A quick question, is there a list with all the moves in one location? The book does a good job explaining how they work but I'd like to be able to just give my group a quick cheat sheet to look at.
It sounds like they're still polishing up the design rules a bit; they're not quite ready for release yet. The Aircraft Design Company Quest has a lot of interesting info on how the design rules have come together (and continue to come together). The full design rules are supposed to be ready SOON(tm) as I understand it. I'm eager for them too.My brother and I have purchased the itch.io version, and we're having fun before even having played it! But I'd really like to know, where is the Aircraft Engineering PDF? It's mentioned on page 11 of the Core Book, but I can't find it on any of the websites!
They can, indeed, start with two airplanes, though their family one will generally not be suited for combat.So if I have this right, the Worker can start with two airplanes? One as their normal starting aircraft, the other as one specifically for their family? Or does that Asset modify the starting craft?
They can, indeed, start with two airplanes, though their family one will generally not be suited for combat.
You have the minivan plane and the mid-life crisis plane, see.Is the family plane handled narratively, or mechanically? As in, do we have to figure out what the family plane is, or can we just say, "Some plane with a lot of seats, I guess."
A quick question, is there a list with all the moves in one location? The book does a good job explaining how they work but I'd like to be able to just give my group a quick cheat sheet to look at.
I would think this one could go either way, depending on the needs of the campaign. For example, you could treat it as a glorified houseboat or riverboat and it's just always "around" when you're not doing dangerous things(unless your family is being threatened, but that's another trope). Or your party might decide that your family plane would make a good centerpiece for a gig, using it to move vital resources that enemy forces might try to shoot down and recover for themselves, in which case it would be very important to know what kind of plane it is.Is the family plane handled narratively, or mechanically? As in, do we have to figure out what the family plane is, or can we just say, "Some plane with a lot of seats, I guess."
I'm actually part of a game that's being put together right now on Discord. Hasn't started yet, but I've had a lot of fun trying to figure out what I'm even doing.
im playing as a witch in that
i have a tree and ive strapped some guns to it
she is not the fastest pilot but she pew pew real good
So it is a broom without the bristles.im playing as a witch in that
i have a tree and ive strapped some guns to it
she is not the fastest pilot but she pew pew real good
i thought using the witch power to make something fly made its weapons not work?
So I've started putting together a list for airplanes to release in future content packs, the usual mix of weird fantasy stuff and real world aircraft. Does anyone have any ideas or favourite aircraft they'd like to see in an upcoming plane pack?
A bit late in the era for a B-17, though we have the WW1 equivalent in the Handley-Paige O/400. There will indeed be airship carriers though!Any chance of bombers like the B-17, carrier airships like the USS Akron and Macon, and flying navy ships?
gonna favor a specfic style of launch and retrival system for the carriers or going for a mix in which each kind has ups and downs?A bit late in the era for a B-17, though we have the WW1 equivalent in the Handley-Paige O/400. There will indeed be airship carriers though!
IIRC, the plane builder rules already has "Zeppelin Hooks", which are, as far as I can tell, the Akron style trapeeze/hook arrangement.gonna favor a specfic style of launch and retrival system for the carriers or going for a mix in which each kind has ups and downs?
Given the right airship and airplane combination, you could get away with a very short runway. With a low stallspeed and an aurship pushing 70 knots, you can do a lot.IIRC, the plane builder rules already has "Zeppelin Hooks", which are, as far as I can tell, the Akron style trapeeze/hook arrangement.
Although, if the rules allow for building really big airships, I could totally see an airship being built so large it could use the normal carrier flight deck arrangement.
pusher planes could also use a tow hook method where the pilot catches a tow line with a nose mounted ring and gets winched in.IIRC, the plane builder rules already has "Zeppelin Hooks", which are, as far as I can tell, the Akron style trapeeze/hook arrangement.
Although, if the rules allow for building really big airships, I could totally see an airship being built so large it could use the normal carrier flight deck arrangement.
A bit late in the era for a B-17, though we have the WW1 equivalent in the Handley-Paige O/400. There will indeed be airship carriers though!
I'm fairly certain that naval ships are abstracted as "set dressing with guns that the players could maybe use" on them - ie., the only things statted are the ship's health and armor class, as well as it's weapons. So, you know how much damage from >APx (x being the ship's armor value) weapons is needed to sink the ship, as well as the damage output and hits per round of it's guns (likely just the AA guns, with the main guns instead being a Move tied to the ship itself, with a multi-round cooldown), and that's about it.Yay for flying carriers! The bomber thing is mainly for having large, heavy planes bristling with dozens of guns being used as heavy escorts for convoys. Something similar to a Zeppelin-Staaken R.VI being used as a gunship-type plane. If we can get big armored seaplanes or flying navy ships, even better! Speaking of which...are seaplanes and navy ships a viable thing in this system?