Mitsubishi A6M3 Zero Sheet

Fighter Command


Weapons

MG: 7.62cal (1 pt damage per gun): Roll 3d6 to hit:
Rounds: O O O O O O O O
Cannons: 20mm (3 pts damage per gun): Roll 4d6 to hit:
Rounds: O O O O

Damage Chart: Roll 2d6

    2: 1 MG Hit
    3: 2 MG Hits
    4: 1 Cannon Hit
    5: 1 Cannon/1 MG Hits
    6: 1 Cannon/2 MG Hits
    7: 2 Cannon Hits
    8: 2 Cannon/1 MG Hit
    9: All Guns Hit
    10: All Guns Hit
    11: All Guns Hit
    12: All Guns Hit

Damage from wing or nose guns, refer to weapons list for damage:

List for damage: roll 1d6

    1: 1 hit
    2: 1 hit
    3: 1 hit
    4: 2 hits
    5: 2 hits
    6: 2 hits

Hit Location: Roll 2d6

    2: Cockpit
    3: Engine
    4: Tail
    5: Wing
    6: Wing
    7: Wing
    8: Wing
    9: Wing
    10: Tail
    11: Engine
    12: Fuel

The A6M3 may make HARD TURNS at low altitude without testing for pilot skill. If the fuel section is hit, avoid fire on a +4 for the 1st hit and +5 on the 2nd hit, and +6 on the 3rd hit.

SpeedLEFT
45-90 degrees
LEFT
0-10 degrees
Level
0-10 degrees
Level
20-45 degrees
Right
45-90 degrees
Top Speed
3 yard sticks
Hard Left
Hard Roll
Climb (-6 ft)
Dive (+6 ft)
Jink
Left
Roll
Climb (-6 ft)
Dive (+6 ft)
Jink
Level
Barrel Roll
Climb (-6 ft)
Dive (+6 ft)
Immelman
Loop
Jink
Right
Roll
Climb (-6 ft)
Dive (+6 ft)
Jink
Hard Right
Hard Roll
Climb (-6 ft)
Dive (+6 ft)
Jink
Medium Speed
2 yard sticks
Hard Left
Hard Roll
Climb (-4 ft)
Dive (+4 ft)
Jink
Left
Roll
Climb (-4 ft)
Dive (+4 ft)
Jink
Level
Barrel Roll
Climb (-4 ft)
Dive (+4 ft)
Jink
Right
Roll
Climb (-4 ft)
Dive (+4 ft)
Jink
Hard Right
Hard Roll
Climb (-4 ft)
Dive (+4 ft)
Jink
Slow Speed
1 yard sticks
Hard Left
Hard Roll
Climb (-2 ft)
Dive (+2 ft)
Jink
Left
Roll
Climb (-2 ft)
Dive (+2 ft)
Jink
Level
Barrel Roll
Climb (-2 ft)
Dive (+2 ft)
Jink
Right
Roll
Climb (-2 ft)
Dive (+2 ft)
Jink
Hard Right
Hard Roll
Climb (-2 ft)
Dive (+2 ft)
Jink

Dawn Patrol
Mitsubishi A6M3 Zero Sheet
Curtiss P-40B/C Warhawk Sheet


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