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Basic +1d4

MOVEMENT:
Level Flight:
(Aces do not throw the d4 but move whatever extra
distance they desire)
QUICK
Climbing
-3 hexes per altitude band
(within max rate of climb boundaries)
REFERENCE
Descending
LUCK
Sprog
+1 hex per band descended
Regular Veteran Junior
Ace
Top
Ace
SHEET
+1 (flying)
Luck Modifier -1 0 +1 +2
0 (gunnery)

Note: MAINTAINING FORMATION IN


May use an COMBAT
Immelmann to
Ascend or Descend. Total of 6 or more needed to pass. Planes that
In a descending drop out of formation must fly dead straight
Immelmann, the at basic speed, with no height variation
aircraft ends up one
altitude level lower Situation Modifier
and one hex behind
its start point, facing Bomber attempting
+2
the opposite way. to stay in formation
Top Ace +5
PILOT Junior Ace +4
CONTROL Veteran Pilot +4
TEST Regular Pilot +3
Roll d6, and
deduct three for a Damaged Aircraft -2
‘Tricky’
manoeuvre and
four for a ‘Hard’
SPOTTING
manoeuvre. If the Roll 2 d6 and adjust as follows:
score is zero or
below the Target at diff altitude (per gap) -1
manoeuvre has Distance is 15 hexes or less +2
failed, and the Distance (cumulative):
pilot must fly in a over 15 hexes -1
over 24 hexes -1
straight line for
over 36 hexes -1
that turn. Sprogs Spotting into Sun -2
who fail a Spotting medium blind +1
manoeuvre must Spotting large Blind: +2
dice to see if they Spotter is Ace/Top Ace +1 / +2
lose control. Target spotted on 6 or more

THE GETTING ON THE TAIL TEST


STAYING ON THE TAIL
Roll a d6 d6

Situation Modifier Easy manoeuvre: CRASH LANDING


Defenders plane is more manoeuvrable than target -1 Roll d6 +/- luck :
Attacker is: 2 or more needed Pilot wounded -1
Pilot not regained control -2
Sprog -1
Engine Damage -1
Veteran +1 Critical Instrument Damage -1
Tricky manoeuvre:
Junior Ace +2 Roll d6 +/- luck: Enemy still in contact -1
Top Ace +3 4 or more needed Pilot Luck +2 / +1 / 0 / -1
Target is :
Hard manoeuvre: Total of 4+ is required to crash land
Sprog +1 safely. If 3, failed & wounded.
Roll d6 +/- luck:
Veteran -1
6 or more needed
Junior Ace -2 BALE OUT
Top Ace -3 Roll d6 and adjust for luck: You need a
Attacking “out of the sun” +2 4,5 or 6 to bale out.
Attackers plane is damaged -1
Target plan is damaged +1
Line of attack covered by active gunner -1
Attacker has wingman in position +1
FIRING PROCEDURE MAXIMUM BURST
Attacker : Basic + luck + firers modifiers= no of d6 thrown. Needs 5’s or 6’s to hit Must be in same altitude band to fire
Defender: Own manoeuvrability + range + luck = no of d6 thrown. Needs 5’s or 6’s to
save Firing aspect Max burst
Head on 2
Forward Deflection 3
WOUNDED PILOTS AND BLACKOUT Rear Deflection 5
Wounded must test for blackout each turn in movement phase. D6 +/- luck. 1 or 2 =Blackout. This On the tail 8
increases to 3 at altitude 5 or 6. If blackout then roll 1D6. 1 = fly straight ahead at the current speed.
2 or 3 = dive to the left, 4 or 5 = dive to the right. 6 = dive straight ahead. 1 altitude band per turn.
Retest each turn in movement or named card. If he passes the test control is regained but pilot still
wounded. If fails, aircraft continues on the same course until it hits the ground or the pilot revives.
If they hit the ground (ie altitude =0) before coming to then the pilot is killed. -1 on Luck for all
wounds

HIT EFFECT
FIRING MODIFIERS Number Target
of hits Robustness
Situation D6
Length
D6 Æ
of Burst 1 2 3 4 5 6
1 sec -4
< -1 hit S S S S+A S+A S+A
Dead Close (up to 2 hexes) +2 2 sec -2
-1 A A A A A A
Long range (over 4 hexes) -1 3 sec 0
0 M M M M M M
Range over 8 hexes -3 4 sec +1 1 M M M M M M
2 C C M* M* M M
Size of target > 1 (per sixe) +1 5 sec +2
3 C C C M* M* M
Target is ‘Jinking’ -2 6 sec +3 4 C C C C M* M*
Firer is Sprog -1 7 sec +4 5 2C 2C 2C 2C C M*
Firer is Junior Ace +1 8 sec +5 6 2C 2C 2C 2C 2C C
Firer is Top Ace +2 9 sec +6 7 X X X 2C 2C 2C
Firer has wingman +2 10 sec +7 8 X X X X X X
S = Sideslip 1 hex . A = +1 Ammo Box M = Minor Damage
GUN JAM: more 1’s than 5 or 6’s (JA’s ignore 1x1, TA’s ignore 2 x1) C = Critical Damage 2C = Two lots of Critical Damage
X = Explodes

EFFECTS OF CRITICAL DAMAGE

(C) (2C) (X)


1 Hard evade!: Target evades 2 hexes to left or right immediately. Formation is Fuel line cut/fuel leak. Bad aerilon / wing
broken. Firer moves too if he is on the tail of the target. damage ALSO:
Gunner killed
2 Fuel line cut/fuel leak: May proceed as desired but throws with +3 on damage next Cockpit/gunsight damage Engine damage
time aircraft is hit. Speed reduced to basic only. ALSO: Gunner killed ALSO: Gunner killed
3 Cockpit/gunsight damage: Windscreen damaged by fire or leak from engine. Cannot Temporary Loss of Pilot hit:
aim properly. -3 from firing for rest of dogfight. Control ALSO: Gunner killed
4 Temporary Loss of Control: In next turn roll a d6: 1 =straight ahead at the current Bad aerilon or wing Pilot hit:
speed. 2 or 3 = dive to the left, 4 or 5 = right, 6 = dive straight ahead. Aircraft damage ALSO: Gunner killed
descends 1 altitude band per turn. 5 or 6 six to recover (+/- luck). If fails to recover May not climb. Easy
descends another banduntil when at zero altitude must attempt to crash land manoeuvres only.
Manoeuvrability drops 1
ALSO: Gunner killed
5 Elevator/wing damage: May not climb and no hard manoeuvres. Manoeuvrability Pilot hit: Catastrophic
reduced by 1 ALSO: Gunner killed Structural Failure
6 Pilot hit: Roll again and adjust for luck: 2 or less = killed : 3,4,5 = wounded. Must Critical instrument Catastrophic
break off combat and test for blackout. 6 = light wound, no hard manoeuvres damage Structural Failure
(cumulative: two light wounds = wounded). Two wounds means -2 on blackout test)
7 Critical instrument damage: Break off combat and head home. May not initiate Catastrophic Structural Catastrophic
combat. Easy manoeuvres only. Manoeuvrability reduced by 1. ALSO: Gunner killed Failure Structural Failure
8 Engine damage: Break off and head for home. May not climb.Basic speed. Easy Catastrophic Structural Aircraft Explodes
manoeuvres only. Manoeuvrability drops 1. Test each turn for engine failure ( d6 and Failure Pilot thrown clear on
+/- luck: 1 or 2 = engine failure - permanent loss of control- no chance of recovery – 5 or 6 (modified for
pilot can opt to bale out or attempt to crash land). luck)
9 Catastrophic structural failure Aircraft Explodes. Pilot Aircraft Explodes
Descend two bands straight down in next turn. Crew may attempt to bale out thrown clear on 5 or 6 No survivors
0 Aircraft Explodes. Pilot thrown clear on 6 on d6 (modified for luck) Aircraft Explodes. Aircraft Explodes.
No survivors No survivors

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