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CHECK SIX

THE FAST PLAY GAMEOF

 AIR-TO-AIR COMBAT

First lood Games ©200

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Check Six, Copyright 2006, First Blood GamesThis document may be freely copied and distributed.

Version p.0.02 

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12DAMAGED AIRCRAFT . . . . . . . . . . . . . . . . . . . . . . . .10MISSILES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9GUNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9NGLE MODIFIER  . . . . . . . . . . . . . . . . . . . . . . . . . . . .

9COMBAT

7SAMPLE MANEUVERING . . . . . . . . . . . . . . . . . . . . . . .7COMBAT FUEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7TAILING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6SPIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6LOADED AIRCRAFT . . . . . . . . . . . . . . . . . . . . . . . . . . .5IRCRAFT SPEED . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5IRCRAFT ALTITUDE . . . . . . . . . . . . . . . . . . . . . . . . . .4PERFORMANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

4MANEUVERING

3GAME CHART SHEET . . . . . . . . . . . . . . . . . . . . . . . . . .3IRCRAFT DATA CHART . . . . . . . . . . . . . . . . . . . . . . .

2IRCRAFT & PILOT RECORD SHEET . . . . . . . . . . .2CHARTS & TABLES

1INTRODUCTION

19SURGICAL STRIKE . . . . . . . . . . . . . . . . . . . . . . . . . . .18THE SWEEP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

18INTERNATIONAL INCIDENT . . . . . . . . . . . . . . . . . .18INTERCEPT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18SCENARIOS

17ENDING THE CAMPAIGN . . . . . . . . . . . . . . . . . . . . .17PILOTS & AIRCRAFT . . . . . . . . . . . . . . . . . . . . . . . . .17CAMPAIGNS

16 VICTORY CONDITIONS . . . . . . . . . . . . . . . . . . . . . .16ENDING A GAME

15LANDING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14EJECTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14PILOT SKILL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

14TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14OTHER RULES

13COMBAT EXAMPLE . . . . . . . . . . . . . . . . . . . . . . . . . .

TABLE OF CONTENTS

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INTRODUCTIONCheck Six is a game of fast playing modern air combat.The game has been designed to be played on a hex board, using aircraft miniatures, or counters. Theoptimal playing surface should be about 3’ x 3’ if 1”hexes are used. If miniatures are used the most

suitable scales seem to be from 1:144, to 1:700. Although 1:144 is more common the smaller scales willallow a game to be played on a much smaller surfaceusing standard hex map boards.

The object of Check Six is to shoot down your opponent using a array of weapons and tactics. Many of the components of the game have been abstracted,and simplified to speed up game play, after all it is agame of dog fighting.

 Aircraft movement in Check Six is a matter of selectingmaneuvers from an Aircraft Maneuver sheet designed

for each type of aircraft. Once players have selectedtheir maneuvers the planes are then moved inaccordance with the movement indicated on themaneuver sheet. If a pilot is not careful he can losecontrol, or stall his plane.

In order to keep the game play fast and exciting, many elements of the game have been abstracted, andcombined. For instance missiles have been divided into2 categories, Infra red, and Radar guided, will allmissiles using the same Missile Firing Zone. All Gunshave been simplified as well using a common GunFiring Zone.

The greatest amount of detail has been put into theindividual Aircraft Data Sheets, one for each type of combat aircraft.

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CHARTS ANDTABLES

Check Six uses three different sheets in the game. Thefirst is the Aircraft & Pilot Record sheet, used to recordaircraft and pilot data during the course of a game. The

second is the Aircraft maneuver sheet, used to recordthe basic data for the different combat aircraft used inthe game. The last is the Game Chart sheet used toresolve combat and other game functions.

 AIRCRAFT & PILOT RECORD SHEET

The Aircraft/Pilot record sheet is how a player keepstrack of planes and pilots under his control. Each sheethas room for recording aircraft and pilot data for threeplanes, and includes sections for basic information,armaments and countermeasures, fuel, maneuvering,and damage.

Filling out the Record SheetThe first section is for basic information about theplane and pilot are located at the top of the sheet. Thissection contains areas to record aircraft type, aircraftidentifier, pilot skill, pilot call sign, and pilotexperience.

The second section is for keeping track of armament

and countermeasures carried by the aircraft. Armamentand countermeasure data from the applicable aircraftdata sheets are recorded in this section.

 Weapons and countermeasures listed with boxes nextto them have a limited quantity available. Unusedboxes should be filled in leaving an amount of openboxes equal the number of each weapon or countermeasure available from the aircraft data chart.For ECM, and Lock-on fill in the values as listed on the Aircraft Maneuver chart. As weapons are fired, andcountermeasures are used boxes are filled in. When noboxes remain for a specific weapon or countermeasurethe aircraft is out of that weapon or countermeasure.

 In the above example the Tomcat starts with 6 Gun shots, 4 IR missiles, RG missiles, 2 Flares, 2 Chaff. I RGmissile has been fired, and 1 set of Chaff has been dispensed.

The third section is used to record a planes startingCombat Fuel, and fuel usage during the game. Tobetter keep track of the amount of Combat Fuel usedrecord the used fuel on a turn by turn basis as shownbelow. At the start of each game, players roll todetermine how much combat Fuel their planes startthe game with.

 In the above example the plane has started with aCombat Fuel load of 60, and has used another 13 points of fuel for the first four turns of a game.

The fourth section is used to record damage to theplane, and includes sections for engine, fuel, control,and avionics damage. Once a box has been filled in theplane may no longer perform that action, or mustsuffer the indicated penalty .

 For example the Tomcat has had its Thrust reduced by 2 due to damage taken during combat 

The last section is for recording aircraft maneuvers.This section provides boxes for recording speed,altitude, specific maneuvers, thrust and braking, andclimbing and diving. The maneuver sections containsenough boxes for a game lasting 20 turns.

The example above shows the maneuvers performed by the Tomcat through the first four turns of a game.

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 AIRCRAFT DATA CHART

Each aircraft will have its own unique data chart thatlists maneuvers, restrictions, heat zones, line of sightzones, armament, countermeasures, and performancedata.

 Aircraft Data Sheet for the F-14 Tomcat The Maneuver Table

This is the large table that shows all availablemaneuvers the plane is able to perform. Eachmaneuver listed on the table has a unique number thatis used to indicate the maneuver on the Aircraft/PilotRecord Sheet. The maneuvers are divided into speedbands, and Special Maneuvers.

Heat Zone

This is the heat signature of the aircraft, and the zonesthat an opponents IR missiles can track. The narrow heat zone is the area that a narrow aspect IR missilecan track. The wide heat zone is the area a wide aspectIR missile can track. The wide heat zone includes thearea in the narrow zone. The heat zone will vary fromplane to plane, for example a twin engine plane withan afterburner will provide a bigger heat signature tothe enemy than a single engine, non afterburningplane.

Line of Sight Zone

This is the area of visibility for an aircraft. In order tohave a chance at tailing another plane it must be in your Line of Sight Zone. Aircraft will have different vision zones depending on the number of crew, andtype of canopy.

Tailing Zone

Enemy planes in this zone will be able to tail you aslong as you are in their Line of Sight Zone.

 Armaments/Countermeasures

This section lists the weapons and countermeasuresthe plane is equipped with, along with any informationthat goes along with them. The numbers listed in theboxes next to the weapons and countermeasures arethe quantities available.

Performance

This section lists any performance data not covered inother areas, and includes the maximum thrust, brake,

climb, and dive rates the plane is capable of.

GAME CHART SHEET

This sheet contains all tables and charts for resolvingmissile combat, gun combat, out of control aircraft,ejection, turn sequence, landings, and pilot skill.

Check Six Game Chart Sheet.

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MANEUVERINGMovement is accomplished by picking a maneuver from the Aircraft Maneuver Chart and moving theplanes on the hex map corresponding to the chosenmaneuver. For simplicity, climbing and diving will noteffect the number of hexes moved by a plane in a given

turn.PLOTTING MOVES

 A player must pick either a Special Maneuver, or amaneuver listed in the speed band in which the planeis currently traveling, then record it on the Aircraft &Pilot Record Sheet, along with any speed and altitudechanges.

 A planes current speed is the speed recorded in theprevious turn, or the listed starting speed for the firstturn of a game. For example, a plane that starts thegame going speed 4, will have to choose either aSpecial maneuver, or a maneuver listed in the Speed 4

band for the first turn of the game, the speed recordedafter maneuvering will be the current speed for thesecond turn, and so on.

BASIC MANEUVERS

Each maneuver shows the starting and ending positionof the aircraft, and any speed changes caused by themaneuver. The aircraft facing and position at the startof a maneuver is shown as a black aircraft silhouette,the end facing and position as a gray silhouette.

 A pilot may choose to face his plane toward one of three hexes at the end of a maneuver: the one wherethe shaded silhouette points, facing the “T”, or facing

the “W” hexsides. The “W” means the plane isperforming a wide turn or in some cases a slide. The“T” marking means the plane is performing a tightturn, Yo-Yo, or a quick snap at the end of a turn.

 When performing straight maneuvers, the “L” or “R”indicate a left or right turn made at the and of themove. The “L” and “R” do not count as a turn, and may be performed even when a plane is not allowed to turnbecause of control damage.

SPECIAL MANEUVERS

In addition to the basic maneuvers, planes may perform special maneuvers listed on the maneuver chart. Special maneuvers will be limited by aircraftdamage, and pilot skill.

 All Special Maneuvers are considered hard turns andmay not be performed if the plane is unable to performhard turns due to damage.

Immelmann

The Immelmann is a climbing maneuver that will turnthe plane around after it moves one hex forward. AnImmelmann may be performed at speed 2 or higher. A 

plane performing an Immelmann will gain 1 altitudelevel, and burn off 2 in speed. A pilot may apply thrustto counter the speed loss.

Split S

The Split S is a diving maneuver that will turn a planearound after it moves one hex forward. A Split S may be performed at speed 1 or higher. A plane performing

a Split S will lose 1 altitude level, and gain 2 in speed. A pilot may counter the speed gain by braking.

Lateral Rudder Roll (left and Right)

The Lateral Rudder Roll moves a plane in a total lateraldirection, and may be performed at speed 3 to 5. TheLateral Rudder Roll will drop a planes speed by 2unless the pilot applies thrust to counter the speedloss.

Scissors (Left and Right)

The scissors is a very tight weaving turn normally usedto burn off speed causing an enemy plane to

overshoot. Scissors may be performed at any speed of 2 to 5, and will reduce speed by 2. A pilot may apply thrust to counter the speed loss.

PERFORMANCE

 A planes performance is its ability to apply thrust,brake, climb, and dive. Each plane will have a rating for each of the above listed on the Aircraft Maneuver sheet.

Thrust

Thrust is a planes ability to apply power to increasespeed, and counter the speed penalties for climbingand performing maneuvers.

Every speed band on a planes aircraft data sheet willhave a listed thrust value, this is the amount of power available to the pilot at the current speed.

 As a plane increases speed its available thrust willdecrease due to the fact that more power is required tomaintain the plane at higher speed.

For example the Tomcat has a thrust rating of 2 atspeed 4, this means the pilot has 2 thrust pointsavailable for speed increases, or countering speedreductions due to turning or climbing. If the Tomcat was moving at a speed of 6, where the thrust rating is0, the pilot would be unable to increase speed, or 

counter any speed reductions due to turning, or climbing.

Thrust is represented by a positive number in theThrust/Brake box in the Maneuver section of the Aircraft & Pilot record sheet

Thrust will be reduced by taking engine damage duringcombat. The reduction in thrust is subtracted from thethrust value of the aircraft in each of the speed bands.This may reduce the thrust rating in a speed band

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below zero. When this occurs the negative thrust mustbe applied, in effect will become braking.

For example the Tomcat with the thrust rating of 2 atspeed 4 takes a missile hit that reduces its thrust by 3,in the next turn the player would subtract the -3 thrustdamage from the 2 thrust rating resulting in a -1 thrust,the plane would be forced to reduce speed, unless itchooses to dive.

Thrust will increase a planes Combat Fuelconsumption during a game turn by 1 for every pointof thrust used.

Brake

Braking is a planes ability to reduce speed, andcounter speed increases from diving. Every plane has amaximum brake value listed on its Maneuver sheet.This value is the maximum amount of braking theplane is capable of regardless of speed.

For example the Tomcat has a brake value of 3, theplane is moving at speed 6. The player wishes to

reduce the speed of the plane by 3 while maintaininghis current altitude, so the player would apply 3 brakepoints.

Braking is represented by a negative number in theThrust/Brake box in the Maneuver section of the Aircraft & Pilot record sheet.

Braking will reduce the amount of fuel used by a planein a single turn by 1 regardless of how many brakepoints were used. This reduction will never reduce fuelconsumption below 1 point.

Climb

The climb value represents a planes ability to gainaltitude. The value listed on a planes Maneuver sheet isthe maximum number of levels the plane may climb ina single turn. Each level a plane climbs reduces theplanes speed by one. This speed loss can be counteredby applying 1 point of thrust for each level climbed by the plane.

Climbing is represented by a positive number in theClimb/Dive box in the Maneuver section of the Aircraft& Pilot Record sheet

Dive

The dive value represents a planes ability to lose

altitude. The value listed on a planes Maneuver sheet isthe maximum number of levels the plane may dive in asingle turn. Every level a plane dives will increase itsspeed by 1. This speed gain can be countered by applying 1 point of braking for each level the planedives.

Diving is represented by a negative number in theClimb/Dive box in the Maneuver section of the Aircraft& Pilot Record sheet

 AIRCRAFT ALTITUDE

Check Six uses 6 altitude levels, with 1 being thelowest, and 6 being the highest. Planes can climb or dive while performing any maneuver. If a planedescends below altitude level 1 (level 0) throughmaneuvers or damage it has crashed and is removedfrom the game, however the pilot does get a chance toeject. The number of levels a plane may climb or diveis determined by its Climb and Dive values listed onthe Aircraft Data Chart

No plane may exceed altitude level of 6. If a plane’smaneuvering would normally take it above level 6, it isstill considered at level 6.

 VECTORED THRUST

Some of the newest combat aircraft are equipped witha vectored thrust exhaust allowing the plane to rotatein flight without changing its direction of movement.The effect of a vectored thrust system is to allow aplane to rotate horizontally or vertically to take a shot

at an opposing aircraft. For simplicity planes with bothhorizontal, and vertical thrust vectoring may only rotate horizontally, or vertical in a single turn, notboth.

Horizontal Thrust Vectoring

 After movement a plane with horizontal vectoredthrust may adjust its Gun, and Missile Firing Zone onehexside to the left or right in order to take a shot. Thisis to show the planes ability to laterally slip its fuselage,take a shot, then rotate back without changing its lineof flight. The plane itself is not rotated. In the case of missiles, the plane must lock on before adjusting theMissile Firing Zone, this will require the target to be in

the attackers Missile Firing Zone before the plane uses vectoring. The target must still be in the attackersFiring Zone after applying thrust vectoring. A plane’sLine of Sight, Tailing Zone, and Heat Zones do notchange when vectoring.

 Vertical Thrust Vectoring

 After movement a plane with vertical vectored thrustmay consider itself as climbing, diving, or flying level inorder to take shot at a target. For instance a plane with vertical thrust vectoring, flying level may fire at a targetone level above with no modifiers for altitudedifference. In the case of missiles, the plane must lock 

on before adjusting the Missile Firing Zone, this willrequire the target to be in the attackers Missile FiringZone before the plane uses vectoring. In order to fire,the target must still be in the attackers Firing Zoneafter applying thrust vectoring. A plane’s Line of Sight,Tailing Zone, and heat Zones do not change when vectoring.

 AIRCRAFT SPEED

Check Six uses six speed bands, listed as 1 to 6, with 1being the slowest, and 6 being the fastest. If a planes

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speed is reduced to 0 through maneuvers or damage ithas stalled and the pilot must pass a  Spin Check  toretain control of the plane, otherwise the plane hasstalled and goes into a spin.

 A planes speed will vary during the course of a gamedue to applying thrust, braking, turning, Climbing,diving, and damage.

Increasing Speed

 A plane will increase its speed by applying thrust,diving, or a combination of both.

For a plane to gain speed using thrust, it must spend 1point of available thrust to increase the aircraft’s speedby 1.

In order for a plane to increase speed by diving, theplane must dive one altitude level for a speed increaseof one, up to the planes maximum dive rating.

Thrust and diving can be combined to increase aplanes acceleration.

 A simple Example of a plane increasing speed could bea plane that starts a turn with a speed of 3 for instance,the player then applies 2 thrust points. The plane would end the turn with a speed of 5. If the plane haddove 1 elevation level it would have a ending speed of 6. (this example assumes the plane did not execute any hard, “T”, or special maneuvers)

Decreasing Speed

 A plane will normally decrease speed by breaking, andclimbing, or using a combination of both.

In order for a plane to decrease speed using braking, itmust spend 1 point of braking to decrease the aircraft’sspeed by 1.

For a plane to decrease speed by climbing, the planemust climb 1 altitude level for a speed decrease of 1,up to the aircraft’s maximum climb rate.

Braking and climbing can be can be combined toincrease a planes deceleration. Using this combinationa plane has the capability of going from any speed to aspeed of 1, or less.

LOADED AIRCRAFT

 A plane carrying a load of air to ground ordinance isconsidered to be loaded. A loaded aircraft may not

perform any “T”, or hard maneuvers while loaded. Inaddition a loaded aircraft has its available thrust pointsreduced by one for each speed band. For example aF/A-18 with a load of bombs moving at speed 4 may notperform any “T”, or hard maneuvers at any speed, and would only have 1 thrust point available instead of thenormal 2 thrust points for going at speed 4.

Once a plane drops its load of ordinance it is no longer considered loaded, and may perform all maneuvers asnormal.

SPIN

 A plane in a spin represents a pilot that has lost controlof his aircraft due to stalling, taking damage, or tryingto perform a tricky maneuver. A plane that is in a spinmay not perform any maneuvers, fire weapons, or engage in combat. The only concern of the pilot istrying to regain control of the plane.

Spin Check  Whenever a spin check is required, the controllingplayer rolls 2d6 against the pilot skill of the aircraftrequiring the spin check. If the roll is equal, or higher than the number needed the pilot has managed tomaintain control of the aircraft, and may performmovement and combat as normal.

n Ace pilot attempts a third Special maneuver in arow.

n aircraft takes damage from combat.

 Green pilot attempts a “T”, Hard, or special maneuver.

SPIN CHECKS TRIGGERS

3+ Ace4+Veteran4+ Average5+Green

Base Number Pilot SkillBASE NUMBER FOR SPIN/SPIN RECOVERY 

Engine or Control damage +1SPIN CHECK MODIFIERS

If this roll is failed the aircraft has begun a spin. Theplanes altitude is dropped by 2, and the plane will beturned to a random facing by rolling 1d6 andconsulting the Spin Facing Diagram below (and on theGame Charts sheet). The indicated facing is the finalfacing from the direction the plane was facing at thestart of the spin.

 Aircraft that stall during movement are still moved tothe final position of the maneuver before taking any required Spin Checks. A plane that fails a spin check due to damage must take the check as soon as thecurrent attack is resolved.

No attacks may be made against a plane while it is in a

spin, this includes any further attacks in the currentthat might have been used against the plane.

Regaining Control of a Spinning Aircraft

To regain control of a spinning plane, a player mustagain roll 2d6 at the start of the next movement phase.The same procedure explained above is used to see if the pilot recovers his plane from the spin. If the spincheck fails the plane again will drop 2 altitude levels,and must again roll for facing. A player should recordthe failed recovery in the maneuver section of the

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 Aircraft & Pilot Record sheet in order to keep proper track of the game turn.

 A pilot that regains control of his craft may resumenormal flight in the current turn. To determine thespeed at which plane recovers at, roll 2d6 and consultthe Recovery Speed table below. This speed isrecorded as the speed for the current turn.

310-122 5-91 2-4

Recovery Speed2d6 Roll*SPIN RECOVERY SPEED TABLE

* An Ace pilot may adjust the roll by one in either direction.

TAILING

The pilots that are victorious in air to air combat arethe ones able to acquire a target and keep on it until itis destroyed. The best way to accomplish this is to get

on an opponents tail and stay there. A tailing pilot isbetter able to see what his opponent is doing and thenanticipate his maneuvers.

To tail an enemy plane, a pilot must have the targetplane in his Line of Sight Zone, and be within theenemy's Tailing Zone listed on the Aircraft Data sheets.

 While a plane is being tailed, a player must reveal thegeneral type of maneuver being performed in thecurrent turn This is done before the tailing planechooses a maneuver. The tailed plane must announce whether he is turning left or right, climbing or diving,and accelerating or decelerating. Tailing information is

given after all other planes have plotted their maneuvers. The tailing plane determines its maneuver,then the player gives the details to the tailing player  who then plots movement for the tailing plane.

 A plane may only tail one plane at a time.

 When multiple planes are tailing each other, the planethat is not tailing another plane plots first, thiscontinues until all tailed planes have plotted, with theplane not being tailed plotting last. For example plane A is tailing plane B, who in turn is tailing plane C.Plane C would have to plot first, then announcemovement details to plane B, who in turn would haveto plot and announce movement details to plane A.

In the rare chance that the planes end up in a circle where they are all tailing the plane in front, determine who goes first randomly.

COMBAT FUEL

Each plane will expend an amount of fuel every turnbased on the planes speed and amount of thrust used. A plane will use an amount of Combat Fuel each turnequal to the Fuel amount listed on the Maneuver Chartplus 1 point of fuel for each thrust point used. For example a Tomcat that is traveling at speed 4, andapplies 3 point of thrust will expend 5 points of combat fuel, 2 for going speed 4, and three for using 3thrust points.

* to a minimum of 1 point of fuel-1*ircraft brakes.1-4ircraft Fuel listed on Maneuver Chart.

+1 ach thrust point used in the current turn.

Fuel usedConditionCOMBAT FUEL

 When a planes Combat Fuel reaches 0 the plane hasreached the point where it must return home. The turnafter a planes Combat Fuel track reaches 0, the planemust disengage from combat and return to its startingmap edge.

 A plane may perform maneuvers that will send theCombat Fuel track below 0, but must disengage on thefollowing turn.

In a campaign game, or where players wish to keeptrack of pilots, when a plane takes its Combat Fuelbelow 0 a Landing Roll must be taken at the end of thegame to see if the plane was able to return to its baseand land.

Starting Combat Fuel

 At the start of the game players will determine how much Combat Fuel their planes will have for the entireengagement. Each player rolls 1d6 and consults theStarting Fuel Table on the Aircraft Data sheets for theplanes involved in the current engagement todetermine how mush fuel his planes will start the game with. This is a single roll to determine the starting fuelfor all aircraft. If a player has more than one type of plane, the roll is still made only once. The playersshould mark off all extra boxes on the Combat Fueltracks.

SAMPLE MANEUVERING

Our sample pilot Bubba the Tomcat pilot is in adogfight with Bogey a Mig-29 Fulcrum pilot from anunnamed third world country. Budda’s current speedis 3, his altitude is 4. Bogey’s speed is 4, and hisaltitude is 4 also.

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 At the beginning of the turn the planes are in thefollowing positions on the game board.

Since neither plane is tailing both pilots plot their maneuvers, then reveal their moves to each other. Letsstart with Bubba’s maneuvering.

Bubba decides to announce his intentions first. Sincehe has a starting speed of 3 he must select a SpecialManeuver, or a maneuver from the Speed 3 band.Bubba selects the 3-6 maneuver, a tight turn to the left.In addition Bubba wishes to increase both his altitudeand speed by 1. In order to do this Bubba must use

three thrust points, 1 to maintain his speed in the tightturn, one to increase his speed to 4, and 1 to counter the climb of 1 level. Bubba will end the turn with aspeed of 4, and an altitude of 5. Bubba next marks off 

4 points of fuel, 1 for going speed 3, and 3 for the 3points of thrust he used for his maneuvers.

Bogey next announces his intentions

Bogey has a starting speed of 4 he must select a SpecialManeuver, or a maneuver from the Speed 4 band.Bogey selects the 4-8 maneuver, a tight turn to the left.In addition Bogey wishes to increase his speed by 1, while maintaining his current altitude. In order to dothis Bogey uses two thrust points, 1 to maintain hisspeed in the tight turn, and one to increase his speedto 5. Bogey will end the turn with a speed of 5, and analtitude of 4. Bogey next marks off 4 points of fuel, 2for going speed 4, and 2 for the 2 points of thrust heused for his maneuvers.

The planes will end their movement as shown below.

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COMBATDuring the combat phase, each plane may fire at asingle target that is in within its Missile or Gun FiringZone. Weapons cannot be fired at targets in the samehex as the firing aircraft

Combat aircraft carry a wide variety of weapons, in

order to increase speed of play these weapons havebeen simplified into three types: Guns, Radar-GuidedMissiles, and Infra Red missiles. Each plane may fireone of the three weapons in a turn.

 ANGLE MODIFIER 

The Angle Modifier determines the targets aspect to theattacking aircraft. The head on attack is the mostdifficult, the tailing attack the easiest. This table is usedin all attacks whether they be from missiles or guns.

To determine the angle modifier, take the aspect anglefrom the firing aircraft to the target aircraft, then apply 

the modifier listed on the Angle Modifier to the To-Hitnumber of the attack. For example a plane attacking atarget that is coming head on will have a +4 added tothe To-Hit roll.

GUNS

For modern combat this means cannons from 20 to30mm, but for simplicity these have been combinedinto a single Gun rating and firing zone chart or allaircraft.

 After each firing of guns one box must be filled in onthe Aircraft & Pilot Record Chart. When all the boxes

are filled in the gun is out of ammo and cannot beused again.

Large Caliber 

 Aircraft with guns rated as Large Caliber have a better chance of doing catastrophic damage to a target.Instead of the normal roll of 2 or 12 doing catastrophicdamage on the Gun Damage Table, large caliber guns will do catastrophic damage on a roll of 2-3 or 11-12on the Gun Damage Table.

Small Caliber 

If a plane is equipped with guns smaller than 20mm it will have a slight modifier on the Gun Damage Table.

 When a gun damage roll equals 2, and the attack was with guns smaller than a 20mm gun, roll 1d6, if the rollis a 4-6 the target takes damage as if a 3 had beenrolled on the Gun Damage Table. If the roll is a 1-3apply damage as normal. The same effect is applied for rolling a 12 on the Gun Damage Table, with a 4-6equaling a damage result of 11, and a 1-3 as normaldamage for rolling a 2.

Rapid Fire

This represents guns with multiple barrels, or multipleguns mounted on a plane. Planes with guns rated asRapid Fire gain a -1 To-Hit modifier. Examples of rapidfire capabilities are the M6lA1 Vulcan rotary cannon, or the MiG-19 with its three 30mm cannons.

Gun Firing Zone

In order to fire at a target it must be within the GunFiring Zone of the attacking aircraft, and at the rightaltitude.

 A guns firing zone is limited by altitude differencesbetween the attacking and target aircraft. An attackingaircraft that is in level flight may only fire at a targetaircraft that is the same altitude. An attacker in a divemay only fire at a target aircraft that is 1 altitude levelbelow. A climbing attacker may only fire at a targetaircraft that is one altitude level above.

To-Hit

The Gun Firing Zone on the Game Charts sheet has theTo-Hit numbers listed in each target hex. This number,or greater must be rolled on 2d6 in order to hit thetarget. The modifiers on the To-Hit table must beapplied to the roll. If the To-Hit roll was successful, theattacking player has hit his target, the player then rollson the Gun Damage Table to determine the actualdamage to the target aircraft.

Gun To-Hit Modifiers

In addition to the Angle Modifier other To-Hitmodifiers will be applied to the shot, in many instancesthe total modifiers will make the shot impossible.

+2Target pilot is Ace+1Target pilot is Veteran-2ttacking pilot is Ace-1ttacking pilot is Veteran-1igh ROF Gun

½ base Sustained Fire:Modifier Condition

GUN TO-HIT MODIFIER TABLE

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Gun Damage

 After a successful attack with guns the attacking player rolls 2d6 on the Gun Damage Table. The damage isthen applied to the target of the attack.

* Small caliber guns roll 1d6, on a roll of 1-3 , a 12becomes an 11, a 2 becomes a 3.

Catastrophic: Plane Explodes*12Engine: -3 to thrust. Large cal: Plane explodes11Engine: -2 to thrust10Engine: -1 to thrust 9System: Countermeasures 8Fuel: +2 fuel burn.7 System: Lock-on6 Control: -1 to turning 5Control: -2 to turning 4Control: -3 to turning Large cal: Pilot killed 3Catastrophic: Pilot Killed* 2

DamageRollGUN DAMAGE TABLE

MISSILES

Combat aircraft use two type of missiles, the first is theinfra red, or heat-seeking missile, the second is theRadar-Guided missile.

The number needed to hit the target is listed in eachtarget hex on the Missile Firing Zone. This number, or greater must be rolled on 2d6 in order to hit the target.The base To-Hit number will be modified by combatconditions, all modifiers need to be added to the baseTo-Hit number before making the. The base To-Hitnumbers are the same for both IR and RG missiles, but

the modifiers may vary.INFRA RED MISSILES (IR)

Intra red missiles track the heat signature of a planesexhaust. In order to fire an IR missile the target planemust be in the attacking aircraft’s Missile Firing Zone,and be within the targets Heat Zone for the aspect of the IR missile used.

IR missiles are divided into three categories, All Aspect, Wide Aspect, and Narrow Aspect.

 All Aspect

 All aspect IR missiles may fire at a target that is in the

attackers Missile Firing Zone, regardless of the aspectof the target plane. If an attacking aircraft fires an Allaspect missile while in the Wide Heat Zone of thetarget a -1 modifier is applied to the To-Hit number. If the attacker fires from the Narrow Heat Zone of thetarget plane, the base To-Hit is halved for the attack.

 Wide Aspect

 Wide aspect IR missiles may only be fired when anattacking aircraft has a target in its Missile Firing Zone,and is within the Wide Heat Zone of the target aircraft.

If the missile is fired from the Narrow Heat Zone of thetarget, the base To-Hit number is reduced by one.

Narrow Aspect

Narrow aspect IR missiles may only be fires when anattacking aircraft has a target in its Missile Firing Zone,and is in the Narrow Heat Zone of the target plane.

RADAR GUIDED MISSILES (RG)

Radar guided missiles require the attacking plane toacquire a radar lock-on in order to fire. To achieveradar lock-on, the target plane must be within theattacking plane's Missile Firing Zone at the end of movement.

Large Warheads

Some radar guided missiles will have large warheadslisted on the Aircraft Maneuver sheet. These missileshave a chance of doing increased damage to a target.

 When a 6, or 8 is rolled on the Missile Damage table,instead of doing the normal damage the plane will

explode instead.

 Active Homing

Some RG missiles will have an active homing systemlocated in the missile. These are the fire and forgetmissiles. Once fired, these missiles do not depend onthe aircraft’s radar system to track a target. An Activemissile halves the base To-Hit number when fired.

MISSILE FIRING ZONE

In order to fire an missile at a target it must be withinthe Missile Firing Zone of the attacking aircraft, and atthe right altitude.

 A aircraft’s Missile Firing Zone is limited by altitudedifferences between the attacking and target aircraft

 An attacking aircraft that is in level flight may only fireat a target aircraft that is the same altitude, one below,or one above. If the target aircraft is one level above or below the attacking suffers a +1 To-Hit modifier.

 An attacking aircraft that is in a dive may fire at a targetthat is at the same level, or one or two level below. If the target plane is at the same level, or two levelsbelow the attacker suffers a +1 To-Hit modifier.

 An attacking aircraft that is in a climb may fire at a

target that is at the same level, or one or two levelsabove. If the target plane is at the same level, or twolevels above the attacker suffers a +1 To-Hit modifier.

IR missiles will have either a wide aspect, or a narrow aspect. IR missiles with a wide aspect use the wideaspect indicated on the target aircraft heat zone. IR missiles with a narrow aspect must be within thetargets narrow aspect IR zone. Wide aspect missilesfired from a hex located in the targets Narrow AspectZone will gain a -1 To-Hit modifier.

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MISSILE LOCK ON

In order for a plane to achieve a lock-on take theLock-on value of the firing aircraft, total all modifiersthen roll 2d6. If the roll is equal to, or greater than thenumber needed the plane has achieved a lock-on andmay fire a RG missile at the target.

 An attacking plane may attempt a lock-on, and still fire

guns (at the same or a different target) in the sameturn, as long as all targets are in the attacking planesfiring zone.

 A lock-on may last for several turns, but must bemaintained by attempting the lock-on roll each turn.

The number of targets a plane can lock-on to isindicated on a planes Data chart. A plane that canlock-on to multiple targets must still maintain a lock-onto each target separately. For example an F-14 Tomcatmay lock-on to two different planes at a time, but mustmaintain a lock-on to each target. The Plane may stillmay only fire one missile per turn.

MISSILE DEFENSES

There are three types of defenses against missileattacks: ECM, chaff, and flares. Planes will carry alimited number of flares and chaff. Chaff is usedagainst RG missiles, and flares are used against IR missiles. If the attacker fires an IR missile at his targetand the target dropped a flare, there is a +2 To-Hitmodifier. Chaff gains the same bonus if droppedagainst RG missiles.

ECM, or Electronic Counter Measures are electronic jamming systems used to confuse RG missiles. A planesECM rating is applied against the lock-on value of allplanes attempting to lock-on to the aircraft. ECM is asystem and is considered automatic, and therefor doesnot worry about quantity. A plane will only lose itsECM system through combat damage.

MISSILE ATTACKS

 After a player announces he will fire a missile at atarget the firing aircraft must decide which type of missile to use, whereas the target aircraft must decide what type of counter measures to use. Both playersuses one die each to make their choices using the tablebelow, this is kept secret until both players have madetheir choices, then both players reveal their choices atthe same time. Remember that a player never announces ECM, it is automatic. 

Chaff & Flares6 Flares 5Chaff  4No Defense 3RG MissileIR Missile1

Missile Attack/Missile DefenseD6

Missile To-Hit Modifiers

In addition to the Target Angle Modifier other To-Hitmodifiers will be applied to the shot, in many instancesthe total modifiers will make the shot impossible.

+1Target aircraft with Veteran/Ace pilot

½ baseG missile with Active homing+2G missile & Target drops chaff -1Wide aspect fired from Narrow Heat Zone

-1 R missile & target used 3 or more thrust oints.

½ basell Aspect IR fired from target Narrow Heat one

-1ll Aspect IR fired from target Wide Heat Zone+2 R missile, target drops flares +2+1Climbing & target same level or two above+1iving & target same level or 2 levels below+1evel flight & target above or below 1 level

+0-4ngle Modifier 

To-HitConditionMISSILE TO-HIT MODIFIERS

Missile Damage

 After a successful missile attack the attacking player rolls 2d6 on the Missile Damage table. The damage isthen applied to the target aircraft.

System:  Lock-on12Engine: -1 to thrust11Engine: -2 to thrust10Engine: -3 to thrust 9Fuel: +2 fuel burn. Large warhead: Plane explodes  8Catastrophic: Plane Explodes7 Fuel: +2 fuel burn. Large warhead: Plane explodes6 Control: -3 to turning 5Control: -2 to turning 4Control: -1 to turning 3System: Countermeasures 2

DamageRollMISSILE DAMAGE TABLE

MULTIPLE MISSILE TARGETS (Optional)

There may arise cases where more than one plane endsup in the same hex as the target plane, or whereanother plane is in between the attacker and hisintended target. In these cases the attacking player willhave to roll to see which plane the missile targets. Both

friendly, and enemy planes are effected.

 When more than one other plane may be the targeted,the target of the missile attack is determined randomly.

If the roll is successful the attack is resolved against theoriginal target as normal. If the missile tracks another plane, resolve the attack against that aircraft instead of the original target plane, whether friend or foe.

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Targets in Same Hex 

 When more than one plane ends up in the same hex,and at the same altitude, and an attacker fires a missileat one of the planes in that hex, the attacking player must roll to see which plane the missile targets. After the missile has been fired, but before calculating theTo-Hit modifiers, roll 1d6 and consult the MultipleTarget Table Below.

Missile tracks another plane in the hex  5-6 Missile tracks intended target1-4

EffectRollMULTIPLE TARGET TABLE

Targets in Closer Hex 

 When one or more planes ends up in a closer adjacenthex, and at the same altitude than the intended targetof a missile attack, the attacking player must roll to see which plane the missile targets. After the missile hasbeen fired, but before calculating the To-Hit modifiers,roll 1d6 and consult the Multiple Target table Below.

Missile tracks closer plane6 Missile tracks intended target1-5

EffectRollCLOSER TARGET TABLE

DAMAGED AIRCRAFT

 As a game progresses planes are likely to take damage which will degrade the flight performance andeffectiveness of the plane.

Engine Damage

Engine damage will reduce a planes ability to use

thrust, which reduces the planes acceleration andspeed. All engine damage to a plane is cumulative. For example a plane takes a engine hit that reduces itsthrust by 1, later it again takes engine damage thatagain reduces thrust by 1, the plane now has lost 2points to its thrust value.

 As a plane takes engine damage, the boxes under theEngine/Thrust heading in the damage section of the Aircraft & Pilot record sheet are filled in.

 As an added note, once a plane takes more hits than itsmaximum thrust rating the plane will be forced todecrease speed or dive every turn until it reaches aspeed or altitude level of 0 and crashes, don’t worry about the Spin Check in this case.

If a plane takes a Engine hit after all Engine damageboxes have been filled in, the planes engines willdecentagrate, destroying the plane. Remove the planefrom play. The pilot may still check to see is he cansuccessfully eject.

Control Damage

Control damage effects a planes ability to turn andexecute maneuvers. Like damage to the engines,

control damage is cumulative. For example  when aplane takes its first Control hit the “T” box is filled inthe Damage section of the Aircraft & Pilot Recordsheet. The next time the plane takes Control damagethe damage will start at the “Hard” box, and so on.

 When the “T” box has been marked off, the plane isprevented from performing any “T” maneuvers. Whenthe “Hard” box is marked off, the plane may no longer perform any Hard, or special maneuvers. When the“Left” or “Right” box is marked off, the plane may nolonger perform either left, or right turns. Thedefending player rolls 1d6 to determine which box tofill in. A roll of 1-3 means the plane may no longer perform any left turns, a 4-6 means the plane may nolonger perform any right turns. Only one of theseboxes will get filled in.

 When the “All” box is filled in, the plane is preventedfrom making any turns at all.

 A plane will always be able to execute the “L”, and “R”turn while the plane is performing a straight maneuver.

If a plane takes additional hits to the Controls after allboxes have been filled in the, plane will break up, andis destroyed. Remove the plane from play. The pilotmay still check to see is he can successfully eject.

Fuel Damage

Fuel damage represents damage to a planes fuel systemeither by puncturing fuel cells or cutting fuel lines.Damage to the fuel system is cumulative each time aplane takes a hit to the fuel system an additional box ismarked off in the damage section of the Aircraft & PilotRecord sheet. Each hit to the fuel system will cause theplane to burn 2 extra points of fuel each turn. If aplane takes any additional hits to the fuel system after all Fuel Damage boxes have been marked off the planeerupts into a spectacular fireball. Remove the planefrom play. The pilot may still check to see is he cansuccessfully eject.

System Damage

System damage will degrade the planes ability to useECM, deploy chaff and flares, and lock-on to targets.Damage to the avionics is treated a little differently than Engine, Fuel, and Control damage in that it is notcumulative. The box for the specific system listed onthe Damage Chart is filled in. If that system is again hit,

no further damage is inflicted, the damage roll isignored. A plane will not be destroyed by damage tothe avionics systems.

 When a plane takes a Countermeasure hit, thedefending player rolls 1d6 to determine whichcountermeasure system has been hit, either the planesECM, or Chaff and Flares. A roll of 1-3 means the planeno longer has the ability to use ECM, a 4-6 means theplane can no longer deploy Chaff or Flares.

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Catastrophic Damage

Catastrophic damage will either kill a pilot, or causethe plane to explode. Once a plane has takencatastrophic damage it is removed from play.

If the catastrophic damage causes a plane to explode,the pilot will have a chance to eject

COMBAT EXAMPLEUsing the ending positions of the aircraft from themaneuver example above, Bogey ends up two hexesbehind Bubba, and one altitude level lower.

The ending positions prevent Bubba from using any  weapons as Bogey is not in Bubba’s Missile, or GunFiring Zones.

Bogey cannot fire his guns at Bubba as they are atdifferent altitudes, but may attempt to fire a missile.

Bogey attempts to lock on to Bubba’s plane. He needsto roll a 6 or better on 2d6, (4+ for the MiG-29 radar 

rating, and +2 for Bubba’s ECM rating) he rolls a 7,Bogey has a locked on to the Tomcat, and can fire anRG missile if he wants.

Next Bogey will decide whether to fire a IR, or RGmissile. Bogey calculates the To-Hit numbers for bothto figure out which will be the better shot.

If he decides to use a RG missile he would have a baseTo-Hit of 6+, (Bogey does not have Active homingmissiles, which would give a base To-Hit of 3+) +0 for target aspect, +1 for altitude difference (level flight),

+1 since Bubba is an Ace pilot, for a total To-Hit of 8+,or 10+ if Bubba drops chaff.

If Bogey decides to fire an All aspect IR missile he would have a base To-Hit of 3+ (1/2 base for firing a All aspect IR missile in Bubba’s Narrow heat Zone) +1for the altitude difference (level flight), +0 for aspect,-1 for Bubba using 3 Thrust points in the current turn,+1 for Bubba being an Ace. Bogey’s total To-Hit for anIR missile would be a 4+, or a 6+ if Bubba dropsflares.

Bogey announces he is firing a missile and uses acovered die to select which type of missile he is firing.Bubba now must decide what countermeasures he isusing, if any. Like Bogey he uses a covered die to selecthis countermeasures.

Bogey reveals a 1 on his die, an IR missile has beenfired. Bubba reveals a 4 on his die, he has droppedflares, Bogie will need a 6 or better to hit the Tomcat.

Bogey rolls 2d6 and gets an 9, he has scored a hit

against the Tomcat. He now must roll 2d6 to see whatdamage he has done to the tomcat.

He rolls a 9 on 2d6, and consults the Missile DamageTable. The Tomcat has taken an Engine hit thatreduces its available thrust by 2. Bubba records thisdamage on his Aircraft & Pilot record Sheet, andimmediately takes a Spin Check to see if he retainscontrol of his plane.

 

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OTHER RULESTERRAIN

Players may wish to run scenarios that include low level bombing runs, or other conditions that wouldbring terrain into the game. Only planes flying at level

1 need worry about terrain, and then only againstmountains on the map.

 When a plane plots a path that runs through any terrain feature designated as a level 1 feature, the planehas been destroyed and is removed from play. Thepilot gets a chance to eject using the exploding aircraftnumber for success (10+). In addition terrain features will block vision and weapon zones. Planes will not beable to tail, or fire weapons through level one terrainfeatures.

PILOT SKILL

Players may wish to assign a starting Pilot Skill basedon a specific scenario, for example a scenario thatinvolves 2 Veteran pilots against 5 Green pilots. Playersmay also wish to assign pilots a certain amount of SkillPoints at the start of a campaign based on nationality and training.

Green (0-10 points)

The Green pilots are the ones with little training in air combat tactics. Many of the Third World pilots willstart as Green. Green pilots must take a Spin check  when performing, Hard, “T”, Special Maneuvers.

 Average Pilots (11-20 points)

Pilots with good training but little or no combatexperience. Pilots from most of the developedcountries will start as Average. Average pilots may perform one Special Maneuver in a row.

 Veteran (21-35 points)

 Veteran pilots have a great amount of advanced combattraining, or combat experience. Many of the pilotsfrom NATO countries, and Israel will start as Veterans. Veteran pilots may perform 2 Special Maneuvers in arow, have a -1 To-Hit when firing guns, a +1 whenfired on by guns or missiles, and a -1 to Lock on rolls.

 Ace Pilots (36+ points)

The best of the best, the most skilled pilots of any nation. Ace pilots may perform three consecutiveSpecial Maneuvers in a row, they have a -2 To-Hit whenfiring guns, a +2 when fired on by guns, a +1 whenfired on by missiles, and a -1 when attempting to Lock on rolls.

STARTING PILOT SKILL

For most games the majority of pilots should be Average. But if players want to simulate a specific

scenario they may choose pilots of different skill levelfrom the table below. As a guideline each flight shouldhave at least 2 pilots of one skill level for each pilot of the next higher skill level.

For simplicity players may decide to have all pilots starta game as Average, as these are the “Basic” pilots withthe least amount of game modifiers and special rules.

 Veteran sraeli Pilots Average ATO pilots, and some countries Averageost countries

Green Some third world countriesSkill LevelPilot

STARTING PILOT SKILL LEVEL TABLE

Instead of selecting pilots of a specific skill level,players that want to keep track of their pilots may instead wish assign each pilot a specific amount of PilotSkill points at the start of a game or campaign.

20 sraeli Pilots15 ATO pilots, and some countries10ost countries5 Some third world countries

Skill PointsPilotSTARTING PILOT SKILL POINTS TABLE

Increasing Pilot Skill

Pilot skill represents a pilots skill and training. As apilot engages in air to air combat, and manages tosurvive, his Piloting Skills will increase.

In order for a pilot on increase Piloting Skill he mustsurvive combat, either by flying off the map edge in which he started the game on, or by successfully ejecting from an aircraft. The following table shows the

skill points awarded to pilots that are able to livethrough combat.

3 pointser opponent shot down.2 points Survive with undamaged plane1 point Survive with damaged plane

Skill Points ActionSKILL POINT TABLE

 When a pilot’s skill points reach the minimum number for the next higher Skill Level, the pilot is advanced tothat level and gains all applicable bonuses.

EJECTING

 A pilot will have a chance to bail out of a plane withlow fuel, that is spinning, damaged, or exploding. Thisis called ejecting, or more commonly, bailing out.

 A pilot has the option of ejecting when a missile hasbeen fired at him, before the missile actually hits. When a pilot chooses this option he does not have to worry about ejecting from a destroyed, or explodingaircraft. A pilot does not have this option when firedon with guns.

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In order for a pilot to successfully eject from a plane,the player rolls 2d6 and consults the table below.Rolling the indicated number or above means the pilothas successfully ejected, or bailed out.

10+ Destroyed/Exploding Plane5+ Damaged Plane

3+Undamaged PlaneSuccessCondition

EJECTION TABLE

 A pilot that successfully ejects or bails out may returnfor later missions.

LANDING

Planes that take damage, or run out of fuel must pass aLanding roll at the end of all games. To landsuccessfully, roll 2D6, if the total of both dice is equalto or greater than the base number plus modifiers theplane has successfully returned to its base and landed.

 A pilot may eject before making a landing roll using tonormal success number based on the condition of theaircraft. If the pilot attempts the landing, and fails, thepilot can still attempt to eject as if he was making theattempt from a destroyed aircraft

There are several modifiers to the Landing Roll. Themost common will be aircraft damage. Some like nightlandings and severe weather landings will only be used when a scenario dictates their use. The following tableshows these landing modifiers.

+1mprovised air strip:+2Carrier landing 

+1ight landing +3 Severe weather +2 Storm+1 ain+1 System damage+1 ach box of Fuel damage+1 ach box of Engine damage+1 ach box of control damage-2ce pilot -1Veteran pilot 

+1Green pilot +1er point of Combat Fuel below 02 ase number 

Modifier ConditionLANDING

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ENDING A GAME A game will end when all aircraft break off , all planesfrom one side leave the board from the same edge thestarted on, all planes one side have been shot down or have crashed. If none of these conditions have beenmet the game will end after 20 turns.

 VICTORY CONDITIONS

 A player wins if his victory conditions have been met,this might be to remove any aggressors from your section (the map sheet), escorting a bomber across themap sheet, or any other conditions the players agreeon.

If neither side accomplishes its goals, the winner isdetermined using the tables below. First both sidestotal their victory points, then the difference in pointsare compared to determine the winner of the game.Damaged planes that manage to leave the board, but

 would be unable to make it home count as destroyedfor Victory Point conditions. A damaged plane that hasa chance of returning to base must pass a Landing Rollor count as destroyed. A plane that used too muchCombat Fuel must also pass a Landing Roll, or count asdestroyed.

5 ach enemy Ace shot down3 ach enemy Veteran shot down2 ach destroyed enemy plane1 ach damaged enemy plane PointsCondition

 VICTORY POINTS

Major victory 7  Victory  4-6 Minor Victory  2-3Draw 0-1

 Victory Point Difference WHO WON

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CAMPAIGNS A campaign represents a series of linked battles, whereone battle leads to the next. For example a campaigncould reflect the British and Argentineans in theFalklands, or perhaps a series of what if conflictsbetween two opponents. In a campaign game the

players need to keep track of things like the skill of thepilots, condition of aircraft, and many other considerations that will effect the outcome of thecampaign.

PILOTS & AIRCRAFT

 At the start of a campaign a player will need to equiphis squadron with pilots and aircraft.

 A squadron will normally contain 10-12 non damagedaircraft of the same type. These conditions may vary based on the campaign.

 A player should select 10-12 pilots from the StartingPilot Skill table based on the nationality the player choose to run for the campaign.

Each squadron may advance two of its pilots to oneskill level higher, or the squadron may advance onepilot by two skill level instead. These pilots will startthe campaign with the minimum Skill Points for thatlevel. For example a player that is playing a Third World country has pilots that start as Green, the player may advance two of his pilot to Average with 11 PilotSkill Points. The player could instead decide toadvance one of his pilots to Veteran with 21 Pilot SkillPoints.

The above is only a guide line for starting a campaign,

players may agree on a different may of starting pilotskill and aircraft condition depending on thecampaign. For example campaigns that start during a war may be begin with more experienced pilots, andsome damaged aircraft.

Squadron Roster 

Provided with the game is a Squadron Roster to aid aplayer in keeping track of his squadron personnel andaircraft.

The roster provides enough space to keep track of each pilot and plane in a squadron.

Repairing Damaged Planes A damaged plane that survives battle, and hassuccessfully landed at its base has a chance to have its

damage repaired before returning to combat. A roll ismade for each category of damage to a plane, Engine,Control, System, and Fuel. The roll is made on 2d6, if the roll is equal to or greater than the number neededthe plane has been repaired. If a roll is successful for aspecific system, all damage to that system is consideredto be repaired, if the roll is failed, none of the damagehas been repaired. Repair rolls are made on all

damaged aircraft after each engagement. Planes thatfailed repair rolls may try again after the nextengagement involving the squadron they are attachedto.

The base numbers below reflect the parts availability,and ground crew training of the different nationalities.

4+ost Third World 3+ Some Third World/ Most other countries2+ ATO/Israel 

BASE REPAIR NUMBER 

+2emote Location+1 System damage+1 ach box of Fuel damage+2 ach box of Engine damage +2 ach box of control damage

MODIFIERS TO BASE NUMBER 

Replacement Pilots

During the course of a campaign a squadron will mostlikely lose pilots. These pilots can be replaced usingthe following table. As with repairing aircraft, a roll on2d6 is made for each pilot lost in combat to see if areplacement has arrived.

6+ost Third World 4+ Some Third World 3+ ATO/Israel 

BASE REPLACEMENT NUMBER 

+2emote LocationMODIFIERS TO BASE NUMBER 

Replacement pilots will use the value listed on theStarting Pilot Skill Table for their nationality.

ENDING THE CAMPAIGN

 A campaign will end after a number of engagements asset by the players has been played, or after a number of goals has been achieved by one or more players. The winner of the campaign will be the player with themost Victory Points, or the first player to accomplishhis goals.

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SCENARIOSThe following are a few basic scenarios to allow playersto get used to Check Six, and use in campaigns. Thefollowing scenarios have been designed as a series of engagements between NATO pilots, and the pilots of an undisclosed “Aggressor” country. The NATO pilots

have planes available from any of the existing NATOcountries, the Aggressor, any Russian made aircraft.

Players may instead wish to represent any twocountries of their choice. Or perhaps put the aggressor pilots in commonly exported aircraft like F-16s, andMirage F-1s.

INTERCEPT

NATO ground based fighters have been scrambled tointercept unidentified intruding aircraft picked up by ground radar.

This is a classic scenario used by the Aggressor county 

to test NATO air defenses.

This scenario is designed to familiarize players with themaneuvering rules of Check Six.

NATO goals

The NATO pilots must engage the intruding aircraft,and acquire lock-on against the Aggressor pilots. TheNATO pilots are not allowed to fire on the Aggressorsunless they are fired upon first.

 Aggressor Goals

 As the Aggressor pilots your goal is to simply harass theNATO pilots by acquiring radar lock-ons against them.

Setup

Both sides setup on opposite on sides of the board, within 8 hexes of their edge. The NATO player starts with 2 NATO Air Superiority aircraft of their choosing.The Aggressor player starts with 2 Russian built Air Superiority aircraft. The NATO planes start the game with a speed of 5, and an altitude of 3. The Aggressor planes start with a speed of 5, and an altitude of 5. Allpilots are considered Average.

 Victory Conditions

The goal of this scenario is to drive off your opponents

planes, not shoot them down and start an internationalincident.

Once a plane has been locked-on by the enemy for 2consecutive turns it must attempt to exit the boardfrom its starting edge as fast as possible. The winner isthe player that drives off the most opposing aircraft atthe end of the game.

INTERNATIONAL INCIDENT

NATO ground based fighters have been scrambled tointercept unidentified intruding aircraft picked up by ground radar.

This appears to be the classic scenario an Aggressor country uses to test NATO air defenses, but it has a

twistThis scenario is designed to introduce players with theCheck Six air combat rules.

NATO goals

The NATO pilots must engage the intruding aircraft,and acquire lock-on against the Aggressors. The NATOpilots are not allowed to fire on the Aggressors unlessthey are fired upon first.

 Aggressor Goals

 As the Aggressor pilots your goal is to fire at a NATOaircraft to create an international incident and make

the world aware of your plight.

Setup

Both sides setup on opposite on sides of the board, within 8 hexes of their edge. The NATO player starts with 2 NATO Air Superiority aircraft of their choosing.The Aggressor player starts with 2 Russian built Air Superiority aircraft. The NATO planes start the game with a speed of 5, and an altitude of 3. The Aggressor planes start with a speed of 5, and an altitude of 5. Allpilots are considered Average.

 Victory Conditions

The NATO goal is to drive off the Aggressor aircraft,not shoot them down and start an internationalincident.

The goal for the Aggressor is to shoot down at leastone NATO aircraft to create an international incident.

The NATO player wins if no aircraft are shot down. The Aggressor player wins if at least one NATO plane isshot down.

If an Aggressor plane is shot down it is considered amarginal victory for the Aggressor, as it will stillbecome an international incident, just not in theintended way.

THE SWEEP

NATO ground based fighters have been ordered tosweep a sector in advance of a ground operationagainst an Aggressor country.

This is the classic scenario to establish air superiority in a sector.

This scenario is designed to introduce players toexperienced pilots.

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NATO goals

 As the NATO player you are to engage any Aggressor aircraft in the sector (the map board) and drive themfrom the sector in an attempt to establish air superiority. The NATO pilots are authorized to fire onany Aggressor aircraft found in the sector.

 Aggressor Goals

 As the Aggressor you are to engage all NATO aircraftand drive them from the sector in an attempt to retainair superiority.

Setup

Both sides setup on opposite on sides of the board, within 8 hexes of their edge. The NATO player starts with 4 NATO Air Superiority aircraft of their choosing.The Aggressor player starts with 4 Russian built Air Superiority aircraft. The NATO planes start the game with a speed of 4, and an altitude of 4. The Aggressor planes start with a speed of 4, and an altitude of 3.

Each side starts with 2 Average pilots, and 1 Veteranpilot, and 1 Ace.

 Victory Conditions

The NATO goal is to drive off all Aggressor aircraft, by any means.

The goal for the Aggressor is to drive off all NATOaircraft.

The NATO player wins if all Aggressor planes are shotdown, or have exited the board by the end of thegame. The Aggressor player wins if all NATO planeshave been shot down or have exited the game board.

For any other result consult the Victory Conditionstables to see who won the game.

SURGICAL STRIKE

NATO pilots have been tasked with performing asurgical strike against an Aggressor HQ compound.

This scenario is designed to execute a surgical strikeagainst an enemy target, and introduce players toterrain. The map sheets need to have terrain featureslike hills and low mountains marked with an altitudelevel of 1 for this scenario. Make sure to have enoughfeatures that will not allow the attacking planes astraight shot at the HQ.

NATO goals

 As the NATO player you are to execute a bombing runagainst an Aggressor HQ compound while providingair cover for the attacking aircraft.

 Aggressor Goals

 As the aggressor you are to engage NATO planesperforming a strike, and prevent them from hitting your HQ.

Setup

 A hex on the map sheets is designated as the Aggressor 

HQ. This hex needs to be at least 30 hexes from theNATO players map edge. This may require the mapsheets to be placed end to end.

The NATO player starts with 4 NATO Air Superiority aircraft and 2 ground attack aircraft. The planes may beof the same type as long as they are capable of performing both air superiority and ground attack rolls. All NATO planes start on the first row of hexes ontheir side of the board.

The planes performing the strike start the game atspeed 4, and altitude 1. The NATO planes providing air cover start the game with a speed of 4, and an altitude

of 4. The NATO side starts with 4 Average pilots, and 2 Veteran pilots. These pilots are divided among theplanes as the player sees fit.

The two planes performing the bomb run areconsidered loaded, and must remain at level 1 whenpossible, they may pop up to avoid terrain features.

The Aggressor player starts with 4 Russian built Air Superiority aircraft. These planes are piloted by 2 Average pilots, 1 Veteran pilot, and 1 Ace pilot. Theaggressor planes start with a speed of 4, and analtitude of 3, all Aggressor planes must start the game within 6 hexes of the target hex.

 Victory ConditionsThe NATO goal is to destroy the Aggressor HQ. After performing the bombing run, all NATO aircraft mustattempt to exit the map from the edge they startedfrom.

The goal for the Aggressor is to drive off all NATOaircraft and prevent them from delivering their ordinance on their HQ.

The NATO player gains 5 Victory points for eachattacking plane that is able to bomb the Aggressor HQ.The HQ is considered bombed if the NATO player isable to move a loaded aircraft across the target hex at

an altitude of 1 (the plane must start the turn ataltitude 1). The HQ is destroyed if both attackingplanes are able to bomb the HQ.

The Aggressor player gains 5 Victory points for eachattacking plane that is unable to bomb the HQ hex.

Use the Victory Point Table to determine the overall victor of the scenario.