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AIR POWER!

COMBAT AND DAMAGE TABLES: PAGE 1

AIR TO AIR GUN AND AIRCRAFT DAMAGE TABLE


ROCKET ATTACK MODIFIERS
Die Weapon Attack Rating
Aircraft Related: Roll 1 2 3 4 5 6 7 8 9 10

Firer Snap Shooting = +1 0- K K K K K K K K K K


Firer L or 2L damaged = +1 1 C C K K K K K K K K
Firer H damaged = +2 2 H H C K K K K K K K
Firer C damaged = +3 3 L H H C K K K K K K
RE Radar Ranging = -1 4 L L H H C C K K K K
CA Radar Ranging = -2 5 L L 2L H C C C K K K
IG Radar Ranging = -3 6 L L L H H C C C K K
Each 1/3d FPs of SSGT = -1 7 - L L L H H C C C K
Target A/C Size = Var.+,- 8 - - L L 2L H H H C C
Gunsight Turn Rate = Var.+,- 9 - - - L L 2L H H H C
10+ - - - - L L 2L H H H
Maximum modifier for SSGT = -2
Damage Modifiers:
Angle-Off Related: 1. Shift one column right if aircraft already L or more damaged.
2. Shift one column left if hit was from Snap Shot.
0 line = -2 120 Arc = +4 3. -2 to die roll if air to air rocket hit or direct hit from missile.
30 Arc = +0 150 Arc = +4 4. Plus or Minus Aircraft Vulnerability as listed on target ADC.
60 Arc = +2 180 Arc = +3
90 Arc = +4 180 line = +2
AIR TO AIR ROCKETRY TABLE
Vertical Attack = +2
Range Total Rocket Factors Fired
Crew Related: To TGT 1 2 3 4 5 6 7 8 9 10

Veteran Pilot = -1 1= 1 2 2 3 3 4 4 6 6 6
Combat Hero Pilot = -1 2= 1 1 2 2 2 3 3 4 4 5
Novice Pilot = +1 3= 0 1 1 1 2 2 2 2 3 2
Green Pilot = +2 4= 0 1 1 1 1 1 2 2 2 2
(above = die roll to hit numbers)
Attack
CUMULATIVE HITS EFFECTS Rating = 3 4 4 5 5 6 6 7 7 8

Three L = H damage
Two H = C damage Rocketry modifiers:
Two C = K Aircraft Killed
C+H = K Aircraft Killed 1. If C.C. Rocket Attack Technology in effect , apply a -2 modifier to the hit roll.
2. All other gun and rocket attack modifiers apply as well.
PROGRESSIVE DAMAGE TABLE
C.C. Rocket Attack Procedure:
Current Die Roll Increased
Damage or less Damage Target must be locked-on by radar, and firer may only use TT or less turns, altitude
changes of no more than 1 level, and no maneuvers except slides up to the point of
firing.
L or 2L 2 H
H 3 C
C 4 K
AIRCRAFT DAMAGE EFFECTS SYSTEMS LOSS TABLE
- = Superficial Damage; no advance effects. Die Roll Critical System Lost
L = Light Damage; no ET turns allowed; lose High Pitch 1 Cockpit: Pilot Killed; remove aircraft from play.
Rate;
2 Cockpit: Crewman Killed, Lose multi-crew
Aircraft becomes Low Roll Rate.
bonuses, and lose radar and weapon
2L = Light Damage; as L plus no BT turns allowed; +1 to all
technology.
preparatory move requirements.
Bomb System = manual
H = Heavy Damage; as 2L plus MIL and A/B power halved,
CCC halved, no roll maneuvers allowed, no supersonic 3 One engine permanently flamed out.
flight allowed. Roll once for Systems Loss. 4,5 Radar disabled, Lose all radar functions.
C = Crippled; as H plus lose A/B power, no HT turns, A/C 6,7 ECM disabled. Lose all ECM functions.
smokes, lose all technology. Roll for again Systems 8 Weapons Systems disabled, aircraft may longer
loss. attack.
K = Aircraft Killed (shot down), remove from play.
9 Internal guns and any gunpods disabled.
Note: If end speed > High Transonic; when “H” or “C” 10 Technology disabled, lose all technology.
AIR POWER! COMBAT AND DAMAGE TABLES: PAGE 2

damaged,
Roll twice for progressive damage even if Damage Control
done.
AIR POWER! COMBAT AND DAMAGE TABLES: PAGE 2

AIR TO AIR MISSILE AIR TO AIR AND SAM MISSILE


LAUNCH MODIFIERS TABLE ATTACK MODIFIERS TABLE

IR MISSILES: IRMs and IR SAMs:


+2 for each Turn Rate over Launch Gs. -3 If target in Afterburner Power.
+2 If fired from LO or ML alt. band at lower target. -1 If target in Military Power.
+3 If fired into Sun Clutter; if fired out-of-envelope. +1 If target Idle Power.
+3 If fired at lower target above highest cloud layer. +2 If missile must lose 2 or more levels during proportional
+ Lesser of Flare PPL or missile Flare Vulnerability number if move of attack against target LO alt. band (Ground clutter).
DDS program in effect. +1 If target in Terrain Following Flight.
+ Lesser of Flare PPL or missile Flare Vulnerability number.
Reminder: IRMs with MCG can be launched out to 2x envelopes. +1 If A/C equipped with RWR C+ or D+ and target maneuvers
or RWR is dispensing Flares in a PPL program. Rule 19.3.
BR, RH, and AH Missiles:
+2 for each Turn Rate over Launch Gs. BRMs, RHMs, AHMs, and BR, CG, CW, TVM, and AH SAMs:
+3 If Snap Fired; if fired out-of-envelope. + DJM rating – missile ECCM.
Reminder: Max launch range of RHM = 3x A/C Track Strength + Lesser of Chaff PPL or missile Chaff Vulnerability.
or 4x A/C Track Strength with +3 modifier. + Lesser of Mini-Jammer PPL or missile Chaff Vulnerability+1.
Max launch range of AHM = Launch envelope of the missile and +1 or +2 (ALE-70) for deployed Towed Decoys. Rule 19.4.4.
A/C’s maximum tracking limit. + Ground clutter (air-to-air missiles only) = 6 - Target Alt
above the terrain – Missile ECCM
Crew Quality Effects: + Listed “T” level modifier (SAMs only, if applicable).
Green = +1 Veteran = -1 +1 If A/C equipped with RWR C+ or D+ and target maneuvers,
Tactics Master; Combat Hero; or both = -1 RWR is dispensing Chaff or Mini-Jammers in a PPL pro-
gram, or has active DJM (optimization effects). Rule 19.3.
Aircraft Damage Effects: +2 If A/C has a Stealth rating of 4 or greater.
L or 2L = +1 H = +2 C = +2
SAM LAUNCH MODIFIER TABLE OG and LG SAMs:
IR SAMS: No modifiers other than angle-off and A/C size apply.
+ Lesser of Flare PPL or missile Flare Vulnerability number if
DDS in effect.
+3 If fired into Sun Clutter. ALL Missiles:
+/- Target A/C Size Modifier from ADC.
BR, CG, TVM, OG, LG, and AH SAMS: -1 If Target A/C did not Engage the missile.
No launch modifiers apply.

MISSILE ANGLE-OFF MODIFIERS TO ATTACK


ANGLE- MISSILE SEEKER TYPE or SAM GUIDANCE TYPE
OFF ARC E I M A BR RH AH CG CW TVM OG LG
0 Line -1 -1 -1 -2 0 -1 -2 -1 -1 -1 0 -1
30 Arcs 0 0 0 0 0 0 0 0 0 0 0 0
60 Arcs +1 0 0 0 +1 0 0 0 0 0 +1 0
90/120 Arcs +3 +2 +2 +2 +3 +3 +2 +2 +3 +2 +3 +2
150 Arcs +4 +3 +2 +2 +5 +2 +2 +2 +2 +1 +2 +2
180 Arc Lines +5 +4 +1 +1 +5 +1 +1 +2 +1 +1 +1 +1
AAA UNIT ATTACK MODIFIERS JINKING VERSUS AAA RANDOM AAA FIRE TABLE
+1 If AAA unit “D” damaged. AAA Maneuvering Aimed Fire Attempt Roll
+2 If AAA unit “2D” damaged. Required Range to Die Roll
+1 If firing into Sun Clutter. Target A/C To Fire
+2 If integral FCR jammed or not used. Short BT Turns, Rolls, or Short 8 or Less
-1 If FCR-A LF unit in use. VIFF Maneuvers
-2 If FCR-B HF or C VF unit in use. Medium 6 or Less
-3 If FCR-D MW unit in use. Medium As above plus
+1 if towed decoy deployed and using FCR. and Long HT Turns Long 4 or Less

DJM/CHAFF EFFECTS VERSUS FCRs DIE ROLL TO EVADE HIT: PLOTTED FIRE PROCEDURE
DJM CHAFF FCR TYPE 6+ If AAA not FCR aimed.  Target A/C is one nearest
TYPE PPL# A-LF B-HF C-VF D-MW 8+ If AAA is FCR aimed. Heavy AAA unit.
AIR POWER! COMBAT AND DAMAGE TABLES: PAGE 3

A 1 +1 +1 0 0  Apply Aircraft Size Modifier from  Roll one die referencing


B 2-3 +2 +2 +1 0 ADC to this die roll. Random Plotted Fire Diagram.
C 4-5 +2 +2 +2 +1  Reversing angle of bank when  Roll Die Twice; Subtract 2d roll
D 6 +2 +2 +2 +1 going from one turn to another still from first for Altitude difference
constitutes jinking if A/C is shot at in levels from Target Altitude.
while reversing. Also, when jink- +1 if aircraft already fired at.
ing, turns may not be stretched -2 if aircraft last target to move.
out with extra FPs before facing.
AIR TO GROUND ATTACK RELEASE POINTS
ATG ROCKETS LEVEL BOMBING DIVE BOMBING
Low Drag High Drag Low Drag High Drag
Range Allowed Range Allowed Die Roll Allowed Die Roll Range Allowed Die Roll Allowed Die Roll
in Levels in Levels Modifiers Levels Modifiers in Levels Modifiers Levels Modifier
Hexes Hexes Hexes
0 - 0 - - T-2 -1 0 1-3 -2 1-2 -1
1 T - 4* 1 1-2 0 3-6 0 1 4-6 -1 4-8 0
2 1- 8 2 3-4 0 7 - 10 +1 2 7 - 10 0 9 - 14 +2
3 2 - 12 3 5-6 +1 11 - 14 +2 3 11 - 12 +1 15 - 20 +4
4 2 - 10 4 7-8 +2 15 - 18 +3 4 13 - 15 +2 - -
5 3 - 10 5 9 - 10 +3 19 - 24 +5 5 16 - 20 +4 - -
6 4- 9 6-7 11 - 15 +5 25 - 32 +7 6-7 - - - -
7 4- 7 8-9 16 - 25 +7 33 - 40 +9 8-9 - - - -
8 4- 5 10 - 12 26 - 40 +8 - - 10 - 12 - - - -

ATG ROCKET FINAL ATTACK STRENGTH COMPUTATIONS AIMING REQUIREMENTS TABLE


MODIFIERS INDIVIDUAL WEAPONS:
Slant Die Roll ALL – Use listed Strength versus Hard/Soft Target. SYSTEM TIME
Range Modifiers Manual 2/3 aircraft FPs.
1-4 0 MULTIPLE WEAPONS: Ballistic 1/2 aircraft FPs.
5-6 +1 GUNS – Sum of Attack Ratings of all guns & GPs fired. Computed 1/3 aircraft FPs.
7 +2 CBUs, RPs – Sum of Attack Strengths. Advanced 1/3 aircraft FPs.
8 +3 RK Volley – 2/3 Sum of Attack Strengths (Round up). Note: Always round down fractions.
9 – 10 +5 BBs, BGs, Fire, Napalm – 2/3 Sum as above.
* If A/C in TFF+2. FAE – ½ Sum of Attack Strengths (Round up).

VERSUS SECONDARY TARGETS:


CBUs, Fire, Napalm, and RP salvos of 4 or more pods = 2/3 FAS used on Primary Target
All Other Weapons = 1/3 FAS used on Primary Target (Note: Adjust for Hard / Soft Targets)

AIR TO GROUND ATTACK TABLE

FAS – DEFENSE STRENGTH ODDS RATIO


DIE 1-4 12 - 1
ROLL or less 1-3 1-2 1-1 1.5 - 1 2-1 3-1 4-1 5-1 6-1 8-1 10 - 1 or more
0 or less S D 2D K K K K K K K K K K
1 S D 2D 2D K K K K K K K K K
2 S S D D 2D 2D K K K K K K K
3 - S S D D 2D 2D 2D K K K K K
4 - S S S D 2D 2D 2D 2D K K K K
5 - - S S S D 2D 2D 2D 2D K K K
6 - - - S S D D D 2D 2D 2D K K
7 - - - - S S D D D 2D 2D 2D K
8 - - - - - S D D D D 2D 2D K
9 - - - - - S S D D D D 2D 2D
10+ - - - - - - S S S D D 2D 2D

AIR TO GROUND ATTACK DIE ROLL MODIFIERS


A/C L, 2L Damaged = +1 Aircraft Bombsight = Variable, see A/C ADC Release Point Effect = see above.
AIR POWER! COMBAT AND DAMAGE TABLES: PAGE 4

A/C H Damaged = +2 If using Fire or Napalm type weapons; Strafing at range 3 or 4 = +2


A/C C Damaged = +3 for each Level above 1 over tgt at release = +1 RCG guided Weapon = -2
Aiming Not Complete = +3 Each 3 BB /BG weapons dropped at once = -1 ACG guided Weapon = -3
Attack on Secondary Tgt. = +3 Each 1/3 FPs expended as Tracking Time = -1 Smart guided Weapon = -3
Novice Pilot / Crewman = +1 Using laser spot tracker & tgt laser marked = -1 Laser guided Weapon = -4
Green Pilot / Crewman = +2 Combat Hero / Veteran Pilot / Crewman = -1 INS guided Weapon = -2
Bombing a smoke mark or laser spot = +2 GPS guided Weapon = -3
Toss Bombing = +1 per hex of distance , +2 per hex if target unsighted Terrain Effects Variable; see chart.
Laser Toss Bombing = +1 per two hexes distance, +1 per hex if unsighted ARM and ASM weapons use only
Note: The maximum modifier for multiples of 3 BB/BG dropped at once = -2. Terrain modifiers when attacking.

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