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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)
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