Knights in the Sky
Version 1.1 (Revised 11/16/03)
A World War One variant of "Hunters in the Sky"
by David North
Introduction
This is a World War One modification of "Hunters in the Sky". This is a stand-alone
supplement. The original rules are not needed for play. As with the original rules, the
emphasis in this game is fast and easy. Playability is given more consideration than
realism. Unless otherwise noted, all original rules remain the same. The only notable
difference is the scale. In "Hunters", one inch of movement roughly translated to 25mph
of speed. In "Knights", one inch of movement represents about 10mph.
Aircraft
They are comprised of the following elements:
ENGINE: Determines the maximum SPEED that an aircraft may travel.
FUSELAGE: Determines the amount of damage an aircraft may take before being
destroyed.
MANEUVER: Determines the aircrafts ability to perform special maneuver.
WEAPONS: The list of weapons an aircraft has and their firing arc. Determines the
number of dice rolled in combat.
Each aircraft has four sides. They are Front (F), Left (L), Right (R) and Aft (A).
Aircraft Record: During the game, damage and speed are tracked for each aircraft using
Aircraft Records. At the beginning of the game, the aircrafts stats are entered on the
Aircraft Record. If an aircraft does not have a weapon on a particular side, fill in that
oval. If an aircraft has ENGINE 4 then all but 4 of the ovals are filled in. The rest of the
ovals are filled in when the aircraft takes damage.
Aircraft Design
Each aircraft has an ENGINE, FUSELAGE, MANEUVER, and WEAPONS value.
MANEUVER and WEAPONS may never exceed 5. Only one weapon may be placed on
each side of the aircraft.
.
Different sizes of aircraft can be built.
At the end of the page are some sample aircraft.
Turn Sequence
Turns are comprised of the following phases:
Initiative Phase
Movement Phase
Combat Phase
Setup
The setup of the game is entirely up to the players. How many aircraft, what type, their
starting locations and the victory conditions are for the players to decide. It is
recommended that players first start off with a small number of aircraft and gradually
build up over subsequent games. The most obvious victory condition is to see who can
destroy whom.
Needed for Play: A number of 6 sided die, aircraft counters or miniatures, and a tape
measure.
Initiative
At the beginning of each turn, both players roll 1d6 and add the number of aircraft on
their side to the roll. The higher roller has the initiative for the turn. During the movement
phase, players alternate moving their aircraft one at a time, with the player that lost the
initiative moving first.
Movement
SPEED is how fast the aircraft is currently traveling, in inches. SPEED may never exceed
the current ENGINE rating multiplied by 4, which is the aircrafts maximum speed.
Aircraft start out the game at any SPEED between 4 and the maximum speed determined
above. At speeds below 4, aircraft will stall and enter an uncontrolled spin (see below).
SPEED is written on the Aircraft Turn Record during the Movement Phase.
Acceleration and Deceleration: Aircraft may accelerate or decelerate by 1 SPEED each
turn. SPEED is written down in the Movement phase.
Moving an aircraft: Aircraft may either move forward, turn left or turn right. For each
SPEED moving forward the aircraft moves 1 inch.
Turning: Imagine a clock face superimposed over the aircraft. The direction the aircraft is
moving is twelve oclock, its rear is 6 oclock, its right is 3 oclock etc. An aircraft may
turn 1 point on the clock face per 1 pont of MANEUVER. The actual procedure is as
follows; Half of the aircrafts turn is made at the mid-point of its movement and the
remaining half at the end of the move. If the number of points turned is an odd number,
round down the first half and round up the second half. Turning, regardless of the number
of points turned, costs one SPEED.
Example; A SPAD VII moving at SPEED 9 makes a 3 point turn to the left. The player
first moves 4 1/2 inches straight forward. The aircraft is then rotated 1 clock point to the
left. Then it moves forward the remaining 4 1/2 inches. Finally, it rotates the last 2 clock
points to the left. The aircraft looses 1 SPEED for turning, so it's starting SPEED next
turn will be 8.
Special Maneuver: Fighters may attempt to perform a special maneuver in place of or in
conjunction with normal movement. Roll the aircrafts MANEUVER rating or lesson 1d6
to successfully perform the maneuver. If the roll fails, the aircraft cannot perform the
special maneuver, flying normally instead. Note that bombers cannot perform special
maneuvers.
Special Maneuver
Power Dive:
Zoom Climb:
Sideslip:
Loop:
Immelman:
Split-S:
Barrel Roll:
Uncontrolled Spin:
Effect
+2 SPEED, move SPEED
-2 SPEED, move SPEED
-1 SPEED, move 45' laterally left or right
Move backwards 1 to 3 inches
-2 SPEED, move SPEED then turn 180'
+2 SPEED, move SPEED then turn 180'
Move SPEED
See below
Uncontrolled Spins: An aircraft that has it's SPEED drop below 4 goes into an
uncontrolled spin. Roll 1d6 twice to determine the aircrafts direction of flight. The first
roll determines how many clock face points the aircraft turns. The second roll determines
the direction; 1-3 = Left, 4-6 = Right.
Roll a third 1d6 to determine how many inches the aircraft travels in the indicated
direction.
At the end of each turn any aircraft in uncontrolled spins can attempt to recover by rolling
the aircrafts MANEUVER rating or less on 1d6. Failing to recover causes the aircraft to
remain in an uncontrolled spin for another turn. An aircraft that fails to recover after three
turns crashes into the ground and is destroyed.
An aircraft must expend all of its SPEED in each turn, either by moving forward, turning,
or performing a Special Maneuver.
Formations (optional)
Aircraft may be grouped into one of three formations, if desired. Aircraft flying in
formation all move at the same time, rather than individually based on initiative. Use the
initiative rating of the formation leader to determine when the formation moves. All
aircraft flying in formation EXCEPT for the formation leader have a -1 TO-HIT modifier
in combat when firing fixed forward weapons. The three types of formations are the Vic,
the Finger Four, and the Echelon. In all cases, the aircraft in formation must stay within
three inches of at least one other aircraft in the formation.
Formations;
Vic
^ (leader)
Finger Four
^ (leader)
Echelon
^ (leader)
^
^
Combat
Aircraft may fire on other aircraft when the following occurs: target aircraft is within
range of firing aircraft, there is a clear line-of-sight between the aircraft, and the target
aircraft is in the firing arc of one of the firing aircraft's weapons. Each weapon on a
aircraft may fire once per turn.
Firing arcs: The front gun may fire between 11 oclock and 1 oclock. The rear weapon,
representing manually aimed observers guns, may fire from 4 oclock to 8 oclock.
To-Hit Roll: Once all of the above conditions have been met, roll dice for each weapon
firing. The number of dice rolled is equal to the WEAPONS rating of the weapon. Check
the chart below to determine the number of hits scored.
RANGE
1" or less
2" - 4"
5" - 8"
9" - 12"
TO-HIT
3-6
4-6
5-6
6
Example; An Albatros D.III fires at a Nieuport 17 at a range of 7 inches. The Albatros
rolls 4 dice for it's WEAPONS rating of F4. The results are; 2, 4, 4, and 5. The two fours
and the two are misses, but the five is a hit.
Damage: For each hit scored, roll 1 die. On a roll of 1-4, mark off one oval of
FUSELAGE and one oval of MANEUVER.. On a roll of 5 mark off one oval of
ENGINE. On a roll of 6, reduce the WEAPONS rating of the weapon on that side of the
aircraft by one. If there is no weapon on that side or the WEAPONS rating is already
reduced to 0, mark off one oval of FUSELAGE and one oval of MANEUVER.
All damage is applied immediately.
Destruction: Any aircraft with no more ovals of FUSELAGE is considered destroyed.
When an ENGINE is reduced to zero then the aircraft has no engine left and falls out of
the sky and crashes. When MANEUVER is reduced to zero the aircraft cannot attempt
special maneuvers.
Example aircraft:
Aircraft
FOKKER E.III
Engine (max. speed) Fuselage
Weapons
2 (8)
2
2
Maneuver
F2
ALBATROS D.II
ALBATROS D.III
PFALZ D.III
FOKKER Dr.I
FOKKER D.VII
FOKKER E.VIII
SIEMENS-SCHUKERT D.III
F4
JUNKERS D.I
LVG C.II
SIEMENS-SCHUKERT R.VI
F2, A2, B(2)
RUMPLER C.IV
B(1)
GOTHA G.V
B(2)
HALBERSTADT CL.II
HANNOVER CL.IIIa
HANSA-BRANDENBURG W.19
NIEUPORT 11
NIEUPORT 17
NIEUPORT 28
SPAD VII
SPAD XIII
HANRIOT HD.1
MORANE-SAULNIER A1
BREGUET 14
B(2)
BRISTOL SCOUT
BRISTOL M.1c
D.H.2
SOPWITH TRIPLANE
SOPWITH CAMEL
SOPWITH DOLPHIN
F4
SOPWITH SNIPE
S.E. 5a
B.E. 2c
B(1)
SHORT 184
B(2)
F.E. 2b
A2
SOPWITH 1 1/2 STRUTTER
F2, A2
R.E. 8
2 (8)
3 (12)
3 (12)
3 (12)
3 (12)
3 (12)
3
3
3
2
3
3
3 (12)
3 (12)
2 (8)
3
3
3
5
4
4
3
3
2
2 (8)
F4
F4
F4
F4
F4
F4
5
4
2
5
F4
F2, A2
1
3 (12)
F2, A2,
2 (8)
F2, A2,
3 (12)
3 (12)
3 (12)
2 (8)
3 (12)
3 (12)
3 (12)
3 (12)
3 (12)
3 (12)
3 (12)
2
3
3
2
2
2
3
3
3
2
3
2
3
3
4
4
4
4
4
4
4
2
F2, A2
F2, A2
F4, A2
F2
F2
F4
F2
F4
F2
F4
F2, A4,
2 (8)
3 (12)
2 (8)
3 (12)
3 (12)
2
2
2
2
2
4
4
3
5
5
3 (12)
F2
F2
F2
F2
F4
4
3 (12)
3 (12)
2 (8)
2
2
2
4
3
1
F4
F4
A2,
2 (8)
A2,
2 (8)
F2,
2 (8)
2 (8)
2
2
2
2
F2, A2,
B(1)
D.H. 4
B(1)
BRISTOL F.2b
A4
3 (12)
F2, A2,
3 (12)
F2,
Note; the B(#) weapons are used for bombing, which is covered in a separate supplement.
They are included here for completeness, and can be ignored in the basic game.
Aircraft Record
Aircraft Name: _______________________ Unit No: _____
ENGINE:
OOOOO
FUSELAGE: O O O O O
MANEUVER:O O O O O
Weapons:
F: O
WEAPON: ______
Rear: O
WEAPON: ______
Current SPEED: _______
Rain of
Fire/Squadron
Leader
Supplemental Rules
Observation Balloons
All sides in WWI used tethered observation balloons, and they became a popular target
for fighter aircraft. In game terms, observation balloons can take 6 hits before being
destroyed. Their ground crews would begin reeling them down as soon as an attack
began, so they are considered to be on the ground (and safe from attack) after five turns.
A collision with an observation balloon destroys the balloon, and does damage to the
aircraft equal to an F5 attack. The aircraft also goes into an uncontrolled spin.
When an observation balloon is destroyed, the explosion may damage nearby aircraft.
Any aircraft within 3" of the balloon is attacked with the equivalent of an F3 attack.
Zeppelins
Although most nations used airships during WWI, it is the German Zeppelins and their
air raids over England and France that are most likely to involve air-to-air combat (most
other nations used airships for maritime reconnaisance and anti-submarine warfare).
In game terms, the average Zeppelin would have the following attributes;
Aircraft
Weapons
Zeppelin
B(3)
Engine (max. speed) Fuselage
1 (4)
12
Maneuver
1
3 in all arcs,
Zeppelins have no minimum speed. If hovering in place, they can rotate up to 3 clock
points in either direction. The observation balloon rules regarding collisions and
explosion damage apply to Zeppelins as well.
Bombers
Bombing was in its infancy during WWI. All bombers are treated as level bombers. There
are no dive bombers or torpedo bombers.
Aircrew
The aircrew table for use with Squadron Leader is as follows;
America
Austria-Hungary
Belgium
Britain
France
Germany
Italy
Russia
Aircrew Modifiers
1914 1915 1916
----1
0
0
0
0
0
0
0
+1
0
0
+1
0
+1
+2
-1
0
0
-2
-2
-1
1917
0
0
+1
+1
+1
+1
0
0
1918
+1
0
+1
+2
+2
0
0
--
Bailing Out
Prior to 1918, WWI aircrews did not wear parachutes. In early 1918, German pilots
began carrying them. Therefore, only German aircrews in 1918 scenarios can attempt to
bail out.
Campaigns
The rules for campaigns remain the same, except for the mission types. The new table is
as follows;
1
2-3
4
5-6
Balloon Busting
Dogfight
Recon Escort
Assault
Baloon Busting; Each player rolls 1d6. The high roller is the attacker. The attacker must
allocate 1d6 fighters to this mission. The defender rolls 1d6. 2/3rds of this (round up) are
observation balloons. The remaining 1/3rd are fighters. The defender also recieves 1d6
light AA guns and 1d6 infantry units (armed with small arms). The attacker wins this
mission if 2/3rds of the balloons (round up) are destroyed. Otherwise the defender wins.
Dogfight Mission; Both players roll 1d6. This is the number of fighters you must assign
to this mission. If your squadron strength is less than the number rolled your entire
squadron must go. You can choose to send any available pilots. The winner of this
mission is the player that shoots down the most enemy aircraft.
Escort Mission; Each player rolls 1d6. The high roller is the attacker. The attacker must
allocate 1d6 two-seaters and 1d6 fighters to this mission. The defender allocates 1d6+1
fighters. The attacker wins this mission if 2/3rds or more of his bombers make it to the
center of the playing surface, spend one turn circling, then return to their table edge.
Otherwise the defender wins.
Assault Mission; This is a surface attack mission, and will require the "Rain of Fire"
supplement. Each player rolls 1d6. The high roller is the attacker. The attacker must
allocate 1d6 bombers and 1d6 fighters to this mission. The defender allocates 1d6
fighters, and recieves 1d6 light AA guns and 1d6 heavy AA guns. There are also 2d6
victory targets scattered around the table. The defender decides where the victory targets
and his AA guns are set up, then the attacker chooses which table edge to attack from.
The defenders fighters enter from the opposite table. The exact nature of the victory
targets is up to the players. For example, if they decide the target area is an airfield,
individual victory targets might represent the airstrip, hangars, ammo bunkers, parked
aircraft, etc. The attacker wins this mission if he destroys 2/3rds or more of the victory
targets. Otherwise the defender wins.
Note that the numbers of aircraft per mission has been reduced. This is to represent the
lower level of air activity in WWI as opposed to WWII. You may, however, want to
increase these numbers at certain times (during April 1917, "Bloody April", for example).