Ju-88
Area Damage Results Chart
| Roll | Nose | Bomb Bay | Waist | Tail | Wings | Roll |
| 2 | Controls | Wing root | Cables | Cables | Wing root | 2 |
| 3 | Oxygen | Wing root | Structural | Structural | Fuel | 3 |
| 4 | Weapons | Bombs | Structural | Elevator | Engine | 4 |
| 5 | Crew | Superficial | Superficial | Superficial | Superficial | 5 |
|
6 |
Superficial | Superficial | Superficial | Superficial | Superficial |
6 |
|
7 |
Superficial | Superficial | Superficial | Superficial | Superficial |
7 |
|
8 |
Superficial | Superficial | Superficial | Superficial | Superficial |
8 |
| 9 | Weapons | Bombs | Superficial | Rudder | Flap | 9 |
| 10 | Crew | Bombs | Structural | Elevator | Fuel | 10 |
|
11 |
Oxygen |
Cables |
Structural |
Structural |
Engine |
11 |
|
12 |
Cables |
Cables |
Cables |
Cables |
Wing
root |
12 |
|
|
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Crew Hit: Roll d6: 1, 2 = pilot; 3, 4 = Co-pilot; 5, 6 = observer. Roll 2d6 and mark hits. Less than 7 hits = no effect; 7+ = Out of action. Controls:
Roll d6 for effect: Oxygen: Roll d6: 1,2 = no effect. 3+ = Mark hit and Roll d6 again: 1 – 5 = no other effect; 6 = fire. With two hits or a fire oxygen is out. Roll for each crew next turn and every turn thereafter: 1-5 = no effect; 6 = pass out. To avoid, drop to low level. Fire: Next turn
must use extinguisher to fight fire. When fighting a fire crewman can do
nothing else. For each extinguisher used roll d6: 1 – 4 = fire out. 5,
6 = fire continues. If fire not out in next turn roll d6 hits on nose
each subsequent turn. Mark extinguisher for each attempt. |
Bombs: Wing Root: |
Waist
Structural |
Elevator: Roll d6: 1, 2 =no effect; 3,4 = Port; 5, 6 = Starboard Mark hit. Climb costs double for each elevator out. Rudder: Roll d6: 1, 2 =no effect; 3 – 6 = Mark hit. With two hits rudder out. Add 8 to turn cost and 2 to slip cost. Tail Structural |
Engine: Roll d6: Fuel: Roll d6: 1,2 = no effect; 3, 4 = fuel tank leak - Mark hit. For each hit add one to all subsequent fuel hit rolls.; 5, 6 = fuel tank fire. Fuel Tank Fire: Roll d6 the turn hit and each turn afterwards: (If plane dove subtract one from the roll. If plane climbed add one) 1 or less = fire goes out. Treat as fuel tank leak.; 2-4 = Fire continues, no other effect; 5 = Wing catches on fire. Roll two hits to wing each subsequent turn as long as fire continues. “5” rolls are cumulative; 6+ = Fuel tank explodes – plane destroyed. Wing root:
Mark hit. When either wing root accumulates three hits wing breaks
off. |
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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