Check Six Rules

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CHECK SIX

THE FAST PLAY GAME OF AIR-TO-AIR COMBAT

First Blood Games ©2006

Check Six, Copyright 2006, First Blood Games This document may be freely copied and distributed. Version p.0.02

TABLE OF CONTENTS INTRODUCTION

1

CHARTS & TABLES

2 AIRCRAFT & PILOT RECORD SHEET . . . . . . . . . . . 2 AIRCRAFT DATA CHART . . . . . . . . . . . . . . . . . . . . . . . 3 GAME CHART SHEET . . . . . . . . . . . . . . . . . . . . . . . . . . 3

MANEUVERING PERFORMANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . AIRCRAFT ALTITUDE . . . . . . . . . . . . . . . . . . . . . . . . . . AIRCRAFT SPEED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LOADED AIRCRAFT . . . . . . . . . . . . . . . . . . . . . . . . . . . SPIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . TAILING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . COMBAT FUEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SAMPLE MANEUVERING . . . . . . . . . . . . . . . . . . . . . . .

4 4 5 5 6 6 7 7 7

COMBAT 9 ANGLE MODIFIER . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 GUNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 MISSILES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 DAMAGED AIRCRAFT . . . . . . . . . . . . . . . . . . . . . . . . 12

COMBAT EXAMPLE . . . . . . . . . . . . . . . . . . . . . . . . . . 13

OTHER RULES TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . PILOT SKILL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . EJECTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LANDING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

14 14 14 14 15

ENDING A GAME 16 VICTORY CONDITIONS . . . . . . . . . . . . . . . . . . . . . . 16 CAMPAIGNS 17 PILOTS & AIRCRAFT . . . . . . . . . . . . . . . . . . . . . . . . . 17 ENDING THE CAMPAIGN . . . . . . . . . . . . . . . . . . . . . 17 SCENARIOS INTERCEPT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . INTERNATIONAL INCIDENT . . . . . . . . . . . . . . . . . . THE SWEEP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . SURGICAL STRIKE . . . . . . . . . . . . . . . . . . . . . . . . . . .

18 18 18 18 19

for each type of aircraft. Once players have selected their maneuvers the planes are then moved in accordance with the movement indicated on the maneuver sheet. If a pilot is not careful he can lose control, or stall his plane.

INTRODUCTION Check Six is a game of fast playing modern air combat. The game has been designed to be played on a hex board, using aircraft miniatures, or counters. The optimal playing surface should be about 3’ x 3’ if 1” hexes are used. If miniatures are used the most suitable scales seem to be from 1:144, to 1:700. Although 1:144 is more common the smaller scales will allow a game to be played on a much smaller surface using standard hex map boards.

In order to keep the game play fast and exciting, many elements of the game have been abstracted, and combined. For instance missiles have been divided into 2 categories, Infra red, and Radar guided, will all missiles using the same Missile Firing Zone. All Guns have been simplified as well using a common Gun Firing Zone.

The object of Check Six is to shoot down your opponent using a array of weapons and tactics. Many of the components of the game have been abstracted, and simplified to speed up game play, after all it is a game of dog fighting.

The greatest amount of detail has been put into the individual Aircraft Data Sheets, one for each type of combat aircraft.

Aircraft movement in Check Six is a matter of selecting maneuvers from an Aircraft Maneuver sheet designed

1

CHARTS AND TABLES

The third section is used to record a planes starting Combat Fuel, and fuel usage during the game. To better keep track of the amount of Combat Fuel used record the used fuel on a turn by turn basis as shown below. At the start of each game, players roll to determine how much combat Fuel their planes start the game with.

Check Six uses three different sheets in the game. The first is the Aircraft & Pilot Record sheet, used to record aircraft and pilot data during the course of a game. The second is the Aircraft maneuver sheet, used to record the basic data for the different combat aircraft used in the game. The last is the Game Chart sheet used to resolve combat and other game functions.

In the above example the plane has started with a Combat Fuel load of 60, and has used another 13 points of fuel for the first four turns of a game.

AIRCRAFT & PILOT RECORD SHEET The Aircraft/Pilot record sheet is how a player keeps track of planes and pilots under his control. Each sheet has room for recording aircraft and pilot data for three planes, and includes sections for basic information, armaments and countermeasures, fuel, maneuvering, and damage.

The fourth section is used to record damage to the plane, and includes sections for engine, fuel, control, and avionics damage. Once a box has been filled in the plane may no longer perform that action, or must suffer the indicated penalty.

Filling out the Record Sheet The first section is for basic information about the plane and pilot are located at the top of the sheet. This section contains areas to record aircraft type, aircraft identifier, pilot skill, pilot call sign, and pilot experience.

For example the Tomcat has had its Thrust reduced by 2 due to damage taken during combat The last section is for recording aircraft maneuvers. This section provides boxes for recording speed, altitude, specific maneuvers, thrust and braking, and climbing and diving. The maneuver sections contains enough boxes for a game lasting 20 turns.

The second section is for keeping track of armament and countermeasures carried by the aircraft. Armament and countermeasure data from the applicable aircraft data sheets are recorded in this section. Weapons and countermeasures listed with boxes next to them have a limited quantity available. Unused boxes should be filled in leaving an amount of open boxes equal the number of each weapon or countermeasure available from the aircraft data chart. For ECM, and Lock-on fill in the values as listed on the Aircraft Maneuver chart. As weapons are fired, and countermeasures are used boxes are filled in. When no boxes remain for a specific weapon or countermeasure the aircraft is out of that weapon or countermeasure.

The example above shows the maneuvers performed by the Tomcat through the first four turns of a game.

In the above example the Tomcat starts with 6 Gun shots, 4 IR missiles, RG missiles, 2 Flares, 2 Chaff. I RG missile has been fired, and 1 set of Chaff has been dispensed.

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AIRCRAFT DATA CHART

Line of Sight Zone

Each aircraft will have its own unique data chart that lists maneuvers, restrictions, heat zones, line of sight zones, armament, countermeasures, and performance data.

This is the area of visibility for an aircraft. In order to have a chance at tailing another plane it must be in your Line of Sight Zone. Aircraft will have different vision zones depending on the number of crew, and type of canopy. Tailing Zone Enemy planes in this zone will be able to tail you as long as you are in their Line of Sight Zone. Armaments/Countermeasures This section lists the weapons and countermeasures the plane is equipped with, along with any information that goes along with them. The numbers listed in the boxes next to the weapons and countermeasures are the quantities available. Performance This section lists any performance data not covered in other areas, and includes the maximum thrust, brake, climb, and dive rates the plane is capable of. GAME CHART SHEET This sheet contains all tables and charts for resolving missile combat, gun combat, out of control aircraft, ejection, turn sequence, landings, and pilot skill.

Aircraft Data Sheet for the F-14 Tomcat The Maneuver Table This is the large table that shows all available maneuvers the plane is able to perform. Each maneuver listed on the table has a unique number that is used to indicate the maneuver on the Aircraft/Pilot Record Sheet. The maneuvers are divided into speed bands, and Special Maneuvers. Heat Zone This is the heat signature of the aircraft, and the zones that an opponents IR missiles can track. The narrow heat zone is the area that a narrow aspect IR missile can track. The wide heat zone is the area a wide aspect IR missile can track. The wide heat zone includes the area in the narrow zone. The heat zone will vary from plane to plane, for example a twin engine plane with an afterburner will provide a bigger heat signature to the enemy than a single engine, non afterburning plane.

Check Six Game Chart Sheet.

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plane performing an Immelmann will gain 1 altitude level, and burn off 2 in speed. A pilot may apply thrust to counter the speed loss.

MANEUVERING Movement is accomplished by picking a maneuver from the Aircraft Maneuver Chart and moving the planes on the hex map corresponding to the chosen maneuver. For simplicity, climbing and diving will not effect the number of hexes moved by a plane in a given turn.

Split S The Split S is a diving maneuver that will turn a plane around after it moves one hex forward. A Split S may be performed at speed 1 or higher. A plane performing a Split S will lose 1 altitude level, and gain 2 in speed. A pilot may counter the speed gain by braking.

PLOTTING MOVES

Lateral Rudder Roll (left and Right)

A player must pick either a Special Maneuver, or a maneuver listed in the speed band in which the plane is currently traveling, then record it on the Aircraft & Pilot Record Sheet, along with any speed and altitude changes.

The Lateral Rudder Roll moves a plane in a total lateral direction, and may be performed at speed 3 to 5. The Lateral Rudder Roll will drop a planes speed by 2 unless the pilot applies thrust to counter the speed loss.

A planes current speed is the speed recorded in the previous turn, or the listed starting speed for the first turn of a game. For example, a plane that starts the game going speed 4, will have to choose either a Special maneuver, or a maneuver listed in the Speed 4 band for the first turn of the game, the speed recorded after maneuvering will be the current speed for the second turn, and so on.

Scissors (Left and Right) The scissors is a very tight weaving turn normally used to burn off speed causing an enemy plane to overshoot. Scissors may be performed at any speed of 2 to 5, and will reduce speed by 2. A pilot may apply thrust to counter the speed loss.

BASIC MANEUVERS

PERFORMANCE

Each maneuver shows the starting and ending position of the aircraft, and any speed changes caused by the maneuver. The aircraft facing and position at the start of a maneuver is shown as a black aircraft silhouette, the end facing and position as a gray silhouette.

A planes performance is its ability to apply thrust, brake, climb, and dive. Each plane will have a rating for each of the above listed on the Aircraft Maneuver sheet. Thrust Thrust is a planes ability to apply power to increase speed, and counter the speed penalties for climbing and performing maneuvers.

A pilot may choose to face his plane toward one of three hexes at the end of a maneuver: the one where the shaded silhouette points, facing the “T”, or facing the “W” hexsides. The “W” means the plane is performing a wide turn or in some cases a slide. The “T” marking means the plane is performing a tight turn, Yo-Yo, or a quick snap at the end of a turn.

Every speed band on a planes aircraft data sheet will have a listed thrust value, this is the amount of power available to the pilot at the current speed. As a plane increases speed its available thrust will decrease due to the fact that more power is required to maintain the plane at higher speed.

When performing straight maneuvers, the “L” or “R” indicate a left or right turn made at the and of the move. The “L” and “R” do not count as a turn, and may be performed even when a plane is not allowed to turn because of control damage. In addition to the basic maneuvers, planes may perform special maneuvers listed on the maneuver chart. Special maneuvers will be limited by aircraft damage, and pilot skill.

For example the Tomcat has a thrust rating of 2 at speed 4, this means the pilot has 2 thrust points available for speed increases, or countering speed reductions due to turning or climbing. If the Tomcat was moving at a speed of 6, where the thrust rating is 0, the pilot would be unable to increase speed, or counter any speed reductions due to turning, or climbing.

All Special Maneuvers are considered hard turns and may not be performed if the plane is unable to perform hard turns due to damage.

Thrust is represented by a positive number in the Thrust/Brake box in the Maneuver section of the Aircraft & Pilot record sheet

Immelmann

Thrust will be reduced by taking engine damage during combat. The reduction in thrust is subtracted from the thrust value of the aircraft in each of the speed bands. This may reduce the thrust rating in a speed band

SPECIAL MANEUVERS

The Immelmann is a climbing maneuver that will turn the plane around after it moves one hex forward. An Immelmann may be performed at speed 2 or higher. A 4

below zero. When this occurs the negative thrust must be applied, in effect will become braking.

AIRCRAFT ALTITUDE Check Six uses 6 altitude levels, with 1 being the lowest, and 6 being the highest. Planes can climb or dive while performing any maneuver. If a plane descends below altitude level 1 (level 0) through maneuvers or damage it has crashed and is removed from the game, however the pilot does get a chance to eject. The number of levels a plane may climb or dive is determined by its Climb and Dive values listed on the Aircraft Data Chart

For example the Tomcat with the thrust rating of 2 at speed 4 takes a missile hit that reduces its thrust by 3, in the next turn the player would subtract the -3 thrust damage from the 2 thrust rating resulting in a -1 thrust, the plane would be forced to reduce speed, unless it chooses to dive. Thrust will increase a planes Combat Fuel consumption during a game turn by 1 for every point of thrust used.

No plane may exceed altitude level of 6. If a plane’s maneuvering would normally take it above level 6, it is still considered at level 6.

Brake Braking is a planes ability to reduce speed, and counter speed increases from diving. Every plane has a maximum brake value listed on its Maneuver sheet. This value is the maximum amount of braking the plane is capable of regardless of speed.

VECTORED THRUST Some of the newest combat aircraft are equipped with a vectored thrust exhaust allowing the plane to rotate in flight without changing its direction of movement. The effect of a vectored thrust system is to allow a plane to rotate horizontally or vertically to take a shot at an opposing aircraft. For simplicity planes with both horizontal, and vertical thrust vectoring may only rotate horizontally, or vertical in a single turn, not both.

For example the Tomcat has a brake value of 3, the plane is moving at speed 6. The player wishes to reduce the speed of the plane by 3 while maintaining his current altitude, so the player would apply 3 brake points. Braking is represented by a negative number in the Thrust/Brake box in the Maneuver section of the Aircraft & Pilot record sheet.

Horizontal Thrust Vectoring After movement a plane with horizontal vectored thrust may adjust its Gun, and Missile Firing Zone one hexside to the left or right in order to take a shot. This is to show the planes ability to laterally slip its fuselage, take a shot, then rotate back without changing its line of flight. The plane itself is not rotated. In the case of missiles, the plane must lock on before adjusting the Missile Firing Zone, this will require the target to be in the attackers Missile Firing Zone before the plane uses vectoring. The target must still be in the attackers Firing Zone after applying thrust vectoring. A plane’s Line of Sight, Tailing Zone, and Heat Zones do not change when vectoring.

Braking will reduce the amount of fuel used by a plane in a single turn by 1 regardless of how many brake points were used. This reduction will never reduce fuel consumption below 1 point. Climb The climb value represents a planes ability to gain altitude. The value listed on a planes Maneuver sheet is the maximum number of levels the plane may climb in a single turn. Each level a plane climbs reduces the planes speed by one. This speed loss can be countered by applying 1 point of thrust for each level climbed by the plane.

Vertical Thrust Vectoring After movement a plane with vertical vectored thrust may consider itself as climbing, diving, or flying level in order to take shot at a target. For instance a plane with vertical thrust vectoring, flying level may fire at a target one level above with no modifiers for altitude difference. In the case of missiles, the plane must lock on before adjusting the Missile Firing Zone, this will require the target to be in the attackers Missile Firing Zone before the plane uses vectoring. In order to fire, the target must still be in the attackers Firing Zone after applying thrust vectoring. A plane’s Line of Sight, Tailing Zone, and heat Zones do not change when vectoring.

Climbing is represented by a positive number in the Climb/Dive box in the Maneuver section of the Aircraft & Pilot Record sheet Dive The dive value represents a planes ability to lose altitude. The value listed on a planes Maneuver sheet is the maximum number of levels the plane may dive in a single turn. Every level a plane dives will increase its speed by 1. This speed gain can be countered by applying 1 point of braking for each level the plane dives. Diving is represented by a negative number in the Climb/Dive box in the Maneuver section of the Aircraft & Pilot Record sheet

AIRCRAFT SPEED Check Six uses six speed bands, listed as 1 to 6, with 1 being the slowest, and 6 being the fastest. If a planes 5

speed is reduced to 0 through maneuvers or damage it has stalled and the pilot must pass a Spin Check to retain control of the plane, otherwise the plane has stalled and goes into a spin.

SPIN

A planes speed will vary during the course of a game due to applying thrust, braking, turning, Climbing, diving, and damage.

A plane in a spin represents a pilot that has lost control of his aircraft due to stalling, taking damage, or trying to perform a tricky maneuver. A plane that is in a spin may not perform any maneuvers, fire weapons, or engage in combat. The only concern of the pilot is trying to regain control of the plane.

Increasing Speed

Spin Check

A plane will increase its speed by applying thrust, diving, or a combination of both.

Whenever a spin check is required, the controlling player rolls 2d6 against the pilot skill of the aircraft requiring the spin check. If the roll is equal, or higher than the number needed the pilot has managed to maintain control of the aircraft, and may perform movement and combat as normal.

For a plane to gain speed using thrust, it must spend 1 point of available thrust to increase the aircraft’s speed by 1. In order for a plane to increase speed by diving, the plane must dive one altitude level for a speed increase of one, up to the planes maximum dive rating.

SPIN CHECKS TRIGGERS A Green pilot attempts a “T”, Hard, or special maneuver.

Thrust and diving can be combined to increase a planes acceleration.

An aircraft takes damage from combat.

A simple Example of a plane increasing speed could be a plane that starts a turn with a speed of 3 for instance, the player then applies 2 thrust points. The plane would end the turn with a speed of 5. If the plane had dove 1 elevation level it would have a ending speed of 6. (this example assumes the plane did not execute any hard, “T”, or special maneuvers)

An Ace pilot attempts a third Special maneuver in a row. BASE NUMBER FOR SPIN/SPIN RECOVERY Pilot Skill Base Number Green 5+ Average 4+ Veteran 4+ Ace 3+

Decreasing Speed A plane will normally decrease speed by breaking, and climbing, or using a combination of both.

SPIN CHECK MODIFIERS Engine or Control damage +1

In order for a plane to decrease speed using braking, it must spend 1 point of braking to decrease the aircraft’s speed by 1.

If this roll is failed the aircraft has begun a spin. The planes altitude is dropped by 2, and the plane will be turned to a random facing by rolling 1d6 and consulting the Spin Facing Diagram below (and on the Game Charts sheet). The indicated facing is the final facing from the direction the plane was facing at the start of the spin.

For a plane to decrease speed by climbing, the plane must climb 1 altitude level for a speed decrease of 1, up to the aircraft’s maximum climb rate. Braking and climbing can be can be combined to increase a planes deceleration. Using this combination a plane has the capability of going from any speed to a speed of 1, or less.

Aircraft that stall during movement are still moved to the final position of the maneuver before taking any required Spin Checks. A plane that fails a spin check due to damage must take the check as soon as the current attack is resolved.

LOADED AIRCRAFT A plane carrying a load of air to ground ordinance is considered to be loaded. A loaded aircraft may not perform any “T”, or hard maneuvers while loaded. In addition a loaded aircraft has its available thrust points reduced by one for each speed band. For example a F/A-18 with a load of bombs moving at speed 4 may not perform any “T”, or hard maneuvers at any speed, and would only have 1 thrust point available instead of the normal 2 thrust points for going at speed 4.

No attacks may be made against a plane while it is in a spin, this includes any further attacks in the current that might have been used against the plane. Regaining Control of a Spinning Aircraft To regain control of a spinning plane, a player must again roll 2d6 at the start of the next movement phase. The same procedure explained above is used to see if the pilot recovers his plane from the spin. If the spin check fails the plane again will drop 2 altitude levels, and must again roll for facing. A player should record the failed recovery in the maneuver section of the

Once a plane drops its load of ordinance it is no longer considered loaded, and may perform all maneuvers as normal. 6

Aircraft & Pilot Record sheet in order to keep proper track of the game turn.

COMBAT FUEL Each plane will expend an amount of fuel every turn based on the planes speed and amount of thrust used. A plane will use an amount of Combat Fuel each turn equal to the Fuel amount listed on the Maneuver Chart plus 1 point of fuel for each thrust point used. For example a Tomcat that is traveling at speed 4, and applies 3 point of thrust will expend 5 points of combat fuel, 2 for going speed 4, and three for using 3 thrust points.

A pilot that regains control of his craft may resume normal flight in the current turn. To determine the speed at which plane recovers at, roll 2d6 and consult the Recovery Speed table below. This speed is recorded as the speed for the current turn. SPIN RECOVERY SPEED TABLE 2d6 Roll* Recovery Speed 2-4 1 5-9 2 10-12 3

COMBAT FUEL Condition Each thrust point used in the current turn. Aircraft Fuel listed on Maneuver Chart. Aircraft brakes. * to a minimum of 1 point of fuel

* An Ace pilot may adjust the roll by one in either direction. TAILING The pilots that are victorious in air to air combat are the ones able to acquire a target and keep on it until it is destroyed. The best way to accomplish this is to get on an opponents tail and stay there. A tailing pilot is better able to see what his opponent is doing and then anticipate his maneuvers.

Fuel used +1 1-4 -1*

When a planes Combat Fuel reaches 0 the plane has reached the point where it must return home. The turn after a planes Combat Fuel track reaches 0, the plane must disengage from combat and return to its starting map edge. A plane may perform maneuvers that will send the Combat Fuel track below 0, but must disengage on the following turn.

To tail an enemy plane, a pilot must have the target plane in his Line of Sight Zone, and be within the enemy's Tailing Zone listed on the Aircraft Data sheets.

In a campaign game, or where players wish to keep track of pilots, when a plane takes its Combat Fuel below 0 a Landing Roll must be taken at the end of the game to see if the plane was able to return to its base and land.

While a plane is being tailed, a player must reveal the general type of maneuver being performed in the current turn This is done before the tailing plane chooses a maneuver. The tailed plane must announce whether he is turning left or right, climbing or diving, and accelerating or decelerating. Tailing information is given after all other planes have plotted their maneuvers. The tailing plane determines its maneuver, then the player gives the details to the tailing player who then plots movement for the tailing plane.

Starting Combat Fuel At the start of the game players will determine how much Combat Fuel their planes will have for the entire engagement. Each player rolls 1d6 and consults the Starting Fuel Table on the Aircraft Data sheets for the planes involved in the current engagement to determine how mush fuel his planes will start the game with. This is a single roll to determine the starting fuel for all aircraft. If a player has more than one type of plane, the roll is still made only once. The players should mark off all extra boxes on the Combat Fuel tracks.

A plane may only tail one plane at a time. When multiple planes are tailing each other, the plane that is not tailing another plane plots first, this continues until all tailed planes have plotted, with the plane not being tailed plotting last. For example plane A is tailing plane B, who in turn is tailing plane C. Plane C would have to plot first, then announce movement details to plane B, who in turn would have to plot and announce movement details to plane A.

SAMPLE MANEUVERING Our sample pilot Bubba the Tomcat dogfight with Bogey a Mig-29 Fulcrum unnamed third world country. Budda’s is 3, his altitude is 4. Bogey’s speed altitude is 4 also.

In the rare chance that the planes end up in a circle where they are all tailing the plane in front, determine who goes first randomly.

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pilot is in a pilot from an current speed is 4, and his

4 points of fuel, 1 for going speed 3, and 3 for the 3 points of thrust he used for his maneuvers.

At the beginning of the turn the planes are in the following positions on the game board.

Bogey next announces his intentions

Since neither plane is tailing both pilots plot their maneuvers, then reveal their moves to each other. Lets start with Bubba’s maneuvering. Bogey has a starting speed of 4 he must select a Special Maneuver, or a maneuver from the Speed 4 band. Bogey selects the 4-8 maneuver, a tight turn to the left. In addition Bogey wishes to increase his speed by 1, while maintaining his current altitude. In order to do this Bogey uses two thrust points, 1 to maintain his speed in the tight turn, and one to increase his speed to 5. Bogey will end the turn with a speed of 5, and an altitude of 4. Bogey next marks off 4 points of fuel, 2 for going speed 4, and 2 for the 2 points of thrust he used for his maneuvers. The planes will end their movement as shown below.

Bubba decides to announce his intentions first. Since he has a starting speed of 3 he must select a Special Maneuver, or a maneuver from the Speed 3 band. Bubba selects the 3-6 maneuver, a tight turn to the left. In addition Bubba wishes to increase both his altitude and speed by 1. In order to do this Bubba must use three thrust points, 1 to maintain his speed in the tight turn, one to increase his speed to 4, and 1 to counter the climb of 1 level. Bubba will end the turn with a speed of 4, and an altitude of 5. Bubba next marks off

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COMBAT

Rapid Fire This represents guns with multiple barrels, or multiple guns mounted on a plane. Planes with guns rated as Rapid Fire gain a -1 To-Hit modifier. Examples of rapid fire capabilities are the M6lA1 Vulcan rotary cannon, or the MiG-19 with its three 30mm cannons.

During the combat phase, each plane may fire at a single target that is in within its Missile or Gun Firing Zone. Weapons cannot be fired at targets in the same hex as the firing aircraft

Gun Firing Zone

Combat aircraft carry a wide variety of weapons, in order to increase speed of play these weapons have been simplified into three types: Guns, Radar-Guided Missiles, and Infra Red missiles. Each plane may fire one of the three weapons in a turn.

In order to fire at a target it must be within the Gun Firing Zone of the attacking aircraft, and at the right altitude. A guns firing zone is limited by altitude differences between the attacking and target aircraft. An attacking aircraft that is in level flight may only fire at a target aircraft that is the same altitude. An attacker in a dive may only fire at a target aircraft that is 1 altitude level below. A climbing attacker may only fire at a target aircraft that is one altitude level above.

ANGLE MODIFIER The Angle Modifier determines the targets aspect to the attacking aircraft. The head on attack is the most difficult, the tailing attack the easiest. This table is used in all attacks whether they be from missiles or guns. To determine the angle modifier, take the aspect angle from the firing aircraft to the target aircraft, then apply the modifier listed on the Angle Modifier to the To-Hit number of the attack. For example a plane attacking a target that is coming head on will have a +4 added to the To-Hit roll.

To-Hit The Gun Firing Zone on the Game Charts sheet has the To-Hit numbers listed in each target hex. This number, or greater must be rolled on 2d6 in order to hit the target. The modifiers on the To-Hit table must be applied to the roll. If the To-Hit roll was successful, the attacking player has hit his target, the player then rolls on the Gun Damage Table to determine the actual damage to the target aircraft.

GUNS For modern combat this means cannons from 20 to 30mm, but for simplicity these have been combined into a single Gun rating and firing zone chart or all aircraft.

Gun To-Hit Modifiers In addition to the Angle Modifier other To-Hit modifiers will be applied to the shot, in many instances the total modifiers will make the shot impossible.

After each firing of guns one box must be filled in on the Aircraft & Pilot Record Chart. When all the boxes are filled in the gun is out of ammo and cannot be used again.

GUN TO-HIT MODIFIER TABLE Condition Modifier Sustained Fire: ½ base High ROF Gun -1 Attacking pilot is Veteran -1 Attacking pilot is Ace -2 Target pilot is Veteran +1 Target pilot is Ace +2

Large Caliber Aircraft with guns rated as Large Caliber have a better chance of doing catastrophic damage to a target. Instead of the normal roll of 2 or 12 doing catastrophic damage on the Gun Damage Table, large caliber guns will do catastrophic damage on a roll of 2-3 or 11-12 on the Gun Damage Table. Small Caliber If a plane is equipped with guns smaller than 20mm it will have a slight modifier on the Gun Damage Table. When a gun damage roll equals 2, and the attack was with guns smaller than a 20mm gun, roll 1d6, if the roll is a 4-6 the target takes damage as if a 3 had been rolled on the Gun Damage Table. If the roll is a 1-3 apply damage as normal. The same effect is applied for rolling a 12 on the Gun Damage Table, with a 4-6 equaling a damage result of 11, and a 1-3 as normal damage for rolling a 2.

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If the missile is fired from the Narrow Heat Zone of the target, the base To-Hit number is reduced by one.

Gun Damage After a successful attack with guns the attacking player rolls 2d6 on the Gun Damage Table. The damage is then applied to the target of the attack.

Narrow Aspect Narrow aspect IR missiles may only be fires when an attacking aircraft has a target in its Missile Firing Zone, and is in the Narrow Heat Zone of the target plane.

GUN DAMAGE TABLE Roll Damage 2 Catastrophic: Pilot Killed* 3 Control: -3 to turning Large cal: Pilot killed 4 Control: -2 to turning 5 Control: -1 to turning 6 System: Lock-on 7 Fuel: +2 fuel burn. 8 System: Countermeasures 9 Engine: -1 to thrust 10 Engine: -2 to thrust 11 Engine: -3 to thrust. Large cal: Plane explodes 12 Catastrophic: Plane Explodes* * Small caliber guns roll 1d6, on a roll of 1-3 , a 12 becomes an 11, a 2 becomes a 3.

RADAR GUIDED MISSILES (RG) Radar guided missiles require the attacking plane to acquire a radar lock-on in order to fire. To achieve radar lock-on, the target plane must be within the attacking plane's Missile Firing Zone at the end of movement. Large Warheads Some radar guided missiles will have large warheads listed on the Aircraft Maneuver sheet. These missiles have a chance of doing increased damage to a target. When a 6, or 8 is rolled on the Missile Damage table, instead of doing the normal damage the plane will explode instead.

MISSILES

Active Homing

Combat aircraft use two type of missiles, the first is the infra red, or heat-seeking missile, the second is the Radar-Guided missile.

Some RG missiles will have an active homing system located in the missile. These are the fire and forget missiles. Once fired, these missiles do not depend on the aircraft’s radar system to track a target. An Active missile halves the base To-Hit number when fired.

The number needed to hit the target is listed in each target hex on the Missile Firing Zone. This number, or greater must be rolled on 2d6 in order to hit the target. The base To-Hit number will be modified by combat conditions, all modifiers need to be added to the base To-Hit number before making the. The base To-Hit numbers are the same for both IR and RG missiles, but the modifiers may vary.

MISSILE FIRING ZONE In order to fire an missile at a target it must be within the Missile Firing Zone of the attacking aircraft, and at the right altitude.

INFRA RED MISSILES (IR)

A aircraft’s Missile Firing Zone is limited by altitude differences between the attacking and target aircraft

Intra red missiles track the heat signature of a planes exhaust. In order to fire an IR missile the target plane must be in the attacking aircraft’s Missile Firing Zone, and be within the targets Heat Zone for the aspect of the IR missile used.

An attacking aircraft that is in level flight may only fire at a target aircraft that is the same altitude, one below, or one above. If the target aircraft is one level above or below the attacking suffers a +1 To-Hit modifier. An attacking aircraft that is in a dive may fire at a target that is at the same level, or one or two level below. If the target plane is at the same level, or two levels below the attacker suffers a +1 To-Hit modifier.

IR missiles are divided into three categories, All Aspect, Wide Aspect, and Narrow Aspect. All Aspect

An attacking aircraft that is in a climb may fire at a target that is at the same level, or one or two levels above. If the target plane is at the same level, or two levels above the attacker suffers a +1 To-Hit modifier.

All aspect IR missiles may fire at a target that is in the attackers Missile Firing Zone, regardless of the aspect of the target plane. If an attacking aircraft fires an All aspect missile while in the Wide Heat Zone of the target a -1 modifier is applied to the To-Hit number. If the attacker fires from the Narrow Heat Zone of the target plane, the base To-Hit is halved for the attack.

IR missiles will have either a wide aspect, or a narrow aspect. IR missiles with a wide aspect use the wide aspect indicated on the target aircraft heat zone. IR missiles with a narrow aspect must be within the targets narrow aspect IR zone. Wide aspect missiles fired from a hex located in the targets Narrow Aspect Zone will gain a -1 To-Hit modifier.

Wide Aspect Wide aspect IR missiles may only be fired when an attacking aircraft has a target in its Missile Firing Zone, and is within the Wide Heat Zone of the target aircraft. 10

MISSILE LOCK ON

Missile To-Hit Modifiers

In order for a plane to achieve a lock-on take the Lock-on value of the firing aircraft, total all modifiers then roll 2d6. If the roll is equal to, or greater than the number needed the plane has achieved a lock-on and may fire a RG missile at the target.

In addition to the Target Angle Modifier other To-Hit modifiers will be applied to the shot, in many instances the total modifiers will make the shot impossible. MISSILE TO-HIT MODIFIERS Condition Angle Modifier Level flight & target above or below 1 level Diving & target same level or 2 levels below Climbing & target same level or two above IR missile, target drops flares +2 All Aspect IR fired from target Wide Heat Zone All Aspect IR fired from target Narrow Heat Zone IR missile & target used 3 or more thrust points. Wide aspect fired from Narrow Heat Zone RG missile & Target drops chaff RG missile with Active homing Target aircraft with Veteran/Ace pilot

An attacking plane may attempt a lock-on, and still fire guns (at the same or a different target) in the same turn, as long as all targets are in the attacking planes firing zone. A lock-on may last for several turns, but must be maintained by attempting the lock-on roll each turn. The number of targets a plane can lock-on to is indicated on a planes Data chart. A plane that can lock-on to multiple targets must still maintain a lock-on to each target separately. For example an F-14 Tomcat may lock-on to two different planes at a time, but must maintain a lock-on to each target. The Plane may still may only fire one missile per turn. MISSILE DEFENSES

-1 -1 +2 ½ base +1

Missile Damage

There are three types of defenses against missile attacks: ECM, chaff, and flares. Planes will carry a limited number of flares and chaff. Chaff is used against RG missiles, and flares are used against IR missiles. If the attacker fires an IR missile at his target and the target dropped a flare, there is a +2 To-Hit modifier. Chaff gains the same bonus if dropped against RG missiles.

After a successful missile attack the attacking player rolls 2d6 on the Missile Damage table. The damage is then applied to the target aircraft. Roll 2 3 4 5 6 7 8 9 10 11 12

ECM, or Electronic Counter Measures are electronic jamming systems used to confuse RG missiles. A planes ECM rating is applied against the lock-on value of all planes attempting to lock-on to the aircraft. ECM is a system and is considered automatic, and therefor does not worry about quantity. A plane will only lose its ECM system through combat damage. MISSILE ATTACKS After a player announces he will fire a missile at a target the firing aircraft must decide which type of missile to use, whereas the target aircraft must decide what type of counter measures to use. Both players uses one die each to make their choices using the table below, this is kept secret until both players have made their choices, then both players reveal their choices at the same time. Remember that a player never announces ECM, it is automatic. D6 1 2 3 4 5 6

To-Hit +0-4 +1 +1 +1 +2 -1 ½ base

MISSILE DAMAGE TABLE Damage System: Countermeasures Control: -1 to turning Control: -2 to turning Control: -3 to turning Fuel: +2 fuel burn. Large warhead: Plane explodes Catastrophic: Plane Explodes Fuel: +2 fuel burn. Large warhead: Plane explodes Engine: -3 to thrust Engine: -2 to thrust Engine: -1 to thrust System: Lock-on

MULTIPLE MISSILE TARGETS (Optional) There may arise cases where more than one plane ends up in the same hex as the target plane, or where another plane is in between the attacker and his intended target. In these cases the attacking player will have to roll to see which plane the missile targets. Both friendly, and enemy planes are effected. When more than one other plane may be the targeted, the target of the missile attack is determined randomly.

Missile Attack/Missile Defense IR Missile RG Missile No Defense Chaff Flares Chaff & Flares

If the roll is successful the attack is resolved against the original target as normal. If the missile tracks another plane, resolve the attack against that aircraft instead of the original target plane, whether friend or foe.

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control damage is cumulative. For example when a plane takes its first Control hit the “T” box is filled in the Damage section of the Aircraft & Pilot Record sheet. The next time the plane takes Control damage the damage will start at the “Hard” box, and so on.

Targets in Same Hex When more than one plane ends up in the same hex, and at the same altitude, and an attacker fires a missile at one of the planes in that hex, the attacking player must roll to see which plane the missile targets. After the missile has been fired, but before calculating the To-Hit modifiers, roll 1d6 and consult the Multiple Target Table Below. Roll 1-4 5-6

When the “T” box has been marked off, the plane is prevented from performing any “T” maneuvers. When the “Hard” box is marked off, the plane may no longer perform any Hard, or special maneuvers. When the “Left” or “Right” box is marked off, the plane may no longer perform either left, or right turns. The defending player rolls 1d6 to determine which box to fill in. A roll of 1-3 means the plane may no longer perform any left turns, a 4-6 means the plane may no longer perform any right turns. Only one of these boxes will get filled in.

MULTIPLE TARGET TABLE Effect Missile tracks intended target Missile tracks another plane in the hex

Targets in Closer Hex When one or more planes ends up in a closer adjacent hex, and at the same altitude than the intended target of a missile attack, the attacking player must roll to see which plane the missile targets. After the missile has been fired, but before calculating the To-Hit modifiers, roll 1d6 and consult the Multiple Target table Below. Roll 1-5 6

When the “All” box is filled in, the plane is prevented from making any turns at all. A plane will always be able to execute the “L”, and “R” turn while the plane is performing a straight maneuver.

CLOSER TARGET TABLE Effect Missile tracks intended target Missile tracks closer plane

If a plane takes additional hits to the Controls after all boxes have been filled in the, plane will break up, and is destroyed. Remove the plane from play. The pilot may still check to see is he can successfully eject.

DAMAGED AIRCRAFT

Fuel Damage

As a game progresses planes are likely to take damage which will degrade the flight performance and effectiveness of the plane.

Fuel damage represents damage to a planes fuel system either by puncturing fuel cells or cutting fuel lines. Damage to the fuel system is cumulative each time a plane takes a hit to the fuel system an additional box is marked off in the damage section of the Aircraft & Pilot Record sheet. Each hit to the fuel system will cause the plane to burn 2 extra points of fuel each turn. If a plane takes any additional hits to the fuel system after all Fuel Damage boxes have been marked off the plane erupts into a spectacular fireball. Remove the plane from play. The pilot may still check to see is he can successfully eject.

Engine Damage Engine damage will reduce a planes ability to use thrust, which reduces the planes acceleration and speed. All engine damage to a plane is cumulative. For example a plane takes a engine hit that reduces its thrust by 1, later it again takes engine damage that again reduces thrust by 1, the plane now has lost 2 points to its thrust value.

System Damage

As a plane takes engine damage, the boxes under the Engine/Thrust heading in the damage section of the Aircraft & Pilot record sheet are filled in.

System damage will degrade the planes ability to use ECM, deploy chaff and flares, and lock-on to targets. Damage to the avionics is treated a little differently than Engine, Fuel, and Control damage in that it is not cumulative. The box for the specific system listed on the Damage Chart is filled in. If that system is again hit, no further damage is inflicted, the damage roll is ignored. A plane will not be destroyed by damage to the avionics systems.

As an added note, once a plane takes more hits than its maximum thrust rating the plane will be forced to decrease speed or dive every turn until it reaches a speed or altitude level of 0 and crashes, don’t worry about the Spin Check in this case. If a plane takes a Engine hit after all Engine damage boxes have been filled in, the planes engines will decentagrate, destroying the plane. Remove the plane from play. The pilot may still check to see is he can successfully eject.

When a plane takes a Countermeasure hit, the defending player rolls 1d6 to determine which countermeasure system has been hit, either the planes ECM, or Chaff and Flares. A roll of 1-3 means the plane no longer has the ability to use ECM, a 4-6 means the plane can no longer deploy Chaff or Flares.

Control Damage Control damage effects a planes ability to turn and execute maneuvers. Like damage to the engines, 12

+1 since Bubba is an Ace pilot, for a total To-Hit of 8+, or 10+ if Bubba drops chaff.

Catastrophic Damage Catastrophic damage will either kill a pilot, or cause the plane to explode. Once a plane has taken catastrophic damage it is removed from play.

If Bogey decides to fire an All aspect IR missile he would have a base To-Hit of 3+ (1/2 base for firing a All aspect IR missile in Bubba’s Narrow heat Zone) +1 for the altitude difference (level flight), +0 for aspect, -1 for Bubba using 3 Thrust points in the current turn, +1 for Bubba being an Ace. Bogey’s total To-Hit for an IR missile would be a 4+, or a 6+ if Bubba drops flares.

If the catastrophic damage causes a plane to explode, the pilot will have a chance to eject COMBAT EXAMPLE Using the ending positions of the aircraft from the maneuver example above, Bogey ends up two hexes behind Bubba, and one altitude level lower.

Bogey announces he is firing a missile and uses a covered die to select which type of missile he is firing. Bubba now must decide what countermeasures he is using, if any. Like Bogey he uses a covered die to select his countermeasures.

The ending positions prevent Bubba from using any weapons as Bogey is not in Bubba’s Missile, or Gun Firing Zones. Bogey cannot fire his guns at Bubba as they are at different altitudes, but may attempt to fire a missile.

Bogey reveals a 1 on his die, an IR missile has been fired. Bubba reveals a 4 on his die, he has dropped flares, Bogie will need a 6 or better to hit the Tomcat.

Bogey attempts to lock on to Bubba’s plane. He needs to roll a 6 or better on 2d6, (4+ for the MiG-29 radar rating, and +2 for Bubba’s ECM rating) he rolls a 7, Bogey has a locked on to the Tomcat, and can fire an RG missile if he wants.

Bogey rolls 2d6 and gets an 9, he has scored a hit against the Tomcat. He now must roll 2d6 to see what damage he has done to the tomcat. He rolls a 9 on 2d6, and consults the Missile Damage Table. The Tomcat has taken an Engine hit that reduces its available thrust by 2. Bubba records this damage on his Aircraft & Pilot record Sheet, and immediately takes a Spin Check to see if he retains control of his plane.

Next Bogey will decide whether to fire a IR, or RG missile. Bogey calculates the To-Hit numbers for both to figure out which will be the better shot. If he decides to use a RG missile he would have a base To-Hit of 6+, (Bogey does not have Active homing missiles, which would give a base To-Hit of 3+) +0 for target aspect, +1 for altitude difference (level flight),

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scenario they may choose pilots of different skill level from the table below. As a guideline each flight should have at least 2 pilots of one skill level for each pilot of the next higher skill level.

OTHER RULES TERRAIN

For simplicity players may decide to have all pilots start a game as Average, as these are the “Basic” pilots with the least amount of game modifiers and special rules.

Players may wish to run scenarios that include low level bombing runs, or other conditions that would bring terrain into the game. Only planes flying at level 1 need worry about terrain, and then only against mountains on the map.

STARTING PILOT SKILL LEVEL TABLE Pilot Skill Level Some third world countries Green Most countries Average NATO pilots, and some countries Average Israeli Pilots Veteran

When a plane plots a path that runs through any terrain feature designated as a level 1 feature, the plane has been destroyed and is removed from play. The pilot gets a chance to eject using the exploding aircraft number for success (10+). In addition terrain features will block vision and weapon zones. Planes will not be able to tail, or fire weapons through level one terrain features.

Instead of selecting pilots of a specific skill level, players that want to keep track of their pilots may instead wish assign each pilot a specific amount of Pilot Skill points at the start of a game or campaign.

PILOT SKILL

STARTING PILOT SKILL POINTS TABLE Pilot Skill Points Some third world countries 5 Most countries 10 NATO pilots, and some countries 15 Israeli Pilots 20

Players may wish to assign a starting Pilot Skill based on a specific scenario, for example a scenario that involves 2 Veteran pilots against 5 Green pilots. Players may also wish to assign pilots a certain amount of Skill Points at the start of a campaign based on nationality and training.

Increasing Pilot Skill

Green (0-10 points)

Pilot skill represents a pilots skill and training. As a pilot engages in air to air combat, and manages to survive, his Piloting Skills will increase.

The Green pilots are the ones with little training in air combat tactics. Many of the Third World pilots will start as Green. Green pilots must take a Spin check when performing, Hard, “T”, Special Maneuvers.

In order for a pilot on increase Piloting Skill he must survive combat, either by flying off the map edge in which he started the game on, or by successfully ejecting from an aircraft. The following table shows the skill points awarded to pilots that are able to live through combat.

Average Pilots (11-20 points) Pilots with good training but little or no combat experience. Pilots from most of the developed countries will start as Average. Average pilots may perform one Special Maneuver in a row.

SKILL POINT TABLE Action Skill Points Survive with damaged plane 1 point Survive with undamaged plane 2 points Per opponent shot down. 3 points

Veteran (21-35 points) Veteran pilots have a great amount of advanced combat training, or combat experience. Many of the pilots from NATO countries, and Israel will start as Veterans. Veteran pilots may perform 2 Special Maneuvers in a row, have a -1 To-Hit when firing guns, a +1 when fired on by guns or missiles, and a -1 to Lock on rolls.

When a pilot’s skill points reach the minimum number for the next higher Skill Level, the pilot is advanced to that level and gains all applicable bonuses. EJECTING

Ace Pilots (36+ points)

A pilot will have a chance to bail out of a plane with low fuel, that is spinning, damaged, or exploding. This is called ejecting, or more commonly, bailing out.

The best of the best, the most skilled pilots of any nation. Ace pilots may perform three consecutive Special Maneuvers in a row, they have a -2 To-Hit when firing guns, a +2 when fired on by guns, a +1 when fired on by missiles, and a -1 when attempting to Lock on rolls.

A pilot has the option of ejecting when a missile has been fired at him, before the missile actually hits. When a pilot chooses this option he does not have to worry about ejecting from a destroyed, or exploding aircraft. A pilot does not have this option when fired on with guns.

STARTING PILOT SKILL For most games the majority of pilots should be Average. But if players want to simulate a specific 14

There are several modifiers to the Landing Roll. The most common will be aircraft damage. Some like night landings and severe weather landings will only be used when a scenario dictates their use. The following table shows these landing modifiers.

In order for a pilot to successfully eject from a plane, the player rolls 2d6 and consults the table below. Rolling the indicated number or above means the pilot has successfully ejected, or bailed out. EJECTION TABLE Condition Undamaged Plane Damaged Plane Destroyed/Exploding Plane

Success 3+ 5+ 10+

LANDING Condition

Base number Per point of Combat Fuel below 0 Green pilot Veteran pilot Ace pilot Each box of control damage Each box of Engine damage Each box of Fuel damage System damage Rain Storm Severe weather Night landing Carrier landing Improvised air strip:

A pilot that successfully ejects or bails out may return for later missions. LANDING Planes that take damage, or run out of fuel must pass a Landing roll at the end of all games. To land successfully, roll 2D6, if the total of both dice is equal to or greater than the base number plus modifiers the plane has successfully returned to its base and landed. A pilot may eject before making a landing roll using to normal success number based on the condition of the aircraft. If the pilot attempts the landing, and fails, the pilot can still attempt to eject as if he was making the attempt from a destroyed aircraft

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Modifier 2 +1 +1 -1 -2 +1 +1 +1 +1 +1 +2 +3 +1 +2 +1

would be unable to make it home count as destroyed for Victory Point conditions. A damaged plane that has a chance of returning to base must pass a Landing Roll or count as destroyed. A plane that used too much Combat Fuel must also pass a Landing Roll, or count as destroyed.

ENDING A GAME A game will end when all aircraft break off , all planes from one side leave the board from the same edge the started on, all planes one side have been shot down or have crashed. If none of these conditions have been met the game will end after 20 turns.

VICTORY POINTS Condition Each damaged enemy plane Each destroyed enemy plane Each enemy Veteran shot down Each enemy Ace shot down

VICTORY CONDITIONS A player wins if his victory conditions have been met, this might be to remove any aggressors from your section (the map sheet), escorting a bomber across the map sheet, or any other conditions the players agree on.

WHO WON Point Difference Victory 0-1 Draw 2-3 Minor Victory 4-6 Victory 7 Major victory

If neither side accomplishes its goals, the winner is determined using the tables below. First both sides total their victory points, then the difference in points are compared to determine the winner of the game. Damaged planes that manage to leave the board, but

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Points 1 2 3 5

damage repaired before returning to combat. A roll is made for each category of damage to a plane, Engine, Control, System, and Fuel. The roll is made on 2d6, if the roll is equal to or greater than the number needed the plane has been repaired. If a roll is successful for a specific system, all damage to that system is considered to be repaired, if the roll is failed, none of the damage has been repaired. Repair rolls are made on all damaged aircraft after each engagement. Planes that failed repair rolls may try again after the next engagement involving the squadron they are attached to.

CAMPAIGNS A campaign represents a series of linked battles, where one battle leads to the next. For example a campaign could reflect the British and Argentineans in the Falklands, or perhaps a series of what if conflicts between two opponents. In a campaign game the players need to keep track of things like the skill of the pilots, condition of aircraft, and many other considerations that will effect the outcome of the campaign. PILOTS & AIRCRAFT

The base numbers below reflect the parts availability, and ground crew training of the different nationalities.

At the start of a campaign a player will need to equip his squadron with pilots and aircraft.

BASE REPAIR NUMBER NATO/Israel Some Third World/ Most other countries Most Third World

A squadron will normally contain 10-12 non damaged aircraft of the same type. These conditions may vary based on the campaign. A player should select 10-12 pilots from the Starting Pilot Skill table based on the nationality the player choose to run for the campaign.

MODIFIERS TO BASE NUMBER Each box of control damage Each box of Engine damage Each box of Fuel damage System damage Remote Location

Each squadron may advance two of its pilots to one skill level higher, or the squadron may advance one pilot by two skill level instead. These pilots will start the campaign with the minimum Skill Points for that level. For example a player that is playing a Third World country has pilots that start as Green, the player may advance two of his pilot to Average with 11 Pilot Skill Points. The player could instead decide to advance one of his pilots to Veteran with 21 Pilot Skill Points.

2+ 3+ 4+ +2 +2 +1 +1 +2

Replacement Pilots During the course of a campaign a squadron will most likely lose pilots. These pilots can be replaced using the following table. As with repairing aircraft, a roll on 2d6 is made for each pilot lost in combat to see if a replacement has arrived. BASE REPLACEMENT NUMBER NATO/Israel Some Third World Most Third World

The above is only a guide line for starting a campaign, players may agree on a different may of starting pilot skill and aircraft condition depending on the campaign. For example campaigns that start during a war may be begin with more experienced pilots, and some damaged aircraft.

MODIFIERS TO BASE NUMBER Remote Location

Squadron Roster

3+ 4+ 6+ +2

Replacement pilots will use the value listed on the Starting Pilot Skill Table for their nationality.

Provided with the game is a Squadron Roster to aid a player in keeping track of his squadron personnel and aircraft.

ENDING THE CAMPAIGN

The roster provides enough space to keep track of each pilot and plane in a squadron.

A campaign will end after a number of engagements as set by the players has been played, or after a number of goals has been achieved by one or more players. The winner of the campaign will be the player with the most Victory Points, or the first player to accomplish his goals.

Repairing Damaged Planes A damaged plane that survives battle, and has successfully landed at its base has a chance to have its

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SCENARIOS

INTERNATIONAL INCIDENT NATO ground based fighters have been scrambled to intercept unidentified intruding aircraft picked up by ground radar.

The following are a few basic scenarios to allow players to get used to Check Six, and use in campaigns. The following scenarios have been designed as a series of engagements between NATO pilots, and the pilots of an undisclosed “Aggressor” country. The NATO pilots have planes available from any of the existing NATO countries, the Aggressor, any Russian made aircraft.

This appears to be the classic scenario an Aggressor country uses to test NATO air defenses, but it has a twist This scenario is designed to introduce players with the Check Six air combat rules.

Players may instead wish to represent any two countries of their choice. Or perhaps put the aggressor pilots in commonly exported aircraft like F-16s, and Mirage F-1s.

NATO goals The NATO pilots must engage the intruding aircraft, and acquire lock-on against the Aggressors. The NATO pilots are not allowed to fire on the Aggressors unless they are fired upon first.

INTERCEPT NATO ground based fighters have been scrambled to intercept unidentified intruding aircraft picked up by ground radar.

Aggressor Goals As the Aggressor pilots your goal is to fire at a NATO aircraft to create an international incident and make the world aware of your plight.

This is a classic scenario used by the Aggressor county to test NATO air defenses. This scenario is designed to familiarize players with the maneuvering rules of Check Six.

Setup Both sides setup on opposite on sides of the board, within 8 hexes of their edge. The NATO player starts with 2 NATO Air Superiority aircraft of their choosing. The Aggressor player starts with 2 Russian built Air Superiority aircraft. The NATO planes start the game with a speed of 5, and an altitude of 3. The Aggressor planes start with a speed of 5, and an altitude of 5. All pilots are considered Average.

NATO goals The NATO pilots must engage the intruding aircraft, and acquire lock-on against the Aggressor pilots. The NATO pilots are not allowed to fire on the Aggressors unless they are fired upon first. Aggressor Goals As the Aggressor pilots your goal is to simply harass the NATO pilots by acquiring radar lock-ons against them.

Victory Conditions The NATO goal is to drive off the Aggressor aircraft, not shoot them down and start an international incident.

Setup Both sides setup on opposite on sides of the board, within 8 hexes of their edge. The NATO player starts with 2 NATO Air Superiority aircraft of their choosing. The Aggressor player starts with 2 Russian built Air Superiority aircraft. The NATO planes start the game with a speed of 5, and an altitude of 3. The Aggressor planes start with a speed of 5, and an altitude of 5. All pilots are considered Average.

The goal for the Aggressor is to shoot down at least one NATO aircraft to create an international incident. The NATO player wins if no aircraft are shot down. The Aggressor player wins if at least one NATO plane is shot down. If an Aggressor plane is shot down it is considered a marginal victory for the Aggressor, as it will still become an international incident, just not in the intended way.

Victory Conditions The goal of this scenario is to drive off your opponents planes, not shoot them down and start an international incident.

THE SWEEP

Once a plane has been locked-on by the enemy for 2 consecutive turns it must attempt to exit the board from its starting edge as fast as possible. The winner is the player that drives off the most opposing aircraft at the end of the game.

NATO ground based fighters have been ordered to sweep a sector in advance of a ground operation against an Aggressor country. This is the classic scenario to establish air superiority in a sector. This scenario is designed to introduce players to experienced pilots. 18

NATO goals

Aggressor Goals

As the NATO player you are to engage any Aggressor aircraft in the sector (the map board) and drive them from the sector in an attempt to establish air superiority. The NATO pilots are authorized to fire on any Aggressor aircraft found in the sector.

As the aggressor you are to engage NATO planes performing a strike, and prevent them from hitting your HQ. Setup A hex on the map sheets is designated as the Aggressor HQ. This hex needs to be at least 30 hexes from the NATO players map edge. This may require the map sheets to be placed end to end.

Aggressor Goals As the Aggressor you are to engage all NATO aircraft and drive them from the sector in an attempt to retain air superiority.

The NATO player starts with 4 NATO Air Superiority aircraft and 2 ground attack aircraft. The planes may be of the same type as long as they are capable of performing both air superiority and ground attack rolls. All NATO planes start on the first row of hexes on their side of the board.

Setup Both sides setup on opposite on sides of the board, within 8 hexes of their edge. The NATO player starts with 4 NATO Air Superiority aircraft of their choosing. The Aggressor player starts with 4 Russian built Air Superiority aircraft. The NATO planes start the game with a speed of 4, and an altitude of 4. The Aggressor planes start with a speed of 4, and an altitude of 3. Each side starts with 2 Average pilots, and 1 Veteran pilot, and 1 Ace.

The planes performing the strike start the game at speed 4, and altitude 1. The NATO planes providing air cover start the game with a speed of 4, and an altitude of 4. The NATO side starts with 4 Average pilots, and 2 Veteran pilots. These pilots are divided among the planes as the player sees fit.

Victory Conditions

The two planes performing the bomb run are considered loaded, and must remain at level 1 when possible, they may pop up to avoid terrain features.

The NATO goal is to drive off all Aggressor aircraft, by any means. The goal for the Aggressor is to drive off all NATO aircraft.

The Aggressor player starts with 4 Russian built Air Superiority aircraft. These planes are piloted by 2 Average pilots, 1 Veteran pilot, and 1 Ace pilot. The aggressor planes start with a speed of 4, and an altitude of 3, all Aggressor planes must start the game within 6 hexes of the target hex.

The NATO player wins if all Aggressor planes are shot down, or have exited the board by the end of the game. The Aggressor player wins if all NATO planes have been shot down or have exited the game board. For any other result consult the Victory Conditions tables to see who won the game.

Victory Conditions The NATO goal is to destroy the Aggressor HQ. After performing the bombing run, all NATO aircraft must attempt to exit the map from the edge they started from.

SURGICAL STRIKE NATO pilots have been tasked with performing a surgical strike against an Aggressor HQ compound.

The goal for the Aggressor is to drive off all NATO aircraft and prevent them from delivering their ordinance on their HQ.

This scenario is designed to execute a surgical strike against an enemy target, and introduce players to terrain. The map sheets need to have terrain features like hills and low mountains marked with an altitude level of 1 for this scenario. Make sure to have enough features that will not allow the attacking planes a straight shot at the HQ.

The NATO player gains 5 Victory points for each attacking plane that is able to bomb the Aggressor HQ. The HQ is considered bombed if the NATO player is able to move a loaded aircraft across the target hex at an altitude of 1 (the plane must start the turn at altitude 1). The HQ is destroyed if both attacking planes are able to bomb the HQ.

NATO goals As the NATO player you are to execute a bombing run against an Aggressor HQ compound while providing air cover for the attacking aircraft.

The Aggressor player gains 5 Victory points for each attacking plane that is unable to bomb the HQ hex. Use the Victory Point Table to determine the overall victor of the scenario.

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