FireChartv6.pdf

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C O M B AT TA B L E S
COMBAT VALUES
S E Q U E N C E O F P L AY
• 1 . Ta i l i n g P h a s e
• 2. Maneuver Selection Phase
• 3. Fuel Expenditure Phase
• 4. Movement Phase
• 5. Combat Phase
• 6. Damage Phase
• 7. Recovery Phase
• 8. Problem Phase
• 9. Fire Damage Phase
• 10. Fire/Smoke Extinguishing Phase
RANGE in Hexes •
WEAPON COMBAT VALUE•
Short Bust
•
Medium Bust
•
Long Bust
•
Firing with Deflection*
•
Firing at Spinning Aircraft
•
Performed a Restricted Maneuver
•
Target is at Lower Altitude
•
Target is at Higher Altitude
•
Target is Stalled
•
Attacker's Speed is 3 or 4
•
Attacker Tailed Target Last Turn**
•
Attacker Fired at target last turn
•
Attacker has a Minor Wound
•
Attacker has a Serious Wound
•
3•
w
?•
+0•
+1•
+2•
-3•
P•
-3•
+0•
-2•
+2•
-3•
+1•
+0•
-1•
P•
2•
w
?•
+0•
+1•
+2•
-2•
-7•
-2•
+1•
-1•
+2•
-2•
+1•
+1•
-1•
-3•
1•
w
?•
+0•
+2•
+3•
-1•
-6•
-1•
+1•
-1•
+3•
-1•
+2•
+1•
-1•
-3•
0
w
?•
+0
•
+2
•
+4
•
-
•
-
•
+0
•
+1
•
-1
•
-
•
+0
•
+2
•
+1
•
-1
•
-3
•
v6.0
CREW WOUND TABLE:
1 - 2 - 3: No Effect
4 - 5: Light Wound - Cross off one wound box (o)
6: Serious Wound - Cross off two wound boxes (oo)
Roll 1d6
Note: Crew member is killed when all three wound boxes have been crossed off
CRITICAL DAMAGE:
Roll 1d6
* Not combined with "Firing at Spinning Aircraft" modifier.
** Not used for observer's gun fire.
P
= Prohibited/may not fire
-
= Not possible/may not fire
COMBAT RESULTS TABLE:
CV•
1•
2•
3•
4•
• 1•
• 2•
• 3•
• 4•
• 5•
• 6•
• 7•
• 8•
• 9•
• 10•
• 11•
• 12•
• 13•
• 14•
• 15•
• 16•
• 17•
-•
-•
-•
-•
B•
B•
B•
B•
2B•
R•
BR•
BR•
BR•
2R•
3R•
B3R•
4R•
-•
-•
-•
B•
B•
B•
B•
2B•
R•
BR•
BR•
BR•
2R•
3R•
B3R•
4R•
5R•
-•
-•
B•
B•
B•
B•
2B•
R•
R•
BR•
2R•
B2R•
3R•
B3R•
4R•
5R•
6R•
-•
B•
B•
B•
B•
2B•
R•
R•
BR•
2R•
3R•
3R•
B3R•
4R•
5R•
6R•
7R•
Once all damage boxes (o) have been crossed off, and at least 1
damage triangle ( ) is also crossed off, "Critical Damage" has occurred.
Critically damaged aircraft performing restricted maneuvers, including
over diving, (steep climbs and restricted maneuvers for a critically
damaged engine) can break apart (these aircraft are destroyed).
DIE ROLL•
ENGINE•
OTHER SECTIONS
1 - 2 - 3 - 4: •
No Effect•
No Effect
5 - 6: •
Engine Seizes•
Aircraft Destroyed
Roll 1d6
5•
B•
B•
B•
B•
2B•
R•
R•
BR•
2R•
3R•
B3R•
B3R•
4R•
5R•
6R•
7R•
8R•
6
B
B
B
2B
R
R
R
2R
3R
B3R
4R
B4R
5R
6R
7R
8R
9R
Roll 1d6
SPIN & SPIN RECOVERY:
Roll 2d6
SPINS:
Aircraft must test for spinning whenever the aircraft:
• 1) attempts to climb above its maximum altitude
• 2) performs a stall maneuver (maneuver
#1)
• 3) received a RED damage in the wing or tail section
2 - 3 - 4- 5: •
Aircraft goes into a spin
6 - 7 - 8 - 9 - 10 - 11 - 12:•
Aircraft does NOT go into a spin
SPINS RECOVER:
Aircraft may attempt to recover from spins during
Spin Recover Phase.
2 - 3 - 4 - 5 - 6: •
Aircraft FAILS to recover from spin
7 - 8 - 9 - 10 - 11 - 12:•
Aircraft recovers from spin
MODIFIERS FOR BOTH SPINS & SPIN RECOVER:
Note that each
aircraft has a spin modifier; add or subtract this modifier to/from the
spin/spin recovery die roll.
Novice Pilot:•
-1
Observers as Pilot:• -1•
NOTE: Spinning aircraft mark "OS1" for their maneuver for all turns they spin.
Aircraft failing to recover drop 1 altitude level during the Movement Phase.
SMOKE & FIRE:
Roll 1d6
JAMMING:
Roll after firing a "Long Burst"
1 - 2 - 3 - 4: Weapon(s) do not jam
5 - 6: Weapon(s) are jammed
Smoke:
Pilots may not tail.
Fire:
Pilots may not tail, shoot or perform restricted maneuvers.
Observers may fire while their aircraft in on fire. One blue damage
marker is drawn per turn for fire damage (Fire Damage Phase).
Extinguishing Smoke/Fire:
Smoke goes out on a roll of a
5 or 6,
but
turns to fire on a roll of a
1.
Fire is extinguished on a roll of
5 or 6;
if a
side slip was performed (maneuver
#8, 16 or 17),
fire is extinguished on
a roll of
4, 5 or 6.
Extinguished fire is replaced with Smoke.
UNJAMMING/RELOADING:
Roll 1d6
Pilots:
Must perform a simple straight maneuver. Simple straight maneuvers are
maneuvers #2, 3 or 4.
No climbing or diving is permitted while attempting to
unjam/reload a weapon.
Observers:
May unjam only when aircraft performed non-restricted maneuvers, or
maneuvers #1, 8, 14 or 20.
May
ONLY
reload while aircraft is flying "level" or
performing "shallow" dives or climbs.
1 - 2 - 3: Weapon(s) remain jammed
4 - 5 - 6: Weapon(s) are unjammed
Lewis, Hotchkiss & Parabellum MGs
When firing a Lewis Gun, Hotchkiss or a Parabellum Machine Gun,
players must cross off the appropriate ammo boxes. When an entire row is
crossed off the ammo drum is
empty
and must be reloaded with a new
drum before it may be fired again.
Short Burst: Cross off "1" Ammo Box (o)
Medium Burst: Cross off "2" Ammo Boxes (oo)
Long Burst: Cross off "3" Ammo Boxes (ooo)
When firing a Lewis Gun and a Vickers Machine Gun together, check for
jams and unjamming separately; both Machine Guns must fire the same
burst (unless remaining ammo dictates otherwise). The Vickers or the
Lewis Gun may fire independently of each other
ONLY
if one or the other
is jammed or out of ammo. A long burst from the Vickers and a short or
medium burst from the Lewis Gun equals a medium burst fired.
FIRE ARC TEMPLATE
Low Altitude Band
Same Altitude Band
High Altitude Band
Aircraft Front Facing
(always faces 1
2 O'clock position)
Weapon ID
B
The shaded bands show
players where their weapons
may be fired according to
hex facings. They also show if
a weapon can be fire at low
altitude, same altitude or high
altitude targets.
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