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Page 1: AIRWAR: C21

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AIRWAR: C21 (2nd pdf edition) contemporary air combat rules

Contents

Introduction Notation Materials to play

Aircraft

Aircraft characteristics Arc definitions Countermeasure decoys ECM Air-to-air rockets “Lightly loaded” “Heavily loaded” Jettisoning weapons

Pilots Advantages and flaws Order of play Initiative and order of movement

“Tailing” Movement

“Engine power” speed changes Normal movement & turning Low altitude moves Special manoeuvres Stalling Exceeding maximum speed

Air-to-air combat

Guns, gun pods & rockets Guns & gun pod attacks

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Rockets Gun/rocket attack modifiers Bomber tail guns

Air-to-air missiles Launching an AAM Missile aspect Missile locks Scores to hit AAM ranges and modifiers Countermeasure decoys Nuclear AAMs

Aircraft damage Crippled aircraft Additional damage Golden BB table Ejection Crashing

Ground objects Ground attack

Air-to-ground weapons Guns and gun pods

Initiating a ground attack Executing the attack

Resolving air-to-ground attacks (strafing) Resolving other air-to- ground attacks Ground radars & ARMs Collateral damage Target suppression

Surface-to-air fire

Surface-to-air missiles Launching SAMs

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SAM missile locks Resolving SAM attacks Anti-aircraft guns Resolving AA gun attacks Electronic warfare aircraft

Aircraft load points Spotting Spotting requirements & procedure Radar spotting Visual spotting Spotting restrictions on manoeuvring Spotting restrictions on firing Ground scale Models SOTCW Designer’s notes Aircraft ratings AAM ratings Gun pod ratings Air-to-ground weapon ratings Land based SAM ratings AA gun ratings Quick reference sheets

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Credits

Written by: David Manley, Paul Minson and Larry Freeman.

First edition written by: David Manley and Matthew Hartley.

Photos: Steve Blease

Models: Furuta Miniature War Planes collection These rules are respectfully dedicated to all the air crews who have died in the defence of peace and freedom since 1945.

Playtesters: Gavin Akers, Kevin Carrucan, Rolf Grein, Rob Kent, Russell Kent, Thomas Minson, Charles Rivers, Kevin Slimak, Ward Yarborough and Radek Zeleny.

Special thanks to: Members of the WGHistorical Yahoo Group, Matthew Hartley, Liz, Karen, Laura, Phil and Saul.

Printed by: Topflite Print Management Ltd, Farrington Fields, Farrington Guerney, Bristol, BS39 6UU

AIRWAR: C21, all rules, text, graphic and photos are © Wessex Games 2008. All rights reserved. No part of this publication may be produced in any form or by any means without the prior permission of the publisher. This publication is sold subject to the following conditions: 1. It shall not be by way of trade or otherwise be lent, resold or hired out or in otherwise circulated without the publishers prior permission in any form of binding or cover other than that in which it was published and without a similar condition being imposed on the subsequent purchaser. 2. No part of this publication may be reproduced, stored in any retrieval system or transmitted in any form or by any means electronic, mechanical, photocopying, recording scanning or otherwise without prior permission of the publishers. Published 2008 by Wessex Games Remember – illegal copying is theft and every penny you steal from us by doing it, impacts another project we are working on for wargamers.

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Introduction

AirWar: C21 is a fast play, “entry level” set of rules for dogfights set in the years after WW2, and for near future SF games. The rules use a quasi 3D manoeuvre system, whereby the action is fought out in 2D, but with some representation of 3D air combat manoeuvres. Game length is typically 6-12 turns. Playing time varies by game size, scenario, and player experience. Generally it can range from 30 minutes for a small, short scenario with four aircraft to 3-4 hours for a large, convention-style game with 6-12 flights of aircraft on the table. Typical game length with experienced players, eight aircraft, and 6-8 turns, is an hour to an hour-and-a-half.

Notation

The game uses standard notation for dice and die rolling. For example, “roll 2d10” means roll two ten-sided dice.

Materials needed to play Materials needed for playing are: Aircraft: ideally these are miniature aircraft, but cardboard counters or markers can be used. The rules work best with 1/285th, 1/300th, or 1/600th scale aircraft, but other scales can be used. The aircraft can be mounted on flight stands or placed directly on the tabletop. Whatever is used, you need to define the point where angles, arcs, and ranges will be measured from. This can be the centre of the stand, the nose of the aircraft, or some other point; just be consistent. For un-mounted aircraft 1/144th scale or larger, measuring from the tip of the nose seems to work best. Aircraft/pilot rosters: these list the ratings of the aircraft and pilots in the game and provide locations to mark off weapons and ammo as they are used, as well as to record the aircraft’s speed changes and damage taken. Dice: each player will need at least one 10-sided die (d10) and a six-sided die (d6). It is recommended to have two d10 and three or more d6. Where the rules call for a d4 to be rolled, a d6 can be used; just re-roll any ‘5’s or ‘6’s until you get results in the range ‘1’ to ‘4’. Ground units/ground targets: if you plan to play ground attack scenarios, you’ll need something on the ground to shoot at, and possibly something on the ground to shoot back at you. Ideally these would be miniatures again, at the same scale or smaller scale than the aircraft, but they can be counters. Mounting is not important, just pay attention to the game’s ground scale and what each miniature, stand of miniatures, or counter

represents (you want to avoid a kilometre-wide infantry platoon, for instance). Missile markers: these can be as simple as a counter with an arrow on it or as fancy as a miniature model missile. You just need a way to indicate that an aircraft has a hostile missile heading for it. Ideally they should have some directionality, so you can use the orientation as a memory aid for whether the missile has a lock or not (see the air-to-air missile rules for details). Radar Off markers: if using ground air defences in the scenario that use radar, you’ll need to mark stands that have shut down their radars (usually to avoid an incoming anti-radar missile) Suppression markers: use these to mark ground targets (usually anti-aircraft gun or missile stands) that have been hit and suppressed by an air attack. Cotton balls or yellow markers are suggested.

Aircraft

Aircraft are the primary units in the game. Each miniature or stand represents a single aircraft. Aircraft are usually grouped together into sections or flights of two to four aircraft. New players should generally control one or two aircraft. Experienced players can control without difficulty a flight of four aircraft, or two sections of two or three aircraft apiece. Aircraft characteristics and ratings

Aircraft have a number of factors to describe them.: Mn: minimum speed in inches. The minimum speed the aircraft can travel (if its speed drops below this it stalls and may crash). Mx: maximum speed in inches. The distance moved in each of the 2 phases in a turn (2” per 100 knots of speed). Aircraft suffer damage if they exceed this maximum speed. Pw: the raw power generated by the aircraft’s engines, affecting the ability to perform some manoeuvres. Acc1: the amount of acceleration the engine can produce in phase 1 of a turn. This is the maximum amount the aircraft’s speed can be increased at the start of the phase, in inches. Acc2: the amount of acceleration the engine can produce in phase 2 of a turn. This is the maximum amount the aircraft’s speed can be increased at the start of the phase, in inches.

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Dec: the maximum amount the aircraft can reduce speed in either phase of a turn, in inches, by cutting the throttle, opening airbrakes, etc. Ma: the aircraft’s manoeuvre rating, a measure of its ability to turn and perform manoeuvres. Can be Low, Medium, High and Extreme. Gn: the base number of dice the aircraft gets when making a gun attack with its internal guns. Am: the number of units of gun ammo carried by the aircraft for its internal guns. Each unit represents one second of fire. Bm: the aircraft’s bomb computer rating. A modifier reflecting the capability and accuracy of the aircraft’s bomb sights and computer. DP: the damage value of the aircraft; the aircraft is crippled when the number of damage points suffered equals at least half this value, and it is destroyed when the number of damage points suffered equals or exceeds this value. Cf: the number of units of chaff the aircraft carries internally. A unit represents several chaff bundles. Fl: the number of units of flares the aircraft carries internally. A unit represents several individual flares. ECM: the aircraft’s ECM modifier, giving the relative effectiveness of the aircraft’s internal ECM gear. Rdr: the aircraft’s radar number, used for radar missile locks and for radar spotting. Sz: the aircraft’s size modifier for visual spotting. Sp: a modifier used when the aircraft’s crew attempts to visually spot other aircraft, accounting for cockpit visibility and number of eyeballs looking. Ld: a measure of the maximum external load the aircraft can carry for typical combat conditions, expressed as Load Points.

Year: the approximate year the aircraft became available. Missile Load: typical missile load carried by the aircraft. Notes: specific details about the aircraft, such as the presence of tail guns or special or unusual capabilities. Arc definitions

The game uses several different arcs around an aircraft for resolving eligibility to tail an enemy aircraft or to fire on it, and for effects on weapon hit chances.

Arc Definition rear-60 a 60-degree arc centred on the rear of

the aircraft rear-180 a 180-degree arc centred on the rear

of the aircraft beam the portion of the rear-180 arc not

included in rear-60 arc (in other words, the two 60-degree arcs on either side of rear-60)

front-30 a 30-degree arc centred on the front of the aircraft

front-60 a 60-degree arc centred on the front of the aircraft

front-180 a 180 degree arc centred on the front of the aircraft

Front-60

Beam Beam

Rear-60

Rear-180

Front-30

Front-180

Arc Definition Diagram

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Countermeasure decoys

Countermeasure decoys, such as chaff or flares, provide protection against incoming guided missiles, in the form of a to-hit modifier. Some aircraft carry internal decoy dispensers. The number of chaff bundles and flares they carry are listed in the aircraft data. An aircraft may also carry a decoy dispensing pod. These carry 4 bundles of chaff and 4 flares. Aircraft carrying external pods are considered at least Lightly Loaded (described later).

ECM

Electronic countermeasures, usually occurring as jammers, provide protection against radar-directed weapons, in the form of a modifier to the lock roll when trying to lock onto the aircraft. It also represents radar cross-section reduction efforts short of full stealth (stealth is covered later in the rules). Some aircraft have internal ECM systems or are designed for reduced radar detectability. The modifier for them is listed in the aircraft data. An aircraft may also carry an external ECM pod. Aircraft carrying external pods are considered at least Lightly Loaded (described later).

Note: for heavy bombers carrying internal ECM, you should probably use the ECM values below according to year, because many have served for several decades and seen numerous ECM upgrades (e.g., the B-52 Stratofortress).

The ratings for external ECM pods and heavy bomber internal ECM by country or group and year are as follows:

Year & User ECM Load Points 1960-1969 US -2 1 Soviet Union -1 1 NATO -1 1 Warsaw Pact -0 1 2nd World -0 1 3rd World -0 1

1970-1979 US -3 1 Soviet Union -2 1 NATO -2 1 Warsaw Pact -1 1 2nd World -1 1 3rd World -0 1

1980-1989 US -4 1 Soviet Union -3 1 NATO -3 1 Warsaw Pact -3 1 2nd World -2 1 3rd World -2 1

1990+ US -6 1 Russia/CIS -4 1 NATO -5 1 2nd World -4 1 3rd World -2 1

Air-to-air rockets

Rockets are usually employed as air-to-ground weapons. However, some aircraft in the 1950s and 1960s carried them for air-to-air use as well. If carried internally they do not affect the performance of the aircraft. If carried externally, the aircraft is considered at least Lightly Loaded as below. “Lightly loaded”

A lightly loaded aircraft has its maximum speed reduced by 1; however, if the aircraft exceeds a speed of 12 after manoeuvre speed changes are applied in the Speed segment then any bombs and external rockets or rocket pods are rendered useless.* If an aircraft also qualifies to be heavily loaded, it is considered heavily loaded, not lightly loaded. It is strongly recommended that, when documenting scenarios, two lines of data be included for each lightly loaded aircraft, one showing the lightly loaded ratings for the aircraft and the other showing the normal ratings. “Heavily loaded”

Aircraft carrying external air-to-ground weapons (other than rockets), such as those hung on wing or fuselage pylons, are designated as “heavily loaded” until they have dropped or fired their air-to-ground weapons, or jettisoned them. Whilst heavily loaded, an aircraft’s engine power and manoeuvrability ratings are both reduced by 1 level, Acc1 and Acc2 are reduced by 1, and stall speed is increased by 1. Maximum speed is reduced by 2; however, if the aircraft exceeds a speed of 12 after manoeuvre speed changes are applied in the Speed segment then any bombs and external rockets or rocket pods are rendered useless.* It is strongly recommended that, when documenting scenarios, two lines of data be included for each heavily loaded aircraft, one showing the heavily loaded ratings for the aircraft and the other showing the normal ratings. * Note: A lot of external air-to-ground ordnance is either not designed for supersonic flight or has fuses that can be damaged by exceeding Mach 1. For simplicity we apply that generalisation to all air-

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to-ground bombs, rockets (not missiles) and rocket pods. Jettisoning weapons

External air-to-ground weapons may be jettisoned at any time in order to remove an aircraft’s heavily loaded status, such as in an emergency when more manoeuvrability, acceleration, or speed is needed. In extreme cases an aircraft may choose to also jettison pods as well to remove a lightly loaded status. The player simply announces that the aircraft is jettisoning all its air-to-ground weapons, or all its air-to-ground weapons and pods, and marks them all off. The change in loaded status happens immediately. Jettisoned weapons and pods have no effect on ground targets, and are permanently gone from the aircraft.

Pilots Pilots have a Pilot Skill which affects manoeuvring and use of weapons. The pilot skill is used for manoeuvring, air-to-air and air-to-ground attacks, and spotting. The gun dice modifier is applied to air-to-air and air-to-ground gun attacks. Pilot Skill

Pilot Skill Modifier

Gun Dice Modifier

Green -2 -2d6 Poor -1 -1d6 Average 0 No change Good +1 +1d6 Ace +2 +2d6

Advantages & flaws (optional) Players may modify their pilots and aircraft by choosing Advantages and Flaws from the following list. For each Advantage chosen the player must also choose one Flaw. Each Advantage and Flaw may be chosen only once.

Advantage Dead Eye +1d6 Gunnery Dice Flying Natural +1 Flying Skill Tuned Engine Increase max speed by 2 Racing Lines Improve Manoeuvrability by

one class Internal Chaff Dispenser

4 additional chaff bundles carried internally (does not make aircraft loaded, and doesn’t reduce max speed)

Flechette Ammo Re-roll any hits on gunnery damage. Each re-roll that hits results in another 1 DP damage

Armour Ignore one point of damage per weapon attack for each armour point. Note: each armour point reduces max speed by 2

Internal Flare Dispenser

4 additional flares carried in an internal dispenser (does not make aircraft loaded, and doesn’t reduce max speed)

Flaw Double Vision -1d6 Gunnery Dice "What Mountain?"

-1 Flying Skill

Weak Engine Reduce max speed by 2 Fiendish Flaps Worsen Manoeuvrability by

one class Poor Construction

Reduce aircraft’s damage point rating by 2

Duff Ammo Ignore one point of damage caused from each gun attack

Fragile Double any damage received Unlucky Re-roll the first 6 (or 10) rolled

for any action during the turn “What Gun?” Aircraft is armed with missiles

only “What Missiles?” Aircraft is armed with gun

only Note: some aircraft may have inherent design features that are the same as advantages and flaws above.

Order of play Each Turn consists of two phases: Phase 1

Prep Segment • Select and apply engine power speed

changes (unless stalled) • Place manoeuvre cards * • Roll for initiative, conduct radar/visual

spotting

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Move Segment • Test for and execute all movement or

manoeuvres in order of initiative (or tailing). Fire Segment • Resolve effects of any missiles launched

last phase • Launch new missiles (place AAM markers) • Resolve air-to-air gun or rocket attacks Speed Segment • Attempt stall recovery • Resolve speed changes due to manoeuvre

or stall recovery • Implement damage from excessive speed

(including disabled bombs and rockets on loaded aircraft)

Phase 2

Identical to Phase 1 *Aircraft below stall speed or having failed to recover from a stall cannot move or manoeuvre.

Initiative & order of movement

To determine the order in which aircraft move, roll a d6 and add the Pilot’s skill. Subtract 1 if the aircraft is travelling at less than 6” per phase, or more than 16” per phase. The result is the aircraft’s Initiative Number. Aircraft are moved in order of increasing Initiative Number, starting from the lowest. In the case of a tie, work through the following list to determine which aircraft moves first:

• Lowest pilot rating moves first • Slowest aircraft moves first • Lowest manoeuvre rating aircraft moves

first • Most heavily damaged aircraft moves first • Resolve by straight d6 die roll – no

modifiers, re-roll ties Optionally, for large games you may want to roll initiative using a d10 instead of a d6, and you may want to roll initiative for each flight instead of each aircraft.

“Tailing”

If, at the start of the Move segment, an aircraft is 9” or less away from an enemy aircraft, has the enemy aircraft in its front-30 arc, and is in the enemy aircraft’s rear-180 arc, it may opt to “tail” the enemy aircraft during movement. This should be announced at the start of the move segment. This means it executes its movement immediately after the tailed aircraft, regardless of its initiative roll. It also means that the tailing aircraft may attempt to

change its selected manoeuvre to match that of the target. If, when manoeuvres are revealed, the tailing aircraft wishes to try to change manoeuvres, it rolls a d10 and adds the tailing pilot’s skill modifier. On a modified roll of 6+ it may change its selected manoeuvre to that of the target. Note: the tailing aircraft must still roll to successfully perform the manoeuvre as normal. Note also that tailing aircraft are moved immediately after the aircraft which they are tailing, before any other aircraft move.

Movement

Aircraft speeds in the game are listed and tracked in inches per phase. For those speed junkies who want to know how fast they’re going, aircraft move 2” per 100 knots of speed in each phase (so an aircraft at 600 knots has a speed of 12 and moves 12” each phase). Typical combat speeds for most jet aircraft will range around 8 to 12.

“Engine power” speed changes

Aircraft may change speed in the Prep segment of each phase using their engines and airbrakes. The acceleration ratings in the aircraft data, ‘Acc1’ and ‘Acc2’, list the maximum amount that speed can be increased in a phase. Acc1 is the maximum increase in phase 1 of a turn, and Acc2 is the maximum increase in phase 2. ‘Dec’ is the maximum amount that speed may be reduced in a phase. An aircraft also has an Engine Power class: LP = low powered, MP = medium powered, HP = high powered. The engine power class affects ability to perform special manoeuvres, and is listed in the aircraft data. Other speed changes may result from performing special manoeuvres. These are determined at the end of each phase, and usually depend on whether a manoeuvre was performed successfully or not.

For example: An F-14A begins Phase 1 of the turn at a speed of 12. It is a High Power aircraft with Acc1 +3, Acc2 +2 so it may increase speed by +3, which it does. It moves at 15 in the Move segment of the phase. During that phase it successfully completes a Barrel Roll (see below) so its speed is reduced by 4. It therefore ends Phase 1 at speed 11.

Normal movement and turning

A normal move follows the sequence: half-move, turn, half-move, turn. When performing a normal move, an aircraft moves straight forward half its move in its current direction, then changes direction (i.e., turns) if desired. It then moves forward in its

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new direction for the other half its movement, and then turns again if desired. The maximum amount that an aircraft may change direction after each half-move is limited by its manoeuvre rating. There are four manoeuvre ratings: L = Low, M = Medium, H = High, E = extreme. A turn and arc template is provided as a play aid. To use the turn template, align the heavy arrow with the aircraft’s current direction. The aircraft may then change direction (rotate in place) up to the line marked with the letter of the aircraft’s manoeuvre rating. The aircraft can turn up to its full turn amount after each half move.

When successfully performing the special manoeuvre called “Break Turn”, an aircraft turns at two manoeuvre levels higher than it is rated (see the special manoeuvres section for details). For high- and extreme-rated aircraft, there are not two rating levels higher, so lines for their successful break turn rates are provided, marked with HBT and EBT respectively.

(If you wish to use a protractor to measure turns: L turns up to 15 degrees per direction change, M turns up to 30 degrees, H up to 45, E up to 60. A successful break turn adds 30 degrees to the turn amount for the rating, so an H aircraft doing a successful break turn turns 75 degrees.)

Low altitude moves

Although altitude isn’t explicitly tracked in the game, occasionally it’s necessary for a pilot to get down in the weeds, for instance as protection when trying to disengage and run, when trying to avoid detection on approach to a target, or when trying to ensure bombs or cannon rounds hit that pesky ground target. Here’s how to get close to the terrain.

To be eligible to move at low altitude in a phase, an aircraft cannot be marked to perform a special manoeuvre in that phase. Before making its normal move, a player may elect to move at low altitude. If

so, announce before moving it that the aircraft is moving at low altitude for that phase. Mark the aircraft as being at Low Altitude. It then makes a normal move at its current speed. The low altitude status ends at the end of the Speed segment of that phase. An aircraft may make low-altitude moves in consecutive phases, effectively staying at low-altitude, but as above it must declare and mark the low-altitude status each phase before it moves. An aircraft that fails to declare and mark its low-altitude status is considered at normal altitude for all purposes, so don’t forget to do so.

Being at low altitude gives modifiers for ground attacks performed that phase, as well as modifiers for attacks on the aircraft by other aircraft and ground anti-aircraft defences. An air-to-air gun attack involving low-altitude may only be made if both the shooter and target are at low altitude that phase.

gun arc

LM

H

E

LM

H

E

HBT

EBT

HBT

EBT

Turn and arc template

missile arc 60° arc

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Special manoeuvres At the start of each phase players may place a manoeuvre card alongside their aircraft, displaying an intention to perform some form of special manoeuvre instead of making a normal move. Cards are placed face down, and then revealed simultaneously at the start of the Move segment. The card may be a dummy, intended to try to trick an adversary into making a manoeuvre and shaking them off. An aircraft marked with a dummy manoeuvre card performs a normal move that phase. Each card has a Difficulty Rating (DR). This is the number shown after the “DR” below. Some manoeuvres are better performed by High Power (HP) aircraft; some are worse performed by low power aircraft. Where different DRs are applicable to High or Low Power aircraft these ratings are shown by HP:x or LP:y. Roll the Difficulty Rating or higher on a d10 to perform the manoeuvre. Add the pilot’s skill modifier to the die roll. Failure to make the roll means the aircraft suffers some form of penalty (see manoeuvre descriptions for details). For use during play, the quick reference sheets have condensed explanations for each special manoeuvre. Fire bonuses and penalties for manoeuvring targets show up as modifiers when resolving the fire. Barrel Roll (DR 5+): aircraft moves half distance at 60 degrees to flight path. Speed reduced by 4. No change in direction. Gives bonus against incoming fire.

Failure – aircraft moves as described above, but turns 60 degrees away from line of flight, speed reduced by 6, no bonus against incoming fire. Barrel Roll and Turn (DR 6+): aircraft moves half distance at 60 degrees to flight path and may make a 60 degree inward turn after movement. Speed reduced by 4. No change in direction. Gives bonus against incoming fire.

Failure – aircraft moves as described above, but turns 60 degrees away from line of flight, speed reduced by 6, no bonus against incoming fire. Break Turn (DR 6+ / HP 5+): aircraft attempts to make a maximum performance turn, usually to defend against an attack. The aircraft may not use weapons in a phase in which it attempts a break turn, but missiles it launched last phase will still be resolved normally. If successful the aircraft makes a normal move but turns for the phase at two manoeuvre levels higher than it is rated. The

direction change after the first half-move must use the full direction change possible; the change after the second half-move may use up to the full direction change possible but no change is required. The two direction changes do not need to be in the same direction. Speed reduced by 3. Gives bonus against in coming fire.

Failure – aircraft makes a normal move and turns at its normal manoeuvre rating, but both direction changes must use the full amount possible. Speed reduced by 5. For example: For a passed break turn, a Medium manoeuvre rated aircraft would turn using the Extreme lines on the template. For a failed break turn, the aircraft would use the Medium lines. High Yo-Yo (DR 7+): aircraft attempts to avoid an overshoot and turn inside an opponent by pulling up and then executing a diving turn. If successful the aircraft moves forward a half move, makes a first turn, moves forward one-third of a move, and makes a second turn in the same direction. The first turn must be at least 60 degrees, and the sum of the two turns must not exceed 120 degrees. Speed reduced by 2.

Failure – aircraft moves forward one-third of a move, turns 120 degrees, and moves forward a half move. Speed reduced by 4. Incoming fire attracts a bonus. Immelmann (DR 7+ / LP 8+ / HP 6+): aircraft moves up to half distance forward and then may be turned to face any heading. Speed reduced by 5.

Failure – aircraft moves forward exactly half movement distance and is turned to face a random direction. Speed reduced by 6. Incoming fire attracts a bonus. Split S (DR 7+): aircraft moves up to half distance forward and then may be turned to face any heading. Speed increased by at least 2 and at most 5; exact amount is the player’s choice within those limits.

Failure – aircraft moves forward exactly half movement distance and is turned to face a random direction. Speed increased by 6. Incoming fire attracts a bonus. Unload (DR 3+): aircraft attempts rapid acceleration by reducing drag through reducing lift. It makes a full move straight ahead, with no turns. Speed increased by up to 3 (and by at least 1).

Failure – aircraft makes a full move straight ahead, with no turns. Speed increased by 2. Incoming fire attracts a bonus.

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Viff (DR 7+ VTOLs Only): aircraft moves straight ahead up to half, then reduces speed by up to 12.

Failure – aircraft speed reduced by 12 immediately (before moving), moves straight ahead full move with its remaining speed if it has any, and then turns 60 degrees randomly to left or right. Incoming fire attracts a bonus. Note: a failed Viff will result in a speed of 0 for a start speed of 12 or less. Stalling

After resolving manoeuvre speed changes, if an aircraft’s speed was reduced below its minimum speed the aircraft stalls and loses the ability to fly (hopefully temporarily!). A stalled aircraft does not move in the next phase. At the start of the Speed segment of the next phase roll a d10, adding the pilot skill manoeuvre modifier. If the result is ‘4’ or higher, the aircraft recovers and may fly normally next phase; it ends this phase with a speed equal to its minimum speed. If the result is ‘3’ or less then the stall continues – immediately roll again, and if a 2 or less is rolled the aircraft crashes; if the aircraft didn’t crash it remains stalled in the next phase, and must attempt recovery again in that phase. Exceeding maximum speed

After resolving manoeuvre speed changes, if an aircraft’s speed exceeds its listed maximum speed the aircraft takes damage equal to the excess speed for each turn that the excess is maintained. Damage through excessive speed results in a roll on the Additional Damage table.

Note: conduct this check only during the Speed segment, not when applying engine power speed changes in the Prep segment. For example: a fighter louses up a Split-S whilst at near-maximum speed and finds itself exceeding its maximum speed by 3 after the ‘resolve manoeuvre speed changes’ portion of the Speed segment. The aircraft immediately takes 3 points of damage and rolls on the Additional Damage table.

Air-to-air combat Unless stated in the aircraft’s data, each aircraft can fire only one weapon system each phase, i.e. only one gun OR one type of missile. Ripple firing: up to two missiles may be fired by a plane in a phase, but they must be the same kind and both fired at the same target, although they may be different guidance types. This was often done to increase the chances of a hit, especially for missiles that had a low reliability or hit probability.

For example: a Russian plane may fire an IR AA-6 and an SARH AA-6 at the same time. Guns, gun pods and rockets

Aircraft internal gun ratings were described in the aircraft ratings section of the rules. Gun pods are guns carried externally on hardpoints under the wing or fuselage. They are described by a set of characteristics almost identical to internal aircraft guns:

Name: the designation of the pod or weapon. Gun: the base number of dice the aircraft gets when making a gun attack. Ammo: the number of units of gun ammo carried by the pod. Each unit represents one second of fire. Load: the number of load points used by the pod. Guns and gun pod attacks

The target must be within the shooter’s front-30 arc – the “gun” arc. The firing aircraft must select which weapon type to use in the attack: internal guns, or external gun pods. Only one or the other may be used in a single attack. The firing aircraft’s Gun rating (or the gun pod’s Gun rating) gives the base number of d6 gun dice to roll. Adjust the number of dice according to the gun modifiers, and then roll them. Each die that rolls the Hit number or higher for the target’s range causes 1 DP of damage. There are three range bands for guns. The bands have different hit numbers:

Range Distance To Target Hit Number Short 0” to 3” 3+ Medium over 3”, up to 6” 5+ Long over 6”, up to 9” 6+

A gun attack fires one burst, and there are three different burst lengths which give different modifiers and use different amounts of ammunition. The ammunition quantity carried by each aircraft is listed in the aircraft data as units of ammo, and

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ammunition for gun pods is listed similarly in the weapons and equipment data. The burst lengths are:

• short burst: 1 second, uses 1 unit of ammo

• normal burst: 2 seconds, uses 2 units of ammo

• sustained burst: 3 seconds, uses 3 units of ammo

Rockets

Air-to-air rocket attacks are resolved just like gun attacks, except for damage. The target must be within the shooter’s front-30 arc. Internal air-to-air rocket packs and external air-to-air rocket pods may each only be fired once. Aircraft able to carry an internal rocket pack are noted with the word “Rockets” in the aircraft’s notes. Each pack or pod gives 5d6 dice. Hit numbers and modifiers are the same as for guns. Unlike guns, each hit scored does 1d6 DP of damage to the target. Gun/rocket attack modifiers

Modifiers are applied in the order listed below, by altering the number of dice thrown. If a fraction results from halving the number of dice round the number of dice up, so 7d6 halved rounds up to 4d6.

Condition Modifier Pilot skill Gun Dice modifier (firer’s)

See pilot skill chart

Short burst (uses 1 ammo) –2d6 Normal burst (uses 2 ammo)

No change

Sustained burst (uses 3 ammo)

+2d6

Firing from target Beam –2d6 Target Stalled; or target Failed Manoeuvre where a fire bonus is indicated

+2d6

Firing from target front, or tail guns firing at target rear

Halve dice*

Target performed Successful Manoeuvre except Unload

Halve dice*

* Round number of dice up.

Bomber tail guns

A number of heavy bombers designed early in the Cold War had tail guns for defence. An aircraft’s tail guns can fire at one target in the aircraft’s rear-60 arc per turn. The target aspect modifiers for firing from target front and firing from target rear change, however. Firing from target rear halves the dice, while firing from target front has no modifier.

Air-to-air missiles (AAMs) Air-to-air missile (AAM) characteristics are described by several ratings: Name: the name of the AAM, sometimes including numerical designator if appropriate Guidance Type: the type of guidance of the missile: IR = infrared, SARH = semi-active radar homing, ARH = active radar homing, none = missile is unguided (this is only used on nuclear AAMs) Aspect: the arc around the target from which the weapon can be fired Lock: for IR missiles, the minimum number to roll on 1d10 to get a lock; for radar missiles it lists “radar” meaning you use the aircraft’s radar number as the lock number Range: two numbers separated by a dash, giving the minimum range in inches followed by the maximum range in inches Hit: the minimum modified die score needed to get a hit using 1d10 Damage: the number and type of dice to roll to determine damage points done when the missile has hit its target Load: the number of load points used by the missile Year: the approximate year the missile was first available for use Launching an AAM

Announce intention to fire in the “launch new missiles” portion of the Fire segment of the phase, roll for missile locks, then place a missile marker by the target for each missile launched – up to two missiles if ripple-fired. Resolve the missile attacks in the next phase’s “resolve missiles in flight” section of the Fire segment. In order to fire, the target must be within the front-60 arc of the firing aircraft. The position of the shooter with respect to the target is also important. Some missiles can only be launched from certain arcs around the target. There are also to-hit modifiers for missiles launched from some arcs at the target. It is recommended as a memory aid for determining modifiers that when missile markers are placed next to target aircraft, they are placed on the side of the aircraft corresponding to the arc from which they were launched: front-180 arc = place in

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front of target, beam arc = place on side of target, rear-60 arc = place in back of target. As a further memory aid, orient the marker so it is pointed at the target if the missile was launched with a lock, and place it sideways or pointed away from the target if it was launched without a lock. Missiles are either radar guided or IR guided. Different modifiers and lock numbers apply to both, and target aircraft can employ different countermeasures against them (chaff and flares respectively). Missile aspect (target arc limitations)

Missiles with an aspect of “rear-60” can only be fired if the shooter is within the target’s rear-60 arc. Missiles with an aspect of “rear-180” can only be fired if the shooter is within the target’s rear-180 arc. Missiles with an aspect of “all” can be fired from any angle around the target. Radar guided missiles are either Semi-Active Radar Homing (SARH) or Active Radar Homing (ARH). As well as being in arc at the time of firing, an aircraft that fired a SARH missile must have the target in its front-60 arc when the hit is resolved, i.e. after all movement the target must still be within the front-60 arc of the shooter. In addition, an aircraft that has launched a SARH missile must not perform any special manoeuvre during the phase the missile is in flight other than a Barrel Roll, Barrel Roll and Turn, or Break Turn. ARH missiles do not have these restrictions. Missile locks

When attempting to launch missiles, a player first must roll for missile locks. First the player declares how many and what type of missile he is attempting to launch. Then he rolls for locks as below. The player may decline to launch any missiles which don’t have a lock, but he must launch any missiles for which he got a lock. A missile may be launched without a lock, but suffers a large negative to-hit modifier. In its data, each missile has a column labelled “lock”. IR missiles have their lock number listed there. For each IR missile the player is attempting to launch, roll 1d10. If the lock number or greater is rolled then the missile has locked on. SARH and ARH missiles have the word “radar” listed instead of a lock number. For them, the launching aircraft must get a radar lock on the target by rolling against the aircraft’s radar number. The aircraft’s data lists its radar number. To get a lock, roll 1d10,

if the result equals or exceeds the radar number, the aircraft has a radar lock. Unlike IR missiles, you only roll once for a radar lock and the roll applies to all radar-guided missiles launched that phase. Missile lock rolls only apply for the phase in which they are made. In each phase that a player wishes to launch missiles he must roll for locks as above. Missile Lock Modifiers Condition Modifier Target is at Low Altitude –1 Target’s ECM rating (SARH/ARH/CGR only)

–?

Scores to hit

Missiles have a Hit number. The Hit number is the minimum score required on a d10 to hit the target after all applicable modifiers have been applied to the die roll. The Hit number for the missile is listed in the missile data. Regardless of the modified die score, a natural (i.e., unmodified) ‘10’ rolled on the die always hits, and a natural ‘1’ always misses. Always roll a separate d10 to hit for each missile. AAM ranges and modifiers

Each missile has a minimum range and maximum range listed, in inches. Any missile launched at a range shorter than the listed minimum range has a large negative to-hit modifier. Missiles may not be fired beyond their listed maximum range, except for Long Range launches as below. Long range launches: SARH or ARH missiles with a launch arc of “all” may be launched at targets from 0” to 24” beyond the listed maximum range, but only if the firer is in the target’s front-60 arc (i.e., the shot must be roughly head-on). When firing at targets beyond normal range in this manner, there is a negative modifier to hit.

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Condition Modifier Pilot’s Skill modifier (firer’s) +/– ? IR missile fired from target Front –2 IR missile fired from target Beam –1 SARH or ARH missile fired from target Front

–1

SARH or ARH missile fired from target Beam

–2

SARH or ARH missile launched at Long Range (head-on at 0”-24” beyond normal max range)

–1

Launched inside Minimum Range –3 Launched without a Lock –3 Target did successful Break Turn or Viff

–3

Target did successful Split-S, Immelmann, or Barrel Roll & Turn

–2

Target did successful Barrel Roll, or High Yo-yo

–1

Target is at Low Altitude –1 Target Stalled; or target Failed Manoeuvre where a fire bonus is indicated

+1

Target drops Flares vs. IR missile –2 Target drops Chaff vs. ARH or SARH missile

–1

Target is Towing a Decoy system* –2

* Decoy system – if the missile misses, but the score to hit is only 1 or 2 less than the score required to hit, the decoy has been hit and destroyed. Countermeasure decoys (flares and chaff)

Countermeasure decoys (flares or chaff) are dropped immediately before the missile attack is resolved. The player controlling the target aircraft announces whether the target is dropping flares or chaff before the die roll to hit is made. One unit of chaff or flares is used for each incoming missile, and must be marked off when used. The number of flares and/or chaff that an aircraft can carry internally is listed in the aircraft data. The target

may also have external decoy dispenser pods carrying chaff and flares. AAM damage

When a missile gets a hit, roll for damage on the target. In the missile data the type and number of dice to roll is listed under Damage. Roll the die or dice indicated. For multiple dice add the results together. The result is the number of damage points the target aircraft suffers. Nuclear air-to-air missiles

These were unguided “Cold War relics”, intended to destroy large bomber formations in a single shot. They are identified in the weapon data with “nuclear” in the damage column. The missile is fired as a normal AAM, but flies straight ahead for a specified distance up to its listed range. This distance must be written down and kept secret. After all aircraft movement has been completed in the following phase the distance that the missile flies is revealed. All aircraft within 4” are destroyed. All aircraft beyond 4” but within 6” suffer 2d10 damage. All aircraft beyond 6” but within 8” suffer 1d10 damage. Aircraft damage

An aircraft’s damage value represents a combination of the robustness of its systems and the strength of its structure. In essence, it is a measure of how much punishment it can take and still remain flyable. The damage value is how many damage points (DP) the aircraft can take before being destroyed. An aircraft that has suffered damage points equal to its damage value is destroyed. Damage suffered is cumulative during the game. A stealthy aircraft that suffers any damage immediately loses its stealth characteristics. It can no longer use modifiers associated with stealth. Crippled aircraft

When the accumulated damage an aircraft has suffered equals half or more of its damage value, it immediately becomes crippled. Round fractions up, so for example, an aircraft with a damage value of 7 becomes crippled when it has taken 4 DP. A crippled aircraft suffers the following effects:

• Its manoeuvrability rating drops 1 level. • It suffers a negative modifier to gun attacks. • Its maximum speed is immediately halved

(round up; for example, 15 halved becomes 8).

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Note: in the phase that an aircraft becomes crippled, halving the maximum speed means that during the Speed segment of that phase an aircraft may suffer overspeed damage if it is moving faster than its new, reduced maximum speed. For example: an A-4C Skyhawk has a damage value of 6, and is flying at speed 8. Earlier in the game it took 1 DP from a gun attack. This phase it takes 2 DP from a missile hit in the Fire Segment, making its total damage taken 3 DP. It is now crippled, with a max speed of 6. During the Speed segment of the same phase, it takes 2 DP overspeed damage (speed 8 versus max speed 6). Additional damage

Each time an aircraft takes damage from a weapon hit or overspeed roll a d10 to see what additional damage has been caused. Roll once for each gun attack, and once for each missile that hits. In addition, each time an aircraft takes overspeed damage it must roll (although some results may be ignored as indicated). An additional damage result knocking out a system that was already knocked out by an earlier additional damage result has no effect. For example: in one phase a 6 DP fighter at speed 10 with a max speed of 18 takes 2 DP from a gun attack and 1 DP from a missile hit. It rolls twice on the Additional Damage table, once for the gun attack and once for the missile hit. It is now crippled, so its max speed is reduced to 9. In the Speed segment, it is overspeed by 1 (speed 10 vs. max of 9), so it takes 1 DP damage more, and rolls again on the Additional Damage table.

Die Roll Additional Damage 1-3 No extra damage

4 Radar system KO: can’t use SARH/ARH missiles, can’t spot using radar

5 Missile system KO: no more missiles may be fired

6 Gun system KO: guns may no longer be fired

7 External systems KO: ECM and bomb systems may no longer be used

8 Roll on the ‘Golden BB’ table

9

Engines damaged: reduce power level by 1. Single-engined aircraft roll an additional d6 – 5+ means the engine is lost and the aircraft crashes!

10 Control system damaged – reduce manoeuvrability by 1 level

The ‘Golden BB’ table

This table represents all the lucky (or unlucky) shots and damage that produce unusual effects. Roll on it when the Additional Damage table directs.

Die Roll Additional Damage 1 Fuel leak: aircraft must leave the table

within 4 turns after the turn in which it was hit, or it crashes at start of the 5th turn

2* Catastrophic engine or ordnance explosion: aircraft instantly destroyed, -5 modifier to ejection roll

3* Pilot wounded: no more high-G manoeuvres (Immelmann, Split-S, Break)

4 Pilot incapacitated: plane crashes, no ejection

5 Jammed flight controls: aircraft can only fly straight or turn right, can’t perform Special Manoeuvres

6 Jammed flight controls: aircraft can only fly straight or turn left, can’t perform Special Manoeuvres

7 Airframe damaged: aircraft cannot perform Special Manoeuvres

8 Violent engine compressor stall: aircraft immediately stalls and spins, recover as normal

9 Power out!: weapons and radar unusable; to restore electrical power roll 6+ on 1d10 at the end of any phase where the aircraft flew straight ahead and performed no special manoeuvre.

10* Fire!: At the end of each phase after the first, roll 1d10 and modify the roll by +2 if the aircraft performed a Split-S. On 9+ the fire goes out. If the die roll fails (e.g., the fire continues) lose 1 DP and roll on the Additional Damage Table (applies each phase).

* If damage was due to overspeed, then ignore this result – no extra damage occurs.

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Ejection If an aircraft is destroyed there is a chance that the crew can eject or bail out. To do so successfully, roll 3+ on a d10 modified as below. If the aircraft suffered excess damage when it was destroyed then the amount of excess damage is applied as a negative modifier to the roll. Natural (i.e., unmodified) rolls of ‘10’ always result in a successful ejection or bailout. For example: a fighter with 2 remaining DP takes 5 points of damage from the missile that destroys it. This results in excess damage of 3, so the ejection roll is modified downward by 3. Condition Modifier Excess damage –? Risky ejection aircraft (‘HzEj’ in aircraft notes)

–1

Prior to 1960 (i.e., early ejection seat) or Manual bailout

–1

Speed is greater than 14 –3 For campaigns: If a pilot ejects over friendly territory, the pilot is saved and may be returned to service; if ejecting over enemy territory they escape and evade successfully on a d10 roll of ‘8’ or more, otherwise they are captured. Crashing (optional)

When an aircraft is destroyed, it crashes. It impacts the ground a full move straight forward from its current location using its current speed. Stalled aircraft have a speed of zero – they hit right where they are. For each ground object within 1” of the

impact point roll 1d10. The object is hit on a 6+ and suffers 1d6 DP of damage.

Ground objects (optional) Unless you plan on using the rules for ground attack and surface-to-air fire, this section is optional. A ground object is a ground unit or ground target. A miniature, stand of miniatures, or a counter is used to represent a ground object on the table. What an object represents depends on the type of unit, and is listed in the ground objects table below. Ground objects are fixed, and do not move during the course of the game. Ground objects are grouped into three target classes: Light targets are generally soft. Examples are trucks, dismounted infantry, wooden buildings, and small wooden bridges. SAMs, AA guns, and artillery, that are not dug in are light targets, too. Dug-in light targets are treated as medium targets. Medium targets are targets that require accuracy but not a great deal of explosive power to damage. Examples are armoured vehicles, dug-in infantry, dug-in artillery, dug-in AA guns, dug-in SAMs, earth & log bunkers, normal steel buildings, minor bridges. Heavy targets are targets that require both heavy explosive power and high accuracy to damage. Examples are hardened aircraft shelters, concrete bunkers, major steel or concrete bridges, industrial and concrete buildings, steel-reinforced concrete fortifications, and runways.

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General ground object information

Like aircraft, each ground unit or target has a damage value, and damage is cumulative during the game. If the total damage points on the target from current and any previous attacks equals or exceeds its damage value, it is eliminated. Recommended damage values for targets are listed, but it is impossible to cover everything, so

use the values given as guidelines when rating a unit or target. For a target not listed, make your best guess after considering the likely weapons that would be or were used historically to attack it. Ground target ratings for specific air defence units are listed later with their data.

Stand type Target class Damage What it represents… Infantry Light* 3 half platoon (about 16 men) Truck Light* 2 3 to 5 trucks APC / IFV Medium 3 section or half platoon (2 vehicles) Tank Medium 4 section or half platoon (2 vehicles) Bunkers Medium 6 2 to 4 bunkers defended by ~16 men Unarmoured self-propelled AA Gun

Light* 3 section or half platoon (2 vehicles)

Armoured self-propelled AA Gun

Medium 4 section or half platoon (2 vehicles)

Unarmoured self-propelled SAM

Light* 1 single vehicle

Armoured self-propelled SAM

Medium 2 single vehicle

Fixed or towed SAM Light* 5 site, radar stand is separate Fixed or towed AA guns Light* 5 site, radar stand is separate Radar Light* 1 radar for a fixed SAM/AA gun site, it must be placed

within 4” of the site’s stand. Can also be early warning radar not associate with a site.

Wooden bridge Light 3 small wooden road bridge, usually very narrow Small stone or concrete bridge

Medium 4 to 8 small bridge over a stream or drainage culvert, carries light vehicle traffic

Large steel/concrete bridge

Heavy 10 to 20 per

support or piling

large, long highway or railway bridge over a river or large canal, capable of carrying heavy traffic

Hardened aircraft shelter Heavy 4 to 8 Small building Light 1 to 5 wooden house or shack, small commercial building Medium building Medium 3 to 10 small industrial building, large commercial building Large building Heavy 5 to 15 large industrial building, hardened military building Small runway Medium 5 to 10 runway on a small commercial or private airfield Large runway Medium 10 to 20 runway on a large commercial or military airfield

* Dug in Light targets are treated as Medium targets .

Ground attack (optional) A ground attack is any attack by an aircraft on a ground target. Although the emphasis of the game is on air-to-air combat, a lot of real-world aerial fights originated from attacks on ground targets and attempts to defend against them. Plus, there’s a new, fun set of challenges in trying to place bombs on a target while being shot at. We recommend getting comfortable with the air combat rules first, but once you are, here’s how to move mud.

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Air-to-ground weapons There are five classes of air-to-ground ordnance in the game. They are: unguided bombs, unguided cluster bombs, unguided rockets, guided weapons, and guns (including gun pods). A common set of ratings are used to describe all air-to-ground weapons except guns and gun pods: Class: the class of the weapon Range: the range of the weapon in inches ROF: the number of weapons of that type that can be used in a single ground attack by an aircraft; “unl” means an unlimited number of weapons of that type may be used together in a single attack Salvos: the number of rocket salvos a rocket pod carries; does not apply to other weapon classes Hit Light: the minimum modified die score needed for an attack to hit a Light class target Hit Medium: the minimum modified die score needed for an attack to hit a Medium class target Hit Heavy: the minimum modified die score needed for an attack to hit a Heavy class target Damage: the type and number of dice to roll to determine the base damage points done when an attack has hit its target; modifiers apply to the result for terrain the target is in and number of weapons used in the attack

Load: the number of load points used by the weapon or pod Year: the approximate year the weapon became available for use Notes: any special details or information about the weapon Additionally, some weapons are marked with usage restrictions:

• Some require the aircraft to make a low-altitude attack. These have an asterisk (*) after the weapon name.

• Some cannot be used in a low-altitude attack. These have a carat (^) after the weapon name.

• Anti-radar missiles can only be used against a target that has an emitting radar. See the section on anti-radar missiles for details. Anti-radar missiles are marked with a tilde (~) after the weapon name.

Guns and gun pods

Characteristics of internal guns and external gun pods were listed earlier in the aircraft ratings section and in the air-to-air combat section of the rules, respectively. An aircraft can choose to use either use its internal guns or external gun pods, but not both, in one air-to-ground gun attack.

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Initiating a ground attack An aircraft performing a ground attack must make a normal move in the phase the ground attack is made. An aircraft marked to do a special manoeuvre that phase cannot make a ground attack. An aircraft that makes a ground attack may not make an air-to-air attack in the same phase. Note: an aircraft marked with a dummy special manoeuvre card makes a normal move and thus may perform a ground attack. A ground attack must be declared at the start of the movement of the aircraft making the attack, and the player must declare whether the move and attack is to be at low-altitude or normal altitude. A low-altitude attack is simply a ground attack made during a low-altitude move. The numbers and types of weapons or rocket salvos being used must also be announced.

Ground attack restrictions

• an aircraft may only target one ground stand per phase, and may only use one class of weapons per phase. The five classes are unguided bombs, unguided cluster bombs, unguided rockets, guided weapons, and guns (including gun pods). The ROF listed for the weapon is the maximum number of weapons or rocket salvoes of that type that can be used in one attack. A ROF of “unl” means an unlimited number of weapons or rocket salvoes of that type may be used in a single attack.

• multiple types of unguided bombs may be used together (e.g. 500 lb bombs and 1000 lb bombs) in an attack.

• multiple types of unguided cluster bombs may be used together.

• multiple types of unguided rockets may be used together.

• guided weapons used together must all be the same type.

• to use unguided bombs or guided weapons, the aircraft must have a speed of 14 or less.

• to use unguided rockets or guns the aircraft must have a speed of 10 or less.

• to perform a gun attack the aircraft must be at low altitude.

Executing the attack After declaration of a ground attack, the aircraft performs a normal move. For all guns and for weapons with a range of ‘0’, the attacker must pass within 1” of the target stand.

For weapons with a range greater than ‘0’, the attacker has to end the move with the target in range and within his front-60 arc. If he ends the move out of range, the weapon(s) automatically miss. Resolving air-to-ground attacks (strafing)

Air-to-ground gun attacks are resolved similar to air-to-air attacks. A strafing attack is resolved immediately after the attacking aircraft finishes moving, and is considered simultaneous with anti-aircraft gunfire at the attacking aircraft. Like air-to-air gun attacks, strafing uses the aircraft’s or gun pod’s Gun dice rating, the attack fires a single burst, the player selects whether to fire a short, normal, or sustained burst, and the burst length determines ammo units expended. To resolve the attack, find the number of gun dice from the attacking aircraft’s data, adjust the number of dice as per the strafing modifiers below, then roll them. Each die that scores the hit number or higher for the target’s class does 1 DP of damage. Note: a strafing attack cannot damage a Heavy class target. Strafing hit numbers

Target Class Hit Number Light 5+ Medium 6+ Heavy none

Strafing modifiers

Condition Modifier Pilot skill Gun Dice modifier (firer’s) See pilot

skill chart Short burst (uses 1 ammo) –2d6 Normal burst (uses 2 ammo) No change Sustained burst (uses 3 ammo) +2d6

Resolving other ground attacks

The ground attack is resolved immediately after the attacking aircraft finishes moving, and is considered simultaneous with anti-aircraft gunfire at the attacking aircraft. Look up the to-hit number for the weapon against the class of target being attacked (Light, Medium, or Heavy). If “n/a” appears in the to-hit listing, it means the weapon isn’t able to damage that target type. If multiple types of weapons with different hit numbers were used together in the attacks, use the best one (i.e., most lethal). Roll 1d10, and apply the ground attack to-hit modifiers. If using rocket pods, count each rocket salvo as a separate weapon for the modifiers. If the modified die roll equals or exceeds the to-hit

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number, then the target was hit. Regardless of the modifiers and to-hit number, a natural ‘10’ always hits, and a natural ‘1’ always misses. If the target was hit, roll damage for the weapon type as indicated in its damage rating (adding the scores if multiple die are called for), and modify the roll by the ground attack damage modifiers. If rocket pods are used, count each salvo as a separate weapon for modifiers. For an attack using multiple weapons, roll only once (not once per weapon). If multiple types of weapons with different damage ratings were used together, use the best damage rating (i.e., most lethal), and still roll only once. Ground attack to-hit modifiers

Condition Modifier Pilot’s Skill modifier +/–? Each pair of weapons used (round down)*

+1

Aircraft’s Bomb rating (unguided bombs and unguided cluster bombs only)

+?

Low-Altitude attack (unguided weapons only)

+2

Anti-radar missile at radar that shut down

–3

* If you drop/launch 1 weapon, no modifier. If you use 2-3 weapons, then you get +1. If you use 4-5 weapons, you get +2. If you use 6-7 weapons, +3. etc. Ground attack damage modifiers

Condition Modifier Every three weapons used (round down)*

+1

Light or Medium target in forest / jungle / rough

–1

* If you drop/launch 1 or 2 weapons, no modifier. If you use 3-5 weapons, then you get +1. If you use 6-8 weapons, you get +2. If you use 9-11 weapons, +3. etc.

For example: an average pilot is in an F-4E Phantom II carrying two pods of 19x2.75” FFAR unguided rockets (each having 3 salvos) and six Mk-82 500 lb. bombs. He makes a low altitude ground attack using the rockets on a dug-in infantry stand (3 DP) in the jungle, which is a Medium target. The player elects to use 4 rocket salvos against the target in this attack. The hit number is 8+. Each salvo counts as one weapon being used, so there’s a +2 hit modifier for two pairs of weapons. Low altitude gets another +2. A ‘4’ is rolled, which is modified to an ‘8’, which is a hit. 1d4 is rolled for damage, and a ‘2’ is rolled. This is modified by +1 for having one group of three weapons, and -1 for the target being in jungle, for a net result of 2 DP of damage done. The target has 1 DP left and is suppressed. The F-4E has 2 rocket salvoes and all its bombs remaining. A few phases later, the F-4E attacks a different dug in infantry stand in the jungle, this time choosing to use all 6 Mk-82 bombs. The hit number is 11+. The die roll is +3 for three pairs of weapons being used, and +2 for the Phantom’s bomb computer rating. A ‘7’ is rolled, which is modified to a ‘12’ for a hit. 1d6 is rolled for damage, resulting in a ‘2’. This is modified by +2 for two groups of three weapons, and by -1 for the jungle, giving a net die roll of ‘3’ for 3 DP damage done. The infantry stand is destroyed. Ground radars & anti-radar missiles

Many ground objects have ground radars (usually the air defence units). A fixed SAM site stand, and some fixed heavy AA gun site stands, will have a separate accompanying ground radar stand that must be within 4” of the site. There may also be stand-alone early-warning ground radar stands. Self-propelled SAMs stands that use CGR, SARH, or ARH guidance have integral ground radars. Self-propelled AA gun stands that are radar-directed also have integral ground radars. Warships having any kind of air defence weapons will usually have integral radar. Ground radars have two states: emitting (i.e., on), and off. Stands that are not marked with a ‘radar off’ marker are emitting. Changes of state are only allowed in the Move segment. A ground stand may only turn on its radar at the start of the Move segment. It may turn off its radar at any time during the Move segment, and it is considered to shut down before any ground attack is resolved against it. A ground stand that turns off its radar may not turn it on again for at least four phases (two full turns). If a radar stand for a fixed SAM site or the integral radar of a self-propelled SAM stand is turned off, any CGR or SARH missile it is guiding (i.e., any it launched last phase) is lost. A ground

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object that starts with its radar off may turn it on for the first time without any delay. (It can turn on at the start of the Move segment in Phase 1 of Turn 1, for instance.) A ground stand with its radar off may not launch any missile that is radar-guided (CGR, SARH, ARH) or fire radar-directed guns, but some stands also have optical or other guidance that may be used to attack while their radar is off. A ground object with an emitting radar is the only allowed target of an anti-radar missile. The attack is announced and executed like any other ground attack with a guided weapon, except that if the target chooses to shut down its radar, the attack suffers a -3 modifier to hit. Note: an anti-radar missile that hits after the target radar shut down simply means that the target didn’t detect the attack and shut down in time. For example: a ZSU-23/4 stand turns off its radar in the Move segment of Turn 2 Phase 2 in response to an AGM-45 Shrike anti-radar missile attack on it. It may not turn it on again until the start of the Move segment in Turn 4 Phase 2. Collateral damage

If the ground attack was with cluster bombs, each ground stand (enemy or friendly) within 2” of the target is also attacked using the hit number for its target type, and the same to hit and damage modifiers as used on the initial target. If the ground attack was using weapons not including cluster bombs or guns, for each ground stand (enemy or friendly) within 2” of the target stand of the attack, roll 1d10. On a ‘10’, the stand is also hit. Roll separately for damage against it in the same manner as for the target. Target suppression

A target that takes at least 1 DP of damage and survives is suppressed. Mark it as suppressed. It may not fire in the remainder of that phase, nor in the following phase. Note: this only applies to targets that can actually fire at aircraft. Don’t bother marking bridges, buildings, etc., as suppressed.

Surface-to-air fire (optional) This section covers all fire by ground objects at aircraft. Again, we recommend learning the air-to-air rules first. But to add a thrill to your games, there’s nothing like a SAM launch or the rip of automatic anti-aircraft gunfire.

Surface-to-air missiles (SAMs) A SAM unit on the table represents a single self-propelled launch vehicle or a single fixed SAM site (usually a SAM battery). For fixed SAM sites, a separate radar stand should be provided on the table, placed within 4” of the site. SAMs are characterised by several ratings. Name: the name and designation of the weapon system Guidance: the type of guidance; CGR = radio command guided, LG = laser guided, OG = optically guided, SARH = semi-active radar homing, ARH = active radar homing, IR = infrared homing; some stands have multiple guidance types available – each type will have a separate line entry in the weapon data. Aspect: the arc around the target from which the weapon can be fired Lock: the minimum modified die score needed on 1d10 to lock onto a target Range: the maximum range of the missile in inches Volley: the maximum number of missiles the unit can launch in a single phase Targets: the number of separate aircraft that missiles can be launched at in a single phase Ammo: how many missiles are available to launch Hit: the minimum modified die score needed rolling 1d10 to hit the target Damage: the number and type of dice to roll to determine damage points done when the missile has hit its target Ground: the ground target class of the SAM unit, can be Light or Medium DP: the damage value of SAM unit Size: included for reference, the size of the unit represented by the SAM stand Year: the approximate year that the SAM became available for use.

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Launching SAMs Surface-to-air missiles attack in a manner similar to AAMs. In the ‘launch new missiles’ portion of the Fire segment, any unsuppressed SAM unit may declare SAM attacks on any enemy aircraft within range, up to the number of aircraft specified by its Targets rating. Each target must be in range, and the target must have a permitted aspect. When attempting to launch SAMs, a player first must roll for missile locks. First the player declares how many missiles he is attempting to launch at the target. Then he rolls for locks as below. The player may decline to launch any missiles which don’t have a lock, but he must launch any missiles for which he got a lock. A missile may be launched without a lock, but suffers a large negative to-hit modifier. SAM lock rolls only apply for the phase in which they are made. In each phase that a player wishes to launch SAMs he must roll for locks again. After rolling for locks, place missile markers next to targets having incoming SAMs. As with AAMs, it is recommended as a memory aid for determining modifiers that when missile markers are placed next to target aircraft, they are placed on the side of the aircraft corresponding to the arc from which they were launched: front-180 arc = place in front of target, beam arc = place on side of target, rear-60 arc = place in back of target. As a further memory aid, orient the marker so it is pointed at the target if the missile was launched with a lock, and place it sideways or pointed away from the target if it was launched without a lock. Some SAMs have multiple guidance types available. The ratings for each guidance type are listed on separate lines. When launching a missile where multiple guidance types are present, the player must declare which type is being used. For example: an SA-2f Guideline has CGR and OG guidance. The SA-2f stand has shut down its radar due to an anti-radar missile attack. It cannot launch a missile using CGR guidance, but can still launch using OG guidance. SAM missile locks

In its data, each SAM has a column labelled “lock”. To check for missile locks: For each IR guided missile the player is attempting to launch, roll 1d10 and modify the roll according to the missile lock modifiers listed in the air-to-air missile section. If the lock number or greater is rolled then the missile has locked on. CGR, SARH, ARH, OG, and LG missiles also list a lock number. For them, roll once per target for a

lock. To get a lock, roll 1d10 and modify the roll as per the missile lock modifiers in the air-to-air missile section. If the result equals or exceeds the lock number, the SAM unit has a lock. Unlike IR missiles, you only roll once for a lock and the roll applies to all missiles launched at that target in the current phase. Resolving SAM attacks

Like AAMs, SAM attacks are resolved in the ‘resolve missiles in flight’ portion of the Fire segment of the next phase after the phase in which they were launched. To resolve a missile attack, roll 1d10 and modify the roll using the surface-to-air missile modifiers below. If the result equals or exceeds the SAM’s hit number, the missile has hit. Roll a separate d10 to hit for each missile. Regardless of the modifiers and to-hit number, a natural ‘10’ always hits, and a natural ‘1’ always misses. For each missile that hits, roll for damage using the missile’s damage rating in the same fashion as for air-to-air missiles. Condition Modifier IR missile fired from target Front –2 IR missile fired from target Beam –1 CGR / SARH / ARH / OG / LG missile fired from target Front

–1

CGR / SARH / ARH / OG / LG missile fired from target Beam

–2

Launched without a Lock –3 Target did successful Break Turn or Viff

–3

Target did successful Split-S, Immelmann, or Barrel Roll & Turn

–2

Target did successful Barrel Roll, or High Yo-yo

–1

Target is at Low Altitude –1 Target Stalled; or target Failed Manoeuvre where a fire bonus is indicated

+1

Target drops Flares vs. IR missile –2 Target drops Chaff vs. CGR / ARH / SARH missile

–1

Target is Towing a Decoy system* –2 * Decoy system – if the missile misses, but the score to hit is only 1 or 2 less than the score required to hit, the decoy has been hit and destroyed.

Anti-aircraft guns (AA guns) An AA gun unit on the table represents a section or pair of self-propelled AA guns, or a single fixed AA gun site (usually a gun battery). For fixed AA gun sites, a separate radar stand should be provided on the table, placed within 4” of the site. AA guns are described by several factors:

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Name: the name or designation of the weapon Fire Control: the type of fire control the gun uses; can be Optical or Radar; some stands have multiple fire control types available – each type will have a separate line entry in the weapon data. Range: the maximum range of the gun in inches Hit: the hit number of the gun Damage: the number and type of dice to roll to determine damage points done when the gun has hit its target Ground: the ground target class of the gun unit, can be Light or Medium DP: the damage value of the gun unit Bar x Cal: the number of barrels and calibre of the gun Type: included for reference, indicates whether the gun is towed or self-propelled Size: included for reference, the size of the unit represented by the AA gun stand Year: the approximate year that the gun became available for use Some AA guns have multiple fire control types available. The ratings for each type are listed on separate lines. When firing an AA gun where multiple fire control types are present, the player must declare which type is being used. AA guns that have only Optical fire control may not be used at night. Resolving AA gun attacks

Each unsuppressed AA gun stand may fire at one target aircraft during the Move segment of the phase. Guns of 14.5mm calibre and smaller (this includes all infantry small arms and vehicle AA machineguns) may only fire at aircraft making low-altitude moves (includes low-altitude ground attacks). Fire is declared during or immediately at the end of the intended target’s movement, and is considered simultaneous with any ground attack the aircraft is making that phase. The target must have passed within range during its move. To resolve the attack, roll 1d10 and apply the AA gun

fire modifiers. If the modified number rolled equals or exceeds the AA gun’s Hit number, a hit was scored. Regardless of the modifiers and to-hit number, a natural ‘10’ always hits, and a natural ‘1’ always misses. If a hit was scored, roll for damage according to the AA gun’s listed damage rating and apply just like for missile hits. Condition ModifierTarget is at low altitude + 1 Target performed successful manoeuvre except Unload

- 2

Target stalled; or target failed manoeuvre where a fire bonus is indicated

+ 2

Target has ECM - 1 Electronic warfare (EW) aircraft

Some aircraft (such as the EA-3 Skywarrior, EA-6 Prowler, F-4G Phantom and F-105F Thunderchief) carry enhanced ECM gear that is capable of providing cover to aircraft within a wide radius. If an EW aircraft is deployed on the table apply its ECM modifier to lock attempts against any friendly aircraft on the table. Some of these aircraft (in particular the Phantom and Thunderchief) are also “Wild Weasels” – EW aircraft with additional capability to carry weapons to suppress enemy air defences. These aircraft are likely to carry anti-radiation missiles.

Aircraft load points (optional) The loadouts of external stores and weapons possible on an aircraft is an incredibly complex subject. When determining the loads for aircraft in a scenario, it’s recommended that known historical loads be used, or that the sample loadouts provided with the game are used. Failing that, to provide a very gross reality check on the amount of stuff the aircraft can haul, each aircraft has a Load rating which indicates the maximum number of load points of weapons and pods it can reasonably carry. Each weapon’s data includes how many load points it uses. The aircraft’s Load rating reflects the absolute maximum capacity that the plane can carry. It does not reflect any limitations imposed by individual hardpoint capacities. When choosing an aircraft’s load for a scenario, an allowance should be made for the possible presence of external fuel tanks (which are extremely common) and a further allowance should be made for the fact that the number of hardpoints, the weight limit of each hardpoint, the wiring and plumbing available at different hardpoints, and the capacity of the ejector racks which are attached at the hardpoints,

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sometimes limit an aircraft to carrying significantly less than its theoretical load. Not to mention that pilots generally don’t like to lug more stuff than is necessary to do the job because of the performance penalties that are incurred. A general rule of thumb is to have an aircraft carry external pods and ordnance equalling half to two-thirds of its listed capacity.

Spotting (optional) Aircraft detection and spotting is one way to add realism to the game, but at the cost of slightly slower playing time. This section is optional, due to that cost and to the fact that players may get rather frustrated when a cross-eyed pilot fails to see the bandit making a guns pass on him only 3” away, and so cannot react defensively. For those who suffer this kind of occurrence, remember that the enemy plane 3” away may be at a significantly different altitude than the spotter, and so seeing the enemy may not be as easy as the game table situation seems to suggest it should be.

Spotting requirements and procedure

Prior to the game start, all aircraft must be organized into independent groups. A group is a flight, section, or occasionally an individual aircraft, as appropriate for the aircraft type and the scenario. Spotting status is tracked by group. At the start of a game, all groups of each side are assumed to be unspotted by the opposing side unless specified in the scenario. Each aircraft may attempt to spot one enemy aircraft per phase. Spotting is rolled for at the beginning of the phase with initiative, after placing manoeuvre cards. Each aircraft can choose to use visual spotting, or to use radar spotting, but cannot do both in the same phase. Radar spotting

For radar spotting, the spotting aircraft must have functioning radar, the target must be in the spotter’s front-60 arc, and the target must be in range. Radar range is limited to 60” unless the radar has an ‘L’ listed after its lock number, in which case the range is unlimited on the table. To spot, roll the spotting aircraft’s radar number or higher, adjusting the die roll for the radar spotting modifiers. Stealthy aircraft can only be spotted on a roll of a natural (i.e., unmodified) ‘10’ regardless of the modifiers. Visual spotting

Max visual spotting range is 28” (8 nautical miles). To successfully spot, roll a 4+ on 1d10 after applying visual spotting modifiers to the die roll.

Spotting modifiers

Spotting restrictions on manoeuvring

Each aircraft group begins the game unaware of the exact whereabouts of the enemy. Until a group becomes aware of the enemy presence by spotting at least one enemy aircraft, a number of restrictions apply to all aircraft in that group. Once a group becomes aware of the enemy, the restrictions are lifted immediately. The restrictions are:

• Special Manoeuvres may not be performed by aircraft of that group, except that an aircraft that has a SAM launched against it may perform a Special Manoeuvre in response.

• Each aircraft in the group must stay within 12” of another aircraft of its group.

A group becomes aware of the enemy as soon as any of the following are true:

• Any aircraft in that group spots at least one enemy aircraft either visually or with radar.

• Any aircraft in that group has an air-to-air gun attack resolved against it.

• Any aircraft in that group has an air-to-air missile attack resolved against it – not just launched, but resolved.

Note: the assumption here is that a member of a flight will call out bandits to his flight mates.

Spotting restrictions on firing

A friendly aircraft group may not attack an enemy aircraft group until at least one aircraft in the friendly group has spotted an aircraft in the enemy group. Once that occurs, that enemy group is spotted for the remainder of the game, and any aircraft in the enemy group may be targeted by any aircraft in that friendly group.

Note: again, we assume a pilot in a flight will call out bandits to the rest of his flight.

Condition Modifier Radar Pilot Skill modifier +/-? Target’s ECM rating -? Target is at Low Altitude -1 Visual Pilot Skill modifier +/-? Target’s Size modifier +/-? Spotter’s Spot modifier +? Range is 12” - 20” -2 Range is 20”- 28” -4 Target in spotter’s Rear-180 arc -1 Target Fired on spotter last phase +1 Target has Silver finish +1 Target has Low-Vis Grey finish -1 Night or Cloudy -4

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Ground scale For reference when developing scenarios and positioning objects on the ground, here is the ground scale used in the game. When generating weapon ratings, some ratings were rounded up, while others were rounded down, depending on what made sense for the type of rating involved.

Range (in) Distance (km) 1 0.02 2 0.08 3 0.18 4 0.32 5 0.50 6 0.72 7 1.0 8 1.3 9 1.6

10 2.0 12 2.9 14 3.9 16 5.1 18 6.5 20 8.0 22 9.7 24 11.5 26 13.5 28 15.7 30 18.0 32 20.5 34 23.1 36 25.9 38 28.9 40 32.0 42 35.3 44 38.7 46 42.3 48 46.1 50 50.0 52 54.1 54 58.3 56 62.7 58 67.3 60 72.0 62 76.9 64 81.9 66 87.1 68 92.5 70 98.0 72 103.7 74 109.5 76 115.5 78 121.7

The actual formula used to calculate the distance based on table range is: Distance = 0.02 x (Range)2

Models

AirWar: C21 is primarily designed for being played with 1/300th scale miniatures but can be successfully played with anything from 1/200th to 1/600th with no extra effort.

The following list of miniature manufacturers is not exclusive but will prove a useful hunting ground for most gamers needs. If a manufacturer is not on this list it does not mean we don’t recommend their models or dislike them or whatever, it is just an oversight on our part.

NavWar: possibly the largest range of modern aircraft, incorporating the old Heroics & Ros line. The models may not be the most detailed, but they paint up well, are reasonably priced and the range is extensive including the likes of India, South Africa and Taiwan alongside the usual air powers. Scotia Grendel: their 1/300th Collectair range includes some very nice models for US, Soviet, British, French and Israelis. Skyraider Miniatures: useful 1/300th aircraft manufacturer including some hard to get hold of models like the MB339 for Falklands games. Skytrex: 1/300th range covering US, Soviet, Britain, Germany, Israel and Brazil and 1/200th for US, Soviets, British and Swedes. Stronghold Miniatures manufacturers of the old SDD Fox Two range, they produce US, Soviet, British, French and German planes. Tumbling Dice manufacturers of an extensive (and growing) 1/600th scale range. Not as silly a scale as it may at first seem, the miniatures are easy to paint and work well for games with lots of aircraft or those with naval elements on the board such as the Falkands.

SOTCW We recommend modern wargamers join the Society of Twentieth Century Wargamers. Lots of useful stuff and discounts. More info can be found at: www.sotcw.net

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Designer’s notes AirWar: C21 started life as the rules for an entry level jet fighter game at Salute 2003. The requirement was for a game that met the “5 minute rule” for explanation and the “45 minute rule” for game play. As the show rules developed it became apparent that they would be a good set of “starter” rules for players interested in modern air-to-air combat (certainly enough people asked about buying them at Salute). The aim was to produce a set of fun, fast play rules that cover the spirit of modern dogfighting in a Top Gun style, and also a set that would be good for a newcomer to wargaming, or for a more experienced “old hand” who wants a simple yet enjoyable set of rules to introduce new players to modern air combat games. The first edition proved more popular than we anticipated with gamers worldwide using them to put games on at conventions, as well as at clubs, and it wasn’t long before wargamers being wargamers, the WGHistorical Yahoo Group, started to discuss adding more texture to the game, tweak this, fiddle with that etc. Some of the ideas were really good so we decided to produce a second edition with Paul and Larry drawing on their experiences playing the game in the States.

Development of the second edition was a much longer process than we had anticipated. What began as an attempt to give the first edition some more texture by replacing generic air-to-air missile ratings with individual ratings for each missile, grew to include the adoption of a formal, non-linear ground scale, the reworking of the air-to-air gun mechanics, a complete re-engineering of the ground attack mechanics and ratings, the development of a new surface-to-air system, the addition of a few new special manoeuvres, expansion of the granularity of the engine power ratings, additional attention given to ratings of different aircraft variants, and the incorporation of basic radar effects and a spotting system. Throughout, we tried to keep the various systems and mechanics internally consistent. The emphasis remained the dogfight, but we also attempted to give long-range missiles their due, which resulted in the non-linear ground scale. Finding the right balance between long and short range was a challenge, but the result was worth it. The goals for the new edition were that it still had to be fun, fast to play, easy to learn, but have more texture than the first edition. We think we have succeeded, with playtesting yielding some remarkable and memorable air battles, and we hope that players enjoy the game as much as we do. Check six!

Paul Minson & David Manley

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China

Name Mn Mx Pw Acc1/ Acc2

Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Load

Notes

Chengdu Jianjiji-7A 5 22 HP +3 /

+2 -4 H 6d6 4 +0 6 - - - 8+ +0 +0 5 1967 2xAA-2HzEj Based on MiG-21F

Chengdu Jianjiji-7 IIA 5 23 HP +3 /

+2 -4 H 6d6 4 +0 6 - - - 7+ +0 +0 5 1984 2xPL-2

Shenyang Jianjiji-8 5 23 HP +3 /

+3 -4 M 6d6 13 +0 7 - - - - +0 +0 12 1981 4xPL-2

Chengdu Jianjiji-10A 5 24 HP +4 /

+3 -4 E 5d6 6 +4 6 8 8 -2 4+ L +0 +1 20 2005

4x PL-8,

4x PL-12

Shenyang Jianjiji-11 5 27 HP +4 /

+3 -4 H 6d6 5 +2 8 8 8 - 5+ L +1 +1 31 1992

6x AA-12,

4x AA-11

Based on Su-27SK

Su-30MK Flanker-H 5 23 HP +4 /

+3 -4 E 6d6 5 +4 8 8 8 - 4+ L +1 +2 35 2001

6x AA-12,

4x AA-11

Jian Hong-7A Flounder 5 21 MP +2 /

+1 -4 M 5d6 6 +2 8 8 8 -1 4+ L +0 +1 22 2004 2xPL-5 Strike variant

Nanchang Qiangjiji-5 Fantan

4 13 HP +3 / +2 -4 M 3d6 7 +0 6 - - - - +0 +0 9 1965 2xPL-2

Nanchang Qiangjiji-5I Fantan (A-5A)

4 13 HP +3 / +2 -4 M 3d6 7 +0 6 - - - - +0 +0 9 1970 2xPL-2

France

Name Mn Mx Pw Acc1/ Acc2

Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Load

Notes

Mirage 2000C 5 26 HP +3 / +3 -4 H 6d6 6 +2 6 8 8 -1 5+ L +0 +0 26 1978 2xMagic

2xR.530

Aircraft ratings

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Name Mn Mx Pw Acc1/

Acc2 Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile

Load Notes

Mirage 2000D 5 26 HP +3 / +3 -4 H 6d6 6 +4 6 8 8 -2 - +0 +1 27 1991 2xMagic Strike

variant

Mirage 2000N 5 26 HP +3 / +3 -4 H 6d6 6 +4 6 8 8 -2 - +0 +1 27 1988 2xMagic

Nuclear strike variant

Mirage F1C 5 23 MP +2 / +2 -4 H 6d6 7 +0 6 - - - 4+ +0 +0 18 1973 4xMagic

2xR.530

Mirage F1CT 5 23 HP +3 / +2 -4 H 6d6 7 +2 6 8 8 - 4+ +0 +0 18 1991 2xMagic Strike

variant

Mirage F1E 5 23 MP +2 / +2 -4 H 6d6 7 +2 6 4 4 - 5+ +0 +0 18 1974 2xMagic Strike

variant

Mirage F1JA 5 23 MP +2 / +2 -4 H 6d6 7 +2 6 4 4 - 5+ +0 +0 18 1978 4xMagic

2xR.530Export model

Rafale-C 5 23 HP +4 / +3 -4 E 7d6 3 +6 6 8 8 -3 3+ L +0 +1 25 2004 4xMagic

2xMICA

Rafale-M 5 23 HP +4 / +3 -4 E 7d6 3 +6 6 8 8 -3 3+ L +0 +1 25 2002 4xMagic

2xMICA

Generic

Name Mn Mx Pw Acc1/ Acc2

Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Load

Notes

Jet Airliner 4 10 MP +2 / +1 -4 L - 0 +0 12 - - - - +3 +1 53 - None

Lear Jet (C-21) 4 10 MP +2 / +1 -4 M - 0 +0 5 - - - - -1 +1 8 1964 None

Germany

Name Mn Mx Pw Acc1/ Acc2

Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Load

Notes

EFA Typhoon (Europe) 5 24 HP +4 /

+4 -4 E 6d6 8 +4 8 8 8 -3 2+ L +0 +1 29 2005 4xAIM-9,

4xAMRAAM

F-4F ICE Phantom II 5 25 HP +3 /

+2 -4 M 7d6 6 +4 8 8 8 -1 4+ L +0 +1 32 1988 4xAIM-9,

4xAIM-7

Tornado IDS 4 25 HP +3 / +3 -4 M 8d6 7 +6 8 8 8 -2 - +0 +1 36 1979 2xAIM-9

Tornado ECR 4 25 HP +3 / +3 -4 M - 0 +6 8 8 8 -2 - +0 +1 36 1990 None

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Iran

Name Mn Mx Pw Acc1/ Acc2

Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Load

Notes

F-14A Ali-cat 4 27 HP +3 / +2 -4 H 7d6 7 +0 8 4 4 - 3+

L +1 +2 22 1974 4xAIM-9, 2xAIM-54

Israel

Name Mn Mx Pw Acc1/ Acc2

Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Load

Notes

F-15I Ra’am 5 28 HP +4 / +3 -4 H 7d6 5 +6 8 8 8 -2 2+

L +1 +1 49 1995 4xAIM-7, 4xAIM-9

IAI Kfir C2 5 26 HP +3 / +2 -4 H 6d6 6 +2 6 4 4 -1 5+ +0 +0 19 1976 4x Shafrir

IAI Kfir C7 5 27 HP +3 / +3 -4 H 6d6 6 +4 6 8 8 -2 4+

L +0 +0 27 1983 4x Python

IAI Kurnass F-4/2000 5 25 HP +3 /

+2 -4 M 7d6 7 +4 8 8 8 - 3+ L +0 +1 32 1989 4xPython,

4 AIM-7

Russian Federation (ex-CIS)

Name Mn Mx Pw Acc1/ Acc2

Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Load

Notes

A-50 Mainstay 4 9 MP +2 / +1 -4 L - - +0 12 18 18 -1 2+

L +2 +1 - 1984 None AWACS

MiG-21MF Fishbed-J 5 24 HP +3 /

+2 -4 H 5d6 4 +0 6 - - - 7+ +0 +0 9 1968 4xAA-2 HzEj

MiG-21MF Fishbed-J 5 24 HP +3 /

+2 -4 H 5d6 4 +0 6 4 4 - 7+ +0 +0 9 1985 4xAA-2 HzEj

MiG-21bis Fishbed-L 5 23 HP +3 /

+3 -4 H 5d6 4 +0 6 4 4 - 7+ +0 +0 10 1975 4xAA-2 HzEj

MiG-21bis Fishbed-N 5 23 HP +3 /

+3 -4 H 5d6 4 +0 6 4 4 - 7+ +0 +0 10 1978 4xAA-2 HzEj

MiG-23M Flogger-B 4 27 HP +3 /

+3 -4 M 5d6 4 +0 7 - - - 6+ +0 +0 11 1973 2xAA-7 4xAA-8

MiG-23BN Flogger-F 4 20 HP +3 /

+3 -4 M 5d6 4 +2 7 4 4 -1 - +0 +0 13 1981 None No AAMs Export model

MiG-25P Foxbat-A 5 32 MP +2 /

+2 -4 M - 0 +0 8 4 4 - 6+ L +1 +0 14 1969 4xAA-6

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Name Mn Mx Pw Acc1/ Acc2

Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Load

Notes

MiG-25PD Foxbat-E 5 32 HP +3 /

+2 -4 M - 0 +0 8 4 4 -1 5+ L +1 +0 14 1978 2xAA-6

4xAA-8

MiG-27 Flogger-D 5 20 HP +3 /

+2 -4 M 10d6 6 +2 8 4 4 - - +0 +0 16 1973 4xAA-2

MiG-27M Flogger-J 5 20 HP +3 /

+2 -4 M 10d6 6 +2 8 4 4 - - +0 +0 17 1985 4xAA-2

MiG-29 Fulcrum-A 5 26 HP +4 /

+3 -4 E 6d6 5 +2 6 8 8 - 4+ L +1 +1 14 1983 4xAA-10

2xAA-11

MiG-29 Fulcrum-A Export

5 26 HP +4 / +3 -4 E 6d6 5 +2 6 4 4 - 6+

L +1 +1 14 1983 4xAA-10 2xAA-11

MiG-29S Fulcrum-C Gorbatyi

5 26 HP +4 / +3 -4 E 6d6 5 +2 6 8 8 - 4+

L +0 +1 17 1986 4xAA-10 2xAA-11

MiG-29 SM Fulcrum-C 5 26 HP +4 /

+3 -4 E 6d6 5 +2 6 8 8 -1 4+ L +0 +1 17 ? 4xAA-10

2xAA-11

MiG-31 Foxhound-A 5 37 HP +3 /

+3 -4 M 8d6 2 +0 8 8 8 - 3+ L +1 +0 18 1983 4xAA-9

4xAA-8

MiG-35 Fulcrum 5 26 HP +4 /

+4 -4 E 6d6 4 +2 7 8 8 -1 3+ L +0 +1 20 2005 4xAA-10

2xAA-11

Su-17M-2K Fitter-F 4 19 HP +3 /

+3 -4 M 6d6 0 +0 6 - - - - +0 +0 16 1974 None No AAMs Export model

Su-20 Fitter-C 4 19 HP +3 /

+3 -4 M 6d6 0 +0 6 - - - 8+ +1 +0 16 1972 None No AAMs Export Su-17M

Su-22M-3K Fitter-J 4 15 HP +3 /

+2 -4 M 6d6 4 +2 6 - - - - +0 +0 22 1978 None Export Su-17M3

Su-22M-4 Fitter-K 4 15 HP +3 /

+2 -4 M 6d6 4 +2 6 - - - - +0 +0 22 1980 None Export Su-17M4

Su-24 Fencer-A Chemodahn

4 25 HP +3 / +2 -4 M 8d6 4 +0 9 - - - 6+

L +1 +1 44 1974 2xAA-8

Su-24M Fencer-D Chemodahn

4 17 HP +3 / +2 -4 M 8d6 4 +0 9 8 8 -1 6+

L +1 +1 44 1983 2xAA-8

Su-24MK Fencer-D 4 17 HP +3 /

+2 -4 M 8d6 4 +0 9 4 4 - 6+ L +1 +1 44 1983 2xAA-8 Export

model Su-25 Frogfoot-A 4 11 MP +2 /

+2 -4 H 8d6 5 +2 8 4 4 - - +0 +0 20 1981 2xAA-8

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Name Mn Mx Pw Acc1/ Acc2

Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Load

Notes

Su-27 Flanker-B 5 27 HP +4 /

+3 -4 H 6d6 5 +2 8 8 8 -1 3+ L +1 +1 31 1984 6xAA-10

4xAA-11

Su-27SK Flanker-B 5 27 HP +4 /

+3 -4 H 6d6 5 +2 8 8 8 - 4+ L +1 +1 31 2003 6xAA-12

4xAA-11 Export model

Su-30MK Flanker-H 5 23 HP +4 /

+3 -4 E 6d6 5 +4 8 8 8 - 4+ L +1 +2 35 1994 6xAA-12

4xAA-11 Export model

Su-33 5 25 HP +3 / +3 -4 E 6d6 5 +2 8 8 8 - 3+

L +1 +2 35 1991 6xAA-10 4xAA-11

Russian Navy

Su-35 Flanker-E 5 27 HP +4 /

+3 -4 H 6d6 5 +2 9 8 8 - 3+ L +1 +2 35 1992 6xAA-10

4xAA-11

Yak-38 Forger-A 4 12 MP +2 /

+2 -4 M - 8 +0 5 - - - - +0 +1 6 1976 2xAA-8 VTOL

United Kingdom Name Mn Mx Pw Acc1/

Acc2 Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile

Load Notes

EFA Typhoon UK 5 24 HP +4 /

+4 -4 E 6d6 8 +4 8 8 8 -2 2+ L +0 +1 29 2005 4xMeteor,

4xASRAAM

F-4S Phantom II 5 25 HP +3 /

+3 -4 M - 0 +2 8 8 8 -1 5+ +0 +1 32 1979 4xAIM-9, 4xAIM-7

F-35B JSF 5 22 HP +4 / +3 -4 E 8d6 4 +6 7 8 8 -6 2+

L +0 +0 5 2011? 1xAIM-9, gun

VTOL (STOVL) RAF & RN Internal weapons only.

F-35B JSF 5 22 HP +4 / +3 -4 E 8d6 4 +6 7 8 8 -2 2+

L +0 +0 25 2011? 1xAIM-9, gun

VTOL (STOVL). RAF & RN

Harrier GR 3 4 12 HP +4 / +4 -4 E 6d6 8 +2 5 4 4 - - +0 +0 10 1969 2xAIM-9 HzEj.

VTOL

Harrier GR.5 4 12 HP +4 / +3 -4 E 6d6 8 +4 6 8 8 - - +0 +0 15 1985 2xAIM-9 VTOL

Harrier GR.7 4 12 HP +4 / +3 -4 E - 0 +4 6 8 8 - - +0 +0 22 1989 2xAIM-9 VTOL

Harrier GR.9 4 12 HP +4 / +3 -4 E - 0 +4 6 8 8 - - +0 +0 22 2004 2xAIM-9 VTOL

Harrier GR.7A 4 12 HP +4 / +3 -4 E - 0 +4 6 8 8 - - +0 +0 22 2004 2xAIM-9 VTOL

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Name Mn Mx Pw Acc1/ Acc2

Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Load

Notes

Harrier GR.9A 4 12 HP +4 / +3 -4 E - 0 +4 6 8 8 - - +0 +0 22 2004 2xAIM-9 VTOL

Hawk T.1A 4 11 MP +2 / +1 -4 H 4d6 6 +0 5 - - - - -1 +1 11 1976 2xAIM-9

Hawk 100 4 11 MP +2 / +2 -4 H 4d6 0 +4 5 8 8 - - -1 +1 13 1987 2xAIM-9

Export ground attack variant

Hawk 200 4 13 MP +2 / +2 -4 H 4d6 6 +4 5 8 8 - 4+

L -1 +1 13 1986 2xAIM-9

Export ground attack variant

Hawker Hunter FR.10 4 13 MP +2 /

+2 -4 M 8d6 6 +0 6 - - - - +0 +1 11 1960 None No AAMs

SEPECAT Jaguar GR.1 4 11 MP +2 /

+2 -4 M 6d6 8 +4 6 - - - - +0 +0 20 1972 2xAIM-9

SEPECAT Jaguar GR.1A 4 11 MP +2 /

+2 -4 M 6d6 8 +4 6 8 8 - - +0 +0 20 1983 2xAIM-9

SEPECAT Jaguar GR.1B 4 11 MP +2 /

+2 -4 M 6d6 8 +4 6 8 8 - - +0 +0 20 1994 2xAIM-9

Sea Harrier FRS1 4 13 HP +4 /

+4 -4 E 6d6 8 +2 5 4 4 - 6+ +0 +1 10 1978 2xAIM-9 VTOL

Sea Harrier FRS2 4 13 HP +4 /

+3 -4 E 6d6 8 +2 5 4 4 - 3+ L +0 +1 10 1988 2xAIM-9 VTOL

Tornado GR.1 IDS 4 25 HP +3 /

+2 -4 M 8d6 7 +6 8 8 8 - - +0 +1 36 1979 2xAIM-9

Tornado F.3 ADV 4 25 HP +3 /

+2 -4 M 6d6 7 +4 8 8 8 - 3+ L +0 +1 22 1984 4xAIM-9,

4xAIM-120

United States of America Name Mn Mx Pw Acc1/

Acc2 Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile

Load Notes

A-4C Skyhawk 4 11 MP +2 / +2 -4 H 4d6 6 +0 5 4 4 - - +0 +0 15 1966 2xAIM-9 HzEj

A-6E Intruder 4 11 MP +2 / +1 -4 M - 0 +4 7 8 8 -1 - +0 +1 35 1971 2xAIM-9

A-7D Corsair II 4 12 MP +2 /

+2 -4 M 7d6 10 +4 6 8 8 - - +1 +0 30 1968 2xAIM-9

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Name Mn Mx Pw Acc1/ Acc2

Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Load

Notes

A-10A Thunderbolt II 3 8 MP +2 /

+2 -4 H 10d6 17 +2 8 16 16 - - +0 +1 24 1976 2xAIM-9

A-10A Thunderbolt II 3 8 MP +2 /

+2 -4 H 10d6 17 +8 8 16 16 - - +0 +1 24 1990 2xAIM-9

AV-8A Harrier 4 13 HP +4 / +4 -4 E 6d6 6 +2 5 4 4 - - +0 +0 10 1971 2xAIM-9 HzEj.

VTOL AV-8B Harrier II 4 11 HP +4 /

+3 -4 E 8d6 5 +4 6 8 8 - - +0 +0 15 1983 2xAIM-9 VTOL

AV-8B Harrier II+ 4 12 HP +4 /

+3 -4 E 8d6 5 +4 6 8 8 - 4+ L +0 +0 15 1994 2xAIM-9,

2xAIM-120 VTOL

E-2C Hawkeye 3 7 LP +1 /

+1 -4 L - 0 +0 8 4 4 -1 3+ L +1 +1 - 1973 None AWACS

E-3 Sentry (US & NATO) 4 9 LP +1 /

+1 -4 L - 0 +0 7 18 18 -2 4+ L +2 +0 - 1977 None AWACS

F-8J Crusader 5 21 MP +2 / +2 -4 M 5d6 5 +0 6 - - -1 5+ +0 +0 11 1971 4xAIM-9

F-14A Tomcat 4 27 HP +3 / +2 -4 H 7d6 7 +0 8 4 4 -1 3+

L +1 +2 22 1974 4xAIM-9, 2xAIM-54

F-14B Tomcat 4 21 HP +3 / +3 -4 H 7d6 7 +0 8 4 4 -1 3+

L +1 +2 22 1988 4xAIM-9, 2xAIM-54

F-14D Tomcat 4 21 HP +3 / +3 -4 H 7d6 7 +0 8 4 4 -2 2+

L +1 +2 22 1990 4xAIM-9, 2xAIM-54

F-15A Eagle 5 29 HP +4 / +4 -4 H 7d6 9 +4 8 8 8 -1 4+

L +1 +1 32 1976 4xAIM-7, 4xAIM-9

F-15C Eagle 5 28 HP +4 / +3 -4 H 7d6 10 +4 8 8 8 -1 2+

L +1 +1 32 1979 4xAIM-7, 4xAIM-9

F-15E Strike Eagle 5 28 HP +4 /

+3 -4 H 7d6 5 +6 8 8 8 -2 2+ L +1 +1 49 1989 4xAIM-7,

4xAIM-9

F-16A Block 10 5 23 HP +4 /

+3 -4 E 7d6 5 +4 6 8 8 - 4+ L +0 +1 24 1980 4xAIM-9

F-16A Block 10 Exp 5 23 HP +4 /

+3 -4 E 7d6 5 +4 6 4 4 - 4+ L +0 +1 24 1980 4xAIM-9 Export

model F-16C Block 25 5 26 HP +3 /

+3 -4 E 7d6 5 +6 6 8 8 - 3+ L +0 +1 24 1984 2xAIM-9,

4xAIM-120

F-16C Block 50 5 26 HP +4 /

+3 -4 E 7d6 5 +6 6 8 8 - 3+ L +0 +1 24 1991 2xAIM-9,

4xAIM-120

F-18A Hornet 5 21 HP +3 / +3 -4 H 7d6 6 +4 8 8 8 -1 4+

L +0 +1 27 1983 4xAIM-9, 2xAIM-120

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Name Mn Mx Pw Acc1/ Acc2

Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Load

Notes

F-18C Hornet 5 21 HP +4 / +3 -4 H 7d6 6 +6 8 8 8 -1 3+

L +0 +1 27 1987 4xAIM-9, 2xAIM-120

F-18E Super Hornet 5 23 HP +3 /

+3 -4 H 7d6 6 +6 8 8 8 -1 3+ L +0 +1 27 2001 4xAIM-9,

2xAIM-120

F-18E Super Hornet Block II

5 23 HP +3 / +3 -4 H 7d6 6 +6 8 8 8 -1 2+

L +0 +1 27 2001 4xAIM-9, 2xAIM-120

EF-18G Growler 5 23 HP +3 /

+3 -4 H - 6 +6 8 8 8 -2 2+ L +0 +1 27 2008 4xAIM-9,

2xAIM-120

F-22A Raptor 5 26 HP +4 / +4 -4 E 5d6 8 +6 8 8 8 -6 2+

L +1 +1 8 2005 2xAIM-9, 6xAIM-120

F-35A JSF 5 22 HP +4 / +3 -4 E 8d6 3 +6 7 8 8 -6 2+

L +0 +0 9 2010 1xAIM-9

CTOL. Internal weapons only.

F-35A JSF 5 22 HP +4 / +3 -4 E 8d6 3 +6 7 8 8 -2 2+

L +0 +0 25 2010 1xAIM-9 CTOL

F-35B JSF 5 22 HP +4 / +3 -4 E 8d6 4 +6 7 8 8 -6 2+

L +0 +0 5 2009 1xAIM-9, gun

VTOL (STOVL). US Marines. Internal weapons only.

F-35B JSF 5 22 HP +4 / +3 -4 E 8d6 4 +6 7 8 8 -2 2+

L +0 +0 25 2009 1xAIM-9, gun

VTOL (STOVL). US Marines

EF-111A Raven 4 25~ MP +2 /

+1 -4 M - 0 +2 9 18 18 -3 5+ +2 +1 39 1983 None

F-117A Nighthawk 5 12 MP +2 /

+1 -4 M - 0 +6 7 8 8 -1 - +0 +0 16 1983 None Stealth

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Air-to-air missile ratings China

Name Guidance Aspect Lock Range (min-max) Hit Damage Load Year

PL-2B IR rear-60 4+ 5 - 18 5+ 1d6 0.5 >1973? PL-5B/C IR rear-180 4+ 8 - 18 6+ 1d6 1 1986 PL-5E IR all 3+ 5 - 18 4+ 1d6 0.5 1995? PL-7 (export only) IR rear-180 4+ 5 - 20 3+ 1d10 0.5 1988 PL-8 (licence-built Python 3) IR all 3+ 5 - 22 3+ 1d10 0.5 1991

PL-11A SARH all radar 10 - 40 5+ 1d10 1 1996? PL-11B ARH all radar 10 - 40 5+ 1d10 1 1998?

France

Name Guidance Aspect Lock Range (min-max) Hit Damage Load Year

R.511 EM SARH rear-60 radar 9 - 16 8+ 1d10 1 1958 R.530 EM SARH all radar 12 - 26 7+ 2d6 1 1962 R.530 IR (briefly in service) IR rear-180 5+ 10 - 22 6+ 2d6 1 1962

Super R.530D SARH all radar 10 - 34 4+ 2d6 1 1985 Super R.530F SARH all radar 10 - 38 4+ 2d6 1 1980 R.550 MAGIC IR rear-180 4+ 5 - 20 4+ 1d10 0.5 1975 R.550 MAGIC 2 IR all 3+ 5 - 20 3+ 1d10 0.5 1985 MICA EM ARH all radar 5 - 40 4+ 1d10 0.5 1997 MICA IR IR all 3+ 5 - 20 4+ 1d10 0.5 1999

Germany

Name Guidance Aspect Lock Range (min-max) Hit Damage Load Year

IRIS-T IR all 2+ 4 - 24 2+ 1d10 0.5 2005 Israel

Name Guidance Aspect Lock Range (min-max) Hit Damage Load Year

Shafrir IR rear-60 6+ 5 - 14 8+ 1d6 0.5 1963 Shafrir 2 IR rear-60 4+ 5 - 18 5+ 1d6 0.5 1969 Python 3 IR all 3+ 7 - 22 3+ 1d10 1 1982 Python 4 IR all 3+ 5 - 24 2+ 1d10 1 1992? Python 5 IR all 2+ 5 - 24 2+ 1d10 0.5 2003

Russian Federation (ex-USSR)

Name Guidance Aspect Lock Range (min-max) Hit Damage Load Year

AA-1A Alkali (RS-2U) SARH rear-60 radar 10 - 14 9+ 1d6 0.5 1958 AA-1B Alkali (RS-2US) SARH all radar 10 - 16 8+ 1d6 0.5 1965

AA-1C Alkali (RS-1U, R-55T) IR rear-60 5+ 7 - 14 7+ 1d6 0.5 1965

AA-2A Atoll (R-3S) IR rear-60 5+ 7 - 18 7+ 1d6 0.5 1962 AA-2C Atoll (R-3R) SARH all radar 7 - 20 7+ 1d6 0.5 1966 AA-2D Atoll (R-13M) IR rear-60 4+ 5 - 18 6+ 1d6 0.5 1973 AA-2D Atoll (R-13M1) IR rear-60 3+ 5 - 18 5+ 1d6 0.5 1983 AA-3 Anab (R-8M) SARH all radar 9 - 26 8+ 2d6 1.5 1964 AA-3A Anab (R-30T) IR rear-60 5+ 7 - 18 6+ 2d6 1.5 1968 AA-3B Anab (R-30R) SARH all radar 9 - 26 7+ 2d6 1.5 1968 AA-3C Anab (R-98TM) IR rear-60 4+ 7 - 20 5+ 2d6 1.5 1974

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Name Guidance Aspect Lock Range (min-max) Hit Damage Load Year

AA-3D Anab (R-98RM) SARH all radar 9 - 30 5+ 2d6 1.5 1974

AA-5 Ash (R-4T) IR rear-60 5+ 12 - 26 6+ 2d6 2 1965 AA-5 Ash (R-4R) SARH all radar 14 - 32 8+ 2d6 2 1965 AA-6 Acrid (R-40T) IR rear-60 4+ 10 - 30 5+ 2d6 2 1971 AA-6 Acrid (R-40R) SARH all radar 12 - 42 6+ 2d6 2 1971 AA-6 Acrid (R-46T) IR rear-60 3+ 10 - 30 4+ 2d6 2 1982 AA-6 Acrid (R-46R) SARH all radar 12 - 50 5+ 2d6 2 1982 AA-7 Apex (R-23T) IR rear-60 4+ 7 - 26 6+ 1d10 1 1974 AA-7 Apex (R-23R) SARH all radar 9 - 38 7+ 1d10 1 1974 AA-7 Apex (R-24T) IR rear-180 3+ 7 - 26 5+ 1d10 1 1985? AA-7 Apex (R-24R) SARH all radar 12 - 42 5+ 1d10 1 1985? AA-8 Aphid (R-60T) IR rear-60 4+ 4 – 18 5+ 1d6 0.25 1976 AA-8 Aphid (R-60M) IR rear-180 3+ 3 – 18 4+ 1d6 0.25 1980 AA-8 Aphid (R-60MK) IR all 3+ 3 – 18 3+ 1d6 0.25 1985 AA-9 Amos (R-33) ARH all radar 16 - 56 5+ 2d6 2 1983 AA-10A Alamo (R-27T) IR all 3+ 7 - 24 5+ 2d6 1.5 1986

AA-10B Alamo (R-27R) SARH all radar 9 - 34 5+ 2d6 1.5 1986

AA-10D Alamo (R-27ET) IR all 3+ 7 - 24 4+ 2d6 1.5 1988

AA-10C Alamo (R-27ER) SARH all radar 9 - 42 4+ 2d6 1.5 1988

AA-10E Alamo (R-27EM) SARH all radar 9 - 46 4+ 2d6 1.5 1990

AA-10F Alamo (R-27AE) ARH all radar 9 - 42 4+ 2d6 1.5 1990

AA-11 Archer (R-73) IR all 3+ 4 - 24 4+ 1d6 0.5 1983 AA-11 Archer (R-73M) IR all 2+ 4 - 24 3+ 1d6 0.5 1990

AA-11 Archer (R-74EM) IR all 2+ 4 - 26 3+ 1d6 0.5 1990

AA-12 Adder (R-77) ARH all radar 5 - 50 2+ 2d6 1 1994 AA-12 Adder (R-77M) ARH all radar 7 - 58 2+ 2d6 1 2007?

United Kingdom

Name Guidance Aspect Lock Range (min-max) Hit Damage Load Year

Meteor ARH all radar 5 - 56 3+ 2d6 1 2010 ASRAAM IR all 2+ 4 - 22 2+ 1d10 0.5 2002 Skyflash SARH all radar 5 - 44 6+ 2d6 1 1978 Red Top IR all 4+ 7 - 18 6+ 1d10 1 1964

United States of America

Name Guidance Aspect Lock Range (min-max) Hit Damage Load Year

AIM-4C Falcon IR rear-60 5+ 7 - 18 7+ 1d6 0.25 1957 AIM-4D Falcon IR rear-

180 5+ 7 - 22 7+ 1d6 0.25 1963

AIM-4G Falcon IR rear-180

5+ 7 - 22 6+ 1d10 0.5 1959

AIR-2A Genie none n/a n/a n/a - 22 nuclear nuclear 2 1956 AIM-7C Sparrow-III SARH all radar 10 - 24 8+ 2d6 1 1958 AIM-7D Sparrow-III SARH all radar 10 - 26 7+ 2d6 1 1960 AIM-7E Sparrow-III SARH all radar 9 - 28 7+ 2d6 1 1962 AIM-7E2 Sparrow-III

SARH all radar 7 - 28 7+ 2d6 1 1970

AIM-7F Sparrow-III SARH all radar 9 - 42 6+ 2d6 1 1977

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Name Guidance Aspect Lock Range (min-max) Hit Damage Load Year

AIM-7M Sparrow-III SARH all radar 5 - 42 5+ 2d6 1 1982 AIM-7P Sparrow-III SARH all radar 5 - 42 4+ 2d6 1 1988 AIM-9B Sidewinder IR rear-60 5+ 7 - 16 7+ 1d6 0.5 1956 AIM-9D Sidewinder IR rear-60 4+ 7 - 18 6+ 1d10 0.5 1965 AIM-9E Sidewinder IR rear-60 4+ 7 - 18 6+ 1d6 0.5 1967 AIM-9G Sidewinder IR rear-180 4+ 7 - 18 6+ 1d10 0.5 1967 AIM-9H Sidewinder IR rear-180 4+ 7 - 18 5+ 1d10 0.5 1970 AIM-9J Sidewinder IR rear-60 4+ 5 - 18 5+ 1d6 0.5 1972 AIM-9L Sidewinder IR all 3+ 5 - 22 2+ 1d10 0.5 1977 AIM-9M Sidewinder IR all 3+ 5 - 22 2+ 1d10 0.5 1984 AIM-9N Sidewinder (export)

IR rear-60 4+ 5 - 22 5+ 1d6 0.5 1973

AIM-9P Sidewinder (export)

IR rear-60 4+ 5 - 22 5+ 1d6 0.5 1974

AIM-9P3 Sidewinder (export)

IR rear-180 4+ 5 - 22 4+ 1d10 0.5 1975

AIM-9P4 Sidewinder (export)

IR all 4+ 5 - 22 4+ 1d10 0.5 1984

AIM-9X Sidewinder IR all 2+ 5 - 24 2+ 1d10 0.5 2002 AIM-54A Phoenix ARH all radar 12 - 58 6+ 2d6 2 1974 AIM-54C Phoenix ARH all radar 10 - 68 4+ 2d6 2 1982 AIM-120A AMRAAM ARH all radar 5 - 42 4+ 2d6 1 1991 AIM-120B AMRAAM ARH all radar 5 - 42 4+ 2d6 1 1993 AIM-120C AMRAAM ARH all radar 5 - 42 3+ 2d6 1 1998

Gun pod ratings Russian Federation (ex-USSR) Name Gun Ammo Load Year Notes UPK-23-250 GSh-23L 4d6 5 1.5 1968

United Kingdom Name Gun Ammo Load Year Notes Aden Mk.4 Gunpod 3d6 7 4 1960

United States of America Name Gun Ammo Load Year Notes SUU-11 GAU-2/A 7.62mm 1d6 16 1 1965 SUU-16 20mm Vulcan 5d6 10 4 1966 Mk-4 twin Mk.12 20mm 3d6 10 3 1964

Air-to-ground weapon ratings

France Weapon Name Class Range ROF Ammo Hit

Light Hit

Medium Hit

Heavy Damage Load Year Notes

BL-107 Durandal anti-runway bomb *

unguided bomb 0 unl - n/a n/a 9+ 1d10 1

AS-30B guided 24 1 - 5+ 5+ 6+ 1d10 3 1964 AS-30L guided 24 1 - 4+ 5+ 5+ 1d10 3 1983 AS.37 Martel~ guided 32 1 - 6+ 6+ 6+ 1d10 3 1960s

AS.37 ARMAT~ guided 46 1 - 5+ 5+ 5+ 1d10 3 1984

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Generic Weapon Name Class Range ROF Ammo Hit

Light Hit

Medium Hit

Heavy Damage Load Year Notes

250 lb bomb^

unguided bomb 0 unl - 12+ 12+ 13+ 1d4 0.5

500 lb bomb^

unguided bomb 0 unl - 10+ 11+ 13+ 1d6 1

1000 lb bomb^

unguided bomb 0 unl - 9+ 10+ 13+ 1d10 2

2000 lb bomb^

unguided bomb 0 unl - 7+ 9+ 13+ 2d6 4

250 lb bomb^

unguided bomb 0 unl - 12+ 12+ 13+ 1d4 0.5

Russian Federation (ex-USSR) Weapon Name Class Range ROF Ammo Hit

Light Hit

Medium Hit

Heavy Damage Load Year Notes FAB-500 500 kg bomb^

unguided bomb 0 unl - 9+ 10+ 13+ 1d10 2

FAB-750 750 kg bomb^

unguided bomb 0 unl - 8+ 9+ 13+ 1d10 3

FAB-1000 1000 kg bomb^

unguided bomb 0 unl - 7+ 9+ 13+ 2d6 4

BetAB-500 500 kg penetrator^

unguided bomb 0 unl - n/a 9+ 12+ 1d10 2 1970

RBK-500 330 kg Anti-pers cluster

unguided cluster bomb

0 unl - 8+ 11+ n/a 1d6 1.5 1960

RBK-500 500 kg Anti-tank cluster

unguided cluster bomb

0 unl - 9+ 9+ n/a 1d6 2 1960

RBK-500 500 kg Mixed cluster

unguided cluster bomb

0 unl - 8+ 9+ n/a 1d6 2 1960

Pod of 16x57mm S-5

unguided rocket 0 unl 2 9+ 11+ n/a 1d4 0.5

Pod of 32x57mm S-5

unguided rocket 0 unl 4 9+ 11+ n/a 1d4 1

Pod of 20x80mm S-8

unguided rocket 0 unl 3 5+ 8+ n/a 1d4 1

KAB-500L 500 kg LGB ^

guided 0 unl - 5+ 6+ 6+ 2d6 2 1979

KAB-1500L-F 1500 kg LGB ^

guided 0 unl - 5+ 6+ 6+ 2d20 7 1981?

AS-7 Kerry (Kh-23M) guided 22 1 - 8+ 9+ 10+ 1d6 1 1974

AS-10 Karen (Kh-25)

guided 24 1 - 6+ 6+ 6+ 1d10 1 1975

AS-12A Kegler (Kh-27PS)

guided 32 1 - 5+ 5+ 6+ 1d6 1.5 1978

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Weapon Name Class Range ROF Ammo Hit

Light Hit

Medium Hit

Heavy Damage Load Year Notes

AS-12B Kegler (Kh-27MP)

guided 14 1 - 5+ 5+ 6+ 1d6 1.5 1981 Export version

AS-13 Kingpost (Kh-59)

guided 30 1 - 6+ 6+ 6+ 1d10 3 1984

AS-14A Kedge (Kh-29L, Kh-29T)

guided 24 1 - 4+ 4+ 4+ 1d10 3 1985

AS-18 Kazoo (Kh-59M)

guided 44 1 - 5+ 5+ 5+ 1d10 4 1992

AS-9 Kyle (Kh-28)~ guided 40 1 - 6+ 6+ 6+ 1d10 3 1973

AS-11 Kilter (Kh-58)~

guided 52 1 - 5+ 5+ 5+ 1d10 3 1982

AS-17B Krypton (Kh-31P)~

guided 44 1 - 5+ 5+ 6+ 1d6 3 1991

United Kingdom Weapon Name Class Range ROF Ammo Hit

Light Hit

Medium Hit

Heavy Damage Load Year Notes

RBL-755 600 lb Mixed cluster *

unguided cluster bomb

0 unl - 10+ 11+ n/a 1d6 1.5

Brimstone guided 24 unl - n/a 5+ n/a 1d4 0.5 2005 ALARM~ guided 28 1 - 4+ 4+ 4+ 1d10 1.5 1990

United States of America Weapon Name Class Range ROF Ammo Hit

Light Hit

Medium Hit

Heavy Damage Load Year Notes

Mk 82 500 lb bomb^

unguided bomb 0 unl - 10+ 11+ 13+ 1d6 1 late

'50s

M117 750 lb bomb^

unguided bomb 0 unl - 9+ 10+ 13+ 1d6 1.5 late

'50s

Mk83 1000 lb bomb^

unguided bomb 0 unl - 9+ 10+ 13+ 1d10 2 late

'50s

Mk84 2000 lb bomb^

unguided bomb 0 unl - 7+ 9+ 13+ 2d6 4 late

'50s

Mk 82 500 lb high drag bomb

unguided bomb 0 unl - 11+ 12+ 14+ 1d6 1 late

'50s

BLU-11 500 lb napalm *

unguided bomb 0 unl - 6+ 7+ n/a 1d6 1 late

'50s

CBU-25 500 lb AP cluster *

unguided cluster bomb

0 unl - 11+ 13+ n/a 1d6 1 1960s

CBU-52 750 lb AP cluster

unguided cluster bomb

0 unl - 8+ 10+ n/a 1d6 1.5 1965

Mk 20 Rockeye 500 lb AT cluster

unguided cluster bomb

0 unl - 11+ 11+ n/a 1d4 1 1968

CBU-59 Rockeye II 750 lb luster mix

unguided cluster bomb

0 unl - 9+ 10+ n/a 1d6 1.5 1977

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Weapon Name Class Range ROF Ammo Hit

Light Hit

Medium Hit

Heavy Damage Load Year Notes

CBU-87 CEM 950 lb cluster mix

unguided cluster bomb

0 unl - 7+ 8+ n/a 1d6 2 1983

Pod of 19x2.75" FFAR

unguided rocket 0 unl 3 5+ 8+ n/a 1d4 1

GBU-31/B JDAM 2000 lb bomb ^

guided 0 unl - 3+ 4+ 4+ 3d6 4 1998

GBU-32/B JDAM 1000 lb bomb ^

guided 0 unl - 3+ 4+ 4+ 2d6 2 1998

GBU-39/B SDB 250 lb bomb/ penetrator ^

guided 0 unl - 3+ 4+ 4+ 1d6 0.5 2006?

CBU-103/B WCMD cluster

guided 0 unl - 3+ 4+ n/a 1d6 2 2000

AGM-12B Bullpup-A guided 24 1 - 8+ 9+ 10+ 1d6 1 1960

AGM-12C Bullpup-B guided 30 1 - 6+ 6+ 10+ 1d10 4 1964

AGM-62 Walleye II guided 24 1 - 5+ 5+ 5+ 2d6 5 1974

Walleye I ERDL guided 30 1 - 6+ 6+ 6+ 1d6 2 1975

Walleye II ERDL guided 30 1 - 5+ 5+ 5+ 2d6 5 1975

AGM-65A Maverick guided 18 1 - 9+ 5+ 5+ 1d6 1 1973 Day only

AGM-65B Maverick guided 24 1 - 9+ 5+ 5+ 1d6 1 1976 Day only

AGM-65D Maverick guided 24 1 - 9+ 5+ 5+ 1d6 1 1986 Night/bad

weather

AGM-65F Maverick guided 24 1 - n/a 4+ 4+ 1d6 1.5 1989

Night/bad weather USN variant

AGM-123 Skipper II guided 24 1 - 6+ 6+ 6+ 2d6 3 1985

GBU-15/B 2000 lb EOGB

guided 26 1 - 5+ 5+ 5+ 3d6 4 1983

GBU-15/B 2000 lb EOGB penetrator

guided 26 1 - n/a n/a 5+ 2d6 4 1985

AGM-45A Shrike ARM ~

guided 30 1 - 6+ 6+ 7+ 1d10 1 1966

AGM-78A Standard ARM ~

guided 40 1 - 5+ 5+ 5+ 1d10 3 1968

AGM-78B Standard ARM ~

guided 40 1 - 4+ 4+ 4+ 1d10 3 1969

AGM-88 HARM ~ guided 50 1 - 4+ 4+ 5+ 1d10 1.5 1985

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Land based SAM ratings China Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year HQ-2 (SA-2 copy)

CGR all 5+ 22 2 1 6 7+ 1d10 Light* 5 Battery 1958

HQ-2A CGR all 5+ 22 2 1 6 7+ 1d10 Light* 5 Battery 1984 OG all 5+ 22 1 1 6 7+ 1d10 Light* 5 Battery 1984 HQ-2B CGR all 5+ 24 2 1 6 6+ 1d10 Light* 5 Battery 1992 OG all 5+ 24 1 1 6 6+ 1d10 Light* 5 Battery 1992 HQ-61 SARH all 4+ 9 1 1 8 6+ 1d6 Light* 5 Battery 1989 HQ-15 (SA-10A copy)

CGR all 4+ 40 12 6 48 6+ 1d10 Medium 5 Battery 1994

HQ-17 (SA-15 copy)

CGR all 2+ 22 2 2 8 4+ 1d10 Medium 2 Single 2003

OG all 3+ 22 1 1 8 4+ 1d10 Medium 2 Single 1990 LY-60 (Aspide derived)

SARH all 3+ 28 4 3 4 5+ 1d10 Light* 1 Single 1989

HQ-7 (Crotale derived)

CGR all 3+ 9 2 2 4 5+ 1d6 Light* 1 Single 1990

OG all 4+ 9 1 1 4 5+ 1d6 Light* 1 Single 1990 France Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year Aster 30 SAMP/T ARH all 3+ 44 2 1 12 4+ 1d10 Light* 5 Battery 2000

R.440 Crotale CGR all 3+ 9 2 2 4 5+ 1d6 Medium 2 Single 1971

OG all 4+ 9 1 1 4 5+ 1d6 Medium 2 Single 1971 R.460 Shahine CGR all 3+ 9 2 2 4 5+ 1d6 Medium 2 Single 1983

OG all 4+ 9 1 1 4 5+ 1d6 Medium 2 Single 1983 VT-1 Crotale NG CGR all 3+ 18 2 2 8 5+ 1d6 Medium 2 Single 1991

OG all 4+ 18 1 1 8 5+ 1d6 Medium 2 Single 1991 Mistral/ Sadral IR all 4+ 12 1 1 4 6+ 1d6 Light* 1 Single 1989

Russian Federation (ex-USSR) Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year SA-1 Guild CGR all 6+ 20 20 10 60 8+ 2d6 Light* 5 Battery 1954 SA-2c Guideline (V-750)

CGR all 5+ 22 3 1 6 7+ 1d10 Light* 5 Battery 1960

SA-2f Guideline (V-750)

CGR all 5+ 22 3 1 6 7+ 1d10 Light* 5 Battery 1968

OG all 5+ 22 1 1 6 7+ 1d10 Light* 5 Battery 1968 SA-3b Goa CGR all 4+ 20 3 1 8 7+ 1d6 Light* 5 Battery 1964 SA-4a Ganef SARH all 4+ 32 2 1 6 7+ 1d10 Medium 5 Battery 1963

SA-4b Ganef SARH all 4+ 32 2 1 6 7+ 1d10 Medium 5 Battery 1973

SA-6a Gainful (2K12)

SARH all 4+ 18 3 1 12 5+ 2d6 Medium 5 Battery 1966

SA-6b Gainful (2K12)

SARH all 4+ 18 3 1 12 5+ 2d6 Medium 5 Battery 1977

OG all 5+ 18 1 1 12 6+ 2d6 Medium 5 Battery 1977 SA-7a Grail IR rear-60 4+ 10 1 1 4 8+ 1d6 Light* 1 Single 1966

SA-7b Grail IR rear-60 4+ 10 1 1 4 8+ 1d6 Light* 1 Single 1972

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Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year SA-8a Gecko SARH all 3+ 16 2 2 4 6+ 1d10 Medium 2 Single 1973

SA-8b Gecko SARH all 3+ 16 2 2 6 6+ 1d10 Medium 2 Single 1980

OG all 4+ 16 1 1 6 8+ 1d10 Medium 2 Single 1980 SA-9a Gaskin IR rear-60 4+ 12 2 2 4 7+ 1d6 Medium 2 Single 1968

SA-9b Gaskin IR all 4+ 12 2 2 4 7+ 1d6 Medium 2 Single 1970

SA-10a Grumble CGR all 3+ 40 12 6 32 6+ 1d10 Light* 5 Battery 1978

SA-10b Grumble ARH all 3+ 40 12 6 32 6+ 1d10 Light* 5 Battery 1985

SA-11 Gadfly SARH all 3+ 20 2 2 4 3+ 2d6 Medium 2 Single 1980

OG all 4+ 20 1 1 4 5+ 2d6 Medium 2 Single 1980 SA-11 Gadfly (improved)

SARH all 3+ 26 2 2 4 3+ 2d6 Medium 2 Single 1995

OG all 4+ 20 1 1 4 5+ 2d6 Medium 2 Single 1995 SA-13 Gopher IR all 3+ 12 2 1 4 4+ 1d10 Medium 2 Single 1981

SA-14 Gremlin IR all 4+ 12 1 1 4 6+ 1d6 Light* 1 Single 1978

SA-15 Gauntlet CGR all 2+ 22 2 2 8 4+ 1d10 Medium 2 Single 1990

OG all 3+ 22 1 1 8 4+ 1d10 Medium 2 Single 1990 SA-16 Gimlet IR all 4+ 12 1 1 4 6+ 1d6 Light* 1 Single 1981

SA-17 Grizzly SARH all 3+ 28 2 2 4 3+ 2d6 Medium 2 Single 1998

OG all 4+ 20 1 1 4 5+ 2d6 Medium 2 Single 1998 SA-18 Grouse IR all 4+ 14 1 1 4 5+ 1d6 Light* 1 Single 1983

SA-19 Grisom CGR all 3+ 8 2 2 8 5+ 1d10 Medium 2 Single 1995

OG all 4+ 8 1 1 8 5+ 1d10 Medium 2 Single 1995

United Kingdom Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year Rapier CGR all 3+ 6 2 2 8 6+ 1d10 Medium 2 Single 1971 OG all 3+ 6 1 1 8 8+ 1d10 Medium 2 Single 1971 Rapier 2000 CGR all 3+ 6 2 2 8 4+ 1d10 Medium 2 Single 1995

OG all 3+ 6 1 1 8 6+ 1d10 Medium 2 Single 1995 Roland 1/2 CGR all 3+ 9 1 1 2 7+ 1d10 Medium 2 Single 1981 OG all 4+ 9 1 1 2 7+ 1d10 Medium 2 Single 1981 Javelin OG all 4+ 12 1 1 4 7+ 1d6 Light* 1 Single 1984 Blowpipe OG all 4+ 12 1 1 4 6+ 1d6 Light* 1 Single 1976 Starstreak (shoulder) OG all 4+ 16 1 1 4 5+ 1d6 Light* 1 Single 2000

Starstreak (LML) OG all 4+ 16 2 1 3 5+ 1d6 Light* 1 Single 2000

Starstreak (SP HVM) OG all 4+ 16 2 1 8 5+ 1d6 Medium 2 Single 1997

United States of America Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year MIM-72A Chaparral IR rear-60 4+ 12 2 1 4 9+ 1d6 Medium 2 Single 1968

MIM-72C Chaparral IR all 4+ 16 2 1 4 6+ 1d6 Medium 2 Single 1978

MIM-23A Hawk SARH all 4+ 18 4 1 12 5+ 2d6 Light* 5 Battery 1960

MIM-23B I-Hawk SARH all 4+ 18 2 1 9 4+ 2d6 Light* 5 Battery 1971

MIM-104A Patriot CGR all 2+ 32 6 6 24 2+ 2d6 Light* 5 Battery 1986

FIM-43A Redeye IR rear-60 4+ 10 1 1 4 8+ 1d6 Light* 1 Single 1968

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Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year FIM-92A Stinger IR all 4+ 10 1 1 4 5+ 1d6 Light* 1 Single 1982

FIM-92 RMP Blk II Stinger

IR all 4+ 16 1 1 4 5+ 1d6 Light* 1 Single 2004?

Avenger IR all 3+ 10 2 1 8 5+ 1d6 Light* 1 Single 1990 Avenger IR all 3+ 16 2 1 8 5+ 1d6 Light* 1 Single 2004? Linebacker IR all 3+ 10 2 1 4 5+ 1d6 Medium 2 Single 1997 Linebacker IR all 3+ 16 2 1 4 5+ 1d6 Medium 2 Single 2004? LAV-AD IR all 3+ 10 2 1 8 5+ 1d6 Medium 2 Single 1996 LAV-AD IR all 3+ 16 2 1 8 5+ 1d6 Medium 2 Single 2004?

Anti-aircraft gun ratings China Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year Type 59 Optical 10 11+ 1d10 Light* 5 57mm Towed battery ? Type 74 Optical 9 10+ 1d6 Light* 5 37mm Towed battery ? Type 63 Optical 9 11+ 1d6 Medium 4 2x37mm SP section 1950?

France Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year M3 VDA Panhard Radar 6 10+ 1d4 Medium 4 2x20mm SP section 1975

AMX-13 DCA SP Radar 7 9+ 1d6 Medium 4 2x30mm SP section 1969

Optical 7 11+ 1d6 Medium 4 2x30mm SP section 1969 Generic Name Fire

Control Range Hit Damage Ground DP Bar x Cal Type Size Year

0.50-cal Optical 4 11+ 1d4 Light* 5 1x.12.7mm Towed battery 1921 Germany Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year RH-202 Rheinmetall Optical 6 10+ 1d6 Light* 5 2x20mm Towed battery 1970?

FlakPz-1 Gepard Radar 9 8+ 1d10 Medium 4 2x35mm SP section 1976

Optical 9 10+ 1d10 Medium 4 2x35mm SP section 1976 Israel Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year TCM-20 Optical 6 9+ 1d6 Light* 5 2x20mm Towed battery 1969 M3 w/TCM-20 Optical 9 10+ 1d6 Medium 4 2x20mm SP section 1969

RAM w/TCM-20 Optical 9 10+ 1d6 Medium 4 2x20mm SP section 1980

Russian Federation (ex-USSR) Name Fire

Control Range Hit Damage Ground DP Bar x Cal Type Size Year

S-60 Radar 10 9+ 1d10 Light* 5 1x57mm Towed battery 1946? Optical 10 11+ 1d10 Light* 5 1x57mm Towed battery 1946? ZPU-2 Optical 5 10+ 1d4 Light* 5 2x14.5mm Towed battery 1943 ZPU-4 Optical 5 9+ 1d4 Light* 5 4x14.5mm Towed battery 1943 12.7mm Optical 4 11+ 1d4 Light* 5 1x12.7mm Towed 12.7mm Optical 14.5mm Optical 4 11+ 1d4 Light* 5 1x14.5mm Towed battery 1938 ZU-23-2 Optical 7 10+ 1d4 Light* 5 2x23mm Towed battery 1965 ZSU-57-2 Optical 5 10+ 1d10 Medium 4 2x57mm SP section 1957

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Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year ZSU-23-4 Shilka Radar 7 9+ 1d6 Medium 4 4x23mm SP section 1965

Optical 7 11+ 1d6 Medium 4 4x23mm SP section 1965 2S6 Tungska Radar 7 9+ 1d6 Medium 4 2x30mm SP section 1983

Optical 7 11+ 1d6 Medium 4 2x30mm SP section 1983 Sweden Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year L/70 Bofors Optical 9 9+ 1d6 Light* 5 1x40mm Towed battery 1951

United States of America Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year M-167 Vulcan Radar 6 8+ 1d6 Light* 5 1x20mm

Gat Towed battery 1963

Optical 6 10+ 1d6 Light* 5 1x20mm Gat Towed battery 1963

M-163 Vulcan Radar 6 9+ 1d6 Medium 4 1x20mm

Gat SP section 1963

Optical 6 11+ 1d6 Medium 4 1x20mm Gat SP section 1963

Avenger Optical 4 11+ 1d4 Light* 3 1x12.7mm SP section 1990 M6 Linebacker Optical 7 11+ 1d4 Medium 4 1x25mm SP section 1998

LAV-AD Optical 7 11+ 1d6 Medium 4 1x25mm SP section 1997

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Quick reference sheet

Turn Sequence Phase 1

Apply engine power speed changes Place maneuver cards

Prep

Roll for initiative, conduct spotting Move Move according to initiative / tailing, and

resolve ground attacks & anti-aircraft gunfire Resolve missiles in flight (AAM & SAM) Launch new missiles (AAM & SAM)

Fire

Resolve gun attacks (Air-to-air) Attempt stall recovery Resolve speed changes: maneuver & stall recovery

Speed

Resolve excessive speed damage Phase 2 is identical to Phase 1

Pilot Skill Modifiers Chart

Skill Maneuver,

Spot, Initiative

Gun Dice Missile

Green –2 –2d6 –2 Poor –1 –1d6 –1

Average 0 No change 0

Good +1 +1d6 +1 Ace +2 +2d6 +2

Initiative: d6 ± pilot skill Resolving ties – in order: 1. Lowest pilot rating 2. Slowest aircraft 3. Lowest maneuver rating 4. Most heavily damaged 5. Straight d6 die roll

Air-to-Air Gun Hit #s Range To Hit 0” to 3” 3+ over 3” to 6” 5+ over 6” to 9” 6+

Stall Recovery (1d10) 4 + Recovered, speed =min 3 or less Roll 1d10 again 1-2 Crash 3+ Still stalled next phase

Air-to-Air Gun Modifiers (apply in order listed) Pilot skill gun dice modifier (firer’s) See chart Short burst (uses 1 ammo) –2d6 Normal burst (uses 2 ammo) No change Sustained burst (uses 3 ammo) +2d6 Firing from target Beam –2d6 Firing aircraft is Crippled –1d6 Target Stalled; or target Failed Maneuver where a fire bonus is indicated +2d6

Firing from target Front Halve dice* Target performed Successful Maneuver except Unload Halve dice*

* Round numbers of dice up

Air-to-Air Missile Modifiers Pilot skill (firer’s) +/– ? IR missile fired from target Front –2 IR missile fired from target Beam –1 SARH or ARH missile fired from target Front –1 SARH or ARH missile fired from target Beam –2 SARH or ARH missile launched at Long Range (head-on at 0”-24” beyond normal max range) –1

Launched inside Minimum Range –3 Launched without a Lock –3 Target did Break or Viff –3 Target did Split-S, Immelmann, or Barrel Roll & Turn –2 Target did Barrel Roll, or High Yo-yo –1 Target is at Low Altitude –2 Target Stalled; or target failed maneuver where a Fire Bonus is indicated +1

Target drops Flares vs. IR missile –2 Target drops Chaff vs. ARH or SARH missile –1 Target is Towing a Decoy system –2

Missile Lock Modifiers Target is at Low Altitude –1 Target’s ECM modifier –?

Strafing Hit #s Target To Hit Light 5+ Medium 6+ Heavy n/a

Surface-to-Air Missile Modifiers IR missile fired from target Front –2 IR missile fired from target Beam –1 CGR / SARH / ARH / OG / LG missile fired from target Front –1

CGR / SARH / ARH / OG / LG missile fired from target Beam –2

Launched without a Lock –3 Target did Break or Viff –3 Target did Split-S, Immelmann, or Barrel Roll & Turn –2

Target did Barrel Roll, or High Yo-yo –1

Target did Low-Altitude move or ground attack –2

Target stalled; or target failed maneuver where a fire bonus is indicated

+1

Target drops Flares vs. IR missile –2 Target drops Chaff vs. CGR / ARH / SARH missile –1

Target is towing a decoy system –2

AA Gun Fire Modifiers Target is at Low Altitude +1 Target performed successful maneuver except Unload –2

Target stalled; or target failed maneuver where fire bonus indicated +2

Target has ECM –1

Strafing Modifiers Pilot skill gun dice modifier See chart Short burst (1 ammo) –2d6

Normal burst (2 ammo) No change

Sustained burst (3 ammo) +2d6 Spotting Modifiers Radar (Lock #, max 60” unless ‘L’)

Pilot Skill +/– ? Target’s ECM modifier –? Target is at Low Altitude –1

Visual (4+, max range 28”) Pilot Skill +/– ? Target’s Size rating +/– ? Spotter’s Spot rating +? Range 12” – 20” –2 Range 20” – 28” –4 Target in spotter’s Rear-180 arc –1 Target fired on spotter last phase +1 Target has Silver finish +1 Target has Low-vis Grey finish –1 Night or Cloudy –4

Gnd. Attack To-Hit Mods. Pilot skill +? Each pair of weapons used (round down) +1

Aircraft’s Bomb Computer rating (unguided bombs only) +?

Low-altitude attack (unguided weapons only) +2

Anti-radar missile at radar that shut down –3

Gnd. Attack Damage Mods. Every three weapons used (round down) +1

Light or Medium target in forest / jungle / rough –1

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Additional Damage Table Roll Additional Damage 1-3 No extra damage

4 Radar system KO–can’t use SARH/ARH missiles, or spot with radar

5 Missile system KO 6 Gun system KO 7 External systems KO–ECM+bombs+etc. 8 Roll on Golden BB Table

9 Engines damaged, reduce power rating by one level. Single-engine aircraft roll 1d6: 5+ means engine fails and aircraft crashes

10 Control system damaged, reduce maneuver rating by one level.

Ejecting or Bailing Out (1d10) 3+ succeeds after modifiers. Excess damage –? Risky ejection (‘HzEj’ in aircraft notes) –1 Prior to 1960 (i.e. early ejection seat), or Manual bailout –1

Speed greater than 14” –3 Golden BB Table Die Roll

Additional Damage ( * = if damage is due to overspeed then ignore result, no extra damage occurs )

1 Fuel leak – aircraft must leave the table within 4 turns after the turn in which it was hit, or it crashes at start of the 5th turn 2* Catastrophic engine, ordnance, or fuel explosion – aircraft instantly destroyed, -5 modifier to ejection roll 3* Pilot wounded – no more high-G manoeuvres (Immelmann, Split-S, Break) 4 Pilot incapacitated – plane crashes, no ejection 5 Jammed flight controls – aircraft can only fly straight or turn right, can’t perform Special Manoeuvres 6 Jammed flight controls – aircraft can only fly straight or turn left, can’t perform Special Manoeuvres 7 Airframe damaged – aircraft cannot perform Special Manoeuvres 8 Violent jet engine compressor stall or piston engine cutout – aircraft immediately stalls and spins, recover as normal

9 Power out – weapons and radar unusable; to restore electrical power roll 6+ on 1d10 at end of phase where aircraft flew straight ahead and performed no special maneuvers

10* Fire! – At the end of each phase after the first, roll 1D10 and modify the roll by +2 if aircraft performed a Split-S (dive). On 9+ the fire goes out. If the die roll fails (fire continues), lose 1 DP and roll on the Additional Damage Table (applies each phase).

Permission given to photocopy the quick reference sheets for personal use only.

1/2 move

Speed –4 Def. bonus

1/2 move

Speed –6 No def.

Barrel Roll DR 5+

1/2

Speed –4 Def. bonus

1/2

Speed –6 No def.

Barrel Roll and Turn DR 6+

Turn up to 60°

Any

Up to 1/2

Speed

Random

1/2 move

Speed –6 Fire bonus

Immelmann DR LP 8+ / MP 7+ /

HP 6

Any

Up to 1/2 move

Speed +2 to +5

Random

1/2 move

Speed +6 Fire bonus

Split ‘S’ DR 7+

Normal move, but turns at 2 maneuver levels higher than rated. Must use full turn rate on first turn.

Speed –3 Def. bonus

Normal move, normal turn rate. Must use full turn rate on both turns.

Speed –5 No def. bonus

Break Turn DR LP & MP 6+ / HP 5+

No heading

Full move straight

Speed +1 to +3

No heading change

Full move straight

Speed +2 Fire bonus

Unload DR 3+

Turn 60°-120° then 1/3 Move

Speed –2

Speed –4 Fire bonus

High Yo-Yo DR 7+

Up to 1/2

1/2 Move

1/3 Move

Turn up to 60° (max. 120° total)

Turn 120° then

No heading change

Up to 1/2 move

Speed – up to 12

Turn 60° left or right (random)

Reduce speed, then move, no turns

Speed –12 Fire bonus

Viff (VTOL aircraft only) DR 7+

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