0% found this document useful (0 votes)
7 views2 pages

CY6 - Quick Reference Card

The document provides a comprehensive guide on air-to-air and anti-aircraft fire mechanics, including to-hit rolls, modifiers, and ammunition depletion. It includes detailed tables for weapon firepower, damage effects, and various scenarios for aircraft engagement. Additionally, it outlines the sequence of play, movement phases, and formation rules for effective gameplay in aerial combat simulations.

Uploaded by

Barry Fee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
7 views2 pages

CY6 - Quick Reference Card

The document provides a comprehensive guide on air-to-air and anti-aircraft fire mechanics, including to-hit rolls, modifiers, and ammunition depletion. It includes detailed tables for weapon firepower, damage effects, and various scenarios for aircraft engagement. Additionally, it outlines the sequence of play, movement phases, and formation rules for effective gameplay in aerial combat simulations.

Uploaded by

Barry Fee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

Check Your 6!

QRC Aircraft Target Diagram


PAGE 1
Head-to-head
AIR-TO-AIR FIRE SUMMARY (B4.0)
Base To-Hit (2d6) and Ranges Modifiers
Deflection
5+ (1 hex) = Point Blank +/- n Aircrew Skill Difference (attacker skill minus target pilot’s skill) Deflection
+/- n Agility Difference (attacker agility minus target’s agility)
6+ (2 hexes) = Close -2 Head-to-head or Deflection Shot Pt. Blank
7+ (3 hexes) = Short
+2 Target Speed Zero (0) No modifier
9+ (4-6 hexes) = Medium
-2 Low Velocity Weapon (LVC, LVHC) at Medium Range
11+ (7-10 hexes) = Long -1 / -2 / -3 Low / Very Low / Extremely Low Rate-of-Fire (ROF) Heavy Cannon
Check Ammunition: If doubles rolled to-hit, consult the Ammunition Depletion Table

AMMUNITION DEPLETION TABLE (B4.5) ROBUSTNESS TABLE (B4.2.3)


Attacking Firepower (total)
All Cannon Heavy Cannon
ACE (+3) 6 4+ 3+ <1 1-2 3-5 6-10 11-15 16-20 21-25 26-30 31+
VETERAN (+2) 5+ 3+ 2+ R0 5 6 7 8 9 10 11 12 12
SKILLED (+1) 4+ 2+ auto T
GREEN (+0) 3+ auto auto
a R1 4 5 6 7 8 9 10 11 12
r R2 3 4 5 6 7 8 9 10 11
* aircraft out of ammunition type if doubles of noted
number rolled in To-Hit roll; auto = automatically out of g
e R3 - 3 4 5 6 7 8 9 10
ammunition for that weapon
t R4 - - 3 4 5 6 7 8 9
Column Shift Damage Effect
AIR-TO-AIR WEAPONS FIREPOWER & RNG SUMMARY Right- Pt. Blank/Close/Short Range, Special Weapon (cumulative) Engine Damage (Even)
Dmg Max Left- Long Range, Special Armor (cumulative) • -2 to Max Speed (min 1)
Weap Die Range Notes Critical Damage: robustness roll critically failed • Aircrew Check to Climb:
LMG d4 (-) Medium LMG- 5+ lower than “n” factor aircraft destroyed failed = Out-of-Control.
HMG or Light AA- 4+ lower than “n” factor aircraft destroyed • Climb Factor /3
HMG d6(-) Long
LVC, MC or Med/Heavy AA- 3+ lower than “n” factor aircraft dest. • -1 to all Aircrew Checks
LVC d10(-) Medium* *-2 at Medium Range Airframe Damage (Odd)
LVHC, LRHC- 2+ lower than “n” factor aircraft destroyed
MC d10(-) Long Damage Number: # or > on 2d6 to prevent damage • -1 Agility
* -2 at Medium Range EVEN Roll Failure- Engine Damage • Aircrew Check to Special
LVHC d20(-) Medium* * Some Low/VL/EL ROF Maneuver or Extreme
ODD Roll Failure- Airframe Damage
LRHC d20(-) Long* * Some Low/VL/EL ROF Turn: failed = Destroyed
Lucky Hit: if doubles rolled for robustness • -1 to all Aircrew Checks
(-) = If highest number on die rolled, count as “0” (zero)

LUCKY HIT TABLE (B4.2.4)


Die Fighter Target Bomber Target
Roll LMG/HMG Cannon LMG/HMG Cannon
Pilot Killed + *C - Plane Crashes Pilot Killed + *C - Plane Crashes Pilot Killed- Aircrew Check to save plane; fail and Cockpit Crew Killed + *C - Plane Crashes
2 Plane Crashes

3 Pilot Wounded- Aircrew Check to save plane; pass


plane must abort, fail and plane crashes
Pilot Killed- Plane Crashes Pilot Wounded + *B - Aircrew Check to save plane;
pass plane must abort, fail and plane crashes
Gun Crew Hit + *P - remove one defensive weapon
from aircraft
Gun Damage + *B - Half of aircraft weapons are Gunsight Destroyed + *O + *B - Aircraft must fire Gun Crew Hit + *P - remove one defensive weapon Gun Crew Hit - remove one defensive weapon from
4 inoperable for remainder of the game with a -2 to-hit modifier for remainder of the game from aircraft aircraft

5 Rudder Jam + *E – Aircraft must do right turn next


turn; check for OUT-OF-CONTROL
Rudder Jam + *E – Aircraft must do right turn next
turn; check for OUT-OF-CONTROL
Gun Crew Hit + *E - remove one defensive weapon
from aircraft
Landing Gear Damaged + *E + *O – Aircraft must
crash land at end of mission
Elevator Hit – Aircraft may not special maneuver, Elevator Destroyed + *D – Aircraft may not special Gun Crew Hit - remove one defensive weapon from Heavy Fire + *P - Aircraft on fire, take Aircrew
6 powerdive/climb or steep climb/dive for rest of maneuver, dive or climb for rest of mission, crash aircraft Check minus one (-1) at start of next move to stop
mission land at end of mission fire. If not stopped aircraft is damaged
Fire - Aircraft on fire, take Aircrew Check at start of Heavy Fire + *P - Aircraft on fire, take AC minus one Fire- Aircraft on fire, take Aircrew Check at start of Fire + *D - Aircraft on fire, take Aircrew Check at
7 next move to stop fire. If not stopped aircraft is (-1) at start of next move to stop fire. If not stopped next move to stop fire. If not stopped aircraft is start of next move to stop fire. If not stopped aircraft
damaged (roll randomly to determine type) aircraft is damaged (roll randomly to determine type) damaged (roll randomly to determine type) is damaged (roll randomly to determine type)
Engine Problems + *D + *H – Aircraft may only Engine Problems + *H – Aircraft may only move at Rudder Jam + *D + *H – Aircraft must do right turn Fire + *H - Aircraft on fire, take Aircrew Check at
8 move at half speed (round down) for remainder of half speed (round down) for remainder of mission next turn; check for OUT-OF-CONTROL start of next move to stop fire. If not stopped aircraft
mission is damaged (roll randomly to determine type)
Wing Problems + *O – No special maneuvers for Oil on Windscreen + *D – aircraft must fly forward Gun Crew Hit + *O - remove one defensive weapon Rudder Destroyed + *D – Aircraft may not turn for
9 remainder of mission; check for OUT-OF-CONTROL until Aircrew Check passed on a subsequent move from aircraft rest of mission; check for OUT-OF-CONTROL
Fuel on Windscreen + *P –must fly forward until Engine Critical – Aircraft may only move at rate of Engine Problems – Aircraft may only move at half Engine Problems – Aircraft may only move at half
10 Aircrew Check passed. Next hit destroys aircraft. one for remainder of mission. Next hit destroys AC. speed (round down) for remainder of mission speed (round down) for remainder of mission
Fuel Tank Leak + *P – roll Aircrew Check to Wing Problems – No special maneuvers for Fuel Tank Hit/Leak – roll Aircrew Check to prevent Fuel Tank Hit/Leak + *P – roll Aircrew Check to
11 prevent tank leak. If failed, next hit destroys aircraft. remainder of mission; check for OUT-OF-CONTROL tank leak. If failed, next hit destroys aircraft. prevent tank leak. If failed, next hit destroys aircraft.
Fuel Tank Explodes + *D + *E - Plane destroyed Fuel Tank Explodes + *D + *E - Plane destroyed Fuel Tank Explodes + *D + *E - Plane destroyed Fuel Tank Explodes + *D + *E - Plane destroyed
12
ADDITIONAL DAMAGE
*B = Pilot Blackout – The aircraft must make random movements until Aircrew Check passed (check at start of subsequent moves). Roll d6 for aircraft move where “x” is the current aircraft speed: on 1-2 aircraft executes an
Lx2 turn, on 3-4 an Rx2 turn, on 5-6 it moves directly forward. Aircraft flies Level Flight Maneuver on odd roll and Dive Maneuver on even roll. If Dive, the aircraft must increase all speed possible.
*C = Possible Collision – Choose a random aircraft within 1 hex of the target aircraft; roll for collision as per collision rules but Lucky Hit aircraft does not attempt to evade.
*D = Debris – The nearest aircraft within 3 hexes (if any) in the target's tail arc and at the same TAL or 1 TAL lower immediately suffers a hit with firepower of 2d6 (as if from HMG fire) due to debris from weapons impact.
*E = Possible Ordnance Explosion – Roll a d6 if loaded with heavy weapons (bombs, rockets, torpedoes); on 1-3 the weapons explode. If an explosion occurs, any aircraft within 2 hexes must roll on a Lucky Hit.
*H = Crew Heroic – Take an Aircrew Check; if passed the aircrew has been inspired by events in the battle, from this point forward firing from this aircraft is one Aircrew Skill level better and Ammunition Depletion is one level
worse. For example, a Skilled (+1) crew would now fire as if it were Veteran (+2) but deplete ammunition as if it were a Green (+0) Aircrew. No crew may be better than +3 or worse than +0.
*O = Oxygen System Hit – Roll a d6 if flying at MEDIUM-TOP CAB or above; on 1-3 the oxygen system malfunctions. The aircraft must immediately attempt to exit the board by dive no matter if it is a friendly edge or not.
*P = Crew Panic – No firing until Aircrew Check passed at start of a subsequent move.

© 2007 Scott Fisher


Check Your 6! QRC AA
ANTI-AIRCRAFT SUMMARY (C5.0)
To-Hit (2d6) Max Fire- Alt
Range Power CABs
PAGE 2 Type Fighter Bomber
Light 11* / 12 10-11* / 12 5 hex 6d6(-) S.Low
(to 23mm)
Medium S Low
PLAY SEQUENCE (B) (24-70mm)
11* / 12 9-10* / 11+ 10 hex 4d10(-)
& Low
Heavy 12* 11* / 12 Low–
(71mm+) (1 hex blast) (1 hex blast)
unlim 2d20(-)
V High
Tailing Declaration Phase (simultaneous) * Near-miss= half number of Damage Dice, optional Extreme Turn
• Tailed provides Left/Right/Fwd & Climb/Dive/Level information AA Misdirection= if double “1” or double “2” rolled to-hit, fire is directed at
• Tailing planes may move in their or tailed AC Move Group closest friendly aircraft within range of AA Battery
Light & Medium AA Rules Summary
Move Plotting Phase (simultaneous) - Pick a target, roll to-hit per battery firing, roll for damage and robustness as normal
- Max range is 2 hexes if the target is at TAL 1 in SURFACE LOW CAB over land
• Formation Status Segment: Break-up/Drop-out of formation
Heavy AA Rules Summary
• Choose Maneuver Type: choose from Move Chart - Heavy AA at MED-V.HIGH CAB must pick Target Hex in advance; 2 turns for MEDIUM
• Choose Turn Code: choose a turn code based on current CAB, 3 turns for HIGH CAB, 4 turns for VERY HIGH CAB and above
- Blast affects all aircraft in Target Hex and one hex adjacent to Target Hex
aircraft speed from Move Chart

Movement Phase (in Move Group order) SURFACE ATTACK SUMMARY (C3.0)
• Spotting Segment (optional): Aircrew Checks for spotting Base To-Hit
• Move Segment: execute move in Move Group order with Pilot (2d6) Modifiers
Reaction; then make final speed & altitude adjustments Bomb-load of Attacker:
10+ -1 Very Light (<500lb)
o Move Group 1: OOC AC, Bombers, Green (+0) Aircrew Surface Low +0 Light (500-1500lb)
o Move Group 2: Skilled (+1) Aircrew CAB +1 Med (1501-4000lb)
o Move Group 3: Veteran (+2) Aircrew +2 Heavy (4000lb+)
o Move Group 4: Ace (+3) Aircrew 12+
Low and General Modifiers:
Priority Within Group Medium CAB +n Aircrew Skill
(aircraft in same Move Group) +1 Dive Bomb/Rocket Attack/Strafing Attack
A) Tailed Aircraft 14+ -1 Point Target (small non-ship target: radar, bunker, etc)
B) enemy “Out of the Sun” High CAB -2 Night Attack
C) Lower Altitude (current) +3 Area Target (city; only very large targets)
D) National Move Order 16+ -1 or +1 Special Equipment & Training
V./Ex. High CAB Ship Attack:
-1 Torpedo Attack (S.Low CAB, TAL1, four hex from tgt.)
(roll = or > 1hit;
Fire Phase (simultaneous within each segment) roll 2 + > 2 hits)
-1 Small Ship / Surfaced Sub (<3000 tons)
+1 Large Ship (13,000+ tons)
• Anti-Aircraft Fire Segment (optional): fire AA batteries Hits: A target can take a number of hits as defined by the scenario before it is
• Air-to-Air Fire Segment damaged/destroyed (see scenarios for examples)
o Air-to-Air To-Hit Roll: roll to-hit with modifiers Dive Bombers: Must execute their attack in Low or Surface Low CAB; must
o Roll for Weapons Firepower: roll attack firepower per gun start minimum one CAB above
o Robustness Roll: roll robustness to prevent damage
• Surface Attack Segment (optional): resolve surface attacks BOARD EXIT AIRCREW CHECK (A7.2)
After exit, take normal aircrew check; apply the additional modifiers:
• -2 if exited off Unfriendly Board Edge
• -1 if exited off Neutral Board Edge
FORMATION RULES (C1.0) • -1 if aircraft is damaged
• A formation must consist of at least two (2) aircraft (Formation Leader & Wingmen). If failed, aircraft is damaged for VP purposes (if already damaged then destroyed)
• Formations are determined at the start of the game. If a formation must break-up it If failed by four or more, aircraft is destroyed for VP purposes
may not be reformed.
• Formations must move at one less than the maximum speed of the slowest SPOTTING SUMMARY (C4.0) Aircraft Arc Diagram
undamaged aircraft in the formation or may move at speed 1 if maximum speed is 1. FT, T3
• Aircraft in formations must fly at the same Tactical Altitude Level. Modify Spotting Aircrew Check by the following:
FF, F
• At the start of the Move Plotting Phase, players determine if any Wingmen will • +1 – Spotting formation of 5-9 aircraft
FB, B3
voluntarily drop-out of formation and what formations will voluntarily Break-up. • +2 – Spotting formation of 10+ aircraft
Modify Max and Auto Spotting Distances by the T3 T3
following: SL SR
Formation Example Formation Example (part 2) • Out of the Sun - ¼ normal distance B3 B3
(part 1) Alt=5
Formation
1. Formation flying at Speed 2 (max speed 4 & Move Chart B).
2. Flight Leader Extreme Turn right (R25 turn code)
• Enemy Behind Spotter – ½ norm. distance
1. Formation flying at
Sp=2 Hexes
3. Wingmen must both involuntarily
• Behind and Below Spotter – ¼ norm. dist. RT, T3
Speed 3 (max speed 4
& Move Chart B). Alt=5 break formation as they are not able R, BRCRG
2. Flight Leader climbs
Alt=5
to move to Formation hexes (so must RB, B3
and turns to left (L32
Sp=1
fly straight and level at start speed of Formation Hex Diagram
turn code); reduces Alt=5 formation leader).
speed to 2.
3. Wingmen climb and
Sp=x Bomber Fixed Forward (BFF)
Alt=5 Alt=5
move into formation Sp=x Guns Diagram
hexes (R44 and F31R Alt=4 Alt=5
turn code) Sp=2 Sp=2
4. Wingmen in formation
hexes (Lt. grey hexes) Sp=3 Sp=2
Alt=5
Firing Arc
Flt Leader (start) Alt=4 Alt=4 Alt=5
Flt Ldr (start)
Sp=x
Wingman (start) Sp=x Sp=x Wingman (start) Sp=x Formation Hexes

© 2007 Scott Fisher

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy