Gun
Fire
Gunfire
is resolved simultaneously for all fixed gun tubes on an aircraft. They must all fire at the same target. Fixed guns fire at targets within 90 degrees
of the front of the aircraft. Flexible
guns may fire on any single target within their arc of fire. Aircraft using visual sighting may fire at
any target that they can see, if the weapons are within range and able to bear
on the target. Aircraft strafe attacks
are made on targets that are within 1250m and within 90 degrees of the front of
the aircraft. Aircraft with single
barrel guns use the aircraft gun template with one set of leafs per
barrel. Aircraft with multi-barrel guns
roll a single “to hit” die to determine if the target is struck. Then use the total number of barrels to
determine the number of hit location dice, with one die per barrel.
To
compute the percentage chance to hit the target, check the aircraft data
card. Determine the “to hit”
modifiers. Add or subtract the “to hit”
modifiers to the number on the to hit chart.
Damage is determined by tossing one twenty sided die and one six sided
die. If the number is on the chart, then
the target is hit. If the target was
hit, the six sided die will determine the nature of the damage. A result of 0 or less on the damage die is
complete explosive destruction of the target aircraft and crew, cargo and
passengers.
Any aircraft
without one of the parts listed on the aircraft hit chart will suffer no
damage. Consult the damage location
chart to determine the nature of the damage.
Aircraft that are carrying external stores will dogfight at a -50% chance
to hit unless they jettison stores. Then
they fight normally. Stores that are
jettisoned fall harmlessly to the ground.
External fuel tanks are considered as stores.
Aircraft
may fire only at targets one level above, the same level, or one or two levels
below. Aircraft diving on a flying
target receive a 10% to hit bonus.
Aircraft below a target receive a 10% deduction from the chance to hit.
CANNON FIRE
For a 20mm cannon,
take no change on the hit location die.
For a 30mm cannon,
take a DM of -1 on the hit location die and
a -1 on crew hit
selections.
For a 37+mm cannon,
take a DM of -2 on the hit location die and
a -1 on crew hit
selections.
Use the .30 caliber tripod chart for all .30 caliber
weapons. Use the .50 caliber chart for
all other guns, or combination of guns. Roll one hit location die for each gun firing. Check for armor at the hit location. If the firing weapon penetrated the armor,
then crew, engine, fuel or airframe is destroyed. Armor will protect against .30 caliber and
.50 caliber machine gun hits. When the
pilot and co-pilot are killed or all engines are destroyed or the fuel is hit
the airplane crashes. A hit on a weapon,
destroys the weapon.
Engagement
rules for aircraft vary with the capabilities of the aircraft. Aircraft types operate using visual sighting,
attack targets within range of their weapons.
In the World War One era aircraft were armed with .30 caliber machine
guns. In World War Two, aircraft often
carried .50 caliber machine guns, and small cannon of 20mm, or 37mm. As radar was developed the engagement ranges
increased.
Some
aircraft may have a long engagement range, greater than the size of the
table. To simulate this, each side will
chart the movement of their aircraft on a map overlay, every turn. The Bunkermeister can then compare the
overlays with the master map, and mark the aircraft on the map, if they would
have detected them. After marking the
overlays, the Bunkermeister can return them to each player. Players may then announce if they wish to
engage or not during their firing phase.
Aircraft Hit Location and Damage
0 EXPLOSIVE
DESTRUCTION
Aircraft,
crew, passengers, and cargo explode in a ball of flame and tiny bits fall
harmlessly to earth. No chance to bail
out, no damage to anyone on the ground.
1 CREW
One member
of the aircrew is hit. Roll a die to
determine which crew member is hit.
Crewmember is automatically killed unless using wound rules. If the pilot and co-pilot are killed, the
plane will crash and the remainder of the crew may bail out.
2 FUEL
A Fuel damage result means that the fuel tanks
have been hit. The aircraft catches on fire and the crew must bailout. Helicopters may auto-rotate within a
90-degree arc from direction of travel and must land within 1250m. Self-sealing fuel tanks and armored fuel
tanks are not damaged unless the gun is larger than .50 caliber. Aircraft will trail black smoke.
3 ENGINE
An Engine
damage result destroys one engine. On a
single engine aircraft the target will crash immediately and the crew will bail
out. Single engine helicopters cannot
auto-rotate and will crash. On
multi-engine aircraft the speed and range will be reduced, based on the total
number of engines the aircraft has when it is undamaged. Aircraft will trail black smoke.
An AIRFRAME
hit will take the aircraft "out of action" for the remainder of the
turn, due to buffeting and control surface damage. There are three types of airframe hits,
fuselage, wing and tail. Any attempt to
make an attack will cause the aircraft to immediately crash and the crew will
all be killed. The aircraft will have to
come around and make another pass. The
aircraft may resume normal operations at the beginning of the next turn. The aircraft may fire flexible weapons in
defense only. The aircraft may not drop
bombs or launch any form of ground attack or launch missiles of any type. The aircrew may bailout at any time. The aircraft will trail white smoke from the
area hit. A
second airframe hit in the same location will cause the plane to crash.
4 FUSELAGE
Damage to
fuselage, and aborts the attack this turn.
5 WING
Damage to
wings, and aborts the attack this turn.
6
TAIL
Damage to
tail, and aborts the attack this turn.
Aircraft
have four bursts of ammunition for all cannons and machine guns. All bombs of the same size drop all at
once. All unguided rockets fire at the
same time. Missiles fire one per phase.
Crew
Hits
1
Pilot 1 Pilot
2
Co-Pilot 2 Co-Pilot
3
Bombardier 3 Passenger
4
Navigator 4 Passenger
5
Gunner 5 Passenger
6
Gunner 6 Passenger
If there is no crewman of that type, go up
one level. Example if you roll a 5 or 6
and there is on Gunner, then the navigator gets killed. If the Pilot & Co-Pilot are killed,
aircraft crashes, crew may bail out.
Results of less than 1 are a 1, if Pilot is already dead, go back to the
Co-Pilot.
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