force on force - aircraftrules

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Aircraft Rules Air Strike Procedures 1. Roll successful Troop Quality (1D10) check to succeed in directing the air strike 2. Declare which aircraft will be called in for the air strike 3. Roll another Troop Quality (1D10) check (representing the pilot skill) on the AIR STRIKE EFFECTIVENESS TABLE Use Medium AD environment if AA gun is still manned and operational otherwise use Light AD 4. In the Reinforcements phase of the following turn, declare target point(s) or unit and resolve fire Notes: Units engaged by an air strike must make a Morale Check or be Pinned even if no casualties are taken Units taking casualties from an Air Strike suffer a -1 Die Shift on any further Morale tests taken during the turn Friendly units gain a +1 Die Shift on any further Morale tests taken during the turn an air strike is made Either an Air Strike can be called in OR can arrive in a turn. This means at a maximum, air strikes may arrive every other turn. CASEVAC Procedures 1. Make Troop Quality Check (1D10) to succeed in calling for CASEVAC - unit may Move and/or React to Fire while calling 2. Specify desired landing zone of CASEVAC - helicopter lands in the Reinforcements phase of the next turn 3. Enemies with AT weapons and LOS may engage the helicopter in normal Action/Reaction Round of Fire NOTE: Only weapons with AT values are used in the combat - for instance a unit with 8 AKs and 1 RPG would only use the AT value of 1D6 on the attack. The AA gun would roll 3D6 and the DShK would roll 1D6. 4. Apply a +1 Die Shift to 1D8 for additional hits above the first and roll on the HELICOPTER DAMAGE TABLE 5. If not 'Crash!' or 'Forced Landing', the Helicopter successfully lands at the designated location 6. Injured troops loaded as soon as the unit(s) with casualties is in contact with aircraft 7. Aircraft lifts off during the Reinforcements phase of the following turn that troops are loaded 8. Again, enemies with AT weapons with LOS can engage the helicopter in normal Action/Reaction Round of Fire AIR STRIKE EFFECTIVENESS TABLE (p102) Die Roll Light Air Defense Medium Air Defense 1 Aircraft Destroyed Aircraft Destroyed 2 Too Hot! Aircraft Destroyed 3 Evasion! No Strike! Too Hot! 4 1/2 Strength Strike Evasion! No Strike! 5 Good Strike 1/2 Strength Strike 6 Good Strike Good Strike 7 Good Strike Good Strike 8+ Good Strike Good Strike HELICOPTER DAMAGE TABLE (p99) Die Roll vs DShK vs AA Gun or RPG 1 Ping! Jink! 2 Jink! Jink! 3 Jink! Withdraw 4 Withdraw Withdraw 5 Withdraw Weapon Damage 6 Weapon Damage Forced Landing 7 Forced Landing Forced Landing 8+ Forced Landing Crash!

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Optimised rules for aircraft in FOF

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  • Aircraft RulesAir Strike Procedures

    1. Roll successful Troop Quality (1D10) check to succeed in directing the air strike

    2. Declare which aircraft will be called in for the air strike

    3. Roll another Troop Quality (1D10) check (representing the pilot skill) on the AIR STRIKE EFFECTIVENESS TABLE Use Medium AD environment if AA gun is still manned and operational otherwise use Light AD

    4. In the Reinforcements phase of the following turn, declare target point(s) or unit and resolve fire

    Notes: Units engaged by an air strike must make a Morale Check or be Pinned even if no casualties are taken

    Units taking casualties from an Air Strike suffer a -1 Die Shift on any further Morale tests taken during the turn

    Friendly units gain a +1 Die Shift on any further Morale tests taken during the turn an air strike is made

    Either an Air Strike can be called in OR can arrive in a turn. This means at a maximum, air strikes may arrive every other turn.

    CASEVAC Procedures1. Make Troop Quality Check (1D10) to succeed in calling for CASEVAC - unit may Move and/or React to Fire while calling

    2. Specify desired landing zone of CASEVAC - helicopter lands in the Reinforcements phase of the next turn

    3. Enemies with AT weapons and LOS may engage the helicopter in normal Action/Reaction Round of Fire

    NOTE: Only weapons with AT values are used in the combat - for instance a unit with 8 AKs and 1 RPG would only use the AT value of 1D6 on the attack. The AA gun would roll 3D6 and the DShK would roll 1D6.

    4. Apply a +1 Die Shift to 1D8 for additional hits above the first and roll on the HELICOPTER DAMAGE TABLE5. If not 'Crash!' or 'Forced Landing', the Helicopter successfully lands at the designated location

    6. Injured troops loaded as soon as the unit(s) with casualties is in contact with aircraft

    7. Aircraft lifts off during the Reinforcements phase of the following turn that troops are loaded

    8. Again, enemies with AT weapons with LOS can engage the helicopter in normal Action/Reaction Round of Fire

    AIR STRIKE EFFECTIVENESS TABLE (p102)Die Roll Light Air Defense Medium Air Defense

    1 Aircraft Destroyed Aircraft Destroyed

    2 Too Hot! Aircraft Destroyed

    3 Evasion! No Strike! Too Hot!

    4 1/2 Strength Strike Evasion! No Strike!

    5 Good Strike 1/2 Strength Strike

    6 Good Strike Good Strike

    7 Good Strike Good Strike

    8+ Good Strike Good Strike

    HELICOPTER DAMAGE TABLE (p99)Die Roll vs DShK vs AA Gun or RPG

    1 Ping! Jink!

    2 Jink! Jink!

    3 Jink! Withdraw

    4 Withdraw Withdraw

    5 Withdraw Weapon Damage

    6 Weapon Damage Forced Landing

    7 Forced Landing Forced Landing

    8+ Forced Landing Crash!