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N10G AP2 Reference v01

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0% found this document useful (0 votes)
26 views14 pages

N10G AP2 Reference v01

Uploaded by

Loran Vesk
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
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AIR POWER 2.4! EXPANDED SEQUENCE OF PLAY: PAGE 1 v1.

0 02-26-24

EXPANDED SEQUENCE OF PLAY Order of Flight Determination Phase


1. Determine Disadvantage / Non-advantage / Advantage.
AAA Interaction Phase • Advantage = Target is in your 150+ arc, ≤ range 9,
1. Record target hex and altitude of Plotted Fire. and ≤6 levels above or ≤9 levels below.
2. Place BARRAGE markers on units using Barrage Fire. 2. Roll 1d10 per side for Base Initiative.
3. Each aircraft uses Base Init + modifiers. Lower numbers in
SAM Interaction Phase each category move first. Ties roll off with no modifiers.
1. Attempt to reactivate shutdown radars (Roll ≤ 6).
2. Attempt to shutdown alerted radars (Roll ≤ 6). INITIATIVE MODIFIERS TABLE
3. Declare BJM Noise Jamming arcs. Training Stnd Quality Char / Attribute
4. Execute BJM Stand-Off Jamming attacks. Excellent +2 Veteran +1 Sierra Hotel +1
• Multiple attacks against single radar units allowed. Good +1 Regular +0 Tactics Master +1
5. Attempt Quick Reaction SAM unit Lock-ons. Average +0 Novice -1 Combat Hero +1
6. Attempt SAM Missile Launches. Limited -1 Green -2 Exc. Confidence +1
7. Attempt EWR/CCU Passdowns (Roll ≤ 7). Poor -2 Poor Confidence -1
8. Attempt Regular SAM unit Lock-ons. Side gaining first kill = +1, Side with most kills = +1
9. Roll to Break Radar SAM locks with DJMs.
10. Roll to Break Radar SAM locks with Chaff and MJAMs. Flight Phase Move Order
11. Roll to break OG/LG SAM locks with Flares. 1. Air-to-Ground weapons not in shoot out.
12. Attempt Self-Defense ARM Launches. 2. Departed, then stalled aircraft.
3. GLOC’d, then disoriented aircraft.
Stalled Aircraft Phase 4. Engaged aircraft.
1. Attempt Recovery from Departures (Roll ≤ 6). 5. FAC aircraft marking targets.
2. Determine if Stalled Aircraft Depart (Roll ≤ 5). 6. Joint Attack Laser Designating aircraft.
DEPARTED FLIGHT RECOVERY MODIFIERS: 7. Guiding Air-to-Ground weapons.
Fly-by-Wire Aircraft = -2 Veteran Pilot = -1 8. Disadvantaged, then Non-Advantaged, then Advantaged.
Sierra Hotel Pilot = -1 Green Pilot = +2 9. Unsighted but radar detected.
10. Unsighted and undetected.
AVOIDING DEPARTED FLIGHT MODIFIERS: • Damage Control declared upon commencing move.
Fly-by-Wire Aircraft = +2 Veteran Pilot = +1 • Missile move when their targets move.
Sierra Hotel Pilot = +1 Exc. Conf. Pilot = +1 • Illuminating aircraft move when their targets move.
Poor Conf. Pilot = -1 Novice Pilot = -1 • Tailing aircraft move immediately after tailees move.
Green Pilot = -2 • Defensive Pre-emptions and shoot-outs may alter order.
Air-to-Air Missile Launch Phase
Visual Sighting Phase 1. Determine if launch prerequisites met.
1. Ground FACs place LASER SPOT and SMOKE markers. 2. Declare and attempt to launch one or two missiles.
2. Check lines-of-sight. 3. If all declared attempts fail, a third attempt may be tried.
3. Declare aircraft searching for ground units.
4. Determine which ground units are openly sighted. Air Radar Search and Lock-on Phase
5. Attempt to sight camouflaged units (1/2 sight range, roll≤5). 1. Roll for radar contacts (4 attempts per aircraft each turn).
6. Roll to ID Ground units (Roll ≤ 10 minus range to unit). 2. Roll for radar lock-ons.
7. Record Padlocked aircraft and missiles. • Regular radars limited to one lock-on attempt per turn.
8. Attempt to sight un-paddlocked aircraft and missiles. • Multi-target track radars may make as many lock-on
(Max range = 4x visibility number). attempts as capability allows per turn (listed ADC Tech).
9. Check for aircraft ID (Rule 11.5). • Regular radars lose all other contacts upon gaining lock.
• Looking Up: 4 alt levels = 1 hex. • TWS radars retain other contacts upon lock and may
• Looking Down: 2 alt levels = 1 hex. continue scanning for others while maintaining a lock.
• Night: 2 alt levels = 1 hex up or down. • Limited TWS radars retain other contacts upon lock but
may not search for others while locked.
Aircraft Decisions Phase 3. Roll to break lock-ons using DJMs.
1. Declare DDS programs on/off. 4. Roll to break lock-ons using Chaff or MJAMs.
2. Declare Illuminating for RH/AH missiles.
3. Declare Engaging Missiles. Ground Unit Interaction Phase
4. Declare Laser Designating. 1. Remove last gameturn’s PLOTTED FIRE markers.
5. Declare Target Marking FAC. 2. Reveal target hex/alt of this turn’s PLOTTED FIRE.
6. Declare radar/weapon modes (UNCAGE, BRST, etc). 3. Resolve any Plotted Fire attacks and place markers.
4. Conduct ground unit movement.
Aircraft Decision Phase 5. Resolve any ground unit combat.
1. Declare DDS programs on/off.
2. Declare illuminating for RH/AH missiles. Aircraft Administrative Phase
3. Declare Engaged against missiles. 1. Remove missiles with expired Time-of-Flight.
4. Declare Laser Designating. 2. Check for Progressive Damage.
5. Declare Target Marking FAC. 3. Check for early recovery from GLOC.
6. Declare special radar or weapons modes. 4. Update Aircraft Logs.
(IR Uncage, Autotrack on/off, etc) 5. Remove aircraft meeting disengagement criteria.
AIR POWER 2.4! EXPANDED SEQUENCE OF PLAY: PAGE 2 v1.0 02-26-24

End of Turn Administrative Phase


1. Remove deactivated Laser Spots.
2. Remove BLAST ZONE markers.
3. Remove SUPPRESSION REMOVE markers. GLOC / DISORIENTED FLIGHT TABLE
4. Remove SMOKE-2 markers.
5. Flip SUPPRESSION markers to S REM side. Die Random Movement Based
6. Flip SMOKE-1 markers to SMOKE-2 side. Roll on Current Flight Type
7. Flip BARRAGE FIRE markers to OUT OF AMMO side. LEVEL FLIGHT
8. Roll for AAA resupply (≤ 2 = Reloaded). 1= Stay level, no turns
9. Roll for Infantry SAM reloads (≤ 3 = Reloaded). 2= Stay level, TT turns
10. Auto-reload capable SAM units that did not guide or 3= Stay level, HT turns
launch may reload up to two expended rails. 4= Descend 1 Level, TT turns
5= Descend 1 level, HT turns
6= Max Sustained Climb, EZ turns
7= Max Zoom Climb, TT turns
G-INDUCED LOSS OF CONSCIOUSNESS 8= Max Zoom Climb, HT turns
• Check for GLOC if ET rate used in LO, ML, or MH bands. 9= Max Steep Dive, HT turns
• Roll one die after each ET facing for each crewmember. 10 = Half Roll Dive, Min Vert Dive,
≤ 1 = the crewmember has GLOC’d. random Vert Rolls
Die Roll Modifiers CLIMBING FLIGHT
1. Non-pilot Crewmember = -1 1= Max Sustained Climb, EZ turns
2. A/C has canted seat (i.e. F-16) = +1 2= Max Zoom Climb, HT turns
3. Crewmember has Exc. Fitness = +1 3= Max Zoom Climb, no turns
4. Crewmember has Poor Fitness = -1 4= Max Zoom Climb, TT turns
5. Second or subsequent die roll in 5= Min Vertical Climb, no Vert Rolls
GLOC cycle (cumulative) = -1 6= Max Vertical Climb, random Vert Rolls
• Cycle lasts until no BT/ET turns used in a game-turn. 7= Level flight, TT turns
8= Level flight, HT turns
9= Half Roll Dive, Min Steep Dive
10 = Half Roll Dive, Max Steep Dive
DIVING FLIGHT
ABNORMAL FLIGHT 1 = Level flight if able, or meet Steep Dive
Stalled Flight requirements while exiting Vertical Dive
1. No movement or direction change. 2 = As 1 above plus TT turns
2. Descend lvls = Speed↑ (+1 cumulative) ea gameturn. 3 = As 1 above plus HT turns
3. Accel = 0.5 per level in first gameturn, 1.0 per after. 4 = Min Steep Dive, no turns
4. Accel from power counts. 5 = Min Steep Dive, TT turns
5. Recover when speed ≥ Stall Speed. 6 = Min Steep Dive, HT turns
6. May only enter Level or Diving flight, or directly to VD. 7 = Max Steep Dive, TT turns
8 = Max Steep Dive, HT turns
Departed Flight 9 = Min Vertical Dive, random Vert Rolls
1. Roll direction change. Odd = Left, Even = Right. 10 = Max Vertical Dive, random Vert Rolls
2. Roll for number of face changes in that direction.
• From spine shift to hex in face direction even if 180°. DIRECTIONS
3. Descend lvls = Speed↑ (+2 cumulative) ea gameturn. • Expend all remaining FPs via directions above, it is allowed
4. All Accel ignored. to switch between climbs and dives in mid-move if required.
5. Entering Departed in MIL or A/B risks flameout. Randomly determine direction of turns. Random Vert Rolls
6. Recovery see Page 1 “Stalled Aircraft Phase”. occur on last VFP only, roll for direction and no. of facings.
• All climbs and dives use max allowed VFPs.
“Max climb/dive” means each VFP gains max possible
levels. “Min” means each gains least levels possible.

RECOVERY FROM GLOC


• Automatic during Admin Phase of 2nd gameturn following
the one in which GLOC occurred. (A pilot GLOC’d in turn 5
would recover in the Admin Phase of turn 7).
• Early recovery possible in Admin Phase of GLOC’d
gameturn and in the Admin Phase of the following
gameturn if crewmember has excellent fitness, or is in
multi-crew A/C where other member not GLOC’d.
Roll ≤ 4 = early recovery.
AIR POWER 2.4! INTEGRATED TURN CHARTS v1.0 03-07-24

UH (61+) Accel Points Summary


1 2 3 4 5 6 7 8 10 12 14 18+ Stall • Thrust = ADC + Variables.
EZ 5 8 10 12 14 16 18 20 22 24 26 30 • +4 prep to • UD/SD/VD = 1.0 per level.
TT NA 6 8 10 12 14 15 16 18 20 23 26 +0.5 all maneuvers
Decel Points Summary
HT NA NA 6 8 9 10 12 13 15 17 20 23 +1.0 • Highest Turn Rate used = ADC.
BT NA NA NA 6 7 8 9 10 12 14 16 20 +1.5 • Thrust =1/3 ADC • Sustained Turns = 1.0 per 30°, or
ET NA NA NA NA 6 7 8 9 11 12 14 16 +2.0 if High Bleed Rate = 2.0.
EH (46 - 60) and UH (61+) • Sustained Roll = 1.0, all bleed rates.
• SC = 0.5 per level.
1 2 3 4 5 6 7 8 10 12 14 18+ Stall • ZC = 1.0 per level.
EZ 3 6 8 10 12 14 16 18 20 22 24 28 • +3 prep to • VC = 1.5 per level.
TT NA 4 6 8 10 12 13 14 16 18 21 24 +0.5 all maneuvers • Speed Brakes = ADC.
HT NA NA 4 6 7 8 10 11 13 15 18 21 +1.0 • IDLE Power = ADC
BT NA NA NA 4 5 6 7 8 10 12 14 18 +1.5 • Thrust =1/3 ADC • 1.0 if speed > Cruise Speed at
ET NA NA NA NA 4 5 6 7 9 10 12 14 +2.0 IDLE or NORMAL power.
• Fadeback: -1 speed if > Cruise Speed
VH (36 - 45)
in non-diving flight after accel/decel.
1 2 3 4 5 6 7 8 10 12 14 18+ Stall
EZ 2 4 6 8 10 12 14 16 18 20 22 24 • +2 prep to
CONVERSION TABLE
TT 1 2 4 6 8 9 10 13 15 17 20 22 +0.5 all maneuvers
Base 1/3 1/2 2/3
HT NA NA 3 4 6 7 8 10 12 14 17 20 +1.0
1.0 0.5 0.5 0.5
BT NA NA NA 3 4 5 6 7 9 11 14 16 +1.5 • Thrust =2/3 ADC
1.5 0.5 1.0 1.0
ET NA NA NA NA 3 4 5 6 7 8 10 12 +2.0
2.0 1.0 1.0 1.0
HI (26 - 35) 2.5 1.0 1.5 1.5
1 2 3 4 5 6 7 8 10 12 14 18+ Stall 3.0 1.0 1.5 2.0
EZ 2 3 4 6 8 10 12 14 16 18 20 24 • +1 prep to 3.5 1.0 2.0 2.5
TT 1 2 3 4 5 6 8 10 12 14 16 20 +0.5 all maneuvers 4.0 1.0 2.0 3.0
HT NA 1 2 3 4 5 6 8 9 10 13 16 +1.0 4.5 1.5 2.5 3.0
BT NA NA 1 2 3 3 4 6 7 8 10 12 +1.5 5.0 2.0 2.5 3.0
ET NA NA NA 1 2 2 3 4 5 6 8 10 +2.0 5.5 2.0 3.0 3.5
6.0 2.0 3.0 4.0
MH (17 - 25) 6.5 2.0 3.5 4.5
1 2 3 4 5 6 7 8 10 12 14 18+ Stall 7.0 2.0 3.5 5.0
EZ 1 2 3 4 6 8 10 12 14 16 18 22 7.5 2.5 4.0 5.0
TT 60 1 2 3 4 6 7 8 10 12 14 18 +0.5 8.0 3.0 4.0 5.0
HT NA 60 1 2 3 4 5 6 8 10 12 14 +1.0 8.5 3.0 4.5 5.5
BT NA NA 60 1 2 2 3 4 6 7 10 11 +1.5 9.0 3.0 4.5 6.0
ET NA NA NA 60 1 1 2 2 4 5 7 9 +2.0 • Check GLOC 9.5 3.0 5.0 6.5
10.0 3.0 5.0 7.0
LO (1 - 7) and ML (8 - 16)
10.5 3.5 5.5 7.0
1 2 3 4 5 6 7 8 10 12 14 18+ Stall 11.0 4.0 5.5 7.0
EZ 60 1 2 3 4 6 8 10 12 14 16 20 11.5 4.0 6.0 7.5
TT 90 60 1 2 3 4 5 6 8 10 12 14 +0.5 12.0 4.0 6.0 8.0
HT NA 90 60 1 2 2 3 4 6 8 10 12 +1.0 12.5 4.0 6.5 8.5
BT NA NA 90 60 1 1 2 3 4 6 8 10 +1.5 13.0 4.0 6.5 9.0
ET NA NA NA 60 60 1 1 2 3 4 6 8 +2.0 • Check GLOC 13.5 4.5 7.0 9.0
14.0 5.0 7.0 9.0
• Charts indicate SPEED, not FPs. 14.5 5.0 7.5 9.5
• If speed falls between two columns, refer to the left column. 15.0 5.0 7.5 10.0
• NA= Not Allowed. 60 or 90 = degrees of facing change per FP expended. 15.5 5.0 8.0 10.0

TRANSONIC / SUPERSONIC TRANSONIC DRAG SUPERSONIC PENALTIES


SPEED REFERENCE DECEL PENALTY • +1 Prep to all maneuvers. CCC = 2/3.
• PSSM = +2.0 decel if any turns and for every roll,
Alt Low High Mach Drag Low High Mach and -1 max turn rate but not less than HT.
Band Trans Trans One Type Trans Trans One • NSSM = +1.0 decel for any turns and every roll.
• GSSM = No additional decel for turns and rolls.
LO/ML 6.5 7.0 7.5 LTD 0.0 0.5 1.0 • MIL Power = +1.5 decel per 0.5 SPEED over High Transonic.
MH/HI 6.0 6.5 7.0 NTD 0.5 1.0 1.5 • NORMAL Power = +2.0 decel per 0.5 SPEED over Hight Transonic.
• IDLE Power = -0.5 SPEED.
VH+ 5.5 6.0 6.5 HTD 1.0 1.5 2.0
• 3.0 accel to gain 0.5 SPEED (2.0 if Rapid Accel).
AIR POWER 2.4! MISSILE FLIGHT TABLES v1.0 03-07-24

MISSILE FLIGHT RULES SUMMARY (14.3, pg 41)


MISSILE SPEED LIMITS MATH TABLE
FP COSTS (4.3, pg 42) Alt Min Maneuver Max Spd .9 .8 .7 .6
• 1 FP to move forward one space. Band Speed Speed Speed 2= 2 2 1 1
May freely dive 1 level per space. LO 2 4 24 3= 3 2 2 2
• 1 FP to climb 1 or 2 levels. ML 3 5 26 4= 4 3 3 2
• 1 FP to dive 2 or 3 levels. MH 3 6 28 5= 5 4 4 3
• 1 FP to dive 1 level once per game turn. HI 4 7 30 6= 5 5 4 4
• 1 FP to Slide, 0 FP to Vert Roll. VH 4 8 32 7= 6 6 5 4
EH 5 10 34 8= 7 6 6 5
MANEUVER LIMITS (4.3, pg 42)
UH 7 14 36 9= 8 7 6 5
• Only Slide and Vertical Rolls maneuvers allowed.
• One Vertical Roll allowed during entire flight. 10= 9 8 7 6
1. Start Speed < Maneuver Speed
Exception- May roll to match the target’s Vertical Roll. 11= 10 9 8 7
= no turns or maneuvers.
• Fly forward and no attacks until armed. If launching A/C 12= 11 10 8 7
2. If Start Speed < Stall Speed
used VFPs > 1/2 FPs, may use 1 FP to match climb/dive. 13= 12 10 9 8
= remove from play.
14= 13 11 10 8
3. May never accelerate beyond
FLIGHT RESTRICTIONS (4.3, pg 42) 15= 14 12 11 9
Maximum Speed for end altitude.
• May climb and dive in the same game turn. 16= 14 13 11 10
4. Max Ceiling for all = level 100.
Some may do both in the same proportional move. 17= 15 14 12 10
• Vert Roll allowed when ≥ 2 FPs expended in the same 18= 16 14 13 11
space to climb or dive. SPEED ATTENUATION TABLE 19= 17 15 13 11
• To switch between climb/dive: 20= 18 16 14 12
a. Turn ability ≥ BT/2: Move FPs ≥ 1/10↑ SPD in level flight. Game Turn of Flight
Alt 1 2 3 4 5 6+ 21= 19 17 15 13
b. Turn ability < BT/2: Move FPs = 1/3↑ SPD in level flight. 22= 20 18 15 13
• May never dive when target is higher. LO .6 .6 .6 .7 .8 .8
ML .7 .7 .6 .7 .8 .8 23= 21 18 16 14
• May only climb when target is lower if:
a. Missile is a CG SAM in boost phase. MH .8 .7 .6 .7 .8 .8 24= 22 19 17 14
b. Missile is a TVM SAM or MCG. HI .8 .8 .7 .8 .8 .8 25= 23 20 18 15
VH .9 .8 .7 .8 .8 .9 26= 23 21 18 16
SPEED DETERMINATION (4.7, pg 45) EH .9 .9 .8 .8 .9 .9 27= 24 22 19 16
• Launch Speed = (Missile + A/C) x Speed Attenuation↑↓. UH 1.0 .9 .9 .9 .9 .9 28= 25 22 20 17
Each game turn after, apply Attenuation plus below effects. 29= 26 23 20 17
• Launch turn of Sustainer Motor use Attn. Band two higher. 30= 27 24 21 18
Each game turn of Sustainer after first = 1.0 Attn. Factor. 31= 28 25 22 19
• Climbing: -1 SPEED if # of levels gained ≥ 1/2 Start Speed. MISSILE ATTACKS (14.4, pg 43) 32= 29 26 22 19
-2 SPEED if # of levels gained = Start Speed. • Immediatly upon entering the target’s 33= 30 26 23 20
• Diving: +1 SPEED if # of levels dove ≥ 1/2 Start Speed. space and altitude. 34= 31 27 24 20
+2 SPEED if # of levels dove = Start Speed. • Has ≥ 1 proportional FP remaining 35= 32 28 25 21
• Turning: -1 SPEED per 30° facing change. and the target occupies one of the dots. 36= 32 29 25 22
• SAM first gameturn = Listed Base Speed. • Target enters the missile’s space.
SAM MISSILES (25.0, pg 71)
• Speed = Base Speed. Launch in any facing.
• Attn. = 1.0 until Sustainer expended, then use Attn. table.
Apply speed gain/loss as for AtA missiles.
• Only forward/up flight during Boost Phase FPs. No attacks.
• Arms after Boost Phase, may immediatly guide.

IR SEEKER FOV LAUNCH LIMITS ALLOWED TARGET ANGLE-OFF ARCS


• Caged FOV = Limited radar arc. E = 30 arcs, or 30-60 if target in A/B.
• Uncaged FOV = 180+ angle-off arcs. I = 30-60 arcs with target at any throttle setting.
• Uncaged FOV with helmet sight = 150+ angle-off arcs. M = 30-90 arcs, or 30-120 if target in A/B.
• Uncaged FOV with radar assist = Lesser of 150+ or radar arc. A = Any angle-off arc with target at any throttle setting.
• Uncaged FOV with VAS assist (M, A only) = 180+ arcs.
• IRSTS Assisted FOV = Same as IRSTS system.
» If multiple targets in unassisted Uncaged FOV: Roll ≤ 8 = lock-on.
» If multiple targets in helmet assisted FOV: Roll ≤ 9 = lock-on.
» +1 modifier for each A/C in FOV between shooter and target.
AIR POWER 2.4! FLIGHT RULES SUMMARY: PAGE 1 v1.0 03-07-24

AIRCRAFT FLIGHT RULES SUMMARY Superclimbs- ZC and SC (8.1.4, pg 20)


• If CCC ≥ 6.0: 1 VFP may climb 3 levels.
ACCEL / DECEL (6.2, pg 12) • Decel = 1.0 per.
• 2.0 accel accumulated = +0.5 speed.
• Rapid Accel 1.5 accel = +0.5 speed. Vertical Climbs (8.1.3, pg 20)
• Speed ≥ Mach 1: 3.0 accel = +0.5 speed, • Norm Pitch Rate: May only enter from climbing flight.
Rapid Accel 2.0 accel = +0.5. High Pitch Rate: May enter from level if speed ≤ 3.5.
• 2.0 decel accumulated = -0.5 speed. • First VC game turn: 1/3 FPs must be HFPs.
• Norm or Idle selected above Cruise Speed = +1.0 decel. Second+ VC game turn: ≤ 1/3 may be HFPs.
• Speed > Max, fadeback -1 speed per game turn until Max. • Each VFP climbs 1.0 or 2.0 levels. Each level = 1.5 decel.
• See Transonic/Supersonic tables for decel and effects. • Vertical Rolls only. No turns or maneuvers.
• Norm Pitch Rate: May not transition to any dive except via
TURNING FLIGHT (7.1, pg 15) Half-Roll and Dive to enter a Steep Dive.
• Turn Drag decel based on highest rate used in game turn. • High Pitch Rate: May trans to a Steep or Unloaded Dive.
Incur once per game turn even if faced more than once.
• >1 facings per game turn constitute sustained turns: DIVING FLIGHT
1.0 decel per 30° of sustained facing, per game turn. Unloaded Dives (8.2.2, pg 20)
High Bleed Rate: 1.5 decel per sustained turn. • Performed anytime from Level flight in one or two
Low Bleed Rate: 0.5 decel per sustained turn. contiguous segment of either 1/2↑ or all FPs.
• Stall Speed increases with turn rate: • Each segement is HFPs ending with a VFP,
TT +0.5 HT +1.0 BT +1.5 ET +2.0 descending 1 level and gaining 1 accel per VFP.
• Normal Roll Rate: 1 FP of wings level to reverse bank. • If all FPs used (two segments), pitch ends in a Steep Dive.
• Low Roll Rate: 1 FP to bank from level before turning • Slides only. No turns, prep, maneuvers, attacks, guidance
begins and 2 FP of level to reverse bank. or aiming during an Unloaded Dive segment.
• High Roll Rate: May instantly switch between banks.
• No attacks or launches during or after ET turn rate until a Steep Dives (8.2.1, pg 20)
Recovery Period of 1/2↑ FPs while not ET turning, • Between 1 - 2/3rd FPs must be VFPs.
maneuvering, or prepping. • Each VFP dives 1 or 2 levels. Accel = 1.0 per level.
• Man/Combat Flaps and Slats: Stall = - 0.5 when active.
Vertical Dives (8.2.3, pg 21)
SPEED BRAKES (6.5, pg 14) • Previous game turn must have been diving flight.
• Up to decel listed on ADC may be applied. Half-Roll and Dive allows transition from Level to VD.
• Old ADC FPs x2 = New ADC Decel value. High Pitch Rate at speed ≤ 4.0 may Half-Roll and Dive
to transition from a Zoom or Sustained climb.
SUPERCRUISE (6.6.1, pg 15) • First VD game turn: 1/3↑ FPs must be HFPs.
• Capable AC may reach Band Altitude Attn Factor Second+ VD game turn: ≤ 1/3↑ may be HFP.
listed Mach in MIL power HI 26 - 35 0.9 • Each VFP dives 2 or 3 levels. Each level = 1.0 accel.
from clean config, VH 36 - 45 1.0 • No turns, prep or maneuvers except Vertical Rolls.
<1/2 loaded and in HI - UH EH 46 - 60 1.0 • No transition to any climb from a Vertical Dive.
band, speed attenuated. UH 61+ 0.8 • May trans to Level if new speed ≤ 2.0, or ≤ 3.0 for HPR.
• Transitioning to Steep or Unloaded, ≤ 1/2↓ FPs must be
LEVEL FLIGHT (5.3, pg 9) VFPs or Unloaded FPs, or ≤ 1/3↓ for HPR.
• All FPs are HFPs. May descend 1 level freely at any point.
FP EXPENDITURE RESTRICTIONS (5.5, pg 10)
CLIMBING FLIGHT • Transitioning from Level to a climb or dive,
Sustained Climbs (8.1.2, pg 19) the first FP must be an HFP.
• Speed must be ≥ Stall Speed + 1.0. Only EZ or Slides. • Transitioning from dive-to-climb or climb-to-dive,
• Max levels climable = CCC rate. 0.5 decel per full 1/2↓ FPs must be used as HFPs before any VFPs.
level climbed. Fractions carry and gain decel when whole. High Pitch Rate require only 1/3↓ FPs.
• If speed < Climb Speed: CCC rate = 1/2 (retain fraction). • If continuing a climb or dive, FPs may be mixed freely.
• CCC < 1.0: 1 VFP per gamer turn, only gains listed frac.
• CCC = 1.0 - 2.0: 2/3rd FPs may be VFPs. First gains ADDITIONAL CCC CONSIDERATIONS (8.1.5, pg 20)
1 level or listed fraction, the rest gain 1 level ea. • Current altitude is the last whole level climbed.
• CCC > 2.0: As #4 except first VFP gains 1 level plus • Climb carry mate for a full level. Fract decel apply then.
any fraction, the rest gain 1 or 2 each. • Any level or diving flight eliminates climb carries.
• May climb more levels than CCC rate if extra VFPs remain. • At Supersonic speed, CCC rates = 2/3 (retain fraction).
Treat extra VFPs as Zoom Climb with associated decel.

Zoom Climbs (8.1.1, pg 19)


• Between 1 - 2/3rd FPs must be VFPs.
• CCC rate ≤ 2.0: each VFP climbs 1 level.
• CCC rate > 2.0: each VFP climbs 1 or 2 levels.
• No ET Turns. Decel = 1.0 per level.
AIR POWER 2.4! FLIGHT RULES SUMMARY: PAGE 2 v1.0 03-07-24

AIRCRAFT MANEUVERS VIFF Pop-up (13.6.4, pg 38)


• Gain 1 altitude from Level flight once per game turn.
Slides (13.2, pg 35) • Must be level bank, nor just executed a turn or maneuver.
• 2 HFP to prep, 1 HFP to execute. • Costs 1 HFP and 2.0 decel.
• Speed ≤ 9.0 may do one slide. Speed > 9.0 may do
two Slides with 4+ non-Prep FPs between. ROLLING MANEUVER COSTS (13.3.6, pg 37)
• First Slide = 0.0 decel, second = 1.0 decel. • 1.0 extra decel for each roll beyond the first in a game turn
regardless of mixing and in addition to any other decel.
Lag / Displacement Roll (13.3.1, 13.3.2, pg 35, 36) • No guns/weapon launch during or if immediately prior FP
• ≥ 1/3 FPs to prep. Execute listed HFP and decel on ADC. was used to prep or execute a rolling maneuver.
Barrel Roll (13.3.3, pg 36) • Radar locks are lost unless maneuver was ≤ 1 Vert Roll.
• Execute as two or more connected Lag/Disp Rolls. • Treat as BT turn rate for gun tracking and launch G mods.
Prep, move and decel as per Lag/Disp rules. • Risk of High Altitude Maneuving Departure in ≥ EH bands.
• Level flight: 1 altitude level may be gained or lost upon Upon executing, roll 1D10. ≤ 4 = Departed Flight.
executing the last roll at no additional FP cost. MANEUVER PREPARATORY HFPS (13.1, pg 35)
• Climb/Dive flight: 1 atltitude level may be gained or lost • HI band add +1 Prep HFP
respectively upon executing each roll. • VH band add +2 Prep HFPs
• Barrel Roll altitude changes may be in lieu of, or in • EH band add +3 Prep HFPs
conjunction with changes done via VFPs. • UH band add +4 Prep HFPs
• Ea. level gained = 2.0 decel. Ea. level lost = 0.5 accel. • At Supersonic speeds add +1Prep HFPs
Vertical Roll (13.3.4, pg 36) ALL HIGH AoA / SUPER-MANEUVERABILITY (13.7, pg 38)
• Must be in Vertical Climb or Dive, exectued on a VFP. • Certain 4th and 5th gen, Veteran pilots only.
• Each Vertical Roll changes facing by 30°, up to 180°. • Radar locks lost. Roll for Departed after execution.
• One roll per VFP. Decel cost is per roll, listed on ADC. • No other maneuvers executed during game turn.
Half Roll and Dive (13.3.5, pg 36) • No attack, radar or damage control until recovery period
• Declare at move start to enter a Vertical Dive from Level, of ≥ 1/2 FPs at < BT rate and not prepping for a maneuver.
or from Zoom or Sustained Climb if speed ≤ 4.0, Cobra (13.7.1, pg 38)
or Steep Dive from Vertical Climb. • From Level flight and bank, speed Stall +1.0 or +1.5.
• Immediately invert at no FP or decel cost. • Execute anytime in first half of move. All FPs are HFPs.
• No maneuvers except a Vertical Roll VFP on the last FP. • Use 1/2↓ FPs to remain in place. Exit in level flight, 4 decel
Vertical Reverse- Hammerhead (13.5, pg 37) • End in level flight. Roll for Departed. All moves straight.
• In a Vertical Climb, end move between Stall to Stall-1 *• Recovery Period for Cobra is < ET rate.
to attempt maneuver in the next Stalled Aircraft Phase. Cobra Turn (13.7.2, pg 38)
• Roll for Stall/Departed Flight. Success = Roll again for
• As Cobra except 1FP may be VFP. Turn 30°- 90°in place.
Departure Recovery. Failure = Enter Departed flight.
• Ends banked in turn direction, in Level or Steep Dive.
• Departure Recovery roll: Failure = Stalled Flight.
Remaining FPs move LVL all HFPs. SD may use VFPs.
Success = Immediatly enter a Vertical Dive.
Kulbit (13.7.3, pg 39)
VIFF MANEUVERS (13.6, pg 37)
• From LVL, ZC or SD, level bank, at Stall +1.5 to +2.0.
• VIFF capable aircraft only. Must us MIL or AB throttle.
• Execute anytime in first half of move. Expend 1/2↓ FPs to
VIFF Sidestep (13.6.1, pg 38) remain in place, 5.0 decel. May be HFPs or VFPs.
• Execute as Slide. No Preps except by speed and altitude: • Exit in same flight type. HFPs or VFPs as appropriate.
Prep HI-VH = 1 HFP, EH-UH = 2 HFP.
Kulbit Reversal (13.7.4, pg 39)
• Unlimited Sidesteps with 1 HFP forward flight between.
• As Kulbit, but exits in SD or VD, inverted, turn 120°- 180°.
Turn in direction of sidestep allowed during that HFP.
• Must expend 1st FP after reversal as VFP in SD or VD.
• Costs 2 HFPs to execute and causes 2.0 decel.
• Reversing direction subject to banking roll rate rules.
VIFF Assisted Turn (13.6.2, pg 38)
• Reduce turn requirement by 1. If already 1 reduce to 60°, Prep
Pre
60° becomes 90°. 90° is maximum rate. 1
1
p

• Reduce turn requirement by 1. 1→60°, 60°→90°,max 90°.


• 2.0 decel per game turn, HBR for entire game turn. Pre
1
p

VIFF Vertical Pitch (13.6.3, pg 38) Prep


• Treat as Half Roll and Dive. May go directly from VC to VD. LAG ROLL (LEFT) 2 Pre
p
2
• Incur 2.0 decel.
Pre
Prep p
1 1
Roll
Roll Prep Pre
2 p
3 1 Pre 2
p Pre
1
p
1 Pre
Prep
p
1

p
Pre

1
p Roll 1
Pre
1
SLIDE
(Continue)
(RIGHT)
BARREL ROLL (LEFT) DISPLACEMENT ROLL (RIGHT)
AIR POWER 2.4! RADAR RANGE TABLES v1.0 02-28-24

Rad RADAR CONTACT TABLE RADAR SEARCH MODIFIERS (16.1, pg 48)


Str • AJM# - Air Radar or EWR ECCM.
10 9 8 7 6 5 4 3 2 1 0-
• BJM# - Air Radar or EWR ECCM.
3 6 8 9 10 11 12 13 -- 14 -- 15+ • Chaff PPL Effect # -1/2 Radar ECCM.
6 12 15 18 20 22 24 25 28 29 30 31+ • MJAM PPL Effect #.
8 16 20 24 28 30 32 34 35 38 40 41+ • ADC Size Modifier.
10 20 25 30 35 38 40 42 45 48 50 51+ • -2 if target IFF on.
12 24 30 36 42 45 48 51 54 57 60 76+ • Tactics Master or Veteran = -1 (-2 if both).
15 30 38 45 52 56 60 64 68 72 75 81+ • Novice = +1. Green = +2.
18 36 45 54 63 68 72 76 81 86 90 91+
20 40 50 60 70 75 80 85 90 95 100 101+ RADAR LOCK-ON MODIFIERS (16.2, pg 49)
25 50 63 75 87 94 100 106 113 119 125 126+ • -2 if target IFF on.
30 60 75 90 105 113 120 128 135 143 150 151+ • Chaff PPL Effect # -1/2 Radar ECCM↑.
35 71 88 107 125 134 151 155 160 169 177 178+ • MJAM PPL Effect #.
40 80 100 120 140 150 160 170 180 190 200 201+
45 90 113 135 157 169 180 192 202 214 225 226+ RADAR BORESIGHT MODE (16.6, pg 50)
50 100 125 150 175 188 200 213 225 238 250 251+ • Radar Arc = Limited.
55 110 136 165 193 414 220 234 247 261 275 276+ • Max. Range = Tracking Strength #.
60 120 150 180 210 226 240 256 269 285 300 301+ • Previous contacts and locks lost when declared.
70 142 176 214 250 268 302 310 319 337 354 356+ • Nearest Visually sighted target in Limited Arc
80 160 200 240 280 300 320 340 360 338 400 401+ automatically contacted.
90 180 226 270 314 338 360 384 404 428 450 451+ • One lock-on roll allowed. No maneuver restriction
100 200 250 300 350 376 400 426 150 476 500 501+
EWR 150 188 225 263 280 300 319 338 356 375 376+ RADAR AUTO-TRACK MODE (16.6, pg 51)
Each column = Max range in hexes. Roll ≤ column’s top # = contact. • Radar Arc = 180+. Limited radars always Limited.
• Max contact range listed on ADC. • Max Range = Search Strength #.
• Regular radar may not detect or track a target at ≤ 4 levels of the ground • Nearest target in radar arc auto-contacted.
unless searcher is at lower altitude. • If nearest A/C is friendly with IFF on, it may be
• If target below searcher and ≤ 10 levels of the ground, altitude difference ignored and next nearest contacted etc.
between A/C must be < target’s altitude above ground. • Visually sighted not closest A/C in 180+ arc
• Lookdown radar ignore 2 & 3. Boresight ignore 3 vs visually sighted target. may auto-contact on a ≤ 7 roll.
• One lock-on roll allowed. Previous contacts and
locks lost when mode declared.
RADAR SEARCH LIMITATIONS (16.3, pg 49) • Not allowed vs Stealth # ≥ 4.
• Pilot-Only = No search if turned at ≥ HT rate.
• Multi-Crew = No search if turned at ≥ BT rate. BREAKING RADAR LOCK-ONS (16.2, pg 49)
• None may search if: Locks are broken when:
» Stalled, Departed or Engaged • Aircraft Stalls, Departs, or Engages.
» Performed > 1 Vertical Roll in the gameturn • Performs an ET turn, VIFF, High AoA maneuver,
» Performed any other type of Roll or VIFF maneuver or does other than Vertical Rolls maneuvers.
» Performed a High AoA maneuver • Takes an “H” or “C” hit.
» Performed an Unloaded Dive or Damage Control • Radar operator GLOCs.
» Suffered a hit of ≥ “H” damage • Target cannot be kept in arc while illuminating.
» Radar operator enters GLOC • Target employs decoys and rolls ≤ PPL Effect #.
» Fired guns or made an air-to-ground attack • Target employs EW jammers and makes the
• Boresight and Auto-Track Modes ignore maneuver restrictions but not break lock die roll.
attack, damage or operator restrictions. • +1 if towed decoy deployed (19.4.4, pg 59).

STEALTH (16.8, pg 51)


• Search/Lock range = Actual range x Stealth #.
• FCR roll to Contact with Strength 10 and max range 50.
• Stealth # applies to 150+ arc unless otherwise noted. Other arcs = # -2.
• If Config is > CL, Stealth # = 1/2↓. (Min # = 1.5).
• Stealth # ≥ 4: Gun ranging attempts and radar missile attacks = +2 mod.

RADAR VERTICAL LIMITS TABLE (16.5, pg 50)


Radar Vertical Stp/Unl Level Sustain Zoom Vertical
Type Dive Dive Flight Climb Climb Climb
Limited -2.0 -9.0 -0.5 -3.0 +0.5 -0.5 +2.0 +0.0 +4.0 +0.5 +9.0 +2.0
180+ -1.0 -X -0.0 -5.0 +1.0 -1.0 +3.0 -0.5 +5.0 +0.0 +X +1.0
150+ -0.5 -X -0.0 -8.0 +2.0 -2.0 +4.0 -1.0 +8.0 +0.0 +X +0.5
120+ -0.0 -X +0.5 -X +4.0 -4.0 +6.0 -2.0 +X -0.5 +X +0.0
Left is Levels above seacher, Right is Levels below searcher. X = Infinity.
Number = Max Levels difference per hex of distance away defining the radar cone.
AIR POWER 2.4! PILOT/CREW QUALITY TABLES v1.0 02-28-24

PILOT/CREW GENERATION TABLES EJECTION / BAIL-OUT SUCCESS TABLE (18.6, pg 56)

NATIONAL TRAINING STANDARDS (18.1, pg 54) TYPE EJECTION SEAT


Quality Excellent Good Average Limited Poor Damage None Early Standard Advanced
Veteran 1- 3 1-2 1 1 NA None 7 8 9 9
Regular 4- 8 3-7 2-6 2- 4 1- 4 L or 2L 6 7 8 9
Novice 9 - 10 8-9 7-9 5- 8 5- 7 H or C 5 6 7 8
Green NA 10 10 9 - 10 8 - 10 Kill by Progressive Damage
3 5 6 8
• Roll for each aircrew on appropriate Standards column to find
Kill by weapon with attack rating of ≤ 6
“Quality”. Example: Roll of “6” under Good = “Regular” Quality.
2 4 6 7
Kill by weapon with attack rating of ≥7
1 2 4 6
AIRCREW ATTRIBUTES DETERMINATION (18.5, pg 55)
Attr. Level Eyesight Fitness Confidence • Roll for each aircrew with Mods. Table # ≤ = egress success.
• Bail-outs only at speeds ≤ 4.0. From destroyed aircraft must be
Excellent 1-2 1- 3 1- 2 ≥ 4 levels above the ground.
Average 3-9 4- 8 3- 8
Poor 10 9 - 10 9 - 10 Ejection / Bail-out Die Roll Modifiers:
• Roll on each column to find its Attribute Level, for each aircrew. At T-Level +2
Levels ≤ 2 above ground +1
Speed ≤ 3.0 at egress -1
AIRCREW SPECIAL CHARACTERISTICS (18.5, pg 55) Speed ≥ 5.0 at egress +1
Crew Sierra Tactics Combat Speed ≥ High Mach at egress +3
Quality Hotel Master Hero
Veteran 1 1-3 1-2 POST EGRESS FATE TABLE
Regular 1 1-2 1
Roll 1-3 4-5 6 -10
Novice 1 1 NA
Fate M.I.A P.O.W. Rescued
• Roll for each aircrew on all three “Characteristic” columns.
≤ # gains that Characteristic. Fate Die Roll Modifiers:
Egressed over friendly territory +2
Egressed over enemy territory -2
Dedicated search and rescue forces available +2
Excellent / Poor Fitness +1 / -1
Excellent / Poor Confidence +1 / -1

AIRCREW ABILITY MODIFIERS SUMMARY Green PILOT QUALITY FLIGHT RESTRICTIONS


Spec. Charactereistic Crew Quality • No ET turns.
Action SH TM CH Vet Reg Nov Grn • No T-Level flight, no VIFF maneuvers.
• No VTOL flight, no Vert Reverse maneuvers.
Initiative +1 +1 +1 +1 0 -1 -2
• May not use High Pitch Rate abilities.
Sighting 0 -1 0 0 0 +1 +2
• May not engage attacking missiles.
Radar Use 0 -1 0 -1 0 +1 +2
• Risks disorientation for rolling maneuvers.
Wpn Launch 0 -1 -1 -1 0 0 +1
• Risks disorientation for Vert Climbs / Dives.
Gun & AtG Attk 0 -1 -1 -1 0 +1 +2
Novice
Departure +1 0 0 +1 0 -1 -2
• No Vertical Resverse maneuvers.
Recovery -1 0 0 -1 0 0 +2
• May not usee High Pitch Rate abilities.
• Sierra Hotel pilot increases position of advantage one level. • Risks disorientation for Vertical Rolls.
• -1 die roll modifier for GLOC.
LOSS OF AIRCREW V.P.’S CAMPAIGN SCENARIOS Green PILOT DAMAGE CONTROL RESTRICTIONS
Crew Fate • May only do Damage Control in multi-crew aircraft
Quality Killed M.I.A. P.O.W. where other aircrew is Reg or Vet. Perform as Novice.
Novice
Green 6 2 10
• Must perform Damage Control for 2 consecutive turns.
Novice 8 4 10
In multi-crew aircraft where other aircrew is Reg or Vet,
Regular 10 6 12
this restriction is lifted.
Veterean 15 8 15
Combat Hero +6 +2 +10
AIR POWER 2.4! ELECTRONIC WARFARE TABLES: PAGE 1 v1.0 02-26-24

BJM STAND-OFF JAMMING TABLE (19.4.1, pg 58) EWR PASSDOWN MODIFIERS (25.1, pg 73)
Allowed Stand-Off Attacks Angle-Off Target IFF is On -2
BJM Pilot Only / Multi-Crew Coverage Target AJM is On + AJM # - EWR ECCM
BJM Noise in effect + BJM # - EWR ECCM
A 1 1 180+ and 30-
Target DDS Prog is On + Chaff and/or MJAM effectiveness #
B 2 2 150+ and 60-
C 2 3 As B or into any 3 adjacent arcs • Multiple BJMs active, apply most effective one against the radar.
D 2 4 As B or into any 4 angle-off arcs • Roll ≤ 7 = Successful Passdown.
• Roll ≤ BJM # - Radar ECCM = Radar is Stand-Off Jammed. RADAR SAM UNIT LOCK-ON MODIFIERS
Radar is blinded. No search, lock or guide vs this aircraft.
• Noise Jam: Arcs as for A, B, C above. Treat Noise BJM D as a C. Target IFF is On -2
• All BJMs affect search and lock rolls but do not break locks. CCU Inoperative +2
Passdown recieved -3
BJM PROGRAMMING FLEXIBILITY Target DDS Prog is On + Chaff and/or MJAM effectiveness #
BJM Programming Options Target AJM is On + AJM # - TTR ECCM
BJM Noise in effect + BJM # - TTR ECCM
A Pick Freqencies and Mode pre-flight. • If multiple BJMs active, consider only the most effective one
B Pilot Only: As “A”. Multi-Crew: May pick Frequencies against the radar.
and Mode during A/C Decision Phase of game-turn.
C Pilot Only: As for B Multi-Crew. Multi-Crew:Same as B. IR, OG, LG SAM UNIT LOCK-ON MODIFIERS
D Pilot Only and Multi-Crew: May change Frequencies Associated CCU Inoperative +2
and Mode at start of Sam Interaction Phase. Unit Target’s SUN Clutter +3

Type Cap Decoys Load Options INTERNAL DDS TABLE (19.2, pg 57)
U.S. / NATO / European
A 16 CH, FL 16 of one, 8 of each, or 12 of one +4 of the other.
B 16 CH, FL, JM 16 of one, 8 ea any two, 12 of one + 4 of another, 5 ea of all three, or 8 of one +4 ≤ea of the other two.
C 32 CH, FL, JM 10 ea of all three, 32 of one, 16 ea any two, 16 of one +8 ea of other two, 24 of one + 8 of another,
or 24 of one +4 each of the other two.
D 32 CH, FL, JM 32 decoys total, any mix.
Soviet / Warsaw Pact
A 10 FL 10 flares only. • A and B must be programmed pre-flight and may not be changed.
B 20 CH, FL 10 of each, or 20 of any one. • Multi-crew C may change PPL ea A/C Descision Phase on roll ≤ 6.
C 40 CH, FL 20 of eaach, or 40 of any one. • D may change PPL each A/C Descision Phase.
D NA NA NA
DECOY PPL EFFECTIVENESS TABLE (19.2, pg 57)
DDS EWR Passdown Modifier and TTR Air Radar Search Air Radar
Program TTR Lock-on Modifier Break-Lock # and Lock-on Modifier Break Lock-on #
Chaff MJAM RADAR FREQUENCY SAM Type TYPE TYPE
PPL# PPL# LF MF HF VF MW BR/CG CW/TVM Lim/180 150/120 Lim/180 150/120
1 -- 1 1 -- -- -- -- -- 1 -- 1 --
2 1 2 1 1 -- -- 1 -- 1 1 1 1
3 -- 2 2 1 1 1 2 1 2 1 2 1
4 2 3 2 1 1 1 3 1 2 2 2 2
5 3 3 2 2 1 1 3 2 3 2 3 2
6 4 3 3 2 2 2 4 2 4 3 4 3
-- 5 4 3 3 2 2 5 3 4 3 5 3
-- 6 4 4 3 3 2 5 4 4 4 6 4
• DDS C or D in conjunction with RWR C+ or D+ gain +1 mod to the PPL # for Chaff and MJAM unless # was already zero.
• RWR D+ may have two programs that auto-respond to different threat types.

RWR AND INTERNAL DJM / AJM COVERAGE TABLE (19.3, pg 57)


Detectable and Jammable Radar Frequencies RWR also Detects
RWR / EWR FCR TTR SAM Launches Air Air Trgt AHM
Jammer LF LF LF LF HF VF MW LF MF HF VW MW BR CG CW TVM Srch Lock Ilum Actv
A X X X X X -- -- X X -- -- -- X X -- -- -- X -- --
B X X X X X X -- X X X -- -- X X -- -- -- X X X
C X X X X X X X X X X X -- X X X -- X X X X
D X X X X X X X X X X X X X X X X X X X X
• RWR A and B cannot detect searches or lock-ons of radars in Track While Scan or Multi-target modes until illumination is declared.
• RWR C+ and D+ roll ≤ 7 to detect IR/OG/LG missile if ≤ 36 hexes away. -1 mod if first turn of flight or active sustainer motor.
AIR POWER 2.4! ELECTRONIC WARFARE / VISUAL TABLES: PAGE 2 v1.0 02-26-24

SAM UNIT BREAK-LOCK TABLE (25.3, pg 74) AIR RADAR SEARCH / LOCK-ON MODS (16.1, pg 48)
SAM ECM Break-Lock # ECM Modifiers
BR, CG DJM - A, B, C, D DJM # - TTR ECCM Chaff Decoy Effectiveness #
CW DJM - C, D DJM # - TTR ECCM MJAM Decoy Effectiveness #
TVM DJM - D DJM # - TTR ECCM AJM AJM # - Air Radar ECCM
BR, CG, CW, TVM Chaff Decoy Effectiveness # BJM Noise BJM # - Air Radar ECCM
BR, CG, CW, TVM MJAM Decoy Effectiveness #
Radar using Boresight for lookdown = +2
BR, CG AJM 1/2 AJM # - TTR ECCM
CW, TVM AJM Can’t Break-Lock
AIR RADAR BREAK LOCK TABLE (16.2, pg 49)
OG, LG Flare 1 if any PPL # in effect
ECM Modifiers
• Round up all half values.
Chaff Decoy Effectiveness #
• Some DJM-A, B and some AJM pods may be noted as effective
MJAM Decoy Effectiveness #
against CW and TVM SAMs, see External Pods tables.
DJM DJM # - Air Radar ECCM
• AJM Protected Arcs: A = 180+ and 30-, B = 150+ and 60-, C and D = All.
• All internal AJM-A and B affect air-radar lock-on attempt rolls. All internal AJM-C and D affect air search and air radar lock-on rolls.
VISUAL SIGHTING TABLES (11, pg 28)
RELATIVE RANGE EFFECTS
Visual Ranges in Hexes 0-3 4-6 7-9 10 - 12 13 -15 16 - 20 21 - 30 31 +
Die Roll Modifier -2 -1 0 +1 +2 +3 +5 +8
V.A.S. Range in Hexes 0 - 20 21 - 30 31 - 40 41 - 50 15 - 60 61 -70 71 -80 81 +
Die Roll Modifier 0 +1 +2 +3 +4 +5 +6 +8
• Higher target each 4 Levels / lower each 2 Levels = 1 hex range.

PAINT SCHEME / POSITION / WEATHER EFFECTS


Silhouette
Target Position Lower Level Higher In Haze In Stratus by Cloud
Silver -2 -1 -1 +1 +3 -1
Uncamoflauged -1 0 0 +1 +3 -1
Camoflauged +1 0 -1 0 +3 -2
Low Vis Grey 0 +1 +1 +2 +3 -1
A/C Smoking -1 -2 -2 NA NA NA

ADDITIONAL MODIFIERS
• Contrailing = Automatic spot aircraft at ≤ 150 hexes, missiles at ≤ 90 hexes.
• Aircrew GLOC’d or searching into Sun Clutter cannot participate in search or Padlock.
• Number of Aircraft Searching: 1 - 2 = 0 3 - 4 = -1 5 - 8 = -2 9+ = -3
• Below not apply to smokeless missiles • Multi-Crew A/C Searching -1
» Target is just launched Missile or SAM -3 • HUD/HMS Interface vs radar or IRSTS locked A/C -1
» Target is A/C which just launched Missile -3 • Searcher has RWR indications -1
• Target is in all searcher’s Restricted Arcs +2 • HUD/HMS with RWR C+/D+ vs detected missile -1
• Searcher is looking out of Stratus +2 • Target using DDS Flare program + PPL #
• Searcher is Veteran and Tactics Master -2 • Poor Eyesight +1 • Novice +1
• Searcher is Veteran or Tactics Master -1 • Excellent Eyesight -1 • Green +2
SIGHTING RULES SUMMARY
Maximum Sighting Ranges Target ID Ranges Padlocking Close Formations
• by Mk I Eyeballs 4 x A/C Vis # • by Mk I Eyeballs 2 x A/C Vis # • Pilot only = 1 PL • Wingmen can’t participate
• by V.A.S. 6 x A/C Vis # • by V.A.S. 4 x A/C Vis # • Multi-Crew = 2 PL • Treat as single entity.
with radar assist 10 x A/C Vis # • at Night Same position, • No PLs into Blind Arcs Ref largest A/C. -1 for ea
face, speed • No PLs by Nov or Grn 2 aircraft in formation.
• Tgt ID radar tech 2nd turn of lock • +1 PL per Vet / Tac Mstr • Success = All spotted.
Night / Adverse Weather (30, pg 84) Ground Sighting (11.2, pg 30)
• Max spot range = 2 hexes, Tgt in A/B = 6, Contrail = 6. • Search Air or Ground. Search area is two adjacent Angle-Off arcs.
Paint, Altitude, Smoke, Just Launched mods don’t apply. May spot aircraft if its lower and in the ground search arc.
• Missile Vis # = 1/2. Only spot 1st turn or during sustainer. • Camo Unit’s Vis # = 1/2. Roll ≤ 5 = Spotted.
• A/C or Missile contrail above highest cloud during Moon If SAM or AAA just fired, Vis = Full # but still must roll to spot.
= automatic spot if range ≤ 24 hexes. If missile spotted and Vis # ≥ 7 = Launcher unit auto-spot if in Vis range.
• MWS on RWR C+, D+ operate normally. • Smoke or Laser (w/ Laser Spot Tech) marked unit = -2 spotting roll mod.
• Visual aiming requires Illum Flares, TV/IR or Laser B or C. • Observer: Ea 2 hex or 4 lvls = 1 hex. V.A.S, TV/IR: ea 3 hex or 6 lvls = 1.
• IRSTS lock = Vis to range*2. • Roll ≤ 10 - range to target = Target ID’d.
AIR POWER 2.4! COMBAT AND DAMGE TABLES: PAGE 1 v1.0 03-03-24

AIR-TO-AIR GUN AND ROCKET AIRCRAFT DAMAGE TABLE (10, pg 27)


ATTACK MODIFIERS (9.1, pg 22) Die Weapon Attack Rating
Aircraft Related Roll 1 2 3 4 5 6 7 8 9 10
• Firer Snap Shooting = +1 0- K K K K K K K K K K
• Firer L or 2L damaged = +1 1 C C K K K K K K K K
• Firer H damaged = +2 2 H H C K K K K K K K
• Firer C damaged = +3 3 L H H C K K K K K K
• RE Radar Ranging = -1 4 L L H H C C K K K K
• CA Radar Ranging = -2 5 L L 2L H C C C K K K
• IG Radar Ranging = -3 6 L L L H H C C C K K
• Each 1/3 FPs of SSGT = - 1 (Max -2) 7 -- L L L H H C C C K
• Target Aircraft Size = ± ADC 8 -- -- L L 2L H H H C C
• Gunsight Turn Rate = ± ADC 9 -- -- -- L L 2L H H H C
10+ -- -- -- -- L L 2L H H H
Angle-Off Related
• 0 Line = - 2 • 120 Arc = +4 Damage Modifiers
• 30 Arc = +0 • 150 Arc = +4 • Shift one column right if aircraft already ≥ L damage.
• 60 Arc = +2 • 180 Arc = +3 • Shift one column left if hit was from a gun snap shot.
• 90 Arc = +4 • 180 Line = +2 • -2 roll mod if air-to-air rocket hit or direct hit from missile.
• Vertical Attack= +2 • ± Aircraft Vulnerability # on target’s ADC.

Crew Related AIR-TO-AIR ROCKETRY TABLE (9.3, pg 25)


• Veteran Pilot = -1 Range Total Rocket Factors Fired
• Combat Hero Pilot = -1 to Tgt 1 2 3 4 5 6 7 8 9 10
• Novice Pilot = +1 1 1 2 2 3 3 4 4 5 6 6
• Green Pilot = +2 2 1 1 2 2 2 3 3 4 4 5
3 0 1 1 1 2 2 2 2 3 3
CUMULATIVE HIT EFFECTS (10.2, pg 27) 4 0 0 1 1 1 1 1 2 2 2
Three L = H Damage • Above = Roll to Hit Number
Two H = C Damage Attack
Two C = K Destroyed Rating 3 4 4 5 5 6 6 7 7 8
C + H = K Destroyed Rocketry Modifiers
• CCA Rocket Attack Technology = -2 To Hit Mod.
PROGRESSIVE DAMAGE (10.3, pg 27) • All other gun and rocket attack modifiers apply.
Current Dmg Die Roll Increased Dmg
L or 2L 1-2 H CCA Rocket Attack Procedure
H 3 C • Target must be radar locked. Firer max EZ-TT turns, max 1 Level change,
C 4 K only Slide maneuvers up to point of firing.

OPTIONAL AIRCRAFT DAMAGE EFFECTS (10.4, pg 28)


AIRCRAFT DAMAGE EFFECTS SYSTEMS LOSS TABLE
Roll Critical System Lost
-- Superficial Damage. No adverse effects 1 Cockpit: Pilot Killed. Aircraft shot down.
L Light Damage. No ET turns. Lose HPR, becomes Low Roll Rate 2 Cockpit: Crewman Killed. Lose Multi-Crew
2L Light Damage. L plus no BT turns. +1 to all Prep moves bonuses. Lose radar and weapon technology.
H Heavy Damage. 2L plus MIL and A/B power = 1/2. CCC = 1/2. Bomb system = Manual.
No roll maneuvers or supersonic flight. Roll once for System Loss. 3 One engine permanently flamed out.
C Crippled. H plus lose A/B power. No HT turns. A/C smokes. 4-5 Radar disabled. Lose all radar functions.
Lose all technology. Roll again for System Loss. 6-7 ECM disabled. Lose all ECM functions.
K Kill. Aircraft shot down. 8 Weap Sys disabled. No attacks. Jettison stores.
9 All internal and external guns disabled.
• If end speed > High Transonic when “H” or “C” damaged, roll twice for
10 Lose all technology.
Progressive Damage even if Damage Control done.
AIR POWER 2.4! COMBAT AND DAMGE TABLES: PAGE 2 v1.0 03-03-24

AIR-TO-AIR MISSILE AIR-TO-AIR AND SAM


LAUNCH MODIFIERS (14.2, pg 40) MISSILE MODIFIERS (14.4, pg 44)
IR Missiles IRMs and IR SAMs
• For each Turn Rate over Launch-G = +2 • Target in Afterburner Power = -3
• Fired from LO or ML band at lower target = +2 • Target in Military Power = -1
• Fired into Sun Clutter = +3 • Target in Idle Power = +1
• Fired out-of-envelope = +3 • Missile loses ≥ 2 levels during proportional move = +2
• Fired at lower target above highest cloud layer = +3 of attack vs target in LO band (ground clutter)
• Lesser of Flare PPL or missile Flare Vulnerability # = +# • Target in Terrain Following Flight = +1
if DDS program in effect • Lesser of Flare PPL or missile Flare Vulnerability # = +#
if DDS program in effect
BR, RH and AH Missiles
• Each Turn Rate over Launch-G = +2 BRMs, RHMs, AHMs / BR, CG, CW, TVM SAMs
• Snap Fired = +3 + DJM rating = Missile ECCM.
• Fired out-of-envelope (max 3x Rad Trk Str) = +3 + Lesser of Chaff PPL or Missile Chaff Vulnerability.
+ Lesser of MJAM PPL or Chaff Vulnerability +1.
Crew Quality Effects + Ground clutter (Air-to-Air missiles only) =
• Green = +1 • Veteran = -1 6 - target altitude above terrain - Missile ECCM.
• Tactics Master, Combat Hero or both = -1 + Listed “T” level modifier (SAMs only, if applicable).

SAM LAUNCH MODIFIERS (25, pg 71) OG and LG SAMs


IR SAMs ± Only Angle-Off and Aircraft Size # apply.
• Fired into Sun Clutter = +3
• Lesser of Flare PPL or missile Flare Vulnerability # = +# All Missiles
if DDS program in effect • Target Aircraft Size # = ±#
• If target aircraft did not engage the missile = - 1
BR, CG, CW, TVM, OG and LG SAMs
• No launch modifiers apply

MISSILE ANGLE-OFF MODIFIERS TO ATTACK (14.4, pg 44)


ANGLE-OFF MISSILE SEEKER TYPE or SAM GUIDANCE TYPE
ARC E I M A BR RH AH CG CW TVM OG LG
0 Line -1 -1 -1 -2 0 -1 -2 -1 -1 -1 0 -1
30 Arcs 0 0 0 0 0 0 0 0 0 0 0 0
60 Arcs +1 0 0 0 +1 0 0 0 0 0 +1 0
90 / 120 Arcs +3 +2 +2 +2 +3 +3 +2 +2 +3 +2 +3 +2
150 Arcs +4 +3 +2 +2 +5 +2 +2 +2 +2 +1 +2 +2
180 Arcs, Line +5 +4 +3 +1 +5 +1 +1 +1 +1 +1 +1 +1

AAA UNIT ATTACK MODIFIERS (24, pg 68) JINKING VERSUS AAA (24.4, pg 70) RANDOM AAA FIRE (24.6, pg 71)
• AAA unit “D” damaged = +1 AAA Maneuvering Aimed Fire Attempt Roll
• AAA unit “2D” damaged = +2 Range Required Rng to Target Roll to Fire
• Firing into Sun Clutter = +1 Short BT Turns, Rolls, VIFF Short ≤8
• Integral FCR jammed or off = +2 Med / Long As above plus HT Turns Medium ≤6
• FCR-A unit in use = -1 Long ≤4
• FCR-B or C unit in use = -2 DIE ROLL TO EVADE HIT
• FCR-D unit in use = -3 • AAA not FCR aimed = +6 Plotted Fire Procedure (24.1.3, pg 70)
• AAA is FCR aimed = +6 • Target is one nearest Heavy AAA Unit.
AAA UNIT AIMED FIRE (24.1.1, pg 69)
• Aircraft Size Modifier = ±# • Roll one die on Random Plotted Fire dia.
• Tracking must be ≤ 1.5x unit’s max effct rng.
• A/C still considered jinking while • Roll die twice. 2nd - 1st = ± Altitude diff
Tracking complet the moment distance met ↑:
reversing turn. in levels from target’s altitude.
• Manual = 1/2 FP
• Turns may not be stretched out • +1 modifier if aircraft already shot at.
• Radar = 1/3 FP
with FPs before turning.
• Heavy = 2/3 FP

DJM / CHAFF EFFECTS VS FCRs (19.2, pg 57)


DJM CHAFF FCR TYPE
TYPE PPL # FL HF VF MW
A 1 +1 +1 0 0
B 2-3 +2 +2 +1 0
C 4-5 +2 +2 +2 +1
D 6 +2 +2 +2 +2
AIR POWER 2.4! COMBAT AND DAMGE TABLES: PAGE 3 v1.0 03-07-24

AIR-TO-GROUND ATTACK RELEASE POINTS (21.2, pg 63)


ATG ROCKET
A-T-G ROCKETS LEVEL BOMBING DIVE BOMBING MODIFIERS
Low Drag High Drag Low Drag High Drag Slant Roll
Range Allowed Range Mods
in Hex Levels Range Levels Mod Levels Mod Range Levels Mod Levels Mod
1-4 0
0 --- 0 --- -- T-2 -1 0 1-3 -2 1-3 -1 5-6 +1
1 T - 4* 1 1-2 0 3-6 0 1 4-6 -1 4-8 0 7 +2
2 1-8 2 3-4 0 7 - 10 +1 2 7 - 10 0 9 - 14 +2 8 +3
3 2 - 12 3 5-6 +1 11 - 14 2 3 11 - 12 +1 15 - 20 +4 9 - 10 +5
4 2 - 10 4 7-8 +2 15 - 18 +3 4 13 - 15 +2 --- -- *A/C in TFF +2
5 3 - 10 5 9 - 10 +3 19 - 24 +5 5 16 - 20 +4 --- --
6 4-9 6-7 11 - 15 +5 25 - 32 +7 6-7 --- -- --- -- AIMING
7 4-7 8-9 16 - 25 +7 33 - 40 +9 8-9 --- -- --- -- REQUIREMENTS
8 4-5 10 - 12 26 - 40 +8 --- -- 10 - 12 --- -- --- --
SYSTEM TIME
Individual Weapons FINAL ATTACK STRENGTH COMPUTATIONS
ALL - Us listed Strength vs Hard / Soft target. Manual 2/3 Spd
Versus Secondary Targets Ballistic 1/2 Spd
Multiple Weapons
CBUs, Fire, Napalm, and RP salvos of Comp 1/3 Spd
GUN - Sum of Attack Ratings of all guns & gunpods fired.
≥ 4 pods = 2/3 FAS used on Primary Target. Advan 1/3 Spd
CBU, RP - Sum of Attack Strengths ↑.
BB, BG, Fire, Napalm - 2/3 Sum of above. All other weapons = 1/3 FAS used on Primary Tgt • Lvl or Dive. Rnd ↓
FAE - 1/2 Sum and Attack Strengths ↑. (Make adjustments for Hard / Soft targets).

AIR-TO-GROUND ATTACK TABLE (21.2, pg 63)


FAS - DEFENSE STRENGTH ODDS RATIO
Roll ≤1 - 4 1-3 1-2 1-1 1.5 - 1 2-1 3-1 4-1 5-1 6-1 8-1 10 - 1 12 - 1≤
-0 S D 2D K K K K K K K K K K
1 S D 2D 2D K K K K K K K K K
2 S S D D 2D 2D K K K K K K K
3 -- S S D 2D 2D 2D 2D K K K K K
4 -- -- S S D 2D 2D 2D 2D K K K K
5 -- -- S S D D D 2D 2D 2D K K K
6 -- -- -- S S D D D 2D 2D 2D K K
7 -- -- -- -- S S D D D 2D 2D 2D K
8 -- -- -- -- S S D D D D 2D 2D K
9 -- -- -- -- -- S S D D D D 2D 2D
10+ -- -- -- -- -- -- S S S D D 2D 2D

AIR-TO-GROUND ATTACK DIE ROLL MODIFIERS


• A/C L, 2L Damaged = +1 • Aircraft Bombsight = see ADC • Release Point Effect = see Above
• A/C H Damaged = +2 • Fire or Napalm weapons: • Strafing at Range 3 - 4 = +2
• A/C C Damaged = +3 For each Level above 1 over tgt at release = +1 • CG Guided Weapon = -2
• Aiming Not Complete = +3 • Each 3 BB / BG weapons dropped at once = - 1 • ACG Guided Weapon = -3
• Attack on Secondary Tgt = +3 • Each 1/3 FPs expanded as Tracking Time = - 1 • Smart Guided Weapon = -4
• Novice Pilot / Crewman = +1 (Max -2) • Laser Guided Weapon = -4
• Green Pilot / Crewman = +2 • Using laser spot tracker & tgt laser marked = - 1 • Terrain Effects Var = see TEC
• Combat Hero / Veteran Pilot / Crewman = -1
• Bombing a smoke mark or laser spot = +2
• Toss Bombing = +1 per 1 hex dist, +2 per hex if target unsighted. • ARM and ASM weapons only use
• Laser Toss Bombing = +1 per 2 hexes dist, +1 per hex if target unsighted. Terrain modifiers when attacking.
AIR POWER 2.4! PLAY AIDS DIAGRAMS v1.0 03-07-24

ANGLE-OFF ARCS

180 180 180


150 150 150 150 150 150

120 120 120 120 120 120

90 90 90 90 90 90

60 60 60 60 60 0 60
0 0
30 30 30 30 30 30

AIR TO AIR GUN ATTACK


TARGET POSITIONS
Range 2 Range 2 Range 2

Range 1
Range 1 Range 1

SSGT LINES OF APPROACH


* MODIFIED SLIGHTLY
AIR-2 GENIE SCATTER TO MATCH THE OTHERS LIMITED RADAR ARC
1 10 1 2 AAA BARR & PLOT MAX
WIDTH
MAX
WIDTH
MAX
WIDTH
10 2 ZONE OF EFFECT
9 9 3
3 ±1 Lvl
8 4 8 4
Target
Hex
7 5
7 5
6 6

5 4 5 6 5
4 6 4 6
3 7 3 7 3 7
2 8 2 8 2 8
1 9 1 9 1 9
RANDOM AAA PLOT

JAMMING CELL FORMATIONS BLAST & FRAG


DANGER ZONE
2 PLANE
+2 Lvls

All ± 1 Level
+1 Jam Eff #

3 PLANE CRASH SITE DETERMINATION


9
8 10 8 9 10 9 10
6 6
5 7 6 7 6 7 8
4 PLANE 3 4 5
3 4 5
2 4
1 1 2 1 2 3
AIR TO GROUND
LINES OF APPROACH

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