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.

 

 


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