Post by ZOG! on Oct 1, 2013 8:00:29 GMT
WAAGH! AIR ACE!
RULES
Baseline Stats:
- BS3 Pilot/Gunner - BS2 Rear Gunner; Armour 10 all round; 6+ “Ramshackle” Invulnerable Save
- Each plane has 3 “Dat’s fixed dat!” points! i.e. 3 Repair points, which means you are allowed to make three “unsaved” crash landings and repair them according to the rules - after they’ve been used the plane is “scrap”! The pilot puts a Slugga round through the engine (or the Chief Grot) and walks away in disgust!
- For every enemy that the pilot “Shoots down” i.e. causes to crash through shooting (Stall - resulting in crash or Crash), the pilot gains 1 Victory Point. Pilot skill “Saved crashes” do not count!
- Record planned Manoeuvres (card number only) before the beginning of each turn.
- A dice should be placed at or on the base recording the level at which the plane finishes its turn:
1 = Ground level; 2 = Low Level; 3 = Mid-air level; 4 = High Altitude (see below).
Klans:
Deff Skulz – “Ere’s sum I looted earlier!” – Gets to ignore “Out of fuel” or “Out of ammo” on a D6 roll of 5+.
Evil Sunz – “Speed Freeks” – Adds D6” to the Movement on a roll of 4+ each turn.
Goffs – “Too fikk to notice!” – Ignores damage result which would cause a Krash Landing on a D6 roll of 5+.
Blood Axes – “Proppa Trainin’!” – Gets to make a Safe Landing on a modified roll of 10 or less when forced down. (They know how to use Landing gear!)
Bad Moons – “Overpaid Grots, Loadsa spares” – Gets to repair/refuel his plane on a Roll of 4+ on the first turn Grounded instead of 5+ and so on.
Snake Bites – “Snakes Onna Plane!” – Gets to throw a snake into the cockpit of any 1 plane, on the same level or 1 level below, that is within 18” at the end of his Movement phase, but only if he can roll higher or equal to than the actual distance on 3D6. The enemy pilot, on a D6 roll of 6 he eats the snake as it enters the cockpit, otherwise he immediately applies Damage roll 3 as the pilot attempts to stamp on the snake in the cockpit!
Heights
- Ground Level – You are on the Ground, either 1) waiting to take off, 2) having just landed or 3) having just crashed!
- Low Level – Ground hugging low level flight for Strafing etc. This is the height you must use the turn before if you are Landing voluntarily and the level you will attain having just “Taken off”.
- Mid-air Level – This is the main arena for Dog-fighting Manoeuvres and where the main action takes place!
- High altitude Level – This is the highest level attainable with Ork planes, any higher and the pilot blacks out or the engines fail due to Oxygen starvation! If this occurs the plane will stall!
Starting a game:
- Each player starts with his plane on the ground, ready for takeoff. The planes should be spread evenly around the perimeter of the board in random order.
- Each player rolls 2D6, highest score wins and goes first and then in descending order, ties roll off against each other. This will be the turn order for the game.
- Each player in turn uses the “Take-off” Manoeuvre as stated below, in any direction, thus it isn’t always the ones who go first who have all the advantages.
- Thereafter the turns are subject to the following turn sequence.
1) Each player rolls a D6 – on rolling a 6, the player take a Random Events card and applies any instant results immediately, carrying over sustained results or those that take place later in the turn. It is possible that more than 1 Player will draw a Random Events card, if so play them in the Player turn order!
2) Player 1 announces his Manoeuvre Card choice and whether he is playing it at the beginning or end of his turn. He then carries out his Movement and Manoeuvre. Player 2 does the same etc until all players have finished their Movement phase. Compulsory movements (e.g. Result 5 on the Damage table) are carried out in the Movement phase in each players turn.
3) Player 1 announces his Shooting phase and intended target, Measure range and if in range proceed to shoot. All players then go in turn. Damage is worked out at each players’ turn, so it is possible to lose your turn through damage inflicted!
4) End of turn, return to 1 and go again!
Movement:
- “Basic speed” – All planes have a basic movement of 30” to 36” per turn. At Basic Speed the pilot may climb or drop 1 flight level (see later).
- “Turbo-Boost” – This is a “Red-button” supercharged flight which moves 42” +D6”. This can only be taken in a “Straight Line Manoeuvre” (see later), no turns are allowed however the pilot may climb or drop 1 or 2 levels. No shooting is allowed in the turn that the player Turbo-Boosts.
- “Slow Manoeuvre” – This requires a Leadership test on Ld7 (Ork basic leadership), if successful the pilot can slow the plane down to 18” +D6”, and can shoot Assault 3 + D3 in that turn. However the pilot may NOT climb levels at Slow Speed (as there is insufficient power to climb and he is too busy trying to keep from hitting the Red Button or concentrating on trying to shoot excessively!)
- “Take-off” – If you are “Grounded” and successfully repair your plane, or you voluntarily landed to repair damage, then you may Take-off in your Movement phase.
Choose a direction and apply the Basic Speed rules climbing to Low Level using a Straight Ahead Manoeuvre Card 1.
You may not Shoot in the turn that you Take-off (as you are too busy flapping your arms to encourage lift so you cannot hit the Fire Button!)
- “Landing” – Either as a result of saving a Crash landing, or as a voluntary decision to land to repair damage. In order to voluntarily land the plane you must be at Low Level at the beginning of that turn and must use a Basic Speed - Straight Ahead Manoeuvre Card 1.
You may not Shoot when landing (because you are gripping the Control stick and jamming your heels into the floor attempting to influence the stopping distance!)
Once you have voluntarily landed you may spend one turn on the ground repairing the damage and then may Take-off in the following turn (as above).
However, whilst stationary on the ground you may be “Strafed” by an enemy plane and must accept the consequences of any hits suffered. You will automatically be damaged sufficiently to have to Roll to repair as for Damage result 6.
Manoeuvre Cards:
- Manoeuvre cards are decided upon and noted before the beginning of each turn and declared at the beginning of the players’ Movement Phase.
- If the player is Turbo-boosting, only the “Card 1: Straight Ahead” Option will be available to him.
- The length of the card is added to the Movement distance.
Card 1: Straight Ahead, or Turn (Left or right)
– Basic Movement – the pilot may climb or drop 1 level
– Turbo-Boost – the pilot must only use Straight Ahead but may climb or drop 1 or 2 levels
– Slow Manoeuvre – the pilot may drop 1 level
Card 2: Side Slip
- Basic Movement – the pilot may climb or drop 1 level
- Slow Manoeuvre – the pilot may drop 1 level
Card 3: High-G Turn
- Basic Movement – the pilot may climb or drop 1 level
- Slow Manoeuvre – the pilot may drop 1 level
Card 4: Rolling High-G Turn
- Basic Movement – the pilot may climb or drop 1 level
- Slow Manoeuvre – the pilot may drop 1 level
Card 5: Half-Loop – Climb OR Wing-Over - Drop
- Basic Movement – the pilot must climb or drop 1 or 2 levels
- Slow Manoeuvre – the pilot must climb or drop 1 level
Shooting:
- Basic BS 3. If you are on the same level as your target you will therefore need 4+ to Hit on D6’s. You may also shoot at targets + or – 1 Level from you, but will suffer a -1 BS to Hit, meaning 5’s on a D6.
- You have a 90 degree Front Arc firing Twin-linked Supa-Shoota.
– 36” Range; Strength 6; Assault 3.
- You also have a BS2 Rear gunner with a Rear Arc firing, same level only (5’s to hit), Big Shoota
– 36” Range; Strength 5; Assault 3.
Damage Table:
- All Glancing or Penetrating Hits cause damage as per this table:
1 – Jammed! You cannot shoot next Turn
2 – Engine troubles! -2D6 to your Movement next turn
3 – Wheeeee! Out of Control! Move in a Random direction 2D6”; Roll another D6 – on a 1-3 you Climb 1 level; on a 4-6 you Drop 1 level. N.B. If this means you go above “High altitude Level” then you Stall, go to Damage 5 and apply the results! If this means you “Ground Out”, go to Damage 6 and apply the Result!
4 – Partial Engine failure! -1D6” permanently to your Movement, this is a cumulative damage result, each result of this means you cannot reach the highest Level. So first result, you can no longer reach High Altitude Level, second result means you can no longer reach Mid-air level etc. Fourth result means you are grounded!
5 – Stalled! Your engine stops and you Drop 1 level immediately, moving 1D6” in a Random direction! You may attempt to restart your engine at the beginning of your turn. Roll a D6, on a 4+ you have restarted your engine and may continue flying normally next turn. If you fail, you continue your fall in your next movement turn with an immediate Drop 1 level and move 1D6” in a Random direction again. If the Drop results in you Grounding Out” then apply Damage 6 results immediately.
6 – Grounded! You Crash land from whatever height you started! Roll 2D6 – add +1 to the result for every level you started from (High Altitude +4, Mid-Air +3 etc) on a result of 8 or less you manage to control the Crash and make a “safe” landing. On any other result you crash into the ground causing damage to vital bits of the plane and scattering bits everywhere.
You will need to repair your plane before you can Take-off again. You must spend at least 1 Turn on the ground even if you made a “safe landing” (checking it out to make sure it was really safe!).
Thereafter, roll a D6 at the beginning of your Movement phase each turn after you land/crash (or are further damaged by Strafing hits).
1st turn you repair on a 5+, 2nd turn on a 4+ etc. Once repaired you may Take-off in that turn. (N.B. Refuel counts as repair-See Random Events.)
Winning / Ending the game
- The winner is the pilot with the most Victory Points at the end of the game, even if his plane has been “scrapped” by that time! Add +1 VP for every “Repair point” left at the end of the game.
- If there is a tie between 2 or more pilots, then the pilot with the most remaining “Repair” points is the winner!
N.B. If you play this as a circuit race as well you get +1VP for every completed circuit. (Flying all the way round the course back to your starting point is one complete circuit, so mark your starting point!)
You can make the circuit however you like, I suggest placing 4 markers (piles of stones; small, tall buildings etc. in the centre of each of the four 6x4 tables and then ensuring the planes fly around the outside of each marker, miss a marker and miss completing the circuit!
Random Event Cards: - Roll 2D6 and apply the following results, use the 2 numbers on the dice in the order necessary to get a result below!
11) Nothing happens.
12) “And the crowd goes wild” – A mob of unruly Boys who have stopped to watch the action start shooting wildly into the air and at the contestants! Roll a D6 – on a roll of a 6 one of them hits your plane with a lucky shot and something goes “Sproiinngg!” - Roll on the Damage table and apply the results.
13) “I didn’t need that bit anyway!” – A piece of your plane decides to “make a bid for freedom” and departs with a loud “crack”! Roll a D6 – on a roll of 1 or 2 it seriously affects your plane, roll on the Damage table and apply the results. On a roll of 4 – 6 it wasn’t needed for your plane but will prove a problem for anyone following in your wake! Choose one plane in your rear arc and treat it as having received a S8 hit. Follow the normal rules for damage if inflicted.
14) “Da Enjin Flame Out” – Your engine malfunctions and you struggle to reignite it – Apply result 5 from the Damage table.
15) “What da Squig was dat?” – Squidgeon strike! A flying squig has been taken into your jet intake! Roll on the damage table and apply the result – re-roll a result of a 1.
16) “Trigga ‘Appy!” – You “accidentally on purpose” squeeze the trigger too hard and the result is a spray of continuous fire throughout your Movement phase. Any plane in your front arc and in range during your Movement phase will become a target for D3 shots. You may not fire during the Shooting Phase!
22) Nothing happens.
23) “Windy up ‘ere ain’t it?” – Strong winds affect the flying conditions for this turn from the beginning of the next players Movement phase until the beginning of his following Movement phase. Randomly decide which end of the board the wind is coming from, Roll a D6, on a 1 from the East, on a 2 or 3 from the North, on a 4 from the West and 5 or 6 from the South. Results as follows - against the wind –D6 Movement, with the wind +D6 Movement, side on +D6 sideways drift in the direction of the wind at the end of the Movement.
24) “Rokkit Fuel” – Your Mekboy has spiked your aviation fuel with something amazing! You gain +D6” Movement on top of your normal Movement for the next 2 Turns (roll each turn) before the effect wears off.
25) “Cough! Splutter! ‘Oo put diesel in me tank?” – Your Mekboy’s Grot “accidentally” put diesel into your second tank! For the next two turns your Movement is reduced by –2D6” (roll each turn) until the diesel is burnt off. Anyone following in your rear arc suffers a halving of shooting range due to the clouds of burning diesel smoke!
26) “Fire! No! I mean FIRE!” – A Fuel leak ignites leaving a trail of billowing flames in your wake! Roll a D6, on a 1 or 2 something important catches fire on your plane, roll on the Damage table. On a 3 to 6 everyone in your rear arc takes a S7 hit from the flame-storm!
33) Nothing happens.
34) “Weather’s a bit inclement ol’ boy, what?” – A thunderstorm strikes the battle field. Every player rolls a D6. On a 6 his plane is struck by a S8 lightning strike! Roll again, on a 4+ it arcs across to the nearest enemy plane where it strikes with a S7 hit. If 2 planes are equidistant it hits both simultaneously. Roll again for this/these planes, on a 5+ it jumps to the next nearest plane (No! Not the original plane!) with a S6 hit. After this it “fizzles out”!
35) “Where’s me furry dice?” – Player subtracts 1 from every subsequent dice roll until he rolls a natural 6.
36) “Whaddya mean Empty?” – You are running low of fuel and have switched to your absolutely-last-back-up-spare fuel tank! Your Movement is restricted by -3D6 every turn, as you try to conserve fuel, until you land to re-fuel. Treat a re-fuel as for a landing to repair.
44) Nothing Happens.
45) “Where’d ya go?” – Cloud cover has dropped and increased in density at higher levels. For this turn ALL players at High Altitude Level MUST drop 1 level, there is zero visibility and even Orks need to see what they’re aiming at! ALL players at Mid Air level have half their usual visibility, so half shooting ranges for this turn. Low level and Ground level players are unaffected by this event.
46) “Drops Eruption!” - All the excitement from the crowd has led to an vastly increased use of “The Drops” which have now reached “Kritikal Mass” and are venting pockets of pure methane gas! All players roll a D6 before their Movement phase, on a roll of a 1-4 nothing happens. On a 5 the player’s plane flies through a small pocket of methane gas which adds D6” to the Movement that turn. On a 6 the player’s plane moves an extra 2D6” and any plane in its rear arc during Movement takes a S6 hit on a 5+.
55) Nothing Happens.
56) “Wat’s dis button do?” – Deploys landing chute in Mid-air which rips off and flies into the nose of the nearest plane in the pilot’s rear arc. The enemy plane immediately takes a 3 result and misses his next turn whilst trying to sort it out!
66) Nothing Happens.
RULES
Baseline Stats:
- BS3 Pilot/Gunner - BS2 Rear Gunner; Armour 10 all round; 6+ “Ramshackle” Invulnerable Save
- Each plane has 3 “Dat’s fixed dat!” points! i.e. 3 Repair points, which means you are allowed to make three “unsaved” crash landings and repair them according to the rules - after they’ve been used the plane is “scrap”! The pilot puts a Slugga round through the engine (or the Chief Grot) and walks away in disgust!
- For every enemy that the pilot “Shoots down” i.e. causes to crash through shooting (Stall - resulting in crash or Crash), the pilot gains 1 Victory Point. Pilot skill “Saved crashes” do not count!
- Record planned Manoeuvres (card number only) before the beginning of each turn.
- A dice should be placed at or on the base recording the level at which the plane finishes its turn:
1 = Ground level; 2 = Low Level; 3 = Mid-air level; 4 = High Altitude (see below).
Klans:
Deff Skulz – “Ere’s sum I looted earlier!” – Gets to ignore “Out of fuel” or “Out of ammo” on a D6 roll of 5+.
Evil Sunz – “Speed Freeks” – Adds D6” to the Movement on a roll of 4+ each turn.
Goffs – “Too fikk to notice!” – Ignores damage result which would cause a Krash Landing on a D6 roll of 5+.
Blood Axes – “Proppa Trainin’!” – Gets to make a Safe Landing on a modified roll of 10 or less when forced down. (They know how to use Landing gear!)
Bad Moons – “Overpaid Grots, Loadsa spares” – Gets to repair/refuel his plane on a Roll of 4+ on the first turn Grounded instead of 5+ and so on.
Snake Bites – “Snakes Onna Plane!” – Gets to throw a snake into the cockpit of any 1 plane, on the same level or 1 level below, that is within 18” at the end of his Movement phase, but only if he can roll higher or equal to than the actual distance on 3D6. The enemy pilot, on a D6 roll of 6 he eats the snake as it enters the cockpit, otherwise he immediately applies Damage roll 3 as the pilot attempts to stamp on the snake in the cockpit!
Heights
- Ground Level – You are on the Ground, either 1) waiting to take off, 2) having just landed or 3) having just crashed!
- Low Level – Ground hugging low level flight for Strafing etc. This is the height you must use the turn before if you are Landing voluntarily and the level you will attain having just “Taken off”.
- Mid-air Level – This is the main arena for Dog-fighting Manoeuvres and where the main action takes place!
- High altitude Level – This is the highest level attainable with Ork planes, any higher and the pilot blacks out or the engines fail due to Oxygen starvation! If this occurs the plane will stall!
Starting a game:
- Each player starts with his plane on the ground, ready for takeoff. The planes should be spread evenly around the perimeter of the board in random order.
- Each player rolls 2D6, highest score wins and goes first and then in descending order, ties roll off against each other. This will be the turn order for the game.
- Each player in turn uses the “Take-off” Manoeuvre as stated below, in any direction, thus it isn’t always the ones who go first who have all the advantages.
- Thereafter the turns are subject to the following turn sequence.
1) Each player rolls a D6 – on rolling a 6, the player take a Random Events card and applies any instant results immediately, carrying over sustained results or those that take place later in the turn. It is possible that more than 1 Player will draw a Random Events card, if so play them in the Player turn order!
2) Player 1 announces his Manoeuvre Card choice and whether he is playing it at the beginning or end of his turn. He then carries out his Movement and Manoeuvre. Player 2 does the same etc until all players have finished their Movement phase. Compulsory movements (e.g. Result 5 on the Damage table) are carried out in the Movement phase in each players turn.
3) Player 1 announces his Shooting phase and intended target, Measure range and if in range proceed to shoot. All players then go in turn. Damage is worked out at each players’ turn, so it is possible to lose your turn through damage inflicted!
4) End of turn, return to 1 and go again!
Movement:
- “Basic speed” – All planes have a basic movement of 30” to 36” per turn. At Basic Speed the pilot may climb or drop 1 flight level (see later).
- “Turbo-Boost” – This is a “Red-button” supercharged flight which moves 42” +D6”. This can only be taken in a “Straight Line Manoeuvre” (see later), no turns are allowed however the pilot may climb or drop 1 or 2 levels. No shooting is allowed in the turn that the player Turbo-Boosts.
- “Slow Manoeuvre” – This requires a Leadership test on Ld7 (Ork basic leadership), if successful the pilot can slow the plane down to 18” +D6”, and can shoot Assault 3 + D3 in that turn. However the pilot may NOT climb levels at Slow Speed (as there is insufficient power to climb and he is too busy trying to keep from hitting the Red Button or concentrating on trying to shoot excessively!)
- “Take-off” – If you are “Grounded” and successfully repair your plane, or you voluntarily landed to repair damage, then you may Take-off in your Movement phase.
Choose a direction and apply the Basic Speed rules climbing to Low Level using a Straight Ahead Manoeuvre Card 1.
You may not Shoot in the turn that you Take-off (as you are too busy flapping your arms to encourage lift so you cannot hit the Fire Button!)
- “Landing” – Either as a result of saving a Crash landing, or as a voluntary decision to land to repair damage. In order to voluntarily land the plane you must be at Low Level at the beginning of that turn and must use a Basic Speed - Straight Ahead Manoeuvre Card 1.
You may not Shoot when landing (because you are gripping the Control stick and jamming your heels into the floor attempting to influence the stopping distance!)
Once you have voluntarily landed you may spend one turn on the ground repairing the damage and then may Take-off in the following turn (as above).
However, whilst stationary on the ground you may be “Strafed” by an enemy plane and must accept the consequences of any hits suffered. You will automatically be damaged sufficiently to have to Roll to repair as for Damage result 6.
Manoeuvre Cards:
- Manoeuvre cards are decided upon and noted before the beginning of each turn and declared at the beginning of the players’ Movement Phase.
- If the player is Turbo-boosting, only the “Card 1: Straight Ahead” Option will be available to him.
- The length of the card is added to the Movement distance.
Card 1: Straight Ahead, or Turn (Left or right)
– Basic Movement – the pilot may climb or drop 1 level
– Turbo-Boost – the pilot must only use Straight Ahead but may climb or drop 1 or 2 levels
– Slow Manoeuvre – the pilot may drop 1 level
Card 2: Side Slip
- Basic Movement – the pilot may climb or drop 1 level
- Slow Manoeuvre – the pilot may drop 1 level
Card 3: High-G Turn
- Basic Movement – the pilot may climb or drop 1 level
- Slow Manoeuvre – the pilot may drop 1 level
Card 4: Rolling High-G Turn
- Basic Movement – the pilot may climb or drop 1 level
- Slow Manoeuvre – the pilot may drop 1 level
Card 5: Half-Loop – Climb OR Wing-Over - Drop
- Basic Movement – the pilot must climb or drop 1 or 2 levels
- Slow Manoeuvre – the pilot must climb or drop 1 level
Shooting:
- Basic BS 3. If you are on the same level as your target you will therefore need 4+ to Hit on D6’s. You may also shoot at targets + or – 1 Level from you, but will suffer a -1 BS to Hit, meaning 5’s on a D6.
- You have a 90 degree Front Arc firing Twin-linked Supa-Shoota.
– 36” Range; Strength 6; Assault 3.
- You also have a BS2 Rear gunner with a Rear Arc firing, same level only (5’s to hit), Big Shoota
– 36” Range; Strength 5; Assault 3.
Damage Table:
- All Glancing or Penetrating Hits cause damage as per this table:
1 – Jammed! You cannot shoot next Turn
2 – Engine troubles! -2D6 to your Movement next turn
3 – Wheeeee! Out of Control! Move in a Random direction 2D6”; Roll another D6 – on a 1-3 you Climb 1 level; on a 4-6 you Drop 1 level. N.B. If this means you go above “High altitude Level” then you Stall, go to Damage 5 and apply the results! If this means you “Ground Out”, go to Damage 6 and apply the Result!
4 – Partial Engine failure! -1D6” permanently to your Movement, this is a cumulative damage result, each result of this means you cannot reach the highest Level. So first result, you can no longer reach High Altitude Level, second result means you can no longer reach Mid-air level etc. Fourth result means you are grounded!
5 – Stalled! Your engine stops and you Drop 1 level immediately, moving 1D6” in a Random direction! You may attempt to restart your engine at the beginning of your turn. Roll a D6, on a 4+ you have restarted your engine and may continue flying normally next turn. If you fail, you continue your fall in your next movement turn with an immediate Drop 1 level and move 1D6” in a Random direction again. If the Drop results in you Grounding Out” then apply Damage 6 results immediately.
6 – Grounded! You Crash land from whatever height you started! Roll 2D6 – add +1 to the result for every level you started from (High Altitude +4, Mid-Air +3 etc) on a result of 8 or less you manage to control the Crash and make a “safe” landing. On any other result you crash into the ground causing damage to vital bits of the plane and scattering bits everywhere.
You will need to repair your plane before you can Take-off again. You must spend at least 1 Turn on the ground even if you made a “safe landing” (checking it out to make sure it was really safe!).
Thereafter, roll a D6 at the beginning of your Movement phase each turn after you land/crash (or are further damaged by Strafing hits).
1st turn you repair on a 5+, 2nd turn on a 4+ etc. Once repaired you may Take-off in that turn. (N.B. Refuel counts as repair-See Random Events.)
Winning / Ending the game
- The winner is the pilot with the most Victory Points at the end of the game, even if his plane has been “scrapped” by that time! Add +1 VP for every “Repair point” left at the end of the game.
- If there is a tie between 2 or more pilots, then the pilot with the most remaining “Repair” points is the winner!
N.B. If you play this as a circuit race as well you get +1VP for every completed circuit. (Flying all the way round the course back to your starting point is one complete circuit, so mark your starting point!)
You can make the circuit however you like, I suggest placing 4 markers (piles of stones; small, tall buildings etc. in the centre of each of the four 6x4 tables and then ensuring the planes fly around the outside of each marker, miss a marker and miss completing the circuit!
Random Event Cards: - Roll 2D6 and apply the following results, use the 2 numbers on the dice in the order necessary to get a result below!
11) Nothing happens.
12) “And the crowd goes wild” – A mob of unruly Boys who have stopped to watch the action start shooting wildly into the air and at the contestants! Roll a D6 – on a roll of a 6 one of them hits your plane with a lucky shot and something goes “Sproiinngg!” - Roll on the Damage table and apply the results.
13) “I didn’t need that bit anyway!” – A piece of your plane decides to “make a bid for freedom” and departs with a loud “crack”! Roll a D6 – on a roll of 1 or 2 it seriously affects your plane, roll on the Damage table and apply the results. On a roll of 4 – 6 it wasn’t needed for your plane but will prove a problem for anyone following in your wake! Choose one plane in your rear arc and treat it as having received a S8 hit. Follow the normal rules for damage if inflicted.
14) “Da Enjin Flame Out” – Your engine malfunctions and you struggle to reignite it – Apply result 5 from the Damage table.
15) “What da Squig was dat?” – Squidgeon strike! A flying squig has been taken into your jet intake! Roll on the damage table and apply the result – re-roll a result of a 1.
16) “Trigga ‘Appy!” – You “accidentally on purpose” squeeze the trigger too hard and the result is a spray of continuous fire throughout your Movement phase. Any plane in your front arc and in range during your Movement phase will become a target for D3 shots. You may not fire during the Shooting Phase!
22) Nothing happens.
23) “Windy up ‘ere ain’t it?” – Strong winds affect the flying conditions for this turn from the beginning of the next players Movement phase until the beginning of his following Movement phase. Randomly decide which end of the board the wind is coming from, Roll a D6, on a 1 from the East, on a 2 or 3 from the North, on a 4 from the West and 5 or 6 from the South. Results as follows - against the wind –D6 Movement, with the wind +D6 Movement, side on +D6 sideways drift in the direction of the wind at the end of the Movement.
24) “Rokkit Fuel” – Your Mekboy has spiked your aviation fuel with something amazing! You gain +D6” Movement on top of your normal Movement for the next 2 Turns (roll each turn) before the effect wears off.
25) “Cough! Splutter! ‘Oo put diesel in me tank?” – Your Mekboy’s Grot “accidentally” put diesel into your second tank! For the next two turns your Movement is reduced by –2D6” (roll each turn) until the diesel is burnt off. Anyone following in your rear arc suffers a halving of shooting range due to the clouds of burning diesel smoke!
26) “Fire! No! I mean FIRE!” – A Fuel leak ignites leaving a trail of billowing flames in your wake! Roll a D6, on a 1 or 2 something important catches fire on your plane, roll on the Damage table. On a 3 to 6 everyone in your rear arc takes a S7 hit from the flame-storm!
33) Nothing happens.
34) “Weather’s a bit inclement ol’ boy, what?” – A thunderstorm strikes the battle field. Every player rolls a D6. On a 6 his plane is struck by a S8 lightning strike! Roll again, on a 4+ it arcs across to the nearest enemy plane where it strikes with a S7 hit. If 2 planes are equidistant it hits both simultaneously. Roll again for this/these planes, on a 5+ it jumps to the next nearest plane (No! Not the original plane!) with a S6 hit. After this it “fizzles out”!
35) “Where’s me furry dice?” – Player subtracts 1 from every subsequent dice roll until he rolls a natural 6.
36) “Whaddya mean Empty?” – You are running low of fuel and have switched to your absolutely-last-back-up-spare fuel tank! Your Movement is restricted by -3D6 every turn, as you try to conserve fuel, until you land to re-fuel. Treat a re-fuel as for a landing to repair.
44) Nothing Happens.
45) “Where’d ya go?” – Cloud cover has dropped and increased in density at higher levels. For this turn ALL players at High Altitude Level MUST drop 1 level, there is zero visibility and even Orks need to see what they’re aiming at! ALL players at Mid Air level have half their usual visibility, so half shooting ranges for this turn. Low level and Ground level players are unaffected by this event.
46) “Drops Eruption!” - All the excitement from the crowd has led to an vastly increased use of “The Drops” which have now reached “Kritikal Mass” and are venting pockets of pure methane gas! All players roll a D6 before their Movement phase, on a roll of a 1-4 nothing happens. On a 5 the player’s plane flies through a small pocket of methane gas which adds D6” to the Movement that turn. On a 6 the player’s plane moves an extra 2D6” and any plane in its rear arc during Movement takes a S6 hit on a 5+.
55) Nothing Happens.
56) “Wat’s dis button do?” – Deploys landing chute in Mid-air which rips off and flies into the nose of the nearest plane in the pilot’s rear arc. The enemy plane immediately takes a 3 result and misses his next turn whilst trying to sort it out!
66) Nothing Happens.