N10G AP2 Reference v01
N10G AP2 Reference v01
0 02-26-24
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
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.
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.
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
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
ANGLE-OFF ARCS
90 90 90 90 90 90
60 60 60 60 60 0 60
0 0
30 30 30 30 30 30
Range 1
Range 1 Range 1
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
All ± 1 Level
+1 Jam Eff #