Download DP9-507 - Luft Krieg PDF

TitleDP9-507 - Luft Krieg
File Size9.9 MB
Total Pages99
Table of Contents
                            Fiction Knights of the Jet Age
		John Bindas Hajj Nasri Andreas LWd D
		Jessee Richard Meaden Ken Winland
			Sidebar Howard Hughes
			Table Altitude Loss Table
			Sidebar Secret Weapons Stalemate
			Sidebar Orient Korps Air Raiders
			Sidebar In Defense of the Reich
			Aerial Technology
			Table Detection Threshold Modifiers
			Table Terrains
		Jean-Franpis Fortier Layout Artist
			Firing Arcs Diagram
		Kieran J Yanner The Human Factor
			Attack Modifiers
			Sidebar The Jet Age
			Weapons and Sensors
			Prolectile Weapons
			Rockets and Missiles
			& Marketing Manager
				Advanced Weaponry
				Sidebar The Kramer
				Basic Game Mechanics
				Measures and Scale
				Sidebar Acronyms and SynMFS
		Williamson Eric Paquette Michael Die Rolling Standards
		Table Game Scale Table
			DieRolling Standards
			Number of Actlons
			Table Crew Actions
			Table Crew Skills
			The Combat Turn
Document Text Contents
Page 1



Page 2


Aviation technology has come a long way since the Wright
brothers first flew. The core principles of flight remain the
same, but the methods and execution has changed dramati-
cally. No longer is aerial warfare a duel between gentleman-
pilots, swooping low over the battlefield in wood and cloth
biplanes. It is a violent dance in the sky, pushing man and

machine to the edge of their endurance - and often beyond.
In the air, Superscience is the alpha and omega.

Luft Krieg is a tabletop air combat wargame set in an
alternate world where the wonders of pulp science-fiction
magazines are realities of science. Players take the part of

commanders guiding their daring aces through aerial battles
inspired by the Second World War. This book includes basic

rules and counters to take control of the air forces of any
one of five powerful nations to help decide the fate of the

Free World.

An alternate history of aviation;
Modular, easy to learn rules that provide realistic results;
Rules that support all the main aircraft model scales, from

1 /72 to 11300;
Advanced rules for Aces, Morale, Rocket Packs and many

Basic tables of organization for the air forces of Germany,

the British Commonwealth, the United States, Soviet Russia
and Imperial Japan;

Game statistics for over 60 aircraft and combat vehicles;
Color counter sheet for game markers.

A few six-sided dice, pen, paper and minidtures are required to play the game
Possession of the Gear Krieg wdrgame (DP9-501) is useful but not required

'rinted in Canada

Page 49

Crew stunned (-1 Action for 1 turn)
1 4 Movement. -1 Movement Point
4 5 Auxiliary Systems -1 to ld6 Auxiliary Systems
$ 6 Roll Twice on this table*'-

Armor loses its effectiveness when dam-
aged due to cracking and structural fa-
tigue. Bits and parts may fall off, or
chinks may develop through which the
next attack will reach a vital system or
component inside, hastening the
aircraft's demise.

When an aircraft suffers Light Damage,
it loses one point of Base Armor perma-
nently in addition to the effect outlined
in the System Damage Table. Heavy
Damage causes an aircraft to lose two

addition to the system damage. Each
point of Base Armor lost reduces the
amount needed to inflict Heavy Dam-
age by 2 and the amount need to pro-
duce Overkill by 3.

Even if the aircraft has specialized ar-
mor-related Perks (such as Reinforced
Armor), damage is always taken off the
Base Armor rating. This is mostly done
to simplify bookkeeping and keep the
game moving along.

- Danrage T-: Heavy Darnage
Fire Control

points of Base Armor permanently, in
Auxiliary Systems
Roll Twice on this table**

1/2 remaining MP (round down) & -2 Maneuver
ld6 Auxiliary System destroyed

*Choose Flight or Ground movement / ** Ifthe attack was a called shot, the at-

-A: RreControlDanmge

-1 Accuracy to a single Weapon
-2 Accuracy to a single Weapon

-1 Accuracy to all Weapons
Single Weapon destroyed

Fire Control system destroyed (-5 to all attacks) e

Fire Control is a catch-all category that

vices, acquisition gear and its weaponry.
If more than one weapon system is

present, all damage received is E"hTl-
ized following the procedure outlined in

represent the aircraft's targeting de-

(aircraft cannot move or fire weapons)
Chain Reaction! Ammo and Fuel Explodes!

8 u b t a b l e B : M D a m a g e the previous section.
The damage penalties are applied to the
affected weapon's Accuracy. If a
weapon's cumulative penalties ever
reach a total of -5, the weapon is put
Out Of and cannot be used
anymore. If the penalties drop to -6 or

lower, the weapon is completely de-
stroyed and blown off the airframe.

Engine damage, -1 Flight Movement Point
Engine damage; 112 remaining Flight MPs (round down)

Control surface damage; -1 to Maneuver
Control surface damage; -2 to Maneuver

Catastrophic crew compartment failure: 75% casualties, minimum 1

i 2 a


Page 50

Armor D m a ~ e Example
The FW 190 is hit again, this time for 15 points. Ordinarily this wouM be light
damage (Greater than Base Armor but less than 2x Base Armor). Unfortunately for
the F190, it has already been damaged and the Base Annor value is now only 7,
meaning that 15 is more than 2x the Armor Value. The result is Heavy Damage, and
a further armor reduction of 2 points (only 5 points remain).

8 y - ~ m a g e ~ a m p ~
The pilot of our F W I ~ rolls a die to determine the effect of the light damage on the
aircraji, The result is 3, a crew hit, indicating that the pilot is stunned ( - I Action for
I turn). He then rolls another die to determine the effect of the heavy damage and
the result is a 6! He rolls twice more, thefirst result a I (Fire Control Damage) and
the other a 4 (Movement Damage - I/Z MP and -2 Maneuver). The Fire Control
result requires the pilot to roll another die and add + I . He rolls a 3. modified to 4:
One of the FW 190’s weapons is destroyed. Things don’t look good.


Structure hits damage the aircraft’s
structural integrity. The airframe and
other components are twisted out of
shape or ripped apart, causing further
damage to the mechanisms within. Most
Structure hits are fairly straightforward:
loss of Movement Points are applied to
the Flight Movement Type, while Maneu-
ver losses affect the aircraft as a whole.

Control Failure indicates catastrophic
damage to the aircraft‘s control surfaces
that send it out of control (roll on the
Control Loss table). The pilot may at-
tempt to regain control in subsequent
turns but the aircraft’s Maneuver is per-
manently impaired. Catastrophic Crew
Compartment Failure is just that: the air-
craft structure collapses, trapping the
crew or ejecting them from the aircraft.
The Reinforced Crew Compartment
Perk is ineffective against this, but the
Reinforced Structure Perk will absorb
the hit as normal.

“Crew Stunned” result indicates that the
aircraft loses one Action in its next turn.
A “Crew Killed” result reduces the num-

ber of crew by one (and may thus re-
duce the number of available Actions)
and applies for the rest of the game.

If the Actions were already taken that
turn, the “lost” Actions carry over to the
following turn(s) as an “Action Debt” and
must be paid with either Actions from
that turn or command points. A Stunned
chit can be placed on the datacard as
a reminder of Action owed.

The Crew result on the System Damage
Table is also used to determine dam-
age among the aircraft‘s passengers, if
any are aboard. One die is rolled to de-
termine whether the crew or the passen-
gers take the hit (1-3 crew, 4-6 passen-
gers). Damage is then applied as nor-
mal. Passengers cannot normally re-
place lost crew, though allowances can
be made for this in a scenario.

An aircraft with a single crewmember is
removed from play after a Crew Killed
result, unless a Perk or Hero ability pro-
tects the pilot. An aircraft with multiple
crewmembers is only eliminated when
all crewmembers are killed. Unless con-
trolled by an autopilot, pilotless aircraft
are assumed to go out of control auto-

Any penalty to the speed of the aircraft
is applied to its Top Speed for the Flight
Movement Type; the Combat Speed is
then recalculated as needed. If all Move-
ment Systems are reduced to 0. either
through successive minuses (maximum
-5) or Heavy Damage, the aircraft can
henceforth only Glide (see page 32). If
damage reduces the aircraft’s Top
Speed below its current velocity, the air-
craft suffers the effect of Overspeed
(see page 29).

Auxiliary systems include Sensors,
Communications and any Perks that are
labeled as auxiliary systems (e. g. life
support, ejection seats). If any turreted
weapon is present, the turret is counted
as an Auxiliary system and may be dis-
abled like the rest (turrets are not af-
fected by ”-1” results). A disabled turret
is frozen in place and any weapon
mounted in it becomes fixed in the arc
where it was last fired.

If an aircraft’s Sensors or Fire Control are
utterly destroyed, the aircraft may still
attempt to perform Actions that require
these systems, but it suffers a -5 modi-
fier. If an aircraft‘s Communications sys-
tem is destroyed, the aircraft may not
be used as a forward observer and may
not receive Command Points.

Damaged AUX Perks have a -1 to any
roll involving those particular systems
(for example, -1 to Piloting when using
a Catapult Hook), or a 20% loss in effi-
ciency (on systems like refueling equip-
ment). If a system’s cumulative penal-
ties reach -5 (100% efficiency loss), it is
considered destroyed.


Page 98

Systems Damage Table: U#ht D a m e

1 Fire Control Roll on Sub-table A

2 Structure Roll on Sub-table B
3 Crew Crew stunned (-1 Action for 1 turn)

4 Movement' -1 Movement Point

5 Auxiliary Systems -1 to ld6 Auxiliary Systems
6 Roll Twice on this table**-

1 Fire Control Roll on Sub-table A and add +1

2 Structure Roll on Sub-table 6 and add +1

Ramming Speed

Head On Attacker + Defender
Side Attacker SDeed

Rear Attacker - Defender

Impact Speed Modifiers

1-2 -2



5-6 +O
7-9 r l

I , 3 Crew Crew killed, 10% casualties, min. 1

4 Movement* 1/2 remaining MP (round down) & -2 Maneuver

5 Auxiliary Systems 1 d6 Auxiliary System destroyed



Roll Twice on this table"'

Bailout Table *Choose Flight or Ground movement / ** If the attack was a called shot, the at-
on table, depending on target).


Subtable A: Fie Control Damage

-1 Accuracy to a single Weapon

-2 Accuracy to a single Weapon

-1 Accuracy to all Weapons

Single Weapon destroyed

Fire Control system destroyed (-5 to all attacks)

Roll Twice on this table

Ammunition/Fuel Hit (roll ld6)
Ammo Storage and Fuel Tank Ruptured

(aircraft cannot move or fire weapons)

Chain Reaction! Ammo and Fuel Explodes1
(Aircraft Destroyed and all Crew Killed)

Subtable B: Structural Damage

Engine damage, -1 Flight Movement Point

Engine damage; 1/2 remaining Flight MPs (round down)

Aircraft straight and level -1

BankinglClimbing +1

Diving +2

Out of Controlt +3

Equipped with Ejector seat(s) -2

Difficult to Bail flaw +2

Speed <=lo 0
Speed > 10 +1
Aircraft sustained No Damage 0

Aircraft sustained Light Damage +1

Aircraft sustained Heavy Damage +2

Aircraft Overkilled or struct collapse* +4


Actions taken this turn #of Action

Crew +(Crew/2, round down)

*These damage results trigger an
automatic bailout attempt at no Ac-
tion cost.

fRolled on the Control Loss table
this turn.


Page 99

Aces 55

Aichi D3A1 Val 90
Aimed Shots 39
Air & Weather 48

Actions, Number of 23
Activation Phase 26

Airdrops 58 72
Airlift Winch 72
Altitude 28,30
Anti-Air 72 92
Anti-Infantry 76

Arcs, Firing 36
Area Effect Weapons 41, 76
Armor-Crushing & Armor-Piercing 76

Attenuating Damage 76
Automation 72
Autopilot 49, 72

Arado Ar 340 87

Attack Modifiers 37

Avro 683 Lancaster 82

8-25 Mitchell 79
Bachem Ba 349 Natter 88
Backup Comm 72
Bailing Out 56
Barrage Balloons 50
Battle of Britain. the 8
Bell P-59 Airacomet 80
Bereznyak-lsayev 61-1 Rocket 85
Bloch Mb-152c-1 83
Boeing 6-17 Flying Fortress 79

Bristol Beaufighter 81
Bristol Blenheim 82
British Commonwealth 64
Brittle Armor 74

Bombing 42


Cable Cutters 72

Cargo Bay 72
Catapult Hook 72
Chafffflare Dispenser 72
Chain and Chute Launcher 92

Combat Turn the 25

Cannot Glide 74

Combat Group 21

Combat Units 21
Command Points 28

Curtiss P-55 Ascender 78

Damage 45

De Havilland Mosquito 81

Defective Active Sensors 74
Defective Fire Control 74
Defense Modifiers 38
Defensive Maneuvers 39
Detection Threshold Modifiers 35
Dewoitine 0520 83
Die Rolling 22
Difficult to Bail 74
Diving Wings 73

Crew Actions 23

Datacards 24 78

Declaration Phase 26

Endurance 50
Exposed Auxiliary Systems 74
Exposed Crew Compartment 75
Exposed Fire Control 74
Exposed Movement System 75
Ex 75

88 Fiat G50 Freccia

Firing Arcs 36

Focke-Wulf FW190 86

Fire Resistant 73

Flaws 74

Fragile Chassis 75
Fuel Inefficient 75

G-Effects 33
Germany 62
3der 73
3loster G40 Pioneer 83
3loster G41 Meteor 83
:round-Air fire 44
Sru 78

82 Handley Page HP-75 Manx

Hawker Tempest 81
Haywire 76

Heavy AA Battery 92

Hawker Hurricane 81

Hazardous Ammo/Fuel Storage 75

Hex-Map Conversion 59
Highly Flammable 75

Horten Ho XX Transport 87
Host 73
Hostile Environment Protection 73

Horten Ho 229 86

Illumination 77
llyushin 11-2 Sturmovik 85
Imperial Japan €6
Improved Off-road 73

Inefficient Controls 75
Initiative Phase 26
Instability 75

Incendiary Effects 51,77

Jet Engines 16 17

Kawasaki Ki-64 Rob 90
KI-44-1 TOJO 89

Landings 53
Large Sensor Profile 75

Lighter-than-air 73
Line-of Sight 34
Lockheed P-38 Lightning 78
Loss of Control 33

Light AA Battery 92

LuftFortresses 15

Machi C202 Folgore 88
Machi MC200 Saetta 88

Mansyu Ki-98 90
Maximum Ceiling 75
Maximum Climbing Angle 75
Me 163 Komet 87
Measures 21
Melee Attacks 38
Messerschmitt Bf 109 85

Messerschmitt Me 262 87
Mikoyan MiG-1 84
Minimum Range 77

Maneuvers Special 32

Messerschmitt Me 209 86

Miscellaneous Events Phase 27
Missile Types 52
Missiles 18-19. 52

Mitsubishi J-7W1 Shinden 89
Mitsubishi A6M1 ZeroSen Zeke 89

Mitsubishi Ki-21 Sally 91
Morale 57
Morane-Saulnier MS406 84
Movement 28

NO Communication 75
No Dead-Zone 7:
No Engine 75
No Sensors 7:
North American P-51 Mustang 7E
Northrop P-61 Black Widow 7c

Nakajima B5N1 Kate

bent Korps Air Raiders
herheating 75
)verloadable 73
hersize Load 73,77

'artial Exposed Crew 75
'assenger Seating 73


'erks 72
'iggy-back Aircraft 51
'iston Engines 16

'wr Landing Gear 76
3wr Visibility 76

blikarov 1-16 84

'ower Boost 73
'ower-hungry 77

'zKpf V Ausf X Sturmvalkurte

R3 Roughrider En

Recoil 77
Reduced G-effect 73
Refuelling Equipment 73
Regiane Re 2000 Falco 89
Reinforced Armor 73
Reinforced Chassis 73
Reinforced Crew Compartment 74
Reinforced Location Armour 74

'rolectile Weapons 18
Jropulsion 16


76 Random Shutdown

Remote Control 52
Requires Airstrip 76

92 Rocket AA Battery
Rocket Engines 16
Rocket Packs 58
Rockets 18
Rotary Wing Aircraft 52

21 Scale

Secret Weapons 12 13

Set-Up 26

Skills. Crew 23,25

Searchlight 74

Sensors 18.19

Sikorsky R5 Helicopter 79

Slow Burn 77
SNECMA SE-500 84
Speed 29

Stratospheric Flight 74

Supermarine Spitfire 80

Strafing 41

Structure 14 54

Tachikawa Ki-94 90
Take Offs 53
Terrain 35

Transporting 53
Towing 51 74

Turn Summary 27
Turning 31
Types, Vehicles 15

United States 70

Variable Geometry 74

Weak Point 76

Weapons 18-19 76
Weapon Link 74

Wide Angle 77

Yokosuka MXY-7 Model 11 Ohka Baka 91


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