Warbirds RPG (//www.warbirdsrpg.com) has just been made available in PDF to the Indiegogo backers. It's a Dieselpunk RPG of WW2 style fighter pilots set in an alternate history world.
The publisher is Outrider Studio who also did the not that well known but well received Remnants RPG (about post-apocalyptic tribal mecha). All the good stuff from that RPG can be seen in Warbirds and many parts are improved on. The book is full colour and very attractive. It shows how to make something look great with just a discerning eye and not a lot of money.
The system is a d6 + Attribute + Skill vs a difficulty with an Exalted style stunt mechanic. Where the RPG shines mechanically though is:
- the dogfighting combat system is simple yet filled with tactics and real world knowledge. It includes duels, clusters and a cool strafing of larger target mechanic (perfect for Star Wars).
- each PC makes and customises their own Warbird. There is a lot of options but the system is simple to use. Rather than a complex points buy and weight balance, each option is balanced and excludes certain other options.
- in addition to dogfighting, there is also support on the fighter pilots as celebrities. There are fame, scandals, air shows, product endorsements, air aces, parties and drunken fist fights outside of the pilot's bar.
- there is an alternate campaign structure for all PCs being a crew of a single large B-52 style cargo plane.
The world is the Carribean that was ripped from our world in 1804 into a realm where gravity is such that the islands now float in the sky. It has quite a lot of Laputa Castle in the Sky and Last Exile in the mix. As with Remnants the setting is full of ideas and flavour, but the publisher leaves lots of blank spaces on the map. This is not WW setting bloat. There are Nazis, Catholic Churches, sky pirates, Mayan priests, hi-tech Guild and Voudoun.
Though a fantasy world with magic based on various beliefs and mad science, the publisher knows his real world dogfighting stuff. The PDF came with an additional PDF of WW2 planes for a historical game and the rules would work pretty much as written for that.
Anyway, I am currently writing a scenario for it called "Ghost Ship v the Pope". It has fighter pilots, pirates, a pirate shanty, a pirate mum, ghost ship, Mayan temples, Nazi mad science, giant animals, a native tribe mistakenly worshipping the PCs, a lusty native prince/princess, a femme fatale, a ditsy groupie, a Cuban Pope, possibly a second Pope (Pope Veronique), airships and massive air battles - all in a single session :)
May be an odd question, but... How hard would it be to include larger craft, like a flying aircraft carrier? This game sounds perfect for an idea I have been toying around with...
Quote from: Patrick;677057May be an odd question, but... How hard would it be to include larger craft, like a flying aircraft carrier? This game sounds perfect for an idea I have been toying around with...
There are larger aircrafts statted up in the book, including two aircraft carriers. These are often the target of the fighters, which get good coverage under the strafing rules. They aren't supported in terms of a PC having one, but you can include one as written.
QuoteFleet Carrier
While the Guild uses small carriers, nations prefer large fleet carriers that can launch dozens of aircraft. Fleet carriers always hang back from combat if they can because they are vulnerable to both fighters and other airships. These ships are as massive as battleships and suffer the same -1 Defence penalty, which is already factored in the stats below.
Overall Stats
Armour: 9
Performance: 1
Structure: 10 (0 0 0 -1 -1 -2 -2 -3 -3 -3)
Defence: 3
Threat: 12
Sub-systems (roll for random target locations)
1. Main Structure
2. Bridge - Defence 5, Armour 5, Structure 4 (0 0 0 0)
3. Engines (4) - Defence 5, Armour 6, Structure 4 (0 0 0 0)
4. Gun Emplacements (8) - Defence 5, Armour 2, Structure 2 (0 0) Special: Each gunner attacks with 1d6 +2 and does Lead +3 damage. Two gun emplacements need to be destroyed in order to reduce main Structure and Threat by 1.
5. Flight Deck - Defence 5, Armour 8, Structure 7 (0 0 0 0 -1 -1 -2) Special: If the flight deck is destroyed, the carrier loses its ability to launch and recover fighters. The penalties listed on the flight deck's Structure track are applied to pilots' landing attempts.
6. Core - Defence 5, Armour 6, Structure 6 (0 0 0 0 0 0)
Sounds really cool but can we please have a moratorium on the use of "-punk"?
Quote from: noisms;677112Sounds really cool but can we please have a moratorium on the use of "-punk"?
likewise for 'cool'
Quote from: Sean !;677154likewise for 'cool'
Likewise on people who can't begin a sentence with a capital letter.
Quote from: noisms;677112Sounds really cool but can we please have a moratorium on the use of "-punk"?
WW2 Pulp Dogfighting would be equally applicable :)
The "punk" aspect reflects that its not just cinematic but also factually diverges from historical WW2.
There are four video tutorials here: http://www.warbirdsrpg.com/resources/
1. Dogfighting
2. Strafing
3. Fame
4. Azure
The Strafing video shows how larger airships operate.
Quote from: Skywalker;677205WW2 Pulp Dogfighting would be equally applicable :)
The "punk" aspect reflects that its not just cinematic but also factually diverges from historical WW2.
So, that means a setting where you play street-level musicians in the 1970's who also wear top hat and tails would be Punkpunk?
JG
Yeah, you lost me at the use of the term "dieselpunk".
Its a relatively well known subgenre: http://en.wikipedia.org/wiki/Dieselpunk#Dieselpunk
Yeah, from a labeling standpoint refusing to use the now commonly accepted term would just be stupid.
I Kickstarted Warbirds as well, and received both the PDF and physical book last Friday. It's a gorgeous book. When I opened the package, I was surprised to find four blue custom six-sided dice inside. I guess I missed the custom dice on the Kickstarter page.
In any case, it made me want to rewatch Sky Captain and the World of Tomorrow. :D
Quote from: jadrax;677814Yeah, from a labeling standpoint refusing to use the now commonly accepted term would just be stupid.
I refuse to accept it, or that it is commonly accepted. ;)
That said, I like the look of it and wish it well.
On a sidenote - it might be a good ruleset to use for a Crimson Skies game (though the setting of Warbirds sounds pretty fun too)
I'm interested.
Any better rundown on the system??
.
Quote from: Celestial;677825I Kickstarted Warbirds as well, and received both the PDF and physical book last Friday. It's a gorgeous book.
Its worth noting that the estimated delivery date was August and the books have been arriving since late July. Very efficient campaign.
Quote from: Jaeger;678004Any better rundown on the system??
3 Attributes - Body, Mind, Spirit. Each have a value from -3 to +3.
22 Skills - Value from +0 to +6.
System is d6 + Attribute + Skill + mod v Difficulty.
Combat is roll against Defence (a Difficulty, effectively 3 + Body + Athletics) and do damage equal to Margin of Success + Damage - Resist (Armour). This is applied to a wound track like White Wolf.
Aerial combat is pretty much the same, with more depth in terms of combat options. For all aerial combat rolls, you combine all three attributes into one (called Situational Awareness) which tends to balance the PCs, and there are only 4 aerial combat skills (dogfighting, strafing, gunnery, and ordinance).
You get to build your own plane from a common base. You get to choose a number of options, and those options are balanced as they restrict other options (for example, you can't have armour piercing shells and incendiary shells) instead of a balancing of weight etc. PCs tend to be good at aerial combat but in different ways.
Fame stat is measured like a Skill and also acts as a Wealth resource.
The only funky parts are Reserve and Critical Failure. Reserve are bennies that you can spend to mod the dice rolls. You can also spend all your Reserve to avoid a near death situation. You get Reserve from doing stunts (like in Exalted) or accepting Critical Failures. If you roll a 1, a player can agree to a critical failure (rather than just the normal failure that is likely) and get XP and Reserve.
The game is very straightforward and lightning fast with rolling only 1d6 per combat round. Yet the use of Reserve and the dogfighting options keep the game fun and not just a "dice fest".
Quote from: tenbones;677898On a sidenote - it might be a good ruleset to use for a Crimson Skies game (though the setting of Warbirds sounds pretty fun too)
By all accounts, it is.
As a tangent, if you want to see some sample Warbird designs in Lego: http://avaxnews.net/pictures/47136 :D Keep clicking next picture until http://avaxnews.net/pictures/47154.
My favourite:
(http://pix.avaxnews.com/avaxnews/23/b8/0000b823_big.jpeg)
Legos. Is there anything they CAN'T do?
JG
Quote from: James Gillen;678221Legos. Is there anything they CAN'T do?
JG
Give true love.
[sniffs]
Legos ARE Love.