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

 

 
Weapons: Roll d6 for gun: 1, 2 = Nose; 3, 4 = rear; 5, 6 = ventral. Gun out. Roll d6 for effect: 1 – 4 = no further effect; 5 = fire; 6 = Ammunition explosion - Roll d6 hits on the nose.

 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:
1. No effect
2. Engine fire extinguishers out
3. All flaps out
4. Rudder out
5. All elevators out
6. Electrical – All engines out

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:
Roll d6:
1-4 = no effect;
5, 6 = bombs detonate. Plane destroyed.
  

Wing Root:
 If wing not known Roll d6;
 1-3 = Port wing;
 4-6 = Starboard wing.
Mark hit. When either wing root accumulates three hits wing breaks off.



 Waist Structural
Mark hit. With five hits plane breaks apart.

 

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
Mark hit. With three hits tail falls off.

 

 
Flaps: Roll d6: 1-2 = no effect; 3-6 =Mark flap hit; Two hits means flap out. Add 2 to turn and slip costs for each flap out. With both flaps out must always fly maximum speed.

Engine: Roll d6:
1, 2 = superficial damage;
3, 4 = Mark hit. With two hits engine out; With one engine out plane has max speed of 4. With both engines out must dive two levels per move and may only use dive bonus for movement.
5 = Engine Fire; (each engine has two extinguishers. Roll d6: 1 – 4 = fire out; 5, 6 = fire continues. If second attempt fails treat as fuel tank fire).
6 = Oil pan hit; Roll d6: 1, 2 = no effect. 3, 4 = leakage – engine out after d6 turns; 5, 6 = Engine fire

 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.


Cables: Mark hit - With three hits Rudder and both Elevators out.

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



Damage Record


 

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Copyright 2004