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Ploesti Critical Hit Tables |
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There are two critical hit tables use in this game - one for the "High Level" games (the approach and the return) and one for the Low Level game. The differences reflect the different problems encountered at high and low level.
High Level Game - Critical Hit Table - Roll D20
Roll Result 1 Miss. 2 2 hits. 3 3 hits. 4 4 hits 5 Abort - Plane must immediately dive and move to exit at nearest board edge. (Bombers must accumulate three) 6 Elevator hit - Plane may not dive or climb for the rest of the game. (Bombers must accumulate two). 7 Aileron/rudder hit - Plane may not turn or slip for rest of game. (Bombers must accumulate two). 8 Engine hit - (If B-24 roll d20. If 16 or more rolled then also counts as critical hit #9)
- All engines out: reduce speed by one hex per turn. When two per turn is reached continue at this speed but dive every turn.
- Four engine planes: first loss cuts all speeds by one quarter. Two lost cuts all speeds in half. Three hits reduce all speeds by three quarters.
- Two engine planes: all speeds cut in half. If three engines, first loss cuts all speeds by one third, second by two thirds.
9 Electrical system out - If fighter, abort. If bomber, top and tail turrets inoperative 10 Cockpit hit - Pilot or copilot killed. If no second pilot plane goes out of control. Each turn afterward, after all other planes have moved, roll for plane movement. Roll d10. 1 - 3 plane turns left; 4 - 7 plane continues straight; 8 - 10 plane turns right. Roll another d10. If 1 - 3 the plane dives. If 4 - 7 the plane flies level. If 8 - 10 the plane climbs. 11 Fire - If fighter, abort. If bomber, roll once per turn:
- 1 - 2 - Fire out. No further rolls necessary.
- 3 - 8 - Fire continues
- 9 - 10 - Plane engulfed in flames (see #13)
12 Fuel/ Bombay hit - Roll again a. 1 - 8 Plane on fire. Roll d10 every subsequent turn
i. 1, 2 - Fire is out
ii. . No further rolls necessary
iii. 3 - 8 - Fire continues
iv. 9 - 10 - Plane explodesb. 9 - 10 - Plane explodes - Dives straight ahead and drops one level per hex.
13 Fuel/Tokyo tank hit - Plane engulfed in flames. Plane continues to fly straight but drops one level each hex. 14 Engine hit (see #8). 15 Crew member killed - If fighter roll 1d20 - if 15 or higher indicates pilot killed (see #8) otherwise a miss. If bomber, random roll for crew member. 16 Crew member Injured. Roll randomly for crew member and hits. If a fighter roll 1d20. A 15 or higher indicates pilot killed (see #8). Otherwise a miss. 17 Crew member panic - Random crew member loses ability to function. Circle hit boxes. If fighter, abort. 18 Off target - Cause one critical hit to the nearest plane in range other than the target, including friendly planes. If no other planes in range, a miss. 19 On Target - Take two damage and roll again on this table. 20 On Target - Take three damage and roll again on this table.
Web page by Tom Sparhawk.
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Copyright 2003