Ploesti
Critical Hit Tables

There are two critical hit tables use in this game - one for the "High Level" games (the approach and the return) and one for the Low Level game. The differences reflect the different problems encountered at high and low level.

High Level Game - Critical Hit Table - Roll D20

Roll Result
Miss.
2 2 hits.
3 3 hits.
4 4 hits
5 Abort - Plane must immediately dive and move to exit at nearest board edge. (Bombers must accumulate three)
6 Elevator hit - Plane may not dive or climb for the rest of the game. (Bombers must accumulate two).
7 Aileron/rudder hit - Plane may not turn or slip for rest of game. (Bombers must accumulate two).
8  Engine hit - (If B-24 roll d20. If 16 or more rolled then also counts as critical hit #9)
  1. All engines out: reduce speed by one hex per turn. When two per turn is reached continue at this speed but dive every turn.
  2. Four engine planes: first loss cuts all speeds by one quarter. Two lost cuts all speeds in half. Three hits reduce all speeds by three quarters.
  3. Two engine planes: all speeds cut in half. If three engines, first loss cuts all speeds by one third, second by two thirds.
9 Electrical system out - If fighter, abort. If bomber, top and tail turrets inoperative
10  Cockpit hit - Pilot or copilot killed. If no second pilot plane goes out of control. Each turn afterward, after all other planes have moved, roll for plane movement. Roll d10. 1 - 3 plane turns left; 4 - 7 plane continues straight; 8 - 10 plane turns right. Roll another d10. If 1 - 3 the plane dives. If 4 - 7 the plane flies level. If 8 - 10 the plane climbs.
11 Fire - If fighter, abort. If bomber, roll once per turn:
  1. 1 - 2 - Fire out. No further rolls necessary.
  2.  3 - 8 - Fire continues
  3.  9 - 10 - Plane engulfed in flames (see #13)
12 Fuel/ Bombay hit - Roll again

a. 1 - 8 Plane on fire. Roll d10 every subsequent turn

i. 1, 2 - Fire is out
ii. . No further rolls necessary
iii. 3 - 8 - Fire continues
iv. 9 - 10 - Plane explodes

b. 9 - 10 - Plane explodes - Dives straight ahead and drops one level per hex.

13 Fuel/Tokyo tank hit - Plane engulfed in flames. Plane continues to fly straight but drops one level each hex.
14  Engine hit (see #8).
15 Crew member killed - If fighter roll 1d20 - if 15 or higher indicates pilot killed (see #8) otherwise a miss. If bomber, random roll for crew member.
16 Crew member Injured. Roll randomly for crew member and hits. If a fighter roll 1d20. A 15 or higher indicates pilot killed (see #8). Otherwise a miss.
17 Crew member panic - Random crew member loses ability to function. Circle hit boxes. If fighter, abort.
18 Off target - Cause one critical hit to the nearest plane in range other than the target, including friendly planes. If no other planes in range, a miss.
19 On Target - Take two damage and roll again on this table.
20 On Target - Take three damage and roll again on this table.

Low Level Game - Critical Hit Table - Roll D20

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

Roll for direction each turn plane is airborne. Plane drops at dive speed two levels per hex.




Ploesti

Air Index  Home



Web page by Tom Sparhawk.
If you have comments or questions please send me an email.
Copyright 2003