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Air Force / Dauntless

HOUSE RULES
Compiled by Patrice Forno - Marseilles, France - froonp@wanadoo.fr 15/01/07

1 MOVEMENT.............................................................. 1 3.6 WING HITS & LANDING GEAR DAMAGE ................... 5


1.1 PREPARING MANEUVERS ....................................... 1 3.7 DESTROYED PLANE’S AFTERLIFE ........................... 5
1.2 PRE SPOTTING MANEUVERS .................................. 1 4 WRECKS .................................................................. 6
1.3 BEING “CAUTIOUS” ................................................ 2 4.1 BAILING OUT ......................................................... 6
1.4 AIRCRAFT COLLIDING ............................................ 2 4.2 BAILING OUT AT LOW ALTITUDE ............................... 6
1.5 GLIDING ................................................................ 2 4.3 CRASH LANDINGS (FL).......................................... 6
1.6 COURSE CHANGE MANEUVER ................................ 2 4.4 CRASH SEA LANDING (FA) .................................... 7
1.7 EXTERNAL HALF LOOP (NEGATIVE G) .................... 2 4.5 BAILING OUT OVER HOSTILE TERRITORY................. 7
1.8 HALF LOOPS ......................................................... 2 5 AIR TO GROUND MISSIONS .................................. 7
1.9 FLYING INVERTED .................................................. 2 5.1 AA GUNS .............................................................. 7
1.10 FLYING BANKED ................................................. 2 5.2 TORPEDOES & BOMB DROPPING............................ 7
1.11 HARD MANEUVERING EFFECTS ON PILOTS .......... 2 5.3 EMERGENCY TAKE-OFF......................................... 8
1.12 EXCEEDING MAXIMUM SPEED .............................. 3 5.4 BOMB DAMAGE ON PLANES ON THE GROUND ......... 8
1.13 VERTICAL PLANE MOVEMENTS ........................... 3 6 MISSION PLANNING ............................................... 8
1.14 NEGATIVE ACCELERATIONS ................................ 3
6.1 TARGETS OF OPPORTUNITY ................................... 8
2 SHOOTING ............................................................... 3
6.2 AA GUNS .............................................................. 8
2.1 SHOOTING AT 0 HEXES .......................................... 3 7 PILOTS ..................................................................... 9
2.2 SPOT MODIFIERS FOR DISTANCE ........................... 3
7.1 PILOT’S CHARACTERISTICS .................................... 9
2.3 FRONT ARC .......................................................... 3
7.2 PILOT’S RANDOM STARTING KILLS ......................... 9
2.4 BRACKETED GUNS ................................................ 3
7.3 PILOT’S STAMINA .................................................. 9
3 HITS & DAMAGE...................................................... 3
7.4 KILLS COUNTING ................................................... 9
3.1 CRITICAL HITS....................................................... 3 7.5 CREWMEN’S CAREERS .......................................... 9
3.2 HITS ON FUEL TANKS AND ENGINES ....................... 3 8 NOTES ...................................................................... 9
3.3 FIRE DAMAGE ....................................................... 4
3.4 DAMAGE ON CREW MEMBERS (C HITS) .................. 4
3.5 PLANE HIT BY ROCKETS ........................................ 5

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

House Rules - updated on Monday 15 January 2007 Page 1/9


prepared turns 1 to 19. On turn 2, ground controlled planes Otherwise it is free of doing whatever he wants.
prepare turn 8 while others prepare turn 20.
Rationale : Even without ground control, planes where often 1.6 COURSE CHANGE MANEUVER
making course change just to check their six regularly. Planes (JdS50)
with ground control are led toward the enemy planes by ground
control so they can maneuver more precisely to search them. This maneuver can only be done for landing, for an air to ground
or an air to sea attack.
1.3 BEING “CAUTIOUS” • Plotting Code : G for left, F for right.
When you are plotting movement, and you know you will find • MP cost : 0
yourself in the same hex at the same altitude with another plane, • Must be level bank
you put a Dash on your plot. This means that the pilot is • Maneuverability : as a Bank maneuver
extremely cautious of not hitting the other plane with his • Effect : As a slip.
maneuvers.
He’ll suffer from a -1 spotting attempt (maybe also a small minus 1.7 EXTERNAL HALF LOOP (NEGATIVE G)
on shooting). An inverted plane doing a climbing half loop or a level plane
doing a diving half loop is doing an External Half Loop and the
If two planes find themselves at the same altitude in the same
plane & airframe take negative G.
hex and none is cautious (the Dash), they risk of colliding (See
1.4). Plane takes 3d4 W hits if flying at dive speed at the start of the
half loop.
1.4 AIRCRAFT COLLIDING Pilot has more chances of passing out (See 1.11).

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

House Rules - updated on Monday 15 January 2007 Page 2/9


2.2 SPOT MODIFIERS FOR DISTANCE
Modifiers
500 feet are equal to 1 hex.
• +1 if speed 8 or more.
0 – 10 hexes 0 – 2 km +1
• Stamina Modifier (See 7.3)
11 – 20 hexes 2 – 4 km 0
When the pilot has passed out, the plane does random 21 – 30 hexes 4 – 6 km -1
maneuvers, while increasing his diving by 100 feet a turn. 31 – 40 hexes 6 – 8 km -2
41 – 50 hexes 8 – 10 km -3
D6 Random Maneuver with passed out pilot
Etc…
1-2 Bank
3-4 Turn 2.3 FRONT ARC
5 Half loop
6 - Places that are 500 feet above or below per hex away are
included in the Front Arc. So a plane in front of mine, 500 feet
The Pilot can try to wake up (not on the first turn of passing out). below and 2 hexes away is in my Front Arc.

D6 Result 2.4 BRACKETED GUNS


1-3 Still passed out
4-6 Wakes up (Expansion Kit)
The range must be 3 hexes or less and the Total Basic Hit Table
1.12 EXCEEDING MAXIMUM SPEED Modifiers must be +6 or more prior to using the modifier chart.
(CB40)
Each Bracketed Gun must be fired separately, roll one die for
If a plane exceeds his maximum speed, his airframe suffers. The each Bracketed Gun :
plane suffers as many W hits as he have MP exceeding his
maximum speed. • [6C] or less guns must roll a 3 or less to hit. For each hit roll
once on column 15 of Hit Table to resolve.
On next turn, and as long as the plane is over maximum speed,
automatically apply 1 brake Factor (drag). • [7C] or more guns must roll a 1 to hit. For each hit roll twice
on table column 20 of Hit Table to resolve.

1.13 VERTICAL PLANE MOVEMENTS


(JdS57 plus precison from Pierre Marzetti) 3 HITS & DAMAGE
For each 500 feet of vertical flight in exceed of the first 500 feet
traveled, 1 hex of horizontal flight is substracted.
3.1 CRITICAL HITS
(CB33 – Frank Stora)
Example :
After each successful fire there is a chance that there is a critical
A plane flying at 3 speed, who looses or gain 500 feet is moved 3 hit :
hexes on the map.
Pilot Chance of Critical Hit
A plane flying at 3 speed, who looses or gain 501-1,000 feet is Ace or ET D6 Æ 1-3
moved 2 hexes on the map. T D6 Æ 1-2
A plane flying at 3 speed, who looses or gain 1,001-1,500 feet is Others D6 Æ 1
moved 1 hex on the map.
If there is a critical hit, use a d6 to know what is hit. It suffer 1d3
more hits.
1.14 NEGATIVE ACCELERATIONS
(Pierre Marzetti) Example : A successful fire in the 7th column comes with an FCE
result. The second d6 is rolled. If it is 1, 1d3 more F hits will be
A plane in non inversed bank can’t increase his rate of dive by scored, if it is 2, 1d3 more C hits will be scored, if it is 3, 1d3
more than 0.25 from one turn to the next. A plane in any inverted more E hits will be scored. If 3+ is rolled, there is not more hit
bank can increase its dive rate to full dive immediately. scored.
If a plane is inverted, it can’t increase his rate of climb by more
than 0.25 from one turn to the next. 3.2 HITS ON FUEL TANKS AND ENGINES
3.2.1 Hits on Fuel Tanks
2 SHOOTING When a plane has taken all his L hits, it is automatically aflame
(See 3.3).
2.1 SHOOTING AT 0 HEXES
If a plane is in the same hex as another plane (at a different 3.2.2 Hits on Engines
altitude) she can choose to shoot normally (from below or from
above) or to shoot at 0 hexes if the altitude difference allows for 2d6 Inline engines (liquid cooled)
it. This is decided in the plotting phase. 1st E hit Engine stalled on a 5+6 or a 6+5 (See 1.5)
2nd E hit Engine stalled on a 5+6 or a 6+5 (See 1.5)
If one find himself at the same altitude than an enemy plane, and aflame on a 1+2 or 2+1 (See 3.3)
there is no collision, he can shoot at 0 hexes, and take 3rd E hit Engine destroyed (See 1.5)
advantage at 0 hexes. aflame on a 1+2 or 2+1 (See 3.3)
4th E hit Engine destroyed (See 1.5)
aflame on a 1+2 or 2+1 or 1+1 (See 3.3)
5th E hit Engine destroyed (See 1.5)
aflame on a 1+2 or 2+1 or 1+1 or 2+2 (See 3.3)
etc…

House Rules - updated on Monday 15 January 2007 Page 3/9


2d6 Radial engines (air cooled) 3.2.4.3 Not jettisoning while Double Loaded
1st E hit -
A plane that should have jettisoned her bomb or ammunition load
2nd E hit Engine stalled on a 5+6 or a 6+5 (See 1.5)
because of Engine damage, while already Double Loaded (2 E
3rd E hit Engine destroyed (See 1.5) hit on a 1-engined plane, 2 engines on a 2-engined plane, 3-4
aflame on a 1+2 or 2+1 (See 3.3) engines on a 4-engined plane), can choose not to do it.
4th E hit Engine destroyed (See 1.5)
aflame on a 1+2 or 2+1 or 1+1 (See 3.3) It is then Triple Loaded.
5th E hit Engine destroyed (See 1.5)
aflame on a 1+2 or 2+1 or 1+1 or 2+2 (See 3.3) 3.2.4.4 Effects of Triple Loaded
etc… All loaded modifiers are again increased by 1.

3.2.3 Engine Damage Effects on 4-Engined 3.3 FIRE DAMAGE


planes
D6 Fire Damage
3.2.3.1 1 Engine Destroyed 1 C hit
2 L hit if fire from E, or E hit if fire from L
XX 3 W hit
Power Factor -1 4 F hit
5 W hit if flame source is in the wings, F if in the Fuselage
3.2.3.2 2 Engines Destroyed, 1 on each side 6 Plane explode

XX XX Fire damage is checked each turn, for :


Power Factor -2 1 time on the 1st turn a plane is on fire
2 times on the 3rd turn a plane is on fire
3.2.3.3 2 Engines Destroyed, on same side
3 times on the 5th turn a plane is on fire
etc…
XX XX
Power Factor -2 Results are applied before the pilot attempts to bails out.
Must jettison load (or see 3.2.4)
Fly as loaded
Speed loaded modifier 3.4 DAMAGE ON CREW MEMBERS (C HITS)
Damage on pilots is already taken care of by the regular rule (C
3.2.3.4 3 Engines Destroyed hits). Damage for other crew members is taken care of here.

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…

House Rules - updated on Monday 15 January 2007 Page 5/9


If plane was level : 4.2.3 Altitude from 100 to 200 feet
• st
Dives 100 feet on 1 turn D6 Damage

nd
Dives 200 feet on 2 turn 1 -

rd
Dives 300 feet on 3 turn 2-3 Wounded (killed if already wounded)
• Etc… 4-6 Killed

If plane was diving : 4.2.4 Altitude 0 feet


Automatically Killed.
• Dives the same +100 feet for 1st turn

nd
Dives the same + 200 feet on 2 turn

rd
Dives the same + 300 feet on 3 turn 4.3 CRASH LANDINGS (FL)
• Etc…
4.3.1 Final plane position
The pilot can also choose to keep on flying the plane normally, D20 Final plane position after Crash
suffering the effects of fire (See 3.3). 1-8 Upside down
9-20 On her belly
3.7.2 Plane destroyed by E hits (Engines)
The plane dives his maximum loaded dive each turn. If the pilot Modifiers (cumulative)
tries to keep control and glide, see 1.5. • For each E T R V which was not used up in the combat. +1
• For each previous crash +1
3.7.3 Plane destroyed by W hits (Wings) • For Novice Pilots -1
Plane falls half his speed x 100 feet on 1st turn, and then • For each C hit taken -2
plummets to the ground 2000 feet per turn on following turns. • If landed on a non flat terrain -2
• On a “flat terrain” (fields), with landing gear lowered -2
3.7.4 Plane destroyed by F hits (Fuselage) • Landing gear half-lowered (1 wheel, see 3.6) -2
• At night -3
Plane falls third his speed x 100 feet on 1st turn, and then
plummets to the ground 2000 feet per turn on following turns. 4.3.2 Damage to pilot & crewmen from crash
4.3.2.1 If plane took less or equal than half her F hits
3.7.5 Pilots are dead (took all C hits) before Crash
If the pilots are dead (or unconscious – See 3.4.1.1), and no-one
can replace them. The plane flies straight ahead, and : If plane is on her belly

D6 Plane’s reaction D10 Damage


1-2 Same as for L hits (see 3.7.1) 1-6 -
3-4 Plane dives half her maximum dive 7-9 Take 1 C hit
5-6 Plane dives her maximum dive 10 Take 2 C hits

Modifiers If plane is upside down

• If plane was climbing : -2 D10 Damage


• If plane was diving : +2 1-3 -
4-6 Take 1 C hit
At the end of each turn, use a d6 to know the bank attitude (1 = 7-9 Take 2 C hits
level) 10 Take 3 C hits
4.3.2.2 If plane took more than half her F hits before
4 WRECKS Crash
If plane is on her belly
4.1 BAILING OUT
D10 Damage
A crew member or a pilot may attempt to bail out at each turn
1-4 -
while he is still alive.
5-8 Take 1 C hit
Modifiers to bailing out attempts 9-10 Take 2 C hits
• +1 if speed 8 or more If plane is upside down
• -1 if in reverse loop (negative G)
• +1 while in a spin D12 Damage
1-2 -
4.2 BAILING OUT AT LOW ALTITUDE 3-6 Take 1 C hit
7-10 Take 2 C hits
4.2.1 Altitude more than 500 feet 11-12 Take 3 C hits
No damage.
4.3.3 Catching fire after crash
4.2.2 Altitude from 200 to 500 feet If plane has taken all her L hits less 1 :

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 :

House Rules - updated on Monday 15 January 2007 Page 6/9


D8 Damage D6 If they are not alone
1-3 - 1-2 Lost (captured or drown)
6-8 Ablaze after 1d3 turns (roll for damage, see 3.3) 3-6 Rescued

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

4.4 CRASH SEA LANDING (FA) 5 AIR TO GROUND MISSIONS


4.4.1 Plane sinking
5.1 AA GUNS
D20 Sinking
1-6 Sinking immediately 5.1.1 Field of fire
7-20 Floats a little
A plane R hexes away from an AA gun must be at an altitude of
10 x R feet to be shot properly.
Same modifiers as for 4.3.1.
If the plane is lower, the AA gun suffers a -7 to his AA fire.
4.4.2 Damage to pilot & crewmen from crash
Same as 4.3.2, with : 5.1.2 AA guns and lights for Night AA fire
Units equipped with search lights and detection equipment has
Sinking = upside down
+4 for their spotting attempt.
Floating a little = on her belly
When an AA battery spots an aircraft, it is in the beam of its
4.4.3 Exiting the crashed and sinking plane search lights.
Same as 4.3.4 except:
On the following turn, the AA gun battery must check if it stills
If plane is sinking, the crewmen and pilots have 1d6 turns to get have the plane in its beam with a spot check with a +1 bonus.
out of the plane.
If plane is floating a little, the crewmen and pilots have 1d20 5.2 TORPEDOES & BOMB DROPPING
turns to get out of the plane. One can drop bombs (or torpedoes) during his movement (it
must be plotted). It cost 1 MP. Bombs are then aimed at the hex
4.5 BAILING OUT OVER HOSTILE TERRITORY the plane was in when dropping the bombs, and scatter is
measured from there.
German / Italian Pilots bailing out over England are captured
automatically. You can use a marker to remember the place where the bomb
was dropped.
German / Italian Pilots bailing out over France / Belgium /
Netherlands during the Battle of France (May / June ’40) are
transferred to the Battle of Britain Campaign (prisoners then 5.2.1 Level bombing
liberated). Effects of the bombing are immediate if the plane was low
enough, depending on when he drops it :
Allied pilots bailing out over Axis territory :
Seconds left
D6 Bomb dropped at Bomb falls
before turn ends
1-4 Captured Start of the turn 10 s 1500 feet
5-6 Escaped 1st quarter 7,5 s 850 feet
1st third 6s 500 feet
Pilots bailing out over the Channel : Half turn 5s 375 feet
D6 If they are alone 2nd third 3s 150 feet
1-4 Lost (captured or drown) 3rd quarter 2,5 s 100 feet
5-6 Rescued
Example : A plane flying at speed 6 drops his bomb on the 2nd
D6 If they are not alone MP (plotting : 1 bmb 4). It is dropped at the 1st third of the turn,
1-2 Lost (captured or drown) so the bomb falls 500 feet until the end of the turn. If the plane
3-6 Rescued was flying less than 500 feet high, the bomb effects are
immediate, and an AA gun targeted couldn’t fire if destroyed by
the effect.
Pilots bailing out over the Pacific Ocean, the Desert or the
Jungle :
D6 If they are alone
1-5 Lost (captured or drown)
6 Rescued

House Rules - updated on Monday 15 January 2007 Page 7/9


5.2.2 Dive bombing More than 1 plane can be landing or taking off at the same time,
providing they do not finish at the same altitude in the same hex
The speed of the bomb is the speed of the plane diving vertically.
(excepted if they are cautious – announced on their plot –
Bomb falls of Bomb falls of See 1.3).
Plane speed
(10 s, Vertical Dive) (10 s, Glide Dive)
2 1400 feet 1000 feet 5.4 BOMB DAMAGE ON PLANES ON THE GROUND
3 2100 feet 1500 feet
Number of F + W Hits = 2 x 2d6 per bomb.
4 2800 feet 2000 feet
5 3500 feet 2500 feet Hits are taken 50% first on the Fuselage, 50% first on the Wings.
6 4200 feet 3000 feet When one is destroyed, the remaining hits are applied to the
7 4900 feet 3500 feet other.
8 5600 feet 4000 feet Example : a bomb hits a grounded Zero. 2d6 are rolled, and the
9 6300 feet 4500 feet total is 6. The Zero must take 12 hits on his W or F (50% each).
10 7000 feet 5000 feet She takes 4 hits on the Wings (has 4) and the remaining 8 on the
Fuselage, it is destroyed.
If the plane has the right altitude and the right speed, results are
applied before the end of the turn. Moreover, a plane on the ground hit by a bomb has 50%
chances of catching fire and being destroyed.
5.3 EMERGENCY TAKE-OFF
6 MISSION PLANNING
5.3.1 Readied Planes (1d4 planes)
The plane is on the runway, with his engine warm and the pilot in 6.1 TARGETS OF OPPORTUNITY
his cockpit. They can attempt to start their engines immediately.
For fighters & bombers on free hunting missions. When they find
To start the Engine : a target, it can be :
D6 Result D6 Target found
1-2 Engine do not start this turn 1-4 Truck
3-6 Engine started 5 Tank
6 AA guns
Modifiers :
6.2 AA GUNS
-1 for each C and / or E hits taken.
6.2.1 Random light AA gun roll
5.3.2 Planes at Dispersal (2d4 planes) Number of guns per counter :
Planes are parked, ready to fly, with the pilot waiting nearby.
They can start attempting to start the engines after 1d6+6 turns. AA gun power
D6 1 2-4 5 6
First try to start the Engine : D10 Counters X1 X2 X3 X4
D6 Result 1-3 16 1-8 1-4 1-3 1-2
1-4 Engine do not start this turn 4-5 11 1-12 1-6 1-6 1-3
5-6 Engine started 6 8 2-16 1-8 1-5 1-4
7 5 2-24 1-12 1-8 1-6
Second try to start the Engine : 8 5 2-24 2-12 2-8 2-6
9 3 2-40 2-20 2-13 2-10
D6 Result 10 3 4-48 2-24 2-16 2-12
1-3 Engine do not start this turn
4-6 Engine started 6.2.2 Random heavy AA gun roll
Number of guns per counter :
Third try to start the Engine :
AA gun power
D6 Result D12 1 2-6 7 8 9 10 11 12
1-4 Engine do not start this turn D10 Counters X5 X6 X7 X8 X9 X10 X11 X12
3-6 Engine started 1-20 2-16 1-12 1-12 1-10 1-10 1-8 1-8
1 1
2-6 2 1-10 2-8 2-7 1-6 1-5 1-5 1-4 1-4
Modifiers :
7 3 1-6 1-5 1-5 1-4 1-4 1-3 1-2 1-2
-1 for each C and / or E hits taken. 8 4 1-5 1-4 1-4 1-3 1-3 1-2 1-2 1-2
9 5 1-4 1-3 1-3 1-2 1-2 1-2 1-2 1-2
5.3.3 Planes moving on runways, dispersal and 10 6 1-3 1-3 1-2 1-2 1-2 1-2 1 1
tracks
Once the engine is started, the plane can then drive his way to
the runway and start taking off.
• On the runway : 1 MP per turn.
• Elsewhere : 1 MP per 2 turns.

A plane on the ground can make as much as 180° turn in one 10


s turn without loosing speed.

House Rules - updated on Monday 15 January 2007 Page 8/9


7 PILOTS 2D6 Number of Kills of Non Aces
Pair of un-even numbers 3
Pair of even numbers 4
7.1 PILOT’S CHARACTERISTICS One even, one un-even -
These are my own guess for USSR, France and Italy from
Battleline’s Air Force / Dauntless tables. Spain & China’s are my 7.3 PILOT’S STAMINA
own guess for. (JdS60/61)
37 38 39 40 41 42 43 44 45
E L E L E L E L E L E L E L E L E L 7.3.1 Stamina
Germany 3 3 2 2 1 1 1 1 1 1 1 1 2 3 3 3 4 4
Italy 4 4 3 3 3 3 3 3 3 3 3 3 3 3 3 2 2 2 Use this table to roll for every pilot’s Stamina :
Japan 2 2 1 1 1 1 1 1 1 1 1 1 2 3 3 4 4 4
1D6 Stamina
France 3 3 3 3 3 3 3 2 2 2 2 2 2 2 2 1 1 1
UK 1 1 2 2 2 2 2 1 1 1 1 1 1 1 1 -1
USA 3 3 2 2 1 1 1 1 1 2-4 -
USSR 4 4 4 4 4 4 4 4 4 4 3 3 2 2 2 2 2 2 5 +1
USSR G 2 1 1 1 1 1 1 6 +2
Spain 3 3 2 2 2 2
China 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 7.4 KILLS COUNTING
Poland 1
Destroyed target Count as
USSR G = USSR Guard units.
1 flying plane 1 kill
1 2 3 4 1 grounded plane ½ kill
Die
Excellent Good Average Poor 1 ship (destroyed alone) 1 kill
1 ETTRV ETTRV ETRV ETRV 1 ship (team kill) ½ kill
2 ETRV ETRV ETR T 1 AA gun ¼ kill
3 ETTR TR T RV 1 truck ¼ kill
4 ETT ET RV R 1 tank ¼ kill
5 RV RV R - 1 V1 ½ kill
6 R - - - 1 successful bombing run 1/3 kill

Analysis 7.5 CREWMEN’S CAREERS


1 2 3 4 7.5.1 US and CW Fighter Pilots
Die
Excellent Good Average Poor
When they are over 30 kills, there is a chance that they are
Exp 66% 50% 33% 17% retired from action in their squadron to be transferred to the HQ
Training 66% 66% 50% 33% or to a training school.
Reflexes 83% 66% 66% 50%
Vision 50% 50% 33% 33% At each mission end roll a d20. If the result is equal to or more
than the exceeding kills he has over 30 he is retired.
7.2 PILOT’S RANDOM STARTING KILLS Example : With 41 kills, a P-51D pilot lands at his base.
New pilots can come in the field with some kills they got
previously. This is only available for new Experienced Pilots. If he rolls 1-11, he is retired. If he rolls 12-20 he can fly a new
war mission.

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

7.2.2 Non Aces 8 NOTES


Pilots who are not Aces can have a couple of kills when coming JdS refers to the Journal du Stratège French magazine.
in the squadron.
CB refers to the Casus Belli French magazine.
1D6 Number of Kills of Non Aces Pilots
1-3 -
4 1
5 2
6 Roll 2d6 on next table

House Rules - updated on Monday 15 January 2007 Page 9/9

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