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Birds of Prey

A Dogs of War rules expansion by Andy Nelson


Artwork 2006 Andy Nelson

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Birds of Prey
Birds 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.

Aircraft
Aircraft 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 vehicles 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 Sikorskys 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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Movement
Planes 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 MAP
Slow Cruise Attack Yaw Skid Take Off Taxi 1 3 5 3 3 10 1

Altitude: Its 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 aircrafts Stability creates a -1 penalty to weapons fire, either from the aircrafts 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 Difficulty
Double Yaw Hover Land Autogyrate 4 7 10 4 0 -3 -2 -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 aircrafts 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 aircrafts 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 aircrafts 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 by 1 hesitate: aircraft stays in hover this turn but may attempt next turn 2 wave-off: aircraft moves forward at cruise speed and loses all remaining MAP 3 hard landing: all occupants lose 5AP. 4 overcorrect: Pilot panics and yanks aircraft back into the air. Add 6 to altitude 5 bad landing: take hit DPR 4 to gear, lose 1 stab, all occupants lose all AP this turn 6 crash landing: crash from an altitude of 6 Autogyrate landings cant 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 aircrafts 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 2 3 4 5 6 7 8 9 10 double right, lose 3 altitude double right right right double left, lose 3 altitude double left left no change no change roll on Random Altitude chart

Note that there is a greater chance of yawing right than left. This is because its 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) 1d10


1 2 3 4 5 6 7 8 9 10 double right, lose 3 altitude double right right right double left, lose 3 altitude double left left left no change roll on Random Altitude chart

Random Altitude
1 2 3 4 5 6 7 8 9 10 down 12 down 9 down 6 down 3 no change no change up 3 up 6 up 9 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 aircrafts 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 Damage
6 aircraft damaged critical hit DPR 4 12 aircraft damaged 2 critical hits DPR 7 24 aircraft severely damaged 3 critical hits DPR 10 36 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 aircrafts 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 aircrafts 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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Combat
Air-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 aircrafts 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 helicopters 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 aircrafts 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 5X9 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 nonmobile. 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 Birds M134 Minigun ammo capacity as 4000, the ammo is listed as X 40, or 40 attacks worth of ammunition. However, its 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 doesnt 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. Ive 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 Subsystems
By 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 wont be a factor in a DoW game. Helicopters wont 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 whats 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 cant be reloaded in flight. Pintlemounted 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 helicopters 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 aircrafts wings and tail have hinged panels that move to deflect air and control the airplanes 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: Newtons 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 Sikorskys 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 dont 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 wings area means it is rarely armoured. Fuel tanks are often stored in the wings. damage damage to the wing can limit the aircrafts 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. FLIR Forward-Looking Infra Red systems are camera systems permanently mounted to the aircraft. Theyre 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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RWR Combat 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. NVD Night 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). NVG Night Vision Goggles are similar to those used by ground troops. Theyre mounted to the pilots helmet. The instruments inside aircraft are modified so they can be viewed through the NVG. PNVS Pilots 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 pilots 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 pilots helmet is turned and sends images to the pilots monocle display. IR Jammer To protect aircraft against heat-seeking missiles, IR Jammers sent a barrage of infra-red light. This makes the aircrafts 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. IRST Infra-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 System To 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. GPS Global-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 aircrafts 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.

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Special Operations
Riders 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 -1 Helicopter lost control -2 Trained in Fast Rope or Para Assault +1

On a roll of 1 roll another 1d10 and consult the fastrope wound table. Fast Rope Wound Table
0 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 turns 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.

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Formulas
Attack movement (in inches)= aircrafts stated maximum speed(mph)3 (use stated cruise speed if max is too high for game purposes) cruise = 1/2 attack skid=1/2 cruise slow/taxi=3 stall = cruise speed/4 or 40 inches, whichever is less mph = kts X 1.15 mph = kph X 0.6 Gatling FA bullets used = RPM 30 Gatling attacks = bullets used 20 Pilot skill check = (pilot skill + aircraft stability + maneuver difficulty) Basic Maneuver MAP:
Slow Cruise Attack Yaw Skid Take Off Taxi 1 3 5 3 3 10 1

Maneuver
Double Yaw Hover Land

MAP
4 7 10

Difficulty
0 -3 -2

Random Yaw (helicopter only)1d10


1 2 3 4 5 6 7 8 9 10 double right, lose 3 altitude double right right right double left, lose 3 altitude double left left no change no change roll on Random Altitude chart

Birds of Prey V-012406

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Random Turn (fixed-wing and dual-rotor helicopter) 1d10


1 2 3 4 5 6 7 8 9 10 double right, lose 3 altitude double right right right double left, lose 3 altitude double left left left no change roll on Random Altitude chart

Landing Failure
roll fail by 1 hesitate: aircraft stays in hover this turn but may attempt next turn 2 wave-off: aircraft moves forward at cruise speed and loses all remaining MAP 3 hard landing: all occupants lose 5AP. 4 overcorrect: Pilot panics and yanks aircraft back into the air. Add 6 to altitude 5 bad landing: take hit DPR 4 to gear, lose 1 stab, all occupants lose all AP this turn 6 crash landing: crash from an altitude of 6 Autogyrate landings cant hesitate, wave-off or overcorrect. roll 1d6 and consult the list again, reroll if necessary.

Crash Damage
6 aircraft damaged critical hit DPR 4 12 aircraft damaged 2 critical hits DPR 7 24 aircraft severely damaged 3 critical hits DPR 10 36 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 -1 Helicopter lost control -2 Trained in Fast Rope or Para Assault +1

Fast Rope Wound Table


0 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

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Birds of Prey V-012406

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Vehicl e: HH-60 Pave Hawk Typ e: He licopter


windshield side glass AR KE AR HE 5 8 2 3

VTM Front/Rear: 2 VTM Fla nk/Top: 4 Pilot Sk ill: Stability


5 4 3 2

Movement Attac k Speed (5AP): Cru ise Speed (3AP): Slow Speed (1AP): Skid (3AP): Yaw (3AP): Taxi (1AP):
Bog Check (taxi) Mud -6 Ice -3 Snow -4 Sand -5

Use above if not specified in hit location chart. AR values in chart are for non-glass surfaces

Gunner WP:
1 0 -1 -2 -3 -4 X X

48 24 3 12 45 3

Maneuver Hover Land (approach) Land (flare) Autogyro Double Yaw

AP 7 7 10 all 4

Difficulty -3 -2 -3 0

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

Pilot, Co-Pilot, Flight Engineer, 2 Gunners, 2 PJs Can carry 8 troops in cargo bay. Rescue Hoist with 200 cable, 600lb capacity Cargo Hook: 8000lb capacity Refueling Probe Dual Engine: Plane has 6 MAP if running on one engine. Avionics: NVD goggles for pilot and co-pilot All-Weather A vionics Automatic Flight Control +1 Stability

0 -1 -2 -3 -4 -5 -6 -7 -8 -9 Gunnery penalty Defense Systems: Chaff Dispenser IR Jammer IR Supression System RWR

Fire Suppression System

Front Hit Location 1d100 Location 01-19 Cockpit 20-22 Cockpit 23-24 Nose 25-31 Fuselage 32-41 Fuselage 42-44
Fuselage

Flank Hit Location AR KE 21 21 2 2 21 21 2 21 10 10 10 2 5 AR HE 28 28 3 3 28 28 3 28 15 15 15 3 8 Subsystem


Pilot Avionics Optics Landing Gear Cargo Crew Weapon Ammunition Main Rotor Engine Fuel Control Surface Tail Rotor

Pilot/Crew Hit Location AR KE 21 21 2 2 21 21 2 21 10 10 10 2 5 AR HE 28 28 3 3 28 28 3 28 15 15 15 3 8 Subsystem


Pilot Avionics Optics Landing Gear Cargo Crew W eapon Ammunition Main Rotor Engine Fuel Control Surface Tail Rotor 1 2-3 4-5 6 7 8 9 10 Head Chest Stomach Abdomen Right Leg Left Leg Right Arm Left Arm

1d100 01-03 04-09

Location
Cockpit Cockpit

10 Nose 11-16 17-34 35-38 39-40 41-43 44-60 61-71 72-79 80-88 89-00
Fuselage Fuselage Fuselage Fuselage Fuselage Rotor Fuselage Fuselage Tail Tail

45-48 Fuselage 49 Fuselage 50-78 Rotor 79-90


Fuselage

91-92 Fuselage 93-98


Tail

99-00 Tail

Back Hit Location 1d100 01 02 03 04-09 10-25 26 27-28 29 30-53 54-63 64-74 75-84 85-00 Location
Cockpit Cockpit Nose Fuselage Fuselage Fuselage Fuselage Fuselage Rotor Fuselage Fuselage Tail Tail

Top/Bottom Hit Location AR KE 21 21 2 2 21 21 2 21 10 10 10 2 5 AR HE 28 28 3 3 28 28 3 28 15 15 15 3 8 Subsystem


Pilot Avionics Optics Landing Gear Cargo Crew Weapon Ammunition Main Rotor Engine Fuel Control Surface Tail Rotor

1d100 01-03 04-05 06 07-09 10-32 33-34 35 36 37-65 66-77 78-81 82-94 95-00

Location
Cockpit Cockpit Nose Fuselage Fuselage Fuselage Fuselage Fuselage Rotor Fuselage Fuselage Tail Tail

AR KE 21 21 2 2 21 21 2 21 10 10 10 2 5

AR HE 28 28 3 3 28 28 3 28 15 15 15 3 8

Subsystem
Pilot Avionics Optics Landing Gear Cargo Crew W eapon Ammunition Main Rotor Engine Fuel Control Surface Tail Rotor

Actions per Designation Loadout 1 +200 pts. Loadout 2 +440 pts. Loadout 3 +300 M240G 7.62mm X2 Pintle Mount (P&S side windows) M134 Minigun 7.62mm X2 Pintle Mount (P&S side windows) M2 .50 X2 Pintle Mount (P&S side windows) Type Machine Gun Gatling Gun Machine Gun AP Cost/ # of Shots 5 APBU/ 5 shots 6APFA/ 10 shots T urn 2 BU 1F A

Ammo Capacity 200/belt X 40 50/belt

Reload AP 5 5 Short 40 50 225 Med 80 100 455 Long 505 600 1375 DPR 4 4 8 ARM -3 -3 -9 Soft 7 7 9 Hard 0 0 4

6APFA 18/ 5 attacks 1 FA 5x7 template 5 APBU/ 5 shots 2 BU 6APFA/ 10 shots 1F A

Birds of Prey V-012406

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Vehicle: MV-22 Osprey Typ e: Tilt-R otor VTOL


windshield side glass AR KE AR HE 5 8 2 3

VTM Front/Rea r: 2 VTM Fla nk/Top: 4 Pilot Sk ill: Stability


5 4 3 2

Movement At tack Speed (5AP): Cru ise Speed (3AP): Slow Speed (1AP): Sk id (3AP): Yaw (3AP): Tax i (1AP):
Bog Check (taxi) Mud -6 Ice -3 Snow -4 Sand -5

Use above if not specified in hit location chart. AR values in chart are for non-glass surfaces

Gunner WP:
1 0 -1 -2 -3 -4 X

90 45 3 12 45 3

Maneuver Hover Land (approach) Land (flare) Autogyro Hard Y aw 90

AP 7 7 10 all 4

Difficulty -3 -2 -3 0

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

0 -1 -2 -3 -4 -5 -6 -7 -8 -9 X Pilot, Co-Pilot, Flight Engineer, 2 Gunners, Gunnery penalty Can carry 24 troops in cargo bay. Refueling Probe Dual Engines connected by shaft. A single engine Defense Systems: can power both rotors if necessary . On single engine, Chaff Dispenser plane has only 6 MAP IR Jammer IR Suppression System RWR Avionics: NVD goggles for pilot and co-pilot All-Weather A vionics Automatic Flight Control +1 Stability Fire Suppression System

Front Hit Location 1d100 01-05 06 07-08 09-18 19-26 27-31 32-35 36-40 41-61 62-85 86-91 92-00 Location
Cockpit Cockpit Nose Fuselage Fuselage Fuselage Fuselage Fuselage Wing Wing Wing T ail

Flank Hit Location AR KE 14 14 2 2 14 14 2 14 10 10 7 2 AR HE 21 21 3 3 21 21 3 21 15 15 11 3 Subsystem


Pilot Avionics Optics Landing Gear Cargo Crew W eapon Ammunition Wing Structure Engine Fuel Control Surface

Pilot/Crew Hit Location AR KE 14 14 2 2 14 14 2 14 10 10 7 2 AR HE 21 21 3 3 21 21 3 21 15 15 11 3 Subsystem


Pilot Avionics Optics Landing Gear Cargo Crew Weapon Ammunition Wing Structure Engine Fuel Control Surface 1 2-3 4-5 6 7 8 9 10 Head Chest Stomach Abdomen Right Leg Left Leg Right Arm Left Arm

1d100 01 02-03 04 05-06 07-32 33-34 35-36 37 38-40 41-83 84-86 87-00

Location
Cockpit Cockpit Nose Fuselage Fuselage Fuselage Fuselage Fuselage Wing Wing Wing Tail

Back Hit Location 1d100 01 02 03 04-12 13-25 26-29 30-34 35-39 40-60 61-83 84-89 90-00 Location
Cockpit Cockpit Nose Fuselage Fuselage Fuselage Fuselage Fuselage Wing Wing Wiing T ail

Top/Bottom Hit Location AR KE 14 14 2 2 14 14 2 14 10 10 7 2 AR HE 21 21 3 3 21 21 3 21 15 15 11 3 Subsystem


Pilot Avionics Optics Landing Gear Cargo Crew W eapon Ammunition Wing Structure Engine Fuel Control Surface

1d100 01 02 03 04-05 06-19 20-21 22 23 24-53 54-86 87-93 94-00

Location
Cockpit Cockpit Nose Fuselage Fuselage Fuselage Fuselage Fuselage Wing Wing Wing Tail

AR KE 14 14 2 2 14 14 2 14 10 10 7 2

AR HE 21 21 3 3 21 21 3 21 15 15 11 3

Subsystem
Pilot Avionics Optics Landing Gear Cargo Crew Weapon Ammunition Wing Structure Engine Fuel Control Surface

Designation Loadout 1 +200 pts. Loadout 2 +440 pts. Loadout 3 +300 pts. M240G 7.62mm X2 Pintle Mount (P&S side windows) M134 Minigun 7.62mm X2 Pintle Mount (P&S side windows) XM218 .50 X2 Pintle Mount (P&S side windows)

Type Machine Gun Gatling Gun Machine Gun

Actions per AP Cost/ # of Shots Turn 5 APBU/ 5 shots 6APFA/ 10 shots 2 BU 1 FA

Ammo Capacity 200/belt X 40 100/can

Reload AP 5 5

Short 40 50 225

Med 80 100 455

Long 505 600 1375

DPR 4 4 8

ARM -3 -3 -9

Soft 7 7 9

Hard 0 0 4

6APFA 18/ 5 attacks 1 FA 5x7 template 5 APBU/ 5 shots 6APFA/ 10 shots 2 BU 1 FA

Birds of Prey V-012406

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Vehicle: AH-6 Little Bird Type: Helicopter


windshield open doors AR KE AR HE 2 3 0 0

VT M Front/Rear: 1 VT M Fla nk/ Top: 3 Pilot Skill: St ability


5 4 3 2

Movement Attac k Speed (5AP): Cruise Speed (3AP): Slow Speed (1AP): Skid (3AP): Yaw (3AP): 53 26 3 13 90
Maneuver Hover Land (approach) Land (flare) Autogyro Hard Yaw 180 AP 7 7 10 all 4 Difficulty -3 -2 -3 0

Use above if not specified in hit location chart. AR values in chart are for metal surfaces

Gunner WP:
1 0 -1 -2 -3 -4 X

Control Roll= Pilot Skill+Dif ficulty+Stability Roll equal or under for success 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 X Gunnery penalty Pilot, Co-Pilot Unarmed version can hold 6 troops externally. Defense Systems: RWR

Avionics: NVD goggles for pilot and co-pilot FLIR GPS Radar Altimeter: +1 Stability during hover or land

Fire Suppression System

Front Hit Location 1d100 Location 01-19 Cockpit 20-26 Cockpit 27-31 Nose 32-38
Fuselage

Flank Hit Location AR KE 5 5 2 10 2 AR HE 8 8 3 15 3 Subsystem


Pilot Avionics Optics Landing Skids Cargo

Pilot/Crew Hit Location AR KE AR HE 2 2 2 10 2 3 3 3 15 3 Subsystem


Pilot Avionics Optics Landing Skids Cargo 1 2-3 4-5 6 7 8 9 10 Head Chest Stomach Abdomen Right Leg Left Leg Right Arm Left Arm

1d100

Location 01-06 Cockpit 07-11 Cockpit 12-15 Nose 16-28


Fuselage

39-41 Fuselage

29-34 Fuselage

42-57 Fuselage 58
Fuselage

2 2 10 5 7 2 5

3 3 15 8 11 3 8

Weapon Ammunition Main Rotor Engine Fuel Control Surface Tail Rotor

35-42 Fuselage 43-47


Fuselage

2 2 10 5 5 2 7

3 3 15 8 8 3 11

W eapon Ammunition Main Rotor Engine Fuel Control Surface Tail Rotor

59-80 Rotor 81-85 Fuselage 86-88 Fuselage 89-87 Tail 98-00 Tail

48-62 Rotor 63-72 Fuselage 73-79 Fuselage 80-95 Tail 96-00 Tail

Back Hit Location 1d100 01-04 05 06 07-11 12-23 Location


Cockpit Cockpit Nose Fuselage Fuselage

Top/Bottom Hit Location AR KE 2 2 2 10 2 AR HE 3 3 3 15 3 Subsystem


Pilot Avionics Optics Landing Skids Cargo

1d100 01-07 08-09

Location
Cockpit Cockpit

AR KE AR HE 5 5 2 10 2 8 8 3 15 3

Subsystem
Pilot Avionics Optics Landing Skids Cargo

10-11 Nose 12-21 22-29


Fuselage Fuselage

24-36 37-44 45-62 63-74 75-82 83-94 95-00

Fuselage Fuselage Rotor Fuselage Fuselage Tail Tail

2 2 10 5 5 2 5

3 3 15 8 8 3 8

Weapon Ammunition Main Rotor Engine Fuel Control Surface Tail Rotor

30-41 42-45 46-82 83-86 87-90 91-97 98-00

Fuselage Fuselage Rotor Fuselage Fuselage Tail Tail

2 2 10 5 5 2 5

3 3 15 8 8 3 8

W eapon Ammunition Main Rotor Engine Fuel Control Surface Tail Rotor

Actions per Designation Loadout 1: Support +1490 pts. Loadout 2: Anti-T ank +1200 pts. M134 Minigun 7.62mm X2 Fixed forward 2.75 FFAR pod (x7) x2 Fixed Forward TOW Fixed Forward Type Gatling Gun Unguided Rocket ATGM AP Cost/ # of Shots Turn

Ammo Capacity X 40 14 4

Reload AP Short 50 150 Med 100 300 Long 600 2000 DPR 4 ARM -3 Soft 7 7 7 Hard 0 4 4

6APFA 18/ 5 attacks 1 FA 5x7 template 5 APSS/ 1 or 2 shots 2 SS 6APFA/ 14 shots 1F A 10 APSS 1 AA

6 HEI -9 HEI 3 rad. DPR 4 ARM -2 6 -41

range 40 to 2000

3 radius DPR 4 ARM -2

Birds of Prey V-012406


Vehicle: Mi-24 D Typ e: He licopter VTM Front/ Rea r: 3 VTM Fla nk/Top: 4

Page 26
Movemen t
Maneuver AP Difficulty

Vehicle: Mi-24 D Typ e: He licopter


windshield side glass AR KE AR HE 5 8 2 3

VTM Front/ Rea r: 3 VTM Fla nk/Top: 4 Pilot Skill: St ability


5 4 3 2

Movemen t Attac k Speed (5AP): Cruise Speed (3AP): Slow Speed (1AP): Skid (3AP): Yaw (3AP): Taxi (1AP):
Bog Check (taxi) Mud -6 Ice -3 Snow -4 Sand -5

Use above if not specified in hit location chart. AR values in chart are for non-glass surfaces

Gunner WP:
1 0 -1 -2 -3 -4 X

70 35 3 18 45 3

Maneuver AP Hover 7 Land (approach) 7 Land (flare) 10 Autogyro all Double Y aw 4

Difficulty -3 -2 -3 0

Pilot, Gunner Can carry 8 troops in cargo bay. Dual Engine: Plane has 6 MAP if running on one engine. Retractable gear Avionics: NVG goggles for pilot and co-pilot FLIR All-Weather A vionics

0 -1 -2 -3 -4 -5 -6 -7 -8 -9 X Gunnery penalty Defense Systems: Chaff Dispenser IR Jammer IR Supression System RWR Fire Suppression System

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

Front Hit Location 1d100 01-02 03-06 07-08 09-16 17-29 30-31 32-42 43-58 59 60-74 75-81 82-93 94-97 98-00 Location
Cockpit Cockpit Nose Fuselage Fuselage Cockpit Fuselage Fuselage Fuselage Rotor Fuselage Fuselage T ail T ail

Flank Hit Location AR KE 21 21 2 2 21 21 2 2 21 10 10 10 2 5 AR HE 28 28 3 3 28 28 3 3 28 15 15 15 3 8 Subsystem


Pilot Avionics Optics Landing Gear Cargo Gunner Weapon Sponson Wing Ammunition Main Rotor Engine Fuel Control Surface Tail Rotor

Pilot/Crew Hit Location AR KE 21 21 2 2 21 21 2 2 21 10 10 10 2 5 AR HE 28 28 3 3 28 28 3 3 28 15 15 15 3 8 Subsystem


Pilot Avionics Optics Landing Gear Cargo Gunner Weapon Sponson WIng Ammunition Main Rotor Engine Fuel Control Surface Tail Rotor 1 2-3 4-5 6 7 8 9 10 Head Chest Stomach Abdomen Right Leg Left Leg Right Arm Left Arm

1d100

Location

01-02 Cockpit 03-05 Cockpit 06-08 09-16


Nose Fuselage

17-31 Fuselage 32-33 Cockpit 34-39 Fuselage 40-43 44-46


Fuselage Fuselage

47-60 Rotor 61-71 Fuselage 72-78 79-93


Fuselage Tail

94-00 Tail

Back Hit Location 1d100 01 02 03 04-09 10-21 22 23-30 31-46 47-51 52-66 67-73 74-85 86-93 94-00 Location
Cockpit Cockpit Nose Fuselage Fuselage Cockpit Fuselage Fuselage Fuselage Rotor Fuselage Fuselage T ail T ail

Top/Bottom Hit Location AR KE 21 21 2 2 21 21 2 2 21 10 10 10 2 5 AR HE 28 28 3 3 28 28 3 3 28 15 15 15 3 8 Subsystem


Pilot Avionics Optics Landing Gear Cargo Gunner Weapon Sponson WIng Ammunition Main Rotor Engine Fuel Control Surface Tail Rotor

1d100 01 02-03 04 05-09 10-16 17 18-28 29-43 44-45 46-80 81-89 90-92 93-97 98-00

Location
Cockpit Cockpit Nose Fuselage Fuselage Cockpit Fuselage Fuselage Fuselage Rotor Fuselage Fuselage Tail Tail

AR KE 21 21 2 2 21 21 2 2 21 10 10 10 2 5

AR HE 28 28 3 3 28 28 3 3 28 15 15 15 3 8

Subsystem
Pilot Avionics Optics Landing Gear Cargo Gunner Weapon Sponson WIng Ammunition Main Rotor Engine Fuel Control Surface Tail Rotor

Actions per Designation YaKB-12.7mm 4-barrel Gatling Gun Chin Turret (120 front arc) UV-16-57 rocket pod (x16) x4 Fixed Forward AT -2 Swatter X4 Fixed Forward Type Gatling Gun Unguided Rocket ATGM AP Cost/ # of Shots Turn

Ammo Capacity X 40 64 4

Reload AP Short 225 150 Med 455 300 Long 1375 2000 DPR 8 8 API 6 HEI 6 ARM -9 -15 API -9 HEI -41 Soft 9 9 7 Hard 4 4 0

6APFA 18/ 5 attacks 1 FA 5x7 template 5 APSS/ 1 or 2 shots 2 SS 6APFA/ 14 shots 1 FA 10 APSS 1 AA

range 40 to 2000

Birds of Prey V-012406

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


Armour Check = Larget Location AR Value + Weapons ARM Spall attack on every crew for each point fail Armour check. Spall attack = non-modified 1D10 on injury chart Crew killed if fail Armour check by 20 or more. Firing while moving Attack Cruise Slow -3 to hit -2 to hit -1 to hit Moving Aircraft Targets Cruise Slow -4 to hit -2 to hit 0 to hit Rotor/ Tail Rotor Strike Hard Cover: Automatic hit to rotor, DPR 7. Soft Cover: Penetration of 7. If penetrate, hit to rotor, DPR 5.

Landing Failure roll fail by 1 hesitate: plane stays in transition this round but may attempt next round 2 wave-off: 3 hard landing: all occupants lose 5AP. 4 overcorrect: Pilot panics and yanks plane back into the air. Add 6 to altitude 5 bad landing: take hit DPR X to gear, lose 1 stab, all occupants lose all AP this turn 6 crash landing: crash from an altitude of 6 Crash 6 plane damaged critical hit DPR 4 12 plane damaged critical hit 2 critical hits DPR 7 24 plane severely damaged, occupants hurt 3 critical hits DPR 10 36 plane destroyed 4 critical hits DPR 12 48+ 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

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

Component Pilot

0 or less
Pilot killed. Aircraft loses control unless co-pilot available.
Instruments destroyed, controls damaged. -3 Pilot Skill Aircraft loses control if no visual clues. Cockpit fire. Optics destroyed. Aircraft cannot attack with fixed weapons. Cannot use ATGM

1-2
Pilot severely injured. -4 Pilot Skill Pilot cannot attack Instruments damaged. -2 Pilot Skill cockpit fire.

3-5
Pilot Injured. -2 Pilot Skill

6+
Near Miss. Morale check.

Maneuver Hover Land (flare) Autogyrate Double Yaw

AP 7 10 all 4

Difficulty -3 -2 -3 0

Avionics

Instruments damaged -1 Pilot Skill

Near miss.

Control Roll Pilot Skill+Difficulty+Stability Roll equal or under for success

Optics Landing Gear

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

Optics damaged. -2 to hit Cannot use ATGM


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

Optics damaged. -1 to hit Cannot use ATGM

Random Yaw (helicopter only)1d10 1 2 3 4 5 6 7 8 9 10 hard right, lose 3 altitude hard right right right hard left, lose 3 altitude hard left left no change no change random altitude

Landing gear destroyed. -4 to landing difficulty (vtol or helo) -6 to landing difficulty (fixed) Fixed-wing must ditch to land plane cannot taxi fixed wing cannot take off

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

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

Landing Skids

Skids destroyed. -4 to landing difficulty

Skids heavily damaged -3 to landing difficulty

Skids damaged -1 to landing difficulty

Near Miss

Cargo

Crew hit if passengers in this area.

Crew hit if passengers in this area.

Crew hit if passengers in this area.

Near miss.

Random Turn (fixed-wing and dual-rotor helicopter) 1d10 1 2 3 4 5 6 7 8 9 10 hard right, lose 3 altitude hard right right right hard left, lose 3 altitude hard left left left no change random altitude

Weapon Crew

Weapon crewmember killed.

Weapon crewmember hit. -2 WP

Weapon crewmember hit. -1 WP

Near miss.

Weapon

Weapon destroyed. If explosive weapon, secondary explosion causes full damage to aircraft. Ammo explodes. aircraft destroyed.

Weapon destroyed.

Weapon destroyed.

Near miss.
Random Altitude 1 2 3 4 5 6 7 8 9 10 down 12 down 9 down 6 down 3 no change no change no change up 3 up 6 random yaw/turn

Ammunition

Ammo scattered in cabin Ammo fire explodes in 1-10 turns HE= explodes immediately Rotor heavily damaged -3 Stability

Ammo scattered in cabin. 1 of 1D10 = ammo fire and explosion in 1-10 turns HE= explodes immediately Rotor blades damaged -1 Stability

Near miss. Check for crew bailout

Main Rotor

Rotor destroyed. Helicopter crashes.

Shot goes between blades

Engine

Engine Destroyed. Fire. Helicopters must autogyrate. Fixed-wing must glide Fuel tanks ruptured and empty. Explode and destroy aircraft if hit with HE Surface destroyed. -3 Stability

Engine Destroyed Helicopters must autogyrate. Fixed-wing must glide -3 MAP


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

Severe Engine Damage Engine destroyed in 1dd10 rounds -2 MAP Fuel tanks empty in 1dd6 turns HE hit= fire and explosion in 1dd10 turns Control Surface damaged. -1 Stability

Minor Engine Damage Will become Severe in 1dd10 rounds -1 MAP Fuel tanks empty in 1dd20 turns. HE hit= fire

Boarding/Exiting Aircraft Cockpit Cargo Door Fastrope 3AP 3AP 5AP

Fuel Control Surface

Fast Roping For each dismounting model roll 1d10, on a roll of 1 roll on the fastrope wound table. Fast Rope wound Table 0 or less - Killed 1 to 2 - Immediate Medical Attention, - 4 Hit Points, Immobilized and Unconscious. 3 to 5 - broken leg. Immediate Medical Attention - 2 Hit Points, movement costs are doubled, impossible to run.

Control Surface heavily damaged. -2 Stability

Near Miss

Tail Rotor

Tail Rotor destroyed. Helicopter must autogyrate

Tail Rotor unbalanced -3 Stability

Tail Rotor damaged -1 Stability

Near Miss

Wing

Wing destroyed. Aircraft loses control and crashes.

Wing severely damaged. -3 Stability

Wing damaged. -1 Stability

Near Miss

6+ - Morale check or only has 5AP on the next turn (or this turn). Night -1 Helicopter wandered during hover -1 Helicopter lost control -2 Trained in Fast Rope +1

Sponson Wing

Sponson destoryed. Lose all weapons carried on sponson. -3 Stability at all speeds and hover.

Sponson severely damaged. Sponson weapon hit. -2 Stability at speeds above Slow.

Sponson damaged. -1 Stability at speeds above Cruise.

Near Miss

Birds of Prey V-012406

Page 28

Strafe Template: 4.5 X 7

6AP Gatling FA 5 attacks to each target inside template

Birds of Prey V-012406

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