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Turn Sequence

Air War: C21 Quick Reference SheetExperimental


Phase I

Prep
Move
Fire
Speed

Apply engine power speed changes


Place maneuver cards
Roll for initiative, conduct visual and radar spotting
Move according to initiative/tailing & resolve ground attacks
Resolve missiles in flight
Launch new missiles (AAM & SAM)
Resolve gun attacks (Air-to-air, AAA, and strafing)
Attempt stall recovery
Resolve speed changes: maneuver & stall recovery
Resolve excessive speed damage

Pilot Skill Modifiers Chart


Skill
Maneuver/Init. Gun Dice
Green
Poor
Average
Good
Ace

2
1
0
+1
+2

Missile

2d6
1d6
No change
+1d6
+2d6

Air-to-Air Gun Dice


Gun Type
Gun
Dice
Machinegun
3d6
Cannon
5d6
Gatling
7d6
Rocket Pack
5d6

2
1
0
+1
+2

Air-to-Air
Gun Hit #s
Range
0 to 3
over 3 to 6
over 6 to 9

To
hit
4+
5+
6+

Additional Damage Table


Die
Additional Damage
Roll
1-3 No extra damage
4
Radar system KOcant use SARH/ARH
missiles, or spot with radar
5
Missile system KO
6
Gun system KO
7
External systems KOECM+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.

Condition
Excess damage
Small cockpit
Early ejection seat, or manual bailout
Speed greater than 14

Modifier
?
1
1
3

Version 1.18 by Paul Minson

Initiative: d6 skill
Resolving ties in order:
1.
2.
3.
4.
5.

Lowest pilot rating


Slowest aircraft
Lowest maneuver rating
Most heavily damaged
Straight d6 die roll

Stall Recovery (1d10)


4+ Recovered, speed=min
3 or less Roll 1d10 again:
1-2
3+

Crash
Still stalled next phase

Air-to-Air Gun Modifiers (apply in order listed)


Modifier
Amount
Pilot skill gun dice modifier (firers)
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
Target stalled; or target failed maneuver
+2d6
where a fire bonus is indicated
Firing from target front
Halve dice*
Target performed successful maneuver
Halve dice*
except Unload
* Round numbers of dice up
Air-to-Air Missile Modifiers
Pilot skill (firers)
IR missile fired from target Front
IR missile fired from target Beam
SARH or ARH missile fired from target Front
SARH or ARH missile fired from target Beam
SARH or ARH missile launched at Long Range
(head-on at 0-24 beyond normal max range)
Launched inside minimum range
Launched without a Lock
Target did Break or Viff
Target did Split-S, Immelmann, or Barrel Roll &
Turn
Target did Barrel Roll, or High Yo-yo
Target performed Low-Altitude ground attack
Target stalled; or target failed maneuver where
a fire bonus is indicated
Target drops flares vs. IR missile
Target drops chaff vs. ARH or SARH missile
Target is towing a decoy system

+/ ?
2
1
1
2
1
3
3
3
2
1
1
+1
2
1
2

Air War: C21 Quick Reference SheetExperimental


AA Gun Fire Modifiers
Target performed a Low-Altitude Ground Attack
Target performed successful maneuver except
Unload
Target stalled; or target failed maneuver where a
fire bonus is indicated
Target has ECM

+1
2
+2
1

Ground Attack Modifiers


Low-altitude attack
Pilot skill
Aircrafts ground attack rating
Each pair of weapons used (round down)

+2
+?
+?
+1

Surface-to-Air Missile Modifiers


IR missile fired from target Front
IR missile fired from target Beam
CGR / SARH / ARH / OG / LG missile fired
from target Front
CGR / SARH / ARH / OG / LG missile fired
from target Beam
Launched without a Lock
Target did Break or Viff
Target did Split-S, Immelmann, or Barrel Roll &
Turn
Target did Barrel Roll, or High Yo-yo
Target performed Low Altitude ground attack
Target stalled; or target failed maneuver where
a fire bonus is indicated
Target drops flares vs. IR missile
Target drops chaff vs. CGR / ARH / SARH
missile
Target is towing a decoy system

Golden BB Table (d10 version)


Die
Roll

1
2*
3*
4
5
6
7
8
9
10*

Version 1.18 by Paul Minson

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


damage occurs )

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
Catastrophic engine or ordnance explosion aircraft instantly destroyed, -5 modifier to
ejection roll
Pilot wounded no more high-G manoeuvres (Immelmann, Split-S, Break)
Pilot KIA plane crashes
Jammed flight controls aircraft can only fly straight or turn right, cant perform Special
Manoeuvres
Jammed flight controls aircraft can only fly straight or turn left, cant perform Special
Manoeuvres
Airframe damaged aircraft cannot perform Special Manoeuvres
Violent engine compressor stall aircraft immediately stalls and spins, recover as normal
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
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).

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

Air War: C21 Quick Reference SheetExperimental

Version 1.18 by Paul Minson

Special Maneuver Explanations


Barrel Roll
DR 5+

Barrel Roll and Turn


DR 6+
Turn up to 60
1/2 move

1/2 move

Speed 4
Def. bonus

Speed 4
Def. bonus

Immelmann
DR LP 8+ / MP 7+ / HP 6+

Split S
DR 7+

Any heading

Any heading

Up to 1/2 move

Up to 1/2 move

Speed 5

Random heading
1/2 move

1/2 move

Speed 6
No def. bonus

Break Right or Left


DR LP & MP 6+ / HP 5+
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

Speed 6
No def. bonus

Viff (VTOL aircraft only)


DR 7+

1/2 move

Up to 1/2 move

Full move
straight ahead

Speed
up to 12

Turn 60 left or
right (random)
Reduce speed, then
move, no turns

Speed 12
Fire bonus

1/2 move

Unload
DR 3+
No heading
change

Random heading

Speed 6
Fire bonus

No heading
change

Speed
+1 to +3

No heading
change
Full move
straight ahead

Speed +2
Fire bonus

Speed
+2 to +5

Speed +6
Fire bonus

High Yo-Yo
DR 7+
Turn 60-120
then 1/3 Move
Up to
1/2

Turn up to 60
(max. 120 total)
Speed 2

Turn 120 then


1/2 Move
1/3
Move

Speed 4
Fire bonus

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