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Birds of Prey A Dogs of War rules expansion by Andy Nelson Artwork© 2006 Andy Nelson Birds of Prey V-012406 Page 1

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Page 1: Birds of Prey

Birds of Prey

A Dogs of War rules expansion by Andy Nelson

Artwork© 2006 Andy Nelson

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Birds of PreyBirds of Prey is a player-designed expansion for Dogs of War modern skirmish rules and has no

connection with Devil Dog Design. Birds of Prey requires the Dogs of War rulebook and the free Rolling Thunder expansion ( both available at www.devildogdesign.com).

This is the first draft of Birds of Prey, dated Jan 24, 2006.

AircraftAircraft are constructed entirely different than ground vehicles. Ground vehicles are usually a

passenger compartment and body panels. mounted on a strong chassis that holds the engine, suspension, and drive transmission. They can take severe damage without disrupting the vehicle’s ability to move.

Airplanes are made with thin material stretched over a skeleton of aluminum ribs with steel and titanium used to increase strength where necessary. Weight is the primary concern, so planes cannot be heavily armoured. Planes must balance along their center of gravity on their wings, which means cargo and fuel must be carefully arranged. Fuel and weapons are normally carried right on the center of gravity, such as in the wings or the fuselage immediately around the wings.

Fixed Wing Aircraft:The most common aircraft has non-movable wings. They provide lift when enough air moves

over them. The engine serves to move the aircraft through the air fast enough to accomplish this. While fast, stable, and reliable, the main drawback is that these planes must stay moving above a certain speed. Below stall speed the aircraft will be unable to stay flying. This limits their use in Dogs of War, as even the most maneuverable fixed-wing aircraft will be able to remain on the game table for more than a turn or two.

Helicopters:Helicopters are the most familiar form of aircraft besides fixed-wings. Their rotors are essentially

long wings flying in a circle through the air, allowing the aircraft to gain lift without moving itself. The technical challenge is that as the engine turns the rotor one way, physics demands that the engine will try to rotate

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the entire helicopter in the opposite direction. Igor Sikorsky’s solution was to put a vertical rotor on the tail to eliminate this counter-rotation. This became the standard helicopter configuration. Other helicopters have two equal-sized rotors spinning in opposite directions so that their reactions cancel each other out.

“Helicopters are different from airplanes. Helicopters don't fly -- they beat the air into submission. An airplane by its nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces and controls working in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously. This is why being a helicopter pilot is so different from being an airplane pilot, and why helicopter pilots are brooding introspective anticipators of trouble. They know if something bad has not happened it is about to.” http://www.globalsecurity.org/military/systems/aircraft/rotary.htm

Helicopters are proven technology and reliable, yet difficult to fly. Their drawbacks include a shorter range than fixed-wing aircraft and a limited maximum speed. As helicopters increase speed, the rotor disk creates problems. The blade advancing goes faster than the helicopter while the blade on the opposite side goes slower, requiring a correction by the pilot. Beyond a certain speed, there will be no lift on one side of rotor and the other side will overstress the blades due to excessive speed. The theoretical maximum speed for a helicopter is only 250 mph.

VTOL Aircraft: VTOL or VSTOL aircraft are fixed-wing planes capable of hovering, taking off, or landing vertically.

Current VTOL designs include tilt-rotor (V-22), vectored jet exhaust nozzles (AV-8 “Harrier”), or vectored thrust combined with vertically-mounted jet engines (Yak-38) or ducted fans (US Marines variant of the Joint Strike Fighter concept).

VTOL aircraft are faster than helicopters but at a cost. It requires a lot of power to thrust a aircraft into the air without using rotors. Most VTOL aircraft cannot take off vertically with a full combat load (though their take-off runs are much shorter than conventional fixed-wing aircraft) and their range is limited compared to conventional fixed-wing aircraft

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MovementPlanes move slightly different than soldiers or ground vehicles. They normally move only in the

direction they are currently pointing. To change direction they must spend MAP to rotate left or right (yaw). A aircraft can rotate up to its Yaw rating listed on the record sheet.

Planes move forward at Slow, Cruise, or Attack speeds. These speeds are different from aircraft to aircraft.

Aircraft may spend MAP to skid sideways or diagonal. Helicopters and VTOL aircraft may skid backwards.

Fixed-wing aircraft have a minimum forward movement. They must move at their Stall Speed or higher between yaw movements. This minimum speed often prevents them from staying on the gaming table, which limits their use in Dogs of War. Fixed wing aircraft may skid, but not backwards.

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Movement MAP: Aircraft have 10 MAP (movement action points) to spend each turn which can be spend in a

variety of maneuvers. Each plane moves a different amount for the same maneuver. For instance, a UH-1 Huey helicopter has a Cruise speed of 18 inches, an Attack speed of 36 inches, and a Yaw of 45°. An AH-6 has a Cruise speed of 26 inches, an Attack speed of 53 inches, and a Yaw of 90°.

The below list is not a complete list of movements. There are other maneuvers (such as landing and hovering) that require a pilot skill roll to accomplish. They are listed in a separate list.

Maneuver MAPSlow 1Cruise 3Attack 5Yaw 3Skid 3Take Off 10Taxi 1

Altitude: It’s difficult to mount a model so it can be raised and lowered. Because terrain in DoW is literal, it

makes no sense to “pretend” a aircraft is at a certain altitude. If your models can change altitude, there are rules to allow them to do so. If not, assume that planes have only two altitudes: On the ground (removed from the base) or flying at their mounted altitude. If possible, use 3” high blocks for use when the helicopter is landing.

Stability:Aircraft are more vulnerable than ground vehicles. Taking damage to the fragile wings or control

surfaces will make the aircraft harder to fly. This is represented with a Stability score. Stability starts at 5 but may be reduced do to damage. Stability can drop to -4 at the lowest. If a pilot is skillful or lucky he may be able to keep his crippled aircraft flying. If stability drops below -4, the aircraft automatically loses control and crashes.

Stability also affects gunnery. Each hit to an aircraft’s Stability creates a -1 penalty to weapons fire, either from the aircraft’s weapons or from small arms fired by passengers.

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Pilot Skill:Aircraft pilots are trained to operate these complex (and often temperamental) flying machines.

Pilot skill averages 6. An untrained soldier attempting to handle the controls has a skill of 0.

Pilot Skill Checks: Certain maneuvers require a pilot skill check. Only those maneuvers with a difficulty score listed

(including zero) require a check. For instance, moving at Slow or Fast speed does not requires a check, but hovering does. The pilot skill check = (pilot skill + aircraft stability + maneuver difficulty). Roll a d10. If the number rolled is equal to or less than the pilot skill check number, the check is successful. Failure may result in random movement or complete loss of control.

Maneuver MAP DifficultyDouble Yaw 4 0Hover 7 -3Land 10 -2Autogyrate 4 -3

Double Yaw:Aircraft can yaw (rotate) twice their listed angle if the pilot passes a skill check first. If the roll is

successful, the aircraft rotates where the player chooses, up to twice the aircraft’s yaw rating. If the roll fails, the aircraft will point in a random direction (roll a d10 and use the appropriate random yaw table).

Hover: Hover rules take place whenever a helicopter or VTOL is attempting to remain stationary in the air

or move slower than Slow speed. The player must pass a pilot skill check or the helo wanders per the scatter rules (1d10 for direction, 1d6 for distance). The aircraft’s heading does not change if it wanders.

Planes without a functioning radar altimeter or night vision devices are not capable of hovering at night.

Take Off: It takes all 10 MAP for a helicopter or VTOL to liftoff from the ground. It will achieve an altitude of 3”

to 6” The following turn helicopters and VTOLs can move normally. Fixed-wing aircraft must move at Stall speed in a straight line for an entire turn prior to taking off.

The aircraft breaks ground at the beginning of its next turn and is must spend the entire turn moving at Slow speed. The following turn the fixed-wing aircraft can moved normally.

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Landing:Landing is one of the most difficult maneuvers to perform. While easy on the airplane, it requires a

lot of concentration by the pilot. Landing requires all the aircraft’s MAP. The aircraft may not attack with fixed weapons (though gunners may still attack with pintle-mounted machine guns), skid, or yaw during the turn it attempts to land.

Landing requires a pilot skill check. If the check is successful, the aircraft has landed by the beginning of the next turn. If the check fails check the Landing Failure chart. The results are based on how badly the roll was failed.

Fixed wing aircraft must spend the entire next turn traveling at Stall speed in a straight line.

Landing Failure roll fail by1 hesitate: aircraft stays in hover this turn but may attempt next turn2 wave-off: aircraft moves forward at cruise speed and loses all remaining MAP3 hard landing: all occupants lose 5AP.4 overcorrect: Pilot panics and yanks aircraft back into the air. Add 6” to altitude5 bad landing: take hit DPR 4 to gear, lose 1 stab, all occupants lose all AP this turn6 crash landing: crash from an altitude of 6”

Autogyrate landings can’t hesitate, wave-off or overcorrect. roll 1d6 and consult the list again, reroll if necessary.

Autogyration:Helicopters can land even if the engines or tail rotor are destroyed. Should the tail rotor be

destroyed, the pilot automatically shuts down the engine and must autogyrate the helicopter to a landing.

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Taxiing:Aircraft are usually awkward on the ground. Their high stance, low ground clearance, small wheels,

and narrow wheelbase means they are limited to flat, smooth, hard surfaces. Rather than transfer power directly to wheels like ground vehicles, they rely on thrust from their engines to push themselves forward along the ground.

With a few exceptions (such as thrust reversers), fixed-wing aircraft cannot taxi in reverse under their own power. Many helicopters have skids instead of wheels. These helicopters taxi by hovering a few feet from the ground and flying forward slowly.

Damage to the landing gear affects an aircraft’s ability to taxi, take off, and land. Severe damage will prevent a fixed wing aircraft from gaining the necessary speed to take off, and makes landing highly dangerous.

Control Loss: Planes that lose control due to a failed pilot skill check be out of control for one full turn, using up any

remaining MAP. The pilot may attempt to regain control at the beginning of the following turn. Planes that lose control due to critical hits will remain out of control until they crash.

Each turn the aircraft is out of control, roll for a random turn/random yaw, and random altitude. Then aircraft will continue at the previous speed for the remainder of its MAP

Random Yaw (helicopter only)1d10

1 double right, lose 3” altitude2 double right3 right4 right5 double left, lose 3” altitude6 double left7 left8 no change9 no change10 roll on Random Altitude chart

Note that there is a greater chance of yawing right than left. This is because it’s easier to rotate right due to the counter-clockwise rotation from the main rotor. Some helicopters (such as many Russian helicopters) should reverse direction from this chart since their rotors rotate clockwise.

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Random Turn (fixed-wing and dual-rotor helicopter) 1d101 double right, lose 3” altitude2 double right3 right4 right5 double left, lose 3” altitude6 double left7 left8 left9 no change10 roll on Random Altitude chart

Random Altitude1 down 12”2 down 9”3 down 6”4 down 3”5 no change6 no change7 up 3”8 up 6”9 up 9”10 roll on the Random Yaw chart

Random altitude is optional. If models are physically unable to change altitude, this chart should be ignored.

Crashing:Crash damage is based on the aircraft’s last movement in the turn that it crashed or the altitude,

whichever is greater. Landing gear is designed to absorb some of the crash. Reduce 3” from the crash distance if the gear is down at the time of the crash.

Crash Damage6” aircraft damaged critical hit DPR 412” aircraft damaged 2 critical hits DPR 724” aircraft severely damaged 3 critical hits DPR 1036” aircraft destroyed 4 critical hits DPR 12 48”+ aircraft destroyed, all occupants killed

Once a aircraft has crashed, it will continue to travel its total movement again as it skids across the ground. Should it strike a solid object, determine the remaining distance the aircraft would have moved and consult the Crash chart a second time.

Example 1: A Mi-24 is moving slow (3” forward) at 12” altitude when enemy fire destroys its rotor. It falls like a rock. The 12” altitude is greater than the 3” forward movement, so the crash distance is 12” The Mi-24 has retractable landing gear. Since the crash was unexpected, the gear is up at the time

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of impact and is unable to absorb some of the impact. It takes 2 critical hits with a DPR 7. Since the Mi-24 was moving 3” forward at the time of the crash, the wrecked machine continues 3”

along the ground before stopping.Example 2: A V-22 is approaching a landing site at Cruise speed (45” movement) at 9” altitude

with the gear extended when a wing critical hit causes it to crash. Because 45” inches is greater than 9”, the crash distance is 45”. The extended gear absorbs 3” of crash energy, reducing the crash distance to 42” Because the crash distance is not 48” (the required distance to destroy the aircraft on impact), it is considered a 36” crash.

The V-22 takes 4 critical hits with a DPR of 12. After impact, the wreckage travels an additional 45” across the table. But it strikes a grove of trees after only 36”. The impact stops the aircraft’s movement and counts as a 13” crash movement(45-32=13), which counts as a 12” crash. Note the landing gear does not absorb crash damage since the aircraft struck its nose against the wreckage. The battered aircraft takes another 2 critical hits with a DPR7.

Rotor/ Tail Rotor Strike:If the rotor strikes hard cover, there is an automatic hit to the rotor with a DPR of 7. If the rotor strikes

soft cover, the rotor takes a hit with a DPR of 3. Any soldier struck by a rotor blade is considered dead or severely injured. A helicopter cannot

intentionally smack a rotor blade against an enemy soldier, as soldiers tend to move out of the way when rapidly-spinning pieces of metal are heading toward them.

Ditching:Fixed wing aircraft that are forced to land on anything other than smooth ground or pavement may

choose to ditch. This is done by landing on the aircraft’s belly with the gear retracted. Aircraft with landing gear damage may be forced to ditch.

Ditching works like landing, except the aircraft is unable to brake and will skid in a straight line at Stall speed for two entire rounds.

Ditching a aircraft causes damage. Propellers will smash into the ground and be ruined. Jet engines will inhale dirt, gravel, debris, vegetation, or other objects that will wreck them. Without landing gear to absorb the impact, the aircraft takes 2 critical hits with a DPR 4, and each member of the crew takes a hit with a DPR 2.

A ditched aircraft cannot taxi or take off.

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CombatAir-to-Ground Gunnery:

Because planes are higher than foot-mounted soldiers, weapons mounted on airplanes fire down at a steeper angle. Therefore, the columns of fire used for Full-Auto and Suppressive Fire are different. Instead of being 3 or 5 inches wide and continuing to the range of the weapon, templates are used. The two templates are either a 3X9 strafe template or a 4X7 spot template. These templates are also used for ground-based gatling guns and other weapons with an extremely high rate of fire.

Firing Arcs:Aircraft weapons have different firing arcs. Crew-operated defensive weapons mounted on

pintles are capable of firing in a 180° arc to the aircraft’s side.Soldiers firing small arms are limited to a 90° arc from door or window opening. Attack helicopters often have chin turrets. These have a 180° arc centered on the helicopter’s nose. Forward-firing weapons such as rockets, and fixed machine guns require the aircraft point directly at the target. Guided missiles can attack targets in a 90° arc centered on the aircraft’s nose.

Anti-Aircraft Gunnery:Aircraft are large targets, yet their altitude and rapid movement makes them hard to shoot at. Aircraft moving at Attack speed

have a -4 penalty to hit, while aircraft moving at Cruise speed have a -2 penalty to hit. Aircraft at Slow speed or below have no penalty. Aircraft are considered to be moving the entire turn unless they end their MAP in a hover.

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Gatling Guns:Electric gatling guns fire so rapidly (up to 100 rounds a second) that they get their own set of rules.

A gatling gun can only fire in Full-Auto and Suppressive Fire due to the sheer number of rounds coming from it. In Full-Auto fire, gatling guns use a template that the player puts down on the table and cause a limited number of attacks to any and all targets in the template. For instance, the M134 7.62mm Minigun makes 5 attacks on each target in a 5”X9” area.

Suppressive fire works a little differently for gatling guns. They cover a column 8 inches wide to the edge of the table (as per the standard DoW rules) but will cause 10 attacks to each model in that area.

Suppressive fire can get strange when the firing model is in a moving vehicle such as an aircraft or ground vehicle. As the vehicle moves, it would seem as if the suppressive fire column moved with it, thus expanding the suppressed area. To prevent confusion, consider the suppressed area to be non-mobile. Place a marker on the table where the gunner was when suppressive fire began. Suppressive fire ceases if the gunner loses line-of-sight of the suppressed area.

A gatling gun in full auto consumes ammo equal to its attacks X 20. In suppressive fire mode, a gatling gun uses three times as much. To simplify ammo consumption for the game, aircraft ammo is listed by the number of times a gun can fire in full-auto. For example, instead of listing an AH-6 Little Bird’s M134 Minigun ammo capacity as 4000, the ammo is listed as “X 40”, or 40 attacks worth of ammunition. However, it’s rare that an aircraft will run out of ammunition during a typical game.

Rockets:Many attack helicopters carry unguided rockets in pods. A single rocket may be launched using the

single-shot gunfire rules (3AP to fire). Aircraft can also launch a single rocket from each pod. This counts as a burst of gunfire (5AP to fire with a -1 modifier). Rockets may be ripple-fired (firing all rockets in a pod) using the full-auto rules (6AP to fire with a -3 modifier).

Rockets that hit their target explode using a grenade template. Rockets that miss scatter like grenades and explode where they hit.

Ripple-firing twin 19-round rocket pods means 38 individual rockets that will hit or scatter, and each one will need a template, creating a potential for hundreds of hits. Players may choose to avoid ripple-fire for this reason.

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Strafing Attacks: The traditional airplane weapon is a machine gun or cannon fixed forward so that the pilot must

point the airplane at the target. These weapons are fired by the pilot. Fixed-forward weapons cannot be used for aimed shots. Often, there are multiple forward guns. Aircraft guns are set to converge at a set distance. This simply means there will be more attack dice rolled.

Hit Locations:Critical hits work the same way as the Rolling Thunder expansion with a major exception: There

are more subsystems on an aircraft than a ground vehicle. The d10 roll doesn’t work if there are twelve or thirteen hit locations.

Hit Locations in Birds of Prey work on a 1d100 system. Roll two d10 dice. The first die gives the tens, while the second die gives the ones. This method results in a random number from 01 to 99, with a double zero for a 100. Each hit location is given a range of numbers based on its size relative to the other systems. There is a higher probability of hitting a large area like a wing instead of a small area like the cockpit instruments.

I’ve felt there is a problem with the beta version of the DOW: Rolling Thunder rules, in that a figure on or inside a vehicle cannot be directly targeted. He can only be hit via a critical hit, but there is only a 1 in 10 chance of that happening. Therefore, a guy with a .50 inside a vehicle can hammer away and 90% of the shots directed at him will miss him. On the other hand, a guy with a .50 in a building can be shot directly.

Therefore, I propose that individual locations on an aircraft or vehicle can be targeted using the

Aimed Shot rules. The VTM of the vehicle is ignored, but penalties for aircraft movement remain.

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Aircraft SubsystemsBy each Hit Location there are three checkboxes to keep track of the severity of each hit. If the

subsystem is destroyed, cross out the item on the list.

Pilot:Pilots are usually protected by the aircraft, but they need large glass areas to see through.

Therefore, they are less protected than drivers of ground vehicles. If the pilot is hit, roll on the Injury chart to see where the shot hits. If the shot passes through the windshield, there is a lower armour protection. If the shot intersects a piece of aircraft structure or an open cargo door,the armour value will differ accordingly. In addition to the standard AR and KE armour values (listed on the Hit Location charts), aircraft have armour values for windshield glass and side glass.

To simplify the game, do not keep track of individual injuries as per the standard rules. When pilots are wounded, they lose Pilot Skill. This makes it harder to control the aircraft. If there is a co-pilot on board, consider the least-wounded pilot to be controlling the aircraft. If the pilot is killed or unable to control the aircraft due to injury, the aircraft will automatically lose control unless there is a co-pilot available.

Avionics:All aircraft have instruments that tell the pilot what the aircraft is doing. These include FLIR, RWR,

PNVS, navigational systems, radios, and other sensitive instruments. A pilot may control the aircraft by visual clues, but without instruments, the aircraft cannot maintain safe flight in low visibility situations.

If the Avionics are hit with a critical hit, other instruments such as radar altimeters, FLIR, will be out of commission for the rest of the game. Some Avionics have no effect on a game of DoW.

Optics:Optics include the targeting systems of the aircraft and sensors that detect enemy units. If the

optics are damaged the aircraft maybe unable to fire guided weapons such as AGTM. Other weapons such as unguided rockets and turreted weapons will be difficult to fire as well. Optic hits only affect fixed aircraft weapons. Defensive weapons such as pintle-mounted machine guns will be unaffected.

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Landing Gear:Planes need landing gear to land or taxi on the ground. Fixed wing aircraft and some rotary wing

aircraft have wheels allowing them to taxi. Taxiing airplanes work best on smooth, flat ground. They are subject to bogging down on dirt, snow, sand, or mud, and sliding around on ice. Most rotary wing aircraft have skids. These planes are unable to taxi along the ground but the gear is much tougher. Helicopters with skids usually taxi by flying slow close to the ground.

If wheeled landing gear is hit, the aircraft may be unable to taxi . Fixed wing aircraft will be prevented from taking off or landing safely if the tires are damaged or if the gear becomes stuck in the wheel well. However, this probably won’t be a factor in a DoW game. Helicopters won’t be prevented from lifting off. However, the gear is designed to cushion the impact of landing or light crashes, making landing difficult and increasing severity of a crash.

Landing gear damage usually results in a penalty to landing.

Cargo:Most aircraft have some space to store equipment, supplies, or passengers. The effects of a hit

depends on what’s being stored. Soldiers riding on board an aircraft count as cargo, not crew. Cargo doors are often open on helicopters for quick loading and unloading. Open cargo doors affect the armour available to protect cargo from hostile fire.

Crew:Besides the pilot and co-pilot, aircraft often have other crew members such as gunners, flight

engineers, parajumpers, loadmasters, observers, radio operators, navigators, and medical personnel. These do not include soldiers who may be riding on board the aircraft (they are considered cargo).

If the crew takes a hit, a random member is killed or injured.

Weapon:A weapon has been damaged and unusable, or destroyed outright. Decide randomly which

weapon has been hit. That weapon cannot be used for the rest of the game.There are multiple weapon loadouts on some aircraft. The loadout must be chosen before the

game begins.

Ammunition:Armed aircraft carry ammunition in bins for forward-firing cannons and machine guns. Hits by HE or

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incendiary rounds will explode the ammunition, while ammo hits by KE rounds may cause an explosion. Fixed weapons on an aircraft are usually fed from bins which can’t be reloaded in flight. Pintle-

mounted weapons such as machine guns are often fed from ammo boxes which can be reloaded by the gunner or other crew members. Some pintle-mounted weapons are fed from bins as well.

Main Rotor:A helicopter’s rotors are really wings that spin in a circle. Damage to the main rotor hub or blades

may unbalance the rotor and cause. Extreme damage may cause a blade to fly off the rotor, sending the aircraft into a tumble

Engine:A helicopters’ rotors are powered by piston or turbine engines (a jet engine that turns gears)

connected to a transmission. Engine hits may damage the engine or destroy it. Should the engine lose power, pilots are trained to disengage the transmission, allowing the rotor to spin with oncoming wind. This autogyration effect allows the helicopter to perform an emergency landing.

Fixed wing aircraft are moved through the air by propellers, turboprops (turbine engines turning a propeller) or jet engines. Engine damage may mean the aircraft cannot maintain sufficient speed to remain airborne.

For safety, many aircraft have dual engines. If one engine is disabled due to malfunction or hostile action, the other engine will keep the aircraft flying long enough to return home. Planes with dual engines may stay flying with an engine destroyed, but have only 6 MAP each turn. Other effects (such as fire or stability) still apply.

Fuel:Most aircraft hold their fuel in self-sealing bladders stored in the wings and fuselage along the center

of gravity. Most small arms fire will have no effect, but larger rounds can cause the fuel to leak. Explosive rounds, tracers, and armour-piercing incendiary rounds can cause a fire or explosion.

Fuel is usually stored in multiple bladders. Destruction of one bladder does not mean the aircraft is out of fuel, but a fire may result. Multiple fuel tanks are mentioned on each aircraft record sheet.

Control Surface:An aircraft’s wings and tail have hinged panels that move to deflect air and control the airplane’s

flight. These are usually thin metal or fabric stretched over a skeletal frame. They can be damaged simply

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by mechanics walking on them. Hostile fire can punch holes through control surfaces or damage the hinges or actuators that move them, making them less effective. Severe damage can rip a control surface off.

Tail Rotor:Newton’s laws of motion mean that as a helicopter turns its main rotor, the fuselage will be rotated

in the opposite direction. The tail rotor is Igor Sikorsky’s method of applying force on the tail to counteract that force and the helicopter stable. The pitch of the blades is controlled by the pilot to yaw the helicopter right and left.

Tail rotors are a very vulnerable part of the helicopter. Not only are they complex and fragile, but they are prone to striking structures, trees, and terrain during low altitude operations. Should the tail rotor be destroyed, the helicopter will be unable to counter the torque of the main rotor. Pilots are trained to disengage the engine and use autogyration for an emergency landing.

Some helicopters don’t have tail rotors. Helicopters NOTAR (NO TAil Rotor) systems use turbine exhaust through vents in the tail. These systems are much less vulnerable than a spinning rotor, yet damage to them will cause the same effects as a damaged tail rotor.

Wing:Wing structure is a skeletal structure covered with stressed metal or fabric. The sheer size of a

wing’s area means it is rarely armoured. Fuel tanks are often stored in the wings. damage damage to the wing can limit the aircraft’s stability, rupture fuel tanks, or damage underwing stores. Severe damage will usually result in an uncontrolled crash.

Some helicopters have sponson wings used to hold rocket pods and missiles. While not needed to fly, they do affect flight at high speeds, the downflow of the rotor wash, and the ground-effects during hover.

FLIRForward-Looking Infra Red systems are camera systems permanently mounted to the aircraft.

They’re designed to detect heat sources on the ground caused by engines, body heat, and camp fires, displaying the information to a monitor in the cockpit. FLIR footage is often seen from police helicopters during televised car chases at night.

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RWRCombat aircraft often have Radar Warning Receivers that detect hostile targeting radar and alert the

pilot that an enemy unit is searching or has radar lock. Currently, this has no use in DoW.

NVDNight Vision Devices are a general term for all night-vision systems including goggles, and those

mounted directly on the aircraft (such as FLIR, PNVS, and IRST).

NVGNight Vision Goggles are similar to those used by ground troops. They’re mounted to the pilot’s

helmet. The instruments inside aircraft are modified so they can be viewed through the NVG.

PNVSPilot’s Night Vision System is an infra-red viewing device permanently mounted to an aircraft.

While similar to FLIR or targeting systems, PNVS is dedicated for the pilot’s use in flying the aircraft. The AH-64 has a small turret with an infra-red camera mounted just in front of the cockpit. It rotates based on where the pilot’s helmet is turned and sends images to the pilot’s monocle display.

IR JammerTo protect aircraft against heat-seeking missiles, IR Jammers sent a barrage of infra-red light. This

makes the aircraft’s hot engine hard to distinguish. IR Jammers only affect heat-seeking missiles and have no effect against NVD or visually-guided weapons. Thus, there is no use in DoW.

IRSTInfra-Red Search and Track viewing devices are thermal sights similar to FLIR, but dedicated to

detecting hostile aircraft. Mounted on some planes such as the F-14D and MiG-29, IRST allows planes to search for targets passively, without risking detection by using search radar. Currently, this has no use in DoW.

Infrared Suppression SystemTo protect aircraft against heat-seeking missiles, there are several methods used to reduce the

infra-red signature of aircraft. Engine exhausts can be covered by hoods or baffles. Cool air from the outside can be mixed with the hot exhaust to cool it. The aircraft may be designed so engines are hidden

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from several angles (like the A-10 or F-117). However, this system have no effect against NVD or visually-guided weapons. Thus, it has no use in DoW.

GPSGlobal-Positioning Systems assist aircraft in navigation. Currently, there is no use for GPS

navigation in DoW.

Radar Altimeter:Traditional altimeters work via air pressure. They measure the distance from sea level, not above

the ground. Thus, they are “blind” to changes in terrain elevation, structures, or other features. Radar altimeters emit a narrow beam downward to assist the pilot in NOE flying. Helicopters with a radar or laser altimeter have advantages to hovering and landing. Any advantage is listed on the record sheet. A radar altimeter is considered part of the aircraft’s Avionics package, and will be disabled should the Avionics take a critical hit.

Fire Extinguishers:Most planes have on board fire suppressive systems that can be used to extinguish engine fires.

The system is activated from the cockpit and can be used only once. Cockpits are also equipped with hand extinguishers. A crewman may spend his entire AP to grab

an extinguisher and extinguish a cockpit or cargo fire.

Fire:beginning of Each turn a hit location is o fire, roll 1d10. on a 1, the fire spreads to a random hit

location that is physically adjacent on the model (from engine to cargo hold, for instance). On a 2 or 3, the damage to the hit location increases by one level.

Birds of Prey V-012406 Page 19

Page 20: Birds of Prey

Special OperationsRiders and Occupants:

Troops can ride inside aircraft capable of carrying passengers or cargo. It costs 2 AP to board an aircraft through a crew or cargo door. Troops may fire their weapons through open doors.

Fastrope: Troops can exit an aircraft from a hover. One fireteam can fastrope in a turn per rope. An aircraft

can use as many ropes as it has open cargo doors. Fastroping takes 5 AP.For each dismounting model roll 1d10. Night -1 (ignore if using night vision goggles)Helicopter wandered during hover -1Helicopter lost control -2Trained in Fast Rope or Para Assault +1

On a roll of 1 roll another 1d10 and consult the fastrope wound table.

Fast Rope Wound Table0 or less - Model accidentally released rope, fatal landing. Model is killed instantly.

1 to 2 - Model accidentally released rope, bad landing. Model needs Immediate Medical Attention. Subtract 4 Hit Points, Immobilized and Unconscious.

3 to 5 - Model slid down rope too quickly, broken leg. Model needs Immediate Medical Attention. Subtract 2 Hit Points, movement costs are doubled, impossible to run.

6+ - Model slid down rope too quickly, awkward landing. Model must make successful Morale check or only has 5AP on the next turn (or this turn).

Extend:Aircraft that leave the table may return from any table edge in 1dd6 turns. Roll a d6 during the next

movement phase. If the roll is a 1, the aircraft may return this phase. If not, roll a d6 during next turn’s movement phase. If the result is a 1 or 2, the aircraft may return. The aircraft can return following round if a 1, 2, or 3 is rolled, and so on. While the aircraft is off-board it cannot attack, be attacked, or otherwise influence the game.

Birds of Prey V-012406 Page 20

Page 21: Birds of Prey

FormulasAttack movement (in inches)= aircraft’s stated maximum speed(mph)÷3 (use stated cruise speed if max is too high for game purposes)cruise = 1/2 attackskid=1/2 cruiseslow/taxi=3”stall = cruise speed/4 or 40 inches, whichever is less mph = kts X 1.15mph = kph X 0.6Gatling FA bullets used = RPM ÷ 30Gatling attacks = bullets used ÷ 20

Pilot skill check = (pilot skill + aircraft stability + maneuver difficulty)

Basic Maneuver MAP:Slow 1Cruise 3Attack 5Yaw 3Skid 3Take Off 10Taxi 1

Maneuver MAP DifficultyDouble Yaw 4 0Hover 7 -3Land 10 -2

Random Yaw (helicopter only)1d10

1 double right, lose 3” altitude2 double right3 right4 right5 double left, lose 3” altitude6 double left7 left8 no change9 no change10 roll on Random Altitude chart

Birds of Prey V-012406 Page 21

Page 22: Birds of Prey

Random Turn (fixed-wing and dual-rotor helicopter) 1d101 double right, lose 3” altitude2 double right3 right4 right5 double left, lose 3” altitude6 double left7 left8 left9 no change10 roll on Random Altitude chart

Landing Failure roll fail by1 hesitate: aircraft stays in hover this turn but may attempt next turn2 wave-off: aircraft moves forward at cruise speed and loses all remaining MAP3 hard landing: all occupants lose 5AP.4 overcorrect: Pilot panics and yanks aircraft back into the air. Add 6” to altitude5 bad landing: take hit DPR 4 to gear, lose 1 stab, all occupants lose all AP this turn6 crash landing: crash from an altitude of 6”

Autogyrate landings can’t hesitate, wave-off or overcorrect. roll 1d6 and consult the list again, reroll if necessary.

Crash Damage6” aircraft damaged critical hit DPR 412” aircraft damaged 2 critical hits DPR 724” aircraft severely damaged 3 critical hits DPR 1036” aircraft destroyed 4 critical hits DPR 12 48”+ aircraft destroyed, all occupants killed

Rotor/ Tail Rotor Strike:Hard cover = DPR 7. Soft cover = DPR 3.

Ditching:skid in a straight line at Stall speed for two entire rounds.aircraft takes 2 critical hits with a DPR 4, crew takes a hit with a DPR 2.

Fastrope success table:Night -1 (ignore if using night vision goggles)Helicopter wandered during hover -1Helicopter lost control -2Trained in Fast Rope or Para Assault +1

Fast Rope Wound Table0 or less - Model accidentally released rope, fatal landing. Model is killed instantly.

1 to 2 - Model accidentally released rope, bad landing. Model needs Immediate Medical Attention. Subtract 4 Hit Points, Immobilized and Unconscious.

3 to 5 - Model slid down rope too quickly, broken leg. Model needs Immediate Medical Attention. Subtract 2 Hit Points, movement costs are doubled, impossible to run.

6+ - Model slid down rope too quickly, awkward landing. Model must make successful Morale check or only has 5AP on the next turn (or this turn).

Birds of Prey V-012406 Page 22

Page 23: Birds of Prey

Birds of Prey V-012406 Page 23

Page 24: Birds of Prey

Birds of Prey V-012406 Page 24

Front Hit Location1d100 Location AR KE AR HE Subsystem

Designation Type AP Cost/ # of Shots Turn Capacity AP Short Med Long DPR ARM Soft HardActions per Ammo Reload

Vehicle:Type:

VTM Front/Rear:VTM Fla nk/Top:

Movement

Back Hit Location

1d100 Location AR KE AR HE Subsystem

Flank Hit Location1d100 Location AR KE AR HE Subsystem

Top/Bottom Hit Location

1d100 Location AR KE AR HE Subsystem

Pilot Sk ill:

Gunner WP:

0 -1 -2 -3 -4 -5 -6 -7 -8 -9 XGunnery penalty

Stability5 4 3 2 1 0 -1 -2 -3 -4 X

Pilot

Avionics

Optics

01-03

04-09

10

11-16

17-34

35-38

39-40

41-43

44-60

61-71

Cockpit 21

21

2

2

21

21

2

21

10

10

28

3

3

28

28

3

28

15

15

Cockpit

Nose

Fuselage

Fuselage

Fuselage

Fuselage

Fuselage

Rotor

Fuselage

Landing Gear

Cargo

Crew

Weapon

Ammunition

Main Rotor

Engine

HH-60 Pave HawkHe licopter

24

Attack Speed (5AP): 48”Cru ise Speed (3AP): 24”Slow Speed (1AP): 3”Skid (3AP): 12”Yaw (3AP): 45°Taxi (1AP): 3”

M240G 7.62mm X2 Machine Gun 5 APBU/ 5 shots 2 BU 200/belt 5 40 80 505 4 -3 7 0Pintle Mount (P&S side windows) 6APFA/ 10 shots 1 FA

Maneuver AP DifficultyHover 7 -3Land (approach) 7Land (flare) 10 -2Autogyro all -3Double Yaw 4 0

Control Roll= Pilot Skill+Difficulty+StabilityRoll equal or under for success

72-7910Fuselage Fuel

80-882Tail Control Surface

89-005Tail Tail Rotor

Pilot

Avionics

Optics

01

02

03

04-09

10-25

26

27-28

29

30-53

54-63

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Fuselage

Fuselage

Fuselage

Rotor

Fuselage

Landing Gear

Cargo

Crew

Weapon

Ammunition

Main Rotor

Engine

64-74 Fuselage Fuel

75-84 Tail Control Surface

85-00 Tail Tail Rotor

Pilot

Avionics

Optics

01-19

20-22

23-24

25-31

32-41

42-44

45-48

49

50-78

79-90

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Fuselage

Fuselage

Fuselage

Rotor

Fuselage

Landing Gear

Cargo

Crew

Weapon

Ammunition

Main Rotor

Engine

91-92 Fuselage Fuel

93-98 Tail Control Surface

99-00 Tail Tail Rotor

Pilot

Avionics

Optics

01-03

04-05

06

07-09

10-32

33-34

35

36

37-65

66-77

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Fuselage

Fuselage

Fuselage

Rotor

Fuselage

Landing Gear

Cargo

Crew

Weapon

Ammunition

Main Rotor

Engine

78-81 Fuselage Fuel

82-94 Tail Control Surface

95-00 Tail Tail Rotor

AR KE AR HEwindshield 5 8side glass 2 3

Use above if not specified inhit location chart. AR valuesin chart are for non-glasssurfaces

15

3

8

28

21

21

2

2

21

21

2

21

10

10

28

3

3

28

28

3

28

15

15

10

2

5

15

3

8

28

21

21

2

2

21

21

2

21

10

10

28

3

3

28

28

3

28

15

15

10

2

5

15

3

8

28

21

21

2

2

21

21

2

21

10

10

28

3

3

28

28

3

28

15

15

10

2

5

15

3

8

28

Pilot, Co-Pilot, Flight Engineer, 2 Gunners,2 PJsCan carry 8 troops in cargo bay.Rescue Hoist with 200’ cable, 600lb capacityCargo Hook: 8000lb capacityRefueling ProbeDual Engine: Plane has 6 MAP if runningon one engine.

M2 .50 X2 Machine Gun 5 APBU/ 5 shots 2 BU 50/belt 5 225 455 1375 8 -9 9 4Pintle Mount (P&S side windows) 6APFA/ 10 shots 1 FA

Avionics:NVD goggles for pilot and co-pilotAll-Weather AvionicsAutomatic Flight Control +1 Stability

Defense Systems:Chaff DispenserIR JammerIR Supression SystemRWR

Loadout 1+200 pts.

Loadout 2+440 pts.

Loadout 3+300

M134 Minigun 7.62mm X2 Gatling Gun 6APFA 18”/ 5 attacks 1 FA X 40 - 50 100 600 4 -3 7 0Pintle Mount (P&S side windows) 5x7 template

Bog Check (taxi)Mud -6Ice -3Snow -4Sand -5

Fire Suppression System

1 Head2-3 Chest4-5 Stomach6 Abdomen7 Right Leg8 Left Leg9 Right Arm10 Left Arm

Pilot/CrewHit Location

Page 25: Birds of Prey

Birds of Prey V-012406 Page 25

Front Hit Location1d100 Location AR KE AR HE Subsystem

Designation Type AP Cost/ # of Shots Turn Capacity AP Short Med Long DPR ARM Soft HardActions per Ammo Reload

Vehicle:Type:

VTM Front/Rea r:VTM Fla nk/Top:

Movement

Back Hit Location1d100 Location AR KE AR HE Subsystem

Flank Hit Location1d100 Location AR KE AR HE Subsystem

Top/Bottom Hit Location1d100 Location AR KE AR HE Subsystem

Pilot Sk ill:

Gunner WP:

0 -1 -2 -3 -4 -5 -6 -7 -8 -9 XGunnery penalty

Stability5 4 3 2 1 0 -1 -2 -3 -4 X

Pilot

Avionics

Optics

01

02-03

04

05-06

07-32

33-34

35-36

37

38-40

41-83

Cockpit 14

14

2

2

14

14

2

14

10

10

21

3

3

21

21

3

21

15

15

Cockpit

Nose

Fuselage

Fuselage

Fuselage

Fuselage

Fuselage

Wing

Wing

Landing Gear

Cargo

Crew

Weapon

Ammunition

Wing Structure

Engine

MV-22 OspreyTilt-Rotor VTOL

24

Attack Speed (5AP): 90”Cru ise Speed (3AP): 45”Slow Speed (1AP): 3”Sk id (3AP): 12”Yaw (3AP): 45°Tax i (1AP): 3”

M240G 7.62mm X2 Machine Gun 5 APBU/ 5 shots 2 BU 200/belt 5 40 80 505 4 -3 7 0Pintle Mount (P&S side windows) 6APFA/ 10 shots 1 FA

Maneuver AP DifficultyHover 7 -3Land (approach) 7Land (flare) 10 -2Autogyro all -3Hard Yaw 90° 4 0

Control Roll= Pilot Skill+Dif ficulty+StabilityRoll equal or under for success

84-867Wing Fuel

87-002Tail Control Surface

Pilot

Avionics

Optics

01

02

03

04-12

13-25

26-29

30-34

35-39

40-60

61-83

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Fuselage

Fuselage

Fuselage

Wing

Wing

Landing Gear

Cargo

Crew

Weapon

Ammunition

Wing Structure

Engine

84-89 Wiing Fuel

90-00 Tail Control Surface

Pilot

Avionics

Optics

01-05

06

07-08

09-18

19-26

27-31

32-35

36-40

41-61

62-85

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Fuselage

Fuselage

Fuselage

Wing

Wing

Landing Gear

Cargo

Crew

Weapon

Ammunition

Wing Structure

Engine

86-91 Wing Fuel

92-00 Tail Control Surface

Pilot

Avionics

Optics

01

02

03

04-05

06-19

20-21

22

23

24-53

54-86

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Fuselage

Fuselage

Fuselage

Wing

Wing

Landing Gear

Cargo

Crew

Weapon

Ammunition

Wing Structure

Engine

87-93 Wing Fuel

94-00 Tail Control Surface

AR KE AR HEwindshield 5 8side glass 2 3

Use above if not specified inhit location chart. AR valuesin chart are for non-glasssurfaces

11

3

21

14

14

2

2

14

14

2

14

10

10

21

3

3

21

21

3

21

15

15

7

2

11

3

21

14

14

2

2

14

14

2

14

10

10

21

3

3

21

21

3

21

15

15

7

2

11

3

21

14

14

2

2

14

14

2

14

10

10

21

3

3

21

21

3

21

15

15

7

2

11

3

21

Pilot, Co-Pilot, Flight Engineer, 2 Gunners,Can carry 24 troops in cargo bay.Refueling ProbeDual Engines connected by shaft. A single enginecan power both rotors if necessary. On single engine,plane has only 6 MAP

XM218 .50 X2 Machine Gun 5 APBU/ 5 shots 2 BU 100/can 5 225 455 1375 8 -9 9 4Pintle Mount (P&S side windows) 6APFA/ 10 shots 1 FA

Avionics:NVD goggles for pilot and co-pilotAll-Weather AvionicsAutomatic Flight Control +1 Stability

Defense Systems:Chaff DispenserIR JammerIR Suppression SystemRWR

Loadout 1+200 pts.

Loadout 2+440 pts.

Loadout 3+300 pts.

M134 Minigun 7.62mm X2 Gatling Gun 6APFA 18”/ 5 attacks 1 FA X 40 - 50 100 600 4 -3 7 0Pintle Mount (P&S side windows) 5x7 template

Bog Check (taxi)Mud -6Ice -3Snow -4Sand -5

Fire Suppression System

1 Head2-3 Chest4-5 Stomach6 Abdomen7 Right Leg8 Left Leg9 Right Arm10 Left Arm

Pilot/CrewHit Location

Page 26: Birds of Prey

Birds of Prey V-012406 Page 26

Front Hit Location1d100 Location AR KE AR HE Subsystem

Designation Type AP Cost/ # of Shots Turn Capacity AP Short Med Long DPR ARM Soft HardActions per Ammo Reload

Vehicle:Type:

VTM Front/Rear:VTM Flank/Top:

Movement

Back Hit Location1d100 Location AR KE AR HE Subsystem

Flank Hit Location1d100 Location AR KE AR HE Subsystem

Top/Bottom Hit Location1d100 Location AR KE AR HE Subsystem

Pilot Skill:

Gunner WP:

0 -1 -2 -3 -4 -5 -6 -7 -8 -9 XGunnery penalty

Stability5 4 3 2 1 0 -1 -2 -3 -4 X

Pilot

Avionics

Optics

01-19

20-26

27-31

32-38

39-41

42-57

58

59-80

81-85

Cockpit 5

5

2

10

2

2

2

10

5

8

3

15

3

3

3

15

8

Cockpit

Nose

Fuselage

Fuselage

Fuselage

Fuselage

Rotor

Fuselage

Landing Skids

Cargo

Weapon

Ammunition

Main Rotor

Engine

AH-6 Little BirdHelicopter

13

Attack Speed (5AP): 53”Cruise Speed (3AP): 26”Slow Speed (1AP): 3”Skid (3AP): 13”Yaw (3AP): 90°

M134 Minigun 7.62mm X2 Gatling Gun 6APFA 18”/ 5 attacks 1 FA X 40 - 50 100 600 4 -3 7 0Fixed forward 5x7 template

Maneuver AP DifficultyHover 7 -3Land (approach) 7Land (flare) 10 -2Autogyro all -3Hard Yaw 180° 4 0

Control Roll= Pilot Skill+Dif ficulty+StabilityRoll equal or under for success

86-88 7Fuselage Fuel

89-87 2Tail Control Surface

98-00 5Tail Tail Rotor

Pilot

Avionics

Optics

01-04

05

06

07-11

12-23

24-36

37-44

45-6263-74

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Fuselage

Fuselage

Rotor

Fuselage

Landing Skids

Cargo

Weapon

Ammunition

Main Rotor

Engine

75-82 Fuselage Fuel

83-94 Tail Control Surface

95-00 Tail Tail Rotor

Pilot

Avionics

Optics

01-06

07-11

12-15

16-28

29-34

35-42

43-47

48-62

63-72

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Fuselage

Fuselage

Rotor

Fuselage

Landing Skids

Cargo

Weapon

Ammunition

Main Rotor

Engine

73-79 Fuselage Fuel

80-95 Tail Control Surface

96-00 Tail Tail Rotor

Pilot

Avionics

Optics

01-07

08-09

10-11

12-21

22-29

30-41

42-45

46-82

83-86

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Fuselage

Fuselage

Rotor

Fuselage

Landing Skids

Cargo

Weapon

Ammunition

Main Rotor

Engine

87-90 Fuselage Fuel

91-97 Tail Control Surface

98-00 Tail Tail Rotor

2.75” FFAR pod (x7) x2 Unguided 5 APSS/ 1 or 2 shots 2 SS 14 - 150 300 2000 6 HEI -9 HEI 7 4Fixed Forward Rocket 6APFA/ 14 shots 1 FA 3” rad. DPR 4 ARM -2

AR KE AR HEwindshield 2 3open doors 0 0

Use above if not specified inhit location chart. AR valuesin chart are for metal surfaces

11

3

8

8

2

2

2

10

2

2

2

10

5

3

3

15

3

3

3

15

8

5

2

5

8

3

8

3

2

2

2

10

2

2

2

10

5

3

3

15

3

3

3

15

8

5

2

7

8

3

11

3

5

5

2

10

2

2

2

10

5

8

3

15

3

3

3

15

8

5

2

5

8

3

8

8

Pilot, Co-Pilot

Unarmed version can hold 6 troops externally.

TOW ATGM 10 APSS 1 AA 4 - range 40 to 2000 6 -41 7 4Fixed Forward

Avionics:NVD goggles for pilot and co-pilotFLIRGPSRadar Altimeter: +1 Stability duringhover or land

Defense Systems:RWR

Loadout 1:Support+1490 pts.

Loadout 2:Anti-Tank+1200 pts.

Fire Suppression System

1 Head2-3 Chest4-5 Stomach6 Abdomen7 Right Leg8 Left Leg9 Right Arm10 Left Arm

Pilot/CrewHit Location

3” radius DPR 4 ARM -2

Front Hit Location1d100 Location AR KE AR HE Subsystem

Designation Type AP Cost/ # of Shots Turn Capacity AP Short Med Long DPR ARM Soft HardActions per Ammo Reload

Vehicle:Type:

VTM Front/ Rea r:VTM Fla nk/Top:

Movemen t

Back Hit Location1d100 Location AR KE AR HE Subsystem

Flank Hit Location1d100 Location AR KE AR HE Subsystem

Top/Bottom Hit Location1d100 Location AR KE AR HE Subsystem

Pilot Skill:

Gunner WP:

0 -1 -2 -3 -4 -5 -6 -7 -8 -9 XGunnery penalty

Stability5 4 3 2 1 0 -1 -2 -3 -4 X

Pilot

Avionics

Optics

01-02

03-05

06-08

09-16

17-31

32-33

34-39

44-46

47-60

61-71

Cockpit 21

21

2

2

21

21

2

21

10

10

28

3

3

28

28

3

28

15

15

Cockpit

Nose

Fuselage

Fuselage

Cockpit

Fuselage

Fuselage

Rotor

Fuselage

Landing Gear

Cargo

Gunner

Weapon

Ammunition

Main Rotor

Engine

Mi-24 DHe licopter

34

Attack Speed (5AP): 70”Cruise Speed (3AP): 35”Slow Speed (1AP): 3”Skid (3AP): 18”Yaw (3AP): 45°Taxi (1AP): 3”

Maneuver AP DifficultyHover 7 -3Land (approach) 7Land (flare) 10 -2Autogyro all -3Double Yaw 4 0

Control Roll= Pilot Skill+Difficulty+StabilityRoll equal or under for success

72-7810Fuselage Fuel

79-932Tail Control Surface

94-005Tail Tail Rotor

Pilot

Avionics

Optics

01

02

03

04-09

10-21

22

23-30

47-51

52-66

67-73

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Cockpit

Fuselage

Fuselage

Rotor

Fuselage

Landing Gear

Cargo

Gunner

Weapon

Ammunition

Main Rotor

Engine

74-85 Fuselage Fuel

86-93 Tail Control Surface

94-00 Tail Tail Rotor

Pilot

Avionics

Optics

01-02

03-06

07-08

09-16

17-29

30-31

32-42

59

60-74

75-81

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Cockpit

Fuselage

Fuselage

Rotor

Fuselage

Landing Gear

Cargo

Gunner

Weapon

Ammunition

Main Rotor

Engine

82-93 Fuselage Fuel

94-97 Tail Control Surface

98-00 Tail Tail Rotor

Pilot

Avionics

Optics

01

02-03

04

05-09

10-16

17

18-28

44-45

46-80

81-89

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Cockpit

Fuselage

Fuselage

Rotor

Fuselage

Landing Gear

Cargo

Gunner

Weapon

Ammunition

Main Rotor

Engine

90-92 Fuselage Fuel

93-97 Tail Control Surface

98-00 Tail Tail Rotor

AR KE AR HEwindshield 5 8side glass 2 3

Use above if not specified inhit location chart. AR valuesin chart are for non-glasssurfaces

15

3

8

28

21

21

2

2

21

21

2

21

10

10

28

3

3

28

28

3

28

15

15

10

2

5

15

3

8

28

21

21

2

2

21

21

2

21

10

10

28

3

3

28

28

3

28

15

15

10

2

5

15

3

8

28

21

21

2

2

21

21

2

21

10

10

28

3

3

28

28

3

28

15

15

10

2

5

15

3

8

28

Pilot, GunnerCan carry 8 troops in cargo bay.Dual Engine: Plane has 6 MAP if running on oneengine.

Retractable gear

YaKB-12.7mm 4-barrel Gatling Gun Gatling Gun 6APFA 18”/ 5 attacks 1 FA X 40 - 225 455 1375 8 -9 9 4Chin Turret (120° front arc) 5x7 template

Avionics:NVG goggles for pilot and co-pilotFLIRAll-Weather Avionics

Defense Systems:Chaff DispenserIR JammerIR Supression SystemRWR

Bog Check (taxi)Mud -6Ice -3Snow -4Sand -5

Fire Suppression System

UV-16-57 rocket pod (x16) x4 Unguided 5 APSS/ 1 or 2 shots 2 SS 64 - 150 300 2000 8 API -15 API 9 4Fixed Forward Rocket 6APFA/ 14 shots 1 FA 6 HEI -9 HEI

AT-2 Swatter X4 ATGM 10 APSS 1 AA 4 - range 40 to 2000 6 -41 7 0Fixed Forward

40-432 3Fuselage Sponson Wing

31-46 Fuselage Sponson WIng

43-58 Fuselage Sponson WIng

29-43 Fuselage Sponson WIng2 3

2 3

2 3

1 Head2-3 Chest4-5 Stomach6 Abdomen7 Right Leg8 Left Leg9 Right Arm10 Left Arm

Pilot/CrewHit Location

Page 27: Birds of Prey

Birds of Prey V-012406 Page 27

Front Hit Location1d100 Location AR KE AR HE Subsystem

Designation Type AP Cost/ # of Shots Turn Capacity AP Short Med Long DPR ARM Soft HardActions per Ammo Reload

Vehicle:Type:

VTM Front/ Rea r:VTM Fla nk/Top:

Movemen t

Back Hit Location1d100 Location AR KE AR HE Subsystem

Flank Hit Location1d100 Location AR KE AR HE Subsystem

Top/Bottom Hit Location1d100 Location AR KE AR HE Subsystem

Pilot Skill:

Gunner WP:

0 -1 -2 -3 -4 -5 -6 -7 -8 -9 XGunnery penalty

Stability5 4 3 2 1 0 -1 -2 -3 -4 X

Pilot

Avionics

Optics

01-02

03-05

06-08

09-16

17-31

32-33

34-39

44-46

47-60

61-71

Cockpit 21

21

2

2

21

21

2

21

10

10

28

3

3

28

28

3

28

15

15

Cockpit

Nose

Fuselage

Fuselage

Cockpit

Fuselage

Fuselage

Rotor

Fuselage

Landing Gear

Cargo

Gunner

Weapon

Ammunition

Main Rotor

Engine

Mi-24 DHe licopter

34

Attack Speed (5AP): 70”Cruise Speed (3AP): 35”Slow Speed (1AP): 3”Skid (3AP): 18”Yaw (3AP): 45°Taxi (1AP): 3”

Maneuver AP DifficultyHover 7 -3Land (approach) 7Land (flare) 10 -2Autogyro all -3Double Yaw 4 0

Control Roll= Pilot Skill+Difficulty+StabilityRoll equal or under for success

72-7810Fuselage Fuel

79-932Tail Control Surface

94-005Tail Tail Rotor

Pilot

Avionics

Optics

01

02

03

04-09

10-21

22

23-30

47-51

52-66

67-73

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Cockpit

Fuselage

Fuselage

Rotor

Fuselage

Landing Gear

Cargo

Gunner

Weapon

Ammunition

Main Rotor

Engine

74-85 Fuselage Fuel

86-93 Tail Control Surface

94-00 Tail Tail Rotor

Pilot

Avionics

Optics

01-02

03-06

07-08

09-16

17-29

30-31

32-42

59

60-74

75-81

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Cockpit

Fuselage

Fuselage

Rotor

Fuselage

Landing Gear

Cargo

Gunner

Weapon

Ammunition

Main Rotor

Engine

82-93 Fuselage Fuel

94-97 Tail Control Surface

98-00 Tail Tail Rotor

Pilot

Avionics

Optics

01

02-03

04

05-09

10-16

17

18-28

44-45

46-80

81-89

Cockpit

Cockpit

Nose

Fuselage

Fuselage

Cockpit

Fuselage

Fuselage

Rotor

Fuselage

Landing Gear

Cargo

Gunner

Weapon

Ammunition

Main Rotor

Engine

90-92 Fuselage Fuel

93-97 Tail Control Surface

98-00 Tail Tail Rotor

AR KE AR HEwindshield 5 8side glass 2 3

Use above if not specified inhit location chart. AR valuesin chart are for non-glasssurfaces

15

3

8

28

21

21

2

2

21

21

2

21

10

10

28

3

3

28

28

3

28

15

15

10

2

5

15

3

8

28

21

21

2

2

21

21

2

21

10

10

28

3

3

28

28

3

28

15

15

10

2

5

15

3

8

28

21

21

2

2

21

21

2

21

10

10

28

3

3

28

28

3

28

15

15

10

2

5

15

3

8

28

Pilot, GunnerCan carry 8 troops in cargo bay.Dual Engine: Plane has 6 MAP if running on oneengine.

Retractable gear

YaKB-12.7mm 4-barrel Gatling Gun Gatling Gun 6APFA 18”/ 5 attacks 1 FA X 40 - 225 455 1375 8 -9 9 4Chin Turret (120° front arc) 5x7 template

Avionics:NVG goggles for pilot and co-pilotFLIRAll-Weather Avionics

Defense Systems:Chaff DispenserIR JammerIR Supression SystemRWR

Bog Check (taxi)Mud -6Ice -3Snow -4Sand -5

Fire Suppression System

UV-16-57 rocket pod (x16) x4 Unguided 5 APSS/ 1 or 2 shots 2 SS 64 - 150 300 2000 8 API -15 API 9 4Fixed Forward Rocket 6APFA/ 14 shots 1 FA 6 HEI -9 HEI

AT-2 Swatter X4 ATGM 10 APSS 1 AA 4 - range 40 to 2000 6 -41 7 0Fixed Forward

40-432 3Fuselage Sponson Wing

31-46 Fuselage Sponson WIng

43-58 Fuselage Sponson WIng

29-43 Fuselage Sponson WIng2 3

2 3

2 3

1 Head2-3 Chest4-5 Stomach6 Abdomen7 Right Leg8 Left Leg9 Right Arm10 Left Arm

Pilot/CrewHit Location

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Birds of Prey V-012406 Page 28

Armour Check = Larget Location AR Value + Weapon’s ARM

Spall attack on every crew for each point fail Armour check.Spall attack = non-modified 1D10 on injury chartCrew killed if fail Armour check by 20 or more.

To-Hit = WP + Range Modifier + Ranged Combat Modifiers

Moving Aircraft Targets

-4 to hitCruise -2 to hitSlow 0 to hit

Component 0 or less 1-2 3-5 6+

1d100 for hit location on aircraft sheet.1d10+5 - DPR = severity

Wing Wing destroyed. Aircraftloses control and crashes.

Wing severely damaged.-3 Stability

Wing damaged.-1 Stability

Near Miss

OpticsOptics destroyed.Aircraft cannot attack with fixedweapons.Cannot use ATGM

Optics destroyed.Aim only by bore-sighting-6 to hit.Cannot use ATGM

Optics damaged.-2 to hitCannot use ATGM

Optics damaged.-1 to hitCannot use ATGM

Weapon Weapon destroyed.If explosive weapon,secondary explosion causesfull damage to aircraft.

Weapon destroyed. Weapon destroyed. Near miss.

Weapon Crew Weapon crewmember killed. Weapon crewmember hit.-2 WP

Weapon crewmember hit.-1 WP

Near miss.

Cargo Crew hit if passengers in thisarea.

Crew hit if passengers in thisarea.

Crew hit if passengers in thisarea.

Near miss.

Ammunition Ammo explodes.aircraft destroyed.

Ammo scattered in cabinAmmo fireexplodes in 1-10 turnsHE= explodes immediately

Ammo scattered in cabin.1 of 1D10 = ammo fire andexplosion in 1-10 turnsHE= explodes immediately

Near miss. Check for crewbailout

FuelFuel tanks ruptured andempty.Explode and destroy aircraftif hit with HE

Fuel tanks ruptured and emptyFire.Helicopters must autogyrate.Fixed-wing must glide

Fuel tanks empty in 1dd6turnsHE hit= fire and explosion in1dd10 turns

Fuel tanks empty in 1dd20turns.HE hit= fire

Pilot Pilot killed.Aircraft loses control unlessco-pilot available.

Pilot severely injured.-4 Pilot SkillPilot cannot attack

Pilot Injured.-2 Pilot Skill

Near Miss. Morale check.

Engine Destroyed.Fire.Helicopters must autogyrate.Fixed-wing must glide

Engine Engine DestroyedHelicopters must autogyrate.Fixed-wing must glide-3 MAP

Severe Engine DamageEngine destroyed in 1dd10rounds-2 MAP

Minor Engine DamageWill become Severe in 1dd10rounds-1 MAP

Main Rotor Rotor destroyed. Helicoptercrashes.

Rotor heavily damaged-3 Stability

Rotor blades damaged-1 Stability

Shot goes between blades

Control Surface Surface destroyed.-3 Stability

Control Surface heavilydamaged.-2 Stability

Control Surface damaged.-1 Stability

Near Miss

Tail Rotor Tail Rotor destroyed.Helicopter must autogyrate

Tail Rotor unbalanced-3 Stability

Tail Rotor damaged-1 Stability

Near Miss

Landing Skids Skids destroyed.-4 to landing difficulty

Skids heavily damaged-3 to landing difficulty

Skids damaged-1 to landing difficulty

Near Miss

Avionics Instruments destroyed, controlsdamaged.-3 Pilot SkillAircraft loses control if no visual clues.Cockpit fire.

Instruments damaged.-2 Pilot Skillcockpit fire.

Instruments damaged-1 Pilot Skill

Near miss.

Landing GearLanding gear destroyed.-4 to landing difficulty (vtol or helo)-6 to landing difficulty (fixed)Fixed-wing must ditch to landplane cannot taxifixed wing cannot take off

Landing gear severely damaged.-3 to landing difficulty (vtol or helo)-5 to landing difficulty (fixed)50% chance of gear stuckplane cannot taxifixed wing cannot take off

Tire destroyed.-2 to landing difficulty (vtol or helo)-4 to landing difficulty (fixed)half taxi speedfixed wing cannot take off

Tire damaged.-1 to landing difficulty (vtol)-2 to landing difficulty (fixed)

Rotor/ Tail Rotor Strike

Hard Cover: Automatic hit to rotor, DPR 7.Soft Cover: Penetration of 7. If penetrate, hit torotor, DPR 5.

Crash

6” plane damaged critical hit DPR 412” plane damaged critical hit 2 critical hits DPR 724” plane severely damaged, occupants hurt 3 critical hits DPR 1036” plane destroyed 4 critical hits DPR 1248”+ plane destroyed, all occupants killed

Aircraft Morale

Must take Morale Check for each hit on vehicle.If fail lose Op Action, and must move for cover.-2 if round penetrates armour with DPR 6+-3 if round penetrates armour with DPR <6

Random Turn (fixed-wing anddual-rotor helicopter) 1d10

1 hard right, lose 3” altitude2 hard right3 right4 right5 hard left, lose 3” altitude6 hard left7 left8 left9 no change10 random altitude

Random Altitude

1 down 12”2 down 9”3 down 6”4 down 3”5 no change6 no change7 no change8 up 3”9 up 6”10 random yaw/turn

Random Yaw(helicopter only)1d10

1 hard right, lose 3” altitude2 hard right3 right4 right5 hard left, lose 3” altitude6 hard left7 left8 no change9 no change10 random altitude

Firing while moving

Attack -3 to hitCruise -2 to hitSlow -1 to hit

Boarding/Exiting Aircraft

Cockpit 3APCargo Door 3APFastrope 5AP

Landing Failure

roll fail by1 hesitate: plane stays in transition this round but may attempt next round2 wave-off:3 hard landing: all occupants lose 5AP.4 overcorrect: Pilot panics and yanks plane back into the air. Add 6” to altitude5 bad landing: take hit DPR X to gear, lose 1 stab, all occupants lose all APthis turn6 crash landing: crash from an altitude of 6”

Fast Roping For each dismounting modelroll 1d10, on a roll of 1 roll onthe fastrope wound table.

Fast Rope wound Table

0 or less - Killed 1 to 2 - Immediate MedicalAttention, - 4 Hit Points,Immobilized and Unconscious.

3 to 5 - broken leg. ImmediateMedical Attention - 2 Hit Points,movement costs are doubled,impossible to run.

6+ - Morale check or only has5AP on the next turn (or thisturn).

Night -1Helicopter wandered duringhover -1Helicopter lost control -2Trained in Fast Rope +1

Sponson Wing Sponson destoryed. Lose allweapons carried on sponson.-3 Stability at all speeds andhover.

Sponson severely damaged.Sponson weapon hit.-2 Stability at speeds aboveSlow.

Sponson damaged.-1 Stability at speeds aboveCruise.

Near Miss

Maneuver AP DifficultyHover 7 -3Land (flare) 10 -2Autogyrate all -3Double Yaw 4 0

Control RollPilot Skill+Difficulty+Stability

Roll equal or under for success

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Birds of Prey V-012406 Page 29

Strafe Template:4.5” X 7”

6AP Gatling FA5 attacks to each targetinside template