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Sheet1

A Deck
d6\d6 1 2 3 4 5 6
1 * 1 <X 0J 0 1 2
2 1 0 0 1 2 X> 3
3 0 0J 1 X> 2J 3 0
4 0 1 2J 3P 0 4
5 1 2 <X 3M 0 4S 5P
6 2F 3 0 4 5 r
B Deck
d6\d8 1 2 3 4 5 6 7 8
1 * 3 0 1 <X 0 2 1 0
2 3 0 1 X> 0J 2 1 0 0
3 0 1J 0J 2M 1 0 0 2 X>
4 1J 0J 2 1 0 0 2 <X 1P
5 0J 2 1 0 0 2S 1S 3P
6 2 1 0 0 2F 1F 3 4
C Deck
d4\d4 – d8\d8 1 2 3 4 5 6 7 8
1 0 0 0 0 0 0 0 0
2 0 0 0 0 0 0 0 0
3 1 2 4F 6M 1 2 4F 6M
4 6P 8S 10 */0 6P 8S 10 */0
5 0 0 0 0 0 0 0 0
6 0 0 0 0 0 0 0 0
7 1 2 4F 6M 1 2 4F 6M
8 6P 8S 10 */0 6P 8S 10 */0
D Deck
d8 1 2 3 4 5 6 7 8
0 0 0 3 6 9 * *

* Plane destroyed
<X Rudder left
X> Rudder right
J Gun jam
P Pilot
M Mechanical
S Smoke
F Fire
r Re-roll

The C deck has 1 '0' card combined with the '*' card.
When '0 / *' is rolled use the either '*' or '0' depending on weather the critical damage rule
is in use.
Use the outlined section for 2d4 or the whole table for 2d8

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