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Target For Tonight Charts (Campaigns 1-4) 2
Target For Tonight Charts (Campaigns 1-4) 2
Target For Tonight Charts (Campaigns 1-4) 2
Table 3-3 Crash Roll 1d6 Table 6-7 Bombing Accuracy Roll 2d6
Crash into Runway Barrier. On Target Off Target **Roll 3d6 Times 1d6
1
Crew Safe and Bomber Repairable 2 ** ** ***Roll 2d6 – 6 Times 3
Crash into Runway Barrier. 3 60% 10% (Never Less than 0)
2
Roll on 5-17 for each Crew. Bomber Destroyed. 4 50% 5%
Crash Beyond Perimeter Fence and Bomber Burns 5 40% 0%
3
Roll on 5-17 for each Crew, with a +1 DRM. 6 30% 0%
Crash Beyond Perimeter Fence 7 20% 0%
4-6
Bombs Explode. Bomber Destroyed. All Crew KIA. 8 30% 0%
9 40% 5%
Table 7-1 Landing Roll 2d6 10 50% 10%
-3 Bomber Destroyed. Crew KIA 11 ** ***
-2 Bomber Destroyed and* +1 DRM on Table 5-17 12 88+2D6% ***
-1 Bomber Destroyed and*
0 Bomber Destroyed. Crew Safe Table 6-8 Thermal Turbulence Roll 1d6
1 Bomber Repairable. Crew Safe 1- Severe Turbulence
2+ Bomber Safe. Crew Safe. 2+ Moderate to Negligible Turbulence
Nat 12 is always Crew Safe
-2 Low -1 First 1/3 +1 Last 1/3
-7 No Engines Operating -4 Bombs Onboard
+1 High +1 Off Target
-3 One Engine Operating -3 Crash Land in Europe
-3 Landing Gear/Instruments Inop -2 Bad
Table 6-9 Severe Turbulence Roll 2d6
-2 Two Engines Same Side Out -2 Both Flaps Inop
1-6 Safe Passage
-2 Both Ailerons Inop -1 Poor
7 Roll One Hit on Specific Damage Table per Wing
-1 Not Pilot -1 Brakes Out
8 One Wing Root Hit for per Wing
-1 Rudder Out -1 Both Elevators Out 9 One Wing Root Hit for per Wing and*
-1 Tail Wheel Inop +2 Pilot 11+ Ops 10 Roll for Possible Collision
Bombs Hung Up in Updraft
11
Roll 1d6: 1-5 No Effect; 6 Bombs Explode. Crew KIA
0- With Bombs still aboard. Roll 1d6: 6 Bombs Explode Your Bomber Flipped Over!
If Landing in Occupied Territory Roll 1d6: 12 Roll 1d6: 1-4 Bomber Falls Violently. Crew KIA.
6 Rescued by Underground 5-6 Control Regained. Two Wing Root Hits and*
*Roll 1d6 per Crewman: 1-5 No Effect; 6 Roll on Table 5-17
Table 7-2 Landing in Water Roll 2d6 Table 5-11 Random Events Roll 2d6
3- Crew Lost Nat 12 is always “Crew Rescued” Engine Failure!
4+ Crew Rescued* 2 Roll for Random Engine
-6 Radio Inop -5 No Engines Operating If rolled again, the Engine Restarts!
-4 Bombs Onboard -3 One Engine Operating A crewman with Night Vision is Dazzled
3
Regains DRM in the Following Zone
-2 Dinghy Damaged -2 Not Pilot
Bomber Aimer’s Rabbit’s Foot!
-2 Both Flaps Inop -2 Both Ailerons Inop 4
+1 DRM on Table 6-6
-1 2 Windscreen Hits -1 Control Cables Inop Mosquito Escort
-1 Rudder Inop -1 Both Elevators Inop 5
Mosquito drives off One Nightfighter
-1 Haze +1 Pilot 11-25 Ops Navigator sees a Landmark!
+2 Pilot 26+ Ops 6 Disregard all previous “Off Course” Results
Stay “On Course” for one more Zone
Lady Luck Smiles on You!
*If Bombs still aboard. Roll 1d6: 6 Bombs Explode 7
Obtain a single Reroll to be used anytime
Roll 1d6 per Crewman: 1-3 No Effect; 4-6 Roll on Table 5-17
Onboard EW Failure
Crew in Nose and Front Centre +1 DRM on Table 5-17 8
Roll 1d6 per EW: 4-6 Device not Working
Bad Luftwaffe Communications
9
Table 7-3 Controlled Bailout Roll 1d6 per Crewman One Less NF
1- Roll 1d6: 1-5 Bailout, 6 KIA SW cannot Bailout Extreme Cold (Ignore if at Low)
10
2+ Bailout* Roll 1d6 per Gun/Turret: 6 Gun Jammed
Ace for a Day!
-1 LW -1 Haze 11
Random Gunner receives the Ace DRM for the Op
Possible Collision
*If Bailout in Occupied Territory, Roll 1d6: 12 Roll 2d6: 6-8 Dive One Altitude Lower,
6 Rescued by Underground 9-11 NF Attack, 12 Mid-Air Collision. Crew Bailout.
If Bailout over Water, roll Percentile: 1-25 Rescued, 26+ MIA All events occur in the next zone
Water in Zone 2-5 return to England, 6+ Captured
Table 7-4 Uncontrolled Bailout Roll 1d6 per Crewman Alps Tables
1- Roll 1d6: 1-5 Bailout, 6 KIA SW cannot Bailout Must be at High Altitude to enter the Alps
2+ Bailout* If not capable of High, spend an extra turn in the Zone and
-1 LW -1 Haze attempt to Find a Pass.
*If Bailout in Occupied Territory, Roll 1d6: Find a Pass Roll 1d10
6 Rescued by Underground Pass Found
1-7
If Bailout over Water, roll Percentile: 1-25 Rescued, 26+ MIA Roll 1d6, 6 Bomber Crashes and all Crew KIA
Water in Zone 2-5 return to England, 6+ Captured 8-10 No Pass. Must Abort.
Table 4-2 Mission Recall Roll Percentile Table 5-2 AAA Fire Hit Roll 2d6
1-6 Recalled Only roll if 100% Light Medium Heavy Roll 3x at High
7+ Continue Do not roll if Radio is Inop 2 Hit Hit Hit Roll 4x at Low
If recalled, Roll 1d6: 4-6 Spoof Raid = Full Op Credit 3 Miss Hit Hit
4 Miss Miss Hit
5-9 Miss Miss Miss
Table 4-3 Mechanical Failure Roll Percentile
10 Miss Miss Hit
1-4 System Failure, Roll on Table 4-3B 11 Miss Hit Hit
Lancaster
5-100 No Malfunction 12 Hit Hit Hit
1-4 System Failure, Roll on Table 4-3C
Halifax
5-100 No Malfunction
1-7 System Failure, Roll on Table 4-3D Table 5-3 Shell Hits Roll 2d6
Stirling
8-100 No Malfunction
2 BIP
1-4 System Failure, Roll on Table 4-3E
Wellington 3 3
5-100 No Malfunction
4-5 2
6-9 1
Table 4-4 Contrails Roll 1d10 10-11 2
1-3 Contrails Do not roll if 100% 12 3
4-10 No Contrails
Table 5-4 Area Affected Roll 2d6
Table 4-5 Kammhuber Line Roll 2d6 2 Bomb Bay Roll once for each Shell Hit
5- Not Detected -1 if using Mandrel 3 Superficial from 5-3
6+ Detected -1 if first 1/3 and before June 43 4 Rear Centre
+1 if last 1/3 and before June 43 5 Front Centre Refer to your Bomber’s
6 Port Wing Pilot’s Manual for the
7 Superficial
Table 4-7 Searchlight/AAA Gun Detection Roll 2d6 Specific Damage Tables
8 Starboard Wing
Full Half Crescent
9 Tail
6- 7- 8- Not Detected 10 Nose
7+ 8+ 9+ Detected 11 Superficial
-2 Haze -1 if using Mandrel 12 Bomb Bay
-1 50% -1 First 1/3 +1 Clear
+1 100% +1 Contrails +1 Last 1/3 Table 5-15 Navigation Roll 1d10
+1 Burning
1- Off Course
2+ On Course
Table 4-7A Continuing Searchlight Illumination Roll 1d6 -2 DR Compass Inop -2 Corkscrew in Zone
High Low -2 Gee or Gee-H Inop -2 Nav KIA or SW
2- Evaded Evaded -2 100% -1 Low
3 Illuminated Evaded -1 50% -1 Radio Inop
4+ Illuminated Illuminated
-1 Nav 5- Ops -1 Crescent
-2 Haze -1 Low -1 First 1/3 +1 Last 1/3
-1 50% +1 Clear +1 Full Moon +1 Clear
+1 Contrails +1 100% +1 Nav 6-26 Ops +2 Nav 26+ Ops
+1 Burning +2 H2S (No DRM at Low)
Table 5-5 Number of German Nightfighters Roll 1d10 Table 5-12 Defensive Fire Roll 2d6
2- Random Event* -2 England -1 First Water 1- Miss Nat 2 is always a Jam
3-7 1 -1 Corkscrew in prev encounter 2 Gun Jam* Nat 12 is always a Hit
8+ 2 +1 Illuminated +2 Target Zone 3-7 Miss *Go to…
*Table 5-11 8+ Hit
-3 VD -2 Intercom Out (N/A TG)
Table 5-6 Nightfighter Detection of Bomber Roll 2d6 -1 Experte -2 All Turrets if Power Out
Full Half Crescent -1 Corkscrew -1 Not Gunner -1 Frostbite
6- 7- 8- Not Detected +1 Novice +1 Ace +1 Me 110 F-4
7+ 8+ 9+ Detected +1 Ju 88 C-6 +1 3, 6, or 9 +2 SM
-2 Poor -1 Novice -1 First 1/3
-1 50% +1 Clear/Good +1 Veteran Table 5-12B Hit Damage Roll 1d10
+1 100% +1 Last 1/3 +1 Contrails Me 110 Ju 88 Me 110 Do 217 Do 217
+2 Experte +2 Burning +2 Illuminated F-4 C-6 G-4 J-1 N-2
+3 Lichtenstein 1- SD SD SD SD SD
2 FCA FCA SD SD SD
For Table 5-7 to 5-8 Refer to Campaign Sheet 3 FCA FCA FCAB FCA SD
4 FCA FCA FCA FCA FCA
5 FCA FCA FCA FCA FCA
Table 5-9 Nightfighter Clock Position Roll 2d6 6 FCA FCA FCA FCA FCA
2 VC 7 FCAB FCAB FCA FCA FCA
3 10:30 8 FBOA FBOA FBOA FBOA FBOA
4 1:30 9 FBOA FBOA FBOA FCAB FCAB
5 12 10+ D D D D D
6-8 6 +4 Twin .50s +2 Single .50 +2 Quad .303
9 9 +1 Novice +1 Ace -1 Experte
10 3 -1 Single .303
11 6
12 VD
SD: Superficial Damage FCAB: Breaks Off after Attack
FCA: Continues Attack. 3FCA = D
Table 5-9A Nightfighter Attack Level Roll 1d6
FBOA: Breaks Off After Attack. FBOA + FCA = D
1-2 High D: Destroyed
3-4 Level
5-6 Low
Table 5-12E Area Spray Fire Roll 1d6
Table 5-10 Bomber Detection of Nightfighter Roll 2d6 1 Gun Jam*
2-3 Fighter Breaks Off (No 2nd Round)
Full Half Crescent
4-5 Fighter Attacks Normally**
6- 7- 8- Not Detected
6 Fighter Destroyed
7+ 8+ 9+ Detected
Cannot be used against 12, 1:30. 10:30 or VD
-2 Illuminated -2 Burning -2 Poor
**Roll 1d6: 1-2 Gun Jam*; 3-6 No Jams
-1 50% -1 Experte -1 Contrails vs 6 Lvl or Low
+1 Novice +1 Clear/Good +1 if Gunner has NV
st
+2 After 1 SM Attack +4 Monica vs 3, 6, 9