Hurrah for the next one to Die!   
By  Dale C. Blessing --  Version 1.0     October 2000

Hurrah for the next one to Die!, is a World War I Aerial Combat Adventure for Risus, The Anything RPG by S. John Ross (1999 by S. John Ross) (sjohn@io.com). You will need five or six, six-sided dice (One Die must be different in color from all the others), pencils, paper, and a copy of Risus (http://www.io.com/~sjohn/risus.htm)  to play. 

Characters are created using the standard 10 dice for Clichs. Characters should not have more than 4 dice in any one Clich.  Advanced  Option I: Hooks and Tales, may be used to gain one or two extra dice to play with. Advanced Option II: Pumping Clichs, may be used during play.  Advanced Option III: Double-Pumps, and Advanced Option IV: Funky Dice, are not used.

Sample Characters
Eric Von Schnossel
Description: Tall, blond, aristocratic. Likes to abuse his social inferiors. Excellent pilot. Poor horseman. On the ground, he wears a monocle and carries a riding crop.
Clichs: Pilot (4), Abuse Social Inferiors (3) , Wein, Weib, und Gesong (2), Lie (2), Ride                Horse...like a putz (1)
Victories: None.
Decorations: None.
Special Equipment: Flight suit, cloth helmet w/goggles, gloves, scarf, boots, monocle, riding                       crop, pistol.
Familiar Aircraft: All German single seat fighters.  Will not fly a two seater; they are socially                    inferior.
Hook: Eric Von Schnossel is an un-chivalrous swine in air combat. Should proof of this come to         light, he would be disgraced, and dismissed from the Imperial German Flying Corps.
Tale: First Lieutenant Eric Von Schnossel transferred to the Imperial German Flying Corps from         the cavalry. His poor riding skill, and abusive behavior to the lower ranks, had put an end       to his cavalry career. His regiment was glad to be rid of him. He is an excellent pilot. He       goes out of his way to bully all those he considers social inferiors. He likes to drink,         and is even more abusive when drunk. His comrades fear and dislike him.  
Note: Starts with 12 Clich Dice.

Charles Chuck Henley  
Description: Medium height, brown hair, easy going. He is an habitual practical joker. Natural pilot.
Clichs: Natural Pilot (4), Practical Joker (4), Amateur Photographer (2), Fast Talker (2) 
Victories: None yet.   
Decorations: Not yet.
Special Equipment: Flight suit, cloth helmet w/ goggles, gloves, scarf, boots, still camera,                        Hooter (horn from old motorcar).   
Familiar Aircraft: Flies any and all aircraft. He is a natural pilot.      
Hook: Charles CO has had enough of his practical jokes. If one more VIP complains, its off to        the Cooler for 30 days. Charles loves flying, and wants to avoid this. But, he just cant        resist a good practical joke. 
Tale: Lieutenant Charles Henley, an American, had never flown before coming to France to enlist.       He fast talked the enlistment officer into letting him take a flight test. He was a              natural, and was immediately sent to flight training.  Because he pulls his weight in            combat, his squadron mates tolerate his practical jokes. He is well liked by almost              everyone. Were it not for political pressure, the CO would forget about his practical            jokes.  
Note: Starts with 12 Clich Dice.

The Aircraft  
The pilots must have aircraft when dog fighting. Aircraft are Tools of the Trade, and are required. If a pilot is forced to fly an unfamiliar aircraft his clichs operate at half-dice. When aircraft of like types dog fight each other, only the pilots clichs count. There is no bonus die for the aircraft. BUT, if aircraft of unlike types dog fight, the superior aircraft gets a  +1D bonus die. This bonus die is added to the pilots clich. 

Examples:  Single Seat Fighter     vs.     Single Seat Fighter          No bonus die
           Two Seater              vs.     Two Seater                   No bonus die
           Single Seat Fighter     vs.     Two Seater                   +1 bonus die to Single                                                                            Seat Fighter   

Two Seaters: Crews of  Two  Seaters must form a TEAM. They fight as a single unit, and are attacked as a single unit. The Pilot is always the team leader. In some Two Seaters the observer/gunner has a second set of controls, and may fly the plane if the pilot is incapacitated/dead. In all other Two Seaters..........prayer.

A Special Case: The Sop with 1.5 Stutter. This aircraft was flown both as a single seater, and as a two seater. When it has two crew members, it is treated as a Two Seater. When only the pilot flies, it is treated as a Single Seat Fighter. If your observer becomes a casualty , and the pilot dumps the body (a despicable act); it is still treated as a TWO Seater, for the rest of that encounter. 
 
 (ff = forward firing guns. flx = flexible-mount guns, fire in almost any direction. mph = miles per hour)

British Aircraft:   

De Havilland 5                                                Sopwith 1.5 Stutter
Single Seat Fighter                                           One Seat or Two Seater
Speed: 110 mph                                                Speed: 100 mph
Ceiling: 16,000 feet                                          Ceiling: 15,500 feet
One ff Vickers MG                                             One ff Vickers MG + One flx Lewis  

Sopwith Pup                                                                                      Single Seat Fighter					      De Havilland 4
Speed: 110 mph  					      Two Seater (dual controls)  Ceiling: 17,500 feet					      Speed: 120 mph
One ff Vickers  MG            				      Ceiling: 16,000 feet
							   One ff Vickers + One or Two flx Lewis
Sopwith Camel
Single Seat Fighter				              De Havilland 9
Speed: 120 mph					              Two Seater
Ceiling: 22,000 feet					      Speed: 120 mph
Two ff Vickers MG				              Ceiling: 15,500 feet
							   One ff Vickers + One or Two flx Lewis
S. E. 5a
Single Seat Fighter
Speed: 130 mph
Ceiling: 22,000 feet
One ff Vickers MG
One ff wing-mount Lewis MG  



German Aircraft:

Albatros D II 					             Fokker D VII
Single Seat Fighter					     Single Seat Fighter
Speed: 100 mph						     Speed: 110 mph
Ceiling: 17,000 feet				             Ceiling: 19,600 feet
Two ff Spandau MG					     Two ff Spandau MG

Albatros D III						     Fokker D VIII
Single Seat Fighter					     Single Seat Fighter
Speed: 100 mph						     Speed: 120 mph
Ceiling: 18,000 feet					     Ceiling: 21,000 feet
Two ff Spandau MG					     Two ff Spandau MG

Fokker Dr I (Triplane)					     D.F.W.   C V
Single Seat Fighter					     Two Seater
Speed: 110 mph						     Speed: 100 mph
Ceiling: 19,600 feet					     Ceiling: 21,000 feet
Two ff Spandau MG 					     One ff  Spandau + One flx Parabellum

Rumpler C IV						      Hannover  CL  IIIa
Two Seater						      Two Seater
Speed: 110 mph						      Speed: 100 mph
Ceiling: 21,000 feet					      Ceiling: 24,600 feet  
One ff Spandau + One flx Parabellum 			      One ff Spandau + One flx Parabellum  

Albatros C VII
Two Seater
Speed: 100 mph
Ceiling: 16,400 feet 
One ff Spandau + One flx Parabellum

French Aircraft:

Nieuport 17						     Breguet 14
Single Seat Fighter					     Two Seater
Speed: 100 mph						     Speed: 110 mph  
Ceiling: 17,500 feet					     Ceiling: 19,600 feet
One ff Vickers MG or One ff wing Lewis 			     One ff Vickers MG + One or Two flx 
or Both							     Lewis   

S.P.A.D.  VII					 	     S.P.A.D.  XI
Single Seat Fighter					     Two Seater (dual controls)
Speed: 120 mph						     Speed: 110 mph
Ceiling: 18,000 feet					     Ceiling: 23,000 feet
One ff Vickers MG					     One ff Vickers MG + One or Two flx 
							     Lewis     
S.P.A.D.  XIII
Single Seat Fighter
Speed: 130 mph
Ceiling: 22,300 feet    
Two ff Vickers MG

Air Combat (The Dog Fight, etc.)
Air combat in World War I was deadly. Given the numbers of pilots who flew, there were few survivors. This may be historically accurate, but it makes for poor role playing.  All player character pilots should follow The Code of  Chivalry (for WW I pilots). 

Because of the way combat works in Risus, you dont really need to know any tactics. Of course you can describe your incredible flying maneuvers, and add to everyones enjoyment of the game. Such maneuvers might include, climb, dive, bank, turn, circle, slip, roll, loop, Immelmann turn, fly inverted, split - S, barrel roll, and falling leaf. The only thing you need to remember is that your plane can not fly higher than its Ceiling. It is also useful to flee when confronted by a superior opponent. 

How to Flee: Roll Clich Dice + ( Aircraft Speed divided by 10)  vs.  Opponents roll of Clich Dice +     (Aircraft Speed divided by 10).    
If your total is higher, you have successfully escaped. If your Opponent rolls higher, you must turn and fight or surrender. 

Combat: Roll your Clich Dice as in normal Risus combat. One of your dice must be different in color  from all the others. This is your Gun Die. Whenever you fire your planes guns you must roll the Gun Die as one of your Clich Dice. If the Gun Die rolls a 1 the gun jams. If more than one gun is firing, the GM chooses which gun jams. To clear a jam you must make a Target Number 10 roll. If you have more than one gun, you can leave the jam un-cleared and fire the others. You do not have to clear a jammed gun.
Once you have worn down your opponent (one of his Clichs is at  0 dice) , you get to decide his fate. OR, you can use these Handy Charts.

Handy Charts 
Now that you have worn down your opponent, you can use these charts to let FATE decide his fate. OR, you can have the hapless victim roll his own fate. That way he cant blame you for his horrible end.  Start with Chart One, and follow the directions.     

Chart One: The Plane (roll 1D6)		Chart Two (roll 1D6)		Chart Three (roll 1D6)
1     Minor Damage - Still Flies        1    Engine Still Runs		1    Minor Wounds     
2     Minor Damage - Still Flies        2    Engine Still Runs          2    Minor Wounds 	 3     Major  Damage - Crash!		3    Engine Still Runs - Fire!	3    Minor Wounds 	
4     Major Damage -  Crash!            4    Engine Quits 		4    Major Wounds	 5     Engine (roll on Chart Two)        5    Engine Quits - Fire!       5    Observer Dead /  	 6     Crew (roll on Chart Three)        6    Petrol Tank Explodes!            Major Wounds 	
					      (You are very Dead)       6    Pilot Dead     

Notes: Still Flies - You heal to one half Clich Dice. Fight, surrender, or flee. Plane is still damaged.                       
           Crash! - roll 1D6. 1-3 you survive. 4-5 you survive w/wounds. 6 you are dead.   
           Fire! - Land Now! Pray that you get to the ground before the fire gets to you. 
           Minor Wounds - You heal to one half Clich Dice. Fight, surrender, or flee.                                   You are still wounded.            
           Major Wounds - Land Now! Pray that you get to the ground before you pass out and                                Crash.
           Observer Dead/ Major Wounds - Observer is dead. If no Observer, Major Wounds to Pilot.   

Code of Chivalry 
The Code of Chivalry states that it is despicable to take advantage of a helpless opponent -- aircraft with dead engines or on fire, pilots and observers with Major Wounds, landing  planes,  planes with jammed guns.  You should let such helpless opponents go.  BUT, deception is possible.  Be on your guard. 

 If you get caught violating The Code of Chivalry, you will be broken in rank, stripped of your decorations, and dismissed from the Service in disgrace. 

NPC Aircrews:
		
Pilot                                  Observer				
Pilot (3)			Observer/Gunner (3), Aerial Photography (3)
			          British, French only, add: Pilot (2)  

Combat Examples:

Single Seat Fighter  vs.  Single Seat Fighter
Both pilots are Pilot (3). Frenchman flies S.P.A.D. VII. German flies Fokker D VII. Both want to fight.
Turn 1. Frenchman rolls 9. German 10(Gun Die 1 - gun jams). Frenchman loses 1 Clich Die.
Turn 2. Frenchman , Pilot (2), rolls 12. German, Pilot (3), leaves jam un-cleared. He has another         gun. He  rolls 10. German loses 1 Clich Die.
Turn 3. Both Pilot (2). Both roll 7. Frenchmans Gun Die 1 - gun jams. Tie, Clich Dice dont            change.
Turn 4. Both pilot (2). Frenchman tries to clear jammed gun. TN = 10. Rolls 6. Fails. He decides         to flee. 
	Frenchman rolls 8 + 12 = 20. German will pursue. He rolls 7 + 11 = 18. Frenchman escapes.   

Two Seater  vs.  Two Seater
Both pilots are Pilot (3). Both observers are Observer/Gunner (3). British observer also Pilot (2). British  fly  De Havilland 4 (dual controls). Germans fly Rumpler C IV. Two Seater crews must form a TEAM. Both have Team (4). Pilots  must be team leaders.
Both planes are returning from photographing a railroad freight yard behind enemy lines. They see each other as the planes are crossing the front line trenches. 
Turn 1. Both aircrews wave at each other and continue on their way, without firing a shot.  
        The GM tells both that they notice a camera mounted on the other plane. They must                stop the enemy from delivering the film. Both reluctantly decide to fight.
Turn 2. British Team rolls 14. German Team rolls 12. German Team loses 1 Die and the observer            loses 1 Clich Die. 
Turn 3. British Team (4). German Team (3). German observer is Observer/Gunner (2). British Team          rolls 12(Gun Die 1 - the Lewis, they only have one, jams). German Team rolls 10. German          Team loses 1 Die and  the observer loses 1 Clich Die. 
Turn 4. British Team (4). German Team (2) and Observer/Gunner (1). The Germans decide to Flee.           The British  will pursue, and the observer will try to clear the jammed Lewis. TN = 10.          Rolls 11. The Lewis is cleared. Germans roll 12 + 11 = 23. British roll 11 + 12 = 23.            Tie! The GM rules that nobody has a shot  this turn. Both planes jockey for position.
Turn 5. All Dice stay the same. The Germans will flee. The British will pursue. Germans roll 12 +         11 = 23 again. British roll 14 + 12 = 26. The attempt to flee fails. Germans turn and            fight.
Turn 6. German rolls 12. British roll 13 (Gun Die 1 - Vickers jams). The German Team loses 1 Die,         and the observer loses 1 Clich Die. Because the observer is at 0 Dice, the Team loses           another 1 Die. The German Team is at 0 Dice. Germans have been worn down. GM rolls on            Chart One. A 2, Minor Damage - Still Flies. The German Team and Observer both heal to 2         Dice. The dog fight continues. 
Turn 7. British Team (4). German Team (2). Germans will flee. The British will pursue, and               attempt to clear the Vickers. TN = 10. British pilot rolls 5. Vickers still jammed. To           Flee Germans roll 4 + 11 = 15. British roll 12 + 12 = 24. Attempt to flee fails. Turn and         fight.
Turn 8. British attempt to clear Vickers. TN = 10. Pilot rolls 13. Vickers is cleared. British           Team rolls 13. German Team rolls 2. Germans now Team (1). Observer is at Observer/ Gunner         (1). 
Turn 9. British roll 7. Germans roll 4. Germans at 0 Dice. GM rolls on Chart One. A 3. Major             Damage - Crash!. Crash! roll is a 5. The German Crew survives w/wounds. They will fight          another day.


Single Seat Fighter  vs.  Two Seater
Both pilots are Pilot (3). French observer is Observer/Gunner (3), and Pilot (2). German Flies Fokker Dr I (Triplane). The German pilot receives +1 Bonus Die because the Fokker Dr I is a Single Seat Fighter. French fly  S.P.A.D. XI (dual controls). Two Seaters must form a TEAM. Pilot is team leader. French are Team (4).  
The Fokker Dr I is flying several hundred feet above the S.P.A.D. XI. He dives to the attack.
Turn 1. GM has the French Team roll for surprise. TN = 15. Roll 13. French are surprised. They           will roll one half Dice for first turn. They roll 9. German rolls Pilot (3) + 1 Bonus            Die. He rolls 15. French lose 1 Die. Now Team (3 ) and Observer/Gunner (2).
Turn 2. Both attack. French roll full Team Dice (3). Roll 11 (Gun Die 1 - flx Lewis jams. No             problem they have a double mount). German rolls Pilot (3) + 1 Bonus Die. Rolls 11 (Gun           Die 1 - ff  Spandau jams. He has two.). Tie. Nobody loses any dice.
Turn 3. Both attack. French roll 8. German rolls 14. French lose 1 Die. Now Team (2) and 
        Observer/Gunner (2). Both decide not to clear jammed weapons.  
Turn 4. French roll 7 (Gun Die 1 - Second Lewis jams). German rolls 12. French lose 1 Die. Now           Team (1), and Observer/Gunner (1).  
Turn 5. French attempt to clear both Lewis guns. TN = 10. First gun roll (observer uses Pilot            (2)) 12. Success.  Second gun roll 11. Success. Both Lewis guns are cleared. Both attack.         French roll 5. German rolls 10. French lose. They are reduced to 0 Dice. GM rolls on             Chart One. A 6 - Crew. GM rolls on Chart Three. A 6 - Pilot Dead.
Turn 6. French plane starts to lose altitude. Observer takes control. He is Pilot (2). French            will Flee. Roll 6 + 11 = 17. German will pursue. He is Pilot (3) + 1 Bonus Die. Rolls 12         + 11 = 23. Attempt to flee fails. French turn and fight.
Turn 7. French pilot is dead. Observer - Pilot (2), flies and tries to fire Lewis guns. Rolls 8.         German rolls 16. French reduced to Pilot (1). 
Turn 8. French observer is Pilot (1). German is Pilot (3) + 1 Bonus Die. Frenchman surrenders. 

Rewards ( With the thanks of a grateful Nation...)  
To slow down character inflation, character clichs should advance slowly. After every 3 to 5 missions, the players should apply the standard Risus Character Advancement rules, to see if their clichs have improved or if they have added a new clich. 

As the characters  mission and victory totals climb they may be awarded decorations and medals by their grateful  nation and its allies. Unfortunately, receiving awards depends greatly on politics, family connections, the current state of the war, and other bureaucratic factors. Many deserving pilots may go unrewarded. All awards must be diced for. There will be some disappointed characters. 
					    (m=missions; k=kills)
Decorations and Metals				Requirements		  	Die Roll(1d6)

France
Croix de Guerre (C. de G.)			10m or 4k			1, 2
Medaille Militaire (M. M.)			6m & Brave Act  		1, 2, 3
Legion dHonneur (L. dH.)			M. M. & Brave Act               1, 2 ,3   
 
Britain        
Military Medal (M. M.)				12m or 5k			1, 2, 3, 4
Distinguished Flying Cross (D.F.C.)		12m or 5k & Brave Act		1, 2, 3, 4
Distinguished Service Medal (D.S.M.)		M. M. & Brave Act		1, 2 
Victoria Cross (V.C.)				12m & Brave Act		        1, 2 (1, 2, 3, if 
										       Ace w/25k)

Germany
Military Merit Cross -Gold 			12m or 10k & Brave Act		1, 2

Knights Cross of the Royal House	        12k - Fighter Pilots		
         Order Of  Hohenzollern 	        20m - Others			1, 2  (Both) 
						& Brave Act (Both)   

Orden Pour le Merite				20k & Knights Cross		1, 2 (After each  (The Blue Max)                                      Hohenzollern               additional                   								          mission ,roll    									          1 to actually                                                                                    receive award)
Note: Many_ Orden Pour le Merite (The Blue Max)_  were never actually received. 

Sources     
Books
Aces and Aircraft of World War I  by Christopher Campbell. Blandford Press Ltd.  1981.

The Rand McNally Encyclopedia of Military Aircraft 1914 - 1980  by Enzo Angelucci. The Military Press 
1983.
                                                                                                                
Biggles Pioneer Air Fighter  by Capt. W.E. Johns. Dean & Son Ltd.  No date. Context indicates that it was  published  after WW I, probably in the 1920s. Capt. W.E. Johns was a WW I combat pilot. The stories are fiction. Each one is based on fact. This Chap was there, and lived to tell about it!    

Games
Dawn Patrol, Aerial Combat RPG  by Mike Carr. TSR Hobbies Inc. 1982.

Risus, The Anything RPG  by S. John Ross. ( Copyright 1999 by S. John Ross ).

Concluding Remarks
This is my adventure for Risus, The Anything RPG. I Hope you like it. Feedback is welcome. Critical is good. Please be polite. Thank You.           

Hals und Bein brechen!    (Break your neck and leg! -Good Luck Traditional German Pilots saying)

See you at Angels 10 

Dale C. Blessing            	

Email: mechahunter@yahoo.com    or    pineappleleader@excite.com    

  


  
 
   
                                                     
 

    

    

						  

    









  


 
