P-
47 Area Damage Results Chart
| Roll | Nose | Cockpit | Tail | Wings | Roll |
| 2 | Oil Pan | Controls | Fuselage Structural | Flaps | 2 |
| 3 | Engine | Fuel | Rudder | Guns | 3 |
| 4 | Engine | Fuel | Port 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 | Pilot | Starboard Elevator | Aileron | 10 |
| 11 | Engine | Oxygen | Rudder | Guns | 11 |
| 12 | Oil Pan | Controls | Fuselage Structural | Aileron | 12 |
| 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. | 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 d6: 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. | ||
| 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. | |||||
| Oil Pan hit. Roll d6; 1, 2 = no effect; 3+ = Engine out in d6 turn. | Controls - roll d6: 1 = no effect: 2 = Rudder out; 3 = Elevator Out; 4 = Flaps out; 5 = Ailerons out; 6 = Guns out. (do not mark) | Rudder: roll 1d6: 1, 2 = no effect; 3 6 = Mark hit. With two hits rudder out. Turn costs double. | Flaps roll d6: 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. | ||
| 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. | Aileron: roll d6: 1, 2 = no effect; 3 6 = Mark hit. If either aileron is out plane cannot loop for rest of game. | ||||
| 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
Web page by Tom Sparhawk.
If you have comments or
questions please send me an email.
Copyright 2004