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AIR FORCE HouseRules
AIR FORCE HouseRules
HOUSE RULES
Compiled by Patrice Forno - Marseilles, France - froonp@wanadoo.fr 15/01/07
hexes preparing a left turn for next game turn. It can either do
1 MOVEMENT this turn next game turn or spend 2 straight hexes next turn to
cancel this preparation and then start something else.
1.1 PREPARING MANEUVERS Exception : You do not have to prepare for half loops (as half
The normal Air Force / Dauntless rule requires a plane to fly X loops’ preparing is just climbing the maximum you can)
hexes straight before a maneuver, X being found on the Aircraft Rationale : This house rule is here to prevent you to end your
Datacard. game turn with some hexes flown straight to allow you to do a
With this house rule a plane needs to fly that X number of hexes maneuver at the right start of the next turn without any notice.
preparing the maneuver. Preparing is coded on the log by circling After all, when a plane is about to turn, slip of half roll, it shows !
the number of hexes the plane flies before the maneuver. When
you end the turn preparing a maneuver, you must state to your 1.2 PRE SPOTTING MANEUVERS
opponent what maneuver is prepared. Then during next turn At the start of a scenario, planes are supposed to fly straight
(when you want) you will be obliged to accomplish this maneuver ahead without maneuvering or accelerating before they spot the
except if you spend an equal number of hexes counter enemy.
maneuvering. You’ll then be able to start another maneuver (that
is fly straight hexes preparing the maneuver and then executing With this house rule, planes who have some ground control to
it). give them bearings must log their movements 6 turns in advance
before spotting the enemy. Planes without some ground control
Example for a left turn : eL must log their movements 18 turns in advance before spotting
Example for ending the turn flying straight : the enemy.
eLd (preparing L) Æ in this case an L maneuver is mandatory This means that on turn 1, the planes with ground control have
during the next game turn. In this example the plane spent 2 prepared turns 1 to 7, while planes without ground control have
1.4.1 Colliding
1.8 HALF LOOPS
When 2 planes end up in the same hex at the same altitude,
(JdS57)
without being cautious (see 1.3) :
After the necessary distance for making a half loop is flown, and
D6 Result
that the half loop maneuver is executed, the plane can modify its
1-4 Nothing. Collision avoided.
altitude (and attitude too) by + / - 100 feet per 2 hexes flown after
5-6 Collision the maneuver.
1.4.2 Pilot’s & Crewmen Damage in Collisions Example : If plotting 4 V 2 the plane can adjust his altitude by
For planes of the same size (1-engined vs. 1-engined, etc…) 100 feet more or 100 feet less.
D6 1 2 3 4 5 6
1.9 FLYING INVERTED
30 mn - - - W W K
(CB33)
positions
of planes
Relative
20 mn W W K K
While inverted, Turns, Slips and Skids are done as if the plane
10 mn W W K K K was loaded. If the plane has no loaded modifier, it is +1.
0 mn W W K K K K While inverted, Climbing is done as if loaded except for speed
modifier. If the plane has no loaded modifier, it is -100 feet.
K = Killed
W = Wounded (1 or 2 C hits). If already wounded, killed A plane cannot spot while inverted.
See also 1.14.
Modifiers
• If pilot has Reflexes : -1 1.10 FLYING BANKED
• Cumulative speed 2-5 : - (JdS55/56)
• Cumulative speed 6-7 : +1
• Cumulative speed 8-9 : +2 If a plane finish her move not level (banked right or left) she
• Cumulative speed 10-11 : +3 loose 100 feet except while diving or climbing.
• Cumulative speed 12-13 : +4 A plane not level has her climbing rate reduced by 100 feet.
• Cumulative speed 14+ : +5
• 1-engined vs. 2-engined : +1 for the smaller plane
1.11 HARD MANEUVERING EFFECTS ON PILOTS
• 2-engined vs. 4-engined : +1 for the smaller plane
• 1-engined vs. 4-engined : +2 for the smaller plane Pilot can pass out if making hard maneuvers.
Pilot’s Health Maneuver Passing out
1.5 GLIDING No C hits Half loop
Once a plane has her engines destroyed, it still can glide more or Half roll 3d6 Æ 18
less efficiently. Slip (SLL or TRR)
It must jettison his bomb load or other ammunitions if any. If it External half loop D6 Æ 6
doesn’t, see 3.2.4.1. 1 C hit Half loop
D6 Æ 6
Half roll
The plane then flies as if loaded for speed, maneuvers climb External half loop D6 Æ 5-6
deceleration and altitude changes (not for the dive acceleration). Slip (SLL or TRR) 2d6 Æ 12
2 C hits Half loop
It must also subtract the loaded modifier to his speed (as if it D6 Æ 5-6
were brakes). So it must either slow down and finally stall, or dive Half roll
gently to keep sufficient speed. External half loop D6 Æ 4-6
Slip (SLL or TRR) D6 Æ 6
XX XX XX
3.4.1 Pilots
Power Factor -3
When a pilot takes all of his C hits :
Must jettison load (or see 3.2.4)
Fly as loaded 1D6 Effect
Speed loaded modifier 1-3 Dead
4-6 Unconscious, Coma, etc…
3.2.3.5 2 Engines Destroyed 1 on each side, 2 engines
damaged Modifiers
XX X XX X Stamina modifier.
Power Factor -2
3.4.1.1 Unconscious Pilot
Must jettison load (or see 3.2.4)
Fly as loaded See 3.7.5 for plane’s movement while pilot is unconscious.
Speed loaded modifier
At the end of each turn, roll 2d6 plus stamina modifier. It the
3.2.3.6 All Engines destroyed result is 10 or more, the pilot wakes up.
From now on, he can maneuver as if he took 2 C hits, but he
XX XX XX XX can’t fight anymore, he must flee the combat or bail out. He is
No more Power Factor very badly wounded.
Must jettison load (or see 3.2.4)
Fly as loaded If another crewmember is Unconscious, he can also wake up, but
Speed loaded modifier can’t operate his weapon or station for the rest of the scenario.
Can Glide (See 1.5)
3.4.1.2 Very Badly Wounded Pilots
3.2.4 Engine Damage and Bomb Load If the pilot manages to land safely, he is retired from the
Squadron and can thereafter join a future Squadron when there
3.2.4.1 Not Jettisoning will be room for him. Same for other unconscious crewmembers.
A plane that should have jettisoned her bomb or ammunition load
because of Engine damage (1 E hit on a 1-engined plane, 1 3.4.2 Gunners
engine on a 2-engined plane, 2 engines on a 4-engined plane) For each G hit :
can choose not to do it.
D6 Result
It is then Double Loaded. 1-3 Gun damaged or destroyed.
No more shots from this position.
3.2.4.2 Effects of Double Loaded
4-6 Gunner hit
All loaded modifiers are increased by 1.
House Rules - updated on Monday 15 January 2007 Page 4/9
If a gunner is hit : 3.5.3 Four-Engined Planes
D6 Result Roll a d6 again. If 6 is rolled, the plane explodes (because of fuel
1-2 Gunner wounded (same as taking 1 C hit for pilots) or because of ammunition) and crew men take damage as if one-
3-4 Gunner wounded twice (2 C hits) engined plane. Otherwise :
5-6 Gunner killed / Unconscious (See 3.4.1.1) D6 Hit location
1-4 Rocket hit Wings
A gunner can normally take 2 C hits. He is killed with 3 C hits.
5-6 Rocket hit Fuselage
A gunner shoots at -2 for each C hit taken.
D6 Damage to Pilot or crew members if Wing hit
If a gunner is killed, another gunner can replace him if the plane
1 Killed
allows for internal movement.
2-3 Wounded (take half C hits). If already wounded, killed
If a gunner had more than one gun position to shoot from, each 4-6 None
gun position is neutralized when the gunner is killed.
D6 Damage to Pilot or crew members if Fuselage hit
3.4.3 Radio Operator, Bomber, Radar Operator, 1-2 Killed
Navigator, etc… 3-4 Wounded (take half C hits). If already wounded, killed
5-6 None
For each crew member, and for each F hit :
D6 Result 3.6 WING HITS & LANDING GEAR DAMAGE
1-5 - There is an X% chance that the landing gear is damaged after
6 Crewman hit having taken W hits (Wings) in combat.
X = number of W hits taken / Maximum W hits (example for an
If a crewman is hit : A6M with 4 W hit maximum, who took 2 W hits, X = 50%).
D6 Result D100 Result
1-2 Crewman wounded (same as taking 1 C hit for pilots) 0 – X/2 Both wheels are not functioning
3-4 Crewman wounded twice (2 C hits) X/2 – X One wheel is not functioning, landing gear half
5-6 Crewman killed / Unconscious (See 3.4.1.1) lowered
A crewman can normally take 2 C hits. He is killed with 3 C hits. If the landing gear is not functioning :
The material the killed crewman was operating can no longer be D4 Result
operated unless another crewman can replace him and the plane 1 Gear lowered but not locked
allows for internal movement.
2-4 Gear not lowered
3.5 PLANE HIT BY ROCKETS The result will be the same, but if a wheel or both are not
lowered, the pilot can be warned by land crew or wingmen :
3.5.1 One-Engined Planes
D6 Result
D6 Damage to Pilot and / or crew members 1-4 Pilot warned by land crews or wingmen
1-4 Killed 5-6 Pilot not warned, radio unplugged or broken
5 Wounded (take half C hits). If already wounded, killed
6 None On a Carrier, the pilot is always warned by the Batman.
3.5.2 Two-Engined Planes If the pilot is warned, he has 50% chances to succeed in raising
Roll a d6 again. If 6 is rolled, the plane explodes (because of fuel the malfunctioning gear, otherwise he will land on only 1 wheel
or because of ammunition) and crew men take damage as if one- (See 4.3.1 modifiers for consequences).
engined plane. Otherwise :
3.7 DESTROYED PLANE’S AFTERLIFE
D6 Hit location
1-3 Rocket hit Wings This was elaborated to precisely know the pilot’s altitude when
4-6 Rocket hit Fuselage bailing out.
If a plane goes down for more than one reason, take the worse
D6 Damage to Pilot or crew members if Wing hit effect.
1-2 Killed
3-4 Wounded (take half C hits). If already wounded, killed 3.7.1 Plane destroyed by L hits (Fuel Tanks)
5-6 None
The idea is that the plane is not utterly destroyed (only aflame,
so don’t forget to apply fire damage, see 3.3), it is gently diving
D6 Damage to Pilot or crew members if Fuselage hit
out of control. This assumes that the pilot is trying to bail out.
1-3 Killed
4-5 Wounded (take half C hits). If already wounded, killed If plane was climbing :
6 None
• Same altitude for 1st turn
•
nd
Dives 100 feet on 2 turn
•
rd
Dives 200 feet on 3 turn
•
th
Dives 300 feet on 4 turn
• Etc…
D6 Damage D8 Damage
1-2 - 1-5 -
3-4 Wounded (killed if already wounded) 6-8 Ablaze after 1d4 turns (roll for damage, see 3.3)
5-6 Killed
If plane has taken less than all her L hits less 1 :
4.3.4 Exiting the crashed plane Pilots are automatically rescued when bailing out near a friendly
The crew members & pilots can try exiting the plane once a turn. island or a friendly base.
If the plane is on her belly they succeed on 1-6 on a d8 Pilots bailing out near enemy land units (15 hexes or 40 hexes
If the plane is upside down they succeed on 1-3 on a d8 in the desert) are automatically captured.
Pilots bailing out over Burma’s jungles have 10% chance of
Modifiers
being rescued (-5% for each C hit).
• For each C hit. +1
Modifiers
• On turn n on an airfield with emergency crews (n = 1d3+1) -2
• Plane aflame +1 • Took 2 C hits -1
• Plane is sinking (cumulative modifier from turn to turn) +1 • For each 3 escapes (for escapes) +1
7.2.1 Aces
7.5.2 US Bomber Crews
Roll a d6 for each new Pilot with E.
When they exceed 13 Air Force missions, there is a chance that
On a 1 he is an Ace. they have ended their operation tour.
2D6 Number of Kills of Aces Pilots At each mission end, roll a d12. If the result is equal to or more
1-1 2d6+7 kills than the exceeding missions they have over 13, they are retired.
2-2 2d6+7 kills Example : A B-17G crew finish his 15th bombing mission over
3-3 2d6+7 kills Germany.
4-4 2d6+7 kills
5-5 2d6+7 kills If the crew rolls 1-2, it is retired. If the crew rolls 3-12 it can fly a
6-6 1d6+19 kills new war mission.
Other 1d6+7 kills