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AIRWAR: C21 Max (2nd pdf edition)


contemporary air combat rules

Contents
Introduction 3 Rockets 11 SAM missile locks 21
Notation 3 Gun/rocket attack Resolving SAM attacks 21
Materials to play 3 modifiers 11 Anti-aircraft guns 21
Bomber tail guns 11 Resolving AA gun
Aircraft 3 Air-to-air missiles 11 attacks 22
Aircraft characteristics 3 Launching an AAM 11 Electronic warfare
Arc definitions 4 Missile aspect 12 aircraft 22
Countermeasure decoys 5 Missile locks 12
ECM 5 Scores to hit 12 Aircraft load points 22
Air-to-air rockets 5 AAM ranges and
“Lightly loaded” 5 modifiers 12 Spotting 23
“Heavily loaded” 5 Countermeasure Spotting requirements &
Jettisoning weapons 6 decoys 13 procedure 23
Nuclear AAMs 13 Radar spotting 23
Pilots 6 Aircraft damage 13 Visual spotting 23
Crippled aircraft 13 Spotting restrictions on
Advantages and flaws 6 Additional damage 14 manoeuvring 23
Golden BB table 14 Spotting restrictions on firing 23
Order of play 6 Ejection 15
Crashing 15 Ground scale 24
Initiative and order of
movement 7 Ground objects 15 Models 24
“Tailing” 7
Ground attack 16 SOTCW 24
Movement 7 Air-to-ground weapons 17
“Engine power” speed Guns and gun pods 17 Designer’s notes 25
7 Initiating a ground attack 18
changes Executing the attack 18 Aircraft ratings 26
Normal movement & 7 Resolving air-to-ground AAM ratings 50
turning 8 attacks (strafing) 18 Gun pod ratings 53
Low altitude moves 9 Resolving other air-to- Air-to-ground weapon
Special manoeuvres 10 ground attacks 18 ratings 53
Stalling Ground radars & ARMs 19 Land based SAM ratings 58
Exceeding maximum 10 Collateral damage 20 AA gun ratings 61
speed 10 Target suppression 20
Quick reference sheets 64
Air-to-air combat Surface-to-air fire 20
Guns, gun pods & rockets 10 Surface-to-air missiles 20
Guns & gun pod attacks 10 Launching SAMs 21
Credits
Written by: David Manley, Paul Playtesters: Gavin Akers, Kevin AIRWAR: C21, all rules, text, graphic and photos are
© Wessex Games 2008.
Minson and Larry Freeman. Carrucan, Rolf Grein, Rob Kent, All rights reserved. No part of this publication may be
Russell Kent, Thomas Minson, produced in any form or by any means without the
First edition written by: David prior permission of the publisher.
Charles Rivers, Kevin Slimak, This publication is sold subject to the following
Manley and Matthew Hartley.
Ward Yarborough and Radek conditions:
1. It shall not be by way of trade or otherwise be lent,
Photos: Steve Blease Zeleny. resold or hired out or in otherwise circulated without
the publishers prior permission in any form of binding
Models: Furuta Miniature War Special thanks to: Members of or cover other than that in which it was published and
Planes collection the WGHistorical Yahoo Group, without a similar condition being imposed on the
subsequent purchaser.
Matthew Hartley, Liz, Karen, 2. No part of this publication may be reproduced,
These rules are respectfully Laura, Phil and Saul. stored in any retrieval system or transmitted in any
dedicated to all the air crews who form or by any means electronic, mechanical,
Printed by: Topflite Print photocopying, recording scanning or otherwise
have died in the defence of peace without prior permission of the publishers.
Management Ltd, Farrington
and freedom since 1945. Published 2008 by Wessex Games
Fields, Farrington Guerney, Remember – illegal copying is theft and every penny
Bristol, BS39 6UU you steal from us by doing it, impacts another project
we are working on for wargamers.

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AIRWAR: C21 (2nd pdf edition)
Introduction represents (you want to avoid a kilometre-wide
infantry platoon, for instance).
AirWar: C21 is a fast play, “entry level” set of rules
for dogfights set in the years after WW2, and for Missile markers: these can be as simple as a
near future SF games. The rules use a quasi 3D counter with an arrow on it or as fancy as a
manoeuvre system, whereby the action is fought miniature model missile. You just need a way to
out in 2D, but with some representation of 3D air indicate that an aircraft has a hostile missile
combat manoeuvres. Game length is typically 6-12 heading for it. Ideally they should have some
turns. Playing time varies by game size, scenario, directionality, so you can use the orientation as a
and player experience. Generally it can range from memory aid for whether the missile has a lock or
30 minutes for a small, short scenario with four not (see the air-to-air missile rules for details).
aircraft to 3-4 hours for a large, convention-style
game with 6-12 flights of aircraft on the table. Radar Off markers: if using ground air defences in
Typical game length with experienced players, eight the scenario that use radar, you’ll need to mark
aircraft, and 6-8 turns, is an hour to an hour-and-a- stands that have shut down their radars (usually to
half. avoid an incoming anti-radar missile)

Notation Suppression markers: use these to mark ground


targets (usually anti-aircraft gun or missile stands)
The game uses standard notation for dice and die
that have been hit and suppressed by an air attack.
rolling. For example, “roll 2d10” means roll two ten-
Cotton balls or yellow markers are suggested.
sided dice.
Materials needed to play Aircraft
Materials needed for playing are: Aircraft are the primary units in the game. Each
miniature or stand represents a single aircraft.
Aircraft: ideally these are miniature aircraft, but Aircraft are usually grouped together into sections
cardboard counters or markers can be used. The or flights of two to four aircraft. New players should
rules work best with 1/285th, 1/300th, or 1/600th generally control one or two aircraft. Experienced
scale aircraft, but other scales can be used. The players can control without difficulty a flight of four
aircraft can be mounted on flight stands or placed aircraft, or two sections of two or three aircraft
directly on the tabletop. Whatever is used, you apiece.
need to define the point where angles, arcs, and
ranges will be measured from. This can be the Aircraft characteristics and ratings
centre of the stand, the nose of the aircraft, or some
other point; just be consistent. For un-mounted Aircraft have a number of factors to describe them.:
aircraft 1/144th scale or larger, measuring from the
tip of the nose seems to work best. Mn: minimum speed in inches. The minimum speed
the aircraft can travel (if its speed drops below this
Aircraft/pilot rosters: these list the ratings of the it stalls and may crash).
aircraft and pilots in the game and provide locations
to mark off weapons and ammo as they are used, Mx: maximum speed in inches. The distance
as well as to record the aircraft’s speed changes moved in each of the 2 phases in a turn (2” per 100
and damage taken. knots of speed). Aircraft suffer damage if they
exceed this maximum speed.
Dice: each player will need at least one 10-sided
die (d10) and a six-sided die (d6). It is Pw: the raw power generated by the aircraft’s
recommended to have two d10 and three or more engines, affecting the ability to perform some
d6. Where the rules call for a d4 to be rolled, a d6 manoeuvres.
can be used; just re-roll any ‘5’s or ‘6’s until you get
results in the range ‘1’ to ‘4’. Acc1: the amount of acceleration the engine can
produce in phase 1 of a turn. This is the maximum
Ground units/ground targets: if you plan to play amount the aircraft’s speed can be increased at the
ground attack scenarios, you’ll need something on start of the phase, in inches.
the ground to shoot at, and possibly something on
the ground to shoot back at you. Ideally these Acc2: the amount of acceleration the engine can
would be miniatures again, at the same scale or produce in phase 2 of a turn. This is the maximum
smaller scale than the aircraft, but they can be amount the aircraft’s speed can be increased at the
counters. Mounting is not important, just pay start of the phase, in inches.
attention to the game’s ground scale and what each
miniature, stand of miniatures, or counter
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AIRWAR: C21 (2nd pdf edition)
Year: the approximate year the aircraft became
available.

Missile Load: typical missile load carried by the


aircraft.

Notes: specific details about the aircraft, such as


the presence of tail guns or special or unusual
capabilities.

Arc definitions

Dec: the maximum amount the aircraft can reduce The game uses several different arcs around an
speed in either phase of a turn, in inches, by cutting aircraft for resolving eligibility to tail an enemy
the throttle, opening airbrakes, etc. aircraft or to fire on it, and for effects on weapon hit
chances.
Ma: the aircraft’s manoeuvre rating, a measure of
its ability to turn and perform manoeuvres. Can be Arc Definition
Low, Medium, High and Extreme. rear-60 a 60-degree arc centred on the rear of
the aircraft
Gn: the base number of dice the aircraft gets when rear-180 a 180-degree arc centred on the rear
making a gun attack with its internal guns. of the aircraft
beam the portion of the rear-180 arc not
Am: the number of units of gun ammo carried by
included in rear-60 arc (in other
the aircraft for its internal guns. Each unit
words, the two 60-degree arcs on
represents one second of fire.
either side of rear-60)
Bm: the aircraft’s bomb computer rating. A modifier front-30 a 30-degree arc centred on the front
reflecting the capability and accuracy of the of the aircraft
aircraft’s bomb sights and computer. front-60 a 60-degree arc centred on the front
of the aircraft
DP: the damage value of the aircraft; the aircraft is front-180 a 180 degree arc centred on the front
crippled when the number of damage points of the aircraft
suffered equals at least half this value, and it is
destroyed when the number of damage points
suffered equals or exceeds this value.

Cf: the number of units of chaff the aircraft carries Arc Definition Diagram
internally. A unit represents several chaff bundles.
Front-180
Fl: the number of units of flares the aircraft carries
internally. A unit represents several individual
Front-60
flares.
Front
ECM: the aircraft’s ECM modifier, giving the relative -30
effectiveness of the aircraft’s internal ECM gear.

Rdr: the aircraft’s radar number, used for radar


missile locks and for radar spotting.

Sz: the aircraft’s size modifier for visual spotting. Beam Beam

Sp: a modifier used when the aircraft’s crew


attempts to visually spot other aircraft, accounting Rear-60
for cockpit visibility and number of eyeballs looking.

Ld: a measure of the maximum external load the Rear-180


aircraft can carry for typical combat conditions,
expressed as Load Points.

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AIRWAR: C21 (2nd pdf edition)
Countermeasure decoys 1990+
Countermeasure decoys, such as chaff or flares, US -6 1
provide protection against incoming guided Russia/CIS -4 1
missiles, in the form of a to-hit modifier. Some NATO -5 1
aircraft carry internal decoy dispensers. The 2nd World -4 1
number of chaff bundles and flares they carry are 3rd World -2 1
listed in the aircraft data. An aircraft may also carry
a decoy dispensing pod. These carry 4 bundles of Air-to-air rockets
chaff and 4 flares. Aircraft carrying external pods
are considered at least Lightly Loaded (described Rockets are usually employed as air-to-ground
later). weapons. However, some aircraft in the 1950s and
ECM 1960s carried them for air-to-air use as well. If
carried internally they do not affect the performance
Electronic countermeasures, usually occurring as of the aircraft. If carried externally, the aircraft is
jammers, provide protection against radar-directed considered at least Lightly Loaded as below.
weapons, in the form of a modifier to the lock roll
when trying to lock onto the aircraft. It also “Lightly loaded”
represents radar cross-section reduction efforts
short of full stealth (stealth is covered later in the A lightly loaded aircraft has its maximum speed
rules). Some aircraft have internal ECM systems or reduced by 1; however, if the aircraft exceeds a
are designed for reduced radar detectability. The speed of 12 after manoeuvre speed changes are
modifier for them is listed in the aircraft data. An applied in the Speed segment then any bombs and
aircraft may also carry an external ECM pod. external rockets or rocket pods are rendered
Aircraft carrying external pods are considered at useless.* If an aircraft also qualifies to be heavily
least Lightly Loaded (described later). loaded, it is considered heavily loaded, not lightly
Note: for heavy bombers carrying internal ECM, loaded.
you should probably use the ECM values below
according to year, because many have served for It is strongly recommended that, when documenting
several decades and seen numerous ECM scenarios, two lines of data be included for each
upgrades (e.g., the B-52 Stratofortress). lightly loaded aircraft, one showing the lightly
loaded ratings for the aircraft and the other showing
The ratings for external ECM pods and heavy the normal ratings.
bomber internal ECM by country or group and year
are as follows:
“Heavily loaded”
Year & User ECM Load Points
1960-1969 Aircraft carrying external air-to-ground weapons
US -2 1 (other than rockets), such as those hung on wing or
Soviet Union -1 1 fuselage pylons, are designated as “heavily loaded”
NATO -1 1 until they have dropped or fired their air-to-ground
Warsaw Pact -0 1 weapons, or jettisoned them. Whilst heavily loaded,
2nd World -0 1 an aircraft’s engine power and manoeuvrability
3rd World -0 1 ratings are both reduced by 1 level, Acc1 and Acc2
are reduced by 1, and stall speed is increased by 1.
1970-1979 Maximum speed is reduced by 2; however, if the
US -3 1 aircraft exceeds a speed of 12 after manoeuvre
Soviet Union -2 1 speed changes are applied in the Speed segment
NATO -2 1 then any bombs and external rockets or rocket
Warsaw Pact -1 1 pods are rendered useless.* It is strongly
2nd World -1 1 recommended that, when documenting scenarios,
3rd World -0 1 two lines of data be included for each heavily
loaded aircraft, one showing the heavily loaded
1980-1989 ratings for the aircraft and the other showing the
US -4 1 normal ratings.
Soviet Union -3 1
NATO -3 1 * Note: A lot of external air-to-ground ordnance is
Warsaw Pact -3 1 either not designed for supersonic flight or has
2nd World -2 1 fuses that can be damaged by exceeding Mach 1.
3rd World -2 1 For simplicity we apply that generalisation to all air-

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AIRWAR: C21 (2nd pdf edition)
to-ground bombs, rockets (not missiles) and rocket Advantage
pods. Dead Eye +1d6 Gunnery Dice
Flying Natural +1 Flying Skill
Jettisoning weapons Tuned Engine Increase max speed by 2
Racing Lines Improve Manoeuvrability by
External air-to-ground weapons may be jettisoned one class
at any time in order to remove an aircraft’s heavily Internal Chaff 4 additional chaff bundles
loaded status, such as in an emergency when more Dispenser carried internally (does not
manoeuvrability, acceleration, or speed is needed. make aircraft loaded, and
In extreme cases an aircraft may choose to also doesn’t reduce max speed)
jettison pods as well to remove a lightly loaded Flechette Ammo Re-roll any hits on gunnery
status. The player simply announces that the damage. Each re-roll that hits
aircraft is jettisoning all its air-to-ground weapons, results in another 1 DP
or all its air-to-ground weapons and pods, and damage
marks them all off. The change in loaded status Armour Ignore one point of damage
happens immediately. Jettisoned weapons and per weapon attack for each
pods have no effect on ground targets, and are armour point. Note: each
permanently gone from the aircraft. armour point reduces max
speed by 2
Pilots Internal Flare
Dispenser
4 additional flares carried in
an internal dispenser (does
not make aircraft loaded, and
Pilots have a Pilot Skill which affects manoeuvring doesn’t reduce max speed)
and use of weapons. The pilot skill is used for
Flaw
manoeuvring, air-to-air and air-to-ground attacks,
Double Vision -1d6 Gunnery Dice
and spotting. The gun dice modifier is applied to air-
to-air and air-to-ground gun attacks. "What -1 Flying Skill
Mountain?"
Pilot Pilot Skill Gun Dice Weak Engine Reduce max speed by 2
Skill Modifier Modifier Fiendish Flaps Worsen Manoeuvrability by
Green -2 -2d6 one class
Poor -1 -1d6 Poor Reduce aircraft’s damage
Construction point rating by 2
Average 0 No change
Duff Ammo Ignore one point of damage
Good +1 +1d6
caused from each gun attack
Ace +2 +2d6
Fragile Double any damage received
Unlucky Re-roll the first 6 (or 10) rolled
for any action during the turn
“What Gun?” Aircraft is armed with missiles
only
“What Missiles?” Aircraft is armed with gun
only

Note: some aircraft may have inherent design


features that are the same as advantages and flaws
above.

Order of play
Each Turn consists of two phases:

Advantages & flaws (optional) Phase 1

Players may modify their pilots and aircraft by Prep Segment


choosing Advantages and Flaws from the following • Select and apply engine power speed
list. For each Advantage chosen the player must changes (unless stalled)
also choose one Flaw. Each Advantage and Flaw • Place manoeuvre cards *
may be chosen only once. • Roll for initiative, conduct radar/visual
spotting
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AIRWAR: C21 (2nd pdf edition)
Move Segment change its selected manoeuvre to match that of the
• Test for and execute all movement or target. If, when manoeuvres are revealed, the
manoeuvres in order of initiative (or tailing). tailing aircraft wishes to try to change manoeuvres,
Fire Segment it rolls a d10 and adds the tailing pilot’s skill
• Resolve effects of any missiles launched modifier. On a modified roll of 6+ it may change its
last phase selected manoeuvre to that of the target.
• Launch new missiles (place AAM markers)
• Resolve air-to-air gun or rocket attacks Note: the tailing aircraft must still roll to
Speed Segment successfully perform the manoeuvre as normal.
• Attempt stall recovery Note also that tailing aircraft are moved
• Resolve speed changes due to manoeuvre immediately after the aircraft which they are tailing,
or stall recovery before any other aircraft move.
• Implement damage from excessive speed
(including disabled bombs and rockets on Movement
loaded aircraft)
Aircraft speeds in the game are listed and tracked
Phase 2 in inches per phase. For those speed junkies who
want to know how fast they’re going, aircraft move
Identical to Phase 1 2” per 100 knots of speed in each phase (so an
aircraft at 600 knots has a speed of 12 and moves
*Aircraft below stall speed or having failed to 12” each phase). Typical combat speeds for most
recover from a stall cannot move or manoeuvre. jet aircraft will range around 8 to 12.

“Engine power” speed changes


Initiative & order of movement
Aircraft may change speed in the Prep segment of
each phase using their engines and airbrakes. The
To determine the order in which aircraft move, roll a
acceleration ratings in the aircraft data, ‘Acc1’ and
d6 and add the Pilot’s skill. Subtract 1 if the aircraft
‘Acc2’, list the maximum amount that speed can be
is travelling at less than 6” per phase, or more than
increased in a phase. Acc1 is the maximum
16” per phase. The result is the aircraft’s Initiative
increase in phase 1 of a turn, and Acc2 is the
Number. Aircraft are moved in order of increasing
maximum increase in phase 2. ‘Dec’ is the
Initiative Number, starting from the lowest. In the
maximum amount that speed may be reduced in a
case of a tie, work through the following list to
phase. An aircraft also has an Engine Power class:
determine which aircraft moves first:
LP = low powered, MP = medium powered, HP =
high powered. The engine power class affects
• Lowest pilot rating moves first
ability to perform special manoeuvres, and is listed
• Slowest aircraft moves first in the aircraft data.
• Lowest manoeuvre rating aircraft moves
first Other speed changes may result from performing
• Most heavily damaged aircraft moves first special manoeuvres. These are determined at the
• Resolve by straight d6 die roll – no end of each phase, and usually depend on whether
modifiers, re-roll ties a manoeuvre was performed successfully or not.
For example: An F-14A begins Phase 1 of the turn
Optionally, for large games you may want to roll
at a speed of 12. It is a High Power aircraft with
initiative using a d10 instead of a d6, and you may
Acc1 +3, Acc2 +2 so it may increase speed by +3,
want to roll initiative for each flight instead of each
which it does. It moves at 15 in the Move segment
aircraft.
of the phase. During that phase it successfully
completes a Barrel Roll (see below) so its speed is
“Tailing” reduced by 4. It therefore ends Phase 1 at speed
If, at the start of the Move segment, an aircraft is 9” 11.
or less away from an enemy aircraft, has the enemy
aircraft in its front-30 arc, and is in the enemy Normal movement and turning
aircraft’s rear-180 arc, it may opt to “tail” the enemy A normal move follows the sequence: half-move,
aircraft during movement. This should be turn, half-move, turn. When performing a normal
announced at the start of the move segment. This move, an aircraft moves straight forward half its
means it executes its movement immediately after move in its current direction, then changes direction
the tailed aircraft, regardless of its initiative roll. It (i.e., turns) if desired. It then moves forward in its
also means that the tailing aircraft may attempt to

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AIRWAR: C21 (2nd pdf edition)
new direction for the other half its movement, and
then turns again if desired.
The maximum amount that an aircraft may change
direction after each half-move is limited by its
manoeuvre rating. There are four manoeuvre
ratings: L = Low, M = Medium, H = High, E =
extreme. A turn and arc template is provided as a
play aid. To use the turn template, align the heavy
arrow with the aircraft’s current direction. The
aircraft may then change direction (rotate in place)
up to the line marked with the letter of the aircraft’s
manoeuvre rating. The aircraft can turn up to its full
turn amount after each half move.
When successfully performing the special
manoeuvre called “Break Turn”, an aircraft turns at
two manoeuvre levels higher than it is rated (see
the special manoeuvres section for details). For
high- and extreme-rated aircraft, there are not two
rating levels higher, so lines for their successful
break turn rates are provided, marked with HBT
and EBT respectively.

Turn and arc template

L L
M M
missile arc
H 60° arc H

E gun arc E

HBT HBT

EBT EBT
(If you wish to use a protractor to measure turns: L so, announce before moving it that the aircraft is
turns up to 15 degrees per direction change, M moving at low altitude for that phase. Mark the
turns up to 30 degrees, H up to 45, E up to 60. A aircraft as being at Low Altitude. It then makes a
successful break turn adds 30 degrees to the turn normal move at its current speed. The low altitude
amount for the rating, so an H aircraft doing a status ends at the end of the Speed segment of that
successful break turn turns 75 degrees.) phase. An aircraft may make low-altitude moves in
consecutive phases, effectively staying at low-
Low altitude moves altitude, but as above it must declare and mark the
Although altitude isn’t explicitly tracked in the game, low-altitude status each phase before it moves. An
occasionally it’s necessary for a pilot to get down in aircraft that fails to declare and mark its low-altitude
the weeds, for instance as protection when trying to status is considered at normal altitude for all
disengage and run, when trying to avoid detection purposes, so don’t forget to do so.
on approach to a target, or when trying to ensure Being at low altitude gives modifiers for ground
bombs or cannon rounds hit that pesky ground attacks performed that phase, as well as modifiers
target. Here’s how to get close to the terrain. for attacks on the aircraft by other aircraft and
To be eligible to move at low altitude in a phase, an ground anti-aircraft defences. An air-to-air gun
aircraft cannot be marked to perform a special attack involving low-altitude may only be made if
manoeuvre in that phase. Before making its normal both the shooter and target are at low altitude that
move, a player may elect to move at low altitude. If phase.

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AIRWAR: C21 (2nd pdf edition)
Special manoeuvres direction change after the first half-move must use
the full direction change possible; the change after
At the start of each phase players may place a the second half-move may use up to the full
manoeuvre card alongside their aircraft, displaying direction change possible but no change is
an intention to perform some form of special required. The two direction changes do not need to
manoeuvre instead of making a normal move. be in the same direction. Speed reduced by 3.
Cards are placed face down, and then revealed Gives bonus against in coming fire.
simultaneously at the start of the Move segment. Failure – aircraft makes a normal move and turns at
The card may be a dummy, intended to try to trick its normal manoeuvre rating, but both direction
an adversary into making a manoeuvre and shaking changes must use the full amount possible. Speed
them off. An aircraft marked with a dummy reduced by 5.
manoeuvre card performs a normal move that
phase. For example: For a passed break turn, a Medium
manoeuvre rated aircraft would turn using the
Each card has a Difficulty Rating (DR). This is the Extreme lines on the template. For a failed break
number shown after the “DR” below. Some turn, the aircraft would use the Medium lines.
manoeuvres are better performed by High Power
(HP) aircraft; some are worse performed by low High Yo-Yo (DR 7+): aircraft attempts to avoid an
power aircraft. Where different DRs are applicable overshoot and turn inside an opponent by pulling up
to High or Low Power aircraft these ratings are and then executing a diving turn. If successful the
shown by HP:x or LP:y. aircraft moves forward a half move, makes a first
turn, moves forward one-third of a move, and
Roll the Difficulty Rating or higher on a d10 to makes a second turn in the same direction. The first
perform the manoeuvre. Add the pilot’s skill turn must be at least 60 degrees, and the sum of
modifier to the die roll. Failure to make the roll the two turns must not exceed 120 degrees. Speed
means the aircraft suffers some form of penalty reduced by 2.
(see manoeuvre descriptions for details). For use
during play, the quick reference sheets have Failure – aircraft moves forward one-third of a
condensed explanations for each special move, turns 120 degrees, and moves forward a half
manoeuvre. Fire bonuses and penalties for move. Speed reduced by 4. Incoming fire attracts a
manoeuvring targets show up as modifiers when bonus.
resolving the fire.
Immelmann (DR 7+ / LP 8+ / HP 6+): aircraft
Barrel Roll (DR 5+): aircraft moves half distance at moves up to half distance forward and then may be
60 degrees to flight path. Speed reduced by 4. No turned to face any heading. Speed reduced by 5.
change in direction. Gives bonus against incoming Failure – aircraft moves forward exactly half
fire. movement distance and is turned to face a random
Failure – aircraft moves as described above, but direction. Speed reduced by 6. Incoming fire
turns 60 degrees away from line of flight, speed attracts a bonus.
reduced by 6, no bonus against incoming fire.
Split S (DR 7+): aircraft moves up to half distance
Barrel Roll and Turn (DR 6+): aircraft moves half forward and then may be turned to face any
distance at 60 degrees to flight path and may make heading. Speed increased by at least 2 and at most
a 60 degree inward turn after movement. Speed 5; exact amount is the player’s choice within those
reduced by 4. No change in direction. Gives bonus limits.
against incoming fire. Failure – aircraft moves forward exactly half
Failure – aircraft moves as described above, but movement distance and is turned to face a random
turns 60 degrees away from line of flight, speed direction. Speed increased by 6. Incoming fire
reduced by 6, no bonus against incoming fire. attracts a bonus.

Break Turn (DR 6+ / HP 5+): aircraft attempts to Unload (DR 3+): aircraft attempts rapid
make a maximum performance turn, usually to acceleration by reducing drag through reducing lift.
defend against an attack. The aircraft may not use It makes a full move straight ahead, with no turns.
weapons in a phase in which it attempts a break Speed increased by up to 3 (and by at least 1).
turn, but missiles it launched last phase will still be Failure – aircraft makes a full move straight ahead,
resolved normally. If successful the aircraft makes a with no turns. Speed increased by 2. Incoming fire
normal move but turns for the phase at two attracts a bonus.
manoeuvre levels higher than it is rated. The

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AIRWAR: C21 (2nd pdf edition)
Viff (DR 7+ VTOLs Only): aircraft moves straight
ahead up to half, then reduces speed by up to 12.
Failure – aircraft speed reduced by 12 immediately
(before moving), moves straight ahead full move
with its remaining speed if it has any, and then
turns 60 degrees randomly to left or right. Incoming
fire attracts a bonus. Note: a failed Viff will result in
a speed of 0 for a start speed of 12 or less.

Stalling
After resolving manoeuvre speed changes, if an
aircraft’s speed was reduced below its minimum
speed the aircraft stalls and loses the ability to fly
(hopefully temporarily!). A stalled aircraft does not For example: a Russian plane may fire an IR AA-6
move in the next phase. At the start of the Speed and an SARH AA-6 at the same time.
segment of the next phase roll a d10, adding the
pilot skill manoeuvre modifier. If the result is ‘4’ or Guns, gun pods and rockets
higher, the aircraft recovers and may fly normally
next phase; it ends this phase with a speed equal to Aircraft internal gun ratings were described in the
its minimum speed. If the result is ‘3’ or less then aircraft ratings section of the rules. Gun pods are
the stall continues – immediately roll again, and if a guns carried externally on hardpoints under the
2 or less is rolled the aircraft crashes; if the aircraft wing or fuselage. They are described by a set of
didn’t crash it remains stalled in the next phase, characteristics almost identical to internal aircraft
and must attempt recovery again in that phase. guns:
Name: the designation of the pod or weapon.
Exceeding maximum speed Gun: the base number of dice the aircraft gets
when making a gun attack.
After resolving manoeuvre speed changes, if an
Ammo: the number of units of gun ammo carried
aircraft’s speed exceeds its listed maximum speed
by the pod. Each unit represents one second of fire.
the aircraft takes damage equal to the excess
Load: the number of load points used by the pod.
speed for each turn that the excess is maintained.
Damage through excessive speed results in a roll
on the Additional Damage table. Guns and gun pod attacks
Note: conduct this check only during the Speed The target must be within the shooter’s front-30 arc
segment, not when applying engine power speed – the “gun” arc. The firing aircraft must select which
changes in the Prep segment. weapon type to use in the attack: internal guns, or
external gun pods. Only one or the other may be
For example: a fighter louses up a Split-S whilst at used in a single attack. The firing aircraft’s Gun
near-maximum speed and finds itself exceeding its rating (or the gun pod’s Gun rating) gives the base
maximum speed by 3 after the ‘resolve manoeuvre number of d6 gun dice to roll. Adjust the number of
speed changes’ portion of the Speed segment. The dice according to the gun modifiers, and then roll
aircraft immediately takes 3 points of damage and them. Each die that rolls the Hit number or higher
rolls on the Additional Damage table. for the target’s range causes 1 DP of damage.

Air-to-air combat There are three range bands for guns. The bands
have different hit numbers:
Unless stated in the aircraft’s data, each aircraft Range Distance To Target Hit Number
can fire only one weapon system each phase, i.e. Short 0” to 3” 3+
only one gun OR one type of missile.
Medium over 3”, up to 6” 5+
Long over 6”, up to 9” 6+
Ripple firing: up to two missiles may be fired by a
plane in a phase, but they must be the same kind A gun attack fires one burst, and there are three
and both fired at the same target, although they different burst lengths which give different modifiers
may be different guidance types. This was often and use different amounts of ammunition. The
done to increase the chances of a hit, especially for ammunition quantity carried by each aircraft is
missiles that had a low reliability or hit probability. listed in the aircraft data as units of ammo, and

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AIRWAR: C21 (2nd pdf edition)
ammunition for gun pods is listed similarly in the Bomber tail guns
weapons and equipment data. The burst lengths
are: A number of heavy bombers designed early in the
Cold War had tail guns for defence. An aircraft’s tail
• short burst: 1 second, uses 1 unit of
guns can fire at one target in the aircraft’s rear-60
ammo
arc per turn. The target aspect modifiers for firing
• normal burst: 2 seconds, uses 2 units of
from target front and firing from target rear change,
ammo
however. Firing from target rear halves the dice,
• sustained burst: 3 seconds, uses 3 units while firing from target front has no modifier.
of ammo
Rockets Air-to-air missiles (AAMs)

Air-to-air rocket attacks are resolved just like gun Air-to-air missile (AAM) characteristics are
attacks, except for damage. The target must be described by several ratings:
within the shooter’s front-30 arc. Internal air-to-air
rocket packs and external air-to-air rocket pods Name: the name of the AAM, sometimes including
may each only be fired once. Aircraft able to carry numerical designator if appropriate
an internal rocket pack are noted with the word Guidance Type: the type of guidance of the
“Rockets” in the aircraft’s notes. Each pack or pod missile: IR = infrared, SARH = semi-active radar
gives 5d6 dice. Hit numbers and modifiers are the homing, ARH = active radar homing, none = missile
same as for guns. Unlike guns, each hit scored is unguided (this is only used on nuclear AAMs)
does 1d6 DP of damage to the target. Aspect: the arc around the target from which the
weapon can be fired
Gun/rocket attack modifiers Lock: for IR missiles, the minimum number to roll
on 1d10 to get a lock; for radar missiles it lists
Modifiers are applied in the order listed below, by “radar” meaning you use the aircraft’s radar number
altering the number of dice thrown. If a fraction as the lock number
results from halving the number of dice round the Range: two numbers separated by a dash, giving
number of dice up, so 7d6 halved rounds up to 4d6. the minimum range in inches followed by the
maximum range in inches
Condition Modifier
Hit: the minimum modified die score needed to get
Pilot skill Gun Dice modifier See pilot skill chart
a hit using 1d10
(firer’s)
Damage: the number and type of dice to roll to
Short burst (uses 1 ammo) –2d6 determine damage points done when the missile
Normal burst (uses 2 No change has hit its target
ammo) Load: the number of load points used by the
Sustained burst (uses 3 +2d6 missile
ammo) Year: the approximate year the missile was first
Firing from target Beam –2d6 available for use
Target Stalled; or target +2d6
Failed Manoeuvre where a Launching an AAM
fire bonus is indicated
Firing from target front, or Halve dice* Announce intention to fire in the “launch new
tail guns firing at target rear missiles” portion of the Fire segment of the phase,
Target performed Halve dice* roll for missile locks, then place a missile marker by
Successful Manoeuvre the target for each missile launched – up to two
except Unload missiles if ripple-fired. Resolve the missile attacks
in the next phase’s “resolve missiles in flight”
* Round number of dice up. section of the Fire segment.

In order to fire, the target must be within the front-


60 arc of the firing aircraft. The position of the
shooter with respect to the target is also important.
Some missiles can only be launched from certain
arcs around the target. There are also to-hit
modifiers for missiles launched from some arcs at
the target. It is recommended as a memory aid for
determining modifiers that when missile markers
are placed next to target aircraft, they are placed on
the side of the aircraft corresponding to the arc from
which they were launched: front-180 arc = place in
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AIRWAR: C21 (2nd pdf edition)
front of target, beam arc = place on side of target,
rear-60 arc = place in back of target. As a further
memory aid, orient the marker so it is pointed at the
target if the missile was launched with a lock, and
place it sideways or pointed away from the target if
it was launched without a lock.

Missiles are either radar guided or IR guided.


Different modifiers and lock numbers apply to both,
and target aircraft can employ different
countermeasures against them (chaff and flares
respectively).

Missile aspect (target arc limitations)


Missiles with an aspect of “rear-60” can only be
fired if the shooter is within the target’s rear-60 arc.
if the result equals or exceeds the radar number,
Missiles with an aspect of “rear-180” can only be the aircraft has a radar lock. Unlike IR missiles, you
fired if the shooter is within the target’s rear-180 only roll once for a radar lock and the roll applies to
arc. all radar-guided missiles launched that phase.
Missiles with an aspect of “all” can be fired from any Missile lock rolls only apply for the phase in which
angle around the target. they are made. In each phase that a player wishes
to launch missiles he must roll for locks as above.
Radar guided missiles are either Semi-Active Radar
Homing (SARH) or Active Radar Homing (ARH). As
Missile Lock Modifiers
well as being in arc at the time of firing, an aircraft
Condition Modifier
that fired a SARH missile must have the target in its
Target is at Low Altitude –1
front-60 arc when the hit is resolved, i.e. after all
movement the target must still be within the front-60 Target’s ECM rating –?
arc of the shooter. In addition, an aircraft that has (SARH/ARH/CGR only)
launched a SARH missile must not perform any
special manoeuvre during the phase the missile is Scores to hit
in flight other than a Barrel Roll, Barrel Roll and
Turn, or Break Turn. ARH missiles do not have Missiles have a Hit number. The Hit number is the
these restrictions. minimum score required on a d10 to hit the target
after all applicable modifiers have been applied to
Missile locks the die roll. The Hit number for the missile is listed
in the missile data. Regardless of the modified die
When attempting to launch missiles, a player first score, a natural (i.e., unmodified) ‘10’ rolled on the
must roll for missile locks. First the player declares die always hits, and a natural ‘1’ always misses.
how many and what type of missile he is attempting Always roll a separate d10 to hit for each missile.
to launch. Then he rolls for locks as below. The
player may decline to launch any missiles which AAM ranges and modifiers
don’t have a lock, but he must launch any missiles
for which he got a lock. A missile may be launched Each missile has a minimum range and maximum
without a lock, but suffers a large negative to-hit range listed, in inches. Any missile launched at a
modifier. range shorter than the listed minimum range has a
large negative to-hit modifier. Missiles may not be
In its data, each missile has a column labelled fired beyond their listed maximum range, except for
“lock”. IR missiles have their lock number listed Long Range launches as below.
there. For each IR missile the player is attempting
to launch, roll 1d10. If the lock number or greater is Long range launches: SARH or ARH missiles with
rolled then the missile has locked on. SARH and a launch arc of “all” may be launched at targets
ARH missiles have the word “radar” listed instead from 0” to 24” beyond the listed maximum range,
of a lock number. For them, the launching aircraft but only if the firer is in the target’s front-60 arc (i.e.,
must get a radar lock on the target by rolling the shot must be roughly head-on). When firing at
against the aircraft’s radar number. The aircraft’s targets beyond normal range in this manner, there
data lists its radar number. To get a lock, roll 1d10, is a negative modifier to hit.

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AIRWAR: C21 (2nd pdf edition)
may also have external decoy dispenser pods
carrying chaff and flares.

AAM damage
When a missile gets a hit, roll for damage on the
target. In the missile data the type and number of
dice to roll is listed under Damage. Roll the die or
dice indicated. For multiple dice add the results
together. The result is the number of damage points
the target aircraft suffers.

Nuclear air-to-air missiles


These were unguided “Cold War relics”, intended to
destroy large bomber formations in a single shot.
Condition Modifier They are identified in the weapon data with
Pilot’s Skill modifier (firer’s) +/– ? “nuclear” in the damage column. The missile is fired
IR missile fired from target Front –2 as a normal AAM, but flies straight ahead for a
IR missile fired from target Beam –1 specified distance up to its listed range. This
SARH or ARH missile fired from –1 distance must be written down and kept secret.
target Front After all aircraft movement has been completed in
SARH or ARH missile fired from –2 the following phase the distance that the missile
target Beam flies is revealed. All aircraft within 4” are destroyed.
SARH or ARH missile launched at –1 All aircraft beyond 4” but within 6” suffer 2d10
Long Range (head-on at 0”-24” damage. All aircraft beyond 6” but within 8” suffer
beyond normal max range) 1d10 damage.
Launched inside Minimum Range –3
Launched without a Lock –3 Aircraft damage
Target did successful Break Turn or –3
Viff An aircraft’s damage value represents a
Target did successful Split-S, –2 combination of the robustness of its systems and
Immelmann, or Barrel Roll & Turn the strength of its structure. In essence, it is a
Target did successful Barrel Roll, or –1 measure of how much punishment it can take and
High Yo-yo still remain flyable. The damage value is how many
Target is at Low Altitude –1 damage points (DP) the aircraft can take before
Target Stalled; or target Failed +1 being destroyed. An aircraft that has suffered
Manoeuvre where a fire bonus is damage points equal to its damage value is
indicated destroyed. Damage suffered is cumulative during
the game.
Target drops Flares vs. IR missile –2
Target drops Chaff vs. ARH or SARH –1 A stealthy aircraft that suffers any damage
missile immediately loses its stealth characteristics. It can
Target is Towing a Decoy system* –2 no longer use modifiers associated with stealth.
* Decoy system – if the missile misses, but the
score to hit is only 1 or 2 less than the score Crippled aircraft
required to hit, the decoy has been hit and When the accumulated damage an aircraft has
destroyed. suffered equals half or more of its damage value, it
immediately becomes crippled. Round fractions up,
Countermeasure decoys (flares and chaff)
so for example, an aircraft with a damage value of 7
Countermeasure decoys (flares or chaff) are becomes crippled when it has taken 4 DP. A
dropped immediately before the missile attack is crippled aircraft suffers the following effects:
resolved. The player controlling the target aircraft
announces whether the target is dropping flares or • Its manoeuvrability rating drops 1 level.
chaff before the die roll to hit is made. One unit of • It suffers a negative modifier to gun attacks.
chaff or flares is used for each incoming missile, • Its maximum speed is immediately halved
and must be marked off when used. The number of (round up; for example, 15 halved becomes
flares and/or chaff that an aircraft can carry 8).
internally is listed in the aircraft data. The target

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AIRWAR: C21 (2nd pdf edition)
Note: in the phase that an aircraft becomes
crippled, halving the maximum speed means that
during the Speed segment of that phase an aircraft
may suffer overspeed damage if it is moving faster
than its new, reduced maximum speed.

For example: an A-4C Skyhawk has a damage


value of 6, and is flying at speed 8. Earlier in the
game it took 1 DP from a gun attack. This phase it
takes 2 DP from a missile hit in the Fire Segment,
making its total damage taken 3 DP. It is now
crippled, with a max speed of 6. During the Speed
segment of the same phase, it takes 2 DP
overspeed damage (speed 8 versus max speed 6).

Additional damage The ‘Golden BB’ table

Each time an aircraft takes damage from a weapon This table represents all the lucky (or unlucky)
hit or overspeed roll a d10 to see what additional shots and damage that produce unusual effects.
damage has been caused. Roll once for each gun Roll on it when the Additional Damage table directs.
attack, and once for each missile that hits. In Die Roll Additional Damage
addition, each time an aircraft takes overspeed 1 Fuel leak: aircraft must leave the table
damage it must roll (although some results may be within 4 turns after the turn in which it
ignored as indicated). An additional damage result was hit, or it crashes at start of the 5th
knocking out a system that was already knocked turn
out by an earlier additional damage result has no 2* Catastrophic engine or ordnance
effect. explosion: aircraft instantly destroyed,
-5 modifier to ejection roll
For example: in one phase a 6 DP fighter at speed 3* Pilot wounded: no more high-G
10 with a max speed of 18 takes 2 DP from a gun manoeuvres (Immelmann, Split-S,
attack and 1 DP from a missile hit. It rolls twice on Break)
the Additional Damage table, once for the gun
4 Pilot incapacitated: plane crashes, no
attack and once for the missile hit. It is now
ejection
crippled, so its max speed is reduced to 9. In the
5 Jammed flight controls: aircraft can
Speed segment, it is overspeed by 1 (speed 10 vs.
only fly straight or turn right, can’t
max of 9), so it takes 1 DP damage more, and rolls
perform Special Manoeuvres
again on the Additional Damage table.
6 Jammed flight controls: aircraft can
only fly straight or turn left, can’t
Die Roll Additional Damage
perform Special Manoeuvres
1-3 No extra damage
7 Airframe damaged: aircraft cannot
Radar system KO: can’t use
perform Special Manoeuvres
4 SARH/ARH missiles, can’t spot using
8 Violent engine compressor stall:
radar
aircraft immediately stalls and spins,
Missile system KO: no more missiles
5 recover as normal
may be fired
9 Power out!: weapons and radar
Gun system KO: guns may no longer
6 unusable; to restore electrical power
be fired
roll 6+ on 1d10 at the end of any
External systems KO: ECM and bomb phase where the aircraft flew straight
7
systems may no longer be used ahead and performed no special
8 Roll on the ‘Golden BB’ table manoeuvre.
Engines damaged: reduce power 10* Fire!: At the end of each phase after
level by 1. Single-engined aircraft roll the first, roll 1d10 and modify the roll
9
an additional d6 – 5+ means the by +2 if the aircraft performed a Split-
engine is lost and the aircraft crashes! S. On 9+ the fire goes out. If the die
Control system damaged – reduce roll fails (e.g., the fire continues) lose
10
manoeuvrability by 1 level 1 DP and roll on the Additional
Damage Table (applies each phase).
* If damage was due to overspeed, then ignore this
result – no extra damage occurs.
14
AIRWAR: C21 (2nd pdf edition)
Ejection impact point roll 1d10. The object is hit on a 6+ and
suffers 1d6 DP of damage.
If an aircraft is destroyed there is a chance that the
Ground objects (optional)
crew can eject or bail out. To do so successfully,
roll 3+ on a d10 modified as below.

If the aircraft suffered excess damage when it was Unless you plan on using the rules for ground
destroyed then the amount of excess damage is attack and surface-to-air fire, this section is
applied as a negative modifier to the roll. optional.

Natural (i.e., unmodified) rolls of ‘10’ always result A ground object is a ground unit or ground target. A
in a successful ejection or bailout. miniature, stand of miniatures, or a counter is used
to represent a ground object on the table. What an
For example: a fighter with 2 remaining DP takes 5 object represents depends on the type of unit, and
points of damage from the missile that destroys it. is listed in the ground objects table below. Ground
This results in excess damage of 3, so the ejection objects are fixed, and do not move during the
roll is modified downward by 3. course of the game.
Ground objects are grouped into three target
Condition Modifier classes:
Excess damage –?
Risky ejection aircraft –1 Light targets are generally soft. Examples are
(‘HzEj’ in aircraft notes) trucks, dismounted infantry, wooden buildings, and
Prior to 1960 (i.e., early ejection –1 small wooden bridges. SAMs, AA guns, and
seat) or Manual bailout artillery, that are not dug in are light targets, too.
Speed is greater than 14 –3 Dug-in light targets are treated as medium targets.

For campaigns: If a pilot ejects over friendly Medium targets are targets that require accuracy
territory, the pilot is saved and may be returned to but not a great deal of explosive power to damage.
service; if ejecting over enemy territory they escape Examples are armoured vehicles, dug-in infantry,
and evade successfully on a d10 roll of ‘8’ or more, dug-in artillery, dug-in AA guns, dug-in SAMs, earth
otherwise they are captured. & log bunkers, normal steel buildings, minor
bridges.
Crashing (optional) Heavy targets are targets that require both heavy
When an aircraft is destroyed, it crashes. It impacts explosive power and high accuracy to damage.
the ground a full move straight forward from its Examples are hardened aircraft shelters, concrete
current location using its current speed. Stalled bunkers, major steel or concrete bridges, industrial
aircraft have a speed of zero – they hit right where and concrete buildings, steel-reinforced concrete
they are. For each ground object within 1” of the fortifications, and runways.

15
AIRWAR: C21 (2nd pdf edition)
General ground object information
Like aircraft, each ground unit or target has a use the values given as guidelines when rating a
damage value, and damage is cumulative during unit or target. For a target not listed, make your
the game. If the total damage points on the target best guess after considering the likely weapons that
from current and any previous attacks equals or would be or were used historically to attack it.
exceeds its damage value, it is eliminated. Ground target ratings for specific air defence units
Recommended damage values for targets are are listed later with their data.
listed, but it is impossible to cover everything, so

Stand type Target class Damage What it represents…


Infantry Light* 3 half platoon (about 16 men)
Truck Light* 2 3 to 5 trucks
APC / IFV Medium 3 section or half platoon (2 vehicles)
Tank Medium 4 section or half platoon (2 vehicles)
Bunkers Medium 6 2 to 4 bunkers defended by ~16 men
Unarmoured self- Light* 3 section or half platoon (2 vehicles)
propelled AA Gun
Armoured self-propelled Medium 4 section or half platoon (2 vehicles)
AA Gun
Unarmoured self- Light* 1 single vehicle
propelled SAM
Armoured self-propelled Medium 2 single vehicle
SAM
Fixed or towed SAM Light* 5 site, radar stand is separate
Fixed or towed AA guns Light* 5 site, radar stand is separate
Radar Light* 1 radar for a fixed SAM/AA gun site, it must be placed
within 4” of the site’s stand. Can also be early
warning radar not associate with a site.
Wooden bridge Light 3 small wooden road bridge, usually very narrow
Small stone or concrete Medium 4 to 8 small bridge over a stream or drainage culvert,
bridge carries light vehicle traffic
Large steel/concrete Heavy 10 to 20 large, long highway or railway bridge over a river or
bridge per large canal, capable of carrying heavy traffic
support
or piling
Hardened aircraft shelter Heavy 4 to 8
Small building Light 1 to 5 wooden house or shack, small commercial building
Medium building Medium 3 to 10 small industrial building, large commercial building
Large building Heavy 5 to 15 large industrial building, hardened military building
Small runway Medium 5 to 10 runway on a small commercial or private airfield
Large runway Medium 10 to 20 runway on a large commercial or military airfield
* Dug in Light targets are treated as Medium targets
.

Ground attack (optional)

A ground attack is any attack by an aircraft on a


ground target. Although the emphasis of the game
is on air-to-air combat, a lot of real-world aerial
fights originated from attacks on ground targets and
attempts to defend against them. Plus, there’s a
new, fun set of challenges in trying to place bombs
on a target while being shot at. We recommend
getting comfortable with the air combat rules first,
but once you are, here’s how to move mud.

16
AIRWAR: C21 (2nd pdf edition)
Air-to-ground weapons Load: the number of load points used by the
weapon or pod
There are five classes of air-to-ground ordnance in Year: the approximate year the weapon became
the game. They are: unguided bombs, unguided available for use
cluster bombs, unguided rockets, guided weapons, Notes: any special details or information about the
and guns (including gun pods). weapon

A common set of ratings are used to describe all Additionally, some weapons are marked with usage
air-to-ground weapons except guns and gun pods: restrictions:

Class: the class of the weapon • Some require the aircraft to make a low-
Range: the range of the weapon in inches altitude attack. These have an asterisk (*)
ROF: the number of weapons of that type that can after the weapon name.
be used in a single ground attack by an aircraft; • Some cannot be used in a low-altitude
“unl” means an unlimited number of weapons of attack. These have a carat (^) after the
that type may be used together in a single attack weapon name.
Salvos: the number of rocket salvos a rocket pod • Anti-radar missiles can only be used
carries; does not apply to other weapon classes against a target that has an emitting radar.
Hit Light: the minimum modified die score needed See the section on anti-radar missiles for
for an attack to hit a Light class target details. Anti-radar missiles are marked with
Hit Medium: the minimum modified die score a tilde (~) after the weapon name.
needed for an attack to hit a Medium class target
Hit Heavy: the minimum modified die score needed Guns and gun pods
for an attack to hit a Heavy class target
Damage: the type and number of dice to roll to Characteristics of internal guns and external gun
determine the base damage points done when an pods were listed earlier in the aircraft ratings
attack has hit its target; modifiers apply to the result section and in the air-to-air combat section of the
for terrain the target is in and number of weapons rules, respectively. An aircraft can choose to use
used in the attack either use its internal guns or external gun pods,
but not both, in one air-to-ground gun attack.

17
AIRWAR: C21 (2nd pdf edition)
Initiating a ground attack
For weapons with a range greater than ‘0’, the
An aircraft performing a ground attack must make a attacker has to end the move with the target in
normal move in the phase the ground attack is range and within his front-60 arc. If he ends the
made. An aircraft marked to do a special move out of range, the weapon(s) automatically
manoeuvre that phase cannot make a ground miss.
attack. An aircraft that makes a ground attack may
not make an air-to-air attack in the same phase. Resolving air-to-ground attacks (strafing)
Note: an aircraft marked with a dummy special Air-to-ground gun attacks are resolved similar to
manoeuvre card makes a normal move and thus air-to-air attacks. A strafing attack is resolved
may perform a ground attack. immediately after the attacking aircraft finishes
moving, and is considered simultaneous with anti-
A ground attack must be declared at the start of the
aircraft gunfire at the attacking aircraft. Like air-to-
movement of the aircraft making the attack, and the
air gun attacks, strafing uses the aircraft’s or gun
player must declare whether the move and attack is
pod’s Gun dice rating, the attack fires a single
to be at low-altitude or normal altitude. A low-
burst, the player selects whether to fire a short,
altitude attack is simply a ground attack made
normal, or sustained burst, and the burst length
during a low-altitude move. The numbers and types
determines ammo units expended. To resolve the
of weapons or rocket salvos being used must also
attack, find the number of gun dice from the
be announced.
attacking aircraft’s data, adjust the number of dice
as per the strafing modifiers below, then roll them.
Ground attack restrictions
Each die that scores the hit number or higher for
the target’s class does 1 DP of damage.
• an aircraft may only target one ground
stand per phase, and may only use one
Note: a strafing attack cannot damage a Heavy
class of weapons per phase. The five
class target.
classes are unguided bombs, unguided
cluster bombs, unguided rockets, guided
Strafing hit numbers
weapons, and guns (including gun pods).
The ROF listed for the weapon is the Target Class Hit Number
maximum number of weapons or rocket Light 5+
salvoes of that type that can be used in one Medium 6+
attack. A ROF of “unl” means an unlimited Heavy none
number of weapons or rocket salvoes of
that type may be used in a single attack. Strafing modifiers
• multiple types of unguided bombs may be
used together (e.g. 500 lb bombs and 1000 Condition Modifier
lb bombs) in an attack. Pilot skill Gun Dice modifier (firer’s) See pilot
• multiple types of unguided cluster bombs skill chart
may be used together. Short burst (uses 1 ammo) –2d6
• multiple types of unguided rockets may be Normal burst (uses 2 ammo) No change
used together. Sustained burst (uses 3 ammo) +2d6
• guided weapons used together must all be
the same type. Resolving other ground attacks
• to use unguided bombs or guided
weapons, the aircraft must have a speed of The ground attack is resolved immediately after the
14 or less. attacking aircraft finishes moving, and is considered
• to use unguided rockets or guns the aircraft simultaneous with anti-aircraft gunfire at the
must have a speed of 10 or less. attacking aircraft. Look up the to-hit number for the
• to perform a gun attack the aircraft must be weapon against the class of target being attacked
at low altitude. (Light, Medium, or Heavy). If “n/a” appears in the
to-hit listing, it means the weapon isn’t able to
Executing the attack damage that target type. If multiple types of
weapons with different hit numbers were used
After declaration of a ground attack, the aircraft together in the attacks, use the best one (i.e., most
performs a normal move. lethal). Roll 1d10, and apply the ground attack to-hit
modifiers. If using rocket pods, count each rocket
For all guns and for weapons with a range of ‘0’, the salvo as a separate weapon for the modifiers. If the
attacker must pass within 1” of the target stand. modified die roll equals or exceeds the to-hit

18
AIRWAR: C21 (2nd pdf edition)
number, then the target was hit. Regardless of the For example: an average pilot is in an F-4E
modifiers and to-hit number, a natural ‘10’ always Phantom II carrying two pods of 19x2.75” FFAR
hits, and a natural ‘1’ always misses. unguided rockets (each having 3 salvos) and six
Mk-82 500 lb. bombs. He makes a low altitude
If the target was hit, roll damage for the weapon
ground attack using the rockets on a dug-in infantry
type as indicated in its damage rating (adding the
stand (3 DP) in the jungle, which is a Medium
scores if multiple die are called for), and modify the
target. The player elects to use 4 rocket salvos
roll by the ground attack damage modifiers. If
against the target in this attack. The hit number is
rocket pods are used, count each salvo as a
8+. Each salvo counts as one weapon being used,
separate weapon for modifiers. For an attack using
so there’s a +2 hit modifier for two pairs of
multiple weapons, roll only once (not once per
weapons. Low altitude gets another +2. A ‘4’ is
weapon). If multiple types of weapons with different
rolled, which is modified to an ‘8’, which is a hit. 1d4
damage ratings were used together, use the best
is rolled for damage, and a ‘2’ is rolled. This is
damage rating (i.e., most lethal), and still roll only
modified by +1 for having one group of three
once.
weapons, and -1 for the target being in jungle, for a
Ground attack to-hit modifiers net result of 2 DP of damage done. The target has
1 DP left and is suppressed. The F-4E has 2 rocket
Condition Modifier
salvoes and all its bombs remaining.
Pilot’s Skill modifier +/–?
Each pair of weapons used (round +1 A few phases later, the F-4E attacks a different dug
down)* in infantry stand in the jungle, this time choosing to
Aircraft’s Bomb rating (unguided +? use all 6 Mk-82 bombs. The hit number is 11+. The
bombs and unguided cluster bombs die roll is +3 for three pairs of weapons being used,
only) and +2 for the Phantom’s bomb computer rating. A
Low-Altitude attack (unguided +2 ‘7’ is rolled, which is modified to a ‘12’ for a hit. 1d6
weapons only) is rolled for damage, resulting in a ‘2’. This is
Anti-radar missile at radar that shut –3 modified by +2 for two groups of three weapons,
down and by -1 for the jungle, giving a net die roll of ‘3’ for
3 DP damage done. The infantry stand is
* If you drop/launch 1 weapon, no modifier. If you destroyed.
use 2-3 weapons, then you get +1. If you use 4-5
weapons, you get +2. If you use 6-7 weapons, +3. Ground radars & anti-radar missiles
etc.
Many ground objects have ground radars (usually
Ground attack damage modifiers the air defence units). A fixed SAM site stand, and
Condition Modifier some fixed heavy AA gun site stands, will have a
separate accompanying ground radar stand that
Every three weapons used (round +1
must be within 4” of the site. There may also be
down)*
stand-alone early-warning ground radar stands.
Light or Medium target in forest / –1
Self-propelled SAMs stands that use CGR, SARH,
jungle / rough
or ARH guidance have integral ground radars. Self-
• If you drop/launch 1 or 2 weapons, no propelled AA gun stands that are radar-directed
modifier. If you use 3-5 weapons, then you also have integral ground radars. Warships having
get +1. If you use 6-8 weapons, you get +2. any kind of air defence weapons will usually have
If you use 9-11 weapons, +3. etc. integral radar.

Ground radars have two states: emitting (i.e., on),


and off. Stands that are not marked with a ‘radar
off’ marker are emitting. Changes of state are only
allowed in the Move segment. A ground stand may
only turn on its radar at the start of the Move
segment. It may turn off its radar at any time during
the Move segment, and it is considered to shut
down before any ground attack is resolved against
it. A ground stand that turns off its radar may not
turn it on again for at least four phases (two full
turns). If a radar stand for a fixed SAM site or the
integral radar of a self-propelled SAM stand is
turned off, any CGR or SARH missile it is guiding
(i.e., any it launched last phase) is lost. A ground

19
AIRWAR: C21 (2nd pdf edition)
object that starts with its radar off may turn it on for Surface-to-air missiles (SAMs)
the first time without any delay. (It can turn on at the
start of the Move segment in Phase 1 of Turn 1, for A SAM unit on the table represents a single self-
instance.) A ground stand with its radar off may not propelled launch vehicle or a single fixed SAM site
launch any missile that is radar-guided (CGR, (usually a SAM battery). For fixed SAM sites, a
SARH, ARH) or fire radar-directed guns, but some separate radar stand should be provided on the
stands also have optical or other guidance that may table, placed within 4” of the site. SAMs are
be used to attack while their radar is off. characterised by several ratings.
A ground object with an emitting radar is the only Name: the name and designation of the weapon
allowed target of an anti-radar missile. The attack is system
announced and executed like any other ground Guidance: the type of guidance; CGR = radio
attack with a guided weapon, except that if the command guided, LG = laser guided, OG =
target chooses to shut down its radar, the attack optically guided, SARH = semi-active radar homing,
suffers a -3 modifier to hit. ARH = active radar homing, IR = infrared homing;
some stands have multiple guidance types
Note: an anti-radar missile that hits after the target available – each type will have a separate line entry
radar shut down simply means that the target didn’t in the weapon data.
detect the attack and shut down in time. Aspect: the arc around the target from which the
weapon can be fired
For example: a ZSU-23/4 stand turns off its radar Lock: the minimum modified die score needed on
in the Move segment of Turn 2 Phase 2 in response 1d10 to lock onto a target
to an AGM-45 Shrike anti-radar missile attack on it. Range: the maximum range of the missile in inches
It may not turn it on again until the start of the Move Volley: the maximum number of missiles the unit
segment in Turn 4 Phase 2. can launch in a single phase
Targets: the number of separate aircraft that
Collateral damage missiles can be launched at in a single phase
Ammo: how many missiles are available to launch
If the ground attack was with cluster bombs, each Hit: the minimum modified die score needed rolling
ground stand (enemy or friendly) within 2” of the 1d10 to hit the target
target is also attacked using the hit number for its Damage: the number and type of dice to roll to
target type, and the same to hit and damage determine damage points done when the missile
modifiers as used on the initial target. has hit its target
If the ground attack was using weapons not Ground: the ground target class of the SAM unit,
including cluster bombs or guns, for each ground can be Light or Medium
stand (enemy or friendly) within 2” of the target DP: the damage value of SAM unit
stand of the attack, roll 1d10. On a ‘10’, the stand is Size: included for reference, the size of the unit
also hit. Roll separately for damage against it in the represented by the SAM stand
same manner as for the target. Year: the approximate year that the SAM became
available for use.
Target suppression

A target that takes at least 1 DP of damage and


survives is suppressed. Mark it as suppressed. It
may not fire in the remainder of that phase, nor in
the following phase.

Note: this only applies to targets that can actually


fire at aircraft. Don’t bother marking bridges,
buildings, etc., as suppressed.

Surface-to-air fire (optional)


This section covers all fire by ground objects at
aircraft. Again, we recommend learning the air-to-
air rules first. But to add a thrill to your games,
there’s nothing like a SAM launch or the rip of
automatic anti-aircraft gunfire.

20
AIRWAR: C21 (2nd pdf edition)
Launching SAMs lock. To get a lock, roll 1d10 and modify the roll as
per the missile lock modifiers in the air-to-air missile
Surface-to-air missiles attack in a manner similar to section. If the result equals or exceeds the lock
AAMs. In the ‘launch new missiles’ portion of the number, the SAM unit has a lock. Unlike IR
Fire segment, any unsuppressed SAM unit may missiles, you only roll once for a lock and the roll
declare SAM attacks on any enemy aircraft within applies to all missiles launched at that target in the
range, up to the number of aircraft specified by its current phase.
Targets rating. Each target must be in range, and
the target must have a permitted aspect. When Resolving SAM attacks
attempting to launch SAMs, a player first must roll
for missile locks. First the player declares how Like AAMs, SAM attacks are resolved in the
many missiles he is attempting to launch at the ‘resolve missiles in flight’ portion of the Fire
target. Then he rolls for locks as below. The player segment of the next phase after the phase in which
may decline to launch any missiles which don’t they were launched. To resolve a missile attack, roll
have a lock, but he must launch any missiles for 1d10 and modify the roll using the surface-to-air
which he got a lock. A missile may be launched missile modifiers below. If the result equals or
without a lock, but suffers a large negative to-hit exceeds the SAM’s hit number, the missile has hit.
modifier. SAM lock rolls only apply for the phase in Roll a separate d10 to hit for each missile.
which they are made. In each phase that a player Regardless of the modifiers and to-hit number, a
wishes to launch SAMs he must roll for locks again. natural ‘10’ always hits, and a natural ‘1’ always
misses. For each missile that hits, roll for damage
After rolling for locks, place missile markers next to using the missile’s damage rating in the same
targets having incoming SAMs. As with AAMs, it is fashion as for air-to-air missiles.
recommended as a memory aid for determining
modifiers that when missile markers are placed Condition Modifier
next to target aircraft, they are placed on the side of IR missile fired from target Front –2
the aircraft corresponding to the arc from which IR missile fired from target Beam –1
they were launched: front-180 arc = place in front of CGR / SARH / ARH / OG / LG missile –1
target, beam arc = place on side of target, rear-60 fired from target Front
arc = place in back of target. As a further memory CGR / SARH / ARH / OG / LG missile –2
aid, orient the marker so it is pointed at the target if fired from target Beam
the missile was launched with a lock, and place it
Launched without a Lock –3
sideways or pointed away from the target if it was
Target did successful Break Turn or –3
launched without a lock.
Viff
Target did successful Split-S, –2
Some SAMs have multiple guidance types
Immelmann, or Barrel Roll & Turn
available. The ratings for each guidance type are
listed on separate lines. When launching a missile Target did successful Barrel Roll, or –1
where multiple guidance types are present, the High Yo-yo
player must declare which type is being used. Target is at Low Altitude –1
Target Stalled; or target Failed +1
For example: an SA-2f Guideline has CGR and Manoeuvre where a fire bonus is
OG guidance. The SA-2f stand has shut down its indicated
radar due to an anti-radar missile attack. It cannot Target drops Flares vs. IR missile –2
launch a missile using CGR guidance, but can still Target drops Chaff vs. CGR / ARH / –1
launch using OG guidance. SARH missile
Target is Towing a Decoy system* –2
SAM missile locks * Decoy system – if the missile misses, but the
score to hit is only 1 or 2 less than the score
In its data, each SAM has a column labelled “lock”. required to hit, the decoy has been hit and
To check for missile locks: destroyed.

For each IR guided missile the player is attempting Anti-aircraft guns (AA guns)
to launch, roll 1d10 and modify the roll according to
the missile lock modifiers listed in the air-to-air An AA gun unit on the table represents a section or
missile section. If the lock number or greater is pair of self-propelled AA guns, or a single fixed AA
rolled then the missile has locked on. gun site (usually a gun battery). For fixed AA gun
sites, a separate radar stand should be provided on
CGR, SARH, ARH, OG, and LG missiles also list a the table, placed within 4” of the site. AA guns are
lock number. For them, roll once per target for a described by several factors:

21
AIRWAR: C21 (2nd pdf edition)
fire modifiers. If the modified number rolled equals
or exceeds the AA gun’s Hit number, a hit was
scored. Regardless of the modifiers and to-hit
number, a natural ‘10’ always hits, and a natural ‘1’
always misses. If a hit was scored, roll for damage
according to the AA gun’s listed damage rating and
apply just like for missile hits.

Condition Modifier
Target is at low altitude +1
Target performed successful -2
manoeuvre except Unload
Target stalled; or target failed +2
manoeuvre where a fire bonus is
indicated
Name: the name or designation of the weapon Target has ECM -1
Fire Control: the type of fire control the gun uses;
can be Optical or Radar; some stands have multiple Electronic warfare (EW) aircraft
fire control types available – each type will have a
separate line entry in the weapon data.
Some aircraft (such as the EA-3 Skywarrior, EA-6
Range: the maximum range of the gun in inches
Prowler, F-4G Phantom and F-105F Thunderchief)
Hit: the hit number of the gun
carry enhanced ECM gear that is capable of
Damage: the number and type of dice to roll to
providing cover to aircraft within a wide radius. If an
determine damage points done when the gun has
EW aircraft is deployed on the table apply its ECM
hit its target
modifier to lock attempts against any friendly
Ground: the ground target class of the gun unit,
aircraft on the table. Some of these aircraft (in
can be Light or Medium
particular the Phantom and Thunderchief) are also
DP: the damage value of the gun unit
“Wild Weasels” – EW aircraft with additional
Bar x Cal: the number of barrels and calibre of the
capability to carry weapons to suppress enemy air
gun
defences. These aircraft are likely to carry anti-
Type: included for reference, indicates whether the
radiation missiles.
gun is towed or self-propelled
Size: included for reference, the size of the unit
represented by the AA gun stand Aircraft load points (optional)
Year: the approximate year that the gun became
available for use The loadouts of external stores and weapons
possible on an aircraft is an incredibly complex
Some AA guns have multiple fire control types subject. When determining the loads for aircraft in a
available. The ratings for each type are listed on scenario, it’s recommended that known historical
separate lines. When firing an AA gun where loads be used, or that the sample loadouts provided
multiple fire control types are present, the player with the game are used. Failing that, to provide a
must declare which type is being used. very gross reality check on the amount of stuff the
aircraft can haul, each aircraft has a Load rating
AA guns that have only Optical fire control may not which indicates the maximum number of load points
be used at night. of weapons and pods it can reasonably carry. Each
weapon’s data includes how many load points it
Resolving AA gun attacks uses.

Each unsuppressed AA gun stand may fire at one The aircraft’s Load rating reflects the absolute
target aircraft during the Move segment of the maximum capacity that the plane can carry. It does
phase. Guns of 14.5mm calibre and smaller (this not reflect any limitations imposed by individual
includes all infantry small arms and vehicle AA hardpoint capacities. When choosing an aircraft’s
machineguns) may only fire at aircraft making low- load for a scenario, an allowance should be made
altitude moves (includes low-altitude ground for the possible presence of external fuel tanks
attacks). Fire is declared during or immediately at (which are extremely common) and a further
the end of the intended target’s movement, and is allowance should be made for the fact that the
considered simultaneous with any ground attack number of hardpoints, the weight limit of each
the aircraft is making that phase. The target must hardpoint, the wiring and plumbing available at
have passed within range during its move. To different hardpoints, and the capacity of the ejector
resolve the attack, roll 1d10 and apply the AA gun racks which are attached at the hardpoints,

22
AIRWAR: C21 (2nd pdf edition)
sometimes limit an aircraft to carrying significantly Spotting modifiers
less than its theoretical load. Not to mention that
Condition Modifier
pilots generally don’t like to lug more stuff than is
necessary to do the job because of the Radar
performance penalties that are incurred. A general Pilot Skill modifier +/-?
rule of thumb is to have an aircraft carry external Target’s ECM rating -?
pods and ordnance equalling half to two-thirds of its Target is at Low Altitude -1
listed capacity. Visual
Pilot Skill modifier +/-?
Spotting (optional) Target’s Size modifier +/-?
Spotter’s Spot modifier +?
Aircraft detection and spotting is one way to add Range is 12” - 20” -2
realism to the game, but at the cost of slightly Range is 20”- 28” -4
slower playing time. This section is optional, due to Target in spotter’s Rear-180 arc -1
that cost and to the fact that players may get rather Target Fired on spotter last phase +1
frustrated when a cross-eyed pilot fails to see the Target has Silver finish +1
bandit making a guns pass on him only 3” away, Target has Low-Vis Grey finish -1
and so cannot react defensively. For those who Night or Cloudy -4
suffer this kind of occurrence, remember that the
enemy plane 3” away may be at a significantly Spotting restrictions on manoeuvring
different altitude than the spotter, and so seeing the Each aircraft group begins the game unaware of
enemy may not be as easy as the game table the exact whereabouts of the enemy. Until a group
situation seems to suggest it should be. becomes aware of the enemy presence by spotting
at least one enemy aircraft, a number of restrictions
Spotting requirements and procedure apply to all aircraft in that group. Once a group
Prior to the game start, all aircraft must be becomes aware of the enemy, the restrictions are
organized into independent groups. A group is a lifted immediately. The restrictions are:
flight, section, or occasionally an individual aircraft, • Special Manoeuvres may not be performed
as appropriate for the aircraft type and the scenario. by aircraft of that group, except that an
Spotting status is tracked by group. At the start of a aircraft that has a SAM launched against it
game, all groups of each side are assumed to be may perform a Special Manoeuvre in
unspotted by the opposing side unless specified in response.
the scenario. • Each aircraft in the group must stay within
12” of another aircraft of its group.
Each aircraft may attempt to spot one enemy
aircraft per phase. Spotting is rolled for at the A group becomes aware of the enemy as soon as
beginning of the phase with initiative, after placing any of the following are true:
manoeuvre cards. Each aircraft can choose to use
visual spotting, or to use radar spotting, but cannot • Any aircraft in that group spots at least one
do both in the same phase. enemy aircraft either visually or with radar.
• Any aircraft in that group has an air-to-air
Radar spotting gun attack resolved against it.
• Any aircraft in that group has an air-to-air
For radar spotting, the spotting aircraft must have missile attack resolved against it – not just
functioning radar, the target must be in the spotter’s launched, but resolved.
front-60 arc, and the target must be in range. Radar Note: the assumption here is that a member of a
range is limited to 60” unless the radar has an ‘L’ flight will call out bandits to his flight mates.
listed after its lock number, in which case the range
is unlimited on the table. To spot, roll the spotting Spotting restrictions on firing
aircraft’s radar number or higher, adjusting the die
A friendly aircraft group may not attack an enemy
roll for the radar spotting modifiers. Stealthy aircraft
aircraft group until at least one aircraft in the
can only be spotted on a roll of a natural (i.e.,
friendly group has spotted an aircraft in the enemy
unmodified) ‘10’ regardless of the modifiers.
group. Once that occurs, that enemy group is
spotted for the remainder of the game, and any
Visual spotting aircraft in the enemy group may be targeted by any
aircraft in that friendly group.
Max visual spotting range is 28” (8 nautical miles).
To successfully spot, roll a 4+ on 1d10 after Note: again, we assume a pilot in a flight will call
applying visual spotting modifiers to the die roll. out bandits to the rest of his flight.

23
AIRWAR: C21 (2nd pdf edition)
Ground scale
For reference when developing scenarios and
positioning objects on the ground, here is the
ground scale used in the game. When generating
weapon ratings, some ratings were rounded up,
while others were rounded down, depending on
what made sense for the type of rating involved.

Range (in) Distance (km)


1 0.02
2 0.08
3 0.18
4 0.32 Models
5 0.50
6 0.72 AirWar: C21 is primarily designed for being played
7 1.0 with 1/300th scale miniatures but can be
8 1.3 successfully played with anything from 1/200th to
9 1.6 1/600th with no extra effort.
10 2.0 The following list of miniature manufacturers is not
12 2.9 exclusive but will prove a useful hunting ground for
14 3.9 most gamers needs. If a manufacturer is not on this
16 5.1 list it does not mean we don’t recommend their
18 6.5 models or dislike them or whatever, it is just an
20 8.0 oversight on our part.
22 9.7
NavWar: possibly the largest range of modern
24 11.5 aircraft, incorporating the old Heroics & Ros line.
26 13.5 The models may not be the most detailed, but they
28 15.7 paint up well, are reasonably priced and the range
30 18.0 is extensive including the likes of India, South Africa
32 20.5 and Taiwan alongside the usual air powers.
34 23.1 Scotia Grendel: their 1/300th Collectair range
36 25.9 includes some very nice models for US, Soviet,
38 28.9 British, French and Israelis.
40 32.0 Skyraider Miniatures: useful 1/300th aircraft
42 35.3 manufacturer including some hard to get hold of
44 38.7 models like the MB339 for Falklands games.
46 42.3 Skytrex: 1/300th range covering US, Soviet, Britain,
48 46.1 Germany, Israel and Brazil and 1/200th for US,
50 50.0 Soviets, British and Swedes.
52 54.1 Stronghold Miniatures manufacturers of the old
54 58.3 SDD Fox Two range, they produce US, Soviet,
56 62.7 British, French and German planes.
58 67.3 Tumbling Dice manufacturers of an extensive (and
60 72.0 growing) 1/600th scale range. Not as silly a scale as
62 76.9 it may at first seem, the miniatures are easy to paint
and work well for games with lots of aircraft or
64 81.9
those with naval elements on the board such as the
66 87.1
Falkands.
68 92.5
70 98.0
72 103.7 SOTCW
74 109.5
76 115.5 We recommend modern wargamers join the
78 121.7 Society of Twentieth Century Wargamers. Lots
of useful stuff and discounts. More info can be
found at: www.sotcw.net
The actual formula used to calculate the distance
based on table range is: Distance = 0.02 x (Range)2

24
AIRWAR: C21 (2nd pdf edition)
Designer’s notes Development of the second edition was a much
longer process than we had anticipated. What
began as an attempt to give the first edition some
AirWar: C21 started life as the rules for an entry more texture by replacing generic air-to-air missile
level jet fighter game at Salute 2003. The ratings with individual ratings for each missile, grew
requirement was for a game that met the “5 minute to include the adoption of a formal, non-linear
rule” for explanation and the “45 minute rule” for ground scale, the reworking of the air-to-air gun
game play. As the show rules developed it became mechanics, a complete re-engineering of the
apparent that they would be a good set of “starter” ground attack mechanics and ratings, the
rules for players interested in modern air-to-air development of a new surface-to-air system, the
combat (certainly enough people asked about addition of a few new special manoeuvres,
buying them at Salute). The aim was to produce a expansion of the granularity of the engine power
set of fun, fast play rules that cover the spirit of ratings, additional attention given to ratings of
modern dogfighting in a Top Gun style, and also a different aircraft variants, and the incorporation of
set that would be good for a newcomer to basic radar effects and a spotting system.
wargaming, or for a more experienced “old hand” Throughout, we tried to keep the various systems
who wants a simple yet enjoyable set of rules to and mechanics internally consistent. The emphasis
introduce new players to modern air combat remained the dogfight, but we also attempted to
games. give long-range missiles their due, which resulted in
the non-linear ground scale. Finding the right
The first edition proved more popular than we balance between long and short range was a
anticipated with gamers worldwide using them to challenge, but the result was worth it.
put games on at conventions, as well as at clubs,
and it wasn’t long before wargamers being The goals for the new edition were that it still had to
wargamers, the WGHistorical Yahoo Group, be fun, fast to play, easy to learn, but have more
started to discuss adding more texture to the game, texture than the first edition. We think we have
tweak this, fiddle with that etc. Some of the ideas succeeded, with playtesting yielding some
were really good so we decided to produce a remarkable and memorable air battles, and we
second edition with Paul and Larry drawing on their hope that players enjoy the game as much as we
experiences playing the game in the States. do. Check six!

Paul Minson & David Manley

25
Aircraft ratings

Argentina
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
+2 /
IA 58 Pucara 3 8 MP -4 H 3d6 19 +0 6 - - - - +0 +1 6 1975 None
+1
+2 /
IAI Dagger 5 24 MP -4 M 6d6 6 +0 6 - - - - +0 +0 10 1978 2xMagic
+2

Australia
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
F-111C +2 /
4 25 MP -4 M - 0 +4 9 - - -1 6+ +2 +1 39 1973 None
Aardvark +2
+2 /
Mirage IIIO 5 25 MP -4 M 5d6 6 +2 6 - - - 8+ +0 +0 10 1963 2xMagic
+2

Canada
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
CF-18 +3 / 4+ 4xAIM-9
5 21 HP -4 H 7d6 6 +4 8 8 8 - +0 +1 27 1983
Hornet +3 L 2xAIM-120

Chile
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Hawker
+2 /
Hunter 4 13 MP -4 M 8d6 6 +0 6 8 8 - 8+ +0 +1 11 1981 2xAIM-9
+2
FGA.71

China
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
HzEj
Shenyang +2 / No AAMs
4 12 MP -4 H 3d6 6 +0 5 - - - - -1 +1 4 1951 None
Jianjiji-2 +2 Based on
MiG-15
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
HzEj
Shenyang +2 / No AAMs
4 12 MP -4 H - 0 +0 6 - - - - -1 +1 5 1956 4xPL-1
Jianjiji-5A +2 Based on
MiG-17
Shenyang
+3 / Based on
Jianjiji-6A / 5 16 HP -4 H 6d6 5 +0 6 - - - - +0 +0 3 1958 2xPL-2
+3 MiG-19
F-6A
Shenyang
+3 /
Jianjiji-6B / 5 16 HP -4 H - 5 +0 6 - - - - +0 +0 12 1977 2xPL-1
+3
F-6B
HzEj
Chengdu +3 /
5 22 HP -4 H 6d6 4 +0 6 - - - 8+ +0 +0 5 1967 2xAA-2 Based on
Jianjiji-7A +2
MiG-21F
HzEj
Chengdu +3 /
5 22 HP -4 H 6d6 4 +0 6 - - - 8+ +0 +0 5 1967 2xAA-2 Export
F-7A +2
model
Chengdu +3 /
5 23 HP -4 H 6d6 4 +0 6 - - - 8+ +0 +0 5 1979 2xAA-2
Jianjiji-7B +2
Chengdu +3 / Export
5 23 HP -4 H 6d6 4 +0 6 - - - 8+ +0 +0 5 1979 2xPL-2
F-7B +2 model
Chengdu +3 /
5 23 HP -4 H 6d6 4 +0 6 - - - 7+ +0 +0 5 1984 2xPL-2
Jianjiji-7 IIA +2
Chengdu +3 / Export
5 22 HP -4 H 6d6 4 +2 6 - - - 5+ +0 +0 5 1988 4xPL-7
F-7M Airguard +2 model
Chengdu +3 /
5 22 HP -4 H 6d6 4 +2 6 - - - 8+ +0 +0 10 1979 2xPL-2
Jianjiji-7H +2
Chengdu +3 / Based on
5 23 HP -4 H - 4 +0 6 - - - 8+ +0 +0 9 1987 4xPL-2
Jianjiji-7C +3 MiG-21MF
Shenyang +3 /
5 23 HP -4 M 6d6 13 +0 7 - - - - +0 +0 12 1981 4xPL-2
Jianjiji-8 +3
Shenyang +4 /
5 23 HP -4 M 5d6 13 +0 7 - - - 6+ +0 +0 12 1985 4xPL-2
Jianjiji-8 I +3
Chengdu +4 / 4+ 4xPL-8
5 24 HP -4 E 5d6 6 +4 6 8 8 -2 +0 +1 20 2005
Jianjiji-10A +3 L 4xPL-12
Shenyang +4 / 5+ 6xAA-12 Based on
5 27 HP -4 H 6d6 5 +2 8 8 8 - +1 +1 31 1992
Jianjiji-11 +3 L 4xAA-11 Su-27SK
Su-30MK +4 / 4+ 6xAA-12
5 23 HP -4 E 6d6 5 +4 8 8 8 - +1 +2 35 2001
Flanker-H +3 L 4xAA-11
Jian Hong-7A +2 / 4+ Strike
5 21 MP -4 M 5d6 6 +2 8 8 8 -1 +0 +1 22 2004 2xPL-5
Flounder +1 L variant
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Nanchang
+3 /
Qiangjiji-5 4 13 HP -4 M 3d6 7 +0 6 - - - - +0 +0 9 1965 2xPL-2
+2
Fantan
Nanchang
Qiangjiji-5I +3 /
4 13 HP -4 M 3d6 7 +0 6 - - - - +0 +0 9 1970 2xPL-2
Fantan (A- +2
5A)
Nanchang
+3 /
Qiangjiji-5D 4 13 HP -4 M 3d6 7 +2 6 8 8 - 6+ +0 +0 9 1988 2xPL-2
+2
Fantan

Finland
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
+4 / 3+ 4xAIM-9
F-18L Hornet 5 21 HP -4 H 7d6 6 +4 8 8 8 - +0 +1 27 1995
+3 L 2xAIM-120

France
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
+2 /
Alpha Jet E 4 10 MP -4 M 4d6 7 +0 5 - - - - -1 +1 11 1977 2xMagic
+2
Etendard +2 /
4 12 MP -4 M 6d6 6 +2 6 - - - - +0 +0 6 1964 2xAIM-9
IVM +2
MD450 +2 /
3 11 MP -4 H 4d6 9 +0 5 - - - - +0 +1 4 1952 None
Ouragan +1
+3 /
Mirage IIIC 5 21 HP -4 M 5d6 6 +0 6 - - - 8+ +0 +0 10 1958 2xAIM9
+2
+2 /
Mirage IIIE 5 25 MP -4 M 5d6 6 +0 6 - - - 8+ +0 +0 10 1961 2xMagic
+2
+2 /
Mirage V 5 21 MP -4 M 6d6 6 +2 6 - - - 7+ +0 +0 18 1967 2xMagic
+2
Mirage +3 / 5+ 2xMagic
5 26 HP -4 H 6d6 6 +2 6 8 8 -1 +0 +0 26 1978
2000C +3 L 2xR.530
Mirage +3 / Strike
5 26 HP -4 H 6d6 6 +4 6 8 8 -2 - +0 +1 27 1991 2xMagic
2000D +3 variant
Mirage +3 / Nuclear
5 26 HP -4 H 6d6 6 +4 6 8 8 -2 - +0 +1 27 1988 2xMagic strike variant
2000N +3
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Mirage +3 / 4+ 2xMagic
5 26 HP -4 H 6d6 6 +4 6 8 8 -1 +0 +0 27 1993
2000-5 +3 L 4xMICA
Mirage +3 / 4+ 2xMagic
5 26 HP -4 H 6d6 6 +4 6 8 8 -2 +0 +0 27 2003
2000-9 +3 L 4xMICA
+2 / 4xMagic
Mirage F1C 5 23 MP -4 H 6d6 7 +0 6 - - - 4+ +0 +0 18 1973
+2 2xR.530
+3 / Strike
Mirage F1CT 5 23 HP -4 H 6d6 7 +2 6 8 8 - 4+ +0 +0 18 1991 2xMagic
+2 variant
+2 / Strike
Mirage F1E 5 23 MP -4 H 6d6 7 +2 6 4 4 - 5+ +0 +0 18 1974 2xMagic
+2 variant
+2 / 4xMagic Export
Mirage F1JA 5 23 MP -4 H 6d6 7 +2 6 4 4 - 5+ +0 +0 18 1978
+2 2xR.530 model
MD454 +2 /
4 12 MP -4 M 5d6 7 +0 6 - - - - +0 +0 4 1952 None
Mystere IVA +1
+4 / 3+ 4xMagic
Rafale-C 5 23 HP -4 E 7d6 3 +6 6 8 8 -3 +0 +1 25 2004
+3 L 2xMICA
+4 / 3+ 4xMagic
Rafale-M 5 23 HP -4 E 7d6 3 +6 6 8 8 -3 +0 +1 25 2002
+3 L 2xMICA
SEPECAT +3 /
5 17 HP -4 M 6d6 7 +2 6 8 8 - - +0 +0 20 1973 None
Jaguar A +2
SMB.2 Super +2 /
4 13 MP -4 M 6d6 6 +0 6 - - - - +0 +0 4 1957 None
Mystere +1
SMB.2 Super +2 /
4 13 MP -4 M 6d6 6 +0 6 - - - - +0 +0 4 1961 2xAIM-9
Mystere +1
Super +2 /
4 12 MP -4 M 6d6 6 +2 6 - - - 7+ +0 +0 9 1977 None
Etendard +2
Long-range
+2 /
Vautour IIA 4 12 MP -4 M 9d6 5 +0 6 - - - - +0 +0 19 1958 None strike
+1
variant
+2 / Bomber
Vautour IIB 4 12 MP -4 M - 0 +0 6 - - - - +0 +0 19 1958 None
+2 variant
+2 /
Vautour IIN 4 12 MP -4 M 9d6 5 +0 6 - - - 8+ +0 +0 19 1958 None Rockets
+2
Generic
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
+2 /
Jet Airliner 4 10 MP -4 L - 0 +0 12 - - - - +3 +1 53 - None
+1
Lear Jet (C- +2 /
4 10 MP -4 M - 0 +0 5 - - - - -1 +1 8 1964 None
21) +1

Germany
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
+2 /
Alpha Jet A 4 10 MP -4 M 6d6 8 +2 5 4 4 -1 - -1 +1 11 1977 2xAIM-9
+2
EFA
+4 / 2+ 4xAIM-9
Typhoon 5 24 HP -4 E 6d6 8 +4 8 8 8 -3 +0 +1 29 2005
+4 L 4xAMRAAM
(Europe)
F-4F +3 /
5 25 HP -4 M 7d6 6 +2 8 8 8 - 5+ +1 +1 32 1973 4xAIM-9
Phantom II +2
F-4F ICE +3 / 4+ 4xAIM-9
5 25 HP -4 M 7d6 6 +4 8 8 8 -1 +0 +1 32 1988
Phantom II +2 L 4xAIM-7
Fighter-
F-104G +3 /
5 23 HP -4 M 7d6 7 +2 5 - - - 7+ +0 +0 8 1961 4xAIM-9 bomber
Starfighter +2
variant
+3 /
Tornado IDS 4 25 HP -4 M 8d6 7 +6 8 8 8 -2 - +0 +1 36 1979 2xAIM-9
+3
Tornado +3 /
4 25 HP -4 M - 0 +6 8 8 8 -2 - +0 +1 36 1990 None
ECR +3

India
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
+2 /
HF-24 Marut 4 12 MP -4 H 8d6 6 +0 6 - - - - +0 +0 8 1967 None
+2
Jaguar
+2 /
International 4 11 MP -4 M 6d6 8 +4 6 4 4 - 6+ +0 +0 21 1979 2xAIM-9
+2
IS Shamser
Mirage +3 / 4+ 2xMagic
5 26 HP -4 H 6d6 6 +4 6 8 8 - +0 +0 27 1985
2000H Vajra +3 L 2xR.530
Iran
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
+3 / 3+ 4xAIM-9
F-14A Ali-cat 4 27 HP -4 H 7d6 7 +0 8 4 4 - +1 +2 22 1974
+2 L 2xAIM-54

Iraq
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
+2 / 4xMagic
Mirage F1EQ 5 23 MP -4 H 6d6 7 +2 6 4 4 - 5+ +0 +0 18 1980
+2 2xR.530

Israel
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
A-4H +2 /
4 11 MP -4 H 6d6 7 +2 5 - - - - +0 +0 17 1967 2xAIM-9
Skyhawk +2
A-4H +2 /
4 11 MP -4 H 6d6 7 +2 5 4 4 - - +0 +0 17 1970 2xAIM-9
Skyhawk +2
A-4N +3 /
4 12 HP -4 H 6d6 7 +2 5 8 8 -1 - -1 +0 21 1973 2xAIM-9
Skyhawk +2
+4 / 2+ 4xAIM-7
F-15I Ra’am 5 28 HP -4 H 7d6 5 +6 8 8 8 -2 +1 +1 49 1995
+3 L 4xAIM-9
+2 / Based on
IAI Nesher 5 24 MP -4 M 6d6 6 +0 6 - - - - +0 +0 10 1972 2xShafrir
+2 Mirage V
+3 /
IAI Kfir C2 5 26 HP -4 H 6d6 6 +2 6 4 4 -1 5+ +0 +0 19 1976 4xShafrir
+2
+3 / 4+
IAI Kfir C7 5 27 HP -4 H 6d6 6 +4 6 8 8 -2 +0 +0 27 1983 4xPython
+3 L
IAI Kurnass +3 / 3+ 4xPython
5 25 HP -4 M 7d6 7 +4 8 8 8 - +0 +1 32 1989
F-4/2000 +2 L 4xAIM-7
Shahak
+3 /
(Mirage 5 21 HP -4 M 6d6 6 +0 6 - - - 8+ +0 +0 10 1958 2xAIM9
+2
IIICJ)
Italy
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Aermacchi +2 / Used for
3 10 MP -4 H 6d6 6 +0 5 - - - - +0 +1 8 1970 None
MB-326K +1 COIN ops
F-104S +3 / 2xAIM-7
5 23 HP -4 M - 0 +2 5 - - - 5+ +0 +0 13 1969
Starfighter +2 2xAIM-9
F-104S ASA +3 / 2xAIM-7
5 23 HP -4 M 7d6 8 +2 5 - - - 5+ +0 +0 13 1988
Starfighter +2 2xAIM-9
+3 /
Tornado IDS 5 25 HP -4 M 8d6 8 +6 8 8 8 -2 - +0 +1 36 1981 2xAIM-9
+3

Japan
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Fighter-
F-104J +3 /
5 23 HP -4 M 7d6 7 +0 5 - - - 7+ +0 +0 8 1961 4xAIM-9 bomber
Starfighter +2
variant
Mitsubishi F- +3 /
5 18 HP -4 M 7d6 8 +2 6 - - - 6+ +0 +0 12 1978 2xAIM-9
1 +2
MItsubishi F- +4 / 3+ Based on
5 23 HP -4 E 7d6 6 +4 6 8 8 -1 +0 +1 35 2001 2xAIM-9
2 +3 L F-16

Kuwait
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
KF-18C +4 / 4+ 4xAIM-9
5 21 HP -4 H 7d6 6 +6 8 8 8 -1 +0 +1 27 1987
Hornet +3 L 2xAIM-120

Malaysia
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
+4 / 3+ 4xAIM-9
F-18L Hornet 5 21 HP -4 H 7d6 6 +4 8 8 8 - +0 +1 27 1995
+3 L 2xAIM-120
Netherlands
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Hawker +2 /
4 13 MP -4 M 8d6 6 +0 6 - - - - +0 +1 11 1956 2xAIM-9
Hunter F.51 +1

Pakistan
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
+3 /
F-7P Skybolt 5 22 HP -4 H 6d6 4 +2 6 - - - 5+ +0 +0 5 1988 4xAIM-9
+2
F-7MP +3 /
5 22 HP -4 H 6d6 4 +2 6 - - - 5+ +0 +0 5 1988 4xAIM-9
Skybolt +2
F-7MP +3 / 3+
5 22 HP -4 H 6d6 4 +2 6 - - - +0 +0 5 1997 4xAIM-9
Skybolt +2 L
+3 /
A-5C Fantan 4 13 HP -4 M 3d6 7 +0 6 - - - - +0 +0 9 1970 2xAIM-9
+2

Peru
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Hawker +2 /
4 12 MP -4 M 8d6 6 +0 6 - - - - +0 +1 11 1954 None
Hunter F.52 +1
Mirage +3 / 5+ 2xMagic
5 26 HP -4 H 6d6 6 +4 6 8 8 - +0 +0 27 1986
2000P +3 L 2xR.530

Romania
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Ground
MiG-21 +3 /
5 23 HP -4 H 5d6 4 +4 6 4 4 - 8+ +0 +0 10 1995 2xAA-8 attack
Lancer-A +3
upgrade
MiG-21 +3 / 4+ 2xAA-8 Air-to-air
5 23 HP -4 H 5d6 4 +0 6 4 4 - +0 +0 10 1996
Lancer-C +3 L 2xAA-11 upgrade
SOKO IAR- +2 /
4 12 MP -4 M 7d6 4 +0 6 - - - - +0 +0 7 1981 None
93A ‘Orao’ +1
SOKO IAR- +2 /
4 12 MP -4 M 7d6 4 +0 6 - - - - +0 +0 12 1982 2xAA-8
93B ‘Orao’ +2
Russian Federation
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
A-50 +2 / 2+
4 9 MP -4 L - - +0 12 18 18 -1 +2 +1 - 1984 None AWACS
Mainstay +1 L
+1 / 3d6 / 8+ Front & tail
Il-28 Beagle 3 10 LP -4 L +0 8 - - - - +1 +1 14 1950 None
+1 3d6 8 gun
+1 /
IL-76 Candid 4 10 LP -4 L - - +0 12 - - - - +2 +1 - 1974 None
+1
+1 /
Mi-8 Hip 0 4 LP -4 E - - +0 4 - - - - +0 +1 - 1967 None
+0
MiG-15 +2 / HzEj
4 11 MP -4 H 3d6 6 +0 5 - - - - -1 +1 4 1951 None
Fagot-A +1 No AAMs
MiG-15bis +2 / HzEj
4 12 MP -4 H 4d6 6 +0 5 - - - - -1 +1 4 1951 None
Fagot-B +2 No AAMs
MiG-17 +2 /
4 12 MP -4 H 4d6 6 +0 6 - - - - -1 +1 5 1952 None No AAMs
Fresco-A +2
MiG-17F +2 /
4 12 MP -4 H 4d6 6 +0 6 - - - - -1 +1 5 1953 None No AAMs
Fresco-C +2
MiG-17P +2 /
4 12 MP -4 H 3d6 7 +0 6 - - - 8+ -1 +1 5 1953 None No AAMs
Fresco-B +1
MiG-17PF +2 /
4 12 MP -4 H 3d6 7 +0 6 - - - 8+ -1 +1 5 1953 None No AAMs
Fresco-D +2
No AAMs
MiG-17F
+2 / Ground
Fresco-C 4 12 MP -4 H 4d6 7 +0 6 - - - 8+ -1 +1 8 1970 None
+2 attack
Modified
variant
MiG-19S +3 /
5 16 HP -4 H 7d6 5 +0 6 - - - - +0 +0 8 1955 None No AAMs
Farmer-A +3
MiG-19P +3 /
5 16 HP -4 H 6d6 5 +0 6 - - - 8+ +0 +0 8 1960 None No AAMs
Farmer-B +3
MiG-19PM +3 /
5 16 HP -4 H - 5 +0 6 - - - 8+ +0 +0 8 1961 2xAA-2
Farmer-E +3
MiG-21F-13 +3 /
5 23 HP -4 H 4d6 4 +0 6 - - - 8+ +0 +0 5 1958 2xAA-2 HzEj
Fishbed-C +2
MiG-21FL +3 /
5 23 HP -4 H - 4 +0 6 - - - 8+ +0 +0 5 1958 2xAA-2 HzEj
Fishbed-D +2
MiG-21PF +3 /
5 24 HP -4 H - - +0 6 - - - 8+ +0 +0 5 1962 2xAA-2 HzEj
Fishbed-D +3
MiG-21PFM +3 /
5 24 HP -4 H - - +0 6 - - - 8+ +0 +0 5 1968 2xAA-2 HzEj
Fishbed-F +3
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
MiG-21MF +3 /
5 24 HP -4 H 5d6 4 +0 6 - - - 7+ +0 +0 9 1968 4xAA-2 HzEj
Fishbed-J +2
MiG-21MF +3 /
5 24 HP -4 H 5d6 4 +0 6 4 4 - 7+ +0 +0 9 1985 4xAA-2 HzEj
Fishbed-J +2
MiG-21SMT +3 /
5 23 HP -4 H 5d6 4 +0 6 4 4 - 7+ +0 +0 9 1971 4xAA-2 HzEj
Fishbed-K +2
MiG-21bis +3 /
5 23 HP -4 H 5d6 4 +0 6 4 4 - 7+ +0 +0 10 1975 4xAA-2 HzEj
Fishbed-L +3
MiG-21bis +3 /
5 23 HP -4 H 5d6 4 +0 6 4 4 - 7+ +0 +0 10 1978 4xAA-2 HzEj
Fishbed-N +3
MiG-23M +3 / 2xAA-7
4 27 HP -4 M 5d6 4 +0 7 - - - 6+ +0 +0 11 1973
Flogger-B +3 4xAA-8
MiG-23MS +3 / Export
4 27 HP -4 M 5d6 4 +0 7 - - - 7+ +0 +0 11 1973 4xAA-2
Flogger-E +2 model
MiG-23ML +3 / 2xAA-7
4 27 HP -4 M 5d6 4 +0 7 - - - 5+ +0 +0 14 1977
Flogger-G +3 4xAA-8
No AAMs
MiG-23BN +3 /
4 20 HP -4 M 5d6 4 +2 7 4 4 -1 - +0 +0 13 1981 None Export
Flogger-F +3
model
MiG-23MLD +3 / 2xAA-7
4 28 HP -4 M 5d6 4 +0 7 4 4 - 5+ +0 +0 12 1982
Flogger-K +3 4xAA-8
MiG-25P +2 / 6+
5 32 MP -4 M - 0 +0 8 4 4 - +1 +0 14 1969 4xAA-6
Foxbat-A +2 L
No AAMs
MiG-25RBS +3 /
5 32 HP -4 M - 0 +0 8 4 4 - - +1 +0 13 1971 None Recon
Foxbat-D +2
variant
MiG-25PD +3 / 5+ 2xAA-6
5 32 HP -4 M - 0 +0 8 4 4 -1 +1 +0 14 1978
Foxbat-E +2 L 4xAA-8
MiG-25BM +3 / SEAD
5 32 HP -4 M - 0 +0 8 4 4 -2 - +1 +0 14 1982 None
Foxbat-F +2 variant
MiG-27 +3 /
5 20 HP -4 M 10d6 6 +2 8 4 4 - - +0 +0 16 1973 4xAA-2
Flogger-D +2
MiG-27M +3 /
5 20 HP -4 M 10d6 6 +2 8 4 4 - - +0 +0 17 1985 4xAA-2
Flogger-J +2
MiG-29 +4 / 4+ 4xAA-10
5 26 HP -4 E 6d6 5 +2 6 8 8 - +1 +1 14 1983
Fulcrum-A +3 L 2xAA-11
MiG-29
+4 / 6+ 4xAA-10
Fulcrum-A 5 26 HP -4 E 6d6 5 +2 6 4 4 - +1 +1 14 1983
+3 L 2xAA-11
Export
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
MiG-29S
+4 / 4+ 4xAA-10
Fulcrum-C 5 26 HP -4 E 6d6 5 +2 6 8 8 - +0 +1 17 1986
+3 L 2xAA-11
‘Gorbatyi’
MiG-29SM +4 / 4+ 4xAA-10
5 26 HP -4 E 6d6 5 +2 6 8 8 -1 +0 +1 17 ?
Fulcrum-C +3 L 2xAA-11
Never built
MiG-29K +4 / 4+ 4xAA-10
5 24 HP -4 E 6d6 4 +2 6 8 8 -1 +0 +1 20 1984 Russian
Fulcrum-D +3 L 2xAA-11
Navy
MiG-29SMT +4 / 4+ 4xAA-10
5 26 HP -4 E 6d6 5 +2 6 8 8 - +0 +1 20 1998
Fulcrum-F +4 L 2xAA-11
MiG-29M +4 / 3+ 4xAA-10 Never built
5 26 HP -4 E 6d6 4 +2 6 8 8 -1 +0 +1 19 1995
Fulcrum-E +3 L 2xAA-11
MiG-31 +3 / 3+ 4xAA-9
5 37 HP -4 M 8d6 2 +0 8 8 8 - +1 +0 18 1983
Foxhound-A +3 L 4xAA-8
MiG-31B +3 / 3+ 4xAA-9
5 37 HP 8d6 2 +0 8 8 8 - +1 18 1991
Foxhound-A +3 L 4xAA-8
Never
MiG-31M +2 / 2+ 6xAA-9
5 33 MP -4 M - 4 +0 8 8 8 - +1 +0 18 1992 entered
Foxhound-B +1 L 4xAA-12
service
MiG-35 +4 / 3+ 4xAA-10
5 26 HP -4 E 6d6 4 +2 7 8 8 -1 +0 +1 20 2005
Fulcrum +4 L 2xAA-11
Su-7B +3 /
5 18 HP -4 M 6d6 4 +0 6 - - - 8+ +1 +0 9 1961 None
Fitter-A +3
Su-7BM +3 /
5 18 HP -4 M 6d6 4 +0 6 - - - 8+ +1 +0 9 1963 None
Fitter-A +2
Su-7BKM +3 / Export
5 18 HP -4 M 6d6 4 +0 6 - - - 8+ +1 +0 9 1965 None
Fitter-A +2 model
Su-7BKL +3 /
5 18 HP -4 M 6d6 4 +0 6 - - - 8+ +1 +0 9 1965 None
Fitter-A +2
Su-9 Fishpot- +3 /
5 23 HP -4 M - 0 +0 6 - - - 8+ +0 +0 6 1959 4xAA-1
B +2
Su-11 +3 /
5 21 HP -4 M - 0 +0 6 - - - 7+ +0 +0 7 1964 2xAA-3
Fishpot-C +2
Su-15MF +3 /
5 29 HP -4 M - 0 +0 6 - - - 7+ +0 +0 7 1969 2xAA-3
Flagon-D +2
Su-15TM +3 / 2xAA-3
5 29 HP -4 M - 0 +0 6 - - - 6+ +0 +0 9 1971
Flagon-E +2 2xAA-8
Su-17M +3 /
4 19 HP -4 M 6d6 0 +0 6 - - - 8+ +1 +0 17 1972 None No AAMs
Fitter-C +3
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Su-17M2 +3 /
4 19 HP -4 M 6d6 0 +2 6 - - - - +0 +0 17 1974 None No AAMs
Fitter-D +3
No AAMs
Su-17M-2K +3 /
4 19 HP -4 M 6d6 0 +0 6 - - - - +0 +0 16 1974 None Export
Fitter-F +3
model
Su-17M3 +3 /
4 15 HP -4 M 6d6 4 +2 6 4 4 - - +0 +0 22 1978 None
Fitter-H +2
Su-17M4 +3 /
4 15 HP -4 M 6d6 4 +2 6 4 4 - - +0 +0 22 1980 2xAA-8
Fitter-K +2
No AAMs
Su-20 Fitter- +3 /
4 19 HP -4 M 6d6 0 +0 6 - - - 8+ +1 +0 16 1972 None Export Su-
C +3
17M
Su-22M-3K +3 / Export Su-
4 15 HP -4 M 6d6 4 +2 6 - - - - +0 +0 22 1978 None
Fitter-J +2 17M3
Su-22M-4 +3 / Export Su-
4 15 HP -4 M 6d6 4 +2 6 - - - - +0 +0 22 1980 None
Fitter-K +2 17M4
Su-24
+3 / 6+
Fencer-A 4 25 HP -4 M 8d6 4 +0 9 - - - +1 +1 44 1974 2xAA-8
+2 L
‘Chemodahn’
Su-24M
+3 / 6+
Fencer-D 4 17 HP -4 M 8d6 4 +0 9 8 8 -1 +1 +1 44 1983 2xAA-8
+2 L
‘Chemodahn’
Su-24MK +3 / 6+ Export
4 17 HP -4 M 8d6 4 +0 9 4 4 - +1 +1 44 1983 2xAA-8
Fencer-D +2 L model
No AAMs
Su-24MR +3 /
4 17 HP -4 M - 0 +0 9 8 8 -1 - +1 +1 44 1985 None Recon
Fencer-E +2
variant
Su-24MP +3 / ELINT
4 17 HP -4 M 8d6 4 +0 9 8 8 -2 - +1 +1 44 1979 2xAA-8
Fencer-F +2 variant
Su-25 +2 /
4 11 MP -4 H 8d6 5 +2 8 4 4 - - +0 +0 20 1981 2xAA-8
Frogfoot-A +2
Su-25K +2 / Export
4 11 MP -4 H 8d6 5 +0 8 4 4 - - +0 +0 20 1984 2xAA-8
Frogfoot-A +2 model
Su-25SM +2 /
4 11 MP -4 H 8d6 5 +2 8 8 8 - - +0 +0 20 1997 2xAA-8
Frogfoot-A +2
Su-25UGT +3 / Russian
4 11 HP -4 H 8d6 5 +2 8 4 4 - - +0 +1 20 1988 2xAA-8
Frogfoot-B +2 Navy
Su-25TM /
+2 /
Su-39 4 11 MP -4 H 8d6 5 +2 8 8 8 - - +0 +0 20 1997 2xAA-8
+2
Frogfoot-C
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Su-27 +4 / 3+ 6xAA-10
5 27 HP -4 H 6d6 5 +2 8 8 8 -1 +1 +1 31 1984
Flanker-B +3 L 4xAA-11
Su-27SK +4 / 4+ 6xAA-12 Export
5 27 HP -4 H 6d6 5 +2 8 8 8 - +1 +1 31 2003
Flanker-B +3 L 4xAA-11 model
Su-30MK +4 / 4+ 6xAA-12 Export
5 23 HP -4 E 6d6 5 +4 8 8 8 - +1 +2 35 1994
Flanker-H +3 L 4xAA-11 model
Su-32FN +4 / 4+ Export
5 21 HP -4 H 6d6 5 +2 8 8 8 - +1 +2 35 1995 2xAA-11
Flanker-IB +3 L model
+3 / 3+ 6xAA-10 Russian
Su-33 5 25 HP -4 E 6d6 5 +2 8 8 8 - +1 +2 35 1991
+3 L 4xAA-11 Navy
Su-35 +4 / 3+ 6xAA-10
5 27 HP -4 H 6d6 5 +2 9 8 8 - +1 +2 35 1992
Flanker-E +3 L 4xAA-11
Su-37
+4 / 4+ 6xAA-12
(Su-27M) 5 26 HP -4 E 6d6 5 +2 9 8 8 - +1 +1 35 1996
+3 L 4xAA-11
Flanker-E
+3 / 3+ 6xAA-12 Testbed
Su-47 Berkut 5 27 HP -4 E 6d6 5 +2 8 8 8 - +1 +1 9 1997
+3 L 4xAA-11 aircraft
Tu-128 +2 / 7+
5 18 MP -4 L - 0 +0 9 - - - +2 +1 10 1965 4xAA-5
Fiddler +2 L
Yak-28I +2 /
5 20 MP -4 M 5d6 1 +0 7 - - - - +0 +1 5 1965 None No AAMs
Brewer-C +2
No AAMs
Yak-28R +2 /
5 20 MP -4 M - 8 +0 7 - - -1 - +0 +1 13 1966 None Recon
Brewer-D +2
variant
Yak-28P +2 / 2xAA-3
5 20 MP -4 M - 0 +0 7 - - - 7+ +0 +1 13 1964
Firebar +2 2xAA-2
Yak-38 +2 /
4 12 MP -4 M - 8 +0 5 - - - - +0 +1 6 1976 2xAA-8 VTOL
Forger-A +2
VTOL
Yak-41M +3 / 4+ 2xAA-10
5 19 HP -4 M 10d6 5 +0 6 - - - +0 +0 11 1992 Never
Freestyle +3 L 2xAA-11
produced

Saudi Arabia
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
+4 / 4+ 4xAIM-7
F-15C Eagle 5 28 HP -4 H 7d6 10 +4 8 4 4 - +1 +1 32 1981
+3 L 4xAIM-9
South Africa
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
MB-326K +2 / Used for
3 10 MP -4 H 6d6 6 +0 5 - - - - +0 +1 8 1970 None
Impala Mk.II +1 COIN ops
+3 / Strike
Mirage F1AZ 5 23 HP -4 H 6d6 7 +4 6 - - - - +0 +0 18 1975 2xMagic
+2 variant
+3 /
Mirage F1CZ 5 23 HP -4 H 6d6 7 - 6 - - - 5+ +0 +0 18 1975 2xMagic
+2

South Korea
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
F-15K Slam +4 / 2+ 4xAIM-7
5 28 HP -4 H 7d6 5 +6 8 8 8 -2 +1 +1 49 2006
Eagle +3 L 4xAIM-9

Spain
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
EF-18A +3 / 4+ 4xAIM-9
5 21 HP -4 H 7d6 6 +4 8 8 8 - +0 +1 27 1983
Hornet +3 L 2xAIM-120

Sweden
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Hawker +2 /
4 12 MP -4 M 8d6 6 +0 6 - - - 8+ +0 +1 11 1954 2xAIM-9
Hunter F.50 +1
J-35A +3 /
5 23 HP -4 M 6d6 4 +2 6 - - - 8+ +0 +0 10 1961 2xAIM-9
Draken +2
J-35D +3 /
5 23 HP -4 M 6d6 5 +2 6 - - - 6+ +0 +0 10 1963 4xAIM-9
Draken +2
J-35F +3 /
5 23 HP -4 M 4d6 5 +2 6 - - - 5+ +0 +0 10 1965 4xAIM-9
Draken +2
+3 / Strike
AJ-37 Viggen 5 23 HP -4 H - 0 +2 7 - - - 7+ +0 +0 27 1972 2xAIM-9
+3 variant
JA-37 +3 / 2xAIM-9
5 23 HP -4 H 6d6 7 +2 7 - - - 5+ +0 +0 27 1979
Jaktviggen +3 4xSkyflash
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
JAS-39A +3 / 2xAIM-9
5 23 HP -4 E 6d6 6 +6 6 8 8 - 3+ +0 +1 21 1995
Gripen +3 4xAIM-120

Switzerland
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Hawker +2 /
4 13 MP -4 M 8d6 6 +0 6 - - - 8+ +0 +1 11 1982 2xAIM-9
Hunter F.58A +2
+2 /
Mirage IIIS 5 25 MP -4 M 5d6 6 +2 6 - - - 8+ +0 +0 10 1964 2xMagic
+2

Taiwan
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
F-16A +3 / 4+ 4xAIM-9
5 23 HP -4 E 7d6 5 +4 6 8 8 - +0 +1 24 1990
Block 20 +3 L 2xAIM-120

Turkey
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
Fighter-
F-104G +3 /
5 23 HP -4 M 7d6 7 +2 5 - - - 7+ +0 +0 8 1961 4xAIM-9 bomber
Starfighter +2
variant

United Kingdom
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
BAC
+2 /
Buccaneer 4 11 MP -4 L - 0 +2 6 - - - - +0 +1 32 1964 2xAIM-9 HzEj
+2
S.2B
BAC
+3 /
Lightning 5 26 HP -4 M 6d6 6 +0 7 - - - 8+ +0 +0 5 1960 2xFirestreak
+3
F.1A
BAC +3 /
5 26 HP -4 M 6d6 6 +0 7 - - - 8+ +0 +0 5 1961 2xRedtop
Lightning F.2 +2
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
BAC +3 /
5 26 HP -4 M - 0 +0 7 - - - 6+ +0 +0 5 1961 2xRedtop
Lightning F.3 +2
BAC +3 /
5 26 HP -4 M 6d6 6 +0 7 - - - 6+ +0 +0 13 1964 2xRedtop
Lightning F.6 +3
BAC +3 / Export
5 26 HP -4 M 6d6 6 +0 7 - - - 8+ +0 +0 13 1964 2xRedtop
Lightning F.53 +3 model
BAC-167 +2 /
3 9 MP -4 M 1d6 30 +0 7 - - - - -1 +1 6 1968 None No AAMs
Strikemaster +1
EFA +4 / 2+ 4xMeteor
5 24 HP -4 E 6d6 8 +4 8 8 8 -2 +0 +1 29 2005
Typhoon (UK) +4 L 4xASRAAM
F-4K FG.Mk1 +3 / 4xAIM-9
5 22 HP -4 M - 0 +2 8 8 8 - 5+ +1 +1 32 1968 Royal Navy
Phantom II +3 4xAIM-7
F-4M
+3 / 4xAIM-9
FGR.Mk2 5 22 HP -4 M - 0 +2 8 8 8 - 5+ +1 +1 32 1968 Royal Navy
+3 4xAIM-7
Phantom II
F-4N +3 / 4xAIM-9
5 25 HP -4 M - 0 +2 8 8 8 -1 6+ +0 +1 32 1973
Phantom II +2 4xAIM-7
F-4S +3 / 4xAIM-9
5 25 HP -4 M - 0 +2 8 8 8 -1 5+ +0 +1 32 1979
Phantom II +3 4xAIM-7
VTOL
(STOVL)
+4 / 2+ 1xAIM-9 RAF & RN
F-35B JSF 5 22 HP -4 E 8d6 4 +6 7 8 8 -6 +0 +0 5 2009
+3 L gun Internal
weapons
only
VTOL
+4 / 2+ 1xAIM-9
F-35B JSF 5 22 HP -4 E 8d6 4 +6 7 8 8 -2 +0 +0 25 2009 (STOVL)
+3 L gun
RAF & RN
+4 / HzEj
Harrier GR 3 4 12 HP -4 E 6d6 8 +2 5 4 4 - - +0 +0 10 1969 2xAIM-9
+4 VTOL
+4 /
Harrier GR.5 4 12 HP -4 E 6d6 8 +4 6 8 8 - - +0 +0 15 1985 2xAIM-9 VTOL
+3
+4 / -
Harrier GR.7 4 12 HP -4 E 0 +4 6 8 8 - - +0 +0 22 1989 2xAIM-9 VTOL
+3
+4 / -
Harrier GR.9 4 12 HP -4 E 0 +4 6 8 8 - - +0 +0 22 2004 2xAIM-9 VTOL
+3
Harrier +4 / -
4 12 HP -4 E 0 +4 6 8 8 - - +0 +0 22 2004 2xAIM-9 VTOL
GR.7A +3
Harrier +4 / -
4 12 HP -4 E 0 +4 6 8 8 - - +0 +0 22 2004 2xAIM-9 VTOL
GR.9A +3
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
+2 /
Hawk T.1A 4 11 MP -4 H 4d6 6 +0 5 - - - - -1 +1 11 1976 2xAIM-9
+1
Ground
+2 /
Hawk MK.50 4 11 MP -4 H 4d6 0 +2 5 - - - - -1 +1 13 1977 2xAIM-9 attack
+1
variant
Export
+2 / ground
Hawk 100 4 11 MP -4 H 4d6 0 +4 5 8 8 - - -1 +1 13 1987 2xAIM-9
+2 attack
variant
Export
+2 / 4+ ground
Hawk 200 4 13 MP -4 H 4d6 6 +4 5 8 8 - -1 +1 13 1986 2xAIM-9
+2 L attack
variant
Hawker +2 /
4 13 MP -4 M 8d6 6 +0 6 - - - - +0 +1 11 1956 None No AAMs
Hunter F.6 +2
Hawker +2 /
4 13 MP -4 M 8d6 6 +0 6 - - - - +0 +1 11 1959 None No AAMs
Hunter FGA.9 +2
Hawker +2 /
4 13 MP -4 M 8d6 6 +0 6 - - - - +0 +1 11 1960 None No AAMs
Hunter FR.10 +2
SEPECAT +2 /
4 11 MP -4 M 6d6 8 +4 6 - - - - +0 +0 20 1972 2xAIM-9
Jaguar GR.1 +2
SEPECAT +2 /
4 11 MP -4 M 6d6 8 +4 6 8 8 - - +0 +0 20 1983 2xAIM-9
Jaguar GR.1A +2
SEPECAT +2 /
4 11 MP -4 M 6d6 8 +4 6 8 8 - - +0 +0 20 1994 2xAIM-9
Jaguar GR.1B +2
Jaguar +2 / Export
4 11 MP -4 M 6d6 8 +4 6 - - - 7+ +0 +0 21 1977 2xAIM-9
International ES +2 model
+2 /
Meteor F.8 3 11 MP -4 M 4d6 14 +0 6 - - - - +0 +1 4 1949
+2
Sea Harrier +4 /
4 13 HP -4 E 6d6 8 +2 5 4 4 - 6+ +0 +1 10 1978 2xAIM-9 VTOL
FRS1 +4
Sea Harrier +4 / 3+
4 13 HP -4 E 6d6 8 +2 5 4 4 - +0 +1 10 1988 2xAIM-9 VTOL
FRS2 +3 L
VTOL
Sea Harrier +4 /
4 13 HP -4 E 6d6 8 +2 5 - - - 6+ +0 +1 10 1984 2xAIM-9 Export
Mk.51 +4
model
Tornado +3 /
4 25 HP -4 M 8d6 7 +6 8 8 8 - - +0 +1 36 1979 2xAIM-9
GR.1 IDS +2
Tornado +3 / 3+ 4xAIM-9
4 25 HP -4 M 6d6 7 +4 8 8 8 - +0 +1 22 1984
F.3 ADV +2 L 4xAIM-120
United States of America
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
A-1E +2 /
2 6 MP -4 M 4d6 12 +0 7 - - - - +0 +1 16 1956 None No AAMs
Skyraider +1
A-1H +2 /
2 6 MP -4 M 4d6 12 +0 7 - - - - +0 +1 16 1963 None No AAMs
Skyraider +1
A-3D +1 /
4 11 LP -4 L 3d6 12 +2 7 - - -1 - +1 +1 30 1956 None No AAMs
Skywarrior +1
A-4B +2 / HzEj
4 11 MP -4 H 4d6 6 +0 5 - - - - +0 +0 15 1956 None
Skyhawk +2 No AAMs
A-4C +2 /
4 11 MP -4 H 4d6 6 +0 5 - - - - +0 +0 15 1959 2xAIM-9 HzEj
Skyhawk +2
A-4C +2 /
4 11 MP -4 H 4d6 6 +0 5 4 4 - - +0 +0 15 1966 2xAIM-9 HzEj
Skyhawk +2
A-4E +2 / HzEj
4 12 MP -4 H 4d6 6 +0 5 4 4 - - +0 +0 17 1962 None
Skyhawk +2 No AAMs
A-4E +2 / HzEj
4 12 MP -4 H 4d6 6 +0 5 8 8 - - +0 +0 17 1969 None
Skyhawk +2 No AAMs
A-4F +2 /
4 11 MP -4 H 4d6 6 +0 5 4 4 - - +0 +0 17 1967 2xAIM-9 HzEj
Skyhawk +2
A-4L +2 / HzEj
4 11 MP -4 H 4d6 6 +2 5 4 4 - - -1 +0 15 1969 None
Skyhawk +2 No AAMs
A-4M +3 / HzEj
4 12 HP -4 H 4d6 12 +4 5 8 8 - - -1 +0 21 1970 None
Skyhawk +2 No AAMs
HzEj
A-4M +3 /
4 12 HP -4 H 4d6 12 +2 5 - - - - -1 +0 21 1970 2xAIM-9 Export
Skyhawk +2
model
RA-5C +2 / Recon
5 23 MP -4 M - 0 +2 9 8 8 -1 - +0 +1 24 1962 None
Vigilante +2 variant
+2 /
A-6A Intruder 4 11 MP -4 M - 0 +2 7 8 8 -1 - +0 +1 30 1963 None No AAMs
+1
+2 /
A-6E Intruder 4 11 MP -4 M - 0 +4 7 8 8 -1 - +0 +1 35 1971 2xAIM-9
+1
A-6E TRAM +2 /
4 11 MP -4 M - 0 +4 7 8 8 -1 - +0 +1 35 1979 2xAIM-9
Intruder +1
EA-6B +2 /
4 11 MP -4 M - 0 +4 7 8 8 -2 - +0 +1 35 1977 None EW aircraft
Prowler +1
A-7A +2 /
4 12 MP -4 M 4d6 15 +2 6 4 4 - - +1 +0 20 1966 2xAIM-9
Corsair II +1
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
A-7B +2 /
4 12 MP -4 M 4d6 15 +2 6 4 4 - - +1 +0 30 1968 2xAIM-9
Corsair II +1
A-7C +2 /
4 12 MP -4 M 4d6 15 +4 6 4 4 - - +1 +0 30 1968 2xAIM-9
Corsair II +1
A-7D +2 /
4 12 MP -4 M 7d6 10 +4 6 8 8 - - +1 +0 30 1968 2xAIM-9
Corsair II +2
A-7E +2 /
4 12 MP -4 M 7d6 10 +4 6 8 8 -1 - +1 +0 30 1969 2xAIM-9
Corsair II +2
A-10A +2 /
3 8 MP -4 H 10d6 17 +2 8 16 16 - - +0 +1 24 1976 2xAIM-9
Thunderbolt II +2
A-10A +2 /
3 8 MP -4 H 10d6 17 +8 8 16 16 - - +0 +1 24 1990 2xAIM-9
Thunderbolt II +2
A-10C +2 /
3 8 MP -4 H 10d6 17 +8 8 16 16 - - +0 +1 24 2005 2xAIM-9
Thunderbolt II +2
A-37B +2 /
3 8 MP -4 M 1d6 15 +0 5 - - - - +1 +1 12 1964 None No AAMs
Dragonfly +2
AV-8A +4 / HzEj
4 13 HP -4 E 6d6 6 +2 5 4 4 - - +0 +0 10 1971 2xAIM-9
Harrier +4 VTOL
AV-8B +4 /
4 11 HP -4 E 8d6 5 +4 6 8 8 - - +0 +0 15 1983 2xAIM-9 VTOL
Harrier II +3
AV-8B +4 / 4+ 2xAIM-9
4 12 HP -4 E 8d6 5 +4 6 8 8 - +0 +0 15 1994 VTOL
Harrier II+ +3 L 2xAIM-120
+2 /
B-1B Lancer 4 14 MP -4 L - 0 +4 15 24 12 -4 - +3 +1 150 1986 None
+1
B-52D +1 / Tail gun
4 11 LP -4 L 2d6 +0 15 - - - - +3 +1 40 1957 None
Stratofortress +1 only
B-52D +1 / Tail gun
4 11 LP -4 L 2d6 +0 15 - - -2 - +3 +1 84 1964 None
Stratofortress +1 only
B-52F +1 / Tail gun
4 11 LP -4 L 2d6 42 +2 15 - - - - +3 +1 40 1958 None
Stratofortress +1 only
B-52F +1 / Tail gun
4 11 LP -4 L 2d6 42 +2 15 - - - - +3 +1 76 1964 None
Stratofortress +1 only
B-52G +1 / Tail gun
4 11 LP -4 L 2d6 42 +2 15 - - - - +3 +1 100 1959 None
Stratofortress +1 only
B-52G +1 / Tail gun
4 11 LP -4 L 2d6 42 +2 15 - - -2 - +3 +1 100 1967 None
Stratofortress +1 only
B-52H +2 / Tail gun
4 11 MP -4 L 7d6 12 +2 15 - - -2 - +3 +1 100 1961 None
Stratofortress +1 only
B-52H +2 / Tail gun
4 11 MP -4 L 7d6 12 +2 15 24 12 -3 - +3 +1 100 1972 None
Stratofortress +1 only
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
B-52H +2 /
4 11 MP -4 L - 0 +4 15 24 12 -6 - +3 +1 100 1995 None
Stratofortress +1
B-57B +2 /
4 9 MP -4 M 7d6 18 +2 7 - - - - +1 +1 24 1954 None
Canberra +1
B-57G +2 /
4 9 MP -4 M - - +4 7 4 4 - - +1 +1 24 1970 None
Canberra +1
B-66B +1 / Tail gun
4 11 LP -4 L 3d6 12 +2 7 8 8 -1 - +1 +1 30 1955 None
Destroyer +1 only
RB-66B +1 /
4 11 LP -4 L - - +2 7 8 8 -2 - +1 +1 30 1956 None EW aircraft
Destroyer +1
+1 /
C-5 Galaxy 4 10 LP -4 L - 0 +0 18 8 8 - - +3 +1 582 1970 None
+1
C-17 +2 /
4 9 MP -4 L - 0 +0 15 8 8 - - +3 +1 341 1995 None
Globemaster III +1
+2 /
C-21 Learjet 4 10 MP -4 M - 0 +0 5 - - - - -1 +1 8 1964 None
+1
C-130 +1 /
3 8 LP -4 L - 0 +0 12 - - - - +3 +1 84 1957 None
Hercules +0
C-130 +1 /
3 8 LP -4 L - 0 +0 12 8 8 - - +3 +1 84 1972 None
Hercules +0
C-141 +1 /
4 10 LP -4 L - 0 +0 12 4 4 - - +3 +1 125 1965 None
Starlifter +1
E-2A +1 / 3+
3 7 LP -4 L - 0 +0 8 - - -1 +1 +1 - 1964 None AWACS
Hawkeye +1 L
E-2C +1 / 3+
3 7 LP -4 L - 0 +0 8 4 4 -1 +1 +1 - 1973 None AWACS
Hawkeye +1 L
E-2D +1 / 2+
3 7 LP -4 L - 0 +0 8 8 8 -2 +1 +1 - 2011 None AWACS
Hawkeye +1 L
E-3 Sentry +1 / 4+
4 9 LP -4 L - 0 +0 7 18 18 -2 +2 +0 - 1977 None AWACS
(US & NATO) +1 L
E-3 Sentry +1 / 2+
4 9 LP -4 L - 0 +0 7 18 18 -2 +2 +0 - 2000 None AWACS
(US & NATO) +1 L
E-3 Sentry
+2 / 4+
(Non-NATO 4 9 MP -4 L - 0 +0 7 18 18 -2 +2 +0 - 1977 None AWACS
+1 L
foreign)
F-4B +3 / 4xAIM-7 USN &
5 26 HP -4 M - - +0 8 - - - 6+ +1 +1 32 1961
Phantom II +2 4xAIM-9 USMC
F-4C +3 / 4xAIM-7
5 24 HP -4 M - - +0 8 - - - 6+ +1 +1 32 1963 USAF
Phantom II +2 4xAIM-9
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
F-4D +3 / 4xAIM-7
5 24 HP -4 M - - +2 8 - - - 6+ +1 +1 32 1966 USAF
Phantom II +2 4xAIM-9
F-4E +3 / 4xAIM-7
5 25 HP -4 M 7d6 6 +2 8 - - - 5+ +1 +1 32 1967 USAF
Phantom II +2 4xAIM-9
F-4E +3 / 4xAIM-7
5 25 HP -4 M 7d6 6 +2 8 4 4 - 5+ +1 +1 32 1971 USAF
Phantom II +2 4xAIM-9
F-4G
+3 / EW aircraft
Phantom II 5 25 HP -4 M - 6 +2 8 8 8 - 5+ +1 +1 32 1970 2xAIM-9
+3 USAF
Wild Weasel
F-4J +3 / 4xAIM-7 USN &
5 25 HP -4 M - - +0 8 8 8 -1 5+ +1 +1 32 1967
Phantom II +3 4xAIM-9 USMC
F-5A +3 /
5 16 HP -4 H 4d6 11 +0 5 - - - - -1 +0 13 1959 2xAIM-9
Freedom Fighter +2
+3 /
F-5E Tiger II 5 18 HP -4 H 4d6 11 +0 5 - - - 6+ -1 +0 13 1972 2xAIM-9
+2
F-8C +3 /
5 20 HP -4 M 5d6 8 +0 6 - - - 8+ +0 +0 3 1957 2xAIM-9
Crusader +2
F-8E +3 /
5 20 HP -4 M 5d6 8 +0 6 - - - 7+ +0 +0 11 1961 4xAIM-9
Crusader +2
F-8J +2 /
5 21 MP -4 M 5d6 5 +0 6 - - -1 5+ +0 +0 11 1971 4xAIM-9
Crusader +2
F-9F-5 +2 /
3 9 MP -4 M 4d6 13 +0 6 - - - - +0 +1 7 1951 None No AAMs
Panther +1
F-14A +3 / 3+ 4xAIM-9
4 27 HP -4 H 7d6 7 +0 8 4 4 -1 +1 +2 22 1974
Tomcat +2 L 2xAIM-54
F-14B +3 / 3+ 4xAIM-9
4 21 HP -4 H 7d6 7 +0 8 4 4 -1 +1 +2 22 1988
Tomcat +3 L 2xAIM-54
F-14D +3 / 2+ 4xAIM-9
4 21 HP -4 H 7d6 7 +0 8 4 4 -2 +1 +2 22 1990
Tomcat +3 L 2xAIM-54
+4 / 4+ 4xAIM-7
F-15A Eagle 5 29 HP -4 H 7d6 9 +4 8 8 8 -1 +1 +1 32 1976
+4 L 4xAIM-9
+4 / 2+ 4xAIM-7
F-15C Eagle 5 28 HP -4 H 7d6 10 +4 8 8 8 -1 +1 +1 32 1979
+3 L 4xAIM-9
F-15E +4 / 2+ 4xAIM-7
5 28 HP -4 H 7d6 5 +6 8 8 8 -2 +1 +1 49 1989
Strike Eagle +3 L 4xAIM-9
F-16A +4 / 4+
5 23 HP -4 E 7d6 5 +4 6 8 8 - +0 +1 24 1980 4xAIM-9
Block 10 +3 L
F-16A +4 / 4+ Export
5 23 HP -4 E 7d6 5 +4 6 4 4 - +0 +1 24 1980 4xAIM-9
Block 10 Export +3 L model
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
F-16A +4 / 4+
5 23 HP -4 E 7d6 5 +4 6 8 8 - +0 +1 24 1988 4xAIM-9
Block 15 MR +3 L
+3 / 4+ 4xAIM-9 Upgrade of
F-16A MLU 5 23 HP -4 E 7d6 4 +4 6 8 8 - +0 +1 24 2003
+3 L 2xAIM-120 exports
+4 / 4+ 4xAIM-9
F-16ADF 5 23 HP -4 E 7d6 5 +4 6 8 8 - +0 +1 24 1989
+3 L 2xAIM-7
F-16C +3 / 3+ 2xAIM-9
5 26 HP -4 E 7d6 5 +6 6 8 8 - +0 +1 24 1984
Block 25 +3 L 4xAIM-120
F-16C +4 / 3+ 2xAIM-9
5 26 HP -4 E 7d6 5 +6 6 8 8 - +0 +1 24 1987
Block 30 +3 L 4xAIM-120
F-16C +4 / 3+ 2xAIM-9
5 26 HP -4 E 7d6 5 +6 6 8 8 - +0 +1 24 1989
Block 40 +3 L 4xAIM-120
F-16C +4 / 3+ 2xAIM-9
5 26 HP -4 E 7d6 5 +6 6 8 8 - +0 +1 24 1991
Block 50 +3 L 4xAIM-120
F-16CJ +4 / 3+ 2xAIM-9 SEAD
5 26 HP -4 E 7d6 5 +6 6 8 8 - +0 +1 24 1993
Block 50D +3 L 2xAIM-120 variant
F-16C +3 / 3+ 2xAIM-9
5 26 HP -4 E 7d6 5 +6 6 8 8 - +0 +1 24 2004
Block 60 +3 L 4xAIM-120
+3 / 4+ 4xAIM-9
F-18A Hornet 5 21 HP -4 H 7d6 6 +4 8 8 8 -1 +0 +1 27 1983
+3 L 2xAIM-120
F-18C +4 / 3+ 4xAIM-9
5 21 HP -4 H 7d6 6 +6 8 8 8 -1 +0 +1 27 1987
Hornet +3 L 2xAIM-120
F-18D +4 / 3+ 4xAIM-9 SEAD
5 21 HP -4 H 7d6 6 +6 8 8 8 -1 +0 +2 27 1987
Hornet +3 L 2xAIM-120 variant
F-18E +3 / 3+ 4xAIM-9
5 23 HP -4 H 7d6 6 +6 8 8 8 -1 +0 +1 27 2001
Super Hornet +3 L 2xAIM-120
F-18E
+3 / 2+ 4xAIM-9
Super Hornet 5 23 HP -4 H 7d6 6 +6 8 8 8 -1 +0 +1 27 2001
+3 L 2xAIM-120
Block II
EF-18G +3 / 2+ 4xAIM-9
5 23 HP -4 H - 6 +6 8 8 8 -2 +0 +1 27 2008
Growler +3 L 2xAIM-120
+4 / 2+ 2xAIM-9
F-22A Raptor 5 26 HP -4 E 5d6 8 +6 8 8 8 -6 +1 +1 8 2005
+4 L 6xAIM-120
CTOL
+4 / 2+ Internal
F-35A JSF 5 22 HP -4 E 8d6 3 +6 7 8 8 -6 +0 +0 9 2010 1xAIM-9
+3 L weapons
only
+4 / 2+
F-35A JSF 5 22 HP -4 E 8d6 3 +6 7 8 8 -2 +0 +0 25 2010 1xAIM-9 CTOL
+3 L
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
VTOL
(STOVL)
+4 / 2+ 1xAIM-9 USMC
F-35B JSF 5 22 HP -4 E 8d6 4 +6 7 8 8 -6 +0 +0 5 2009
+3 L gun Internal
weapons
only
VTOL
+4 / 2+ 1xAIM-9
F-35B JSF 5 22 HP -4 E 8d6 4 +6 7 8 8 -2 +0 +0 25 2009 (STOVL)
+3 L gun
USMC
CTOL
USN
+4 / 2+
F-35C JSF 5 22 HP -4 E 8d6 3 +6 7 8 8 -6 +0 +0 9 2012 1xAIM-9 Internal
+3 L
weapons
only
+4 / 2+ CTOL
F-35C JSF 5 22 HP -4 E 8d6 3 +6 7 8 8 -2 +0 +0 25 2012 1xAIM-9
+3 L USN
F-80C +2 /
3 9 MP -4 M 3d6 15 +0 5 - - - - +0 +1 4 1948 None No AAMs
Shooting Star +1
F-84E +2 /
3 10 MP -4 M 3d6 15 +0 5 - - - - +0 +1 9 1950 None No AAMs
Thunderjet +1
+2 /
F-86A Sabre 4 11 MP -4 M 3d6 14 +0 5 - - - - +0 +1 4 1948 None
+1
+2 /
F-86E Sabre 4 12 MP -4 M 3d6 14 +0 5 - - - - +0 +1 4 1951 None
+1
+2 /
F-86F Sabre 4 12 MP -4 H 3d6 14 +0 5 - - - - +0 +1 4 1948 None
+1
+2 /
F-86D Sabre 4 12 MP -4 M 2 +0 5 - - - 8+ +0 +1 2 1951 None Rockets
+1
F-100D +2 /
5 16 MP -4 M 7d6 8 +0 6 - - - - +1 +0 15 1956 4xAIM-9 HzEj
Super Sabre +2
F-100F +2 /
5 15 MP -4 M 4d6 8 +0 6 - - - - +1 +1 10 1966 2xAIM-9 HzEj
Super Sabre +2
F-101C +3 /
5 19 HP -4 M 7d6 18 +0 6 - - - 8+ +1 +1 16 1957 2xAIM-4
Voodoo +2
RF-101C +3 / Recon
5 19 HP -4 M - 0 +0 6 - - - - +1 +1 16 1957 None
Voodoo +2 variant
F-102A +2 /
4 14 MP -4 M - 0 +0 6 - - - 8+ +1 +0 8 1956 6xAIM-4
Delta Dagger +2
F-104A +3 /
5 21 HP -4 M 7d6 7 +0 5 - - - 8+ +0 +0 4 1958 2xAIM-9
Starfighter +2
Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes
Acc2 Load
F-104C +3 /
5 23 HP -4 M 7d6 7 +0 5 - - - 8+ +0 +0 4 1958 4xAIM-9
Starfighter +3
F-105D +3 /
5 24 HP -4 M 7d6 10 +0 7 - - - 7+ +1 +0 12 1961 None HzEj
Thunderchief +2
F-105F +3 / HzEj
5 24 HP -4 M 7d6 8 +0 7 4 4 - 8+ +1 +0 12 1966 None
Wild Weasel +2 EW aircraft
F-105G +3 / HzEj
5 24 HP -4 M 7d6 8 +2 7 8 8 -1 8+ +1 +0 12 1972 None
Wild Weasel +2 EW aircraft
F-106A +3 / 4xAIM-4
5 27 HP -4 M - 0 +0 6 - - - 7+ +1 +0 14 1959
Delta Dart +2 1xAIR-2
F-106A Delta +3 /
5 27 HP -4 M 6d6 9 +0 6 - - - 7+ +1 +0 14 1970 4xAIM-4
Dart +2
F-111A +2 /
4 25~ MP -4 M - 0 +2 9 4 4 -1 7+ +2 +1 39 1967 None
Aardvark +2
F-111D +2 /
4 25 MP -4 M 7d6 20 +6 9 - - - 6+ +2 +1 39 1971 None
Aardvark +2
F-111E +2 /
4 25 MP -4 M - 0 +4 9 4 4 -1 7+ +2 +1 39 1969 None
Aardvark +2
F-111F +3 /
4 25~ HP -4 M - 0 +4 9 8 8 -1 6+ +2 +1 39 1972 None
Aardvark +2
FB-111A +2 /
4 25~ MP -4 M - 0 +2 9 4 4 -1 7+ +2 +1 39 1967 None
Aardvark +2
EF-111A +2 /
4 25~ MP -4 M - 0 +2 9 18 18 -3 5+ +2 +1 39 1983 None
Raven +1
F-117A +2 /
5 12 MP -4 M - 0 +6 7 8 8 -1 - +0 +0 16 1983 None Stealth
Nighthawk +1
AIRWAR: C21 Max (2nd pdf edition)
Air-to-air missile ratings

China
Range
Name Guidance Aspect Lock Hit Damage Load Year
(min-max)
PL-2A IR rear-60 5+ 7 - 18 7+ 1d6 0.5 >1962?
PL-2B IR rear-60 4+ 5 - 18 5+ 1d6 0.5 >1973?
PL-4A (cancelled) SARH all radar 7 - 20 7+ 1d6 1 1984
PL-4B (cancelled) IR all 5+ 5 - 20 5+ 1d6 1 1984
PL-5B/C IR rear-180 4+ 8 - 18 6+ 1d6 1 1986
PL-5E IR all 3+ 5 - 18 4+ 1d6 0.5 1995?
PL-7 (export only) IR rear-180 4+ 5 - 20 3+ 1d10 0.5 1988
PL-8
IR all 3+ 5 - 22 3+ 1d10 0.5 1991
(licence-built Python 3)
PL-9 IR all 3+ 5 - 22 3+ 1d10 0.5 1992
PL-10
SARH all radar 10 - 28 5+ 2d6 1 1988
(did not enter service)
PL-11A SARH all radar 10 - 40 5+ 1d10 1 1996?
PL-11B ARH all radar 10 - 40 5+ 1d10 1 1998?

France
Range
Name Guidance Aspect Lock Hit Damage Load Year
(min-max)
R.511 EM SARH rear-60 radar 9 - 16 8+ 1d10 1 1958
R.511 IR
IR rear-60 6+ 7 - 16 7+ 1d10 1 1958
(briefly in service)
R.530 EM SARH all radar 12 - 26 7+ 2d6 1 1962
R.530 IR
IR rear-180 5+ 10 - 22 6+ 2d6 1 1962
(briefly in service)
Super R.530D SARH all radar 10 - 34 4+ 2d6 1 1985
Super R.530F SARH all radar 10 - 38 4+ 2d6 1 1980
R.550 MAGIC IR rear-180 4+ 5 - 20 4+ 1d10 0.5 1975
R.550 MAGIC 2 IR all 3+ 5 - 20 3+ 1d10 0.5 1985
MICA EM ARH all radar 5 - 40 4+ 1d10 0.5 1997
MICA IR IR all 3+ 5 - 20 4+ 1d10 0.5 1999

Germany
Range
Name Guidance Aspect Lock Hit Damage Load Year
(min-max)
IRIS-T IR all 2+ 4 - 24 2+ 1d10 0.5 2005

Israel
Range
Name Guidance Aspect Lock Hit Damage Load Year
(min-max)
Shafrir IR rear-60 6+ 5 - 14 8+ 1d6 0.5 1963
Shafrir 2 IR rear-60 4+ 5 - 18 5+ 1d6 0.5 1969
Python 3 IR all 3+ 7 - 22 3+ 1d10 1 1982
Python 4 IR all 3+ 5 - 24 2+ 1d10 1 1992?
Python 5 IR all 2+ 5 - 24 2+ 1d10 0.5 2003

Italy
Range
Name Guidance Aspect Lock Hit Damage Load Year
(min-max)
Aspide SARH all radar 10 - 40 5+ 1d10 1 1988

50
AIRWAR: C21 Max (2nd pdf edition)
Russian Federation (ex-USSR)
Range
Name Guidance Aspect Lock Hit Damage Load Year
(min-max)
AA-1A Alkali (RS-2U) SARH rear-60 radar 10 - 14 9+ 1d6 0.5 1958
AA-1B Alkali
SARH all radar 10 - 16 8+ 1d6 0.5 1965
(RS-2US)
AA-1C Alkali
IR rear-60 5+ 7 - 14 7+ 1d6 0.5 1965
(RS-1U, R-55T)
AA-2 Atoll (R-3) IR rear-60 5+ 7 - 16 7+ 1d6 0.5 1961
AA-2A Atoll (R-3S) IR rear-60 5+ 7 - 18 7+ 1d6 0.5 1962
AA-2D Atoll (R-13M) IR rear-60 4+ 5 - 18 6+ 1d6 0.5 1973
AA-2C Atoll (R-3R) SARH all radar 7 - 20 7+ 1d6 0.5 1966
AA-2D Atoll (R-13M1) IR rear-60 3+ 5 - 18 5+ 1d6 0.5 1983
AA-3 Anab (R-8T) IR rear-60 5+ 7 - 18 7+ 2d6 1.5 1964
AA-3 Anab (R-8M) SARH all radar 9 - 26 8+ 2d6 1.5 1964
AA-3A Anab (R-30T) IR rear-60 5+ 7 - 18 6+ 2d6 1.5 1968
AA-3B Anab (R-30R) SARH all radar 9 - 26 7+ 2d6 1.5 1968
AA-3C Anab
IR rear-60 4+ 7 - 20 5+ 2d6 1.5 1974
(R-98TM)
AA-3D Anab
SARH all radar 9 - 30 5+ 2d6 1.5 1974
(R-98RM)
AA-5 Ash (R-4T) IR rear-60 5+ 12 - 26 6+ 2d6 2 1965
AA-5 Ash (R-4R) SARH all radar 14 - 32 8+ 2d6 2 1965
AA-6 Acrid (R-40T) IR rear-60 4+ 10 - 30 5+ 2d6 2 1971
AA-6 Acrid (R-40R) SARH all radar 12 - 42 6+ 2d6 2 1971
AA-6 Acrid (R-46T) IR rear-60 3+ 10 - 30 4+ 2d6 2 1982
AA-6 Acrid (R-46R) SARH all radar 12 - 50 5+ 2d6 2 1982
AA-7 Apex (R-23T) IR rear-60 4+ 7 - 26 6+ 1d10 1 1974
AA-7 Apex (R-23R) SARH all radar 9 - 38 7+ 1d10 1 1974
AA-7 Apex (R-24T) IR rear-180 3+ 7 - 26 5+ 1d10 1 1985?
AA-7 Apex (R-24R) SARH all radar 12 - 42 5+ 1d10 1 1985?
AA-8 Aphid (R-60T) IR rear-60 4+ 4 – 18 5+ 1d6 0.25 1976
AA-8 Aphid (R-60M) IR rear-180 3+ 3 – 18 4+ 1d6 0.25 1980
AA-8 Aphid (R-60MK) IR all 3+ 3 – 18 3+ 1d6 0.25 1985
AA-9 Amos (R-33) ARH all radar 16 - 56 5+ 2d6 2 1983
AA-10A Alamo
IR all 3+ 7 - 24 5+ 2d6 1.5 1986
(R-27T)
AA-10B Alamo
SARH all radar 9 - 34 5+ 2d6 1.5 1986
(R-27R)
AA-10D Alamo
IR all 3+ 7 - 24 4+ 2d6 1.5 1988
(R-27ET)
AA-10C Alamo
SARH all radar 9 - 42 4+ 2d6 1.5 1988
(R-27ER)
AA-10E Alamo
SARH all radar 9 - 46 4+ 2d6 1.5 1990
(R-27EM)
AA-10F Alamo
ARH all radar 9 - 42 4+ 2d6 1.5 1990
(R-27AE)
AA-11 Archer (R-73) IR all 3+ 4 - 24 4+ 1d6 0.5 1983
AA-11 Archer
IR all 2+ 4 - 24 3+ 1d6 0.5 1990
(R-73M)
AA-11 Archer
IR all 2+ 4 - 26 3+ 1d6 0.5 1990
(R-74EM)
AA-12 Adder (R-77) ARH all radar 5 - 50 2+ 2d6 1 1994
AA-12 Adder (R-77M) ARH all radar 7 - 58 2+ 2d6 1 2007?

Sweden
Range
Name Guidance Aspect Lock Hit Damage Load Year
(min-max)
RB-27 SARH all radar 12 - 22 6+ 1d10 0.5 1960

51
AIRWAR: C21 Max (2nd pdf edition)
United Kingdom
Range
Name Guidance Aspect Lock Hit Damage Load Year
(min-max)
Meteor ARH all radar 5 - 56 3+ 2d6 1 2010
ASRAAM IR all 2+ 4 - 22 2+ 1d10 0.5 2002
Skyflash SARH all radar 5 - 44 6+ 2d6 1 1978
Firestreak IR rear-60 5+ 7 - 18 7+ 1d10 1 1958
Red Top IR all 4+ 7 - 18 6+ 1d10 1 1964

United States of America


Range
Name Guidance Aspect Lock Hit Damage Load Year
(min-max)
AIM-4A Falcon SARH all radar 10 - 20 10+ 1d6 0.25 1956
AIM-4B Falcon IR rear-60 5+ 7 - 18 9+ 1d6 0.25 1956
AIM-4C Falcon IR rear-60 5+ 7 - 18 7+ 1d6 0.25 1957
AIM-4D Falcon IR rear-180 5+ 7 - 22 7+ 1d6 0.25 1963
AIM-4E Super Falcon SARH all radar 10 - 22 8+ 1d10 1958
0.5
(only 300 made)
AIM-4F Super Falcon SARH all radar 10 - 22 7+ 1d10 0.5 1959
AIM-4G Falcon IR rear-180 5+ 7 - 22 6+ 1d10 0.5 1959
AIM-26A SARH all radar 12 - 22 nuclear nuclear 1960
0.5
Nuclear Falcon
AIM-26B Super SARH all radar 12 - 22 6+ 1d10 1960
0.5
Falcon
AIR-2A Genie none n/a n/a n/a - 22 nuclear nuclear 2 1956
AIM-7A Sparrow-I SARH rear-60 radar 10 - 16 6+ 1d10 1 1956
AIM-7C Sparrow-III SARH all radar 10 - 24 8+ 2d6 1 1958
AIM-7D Sparrow-III SARH all radar 10 - 26 7+ 2d6 1 1960
AIM-7E Sparrow-III SARH all radar 9 - 28 7+ 2d6 1 1962
AIM-7E2 Sparrow-III SARH all radar 7 - 28 7+ 2d6 1 1970
AIM-7F Sparrow-III SARH all radar 9 - 42 6+ 2d6 1 1977
AIM-7M Sparrow-III SARH all radar 5 - 42 5+ 2d6 1 1982
AIM-7P Sparrow-III SARH all radar 5 - 42 4+ 2d6 1 1988
AIM-9B Sidewinder IR rear-60 5+ 7 - 16 7+ 1d6 0.5 1956
AIM-9C Sidewinder SARH all radar 10 - 22 10+ 1d10 0.5 1962
AIM-9D Sidewinder IR rear-60 4+ 7 - 18 6+ 1d10 0.5 1965
AIM-9E Sidewinder IR rear-60 4+ 7 - 18 6+ 1d6 0.5 1967
AIM-9E2 Sidewinder IR rear-60 4+ 7 - 18 6+ 1d6 0.5 1968
AIM-9G Sidewinder IR rear-180 4+ 7 - 18 6+ 1d10 0.5 1967
AIM-9H Sidewinder IR rear-180 4+ 7 - 18 5+ 1d10 0.5 1970
AIM-9J Sidewinder IR rear-60 4+ 5 - 18 5+ 1d6 0.5 1972
AIM-9L Sidewinder IR all 3+ 5 - 22 2+ 1d10 0.5 1977
AIM-9M Sidewinder IR all 3+ 5 - 22 2+ 1d10 0.5 1984
AIM-9N Sidewinder IR rear-60 4+ 5 - 22 5+ 1d6 1973
0.5
(export)
AIM-9P Sidewinder IR rear-60 4+ 5 - 22 5+ 1d6 1974
0.5
(export)
AIM-9P3 Sidewinder IR rear-180 4+ 5 - 22 4+ 1d10 1975
0.5
(export)
AIM-9P4 Sidewinder IR all 4+ 5 - 22 4+ 1d10 1984
0.5
(export)
AIM-9X Sidewinder IR all 2+ 5 - 24 2+ 1d10 0.5 2002
AIM-54A Phoenix ARH all radar 12 - 58 6+ 2d6 2 1974
AIM-54C Phoenix ARH all radar 10 - 68 4+ 2d6 2 1982
AIM-120A AMRAAM ARH all radar 5 - 42 4+ 2d6 1 1991
AIM-120B AMRAAM ARH all radar 5 - 42 4+ 2d6 1 1993
AIM-120C AMRAAM ARH all radar 5 - 42 3+ 2d6 1 1998

52
AIRWAR: C21 Max (2nd pdf edition)
Gun pod ratings

Russian Federation (ex-USSR)


Name Gun Ammo Load Year Notes
UPK-23-250 GSh-23L 4d6 5 1.5 1968
SPPU-22 GSh-23L 4d6 5 1.5 1971

United Kingdom
Name Gun Ammo Load Year Notes
Aden Mk.4 Gunpod 3d6 7 4 1960

United States of America


Name Gun Ammo Load Year Notes
0.50-cal Single MG 1d6 10 1 1960
GPU-2/A 20mm 2d6 12 1.5 1964
GPU-5/A 30mm 6d6 9 4 late 1970’s only briefly used
SUU-11 GAU-2/A 7.62mm 1d6 16 1 1965
SUU-16 20mm Vulcan 5d6 10 4 1966
SUU-23 20mm Vulcan 6d6 10 4 1970
Mk-4 twin Mk.12 20mm 3d6 10 3 1964

Air-to-ground weapon ratings

France
Hit Hit Hit
Weapon Name Class Range ROF Ammo Damage Load Year Notes
Light Medium Heavy
T200 unguided
0 unl - 9+ 10+ 13+ 1d6 1.5
340kg bomb^ bomb
unguided
1000 kg bomb^ 0 unl - 7+ 9+ 13+ 2d6 4
bomb
BL-107
unguided
Durandal anti- 0 unl - n/a n/a 9+ 1d10 1
bomb
runway bomb *
BLG-66 IZ unguided
Belouga anti- cluster 0 unl - 8+ 11+ n/a 1d6 1.5 1979
pers cluster bomb
BLG-66 AC unguided
Belouga anti- cluster 0 unl - 10+ 10+ n/a 1d6 1.5 1979
tank cluster bomb
BLG-66 EG unguided
Belouga mixed cluster 0 unl - 9+ 10+ n/a 1d6 1.5 1979
cluster bomb
F4 Pod of
unguided
18x68mm 0 unl 3 15+ 15+ n/a 1
rocket
rockets
AS-30A guided 24 1 - 7+ 8+ 10+ 1d10 3 1960
AS-30B guided 24 1 - 5+ 5+ 6+ 1d10 3 1964
AS-30L guided 24 1 - 4+ 5+ 5+ 1d10 3 1983
AS.37 Martel~ guided 32 1 - 6+ 6+ 6+ 1d10 3 1960’s
AS.37 ARMAT~ guided 46 1 - 5+ 5+ 5+ 1d10 3 1984

Generic
Hit Hit Hit
Weapon Name Class Range ROF Ammo Damage Load Year Notes
Light Medium Heavy
unguided
250 lb bomb^ 0 unl - 12+ 12+ 13+ 1d4 0.5
bomb
unguided
500 lb bomb^ 0 unl - 10+ 11+ 13+ 1d6 1
bomb
unguided
1000 lb bomb^ 0 unl - 9+ 10+ 13+ 1d10 2
bomb

53
AIRWAR: C21 Max (2nd pdf edition)
Hit Hit Hit
Weapon Name Class Range ROF Ammo Damage Load Year Notes
Light Medium Heavy
unguided
2000 lb bomb^ 0 unl - 7+ 9+ 13+ 2d6 4
bomb

Russian Federation (ex-USSR)


Hit Hit Hit
Weapon Name Class Range ROF Ammo Damage Load Year Notes
Light Medium Heavy
FAB-50 unguided
0 unl - 13+ 13+ 14+ 1 DP 0.25
50kg bomb^ bomb
FAB-100 unguided
0 unl - 12+ 12+ 13+ 1d4 0.5
100 kg bomb^ bomb
FAB-250 unguided
0 unl - 10+ 11+ 13+ 1d6 1
250 kg bomb^ bomb
FAB-500 unguided
0 unl - 9+ 10+ 13+ 1d10 2
500 kg bomb^ bomb
FAB-750 unguided
0 unl - 8+ 9+ 13+ 1d10 3
750 kg bomb^ bomb
FAB-1000 unguided
0 unl - 7+ 9+ 13+ 2d6 4
1000 kg bomb^ bomb
FAB-1500 unguided
0 unl - 6+ 8+ 12+ 2d6 7
1500 kg bomb^ bomb
BetAB-250 unguided
0 unl - n/a 10+ 12+ 1d6 1
250 kg penetrator^ bomb
BetAB-500 unguided
0 unl - n/a 9+ 12+ 1d10 2 1970
500 kg penetrator^ bomb
PLAB-250 unguided
0 unl - 6+ 7+ n/a 1d6 1
250 kg napalm * bomb
unguided
RBK-250
cluster 0 unl - 11+ 13+ n/a 1d6 1 1964
Anti-pers cluster
bomb
unguided
RBK-250
cluster 0 unl - 11+ 11+ n/a 1d4 1 1964
Anti-tank cluster
bomb
unguided
RBK-500 330 kg
cluster 0 unl - 8+ 11+ n/a 1d6 1.5 1960
Anti-pers cluster
bomb
unguided
RBK-500 500 kg
cluster 0 unl - 9+ 9+ n/a 1d6 2 1960
Anti-tank cluster
bomb
unguided
RBK-500 500 kg
cluster 0 unl - 8+ 9+ n/a 1d6 2 1960
Mixed cluster
bomb
Pod of unguided
0 unl 1 9+ 11+ n/a 1d4 0.25
8x57mm S-5 rocket
Pod of unguided
0 unl 2 9+ 11+ n/a 1d4 0.5
16x57mm S-5 rocket
Pod of unguided
0 unl 4 9+ 11+ n/a 1d4 1
32x57mm S-5 rocket
Pod of unguided
0 unl 1 5+ 8+ n/a 1d4 0.5
7x80mm S-8 rocket
Pod of unguided
0 unl 3 5+ 8+ n/a 1d4 1
20x80mm S-8 rocket
Pod of unguided
0 unl 1 3+ 8+ 9+ 1d6 1.5
5x122mm S-13 rocket
240mm S-24 unguided
0 unl 1 9+ 10+ 11+ 1d4 1
rocket rocket
266mm S-25 unguided
0 unl 1 7+ 10+ 11+ 1d4 1.5
rocket rocket
KAB-500L
guided 0 unl - 5+ 6+ 6+ 2d6 2 1979
500 kg LGB ^
KAB-500Kr
guided 0 unl - 5+ 6+ 6+ 2d6 2 1988?
500 kg EOGB ^
KAB-500S-E
guided 0 unl - 4+ 5+ 5+ 2d6 2 2006
GPS GB ^

54
AIRWAR: C21 Max (2nd pdf edition)
Hit Hit Hit
Weapon Name Class Range ROF Ammo Damage Load Year Notes
Light Medium Heavy
KAB-1500L-Pr
1500 kg guided 0 unl - n/a n/a 6+ 3d6 7 1981?
penetrator LGB ^
KAB-1500TK-Pr
1500 kg guided 0 unl - n/a n/a 8+ 3d6 7 1981?
penetrator EOGB ^
KAB-1500L-F
guided 0 unl - 5+ 6+ 6+ 2d20 7 1981?
1500 kg LGB ^
KAB-1500Kr
guided 0 unl - 4+ 5+ 5+ 2d20 7 1992?
1500kg EOGB ^
AS-7 Kerry
guided 22 1 - 8+ 9+ 10+ 1d6 1 1974
(Kh-23M)
AS-10 Karen
guided 24 1 - 6+ 6+ 6+ 1d10 1 1975
(Kh-25)
AS-12A Kegler
guided 32 1 - 5+ 5+ 6+ 1d6 1.5 1978
(Kh-27PS)
AS-12B Kegler Export
guided 14 1 - 5+ 5+ 6+ 1d6 1.5 1981
(Kh-27MP) version
AS-12C Kegler Export
guided 26 1 - 5+ 5+ 6+ 1d6 1.5 1991
(Kh-27MPU) version
AS-13 Kingpost
guided 30 1 - 6+ 6+ 6+ 1d10 3 1984
(Kh-59)
AS-14A Kedge
guided 24 1 - 4+ 4+ 4+ 1d10 3 1985
(Kh-29L, Kh-29T)
AS-18 Kazoo
guided 44 1 - 5+ 5+ 5+ 1d10 4 1992
(Kh-59M)
AS-9 Kyle
guided 40 1 - 6+ 6+ 6+ 1d10 3 1973
(Kh-28)~
AS-11 Kilter
guided 52 1 - 5+ 5+ 5+ 1d10 3 1982
(Kh-58)~
AS-17B Krypton
guided 44 1 - 5+ 5+ 6+ 1d6 3 1991
(Kh-31P)~

United Kingdom
Hit Hit Hit
Weapon Name Class Range ROF Ammo Damage Load Year Notes
Light Medium Heavy
unguided
540 lb bomb^ 0 unl - 10+ 11+ 13+ 1d6 1
bomb
unguided
1000 lb bomb^ 0 unl - 9+ 10+ 13+ 1d10 2
bomb
unguided
RBL-755 600 lb
cluster 0 unl - 10+ 11+ n/a 1d6 1.5
Mixed cluster *
bomb
Brimstone guided 24 unl - n/a 5+ n/a 1d4 0.5 2005
ALARM~ guided 28 1 - 4+ 4+ 4+ 1d10 1.5 1990

United States of America


Hit Hit Hit
Weapon Name Class Range ROF Ammo Damage Load Year Notes
Light Medium Heavy
M30 100 lb unguided
0 unl - 13+ 13+ 14+ 1 DP 0.25 1940s
bomb^ bomb
M57 250 lb unguided
0 unl - 12+ 12+ 13+ 1d4 0.5 1940s
bomb^ bomb
M64 500 lb unguided
0 unl - 10+ 11+ 13+ 1d6 1 1940s
bomb^ bomb
M65 1000 lb unguided
0 unl - 9+ 10+ 13+ 1d10 2 1940s
bomb^ bomb
M66 2000 lb unguided
0 unl - 7+ 9+ 13+ 2d6 4 1940s
bomb^ bomb
Mk81 250 lb unguided late
0 unl - 12+ 12+ 13+ 1d4 0.5
bomb^ bomb '50s
Mk 82 500 lb unguided late
0 unl - 10+ 11+ 13+ 1d6 1
bomb^ bomb '50s

55
AIRWAR: C21 Max (2nd pdf edition)
Hit Hit Hit
Weapon Name Class Range ROF Ammo Damage Load Year Notes
Light Medium Heavy
M117 750 lb unguided late
0 unl - 9+ 10+ 13+ 1d6 1.5
bomb^ bomb '50s
Mk83 1000 lb unguided late
0 unl - 9+ 10+ 13+ 1d10 2
bomb^ bomb '50s
Mk84 2000 lb unguided late
0 unl - 7+ 9+ 13+ 2d6 4
bomb^ bomb '50s
M118 3000 lb unguided late
0 unl - 6+ 8+ 12+ 2d6 6
bomb^ bomb '50s
Mk81 250 lb unguided late
0 unl - 13+ 13+ 15+ 1d4 0.5
high drag bomb bomb '50s
Mk 82 500 lb unguided late
0 unl - 11+ 12+ 14+ 1d6 1
high drag bomb bomb '50s
M117 750 lb unguided late
0 unl - 10+ 11+ 14+ 1d6 1.5
high drag bomb bomb '50s
Mk83 1000 lb unguided late
0 unl - 9+ 10+ 14+ 1d10 2
high drag bomb bomb '50s
BLU-1 750 lb unguided
0 unl - 5+ 6+ n/a 1d6 1.5 1940s
napalm * bomb
BLU-10 250 lb unguided late
0 unl - 8+ 9+ n/a 1d4 0.5
napalm * bomb '50s
BLU-11 500 lb unguided late
0 unl - 6+ 7+ n/a 1d6 1
napalm * bomb '50s
unguided
CBU-25 500 lb
cluster 0 unl - 11+ 13+ n/a 1d6 1 1960s
Anti-pers cluster *
bomb
unguided
CBU-38 650 lb
cluster 0 unl - 10+ 11+ n/a 1d6 1 1960s
Anti-pers cluster *
bomb
unguided
CBU-24 800 lb
cluster 0 unl - 8+ 11+ n/a 1d6 1.5 1965
Anti-pers cluster
bomb
unguided
CBU-52 750 lb
cluster 0 unl - 8+ 10+ n/a 1d6 1.5 1965
Anti-pers cluster
bomb
unguided
CBU-58 800 lb
cluster 0 unl - 8+ 11+ n/a 1d6 1.5 1965
Anti-pers cluster
bomb
CBU-75 Sadeye unguided
2000 lb Anti- cluster 0 unl - 5+ 9+ n/a 1d6 4 1960s
pers cluster bomb
Mk 20 Rockeye unguided
500 lb Anti-tank cluster 0 unl - 11+ 11+ n/a 1d4 1 1968
cluster bomb
CBU-59 unguided
Rockeye II 750 cluster 0 unl - 9+ 10+ n/a 1d6 1.5 1977
lb Mixed cluster bomb
CBU-87 CEM unguided
950 lb Mixed cluster 0 unl - 7+ 8+ n/a 1d6 2 1983
cluster bomb
Pod of unguided
0 unl 1 5+ 8+ n/a 1d4 0.5
7x2.75" FFAR rocket
Pod of unguided
0 unl 3 5+ 8+ n/a 1d4 1
19x2.75" FFAR rocket
Pod of unguided
0 unl 1 3+ 7+ n/a 1d6 1
4x127mm Zuni rocket
Pod of unguided
0 unl 2 3+ 7+ n/a 1d6 1.5
7x127mm Zuni rocket
GBU-12/B
Paveway I guided 0 unl - 5+ 6+ 6+ 1d10 1 1968
500 lb LGB ^
GBU-10/B
Paveway I guided 0 unl - 5+ 6+ 6+ 3d6 4 1968
2000 lb LGB ^

56
AIRWAR: C21 Max (2nd pdf edition)
Hit Hit Hit
Weapon Name Class Range ROF Ammo Damage Load Year Notes
Light Medium Heavy
GBU-12B/B
Paveway II guided 0 unl - 4+ 5+ 5+ 1d10 1 1976
500 lb LGB ^
GBU-10C/B
Paveway II guided 0 unl - 4+ 5+ 5+ 3d6 4 1976
2000 lb LGB ^
GBU-24/B
Paveway III guided 0 unl - 3+ 4+ 4+ 3d6 4 1986
2000 lb LGB
GBU-24/B
Paveway III
guided 0 unl - n/a 4+ 4+ 2d6 4 1986
2000 lb
penetrator LGB
GBU-28/B
Paveway III
guided 0 unl - n/a n/a 4+ 2d6 10 1991
5000 lb
penetrator LGB
GBU-45/B
500 lb guided 0 unl - n/a 5+ n/a 1d4 1 2003
concrete LGB ^
GBU-36/B
guided 0 unl - 3+ 4+ 4+ 3d6 4 1997
2000 lb GAM ^
GBU-37/B
4700 lb guided 0 unl - n/a n/a 4+ 2d6 9 1998
penetrator GAM ^
GBU-31/B
JDAM 2000 lb guided 0 unl - 3+ 4+ 4+ 3d6 4 1998
bomb ^
GBU-31/B
JDAM 2000 lb guided 0 unl - n/a n/a 4+ 2d6 4 1998
penetrator ^
GBU-32/B
JDAM 1000 lb guided 0 unl - 3+ 4+ 4+ 2d6 2 1998
bomb ^
GBU-35/B
JDAM 1000 lb guided 0 unl - n/a n/a 4+ 1d10 2 1998
penetrator ^
GBU-38/B
JDAM 500 lb guided 0 unl - 3+ 4+ 4+ 1d10 1 2004
bomb ^
GBU-39/B SDB
250 lb bomb/ guided 0 unl - 3+ 4+ 4+ 1d6 0.5 2006?
penetrator ^
CBU-103/B
guided 0 unl - 3+ 4+ n/a 1d6 2 2000
WCMD cluster
AGM-12B
guided 24 1 - 8+ 9+ 10+ 1d6 1 1960
Bullpup-A
AGM-12C
guided 30 1 - 6+ 6+ 10+ 1d10 4 1964
Bullpup-B
AGM-62
guided 24 1 - 6+ 6+ 6+ 1d6 2 1967
Walleye I
AGM-62
guided 24 1 - 5+ 5+ 5+ 2d6 5 1974
Walleye II
Walleye I ERDL guided 30 1 - 6+ 6+ 6+ 1d6 2 1975
Walleye II ERDL guided 30 1 - 5+ 5+ 5+ 2d6 5 1975
AGM-65A
guided 18 1 - 9+ 5+ 5+ 1d6 1 1973 Day only
Maverick
AGM-65B
guided 24 1 - 9+ 5+ 5+ 1d6 1 1976 Day only
Maverick
AGM-65D Night/bad
guided 24 1 - 9+ 5+ 5+ 1d6 1 1986
Maverick weather

57
AIRWAR: C21 Max (2nd pdf edition)
Hit Hit Hit
Weapon Name Class Range ROF Ammo Damage Load Year Notes
Light Medium Heavy
Good
weather
AGM-65E
guided 24 1 - n/a 4+ 4+ 1d6 1.5 1985 only.
Maverick
USMC
variant
Night/bad
AGM-65F weather.
guided 24 1 - n/a 4+ 4+ 1d6 1.5 1989
Maverick US Navy
variant
AGM-123
guided 24 1 - 6+ 6+ 6+ 2d6 3 1985
Skipper II
GBU-8/B
HOBOS guided 24 1 - 6+ 6+ 6+ 3d6 4 1969
2000 lb EOGB
GBU-8/B
HOBOS guided 24 1 - 6+ 6+ 6+ 2d20 6 1969
3000 lb EOGB
GBU-15/B
guided 26 1 - 5+ 5+ 5+ 3d6 4 1983
2000 lb EOGB
GBU-15/B
2000 lb EOGB guided 26 1 - n/a n/a 5+ 2d6 4 1985
penetrator
AGM-45A
guided 30 1 - 6+ 6+ 7+ 1d10 1 1966
Shrike ARM ~
AGM-78A
guided 40 1 - 5+ 5+ 5+ 1d10 3 1968
Standard ARM ~
AGM-78B
guided 40 1 - 4+ 4+ 4+ 1d10 3 1969
Standard ARM ~
AGM-88 HARM ~ guided 50 1 - 4+ 4+ 5+ 1d10 1.5 1985

Land based SAM ratings


China
Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year
HQ-2
CGR all 5+ 22 2 1 6 7+ 1d10 Light* 5 Battery 1958
(SA-2 copy)
HQ-2A CGR all 5+ 22 2 1 6 7+ 1d10 Light* 5 Battery 1984
OG all 5+ 22 1 1 6 7+ 1d10 Light* 5 Battery 1984
HQ-2B CGR all 5+ 24 2 1 6 6+ 1d10 Light* 5 Battery 1992
OG all 5+ 24 1 1 6 6+ 1d10 Light* 5 Battery 1992
HQ-61 SARH all 4+ 9 1 1 8 6+ 1d6 Light* 5 Battery 1989
HQ-15
CGR all 4+ 40 12 6 48 6+ 1d10 Medium 5 Battery 1994
(SA-10A copy)
HQ-17
CGR all 2+ 22 2 2 8 4+ 1d10 Medium 2 Single 2003
(SA-15 copy)
OG all 3+ 22 1 1 8 4+ 1d10 Medium 2 Single 1990
LY-60
SARH all 3+ 28 4 3 4 5+ 1d10 Light* 1 Single 1989
(Aspide derived)
HQ-7
CGR all 3+ 9 2 2 4 5+ 1d6 Light* 1 Single 1990
(Crotale derived)
OG all 4+ 9 1 1 4 5+ 1d6 Light* 1 Single 1990

France
Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year
Aster 30
ARH all 3+ 44 2 1 12 4+ 1d10 Light* 5 Battery 2000
SAMP/T
R.440
CGR all 3+ 9 2 2 4 5+ 1d6 Medium 2 Single 1971
Crotale
OG all 4+ 9 1 1 4 5+ 1d6 Medium 2 Single 1971
R.460
CGR all 3+ 9 2 2 4 5+ 1d6 Medium 2 Single 1983
Shahine
OG all 4+ 9 1 1 4 5+ 1d6 Medium 2 Single 1983
VT-1 Crotale
CGR all 3+ 18 2 2 8 5+ 1d6 Medium 2 Single 1991
NG
OG all 4+ 18 1 1 8 5+ 1d6 Medium 2 Single 1991
Mistral/Sadral IR all 4+ 12 1 1 4 6+ 1d6 Light* 1 Single 1989

58
AIRWAR: C21 Max (2nd pdf edition)
India
Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year
Akash CGR all 3+ 22 12 4 12 5+ 2d6 Light* 5 Battery 2003

Japan
Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year
Type 81
SARH all 3+ 14 2 2 4 6+ 1d10 Light* 1 Single 1982
Tan-SAM

Russian Federation (ex-USSR)


Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year
SA-1 Guild CGR all 6+ 20 20 10 60 8+ 2d6 Light* 5 Battery 1954
SA-2b
Guideline CGR all 5+ 22 3 1 6 7+ 1d10 Light* 5 Battery 1958
(V-750)
SA-2c
Guideline CGR all 5+ 22 3 1 6 7+ 1d10 Light* 5 Battery 1960
(V-750)
SA-2e
CGR all 5+ 22 3 1 6 7+ 1d10 Light* 5 Battery 1967
Guideline
SA-2f
Guideline CGR all 5+ 22 3 1 6 7+ 1d10 Light* 5 Battery 1968
(V-750)
OG all 5+ 22 1 1 6 7+ 1d10 Light* 5 Battery 1968
SA-3a Goa CGR all 4+ 20 3 1 8 7+ 1d6 Light* 5 Battery 1961
SA-3b Goa CGR all 4+ 20 3 1 8 7+ 1d6 Light* 5 Battery 1964
SA-4a Ganef SARH all 4+ 32 2 1 6 7+ 1d10 Medium 5 Battery 1963
SA-4b Ganef SARH all 4+ 32 2 1 6 7+ 1d10 Medium 5 Battery 1973
SA-5a
CGR all 4+ 48 2 1 6 7+ 2d6 Light* 5 Battery 1960
Gammon
SA-5b
CGR all 4+ 48 2 1 6 nuc. nuc. Light* 5 Battery 1970
Gammon
SA-5c
ARH all 4+ 48 2 1 6 7+ 2d6 Light* 5 Battery 1975
Gammon
SA-6a
SARH all 4+ 18 3 1 12 5+ 2d6 Medium 5 Battery 1966
Gainful (2K12)
SA-6b
SARH all 4+ 18 3 1 12 5+ 2d6 Medium 5 Battery 1977
Gainful (2K12)
OG all 5+ 18 1 1 12 6+ 2d6 Medium 5 Battery 1977
SA-7a Grail IR rear-60 4+ 10 1 1 4 8+ 1d6 Light* 1 Single 1966
SA-7b Grail IR rear-60 4+ 10 1 1 4 8+ 1d6 Light* 1 Single 1972
SA-8a Gecko SARH all 3+ 16 2 2 4 6+ 1d10 Medium 2 Single 1973
SA-8b Gecko SARH all 3+ 16 2 2 6 6+ 1d10 Medium 2 Single 1980
OG all 4+ 16 1 1 6 8+ 1d10 Medium 2 Single 1980
SA-9a
IR rear-60 4+ 12 2 2 4 7+ 1d6 Medium 2 Single 1968
Gaskin
SA-9b
IR all 4+ 12 2 2 4 7+ 1d6 Medium 2 Single 1970
Gaskin
SA-10a
CGR all 3+ 40 12 6 32 6+ 1d10 Light* 5 Battery 1978
Grumble
SA-10b
ARH all 3+ 40 12 6 32 6+ 1d10 Light* 5 Battery 1985
Grumble
SA-11 Gadfly SARH all 3+ 20 2 2 4 3+ 2d6 Medium 2 Single 1980
OG all 4+ 20 1 1 4 5+ 2d6 Medium 2 Single 1980
SA-11 Gadfly
SARH all 3+ 26 2 2 4 3+ 2d6 Medium 2 Single 1995
(improved)
OG all 4+ 20 1 1 4 5+ 2d6 Medium 2 Single 1995
SA-12a
CGR all 2+ 46 6 6 24 3+ 1d10 Light* 5 Battery 1987
Gladiator
SA-12b Giant CGR all 4+ 52 2 2 12 4+ 1d10 Light* 5 Battery 1990
SA-13
IR all 3+ 12 2 1 4 4+ 1d10 Medium 2 Single 1981
Gopher
SA-14
IR all 4+ 12 1 1 4 6+ 1d6 Light* 1 Single 1978
Gremlin
SA-15
CGR all 2+ 22 2 2 8 4+ 1d10 Medium 2 Single 1990
Gauntlet
OG all 3+ 22 1 1 8 4+ 1d10 Medium 2 Single 1990
SA-16 Gimlet IR all 4+ 12 1 1 4 6+ 1d6 Light* 1 Single 1981
SA-17 Grizzly SARH all 3+ 28 2 2 4 3+ 2d6 Medium 2 Single 1998
OG all 4+ 20 1 1 4 5+ 2d6 Medium 2 Single 1998

59
AIRWAR: C21 Max (2nd pdf edition)
Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year
SA-18
IR all 4+ 14 1 1 4 5+ 1d6 Light* 1 Single 1983
Grouse
SA-19
CGR all 3+ 8 2 2 8 5+ 1d10 Medium 2 Single 1995
Grisom
OG all 4+ 8 1 1 8 5+ 1d10 Medium 2 Single 1995

Switzerland
Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year
ADATS OG all 3+ 18 2 1 8 5+ 1d10 Medium 2 Single 1989
LG all 3+ 18 2 1 8 5+ 1d10 Medium 2 Single 1989

Sweden
Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year
RBS-70
LG all 4+ 14 1 1 4 6+ 1d6 Light* 1 Single 1977
Rayrider

Taiwan
Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year
Tien Kung I CGR all 2+ 32 8 8 32 4+ 2d6 Medium 5 Battery 1995
Tien Kung II CGR all 3+ 40 16 6 16 4+ 2d6 Light* 5 Battery 1999

United Kingdom
Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year
Bloodhound
SARH all 5+ 34 2 1 6 8+ 2d6 Light* 5 Battery 1958
Mk1
Bloodhound
SARH all 5+ 34 2 1 8 8+ 2d6 Light* 5 Battery 1958
Mk1
Bloodhound
SARH all 4+ 56 2 1 6 7+ 2d6 Light* 5 Battery 1964
Mk2
Bloodhound
SARH all 4+ 56 2 1 8 7+ 2d6 Light* 5 Battery 1964
Mk2
Rapier CGR all 3+ 6 2 2 8 6+ 1d10 Medium 2 Single 1971
OG all 3+ 6 1 1 8 8+ 1d10 Medium 2 Single 1971
Rapier 2000 CGR all 3+ 6 2 2 8 4+ 1d10 Medium 2 Single 1995
OG all 3+ 6 1 1 8 6+ 1d10 Medium 2 Single 1995
Roland 1/2 CGR all 3+ 9 1 1 2 7+ 1d10 Medium 2 Single 1981
OG all 4+ 9 1 1 2 7+ 1d10 Medium 2 Single 1981
Tigercat OG all 5 1 1 3 1d6 Light* 1 Single 1962
Javelin OG all 4+ 12 1 1 4 7+ 1d6 Light* 1 Single 1984
Blowpipe OG all 4+ 12 1 1 4 6+ 1d6 Light* 1 Single 1976
Starstreak
OG all 4+ 16 1 1 4 5+ 1d6 Light* 1 Single 2000
(shoulder)
Starstreak
OG all 4+ 16 2 1 3 5+ 1d6 Light* 1 Single 2000
(LML)
Starstreak
OG all 4+ 16 2 1 8 5+ 1d6 Medium 2 Single 1997
(SP HVM)

United States of America


Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year
MIM-72A
IR rear-60 4+ 12 2 1 4 9+ 1d6 Medium 2 Single 1968
Chaparral
MIM-72C
IR all 4+ 16 2 1 4 6+ 1d6 Medium 2 Single 1978
Chaparral
MIM-23A
SARH all 4+ 18 4 1 12 5+ 2d6 Light* 5 Battery 1960
Hawk
MIM-23B I-
SARH all 4+ 18 2 1 9 4+ 2d6 Light* 5 Battery 1971
Hawk
MIM-14B
CGR all 4+ 36 4 1 4 7+ 2d6 Light* 5 Battery 1958
Hercules
MIM-14C
CGR all 4+ 36 4 1 4 7+ 2d6 Light* 5 Battery 1965
Hercules
MIM-104A
CGR all 2+ 32 6 6 24 2+ 2d6 Light* 5 Battery 1986
Patriot
FIM-43A
IR rear-60 4+ 10 1 1 4 8+ 1d6 Light* 1 Single 1968
Redeye
FIM-92A
IR all 4+ 10 1 1 4 5+ 1d6 Light* 1 Single 1982
Stinger
FIM-92 RMP
IR all 4+ 16 1 1 4 5+ 1d6 Light* 1 Single 2004?
Blk II Stinger

60
AIRWAR: C21 Max (2nd pdf edition)
Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year
Avenger IR all 3+ 10 2 1 8 5+ 1d6 Light* 1 Single 1990
Avenger IR all 3+ 16 2 1 8 5+ 1d6 Light* 1 Single 2004?
Linebacker IR all 3+ 10 2 1 4 5+ 1d6 Medium 2 Single 1997
Linebacker IR all 3+ 16 2 1 4 5+ 1d6 Medium 2 Single 2004?
LAV-AD IR all 3+ 10 2 1 8 5+ 1d6 Medium 2 Single 1996
LAV-AD IR all 3+ 16 2 1 8 5+ 1d6 Medium 2 Single 2004?

Anti-aircraft gun ratings

China
Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
Type 59 Optical 10 11+ 1d10 Light* 5 57mm Towed battery ?
Type 74 Optical 9 10+ 1d6 Light* 5 37mm Towed battery ?
Type 63 Optical 9 11+ 1d6 Medium 4 2x37mm SP section 1950?

Czechoslovakia
Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
M53 Optical 7 10+ 1d6 Light* 5 2x30mm Towed battery 1958
M53/59 Optical 7 10+ 1d6 Medium 4 2x30mm SP section 1958
M53 Optical 7 10+ 1d4 Light* 5 4x12.7mm Towed battery 1950?

Egypt
Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
BTR-152 AA Optical 4 10+ 1d4 Medium 4 4x12.7mm SP section 1950?

France
Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
M3 VDA
Optical 6 10+ 1d4 Medium 4 2x20mm SP section 1975
Panhard
AMX-13 DCA
Radar 7 9+ 1d6 Medium 4 2x30mm SP section 1969
SP
Optical 7 11+ 1d6 Medium 4 2x30mm SP section 1969
Type 53T2
Optical 6 10+ 1d4 Light* 5 1x20mm Towed battery
Tarasque

Generic
Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
0.50-cal Optical 4 11+ 1d4 Light* 5 1x.12.7mm Towed battery 1921

Germany
Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
RH-202
Optical 6 10+ 1d6 Light* 5 2x20mm Towed battery 1970?
Rheinmetall
FlakPz-1
Radar 9 8+ 1d10 Medium 4 2x35mm SP section 1976
Gepard
Optical 9 10+ 1d10 Medium 4 2x35mm SP section 1976

Israel
Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
TCM-20 Optical 6 9+ 1d6 Light* 5 2x20mm Towed battery 1969
M3 w/TCM-20 Optical 9 10+ 1d6 Medium 4 2x20mm SP section 1969
RAM w/TCM-20 Optical 9 10+ 1d6 Medium 4 2x20mm SP section 1980

61
AIRWAR: C21 Max (2nd pdf edition)
North Korea
Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
M1983 Radar 5 9+ 1d4 Medium 4 14.5mm SP section 1983
Optical 5 11+ 1d4 Medium 4 14.5mm SP section 1983
M1989 Radar 7 8+ 1d6 Light* 5 30mm Towed battery 1989
Optical 7 10+ 1d6 Light* 5 30mm Towed battery 1989
M1985 Optical 10 10+ 1d10 Medium 4 2x57mm SP section 1985

Russian Federation (ex-USSR)


Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
KS-18 Radar 10 10+ 1d10 Light* 5 1x85mm Towed battery 1944
Optical 10 12+ 1d10 Light* 5 1x85mm Towed battery 1944
KS-19 Radar 12 10+ 1d10 Light* 5 1x100mm Towed battery 1949
Optical 12 12+ 1d10 Light* 5 1x100mm Towed battery 1949
M38/39 Optical 9 10+ 1d6 Light* 5 1x37mm Towed battery 1938
S-60 Radar 10 9+ 1d10 Light* 5 1x57mm Towed battery 1946?
Optical 10 11+ 1d10 Light* 5 1x57mm Towed battery 1946?
ZPU-1 Optical 5 11+ 1d4 Light* 5 1x14.5mm Towed battery 1943
ZPU-2 Optical 5 10+ 1d4 Light* 5 2x14.5mm Towed battery 1943
ZPU-4 Optical 5 9+ 1d4 Light* 5 4x14.5mm Towed battery 1943
ZPU-4 Optical 5 9+ 1d4 Light* 3 4x14.5mm SP section 1943
12.7mm Optical 4 11+ 1d4 Light* 5 1x12.7mm Towed battery 1938
14.5mm Optical 4 11+ 1d4 Light* 5 1x14.5mm Towed battery 1938
BTR-152 AA Optical 4 10+ 1d4 Medium 4 2x14.5mm SP section 1950?
BTR-40 AA Optical 4 10+ 1d4 Medium 4 2x14.5mm SP section 1950?
ZU-23-2 Optical 7 10+ 1d4 Light* 5 2x23mm Towed battery 1965
ZU-23-2 Optical 7 11+ 1d4 Light* 3 2x23mm SP section 1965
ZSU-57-2 Optical 5 10+ 1d10 Medium 4 2x57mm SP section 1957
ZSU-23-4 Shilka Radar 7 9+ 1d6 Medium 4 4x23mm SP section 1965
Optical 7 11+ 1d6 Medium 4 4x23mm SP section 1965
2S6 Tungska Radar 7 9+ 1d6 Medium 4 2x30mm SP section 1983
Optical 7 11+ 1d6 Medium 4 2x30mm SP section 1983

Sweden
Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
L/60 Bofors Optical 9 10+ 1d6 Light* 5 1x40mm Towed battery 1929
L/70 Bofors Optical 9 9+ 1d6 Light* 5 1x40mm Towed battery 1951

Switzerland
Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
GDF-001
Radar 9 9+ 1d6 Light* 5 2x35mm Towed battery 1962
Oerlikon
Optical 9 11+ 1d6 Light* 5 2x35mm Towed battery 1962
GBF-BOB
Optical 9 8+ 1d10 Light* 5 2x25mm Towed battery 1980?
Oerlikon
GAI-BO1
Optical 6 10+ 1d4 Light* 5 1x20mm Towed battery 1972?
Oerlikon

United Staes of America


Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
1x20mm
M-167 Vulcan Radar 6 8+ 1d6 Light* 5 Towed battery 1963
Gat
1x20mm
Optical 6 10+ 1d6 Light* 5 Towed battery 1963
Gat
1x20mm
M-163 Vulcan Radar 6 9+ 1d6 Medium 4 SP section 1963
Gat
1x20mm
Optical 6 11+ 1d6 Medium 4 SP section 1963
Gat
M55 Quad-50 Optical 4 10+ 1d4 Light* 5 4x12.7mm Towed battery 1943
62
AIRWAR: C21 Max (2nd pdf edition)
Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
M55 Quad-50 Optical 4 10+ 1d4 Light* 3 4x12.7mm SP section 1943
M16 Quad-50 Optical 4 10+ 1d4 Light* 3 4x12.7mm SP section 1943
M17 Quad-50 Optical 4 10+ 1d4 Light* 3 4x12.7mm SP section 1943
M-42A1 Duster Optical 9 10+ 1d10 Medium 4 2x40mm SP section 1951
M117/M118 Radar 10 9+ 1d10 Light* 5 1x90mm Towed battery ???
Optical 10 11+ 1d10 Light* 5 1x90mm Towed battery ???
Avenger Optical 4 11+ 1d4 Light* 3 1x12.7mm SP section 1990
M6 Linebacker Optical 7 11+ 1d4 Medium 4 1x25mm SP section 1998
LAV-AD Optical 7 11+ 1d6 Medium 4 1x25mm SP section 1997

Yugoslavia
Fire
Name Range Hit Damage Ground DP Bar x Cal Type Size Year
Control
M55A2 20/3 Optical 6 10+ 1d6 Light* 5 20mm Towed battery 1980?

63
AIRWAR: C21 Max (2nd pdf edition)
Quick reference sheet
Turn Sequence Pilot Skill Modifiers Chart
Phase 1 Maneuver,
Gun Initiative:
Prep Apply engine power speed changes Skill Spot, Missile
Dice d6 ± pilot skill
Place maneuver cards Initiative
Resolving ties – in order:
Roll for initiative, conduct spotting Green –2 –2d6 –2
1. Lowest pilot rating
Move Move according to initiative / tailing, and Poor –1 –1d6 –1
2. Slowest aircraft
resolve ground attacks & anti-aircraft gunfire No 3. Lowest maneuver rating
Average 0 0
Fire Resolve missiles in flight (AAM & SAM) change 4. Most heavily damaged
Launch new missiles (AAM & SAM) Good +1 +1d6 +1 5. Straight d6 die roll
Resolve gun attacks (Air-to-air) Ace +2 +2d6 +2
Speed Attempt stall recovery Air-to-Air Missile Modifiers
Resolve speed changes: maneuver & stall
Pilot skill (firer’s) +/– ?
recovery
IR missile fired from target Front –2
Resolve excessive speed damage
IR missile fired from target Beam –1
Phase 2 is identical to Phase 1
SARH or ARH missile fired from target Front –1
Air-to-Air Gun Hit #s Stall Recovery (1d10) SARH or ARH missile fired from target Beam –2
Range To Hit 4+ Recovered, speed =min SARH or ARH missile launched at Long Range (head-
–1
0” to 3” 3+ 3 or less Roll 1d10 again on at 0”-24” beyond normal max range)
over 3” to 6” 5+ 1-2 Crash Launched inside Minimum Range –3
3+ Still stalled next phase Launched without a Lock –3
over 6” to 9” 6+
Target did Break or Viff –3
Air-to-Air Gun Modifiers (apply in order listed)
Target did Split-S, Immelmann, or Barrel Roll & Turn –2
Pilot skill gun dice modifier (firer’s) See chart
Target did Barrel Roll, or High Yo-yo –1
Short burst (uses 1 ammo) –2d6
Target is at Low Altitude –2
Normal burst (uses 2 ammo) No change
Target Stalled; or target failed maneuver where a Fire
Sustained burst (uses 3 ammo) +2d6 Bonus is indicated
+1
Firing from target Beam –2d6
Target drops Flares vs. IR missile –2
Firing aircraft is Crippled –1d6
Target drops Chaff vs. ARH or SARH missile –1
Target Stalled; or target Failed Maneuver Target is Towing a Decoy system
+2d6 –2
where a fire bonus is indicated
Firing from target Front Halve dice* Missile Lock Modifiers Strafing Hit #s
Target performed Successful Maneuver except Target is at Low Altitude –1 Target To Hit
Halve dice*
Unload Target’s ECM modifier –? Light 5+
* Round numbers of dice up AA Gun Fire Modifiers Medium 6+
Target is at Low Altitude +1 Heavy n/a
Surface-to-Air Missile Modifiers
Target performed successful Strafing Modifiers
IR missile fired from target Front –2 –2
maneuver except Unload Pilot skill gun dice modifier See chart
IR missile fired from target Beam –1
Target stalled; or target failed Short burst (1 ammo) –2d6
CGR / SARH / ARH / OG / LG +2
–1 maneuver where fire bonus indicated No
missile fired from target Front Normal burst (2 ammo)
Target has ECM –1 change
CGR / SARH / ARH / OG / LG
–2 Sustained burst (3 ammo) +2d6
missile fired from target Beam Spotting Modifiers
Launched without a Lock –3 Radar (Lock #, max 60” unless ‘L’) Gnd. Attack To-Hit Mods.
Target did Break or Viff –3 Pilot Skill +/– ? Pilot skill +?
Target did Split-S, Immelmann, or Each pair of weapons used
–2 Target’s ECM modifier –?
(round down)
+1
Barrel Roll & Turn Target is at Low Altitude –1
Target did Barrel Roll, or High Yo- Visual (4+, max range 28”) Aircraft’s Bomb Computer
–1 +?
yo Pilot Skill +/– ? rating (unguided bombs only)
Target did Low-Altitude move or Low-altitude attack (unguided
–2 Target’s Size rating +/– ?
weapons only)
+2
ground attack Spotter’s Spot rating +?
Target stalled; or target failed Range 12” – 20” –2 Anti-radar missile at radar that
–3
maneuver where a fire bonus is +1 Range 20” – 28” –4 shut down
indicated Gnd. Attack Damage Mods.
Target in spotter’s Rear-180 arc –1
Target drops Flares vs. IR missile –2 Target fired on spotter last phase Every three weapons used
+1 +1
Target drops Chaff vs. CGR / (round down)
–1 Target has Silver finish +1
Light or Medium target in forest /
ARH / SARH missile Target has Low-vis Grey finish –1 –1
Target is towing a decoy system –2 Night or Cloudy jungle / rough
–4
64
AIRWAR: C21 Max (2nd pdf edition)
Barrel Roll Barrel Roll and Turn Immelmann Split ‘S’ Break Turn
DR 5+ DR 6+ DR LP 8+ / MP 7+ / DR 7+ DR LP & MP 6+ / HP 5+
HP 6
Turn up to Normal move, but
Any Any turns at 2
60°
maneuver levels
1/2 Up to 1/2 Up to 1/2 move higher than rated.
1/2 move
Must use full turn
rate on first turn.
Speed –4 Speed –4 Speed Speed –3
; Def. bonus ; Def. bonus ; Speed ; +2 to +5 ; Def. bonus

Random Random Normal move,


normal turn rate.
1/2 move 1/2 1/2 move 1/2 move Must use full turn
rate on both turns.
Speed –6 Speed –6 Speed –6 Speed +6 Speed –5
: No def. : No def. : Fire bonus : Fire bonus : No def. bonus

Additional Damage Table


Unload High Yo-Yo Viff (VTOL aircraft only)
Roll Additional Damage
DR 3+ DR 7+ DR 7+
1-3 No extra damage
Turn 60°-120° Radar system KO–can’t use SARH/ARH
No No heading 4
missiles, or spot with radar
heading then 1/3 Move change 5 Missile system KO
Full move 6 Gun system KO
Up to Up to 1/2 move
straight 7 External systems KO–ECM+bombs+etc.
1/2
Turn up to 60° 8 Roll on Golden BB Table
Speed (max. 120° total) Speed Engines damaged, reduce power rating by
; +1 to +3 ; Speed –2 ; – up to 12 9 one level. Single-engine aircraft roll 1d6:
5+ means engine fails and aircraft crashes
No heading Turn 120° then Turn 60° left or Control system damaged, reduce
10
change 1/2 Move right (random) maneuver rating by one level.
Full move 1/3 Reduce speed, then
move, no turns Ejecting or Bailing Out (1d10)
straight Move 3+ succeeds after modifiers.
Speed –4 Speed –12 Excess damage –?
Speed +2
: Fire bonus : Fire bonus : Fire bonus Risky ejection (‘HzEj’ in aircraft notes) –1
Prior to 1960 (i.e. early ejection seat), or
–1
Manual bailout
Speed greater than 14” –3
Golden BB Table
Die Additional Damage ( * = if damage is due to overspeed then ignore result, no extra damage occurs )
Roll
1 Fuel leak – aircraft must leave the table within 4 turns after the turn in which it was hit, or it crashes at start of the 5th turn
2* Catastrophic engine, ordnance, or fuel explosion – aircraft instantly destroyed, -5 modifier to ejection roll
3* Pilot wounded – no more high-G manoeuvres (Immelmann, Split-S, Break)
4 Pilot incapacitated – plane crashes, no ejection
5 Jammed flight controls – aircraft can only fly straight or turn right, can’t perform Special Manoeuvres
6 Jammed flight controls – aircraft can only fly straight or turn left, can’t perform Special Manoeuvres
7 Airframe damaged – aircraft cannot perform Special Manoeuvres
8 Violent jet engine compressor stall or piston engine cutout – aircraft immediately stalls and spins, recover as normal
Power out – weapons and radar unusable; to restore electrical power roll 6+ on 1d10 at end of phase where aircraft flew
9 straight ahead and performed no special maneuvers
Fire! – At the end of each phase after the first, roll 1D10 and modify the roll by +2 if aircraft performed a Split-S (dive). On
10* 9+ the fire goes out. If the die roll fails (fire continues), lose 1 DP and roll on the Additional Damage Table (applies each
phase).
Permission given to photocopy the quick reference sheets for personal use only.

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