Wierd Wars: Dead from above


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My gaming buddy is out of town for a while so no Wierd Wars.

I would love to hear from anyone who has given the air combat rules a go.
 
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Re: bump

fenzer said:
My gaming buddy is out of town for a while so no Wierd Wars.

I would love to hear from anyone who has given the air combat rules a go.

I ran the adventure from this book at our local gaming club. I used a pilot character I rolled up, and the pregens from Hell in the Hedgerows....not the best choice. However, with a bit of tapdancing we managed to pull it off. The adventure was great and the air combat rules are as cool as they look. we are going to do some more of this, definitley.

Allen
 

Nice.

Allensh, thanks for the update. Could you give a couple of examples of how the air combat rules worked? Did you shoot anyone down? Did you get shot down? Etc. How descriptive was your WM and was it easy to describe what was going on?

Thanks.
 

I ran a DnD/WW crossover

The party travelled across the spheres to prevent an alliance of Nazi occultists and dark sorcerers who would exchange magical aid for modern weaponry.

The premsie was that there were two ancient artifacts (Organs of the spheres), that allowed the two planes to overlap and change the magical properties of both (so magic worked on Earth, and technology worked in the fantasy realm).

I made two changes to the rules. 1) Normal armor didn't work (I didn't want plate mail to protect you against bullets). 2) Magic was only 1/2 effective, at least at the start (to force the players to rely on their wits, not spells). However, as the two spheres moved into closer alignemnt, magic began to be more effective.

The biggest problem was communication, but the party found a huge trove of tongues spells in the tower of the bad guys.

The game went pretty well, all in all.
 

I love the crossover idea. I like what you did with magic and armour, sepecially magic. As the spheres syncronized, did the Nazis start getting a grasp on magic or were they still magicless? In some of my crossover ideas magic is always the equalizer against tech, armour is no good but a well placed fireball sure stirs the pot.
 

Most Germans, such as the conventional Wehrmact troops had no magic at all. However, some of the SS occultists did, but not like the PC wizards (9th level) - more of the WW rune-magic users.

The first few sessions involved the party becoming familiar with the world and its deadly machines. Then after encoutering some sympathetic Resistence members, there was a training montage, where they leanred how to use firearms and vehicles (though I didn't make them waste feats or anything). Then after gathering intelligence, they planned a commando raid on an alpine fortress where the Germans kept their Organ.

The fortress was well guarded by troops and evil wizards (from their own realm, plus a frost giant who learned how to operate large machine guns!). And since they were so close to the sphere, all gloves were off and magic worked at full effect!
 

My current idea has the players traveling back in time to stop the Nazis from gainig advanced tech, crashed ufo. I am planning on not using magic at all. I figure the skills they bring with them from the future will give them an advantage. If anything, I was thinking of using tech in place of magic.

I don't usually do this but to speed things up and jump right in, I was thinking of creating the characters for the players, passing them out and getting to it. Is this a good idea?

Any thoughts?
 

Update!

Finally! Finally! I sat down with my gaming buddy and we played two mock 1 v 1 battles using the air combat rules. It was a riot!

He was flying a P-51D and I was flying a FW 190A-8. We randomly rolled pilot skill levels (1d10).

To start you make a tactician check (Int. roll) to see who has the advantage, higher postition number. We just rolled a d20 and modified the roll by our pilot skills. He won advantage the first go around and I won the second.

In the first combat he shot me down I ejected by died on the rocks below, we rolled it just for silly. We didn't quite finish the second but I had 2 damage points left and he had 19.

It took us no time at all to pick it up, about half way through the first combat we had it down. The positions system is beautiful in its simplicity and could easily keep a smooth flow during a role play session. The photocopiable record sheets in the back of the book were very handy and allowed for easy record keeping.

The only caviat we ran into was when we both ended up at position 10. From the rules I understand that you can only shoot at a target with a lower position than your own. If you share the same position number, each side roles to manuver until someone has the advantage. Well in this case we were both at position 10 and the rules say 10 is as high as you can go. Meaning at this stage no one could get the upper hand. I guess you could voluntarily give up position but who is going to do that and the only way to loose position is to attack or as a result of damage. The rule book says nothing about such an evantuality so, we reset. We did a new tacticians roll set the looser at position 5 and the winner at his new position. No big deal.

The criticals were exciting and those 20 mm gun pods are nasty. To bad they only have enough ammo for 5 bursts. The .50 calibar machine gun is a work horse and with the +1 to hit for each addition gun in a group makes the P-51, P-38, and especially the P-47 deadly.

Next we are going to try out the bombers. These rules look slick too. The interceptor declares attack first specifying range bursts etc. but the gunners on the bomber shoot first. It is ruled that they are perpetually readying actions. So, the range the gunners fire at is determined by the intercepter. No more than three gunners can shoot at the same intercepter. In formation, the bombers remain at position 5 and stay there. If a bomber looses position it is considered out of formation and not longer has the protection of the other bombers. A lone bomber is in a world of hurt. I can't wait.

Just a quick thought. These rules would work swimmingly in Star Wars. I think a manuverability rating would be required for all the star ships, do they have one already? You can keep the Star Wars damage model but for everthing else I think this could work. When I get my hands on the revised rules I will look at porting these rules over.
 
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