Air Power

Combat and Damage Tables

by J.D. Webster

AIR TO AIR GUN AND ROCKET ATTACK MODIFIERS:

Aircraft Related:
Firer Snap Shooting - + 1
Firer L or 2L damaged = + 1
Firer H damaged = +2
Firer C damaged - +3
RE Radar Ranging . - 1
CA Radar Ranging - -2
IG Radar Ranging - -3
Each 1/3d FPs of SSGT - - 1
Target A/C Siz - Var. +,
Gunsight Turn Rate - Var. +,

Angle-Off Related:
0 line -2
120 Arc +4
30 Arc +0
150 Arc +4
60 Arc +2
180 Arc +3
90 Arc +4
180 line +2
Vertical Attack - + 2

Crew Related:
Veteran Pilot -1
Combat Hero Pilot -1
Novice Pilot +1
Green Pilot +2

CUMULATIVE HITS EFFECTS
Three L = H Damage
Two H = C Damage
Two C = K Aircraft Killed
C+ H = K Aircraft Killed

PROGRESSIVE DAMAGE TABLE
Current
Damage
Die Roll
or less
Increased
Damage
L or 2L2 H
H3C
C4K

AIRCRAFT DAMAGE EFFECTS
- = Superficial Damage; no adverse effects.
L =Light Damage; no ET turns allowed, lose High Pitch Rate, aircraft becomes Low Roll Rate.
2L =Light Damage; as L plus no BT turns, + 1 to all Preparatory move requirements.
H =Heavy Damage; as 2L plus, Mil and A/B power halved, CCC halved, no roll maneuvers allowed, no supersonic flight allowed. Roll once for Systems Loss.
C =Crippled; as H plus, Lose A/B power, No HT turns, lose all technology. Roll for again Systems loss.
K = Aircraft Killed, remove from play.
Note: If end speed > High Transonic when "H" or "C" damaged, roll twice for prog. damage even if Damage Control done.

SYSTEMS LOSS TABLE

    Die Roll Critical System Lost
    1 Pilot Killed, remove aircraft from play.
    2 Crewman Killed. Lose multi-crew bonuses, lose radar and weapon technology. Bomb system manual.
    3 One Engine permanently flamed out.
    4,5 Radar disabled. Lose all radar functions.
    6,7 ECM disabled. Lose all ECM functions.
    8 Weapons System disabled, aircraft may no longer attack. Jettison stores.
    9 Internal guns and any gunpods disabled.
    10 Technology disabled, lose all technology.

AIR TO AIR MISSILE LAUNCH MODIFIERS TABLE

IR Missiles:
+2 for each Turn Rate over Launch Goo.
+2 If fired from LO or ML aft. band at lower target.
+3 If fired into SUN clutter.
+3 If fired at lower target above highest cloud layer.
+ lesser of Flare PPL or missile Flare Vulner- ability number if DDS program in effect.

BR, RH, and AH Missiles:
+ 2 for each Turn Rate over Launch GGG.

Crew Quality Effects:
Green - + 1
Veteran = -1
Tactics Master = -1

Aircraft Damage Effects:
L or 2L - + 1
H- +2
C- +2

SAM LAUNCH MODIFIERS TABLE
IR SAMs:

    + lesser of Flare PPL or missile Flare Vulnerability number if DDS program in effect.
    +3 if fired into SUN Clutter.

BR, CG,CW, TVM, OG, and LG SAW

    No launch modifiers apply.

AIR TO AIR AND SAM MISSILE ATTACK MODIFIERS TABLE

IRMs and IR SAW

    -3 If target in Afterburner Power.
    - 1 If target in Military Power.
    +2 If target in Idle Power.
    +2 If missile must lose 2 or more levels during proportional move of attack against tgt. in LO aft. band (ground clutter).
    +1 If target in Terrain Following Flight.
    + lesser of Flare PPL or missile Flare Vulnerability no.

BRMS, RHMS, AHMs & BR, CG, CW and TVM SAMs:
+ DJM rating - missile ECCM.
+ lesser of Chaff PPL or missile Chaff Vulnerability.
+ lesser of Mini-jammer PPL or Chaff Vulnerability +1.
+ Ground clutter (air to air missiles only) -6 - target Altitude above terrain - missile ECCM.
+ Listed 'T" level modifier (SAMs only, if applicable).

OG and LG SAMs
No modif iers other than angle-off and A/C size apply.

ALL Missiles:

    + / - Target A/C Size Modifier from ADO.
    - 1 if Target A/C did not Engage the missile.

AAA UNIT ATTACK MODIFIERS
+ 1 If AAA unit "D" damaged.
+2 If AAA unit "21)" damaged.
+ 1 If firing into SUN Clutter.
+2 If integral FOR jammed or not used.
- 1 If FCR-A unit in use.
-2 If FCR-B or C unit in use.
-3 If FCR-D unit in use.

JINKING VERSUS AAA
AAA Range : Maneuvering Required
Short : BT Turns, Snap-Turns, or Rolls or VIFF Maneuvers.
Medium and Long : As above plus HT Turns.

DIE ROLL TO EVADE HIT:
6 + If AAA not FCR aimed.
8 + If AAA is FCR aimed.

  • Apply Aircraft Size Modifier from ADO to this die roll.

RANDOM AAA FIRE TABLE
Aimed Fire Attempt Roll Range To Target A/C : Die Roll To Fire
Short : 8 or Less
Medium : 6 or Less
Long : 4 or Less

Plotted Fire Procedure

  • Target A/C is one nearest Heavy AAA unit.
  • Roll one die referencing Random Plotted Fire Diagram.
  • Roll Die Twice; Subtract 2d roll from first for Altitude difference in levels from Target Altitude.


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© Copyright 1991 by J.D. Webster
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