Determine the Mission
2 Bad. Mission delayed (-3 take off
3 Poor -1 take off (and -1 Landing)
4-10 Good
11. Poor -1 take off (-1 Landing)
12 Bad Mission delay 24hrs (-1 Landing)
-3 Crash
-2 Crew roll wounds/ Wrecked
-1 Crew roll wounds at +1/ Wrecked
0 Crew Safe, Aircraft Wrecked
1 Crew Safe, Plane repair 24hrs
2-12 Crew Safe, Aircraft Safe.
The Missions
1. Anti Submarine Patrol out to the Dogger Bank and then due North to the Devil's Hole before returning to the Aerodrome. | 4. General Patrol over the Long forties, returning to the Aerodrome once completed. |
2. Anti Submarine patrol over the Oyster Ground, North over the great Fisher Bank before returning to the Aerodrome. | 5. Anti-Mine layer patrol, Farnborough Head northwards to the Devil's Hole, returning to the Aerodrome once completed. |
3. General patrol over the Norfolk banks. Return via the Silver pit | 6. Scout out over the German Bight for Enemy ship movements. |
1. None
2. Light 1d6
3. Light 1d6
4. Medium 2d6
5. Heavy 3d6
6. Oh Hell! 4d6
Damage to Aircraft |
Injuries to Crew |
||||
2 |
Bomb racks |
❏ ❏ ❏ |
1 |
Pilot |
W ❏ |
3 |
Port Wing * |
❏ ❏ ❏ |
2 |
Nav |
W ❏ |
4 |
Hatch
+ Crew |
❏ ❏ ❏ |
3 |
Nose gunner |
W ❏ |
5 |
Undercarriage |
❏ ❏ ❏ |
4 |
Hatch Gunner |
W ❏ |
6 |
Stbd Wing * |
❏ ❏ ❏ |
5 |
Rear Gunner |
W ❏ |
7 |
Nose + Crew |
❏ ❏ ❏ |
6 |
Roll again |
W ❏ |
8 |
Tail * |
❏ ❏ ❏ |
Mark off one damage square for each
hit. An area can only incur three hits
at maximum before counting as destroyed.
Destroyed areas with a * symbol will bring down the aircraft. |
||
9 |
Stbd Engine |
❏ ❏ ❏ |
|||
10 |
Port Engine |
❏ ❏ ❏ |
|||
11 |
Waist + Crew |
❏ ❏ ❏ |
|||
12 |
Pilot seat + Crew * |
❏ ❏ ❏ |
Bomb run
2 Miss
3 Miss
4 On target Damage Light
5 On target Damage Heavy
6 On target Destroyed.
Flight card
Each turn roll 5 Command Dice and Draw One Card1. Pilot, 2. Spotting, 3. Aim. 4. Shoot, 5. Navigation, 6. Wild dice.
Pilot.
Move and turn, speed constant
Climb half movement or dive add half again.
Pilot needs to dice to pass a stage and enter the next patrol area.
Spotting
Use a success dice to spot and identify a target card. success.
Aim
The pilot needs to accumulate a success dice roll from his aim dice to commence the bombing run, or attack by rolling the command dice he has. 5 or 6 success unless stated on a card.
Shoot.
Bomb or Lewis, A simple D6 roll with any or all accumulated dice, 5 or 6 hits, 1 is a critical miss. Used at the end of a bombing run. Using all dice simulates the reload.
Navigation:
Pilot needs to accumulate 3 dice to move into next patrol area.
In an emergency may roll any accumulated dice 5 or 6 to succeed.
Wild card dice
Subsitute for any other dice. Roll 2 and you must draw a second card. Draw three and you must draw three cards and wipe all dice and previous cards.
Combat.
The card will state how many d6 the target can return fire with. Each 5 or 6 is a hit. Roll again on damage table.
Anti Submarine Patrol out to the Dogger Bank and then due North to the Devil's Hole before returning to the Aerodrome.
Crew
Flight Sub-Lieutenant the Hon. D.Niven
Gunlayer 3919 J. Mills
Gunlayer 3927 D. Sinden
Gunlayer 2799 W. Hay
HP serial 566
Air hours 14.
Maintenance check
Passed
200 gallons fuel.
Gunlayer 3919 J. Mills
Gunlayer 3927 D. Sinden
Gunlayer 2799 W. Hay
HP serial 566
Air hours 20.
Maintenance check
Passed
200 gallons fuel.
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