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Ploesti Critical Hit Table |
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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.
Low Level Game - Critical Hit Table - Roll D20
Roll Results 1 Miss 2 2 hits 3 3 hits. 4 4 hits. 5 5 hits 6 Structural hit - If fighter, abort. Bomber mark hit. On third structural hit see #B below. 7 Elevator hit - Plane may not climb for the rest of the game. (Bomber must accumulate two hits) 8 Aileron/rudder hit - Plane may not turn or slip for rest of game. (Bomber must accumulate two hits) 9 Engine hit - (If B-24 roll d20. If 1 - 5 rolled then engine #3 is hit. This also counts as critical hit #17). Penalty for loss of engines:
- None remain - plane loses one hex of speed per turn and dives one level per turn until it reaches zero altitude or crashes into something. One hex per turn is minimum speed.
- One remains - may move only two hexes per turn. May not climb. (If fighter, half speed)
- Two remain - May move only three hexes per turn. May only climb one level per turn.
- Three remain - may move only four hexes per turn. May climb one level every other hex.
10 Cockpit hit - Pilot or copilot killed. If no surviving pilot plane goes out of control. Each turn afterward, after all other planes have moved, roll for plane movement. First roll for veer. Then roll another d10. If 1 - 3 the plane dives. If 4 - 7 the plane flies level. If 8 - 10 the plane climbs. 11 Fuel/ Bombay hit - If fighter, abort. If bomber, roll again
a. 1 - 8 Plane on fire. See #A below
b. 9 - 10 - Plane explodes. See #B below12 Fire - If fighter, abort.
If bomber, see #A below.13 Fuel/Tokyo Tank hit - Plane engulfed in flames. Roll as #B, but drops only one level per turn. 14 Crew member killed - If fighter roll 1d10 - if 8 - 10 pilot killed (see #10) otherwise a miss. If bomber, random roll for crew member. 15 Structural hit - If fighter, abort. Bomber mark hit. On third structural hit see #B below. 16 Crew member panic - Random crew member loses ability to function. Circle hit boxes. If fighter, abort. 17 Electrical System Out - If fighter, abort. If bomber, top and tail turrets inoperative. 18 Engine hit (see #9). 19 On Target - Take two damage and roll again on this table. 20 On Target - Take three damage and roll again on this table. #A - Fire. Each subsequent turn roll d10:
- 1 - 3 Fire Out
- 4 - 6 Fire Continues
- 7 - 8 - Fire continues. Take one structural hit
- 9 - 10 - Plane explodes. See #B
#B - Explosion or destroyed. Roll d10:
- 1 - 3 - Plane turns left
- 4 - 7 - Plane flies straight
- 8 - 10 - Plane turns right
Roll for direction each turn plane is airborne. Plane drops at dive speed two levels per hex.
Web page by Tom Sparhawk.
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Copyright 2003