrow. A "power check" is 1d20 + power level.)

Amazing Speed
Add 5' to your base movement for every two power levels.
Prerequisite: Dex 15, the Advanced Increased Speed talent from Fast Hero.

Healing Touch
By touching someone, you can cure damage up to your power level. You take that damage yourself, but can make a fortitude save DC 15 for half.
Prerequisite: Charisma 17

Levitation
You can move straight up or down in the air at a speed equal to your power level in feet. Each round you are in the air, make a fort save, DC 10 + the number of rounds you have already levitated. If you fail, your power deactivates.
Once you finish levitating (by choice or not), you cannot do so again for at least a number of minutes equal to the number of rounds you were levitating.
Prerequisite: Intelligence 17

Regeneration
Make a power check, DC 20, 10 rounds after you are injured and every 10 rounds after that (ie once per minute), as a free action, to heal 1 hit point.
Prerequisite: Constitution 15, the Stamina Talent from Tough Hero.

Note: Over long periods, it would be useful to average this out. Assume you regain a number of hit points equal to your power level every twenty minutes.

Telepathy
You can read the minds of a person you can see. Make successive power checks, DC based on the desired use:

Round 1, DC 10: Read surface thoughts.
Round 2, 15: Read deeper thoughts or transmit thoughts to the subject.
Round 3, 20: Read memories or perceive through one of the subject's senses.
Round 4, 25: Read the subject's subconscious.

Unwilling subjects add their Will saving throw bonus to the DC. You can choose to maintain contact at a given level once you reach it; you still must make power checks every round, but the DC increases by only 1 each round. Extended contact like this would be useful for mental conversation or eavesdropping through someone's ears, for instance.

Once contact is broken, make a Will save yourself, DC = 10 + the number of rounds you were connected, or take (the number of rounds connected)d6 subdual damage. Success reduces the damage by half.
Prerequisite: Wisdom 15, the Empathy talent from Dedicated Hero.

Note: Even in modern, I use D&D-like subdual damage; if you use the "nonlethal" damage rules from stock d20 modern, the damage here should instead be straight hps equal to the number of rounds connected, saving throw as above.


Energy Control
Select a type of energy. You gain the ability to perceive that type of energy, and to control it to a certain extent. If you make a DC 20 power check, you can even attack with it. Similarly difficult checks let you redirect or otherwise use it besides attacking.

Electricity and Heat Control provide appropriate energy resistance bonuses equal to power level. The attack is a touch attack to deal damage of the appropriate type equal to your class level. (Heat applies to both the cold and fire energy types.)

Sound Control provides a sonic energy resistance bonus equal to power level. Its attack is a deafening burst, centered on you; everyone within 30' (except you) must make a Fortitude saving throw, DC 10 + power level, or be stunned for one round and deafened for an additional minute.

Light Control provides low-light vision and darkvision with a 30' range. Its attack is a blinding flash; everyone within 30' who can see you must make a reflex save, DC 10+ power level, or be stunned for 1 round and blinded for 1 additional round.
 
Last edited:

Just to second fenzer's recommendation, I'll chip in that I love the Dead From Above rules too. They'e rather ingenious -- easy to use, yet exciting and fun. They might be a bit too deadly if you imagine a campaign where your pilot PCs aren't getting shot down at least once a session, but I think you should be able to keep some of the underlying mechanics and adjust the deadliness to suit your game.

My LGS didn't have the book on the shelves, but they were able to order one for me in under a week. I felt kind of gypped, though -- I bought the book at full price, but you can get it half off on the website that Pinnacle sells their stuff through.
 

The Man of Steel

A pulp hero made with the "Man of Tomorrow" advanced class, above.

Human Strong Hero 5/ Tough Hero 5/ Man of Tomorrow 10
Str 20, Dex 10, Con 18, Int 12, Wis 10, Cha 10 (18, 10, 14, 12, 10, 10, plus level increases and Amazing Stat).
BAB +15, Melee +20, Ranged +15; BDB +11, Defense 21, FF 21, Touch 21; DR 5/- from talents
hp: 193 (5d8 + 5d10 + 10d8 + 15 [robust talent] + 80 [Con])
Saves: Fort +17 (+11 base, +4 Con, +2 feat), Ref +9 (+7 base, +2 feat), Will +9 (+7 base, +2 feat)
Reputation: +10 (including Renown feat)
Occupation: Athlete (Jump, Swim, Brawl)
Action Points: 16

Talents: Melee Smash (1, 2, and 3); Robust, DR (1/-. 2/-);
Amazing Skill: Jump, DR (3/-, 4/-, 5/-), Amazing Stat: Constitution (+1)

Class Features: Talented
Feats: Simple Wpn Prof, Brawl, Power Attack, Acrobatic, Athletic, Cleave, Improved Brawl, Improved Bull Rush, Great Fortitude, Knockout Punch, Renown, Alertness, Improved Knockout Punch, Great Cleave, Heroic Surge, Iron Will, Lightning Reflexes, Improved Initiative, Run

Skills:
Climb +30 (+23 +5 (str) +2 (Athletic))
Jump +41/43 (+23 +5 (str) +2 (Acrobatic) +10 (Amazing Skill) +1 (occupation), +2 on long jumps (Run))
Swim +31 (+23 +5 (str) +2 (Athletic) +1 (occupation))
Knowledge-streetwise +9 (+8 +1 (int))
Knowledge- current events +6 (+5 +1 (int))
Spot +12 (+10 +2 (Alertness))
Listen +12 (+10 +2 (Alertness))
Intimidate +10

The Man of Steel fights with his fists, like any good american hero; he attacks at +22/+17/+12 for 1d8+8 subdual damage, and if he gets the drop on an opponent he can hit them with an Improved Knockout punch for triple damage; combined with great cleave, he can clear a room of mooks in no time flat.

With his amazing skill at jumping, (+41 or 43, +3d6 for an action point), he can't quite leap tall building in a single bound, but a 60-foot chasm or a 15-foot wall presents no special obstacle.
 
Last edited:

Vehicle stats, take 2

Updated with regard to Rich Redman's new Notes from the Bunker

There are a couple of errors in his vehicle hp table, which I've fixed. Hps are based on the unloaded weight.

Weight/ hps
Code:
100 lbs. 2              50 tons 62 
120 lbs. 4              60 tons 64 
150 lbs. 6              80 tons 66 
200 lbs. 8             100 tons 68 
250 lbs. 10           120 tons 70 
300 lbs. 12           150 tons 72 
400 lbs. 14           200 tons 74 
500 lbs. 16           250 tons 76 
600 lbs. 18           300 tons 78 
800 lbs. 20           400 tons 80 
1,000 lbs. 22         500 tons 82 
1,200 lbs. 24         600 tons 84 
1,500 lbs. 26         800 tons 86 
2,000 lbs. 28       1,000 tons 88 
2,500 lbs. 30       1,200 tons 90 
3,000 lbs. 32       1,500 tons 92 
4,000 lbs. 34       2,000 tons 94 
5,000 lbs. 36       2,500 tons 96 
3 tons 38            3,000 tons 98 
4 tons 40            4,000 tons 100 
5 tons 42            5,000 tons 102 
6 tons 44            6,000 tons 104 
8 tons 46            8,000 tons 106 
10 tons 48         10,000 tons 108 
12 tons 50         12,000 tons 110 
15 tons 52         15,000 tons 112 
20 tons 54         20,000 tons 114 
25 tons 56         25,000 tons 116 
30 tons 58         30,000 tons 118 
40 tons 60         50,000 tons 120

You can calculate maneuverability and initiative modifier from the size; take the larger of the wingspan and the length to compare to the size chart.

The modifiers he gives in the article for maneuverability seem to be wrong; he's working from a base of 0, instead of a base equal to the size modifier.

Equipment bonuses for maneuverability in aircraft are based on the ratio of loaded weight to horsepower.

>30:1 : -2
>20:1 : -1
10:1 to 20:1 : 0
<10:1 : +1
<5:1 : +2

These equipment bonuses are in addition to the size modifier, which should be figured in.

Taking some planes from the Air Force Museum page, I can do some quick numbers.

Wright 1909 Military Flier
(740 pounds unloaded, 36.5' span, 28.9' length, engine 30.6 hp, top speed 42 mph)
hp 20, hardness 0, size G, init -4, maneuver (ratio 30+ if pilot weighs over 160 pounds!) -6, top speed 74 squares, 7 at chase speed.
This plane is so light, and the engine so small, that its maneuverability can actually change based on the size of the pilot, from -6 to -5 if they are small.

Sopwith F-1 Camel
(1482 pounds unloaded, 28' span, 18.75' length, engine 130 hp, top speed 112 mpg)
hp 26, hardness 3, size H, init -2, maneuver (ratio ~12) -2, top speed 197 squares, 20 at chase speed.

De Havilland DH-4
(3,557 pounds loaded, so maybe 3000; 43.5' span, 30.5' length, engine 400 hp, max speed 128 mph)
hp 32, hardness 3, size G, init -4, maneuver (ratio 8.89) -3, top speed 225 squares, 22 at chase speed.

Fokker D. VII
(1540 unloaded, 1939 lbs loaded; 29.25' span, 22.9' length, engine 185 hp, max speed 124 mph)
hp 26, hardness 3, size H, init -2, maneuver (ratio 10.5) -2, top speed 218 squares, 22 at chase speed.
 
Last edited:

ledded said:
I used a combination of the Star Wars Revised Core Rulebook rules for atmospheric vehicles, combined with the manuvers listed in Bloodstone Press's Hell on Earth.

*ahem* At the risk of sounding like I am blowing my own horn...

the Hell on Earth dogfighting rules are open content from Blood and Guts. Glad you like them Ledded :)

(Note: I was flattered my open content was used- just wanted to point out whose rules those originally are.)

Chuck
 

Pets & Sidekicks

Remove ads

Top