I'd posted the WIP version of these a little while back in reply to another post. I thought some of you might be interested in the finished version. As written, it's intended to be used with 1+ players using a single squadron but it's easily adaptable for squadron vs squadron campaigns.
You can ignore the aircraft table at the end, that's more to make it easier for me to sort out which combination of models I can use, and the extra stats are still under review.
Some elements of Pour Le Merite's campaign system are used here (his crash and emergency landing cards and a few of the Ace abilities since they were better thought out than what I had in mind). Sorry that it's just the text version, I've nowhere to host the much better laid out PDF version.
CAMPAIGN RULES
Campaigns run from June 1917 to December 1918. Squadrons play up to 3 missions per week
(random dice roll), Ace pilots may upgrade from their basic fighter (depending on availability) if
they have played more successful missions than not. Wounded pilots are grounded for D6
weeks per level of injury. The player with the highest number of kills by the campaign's end
wins.
RANDOM MISSIONS
Missions are picked from the closest match in the standard rules where possible. Unless stated
otherwise, use one flight of two aircraft per player for each mission type plus any additional
assets the mission requires. Optionally, most missions may be played with extra flights if there
are more players (or if you just fancy a big furball !). Missions not involving ground interaction
start at +3 height on 3-4 or +6 height on 5-6. Roll for cloud cover at all but lowest height. On
4-5 clouds at max+1, on 6 clouds at max height.
2:AMBUSHED: You are surprised by an enemy flight. Roll for rear or side attack and cloud cover
at their starting height. Enemies start at 1 or 2 height levels above (roll) and at a
distance of 2 rulers. Your planes may only fly straight on turn 1 unless they
are aces, in which case they only need to play one straight manoeuvre first.
3:SCRAMBLE*: Your airfield is under attack. Your flight starts on the ground.
4:OFFENSIVE SWEEP: Two flights go hunting for enemy planes. Draw 3 Damage Cards, each positive
damage card results in a dogfight mission. Planes are not repaired between
missions. For this mission only, a roll of 6 on the Random Enemies table means
no enemy aircraft are picked (but reroll if you already got this result).
5:ESCORT MISSION*: Random chance of escorting bomber/recon/spotter plane on an appropriate
mission. Draw an A Damage Card, any positive damage cards result in enemy
aircraft being in the area.
6:BALLOON BUSTING*: Draw an A Damage Card, any positive damage cards result in enemy fighters
being in the area.
7:TRENCH STRAFING*:Draw an A Damage Card, any positive damage cards result in enemy fighters
being in the area.
8:ESCORT MISSION*: Random chance of escorting bomber/recon/spotter plane on an appropriate
mission. Draw an A Damage Card, any positive damage cards result in enemy
aircraft being in the area.
9:BARRAGE PATROL: Draw an A Damage Card, any positive damage cards result in enemy aircraft trying
to cross into friendly airspace. Enemy aircraft which exit from your starting edge
with more than ½ their starting damage do not give away any points.
10:OFFENSIVE SWEEP:Two flights go hunting for enemy planes. Draw 3 Damage Cards, each positive
damage card results in a dogfight mission. Planes are not repaired between
missions. For this mission only, a roll of 6 on the Random Enemies table means
no enemy aircraft are picked (but reroll if you already got this result).
11:LONE WOLF PATROL: As Offensive Sweep, but you only have a single plane. For this mission only,
a roll of 6 on the Random Enemies table results in a single enemy fighter.
12:AMBUSH: You surprise an enemy flight. Roll for rear or side attack and cloud cover at
your starting height. You start at 1 or 2 height levels above (roll) and at a
distance of 2 rulers. Enemy planes may only fly straight on turn 1 unless they
are aces, in which case they only need to play one straight manoeuvre first.
*These missions have an equal chance of you playing the intercepting/attacking aircraft.
RANDOM ENEMIES
Roll once for each pair of Player controlled aircraft in use. Roll for aircraft types depending on
availability (1-2 obsolete 3-5 standard 6 best)
1-3: Fighter flight (2)
4-5: Escorted recon plane (1), equal chance of 1 or 2 escort fighters.
6: Unescorted recon flight, equal chance of 1 or 2 planes.
Each fighter rolls a D6 to check if it is piloted by an ace, with one random trait. On a 6 that pilot takes one
more trait. Ace pilots continue rolling until they fail to roll a 6. Each additional 6 grants another trait.
DOWNED AIRCREW
Downed pilots in enemy territory roll D6. On any result other than 6, they are captured. Each month,
captured pilots need a 6 to escape. Use Pour Le Merite's cards for crashes and emergency landings.
MORALE
NPC pilots may break off if badly damaged. D6 roll of 6 on reaching ½ damage causes the pilot to attempt
to disengage (or make an emergency landing if wounded and/or on fire). Cumulative modifiers of +1 if pilot
wounded, on fire, engine damage and at ¾ damage.
SPECIAL TRAITS
One of these may be picked for every 5 Kills. For the purposes of this table only, killing aces score as many
kills as he had traits and Ground targets count as a half kill.
Bullet Checker: Guns jam only with red cards
Aerobatic: Does not need to play a Straight card after an Immelman or Split-S manoeuvre
Master Pilot: Can play 2 steep manoeuvres in a row, but once used this ability cannot be used again for
the rest of this turn and all the next.
Crack Shot: This pilot gains the +1 Aim bonus (but no more) every time he fires at an aircraft or
balloon
Charmed: If an explosion card is drawn, discard it and draw a new card.
Dogfighter: The Aim Bonus is ignored when firing at this plane.
Quick Reactions: The 3rd card may be changed after all players have placed their last cards. Once this
ability has been used, it cannot be used for the following 2 turns.
First Strike: If this pilot shoots down an enemy it loses the chance to fire this turn.
Tailing: This pilot may tail at twice the normal range.
Evasion: Only aces may tail this pilot.
AIRCRAFT TYPE AVAILABILITY DECK/No NATION MODEL
UFAG C.1 (use for all late recon) January 1918 H/5 CP x2
DH.4 March 1917 H/5 BR x2
Breguet BR.14 B2 November 1917 K/3 FR/US x2
Sopwith 1 ½ Strutter April 1917 K/3 BR/FR Use DH4
Roland CII (use for all early recon) Feb-Sept 1917 K/3 CP x2
R.E.8 February 1917 K/3 BR Cards or DH4s
AEG G.IV June 1917 K/3 CP x1
(Use Damage 30, Climb 8 and B/B weapons. May only plot 1 turn manoeuvre each game turn. Engine and
gunner hits are decided by the firer's location for side shots and by odd/even results for other shots/artillery.
Losing one engine or taking 1 special damage to both forces the plane to make an emergency landing as
soon as possible. If one engine is destroyed and the other takes special damage, the plane crashes).
Albatros D.III Feb-Dec 1917 J/3 CP x2
Albatros D.Va June 1917 B/6 CP x6
Fokker Dr.1 August 1917 D/4 CP x3
Airco DH.2 Until Oct. 1917 G/2 BR Cards
Nieuport 17 Until Dec. 1917 I/4 BR/FR x3
(British and Italian Nieuport 17s are more often than not B-firing)
Nieuport 23/24 Mar 1917-Jul 1918 I/4 FR Cards or N.17s
Sopwith Pup Oct 1917- Mar 1918 I/4 BR (Use Camels
(Use Damage 14 and B guns) for now)
Sopwith Camel July 1917 C/6 BR x4
SPAD XIII September 1917 A/6 FR x3, +2 Italian
SPAD VII September 1916 B/6 FR/BR (Use XIIIs
Use D.Va dmg + deck) for now)
Hanriot HD1 August 1917 F/1 Be x2
These rules use some elements of Pour Le Merite's campaign system and the aircraft
availability data from the Western Front Patch created for Red Baron 3D.