Special Hit Table | |||
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Miss | | ||
2 Hits | |||
| 3 Hits | ||
| 4 Hits | ||
5 Hits | |||
Abort | Plane must immediately dive and move to exit at nearest board edge | ||
| Elevator hit | Plane may not dive or climb for the rest of the game. | Place smoke on left wing |
Aileron/ rudder hit | Plane may not turn or slip for rest of the game. | Place smoke on tail fin | |
Engine hit | If one engine, loose one from all speeds per turn. At zero, plane verticle dives one hex forward the rest of the game. If two engines, all speeds cut in half. If three engines, first loss cuts all speeds by one third, second by two thirds. If four engines, first loss cuts all speeds by one quarter. Two lost cuts all speeds in half. Three hits reduce all speeds by three quarters. | Place smoke on engine | |
Cockpit hit | Plane goes out of control. Each turn afterward, after all other planes have moved, roll for plane movement. Roll 1d6. Result is direction the plane turns (based on altitude dial). Roll another d6. If 1 or 2, the plane dives. If 3 or 4 the plane flies level. If 5 or 6 the plane climbs. If action cannot be preformed, plane reaks apart. Any guns that pilot would fire cannot fire. If two pilots, both must be killed before this applies. | Place smoke on cockpit | |
| Fuel line/ bomb bay hit | Plane explodes. This blocks visibility and any plane that flies through the hex takes a critical hit. Effect lasts only for the turn following the fuel line hit | Leave altitude stand in place. Replace the plane with smoke. |
| Off target | If hit from firing, cause two hits to the nearest plane in range other than the target, including friendly planes. Otherwise cause one point of damage. | |
| Guns Jam | Guns that were firing may not fire next turn. If hit not from firing, no damage. | Place small smoke on wing |
Pilot stunned | Pilot is knocked out for 1d6 turns. Treat as plane out of control (#10) until pilot recovers. | Place a d6 on stand | |
Rudder damaged | Plane cannot slip or turn. Rudder corrects itself if roll 5 or 6 on 1d6. Roll each turn before movement. | Place small smoke on tail | |
| Engine damaged | If single engine plane, flies at half speed (round up) for the rest of the game. For multiple engine planes, lose an engine. (See #9) | Place small smoke on engine |
| Cockpit damaged/ oil spray | Add one to all momentum numbers. When pilot firing, subtract two from all firing dice rolls. These effects last for the rest of the game. | Place small smoke on cockpit |
| Elevator damaged | Plane cannot dive or climb. Elevator corrects itself if roll 5 or 6 on 1d6. Roll each turn before movement. | Place small smoke on wing |
Oxygen hit | Oxygen out.. Every turn in high altitude band roll 1d6 before movement. On a roll of 1 or 2 the pilot passes out. Treat as stunned (see #14). | Place smoke under plane | |
On Target | If hit is from firing, reroll all hit dice keeping all previous damage. Otherwise reroll critical hit. |
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