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Ploesti Rules |
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6. Movement
(speed, diving, climbing, turning, slipping, and veering)Movement:
Bombers may normally enter (move into) four or five hexes per turn.
Fighters may normally enter five, six, or seven hexes per turn.Diving speed is the same as level speed.
Bombers or fighters may dive one level for each hex moved.
Whenever a plane dives more than three levels in a row check for uncontrolled dive. Roll d10. If a 2 or less is rolled the plane is in an uncontrolled dive. Roll again, adding two to the die roll each turn until the roll is beaten or exhausted. If beaten the plane may no longer dive that turn but may continue its move. If all rolls are exhausted the plane will crash in the hex it is in.
Climbing
Bombers with four intact engines and fighters may climb one level per hex moved.
Whenever a plane climbs for more than three levels in a turn roll d10 for each hex climbed over three. A 1 or 2 indicates an engine has overheated and is lost. Fighters subtract one from the roll. Roll d20 for random engine failure if necessary. If engine fails it has the same effect as having had an engine destroyed.
- A bomber with three operational engines may climb one level each two hexes.
- A bomber with two engines may climb one level each turn.
- A bomber with one engine may not climb.
Turning and slipping:
Bombers may either slip or turn every third hex they enter. Fighters may do so every second hex. (Note that a slip is considered entering a hex.)
Veering
Planes will occasionally be required to veer as the result of various events. If so, roll d10…
TABLE 6 - Veering
Roll Effect 1 - 3 Plane turns left 4 - 7 Plane flies straight 8 - 10 Plane turns right
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