Check Your Six!

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Check Your Six! Campaign Rules Version 1.0

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Check Your Six!. Campaign Rules Version 1.0. Overview. Flying will take place every other Friday night at UGG in Grayslake, IL Campaign will not be chronological; instead each session will feature a different theater/timeframe - PowerPoint PPT Presentation

Transcript of Check Your Six!

Page 1: Check Your Six!

Check Your Six!Campaign Rules

Version 1.0

Page 2: Check Your Six!

Overview Flying will take place every other Friday night at

UGG in Grayslake, IL Campaign will not be chronological; instead

each session will feature a different theater/timeframe

Each player will generate a squadron of pilots and choose who will fly for each session

Players’ squadrons will not be a specific nationality; you may fly German one session and then US the next

Pilots will gain experience based on performance

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Generating a Squadron Each player will randomly generate

10 starting pilots Roll 1D6 for each pilot:

• 1-3 Green• 4-5 Skilled• 6 Veteran

Regardless of skill level, no pilot has any kills to start or experience points toward the next level of skill

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Squadron RosterSquadron Name:

Player Name: E-Mail:

Pilot Name Initial Quality

Experience Earned Kills Notes

1

2

3

4

5

6

7

8

9

10

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Squadron Attrition You may never have more than 10

pilots If a pilot is wounded, you can elect to

let him recover and keep him on your roster or you can release him from the roster, freeing up a space

Dead pilots and released pilots are replaced with a new pilot. Roll 1D6:• 1-5 Green• 6 Skilled

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The Missions The referee will determine the year,

the theater and the mission This can be predetermined or

generated randomly Players will then be randomly

selected for the two opposing sides

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Mission GeneratorDie Roll(1D6)

1 2 3 4 5 6

Year 1940 1941 1942 1943 1944 1945UK, France, Germany, Italy, Japan, China, Finland, Russia

UK, Germany, Italy, Japan, China, Finland, US, Russia

UK, Germany, Italy, Japan, Finland, US, Russia

UK, Germany, Italy, Japan, Finland, US, Russia

UK, Germany, Japan, Finland, US, Russia

UK, Germany, IJapan, Finland, US, Russia

Die Roll Mission

2 Naval Attack

3-5 Escort

6-9 Patrol

10-11 Ground Attack

12 Naval Attack

Theater/Year (1D10)

Med/Sicily/Italy

WestFront

East Front Pacific

1941 1-3 4-6 7-8 9-10

1942 1-2 3-4 5-6 7-10

1943 1-3 4-5 6-7 8-10

1944 1-2 3-6 7-9 10

1945 1 2-6 7-9 10

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Improving Pilots The only way to become an Ace is to

score 5 air victories. No matter what level the pilot started, the fifth air kill moves the pilot to Ace status.

To move from Green to Skilled requires 12 points (see the CY6!) rulebook for points total.

To move from Skilled to Veteran requires 25 points total.

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Additional Points Participating in a mission = 1 pt. Participating on the winning side = 3

pts.

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Campaign Status A master pilot roster will be kept Pilots will be ranked in total kills order Each listing will have pilot name,

squadron name, player name and total kills

A squadron ranking will be kept as well, listing each squadron by total points accumulated