Professional Documents
Culture Documents
AIRWAR: 1917
Introduction
Dice: each player will need at least one 10sided die (d10) and a six-sided die (d6).
Aeroplanes
Dice notation
The game uses standard notation for dice and
die rolling. For example, roll 2d10 means roll
two ten-sided dice, 3d6 means three six-sided
dice. Scores on 10 sided dice are taken as 110 (so for dice marked 0-10 the 0 is read as
10)
AIRWAR: 1917
Fire Segment
Resolve Light, Medium and Heavy
Archie fire - included in Air War: 1918.
Resolve air to ground attacks - included
in Air War: 1918.
Resolve air to air MG fire.
Speed segment
Attempt stall recovery
Resolve speed changes due
manoeuvre or stall recovery
Resolve excessive speed damage
Rockets
Phase 2
Loaded
Prep Segment
Place manoeuvre cards *
Roll for initiative
Move Segment
Move all stalled aeroplanes
Test for and execute all movement or
manoeuvres in order of initiative (or
tailing). *
Heavily loaded
Rules for the effects of heavily loaded are
included in Air War: 1918.
Fire Segment
Resolve Light, Medium and Heavy
Archie fire - included in Air War: 1918.
Resolve air to ground attacks - included
in Air War: 1918.
Resolve air to air MG fire latter.
Pilots
Pilot Skill Gunnery Skill and Bombing Skill
rules included in Air War: 1918.
Speed segment
Attempt stall recovery
Resolve speed changes due
manoeuvre or stall recovery
Resolve excessive speed damage
Order of play
to
to
AIRWAR: 1917
Formations
Order of movement
Movement
Aeroplanes move at one inch per 10 knots of
speed in each phase (so an aeroplane at 110
knots moves eleven inches each phase).
Speed changes
Tailing
AIRWAR: 1917
Turn and arc template
L
M
L
60 arc
H
E
M
H
gun arc
HBT
E
HBT
EBT
EBT
Normal manoeuvres
Jink (DR4): aeroplane jinks right and left,
avoiding fire. The model is moved 2/3 normal
distance in a straight line. Incoming fire attracts
a negative modifier.
Failure - aeroplane moves in a straight line.
Power Dive (DR 3): the aeroplane moves in a
straight line, and may increase speed by 1-5
over and above normal speed changes and
also may move at greater than its normal
maximum speed (although this may cause
extra damage due to overstressing). Power
dives may not be performed if the aeroplane is
already travelling at more than its maximum
speed. A Power Dive may be made in
conjunction with normal speed changes
Manoeuvres
At the start of each phase players may place a
manoeuvre card alongside their aeroplane,
displaying an intention to perform some form of
special manoeuvre. Cards are placed face
down and revealed at the same time. The card
may be a dummy, intended to try to trick an
adversary into making a manoeuvre and
shaking them off.
AIRWAR: 1917
(move along the E line of the turn and arc
template). Speed is reduced by 1. No change
in direction.
Extreme manoeuvres
Barrel Roll (DR 4): the Aeroplane moves half
distance at 60 degrees to flight path. Speed
reduced by 4. No change in direction.
Incoming fire attracts a negative modifier.
Firing
Stalling
If speed changes or a failed manoeuvre
reduces the aeroplane to below its minimum
speed the aeroplane stalls and loses the ability
to fly (hopefully temporarily!). The aeroplane is
AIRWAR: 1917
Gun Type
Belt Machine Gun
(mg)
Drum Machine
Gun , Heavy
Machine Gun ,
Hunting Rifle,
20mm cannon,
37mm cannon
and Rocket
Packs.
Range
12
Gun Dice
per Gun
4d6
Jammed guns
Aeroplane damage
The number of damage points that an
aeroplane can absorb before it is shot down is
given in the data tables.
Crippled aeroplanes
37mm cannon
Modifiers
Modifiers are applied by altering the number of
dice thrown (round numbers of dice up a
minimum of 1d6 is always rolled).
Condition
Gunnery Skill
Firing from within 4
Shooter is in targets
front arc, i.e. in 180
degree arc ahead of
the targets wing line
(fixed guns only)
Modifier
See Air War: 1918.
Add 2d10
Halve dice
Target stalled or
failed manoeuvre
where an incoming
fire bonus is
indicated (see
AirWar: 1918)
Target successfully
performs Jink, Barrel
Roll, Barrel Roll and
Turn, Break Right or
Left, Falling Leaf
Firer performs Loop,
Wingover, Barrel
Roll, Barrel Roll and
Turn, Breaks Right or
Left, (whether
successful or not)
Firer is Crippled
Firer performs Falling
Leaf
Add a d10
Additional damage
Each time an aeroplane is hit and it loses
damage points the player should roll a d10 to
see what additional damage has been caused:
Die Roll
1-3
4
5
6
Halve dice*
7
8
Halve dice*
9
Halve dice*
See Air War: 1918.
10
Additional Damage
No extra damage
Fuel lines damaged: the
aeroplane must leave the table
across a friendly table edge within
1d6 turns. If it fails to do so it
decelerates 4 every phase, it may
not accelerate, nor may it perform
any manoeuvres.
Gun KO: gun may no longer be
fired
Bomb release damaged: bombs
may no longer be dropped or
jettisoned
Engines damaged: reduce
maximum speed by 1.
Engines damaged: reduce power
level by 1. Single engined
aeroplanes roll an additional d6
5+ means the engine is lost and
the aeroplane crashes!
Struts damaged: reduce
manoeuvrability by 1 level
Crewman hit: in an aeroplane
which is a single seater the pilot is
automatically hit.
AIRWAR: 1917
Balloons
Crewman hit
Rockets
Ammunition
Each aeroplane carries only
ammunition for six turns of gunnery.
enough
Ground attack
Campaign system
Flaming onions
Rules for flaming onions are included in Air
War: 1918.
AIRWAR: 1917
Aeroplane statistics
Speed
Name
Fokker Dr.1
Sopwith Camel
Min
4
4
Max
10
11
Man
EX
EX
Power
H
H
DP
6
6
Gun
2mg
2mg
Statistics for over 300 other aeroplanes for the period 1914 to 1930 are included in AirWar: 1918.
Notices
AirWar: 1917 is based on AirWar: 1918 2nd
edition by David Manley. AirWar: 1918 1st
edition was written by David Manley and
Matthew Hartley.