FW190 Area Damage Results Chart

 

Fighter Damage Results

 

Roll

Nose

Cockpit

Tail

Wings

Roll

 

2

Oil Pan

Controls

Fuselage Structural

Flaps

2

 

3

Engine

Pilot

Rudder

Gun

3

 

4

Gun

Fuel

Elevator

Flaps

4

 

5

Fuselage Structural

Fuselage Structural

Fuselage Structural

Wing Structural

5

 

6

Superficial

Superficial

Superficial

Superficial

6

 

7

Superficial

Superficial

Superficial

Superficial

7

 

8

Superficial

Superficial

Superficial

Superficial

8

 

9

Superficial

Superficial

Superficial

Superficial

9

 

10

Superficial

Fuel

Elevator

Aileron

10

 

11

Engine

Oxygen

Rudder

Gun

11

12

Oil Pan

Controls

Fuselage Structural

Aileron

12

 

 

 

 

Gun - roll 1d6: 1- 2 = no effect; 3 - 4 = Jam. That gun may no longer fire;

5 or 6 = Ammo explodes. Gun out. Roll d6 hits on nose.

Oxygen - Roll d6: 1 – 5 = Mark hit; 6 = fire. With two hits or a fire oxygen is out. Roll for pilot every turn thereafter: 1-5 = no effect; 6 = pass out. To avoid, drop to low level.

Elevator: roll d6:

1, 2 = no effect;

2 - 6 = Mark hit. With two hits elevator out. Climb costs double for each elevator out.

Gun - Roll 1d6: 1- 2 = no effect; 3 - 4 = Jam. That gun may no longer fire; 5 or 6 = Ammo explodes. Gun out. Roll d6 hits on wing.

Oil Pan  hit.  Roll d6; 1, 2 = no effect; 3+ = Engine out in d6 turn.

Fuel hit: Roll d6: 1,2 = no effect: 3,4 = leak. Mark hit. For each hit add one to all subsequent fuel hit rolls; 5 = fuel fire. Roll d6 hits on cockpit each subsequent turn; 6 = plane destroyed..

Flaps – roll 1d6: 1, 2 = no effect; 3 – 6 = Mark hit. One flap out - increase minimum speed by two. Second flap out   – must move maximum speed the rest of the game.

Engine hit: Roll d6: 1, 2 = no effect; 3, 4 - Mark hit. When all circles marked engine is out. 5 - 6 – Engine out. When engine out must dive two levels per move and may only use dive bonus for movement.

 Controls - roll 1d6: 1 = no effect: 2 = Rudder out; 3 = Elevator Out; 4 = Flaps out; 5 = Ailerons out; 6 = Guns out.

Rudder: roll 1d6: 1, 2 = no effect; 3 – 6 = Mark hit. With two hits rudder out. Turn costs double.

Aileron: roll 1d6: 1, 2 = no effect; 3 – 6 = Mark hit. If either aileron is out plane cannot loop for rest of game.

Pilot - roll 1d6: 1-2 = no effect, 3-6 = Roll 2d6 and mark hits. Less than 7 hits = no effect; 7 – 10 hits = all rolls -2, + 2 to all maneuvers; 11+ = KIA.

 

 

Structural: Mark hit. When all hit boxes in any one area are marked off plane breaks apart.

Fire –On turn after fire must fight fire: roll d6. 1 – 4 = fire out; 5 – 6 = fire continues. Must fly straight and level when fighting a fire. If fire not out in two attempts roll d6 hits on the cockpit each subsequent turn.

 

If item is underlined mark with cotton as long as condition persists.


Damage Record


 

Ju-88 Index

 


Web page by Tom Sparhawk.
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Copyright 2004