1. Devastator Record Sheet
The record sheet provided for the Hughes P21-J MkIII Devastator is for a front engine fighter. However, the Devastator is a rear engined plane.
2. Defender Acceleration
The Marquette PR-1 Defender is listed as having an acceleration of one, however it paid (in payload) for an acceleration of 3.
1. Rudder Damage plus Shock
On page 40 of the rule book it states that "if one side of the rudder is damaged, the rudder is locked in that direction and the plane can
only maneuver in that direction." This implies that the plane can only make left or right maneuvers, depending on which rudder is hit. However,
if the pilot becomes shocked, "the plane must make a straight maneuver next turn."(p. 36) These two statements contradict one another. To
settle this conflict, we allow a plane with Rudder damage to make straight manuevers.
2. Burn Damage
The burn damage from Magnesium rounds cannot "jump" previously damaged boxes. If a burn path is interrupted, the remaining damage is lost.
3. Canopy Hits
When a canopy location gets hit, the pilot must make a constitution roll to avoid getting shocked. He/She does not lose constitution if he/she
fails. I have seen some confusion on this subject, and so am posting it here.
4. Elevator Hits
When an elevator is hit, the plane loses one G rating from the wing on the side that was hit. However, rear engine fighters only have one elevator,
so we have divided it into two elevators to solve this problem.
5. Random Movement for Straight Manuevers
If forced to roll for random movement during a straight maneuver, roll a die to determine whether your plane turns to the left or the right(Random Movement
Facing Change Table, p. 26) for every new hex entered.
1. Planes with Sheared Off Wings
According to the rules for cutting off a wing on page 38, any time damage can be traced from the leading edge to the trailing edge of a wing the
plane is destroyed. However, many real planes can fly with part of a wing missing, most notable of which is the A-10. Our proposed rule is: If the
number of full columns destroyed is equal to or less than the pilot's Natural Touch divided by 2, the plane is not destroyed. It does however suffer a
reduction of -1 to its maximum speed.
2. Multiple Flare/Sonic Rockets
If a pilot must resist shock against multiple flare/sonic rockets, he/she must make a roll for each rocket, but the effects of the rockets do not add
together. The pilot still only suffers the +2 modifier for being shocked.
3. Pilot Damage
The rules are not real clear about what happens to a pilot's constitution after the mission if he/she took damage. To add a factor of chance we use the
following rule: Roll 1D10 against a target number equal to (10 - the pilot's original constitution). If the roll succeeds, the damage heals and the
pilot's constitution returns to its original value for the next mission. If the roll fails, the damage is permanent, and his/her constitution remains at
the current level. It can still be improved normally.
4. Variable Hardpoints
It seems absurd to me that a plane with a 1000 lb. payload can support the same number of hardpoints as a plane with a 10,000 lb. payload, so to make this
facet of the game more realistic, we use the following guidelines:
|Plane Target Number||Hardpoints|
5. Tactical Kills
If you damage another plane enough so that it must withdraw from the battle, you get half a kill. This only applies if the damage caused renders, or will render,
the plane inoperable. (ie. magnesium rounds that will hit a fuel tank in a couple of rounds)
6. Dumping Fuel
A pilot whose plane has been hit by magnesium rounds may attempt to dump the fuel in the tank that is going to explode. He does this by making a roll against a target number equal to 10 minus his steady hand. If successful, the tank will be empty at the beginning of the second turn after the successful roll. (ie. If Billy is hit with a magnesium round in turn 8 that will burn into his tank at the end of turn 10, and he has not fired yet, he may attempt to dump his fuel. If he is successful, the fuel tank will be empty at the beginning of
turn 10. If he fails, or if he has to wait until turn 9 to make the roll, his plane will explode because the fuel tank will not be empty until the beginning of turn 11.) All boxes in the fuel tank are crossed off when the fuel tank is empty. A pilot may roll for only one tank at a time, and cannot fire any weapons while dumping fuel.
* The corrections, clarifications and rules presented here are the ideas and opinions of the author. These are not official rulings by Fasa, and are
not meant to be a challenge to their authority.