Saturday, February 28, 2026

Appendix R-Prime #1: Aerial Combat 1974 (DCC RPG)

Have you seen Goodman Games' Backerkit campaign for Eldritch Explorations #1: Dragon Rider's Primer? It reminded us of an article we published in October in Level Eleven #1Appendix R-Prime #1: Aerial Method 1974, which we're sharing below.

APPENDIX R-PRIME #1: AERIAL METHOD 1974

by the Bofulvus Collective

High atop the clouds, two mounted combatants face each other down in battle.

INTRODUCTION TO APPENDIX R-PRIME

The foreword to the DCC rules reads as follows:

"Turn the pages of this tome only should you meet these qualifications: That you are a fantasy enthusiast of imaginative mind, familiar with the customs of role playing, understanding the history and significance of the Elder Gods [Gary] Gygax and [Dave] Arneson [creators of TWMPFRPG] and their cohorts [Bob] Bledsaw, [John Eric] Holmes, [Tim] Kask, [Robert] Kuntz, [Frank] Mentzer, and [Tom] Moldvay [major contributors], and knowledgeable of the role of “judge” and the practice of “adventure.”

And if you don't? In that case, DCC warns us to "replace this book upon the shelf and flee with great celerity, for a bane befalls the heretical beholder of that which lies herein." Uh-oh!

Although our game group was relatively inexperienced in all these areas as recounted in parts 1-3 of the Bofulvus Manifesto earlier in this issue, we gave it a shot anyway. Being at least roughly familiar with what a TTRPG was, we were able to muddle through, and it ended up inspiring us to reach back through RPG history to catch up.

Now, having read the original, somewhat sparse 1974 rules, we feel that DCC succeeded in capturing a similar, rules-light approach. As stated in Appendix R of the DCC core rules (10 th printing, p. 451):

"The Dungeon Crawl Classics Role Playing Game plays like a 1974 game. The rule set deliberately omits many modern concepts in order to speed game play. During playtest, a variety of players suggested varying rules for further defining areas of play. These suggestions were discarded because they increased complexity and had no precedent in the 1974 rules. In other words, if it could be handled ad hoc in 1974, it can be handled ad hoc now."

We agree, but what about the opposite, rules which existed in 1974 but aren't in DCC? Do they exist? According to our readings of the original rules, they do, and they're the subject of Appendix R-Prime: DCC for people who don't know TWMPFRPG (as we were when we picked up this game). This installment is: aerial encounters.

RULES FOR AERIAL COMBAT

The original rules for aerial combat handled aerial battles differently than regular battles. Below is a modified form conducive to DCC.

Figurines/Tokens: Miniatures or character tokens of some kind (even scraps of paper) are optional for regular play, but they are recommended for aerial combat. You also should use a staggered-square or hexagon-covered play mat with enough play area to accommodate the movements of whichever creature can move the furthest in one turn. An area of four to six feet by four to six feet should give all combatants space to maneuver comfortably. Altitude can be represented by stacking coins or checkers underneath the figurines, with each representing 5' or 10' above the ground, or you can note the combatant's altitude on a bit of paper stuck under its token.

Movement: Movement is different in the air than on land.

It is recommended (but not required) that all combatants move at the same time. To do this, all players should declare their characters' movement actions (direction, distance, turns, and changes in altitude) at the start of the round and only consider movement as occurring once this is done. Then, actually move the figures/tokens.

Total horizontal distance moved is generally determined by combatant type as described in the relevant stat blocks. However, it may be limited by the special rules for turning, diving, and climbing as described below. 

For turning, the number of side-to-side changes in direction allowed per round and the amount of distance required between them (due to arcing and/or drifting) is determined by the combatants' size and agility as described in table 2-1 below, or at the judge's discretion.


Dropping in altitude (diving) up to 50% of a combatant's regular flying movement can be added to its normal horizontal flying motion (straight or turning as described above) without additional restrictions (e.g., 80' forward plus 40' down). Combatants also may dive more sharply at the cost of their ability to turn. When diving sharply, the combatant's horizontal direction is noted. It then may dive a maximum of 150% of its normal flying distance while traveling horizontally a maximum of 10% of its normal flying distance (e.g., 120' down plus 8' forward).

Rising in altitude (climbing) goes against gravity (usually!) and is therefore more work. While a certain amount of diving can be added for “free” to a horizontal movement, climbing must be subtracted from the normal horizontal flying motion. A combatant also may not climb higher per round than it has moved forward (e.g., 40' forward and 40' up). Lower-agility combatants also may be further restricted per the judge as with turning.

Melee Combat: Combatants must be within a fairly close distance to each other to engage in melee combat, with the judge also deciding whether the attacked party will be able to counterattack due to direction faced and so on. 

Riders of flying mounts are treated as having the +1 AC bonus normally granted to riders in mounted combat. 

Due to the fast-paced and chaotic nature of aerial combat, targeting is modified. 

Combatants capable of Mighty Deeds of Arms may declare specific targets on their opponent such as a wing, head, or a mount's rider on any attack. All other combatants begin each melee round with a Luck check, trying to roll 1d20 under their Luck score. (Use 10 as the starting point for combatants with no stated Luck score.) Success means a lucky strike in which they may choose where to target their opponent from the options on table 2-2: rider (if there is a rider); front/head; side/wing; body/torso; or rear/tail. Otherwise, roll 1d10 on table 2-2.


Next, roll a normal attack against the target's AC. On a hit, roll for normal damage and then consult table 2-3 for consequences of damage inflicted. (The hit location that takes the HP below threshold registers the consequences.)


Lastly, if a critical hit is scored, roll on table 2-4.


Unmounting: Riders who fall unconscious, are hit extremely hard, or slip while maneuvering must pass a variable-DC Luck check or Ref save as appropriate or fall from their mount, risking a crash. Intelligent and/or loyal mounts may try to dive to catch them, with number of attempts determined by height above the ground.

Crashing: In the event of a crash, normal DCC rules for falling apply to the rider: roll 1d6 HP damage for every 10' fallen plus a broken bone and -1 STR or -1 AGL (player's choice, permanent) for each 1d6 that comes up a “6.”

Missile Combat (horizontal): Missile combat includes horizontally propelled weapons such as arrows, bolts, and similarly launched or thrown projectiles. Dropped weapons relying on gravity (bombs) are handled separately below. Missile attacks may be launched at the end of any turn unless the combatant is occupied by melee.

Riders of flying mounts are treated as having the +1 AC bonus normally granted to riders in mounted combat.

Combatants capable of Mighty Deeds of Arms may declare specific targets on their opponent such as a wing, head, or rider on any attack. All other combatants must roll 1d10 on the appropriate positional row in table 2-2 to determine where their missile is headed before rolling their normal attack against the opponent's AC. On a hit, roll for normal damage, note aerial damage consequences on table 2-3, and roll any crits on table 2-4.

Missile Combat (to/from ground): Missile file from the ground toward an aerial combatant or vice versa also is rolled as normal, plus the Aerial Injury Location and Aerial Crit tables for aerial hits. If a catapult is launched into the air, consider the projectiles (including a shotgun-type hail of sling stones for an area effect if desired) to have reached their maximal height at 50% of its total range (i.e., if total range is 100', the projectiles will reach the top of their arc at 50' out). Certain catapults also may be rigged to fire straight up or to fire special weapons.

Missile Combat (bombs): At the judge's discretion, creatures with the requisite anatomy and strength may be allowed to carry appropriately-sized and -weighted projectiles to be dropped on other combatants as bombs. Bombing hits can be difficult to land (adjust table 2-5 results up or down if consistently too easy or hard), but the trade-off is that 2x normal damage or more may be achieved. Bomb damage should be determined by the judge in advance, factoring in the height of the drop, the characteristics of the bomb, speed, and the target's resilience. While carrying a bomb, the bomber's movement rate may be penalized down to a minimum of 50% of normal. 

On a turn when a combatant approaches for a bombing attack, they are allowed forward movement and changes in altitude only. Declare a body part on the target and roll a normally modified attack using a 1d30 on table 2-5.

A “wild miss” means that the bomb definitely did not hit the target. If there are other potential targets below, either in the air or on the ground, they each should roll a DC 5 Luck check (+0 Luck mod if not stated). Failing the Luck check means they're in range of potentially being struck. They next must pass a DC 10 Ref save to notice the bomb and try to dodge it (at a -5 penalty if engaged in melee). If they fail, roll again on table 2-5 against their AC.


A “direct hit” means that the bomb has cleanly struck the target with its full weight roughly dead-center. Depending on the size of the bomb relative to the size of the target, it either hit the particular body part the attacker was aiming for, multiple body parts, or the target’s entire body at once.

A “[die roll for distance] from center” result means that the bomb did not hit the target dead-center but a certain distance away. Roll 1d8 on table 2-6 for the direction in which it strayed and compare this to the target's anatomy.


In the case of either a direct hit or an off-center result, it's to the judge's discretion as to whether the bomb continues to fall after striking its target, thereby endangering others below as described under “wild misses.”

Targets potentially also could catch or intercept bombs under certain circumstances.

Weather: Judges may wish to consider the effects of gusts of wind and other weather effects, possibly increasing with higher altitudes, on movement, the accuracy of missiles, and other combat factors. An epic battle in a mighty storm would be legendary indeed! Cunning players also may attempt to use such forces to their advantage. Ω

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Appendix R-Prime #1: Aerial Combat 1974 (DCC RPG)

Have you seen Goodman Games' Backerkit campaign for Eldritch Explorations #1: Dragon Rider's Primer ? It reminded us of an article w...