FW190
Area Damage Results Chart
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Fighter
Damage Results |
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Roll |
Nose
|
Cockpit |
Tail
|
Wings
|
Roll |
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|
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 |
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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. |
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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. |
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|
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. |
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Aileron:
roll 1d6: 1, 2 = no effect; 3 6 = Mark hit. If either aileron is
out plane cannot loop for rest of game. |
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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. |
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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. |
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If
item is underlined mark with cotton as long as condition
persists. |
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Damage Record
Web page by Tom Sparhawk.
If you have comments or
questions please send me an email.
Copyright 2004