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142.161.23.105

AIRWAR: C21 (2nd pdf edition) contemporary air combat rules

Contents

Introduction 3 Rockets 11 SAM locks 21 Notation 3 Gun/rocket attack Resolving SAM attacks 21 Materials to play 3 modifiers 11 Anti-aircraft guns 21 Bomber tail guns 11 Resolving AA gun Aircraft 3 Air-to-air 11 attacks 22 Aircraft characteristics 3 Launching an AAM 11 Electronic warfare Arc definitions 4 Missile aspect 12 aircraft 22 Countermeasure decoys 5 Missile locks 12 ECM 5 Scores to hit 12 Aircraft load points 22 Air-to-air rockets 5 AAM ranges and “Lightly loaded” 5 modifiers 12 Spotting 23 “Heavily loaded” 5 Countermeasure Spotting requirements & Jettisoning weapons 6 decoys 13 procedure 23 Nuclear AAMs 13 spotting 23 Pilots 6 Aircraft damage 13 Visual spotting 23 Crippled aircraft 13 Spotting restrictions on Advantages and flaws 6 Additional damage 14 manoeuvring 23 Golden BB table 14 Spotting restrictions on firing 23 Order of play 6 Ejection 15 Crashing 15 Ground scale 24 Initiative and order of movement 7 Ground objects 15 Models 24 “Tailing” 7 Ground attack 16 SOTCW 24 Movement 7 Air-to-ground weapons 17 “Engine power” speed Guns and gun pods 17 Designer’s notes 25 7 Initiating a ground attack 18 changes Executing the attack 18 Aircraft ratings 26 Normal movement & 7 Resolving air-to-ground AAM ratings 34 turning 8 attacks (strafing) 18 Gun pod ratings 36 Low altitude moves 9 Resolving other air-to- Air-to-ground weapon Special manoeuvres 10 ground attacks 18 ratings 36 Stalling Ground & ARMs 19 Land based SAM ratings 38 Exceeding maximum 10 Collateral damage 20 AA gun ratings 42 speed 10 Target suppression 20 Quick reference sheets 44 Air-to-air combat Surface-to-air fire 20 Guns, gun pods & rockets 10 Surface-to-air missiles 20 Guns & gun pod attacks 10 Launching SAMs 21 Credits

Written by: David Manley, Paul Playtesters: Gavin Akers, Kevin AIRWAR: C21, all rules, text, graphic and photos are © Wessex Games 2008. Minson and Larry Freeman. Carrucan, Rolf Grein, Rob Kent, All rights reserved. No part of this publication may be Russell Kent, Thomas Minson, produced in any form or by any means without the prior First edition written by: David Charles Rivers, Kevin Slimak, permission of the publisher. Manley and Matthew Hartley. This publication is sold subject to the following Ward Yarborough and Radek conditions: Photos: Steve Blease Zeleny. 1. It shall not be by way of trade or otherwise be lent, resold or hired out or in otherwise circulated without the publishers prior permission in any form of binding Models: Furuta Miniature War Special thanks to: Members of or cover other than that in which it was published and Planes collection the WGHistorical Yahoo Group, without a similar condition being imposed on the subsequent purchaser. Matthew Hartley, Liz, Karen, 2. No part of this publication may be reproduced, These rules are respectfully Laura, Phil and Saul. stored in any retrieval system or transmitted in any dedicated to all the air crews who form or by any means electronic, mechanical, Printed by: Topflite Print photocopying, recording scanning or otherwise without have died in the defence of peace Management Ltd, Farrington prior permission of the publishers. and freedom since 1945. Published 2008 by Wessex Games Fields, Farrington Guerney, Remember – illegal copying is theft and every penny Bristol, BS39 6UU you steal from us by doing it, impacts another project we are working on for wargamers. 2

142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Introduction represents (you want to avoid a kilometre-wide infantry platoon, for instance). AirWar: C21 is a fast play, “entry level” set of rules for dogfights set in the years after WW2, and for Missile markers: these can be as simple as a near future SF games. The rules use a quasi 3D counter with an arrow on it or as fancy as a manoeuvre system, whereby the action is fought miniature model missile. You just need a way to out in 2D, but with some representation of 3D air indicate that an aircraft has a hostile missile combat manoeuvres. Game length is typically 6-12 heading for it. Ideally they should have some turns. Playing time varies by game size, scenario, directionality, so you can use the orientation as a and player experience. Generally it can range from memory aid for whether the missile has a lock or 30 minutes for a small, short scenario with four not (see the air-to-air missile rules for details). aircraft to 3-4 hours for a large, convention-style game with 6-12 flights of aircraft on the table. Radar Off markers: if using ground air defences in Typical game length with experienced players, eight the scenario that use radar, you’ll need to mark aircraft, and 6-8 turns, is an hour to an hour-and-a- stands that have shut down their radars (usually to half. avoid an incoming anti-radar missile)

Notation Suppression markers: use these to mark ground targets (usually anti-aircraft gun or missile stands) The game uses standard notation for dice and die that have been hit and suppressed by an air attack. rolling. For example, “roll 2d10” means roll two ten- Cotton balls or yellow markers are suggested. sided dice.

Materials needed to play Aircraft

Materials needed for playing are: Aircraft are the primary units in the game. Each miniature or stand represents a single aircraft. Aircraft: ideally these are miniature aircraft, but Aircraft are usually grouped together into sections cardboard counters or markers can be used. The or flights of two to four aircraft. New players should rules work best with 1/285th, 1/300th, or 1/600th generally control one or two aircraft. Experienced scale aircraft, but other scales can be used. The players can control without difficulty a flight of four aircraft can be mounted on flight stands or placed aircraft, or two sections of two or three aircraft directly on the tabletop. Whatever is used, you apiece. need to define the point where angles, arcs, and ranges will be measured from. This can be the Aircraft characteristics and ratings centre of the stand, the nose of the aircraft, or some other point; just be consistent. For un-mounted Aircraft have a number of factors to describe them.: aircraft 1/144th scale or larger, measuring from the tip of the nose seems to work best. Mn: minimum speed in inches. The minimum speed the aircraft can travel (if its speed drops below this Aircraft/pilot rosters: these list the ratings of the it stalls and may crash). aircraft and pilots in the game and provide locations to mark off weapons and ammo as they are used, Mx: maximum speed in inches. The distance as well as to record the aircraft’s speed changes moved in each of the 2 phases in a turn (2” per 100 and damage taken. knots of speed). Aircraft suffer damage if they exceed this maximum speed. Dice: each player will need at least one 10-sided die (d10) and a six-sided die (d6). It is Pw: the raw power generated by the aircraft’s recommended to have two d10 and three or more engines, affecting the ability to perform some d6. Where the rules call for a d4 to be rolled, a d6 manoeuvres. can be used; just re-roll any ‘5’s or ‘6’s until you get results in the range ‘1’ to ‘4’. Acc1: the amount of acceleration the engine can produce in phase 1 of a turn. This is the maximum Ground units/ground targets: if you plan to play amount the aircraft’s speed can be increased at the ground attack scenarios, you’ll need something on start of the phase, in inches. the ground to shoot at, and possibly something on the ground to shoot back at you. Ideally these Acc2: the amount of acceleration the engine can would be miniatures again, at the same scale or produce in phase 2 of a turn. This is the maximum smaller scale than the aircraft, but they can be amount the aircraft’s speed can be increased at the counters. Mounting is not important, just pay start of the phase, in inches. attention to the game’s ground scale and what each miniature, stand of miniatures, or counter 3

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Year: the approximate year the aircraft became available.

Missile Load: typical missile load carried by the aircraft.

Notes: specific details about the aircraft, such as the presence of tail guns or special or unusual capabilities.

Arc definitions

Dec: the maximum amount the aircraft can reduce The game uses several different arcs around an speed in either phase of a turn, in inches, by cutting aircraft for resolving eligibility to tail an enemy the throttle, opening airbrakes, etc. aircraft or to fire on it, and for effects on weapon hit chances. Ma: the aircraft’s manoeuvre rating, a measure of its ability to turn and perform manoeuvres. Can be Arc Definition Low, Medium, High and Extreme. rear-60 a 60-degree arc centred on the rear of the aircraft Gn: the base number of dice the aircraft gets when rear-180 a 180-degree arc centred on the rear making a gun attack with its internal guns. of the aircraft

beam the portion of the rear-180 arc not Am: the number of units of gun ammo carried by included in rear-60 arc (in other the aircraft for its internal guns. Each unit words, the two 60-degree arcs on represents one second of fire. either side of rear-60) Bm: the aircraft’s bomb computer rating. A modifier front-30 a 30-degree arc centred on the front reflecting the capability and accuracy of the of the aircraft aircraft’s bomb sights and computer. front-60 a 60-degree arc centred on the front of the aircraft DP: the damage value of the aircraft; the aircraft is front-180 a 180 degree arc centred on the front crippled when the number of damage points of the aircraft suffered equals at least half this value, and it is destroyed when the number of damage points suffered equals or exceeds this value.

Cf: the number of units of chaff the aircraft carries Arc Definition Diagram internally. A unit represents several chaff bundles. Front-180 Fl: the number of units of flares the aircraft carries internally. A unit represents several individual Front-60 flares. Front ECM: the aircraft’s ECM modifier, giving the relative -30 effectiveness of the aircraft’s internal ECM gear.

Rdr: the aircraft’s radar number, used for radar missile locks and for radar spotting.

Sz: the aircraft’s size modifier for visual spotting. Beam Beam

Sp: a modifier used when the aircraft’s crew attempts to visually spot other aircraft, accounting Rear-60 for cockpit visibility and number of eyeballs looking.

Ld: a measure of the maximum external load the Rear-180 aircraft can carry for typical combat conditions, expressed as Load Points. 4

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Countermeasure decoys 1990+

Countermeasure decoys, such as chaff or flares, US -6 1 provide protection against incoming guided Russia/CIS -4 1 missiles, in the form of a to-hit modifier. Some NATO -5 1 aircraft carry internal decoy dispensers. The 2nd World -4 1 number of chaff bundles and flares they carry are 3rd World -2 1 listed in the aircraft data. An aircraft may also carry a decoy dispensing pod. These carry 4 bundles of Air-to-air rockets chaff and 4 flares. Aircraft carrying external pods are considered at least Lightly Loaded (described Rockets are usually employed as air-to-ground later). weapons. However, some aircraft in the 1950s and

1960s carried them for air-to-air use as well. If ECM carried internally they do not affect the performance

Electronic countermeasures, usually occurring as of the aircraft. If carried externally, the aircraft is jammers, provide protection against radar-directed considered at least Lightly Loaded as below. weapons, in the form of a modifier to the lock roll when trying to lock onto the aircraft. It also “Lightly loaded” represents radar cross-section reduction efforts short of full stealth (stealth is covered later in the A lightly loaded aircraft has its maximum speed rules). Some aircraft have internal ECM systems or reduced by 1; however, if the aircraft exceeds a are designed for reduced radar detectability. The speed of 12 after manoeuvre speed changes are modifier for them is listed in the aircraft data. An applied in the Speed segment then any bombs and aircraft may also carry an external ECM pod. external rockets or rocket pods are rendered Aircraft carrying external pods are considered at useless.* If an aircraft also qualifies to be heavily least Lightly Loaded (described later). loaded, it is considered heavily loaded, not lightly loaded. Note: for heavy bombers carrying internal ECM, you should probably use the ECM values below It is strongly recommended that, when documenting according to year, because many have served for scenarios, two lines of data be included for each several decades and seen numerous ECM lightly loaded aircraft, one showing the lightly upgrades (e.g., the B-52 Stratofortress). loaded ratings for the aircraft and the other showing The ratings for external ECM pods and heavy the normal ratings. bomber internal ECM by country or group and year are as follows: “Heavily loaded” Year & User ECM Load Points 1960-1969 Aircraft carrying external air-to-ground weapons US -2 1 (other than rockets), such as those hung on wing or Soviet Union -1 1 fuselage pylons, are designated as “heavily loaded” NATO -1 1 until they have dropped or fired their air-to-ground Warsaw Pact -0 1 weapons, or jettisoned them. Whilst heavily loaded, 2nd World -0 1 an aircraft’s engine power and manoeuvrability ratings are both reduced by 1 level, Acc1 and Acc2 3rd World -0 1 are reduced by 1, and stall speed is increased by 1. 1970-1979 Maximum speed is reduced by 2; however, if the US -3 1 aircraft exceeds a speed of 12 after manoeuvre Soviet Union -2 1 speed changes are applied in the Speed segment NATO -2 1 then any bombs and external rockets or rocket Warsaw Pact -1 1 pods are rendered useless.* It is strongly 2nd World -1 1 recommended that, when documenting scenarios, 3rd World -0 1 two lines of data be included for each heavily loaded aircraft, one showing the heavily loaded 1980-1989 ratings for the aircraft and the other showing the US -4 1 normal ratings. Soviet Union -3 1 NATO -3 1 * Note: A lot of external air-to-ground ordnance is Warsaw Pact -3 1 either not designed for supersonic flight or has 2nd World -2 1 fuses that can be damaged by exceeding Mach 1. 3rd World -2 1 For simplicity we apply that generalisation to all air- 5

142.161.23.105 AIRWAR: C21 (2nd pdf edition) to-ground bombs, rockets (not missiles) and rocket Advantage pods. Dead Eye +1d6 Gunnery Dice Flying Natural +1 Flying Skill Jettisoning weapons Tuned Engine Increase max speed by 2 Racing Lines Improve Manoeuvrability by External air-to-ground weapons may be jettisoned one class at any time in order to remove an aircraft’s heavily Internal Chaff 4 additional chaff bundles loaded status, such as in an emergency when more Dispenser carried internally (does not manoeuvrability, acceleration, or speed is needed. make aircraft loaded, and In extreme cases an aircraft may choose to also doesn’t reduce max speed) jettison pods as well to remove a lightly loaded Flechette Ammo Re-roll any hits on gunnery status. The player simply announces that the damage. Each re-roll that hits aircraft is jettisoning all its air-to-ground weapons, results in another 1 DP or all its air-to-ground weapons and pods, and damage marks them all off. The change in loaded status Armour Ignore one point of damage happens immediately. Jettisoned weapons and per weapon attack for each pods have no effect on ground targets, and are armour point. Note: each permanently gone from the aircraft. armour point reduces max

speed by 2 Internal Flare 4 additional flares carried in Pilots Dispenser an internal dispenser (does not make aircraft loaded, and Pilots have a Pilot Skill which affects manoeuvring doesn’t reduce max speed) and use of weapons. The pilot skill is used for Flaw manoeuvring, air-to-air and air-to-ground attacks, Double Vision -1d6 Gunnery Dice and spotting. The gun dice modifier is applied to air- to-air and air-to-ground gun attacks. "What -1 Flying Skill Mountain?" Pilot Pilot Skill Gun Dice Weak Engine Reduce max speed by 2 Skill Modifier Modifier Fiendish Flaps Worsen Manoeuvrability by Green -2 -2d6 one class Poor -1 -1d6 Poor Reduce aircraft’s damage Construction point rating by 2 Average 0 No change Duff Ammo Ignore one point of damage Good +1 +1d6 caused from each gun attack Ace +2 +2d6 Fragile Double any damage received

Unlucky Re-roll the first 6 (or 10) rolled for any action during the turn “What Gun?” Aircraft is armed with missiles only “What Missiles?” Aircraft is armed with gun only

Note: some aircraft may have inherent design features that are the same as advantages and flaws above.

Order of play

Each Turn consists of two phases:

Advantages & flaws (optional) Phase 1

Players may modify their pilots and aircraft by Prep Segment choosing Advantages and Flaws from the following • Select and apply engine power speed list. For each Advantage chosen the player must changes (unless stalled) also choose one Flaw. Each Advantage and Flaw • Place manoeuvre cards * may be chosen only once. • Roll for initiative, conduct radar/visual spotting 6

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Move Segment change its selected manoeuvre to match that of the • Test for and execute all movement or target. If, when manoeuvres are revealed, the manoeuvres in order of initiative (or tailing). tailing aircraft wishes to try to change manoeuvres, Fire Segment it rolls a d10 and adds the tailing pilot’s skill • Resolve effects of any missiles launched modifier. On a modified roll of 6+ it may change its last phase selected manoeuvre to that of the target. • Launch new missiles (place AAM markers) • Resolve air-to-air gun or rocket attacks Note: the tailing aircraft must still roll to Speed Segment successfully perform the manoeuvre as normal. • Attempt stall recovery Note also that tailing aircraft are moved • Resolve speed changes due to manoeuvre immediately after the aircraft which they are tailing, or stall recovery before any other aircraft move. • Implement damage from excessive speed (including disabled bombs and rockets on Movement loaded aircraft) Aircraft speeds in the game are listed and tracked Phase 2 in inches per phase. For those speed junkies who want to know how fast they’re going, aircraft move Identical to Phase 1 2” per 100 knots of speed in each phase (so an aircraft at 600 knots has a speed of 12 and moves *Aircraft below stall speed or having failed to 12” each phase). Typical combat speeds for most recover from a stall cannot move or manoeuvre. jet aircraft will range around 8 to 12.

“Engine power” speed changes Initiative & order of movement Aircraft may change speed in the Prep segment of

each phase using their engines and airbrakes. The To determine the order in which aircraft move, roll a acceleration ratings in the aircraft data, ‘Acc1’ and d6 and add the Pilot’s skill. Subtract 1 if the aircraft ‘Acc2’, list the maximum amount that speed can be is travelling at less than 6” per phase, or more than increased in a phase. Acc1 is the maximum 16” per phase. The result is the aircraft’s Initiative increase in phase 1 of a turn, and Acc2 is the Number. Aircraft are moved in order of increasing maximum increase in phase 2. ‘Dec’ is the Initiative Number, starting from the lowest. In the maximum amount that speed may be reduced in a case of a tie, work through the following list to phase. An aircraft also has an Engine Power class: determine which aircraft moves first: LP = low powered, MP = medium powered, HP =

high powered. The engine power class affects Lowest pilot rating moves first • ability to perform special manoeuvres, and is listed • Slowest aircraft moves first in the aircraft data. • Lowest manoeuvre rating aircraft moves first Other speed changes may result from performing • Most heavily damaged aircraft moves first special manoeuvres. These are determined at the • Resolve by straight d6 die roll – no end of each phase, and usually depend on whether modifiers, re-roll ties a manoeuvre was performed successfully or not.

For example: An F-14A begins Phase 1 of the turn Optionally, for large games you may want to roll at a speed of 12. It is a High Power aircraft with initiative using a d10 instead of a d6, and you may Acc1 +3, Acc2 +2 so it may increase speed by +3, want to roll initiative for each flight instead of each which it does. It moves at 15 in the Move segment aircraft. of the phase. During that phase it successfully completes a Barrel Roll (see below) so its speed is “Tailing” reduced by 4. It therefore ends Phase 1 at speed

If, at the start of the Move segment, an aircraft is 9” 11. or less away from an enemy aircraft, has the enemy aircraft in its front-30 arc, and is in the enemy Normal movement and turning aircraft’s rear-180 arc, it may opt to “tail” the enemy A normal move follows the sequence: half-move, aircraft during movement. This should be turn, half-move, turn. When performing a normal announced at the start of the move segment. This move, an aircraft moves straight forward half its means it executes its movement immediately after move in its current direction, then changes direction the tailed aircraft, regardless of its initiative roll. It (i.e., turns) if desired. It then moves forward in its also means that the tailing aircraft may attempt to

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142.161.23.105 AIRWAR: C21 (2nd pdf edition) new direction for the other half its movement, and then turns again if desired. The maximum amount that an aircraft may change direction after each half-move is limited by its manoeuvre rating. There are four manoeuvre ratings: L = Low, M = Medium, H = High, E = extreme. A turn and arc template is provided as a play aid. To use the turn template, align the heavy arrow with the aircraft’s current direction. The aircraft may then change direction (rotate in place) up to the line marked with the letter of the aircraft’s manoeuvre rating. The aircraft can turn up to its full turn amount after each half move.

When successfully performing the special manoeuvre called “Break Turn”, an aircraft turns at two manoeuvre levels higher than it is rated (see the special manoeuvres section for details). For high- and extreme-rated aircraft, there are not two rating levels higher, so lines for their successful break turn rates are provided, marked with HBT and EBT respectively.

Turn and arc template

L L M M missile arc H 60° arc H

E gun arc E

HBT HBT

EBT EBT

(If you wish to use a protractor to measure turns: L so, announce before moving it that the aircraft is turns up to 15 degrees per direction change, M moving at low altitude for that phase. Mark the turns up to 30 degrees, H up to 45, E up to 60. A aircraft as being at Low Altitude. It then makes a successful break turn adds 30 degrees to the turn normal move at its current speed. The low altitude amount for the rating, so an H aircraft doing a status ends at the end of the Speed segment of that successful break turn turns 75 degrees.) phase. An aircraft may make low-altitude moves in consecutive phases, effectively staying at low- Low altitude moves altitude, but as above it must declare and mark the

Although altitude isn’t explicitly tracked in the game, low-altitude status each phase before it moves. An occasionally it’s necessary for a pilot to get down in aircraft that fails to declare and mark its low-altitude the weeds, for instance as protection when trying to status is considered at normal altitude for all purposes, so don’t forget to do so. disengage and run, when trying to avoid detection on approach to a target, or when trying to ensure Being at low altitude gives modifiers for ground bombs or cannon rounds hit that pesky ground attacks performed that phase, as well as modifiers target. Here’s how to get close to the terrain. for attacks on the aircraft by other aircraft and

To be eligible to move at low altitude in a phase, an ground anti-aircraft defences. An air-to-air gun aircraft cannot be marked to perform a special attack involving low-altitude may only be made if manoeuvre in that phase. Before making its normal both the shooter and target are at low altitude that move, a player may elect to move at low altitude. If phase. 8

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Special manoeuvres direction change after the first half-move must use the full direction change possible; the change after At the start of each phase players may place a the second half-move may use up to the full manoeuvre card alongside their aircraft, displaying direction change possible but no change is an intention to perform some form of special required. The two direction changes do not need to manoeuvre instead of making a normal move. be in the same direction. Speed reduced by 3. Gives bonus against in coming fire. Cards are placed face down, and then revealed simultaneously at the start of the Move segment. Failure – aircraft makes a normal move and turns at The card may be a dummy, intended to try to trick its normal manoeuvre rating, but both direction an adversary into making a manoeuvre and shaking changes must use the full amount possible. Speed them off. An aircraft marked with a dummy reduced by 5. manoeuvre card performs a normal move that phase. For example: For a passed break turn, a Medium manoeuvre rated aircraft would turn using the Each card has a Difficulty Rating (DR). This is the Extreme lines on the template. For a failed break number shown after the “DR” below. Some turn, the aircraft would use the Medium lines. manoeuvres are better performed by High Power (HP) aircraft; some are worse performed by low High Yo-Yo (DR 7+): aircraft attempts to avoid an power aircraft. Where different DRs are applicable overshoot and turn inside an opponent by pulling up to High or Low Power aircraft these ratings are and then executing a diving turn. If successful the shown by HP:x or LP:y. aircraft moves forward a half move, makes a first turn, moves forward one-third of a move, and Roll the Difficulty Rating or higher on a d10 to makes a second turn in the same direction. The first perform the manoeuvre. Add the pilot’s skill turn must be at least 60 degrees, and the sum of modifier to the die roll. Failure to make the roll the two turns must not exceed 120 degrees. Speed means the aircraft suffers some form of penalty reduced by 2. (see manoeuvre descriptions for details). For use during play, the quick reference sheets have Failure – aircraft moves forward one-third of a condensed explanations for each special move, turns 120 degrees, and moves forward a half manoeuvre. Fire bonuses and penalties for move. Speed reduced by 4. Incoming fire attracts a manoeuvring targets show up as modifiers when bonus. resolving the fire. Immelmann (DR 7+ / LP 8+ / HP 6+): aircraft Barrel Roll (DR 5+): aircraft moves half distance at moves up to half distance forward and then may be turned to face any heading. Speed reduced by 5. 60 degrees to flight path. Speed reduced by 4. No change in direction. Gives bonus against incoming Failure – aircraft moves forward exactly half fire. movement distance and is turned to face a random

Failure – aircraft moves as described above, but direction. Speed reduced by 6. Incoming fire turns 60 degrees away from line of flight, speed attracts a bonus. reduced by 6, no bonus against incoming fire. Split S (DR 7+): aircraft moves up to half distance Barrel Roll and Turn (DR 6+): aircraft moves half forward and then may be turned to face any distance at 60 degrees to flight path and may make heading. Speed increased by at least 2 and at most a 60 degree inward turn after movement. Speed 5; exact amount is the player’s choice within those limits. reduced by 4. No change in direction. Gives bonus against incoming fire. Failure – aircraft moves forward exactly half

Failure – aircraft moves as described above, but movement distance and is turned to face a random turns 60 degrees away from line of flight, speed direction. Speed increased by 6. Incoming fire reduced by 6, no bonus against incoming fire. attracts a bonus.

Break Turn (DR 6+ / HP 5+): aircraft attempts to Unload (DR 3+): aircraft attempts rapid make a maximum performance turn, usually to acceleration by reducing drag through reducing lift. defend against an attack. The aircraft may not use It makes a full move straight ahead, with no turns. Speed increased by up to 3 (and by at least 1). weapons in a phase in which it attempts a break turn, but missiles it launched last phase will still be Failure – aircraft makes a full move straight ahead, resolved normally. If successful the aircraft makes a with no turns. Speed increased by 2. Incoming fire normal move but turns for the phase at two attracts a bonus. manoeuvre levels higher than it is rated. The

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Viff (DR 7+ VTOLs Only): aircraft moves straight ahead up to half, then reduces speed by up to 12.

Failure – aircraft speed reduced by 12 immediately (before moving), moves straight ahead full move with its remaining speed if it has any, and then turns 60 degrees randomly to left or right. Incoming fire attracts a bonus. Note: a failed Viff will result in a speed of 0 for a start speed of 12 or less.

Stalling

After resolving manoeuvre speed changes, if an aircraft’s speed was reduced below its minimum speed the aircraft stalls and loses the ability to fly (hopefully temporarily!). A stalled aircraft does not For example: a Russian plane may fire an IR AA-6 move in the next phase. At the start of the Speed and an SARH AA-6 at the same time. segment of the next phase roll a d10, adding the pilot skill manoeuvre modifier. If the result is ‘4’ or Guns, gun pods and rockets higher, the aircraft recovers and may fly normally next phase; it ends this phase with a speed equal to Aircraft internal gun ratings were described in the its minimum speed. If the result is ‘3’ or less then aircraft ratings section of the rules. Gun pods are the stall continues – immediately roll again, and if a guns carried externally on hardpoints under the 2 or less is rolled the aircraft crashes; if the aircraft wing or fuselage. They are described by a set of didn’t crash it remains stalled in the next phase, characteristics almost identical to internal aircraft and must attempt recovery again in that phase. guns:

Name: the designation of the pod or weapon. Exceeding maximum speed Gun: the base number of dice the aircraft gets

when making a gun attack. After resolving manoeuvre speed changes, if an Ammo: the number of units of gun ammo carried aircraft’s speed exceeds its listed maximum speed by the pod. Each unit represents one second of fire. the aircraft takes damage equal to the excess Load: the number of load points used by the pod. speed for each turn that the excess is maintained.

Damage through excessive speed results in a roll on the Additional Damage table. Guns and gun pod attacks

Note: conduct this check only during the Speed The target must be within the shooter’s front-30 arc segment, not when applying engine power speed – the “gun” arc. The firing aircraft must select which changes in the Prep segment. weapon type to use in the attack: internal guns, or external gun pods. Only one or the other may be For example: a fighter louses up a Split-S whilst at used in a single attack. The firing aircraft’s Gun near-maximum speed and finds itself exceeding its rating (or the gun pod’s Gun rating) gives the base maximum speed by 3 after the ‘resolve manoeuvre number of d6 gun dice to roll. Adjust the number of speed changes’ portion of the Speed segment. The dice according to the gun modifiers, and then roll aircraft immediately takes 3 points of damage and them. Each die that rolls the Hit number or higher rolls on the Additional Damage table. for the target’s range causes 1 DP of damage.

There are three range bands for guns. The bands Air-to-air combat have different hit numbers:

Unless stated in the aircraft’s data, each aircraft Range Distance To Target Hit Number can fire only one weapon system each phase, i.e. Short 0” to 3” 3+ only one gun OR one type of missile. Medium over 3”, up to 6” 5+ Long over 6”, up to 9” 6+ Ripple firing: up to two missiles may be fired by a plane in a phase, but they must be the same kind A gun attack fires one burst, and there are three and both fired at the same target, although they different burst lengths which give different modifiers may be different guidance types. This was often and use different amounts of ammunition. The done to increase the chances of a hit, especially for ammunition quantity carried by each aircraft is missiles that had a low reliability or hit probability. listed in the aircraft data as units of ammo, and

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142.161.23.105 AIRWAR: C21 (2nd pdf edition) ammunition for gun pods is listed similarly in the Bomber tail guns weapons and equipment data. The burst lengths are: A number of heavy bombers designed early in the Cold War had tail guns for defence. An aircraft’s tail • short burst: 1 second, uses 1 unit of guns can fire at one target in the aircraft’s rear-60 ammo arc per turn. The target aspect modifiers for firing • normal burst: 2 seconds, uses 2 units of from target front and firing from target rear change, ammo however. Firing from target rear halves the dice, • sustained burst: 3 seconds, uses 3 units while firing from target front has no modifier. of ammo

Rockets Air-to-air missiles (AAMs)

Air-to-air rocket attacks are resolved just like gun Air-to-air missile (AAM) characteristics are attacks, except for damage. The target must be described by several ratings: within the shooter’s front-30 arc. Internal air-to-air rocket packs and external air-to-air rocket pods Name: the name of the AAM, sometimes including may each only be fired once. Aircraft able to carry numerical designator if appropriate an internal rocket pack are noted with the word Guidance Type: the type of guidance of the “Rockets” in the aircraft’s notes. Each pack or pod missile: IR = infrared, SARH = semi-active radar gives 5d6 dice. Hit numbers and modifiers are the homing, ARH = active radar homing, none = missile same as for guns. Unlike guns, each hit scored is unguided (this is only used on nuclear AAMs) does 1d6 DP of damage to the target. Aspect: the arc around the target from which the weapon can be fired Gun/rocket attack modifiers Lock: for IR missiles, the minimum number to roll on 1d10 to get a lock; for radar missiles it lists Modifiers are applied in the order listed below, by “radar” meaning you use the aircraft’s radar number altering the number of dice thrown. If a fraction as the lock number results from halving the number of dice round the Range: two numbers separated by a dash, giving number of dice up, so 7d6 halved rounds up to 4d6.

the minimum range in inches followed by the maximum range in inches Condition Modifier Hit: the minimum modified die score needed to get Pilot skill Gun Dice modifier See pilot skill chart a hit using 1d10 (firer’s) Damage: the number and type of dice to roll to Short burst (uses 1 ammo) –2d6 determine damage points done when the missile Normal burst (uses 2 No change has hit its target ammo) Load: the number of load points used by the Sustained burst (uses 3 +2d6 missile ammo) Year: the approximate year the missile was first Firing from target Beam –2d6 available for use Target Stalled; or target +2d6 Failed Manoeuvre where a Launching an AAM fire bonus is indicated Firing from target front, or Halve dice* Announce intention to fire in the “launch new tail guns firing at target rear missiles” portion of the Fire segment of the phase, Target performed Halve dice* roll for missile locks, then place a missile marker by Successful Manoeuvre the target for each missile launched – up to two except Unload missiles if ripple-fired. Resolve the missile attacks in the next phase’s “resolve missiles in flight” * Round number of dice up. section of the Fire segment.

In order to fire, the target must be within the front- 60 arc of the firing aircraft. The position of the shooter with respect to the target is also important. Some missiles can only be launched from certain arcs around the target. There are also to-hit modifiers for missiles launched from some arcs at the target. It is recommended as a memory aid for determining modifiers that when missile markers are placed next to target aircraft, they are placed on the side of the aircraft corresponding to the arc from which they were launched: front-180 arc = place in 11

142.161.23.105 AIRWAR: C21 (2nd pdf edition) front of target, beam arc = place on side of target, rear-60 arc = place in back of target. As a further memory aid, orient the marker so it is pointed at the target if the missile was launched with a lock, and place it sideways or pointed away from the target if it was launched without a lock.

Missiles are either radar guided or IR guided. Different modifiers and lock numbers apply to both, and target aircraft can employ different countermeasures against them (chaff and flares respectively).

Missile aspect (target arc limitations)

Missiles with an aspect of “rear-60” can only be fired if the shooter is within the target’s rear-60 arc.

if the result equals or exceeds the radar number, Missiles with an aspect of “rear-180” can only be the aircraft has a radar lock. Unlike IR missiles, you fired if the shooter is within the target’s rear-180 only roll once for a radar lock and the roll applies to arc. all radar-guided missiles launched that phase.

Missiles with an aspect of “all” can be fired from any Missile lock rolls only apply for the phase in which angle around the target. they are made. In each phase that a player wishes to launch missiles he must roll for locks as above. Radar guided missiles are either Semi-Active Radar Homing (SARH) or Active Radar Homing (ARH). As Missile Lock Modifiers well as being in arc at the time of firing, an aircraft Condition Modifier that fired a SARH missile must have the target in its Target is at Low Altitude –1 front-60 arc when the hit is resolved, i.e. after all movement the target must still be within the front-60 Target’s ECM rating –? arc of the shooter. In addition, an aircraft that has (SARH/ARH/CGR only) launched a SARH missile must not perform any special manoeuvre during the phase the missile is Scores to hit in flight other than a Barrel Roll, Barrel Roll and Turn, or Break Turn. ARH missiles do not have Missiles have a Hit number. The Hit number is the these restrictions. minimum score required on a d10 to hit the target after all applicable modifiers have been applied to Missile locks the die roll. The Hit number for the missile is listed in the missile data. Regardless of the modified die When attempting to launch missiles, a player first score, a natural (i.e., unmodified) ‘10’ rolled on the must roll for missile locks. First the player declares die always hits, and a natural ‘1’ always misses. how many and what type of missile he is attempting Always roll a separate d10 to hit for each missile. to launch. Then he rolls for locks as below. The player may decline to launch any missiles which AAM ranges and modifiers don’t have a lock, but he must launch any missiles for which he got a lock. A missile may be launched Each missile has a minimum range and maximum without a lock, but suffers a large negative to-hit range listed, in inches. Any missile launched at a modifier. range shorter than the listed minimum range has a large negative to-hit modifier. Missiles may not be In its data, each missile has a column labelled fired beyond their listed maximum range, except for “lock”. IR missiles have their lock number listed Long Range launches as below. there. For each IR missile the player is attempting to launch, roll 1d10. If the lock number or greater is Long range launches: SARH or ARH missiles with rolled then the missile has locked on. SARH and a launch arc of “all” may be launched at targets ARH missiles have the word “radar” listed instead from 0” to 24” beyond the listed maximum range, of a lock number. For them, the launching aircraft but only if the firer is in the target’s front-60 arc (i.e., must get a radar lock on the target by rolling the shot must be roughly head-on). When firing at against the aircraft’s radar number. The aircraft’s targets beyond normal range in this manner, there data lists its radar number. To get a lock, roll 1d10, is a negative modifier to hit. 12

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may also have external decoy dispenser pods carrying chaff and flares.

AAM damage

When a missile gets a hit, roll for damage on the target. In the missile data the type and number of dice to roll is listed under Damage. Roll the die or dice indicated. For multiple dice add the results together. The result is the number of damage points the target aircraft suffers.

Nuclear air-to-air missiles

These were unguided “Cold War relics”, intended to destroy large bomber formations in a single shot. Condition Modifier They are identified in the weapon data with Pilot’s Skill modifier (firer’s) +/– ? “nuclear” in the damage column. The missile is fired IR missile fired from target Front –2 as a normal AAM, but flies straight ahead for a IR missile fired from target Beam –1 specified distance up to its listed range. This SARH or ARH missile fired from –1 distance must be written down and kept secret. target Front After all aircraft movement has been completed in SARH or ARH missile fired from –2 the following phase the distance that the missile target Beam flies is revealed. All aircraft within 4” are destroyed. SARH or ARH missile launched at –1 All aircraft beyond 4” but within 6” suffer 2d10 Long Range (head-on at 0”-24” damage. All aircraft beyond 6” but within 8” suffer beyond normal max range) 1d10 damage. Launched inside Minimum Range –3 Launched without a Lock –3 Aircraft damage Target did successful Break Turn or –3 Viff An aircraft’s damage value represents a Target did successful Split-S, –2 combination of the robustness of its systems and Immelmann, or Barrel Roll & Turn the strength of its structure. In essence, it is a Target did successful Barrel Roll, or –1 measure of how much punishment it can take and High Yo-yo still remain flyable. The damage value is how many Target is at Low Altitude –1 damage points (DP) the aircraft can take before Target Stalled; or target Failed +1 being destroyed. An aircraft that has suffered Manoeuvre where a fire bonus is damage points equal to its damage value is indicated destroyed. Damage suffered is cumulative during the game. Target drops Flares vs. IR missile –2

Target drops Chaff vs. ARH or SARH –1 A stealthy aircraft that suffers any damage missile immediately loses its stealth characteristics. It can Target is Towing a Decoy system* –2 no longer use modifiers associated with stealth.

* Decoy system – if the missile misses, but the score to hit is only 1 or 2 less than the score Crippled aircraft required to hit, the decoy has been hit and When the accumulated damage an aircraft has destroyed. suffered equals half or more of its damage value, it

Countermeasure decoys (flares and chaff) immediately becomes crippled. Round fractions up, so for example, an aircraft with a damage value of 7 Countermeasure decoys (flares or chaff) are becomes crippled when it has taken 4 DP. A dropped immediately before the missile attack is crippled aircraft suffers the following effects: resolved. The player controlling the target aircraft announces whether the target is dropping flares or • Its manoeuvrability rating drops 1 level. chaff before the die roll to hit is made. One unit of • It suffers a negative modifier to gun attacks. chaff or flares is used for each incoming missile, • Its maximum speed is immediately halved and must be marked off when used. The number of (round up; for example, 15 halved becomes flares and/or chaff that an aircraft can carry 8). internally is listed in the aircraft data. The target 13

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Note: in the phase that an aircraft becomes crippled, halving the maximum speed means that during the Speed segment of that phase an aircraft may suffer overspeed damage if it is moving faster than its new, reduced maximum speed.

For example: an A-4C Skyhawk has a damage value of 6, and is flying at speed 8. Earlier in the game it took 1 DP from a gun attack. This phase it takes 2 DP from a missile hit in the Fire Segment, making its total damage taken 3 DP. It is now crippled, with a max speed of 6. During the Speed segment of the same phase, it takes 2 DP overspeed damage (speed 8 versus max speed 6).

Additional damage The ‘Golden BB’ table

Each time an aircraft takes damage from a weapon This table represents all the lucky (or unlucky) hit or overspeed roll a d10 to see what additional shots and damage that produce unusual effects. Roll on it when the Additional Damage table directs. damage has been caused. Roll once for each gun attack, and once for each missile that hits. In Die Roll Additional Damage addition, each time an aircraft takes overspeed 1 Fuel leak: aircraft must leave the table damage it must roll (although some results may be within 4 turns after the turn in which it ignored as indicated). An additional damage result was hit, or it crashes at start of the 5th knocking out a system that was already knocked turn out by an earlier additional damage result has no 2* Catastrophic engine or ordnance effect. explosion: aircraft instantly destroyed, -5 modifier to ejection roll For example: in one phase a 6 DP fighter at speed 3* Pilot wounded: no more high-G 10 with a max speed of 18 takes 2 DP from a gun manoeuvres (Immelmann, Split-S, attack and 1 DP from a missile hit. It rolls twice on Break) the Additional Damage table, once for the gun 4 Pilot incapacitated: plane crashes, no attack and once for the missile hit. It is now ejection crippled, so its max speed is reduced to 9. In the 5 Jammed flight controls: aircraft can Speed segment, it is overspeed by 1 (speed 10 vs. only fly straight or turn right, can’t max of 9), so it takes 1 DP damage more, and rolls perform Special Manoeuvres again on the Additional Damage table. 6 Jammed flight controls: aircraft can only fly straight or turn left, can’t Die Roll Additional Damage perform Special Manoeuvres 1-3 No extra damage 7 Airframe damaged: aircraft cannot Radar system KO: can’t use perform Special Manoeuvres 4 SARH/ARH missiles, can’t spot using 8 Violent engine compressor stall: radar aircraft immediately stalls and spins, Missile system KO: no more missiles 5 recover as normal may be fired 9 Power out!: weapons and radar Gun system KO: guns may no longer 6 unusable; to restore electrical power be fired roll 6+ on 1d10 at the end of any External systems KO: ECM and bomb 7 phase where the aircraft flew straight systems may no longer be used ahead and performed no special 8 Roll on the ‘Golden BB’ table manoeuvre. Engines damaged: reduce power 10* Fire!: At the end of each phase after level by 1. Single-engined aircraft roll 9 the first, roll 1d10 and modify the roll an additional d6 – 5+ means the by +2 if the aircraft performed a Split- engine is lost and the aircraft crashes! S. On 9+ the fire goes out. If the die Control system damaged – reduce 10 roll fails (e.g., the fire continues) lose manoeuvrability by 1 level 1 DP and roll on the Additional Damage Table (applies each phase). * If damage was due to overspeed, then ignore this result – no extra damage occurs. 14

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Ejection impact point roll 1d10. The object is hit on a 6+ and suffers 1d6 DP of damage. If an aircraft is destroyed there is a chance that the crew can eject or bail out. To do so successfully, roll 3+ on a d10 modified as below. Ground objects (optional)

If the aircraft suffered excess damage when it was Unless you plan on using the rules for ground destroyed then the amount of excess damage is attack and surface-to-air fire, this section is applied as a negative modifier to the roll. optional.

Natural (i.e., unmodified) rolls of ‘10’ always result A ground object is a ground unit or ground target. A in a successful ejection or bailout. miniature, stand of miniatures, or a counter is used to represent a ground object on the table. What an For example: a fighter with 2 remaining DP takes 5 object represents depends on the type of unit, and points of damage from the missile that destroys it. is listed in the ground objects table below. Ground This results in excess damage of 3, so the ejection objects are fixed, and do not move during the roll is modified downward by 3. course of the game. Ground objects are grouped into three target Condition Modifier classes: Excess damage –? Risky ejection aircraft –1 Light targets are generally soft. Examples are (‘HzEj’ in aircraft notes) trucks, dismounted infantry, wooden buildings, and Prior to 1960 (i.e., early ejection –1 small wooden bridges. SAMs, AA guns, and seat) or Manual bailout artillery, that are not dug in are light targets, too. Speed is greater than 14 –3 Dug-in light targets are treated as medium targets.

For campaigns: If a pilot ejects over friendly Medium targets are targets that require accuracy territory, the pilot is saved and may be returned to but not a great deal of explosive power to damage. service; if ejecting over enemy territory they escape Examples are armoured vehicles, dug-in infantry, and evade successfully on a d10 roll of ‘8’ or more, dug-in artillery, dug-in AA guns, dug-in SAMs, earth otherwise they are captured. & log bunkers, normal steel buildings, minor bridges.

Crashing (optional) Heavy targets are targets that require both heavy

When an aircraft is destroyed, it crashes. It impacts explosive power and high accuracy to damage. the ground a full move straight forward from its Examples are hardened aircraft shelters, concrete current location using its current speed. Stalled bunkers, major steel or concrete bridges, industrial aircraft have a speed of zero – they hit right where and concrete buildings, steel-reinforced concrete they are. For each ground object within 1” of the fortifications, and runways.

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General ground object information

Like aircraft, each ground unit or target has a use the values given as guidelines when rating a damage value, and damage is cumulative during unit or target. For a target not listed, make your the game. If the total damage points on the target best guess after considering the likely weapons that from current and any previous attacks equals or would be or were used historically to attack it. exceeds its damage value, it is eliminated. Ground target ratings for specific air defence units Recommended damage values for targets are are listed later with their data. listed, but it is impossible to cover everything, so

Stand type Target class Damage What it represents… Infantry Light* 3 half platoon (about 16 men) Truck Light* 2 3 to 5 trucks APC / IFV Medium 3 section or half platoon (2 vehicles) Tank Medium 4 section or half platoon (2 vehicles) Bunkers Medium 6 2 to 4 bunkers defended by ~16 men Unarmoured self- Light* 3 section or half platoon (2 vehicles) propelled AA Gun Armoured self-propelled Medium 4 section or half platoon (2 vehicles) AA Gun Unarmoured self- Light* 1 single vehicle propelled SAM Armoured self-propelled Medium 2 single vehicle SAM Fixed or towed SAM Light* 5 site, radar stand is separate Fixed or towed AA guns Light* 5 site, radar stand is separate Radar Light* 1 radar for a fixed SAM/AA gun site, it must be placed within 4” of the site’s stand. Can also be early warning radar not associate with a site. Wooden bridge Light 3 small wooden road bridge, usually very narrow Small stone or concrete Medium 4 to 8 small bridge over a stream or drainage culvert, bridge carries light vehicle traffic Large steel/concrete Heavy 10 to 20 large, long highway or railway bridge over a river or bridge per large canal, capable of carrying heavy traffic support or piling Hardened aircraft shelter Heavy 4 to 8 Small building Light 1 to 5 wooden house or shack, small commercial building Medium building Medium 3 to 10 small industrial building, large commercial building Large building Heavy 5 to 15 large industrial building, hardened military building Small runway Medium 5 to 10 runway on a small commercial or private airfield Large runway Medium 10 to 20 runway on a large commercial or military airfield * Dug in Light targets are treated as Medium targets .

Ground attack (optional)

A ground attack is any attack by an aircraft on a ground target. Although the emphasis of the game is on air-to-air combat, a lot of real-world aerial fights originated from attacks on ground targets and attempts to defend against them. Plus, there’s a new, fun set of challenges in trying to place bombs on a target while being shot at. We recommend getting comfortable with the air combat rules first, but once you are, here’s how to move mud.

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Load: the number of load points used by the Air-to-ground weapons weapon or pod

There are five classes of air-to-ground ordnance in Year: the approximate year the weapon became the game. They are: unguided bombs, unguided available for use cluster bombs, unguided rockets, guided weapons, and guns (including gun pods). Notes: any special details or information about the weapon A common set of ratings are used to describe all air-to-ground weapons except guns and gun pods: Additionally, some weapons are marked with usage restrictions: Class: the class of the weapon Range: the range of the weapon in inches • Some require the aircraft to make a low- ROF: the number of weapons of that type that can altitude attack. These have an asterisk (*) be used in a single ground attack by an aircraft; after the weapon name. “unl” means an unlimited number of weapons of • Some cannot be used in a low-altitude that type may be used together in a single attack attack. These have a carat (^) after the Salvos: the number of rocket salvos a rocket pod weapon name. carries; does not apply to other weapon classes • Anti-radar missiles can only be used Hit Light: the minimum modified die score needed against a target that has an emitting radar. for an attack to hit a Light class target See the section on anti-radar missiles for Hit Medium: the minimum modified die score details. Anti-radar missiles are marked with needed for an attack to hit a Medium class target a tilde (~) after the weapon name. Hit Heavy: the minimum modified die score needed for an attack to hit a Heavy class target Guns and gun pods Damage: the type and number of dice to roll to determine the base damage points done when an Characteristics of internal guns and external gun attack has hit its target; modifiers apply to the result pods were listed earlier in the aircraft ratings for terrain the target is in and number of weapons section and in the air-to-air combat section of the used in the attack rules, respectively. An aircraft can choose to use either use its internal guns or external gun pods, but not both, in one air-to-ground gun attack.

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Initiating a ground attack For weapons with a range greater than ‘0’, the An aircraft performing a ground attack must make a attacker has to end the move with the target in normal move in the phase the ground attack is range and within his front-60 arc. If he ends the made. An aircraft marked to do a special move out of range, the weapon(s) automatically manoeuvre that phase cannot make a ground miss. attack. An aircraft that makes a ground attack may not make an air-to-air attack in the same phase. Resolving air-to-ground attacks (strafing)

Note: an aircraft marked with a dummy special Air-to-ground gun attacks are resolved similar to manoeuvre card makes a normal move and thus air-to-air attacks. A strafing attack is resolved may perform a ground attack. immediately after the attacking aircraft finishes

moving, and is considered simultaneous with anti- A ground attack must be declared at the start of the aircraft gunfire at the attacking aircraft. Like air-to- movement of the aircraft making the attack, and the air gun attacks, strafing uses the aircraft’s or gun player must declare whether the move and attack is pod’s Gun dice rating, the attack fires a single to be at low-altitude or normal altitude. A low- burst, the player selects whether to fire a short, altitude attack is simply a ground attack made normal, or sustained burst, and the burst length during a low-altitude move. The numbers and types determines ammo units expended. To resolve the of weapons or rocket salvos being used must also attack, find the number of gun dice from the be announced. attacking aircraft’s data, adjust the number of dice as per the strafing modifiers below, then roll them. Ground attack restrictions Each die that scores the hit number or higher for

the target’s class does 1 DP of damage. • an aircraft may only target one ground

stand per phase, and may only use one Note: a strafing attack cannot damage a Heavy class of weapons per phase. The five class target. classes are unguided bombs, unguided

cluster bombs, unguided rockets, guided Strafing hit numbers weapons, and guns (including gun pods). The ROF listed for the weapon is the Target Class Hit Number maximum number of weapons or rocket Light 5+ salvoes of that type that can be used in one Medium 6+ attack. A ROF of “unl” means an unlimited Heavy none number of weapons or rocket salvoes of that type may be used in a single attack. Strafing modifiers • multiple types of unguided bombs may be used together (e.g. 500 lb bombs and 1000 Condition Modifier lb bombs) in an attack. Pilot skill Gun Dice modifier (firer’s) See pilot • multiple types of unguided cluster bombs skill chart may be used together. Short burst (uses 1 ammo) –2d6 • multiple types of unguided rockets may be Normal burst (uses 2 ammo) No change used together. Sustained burst (uses 3 ammo) +2d6 • guided weapons used together must all be the same type. Resolving other ground attacks • to use unguided bombs or guided weapons, the aircraft must have a speed of The ground attack is resolved immediately after the 14 or less. attacking aircraft finishes moving, and is considered • to use unguided rockets or guns the aircraft simultaneous with anti-aircraft gunfire at the must have a speed of 10 or less. attacking aircraft. Look up the to-hit number for the • to perform a gun attack the aircraft must be weapon against the class of target being attacked at low altitude. (Light, Medium, or Heavy). If “n/a” appears in the to-hit listing, it means the weapon isn’t able to Executing the attack damage that target type. If multiple types of weapons with different hit numbers were used After declaration of a ground attack, the aircraft together in the attacks, use the best one (i.e., most performs a normal move. lethal). Roll 1d10, and apply the ground attack to-hit modifiers. If using rocket pods, count each rocket For all guns and for weapons with a range of ‘0’, the salvo as a separate weapon for the modifiers. If the attacker must pass within 1” of the target stand. modified die roll equals or exceeds the to-hit

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142.161.23.105 AIRWAR: C21 (2nd pdf edition) number, then the target was hit. Regardless of the For example: an average pilot is in an F-4E modifiers and to-hit number, a natural ‘10’ always Phantom II carrying two pods of 19x2.75” FFAR hits, and a natural ‘1’ always misses. unguided rockets (each having 3 salvos) and six Mk-82 500 lb. bombs. He makes a low altitude If the target was hit, roll damage for the weapon ground attack using the rockets on a dug-in infantry type as indicated in its damage rating (adding the stand (3 DP) in the jungle, which is a Medium scores if multiple die are called for), and modify the target. The player elects to use 4 rocket salvos roll by the ground attack damage modifiers. If against the target in this attack. The hit number is rocket pods are used, count each salvo as a 8+. Each salvo counts as one weapon being used, separate weapon for modifiers. For an attack using so there’s a +2 hit modifier for two pairs of multiple weapons, roll only once (not once per weapons. Low altitude gets another +2. A ‘4’ is weapon). If multiple types of weapons with different rolled, which is modified to an ‘8’, which is a hit. 1d4 damage ratings were used together, use the best is rolled for damage, and a ‘2’ is rolled. This is damage rating (i.e., most lethal), and still roll only modified by +1 for having one group of three once. weapons, and -1 for the target being in jungle, for a net result of 2 DP of damage done. The target has Ground attack to-hit modifiers 1 DP left and is suppressed. The F-4E has 2 rocket salvoes and all its bombs remaining. Condition Modifier Pilot’s Skill modifier +/–? A few phases later, the F-4E attacks a different dug Each pair of weapons used (round +1 in infantry stand in the jungle, this time choosing to down)* use all 6 Mk-82 bombs. The hit number is 11+. The Aircraft’s Bomb rating (unguided +? die roll is +3 for three pairs of weapons being used, bombs and unguided cluster bombs and +2 for the Phantom’s bomb computer rating. A only) ‘7’ is rolled, which is modified to a ‘12’ for a hit. 1d6 Low-Altitude attack (unguided +2 is rolled for damage, resulting in a ‘2’. This is weapons only) modified by +2 for two groups of three weapons, Anti-radar missile at radar that shut –3 and by -1 for the jungle, giving a net die roll of ‘3’ for down 3 DP damage done. The infantry stand is destroyed. * If you drop/launch 1 weapon, no modifier. If you use 2-3 weapons, then you get +1. If you use 4-5 weapons, you get +2. If you use 6-7 weapons, +3. Ground radars & anti-radar missiles etc. Many ground objects have ground radars (usually Ground attack damage modifiers the air defence units). A fixed SAM site stand, and some fixed heavy AA gun site stands, will have a Condition Modifier separate accompanying ground radar stand that Every three weapons used (round +1 must be within 4” of the site. There may also be down)* stand-alone early-warning ground radar stands. Light or Medium target in forest / –1 Self-propelled SAMs stands that use CGR, SARH, jungle / rough or ARH guidance have integral ground radars. Self- propelled AA gun stands that are radar-directed * If you drop/launch 1 or 2 weapons, no modifier. If also have integral ground radars. Warships having you use 3-5 weapons, then you get +1. If you use any kind of air defence weapons will usually have 6-8 weapons, you get +2. If you use 9-11 weapons, integral radar. +3. etc.

Ground radars have two states: emitting (i.e., on), and off. Stands that are not marked with a ‘radar off’ marker are emitting. Changes of state are only allowed in the Move segment. A ground stand may only turn on its radar at the start of the Move segment. It may turn off its radar at any time during the Move segment, and it is considered to shut down before any ground attack is resolved against it. A ground stand that turns off its radar may not turn it on again for at least four phases (two full turns). If a radar stand for a fixed SAM site or the integral radar of a self-propelled SAM stand is turned off, any CGR or SARH missile it is guiding (i.e., any it launched last phase) is lost. A ground 19

142.161.23.105 AIRWAR: C21 (2nd pdf edition) object that starts with its radar off may turn it on for Surface-to-air missiles (SAMs) the first time without any delay. (It can turn on at the start of the Move segment in Phase 1 of Turn 1, for A SAM unit on the table represents a single self- instance.) A ground stand with its radar off may not propelled launch vehicle or a single fixed SAM site launch any missile that is radar-guided (CGR, (usually a SAM battery). For fixed SAM sites, a SARH, ARH) or fire radar-directed guns, but some separate radar stand should be provided on the stands also have optical or other guidance that may table, placed within 4” of the site. SAMs are be used to attack while their radar is off. characterised by several ratings.

A ground object with an emitting radar is the only Name: the name and designation of the weapon allowed target of an anti-radar missile. The attack is system announced and executed like any other ground Guidance: the type of guidance; CGR = radio attack with a guided weapon, except that if the command guided, LG = laser guided, OG = target chooses to shut down its radar, the attack optically guided, SARH = semi-active radar homing, suffers a -3 modifier to hit. ARH = active radar homing, IR = ; some stands have multiple guidance types Note: an anti-radar missile that hits after the target available – each type will have a separate line entry radar shut down simply means that the target didn’t in the weapon data. detect the attack and shut down in time. Aspect: the arc around the target from which the weapon can be fired For example: a ZSU-23/4 stand turns off its radar Lock: the minimum modified die score needed on in the Move segment of Turn 2 Phase 2 in response 1d10 to lock onto a target to an AGM-45 Shrike anti-radar missile attack on it. Range: the maximum range of the missile in inches It may not turn it on again until the start of the Move Volley: the maximum number of missiles the unit segment in Turn 4 Phase 2. can launch in a single phase Targets: the number of separate aircraft that Collateral damage missiles can be launched at in a single phase Ammo: how many missiles are available to launch If the ground attack was with cluster bombs, each Hit: the minimum modified die score needed rolling ground stand (enemy or friendly) within 2” of the 1d10 to hit the target target is also attacked using the hit number for its Damage: the number and type of dice to roll to target type, and the same to hit and damage determine damage points done when the missile modifiers as used on the initial target. has hit its target If the ground attack was using weapons not Ground: the ground target class of the SAM unit, including cluster bombs or guns, for each ground can be Light or Medium stand (enemy or friendly) within 2” of the target DP: the damage value of SAM unit stand of the attack, roll 1d10. On a ‘10’, the stand is Size: included for reference, the size of the unit also hit. Roll separately for damage against it in the represented by the SAM stand same manner as for the target. Year: the approximate year that the SAM became available for use. Target suppression

A target that takes at least 1 DP of damage and survives is suppressed. Mark it as suppressed. It may not fire in the remainder of that phase, nor in the following phase.

Note: this only applies to targets that can actually fire at aircraft. Don’t bother marking bridges, buildings, etc., as suppressed.

Surface-to-air fire (optional)

This section covers all fire by ground objects at aircraft. Again, we recommend learning the air-to- air rules first. But to add a thrill to your games, there’s nothing like a SAM launch or the rip of automatic anti-aircraft gunfire. 20

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Launching SAMs lock. To get a lock, roll 1d10 and modify the roll as per the missile lock modifiers in the air-to-air missile Surface-to-air missiles attack in a manner similar to section. If the result equals or exceeds the lock AAMs. In the ‘launch new missiles’ portion of the number, the SAM unit has a lock. Unlike IR Fire segment, any unsuppressed SAM unit may missiles, you only roll once for a lock and the roll declare SAM attacks on any enemy aircraft within applies to all missiles launched at that target in the range, up to the number of aircraft specified by its current phase. Targets rating. Each target must be in range, and the target must have a permitted aspect. When Resolving SAM attacks attempting to launch SAMs, a player first must roll for missile locks. First the player declares how Like AAMs, SAM attacks are resolved in the many missiles he is attempting to launch at the ‘resolve missiles in flight’ portion of the Fire target. Then he rolls for locks as below. The player segment of the next phase after the phase in which may decline to launch any missiles which don’t they were launched. To resolve a missile attack, roll have a lock, but he must launch any missiles for 1d10 and modify the roll using the surface-to-air which he got a lock. A missile may be launched missile modifiers below. If the result equals or without a lock, but suffers a large negative to-hit exceeds the SAM’s hit number, the missile has hit. modifier. SAM lock rolls only apply for the phase in Roll a separate d10 to hit for each missile. which they are made. In each phase that a player Regardless of the modifiers and to-hit number, a wishes to launch SAMs he must roll for locks again. natural ‘10’ always hits, and a natural ‘1’ always misses. For each missile that hits, roll for damage After rolling for locks, place missile markers next to using the missile’s damage rating in the same targets having incoming SAMs. As with AAMs, it is fashion as for air-to-air missiles. recommended as a memory aid for determining modifiers that when missile markers are placed Condition Modifier next to target aircraft, they are placed on the side of IR missile fired from target Front –2 the aircraft corresponding to the arc from which IR missile fired from target Beam –1 they were launched: front-180 arc = place in front of CGR / SARH / ARH / OG / LG missile –1 target, beam arc = place on side of target, rear-60 fired from target Front arc = place in back of target. As a further memory CGR / SARH / ARH / OG / LG missile –2 aid, orient the marker so it is pointed at the target if fired from target Beam the missile was launched with a lock, and place it Launched without a Lock –3 sideways or pointed away from the target if it was Target did successful Break Turn or –3 launched without a lock. Viff

Target did successful Split-S, –2 Some SAMs have multiple guidance types Immelmann, or Barrel Roll & Turn available. The ratings for each guidance type are listed on separate lines. When launching a missile Target did successful Barrel Roll, or –1 where multiple guidance types are present, the High Yo-yo player must declare which type is being used. Target is at Low Altitude –1 Target Stalled; or target Failed +1 For example: an SA-2f Guideline has CGR and Manoeuvre where a fire bonus is OG guidance. The SA-2f stand has shut down its indicated radar due to an anti-radar missile attack. It cannot Target drops Flares vs. IR missile –2 launch a missile using CGR guidance, but can still Target drops Chaff vs. CGR / ARH / –1 launch using OG guidance. SARH missile Target is Towing a Decoy system* –2 SAM missile locks * Decoy system – if the missile misses, but the score to hit is only 1 or 2 less than the score In its data, each SAM has a column labelled “lock”. required to hit, the decoy has been hit and To check for missile locks: destroyed.

For each IR guided missile the player is attempting Anti-aircraft guns (AA guns) to launch, roll 1d10 and modify the roll according to the missile lock modifiers listed in the air-to-air An AA gun unit on the table represents a section or missile section. If the lock number or greater is pair of self-propelled AA guns, or a single fixed AA rolled then the missile has locked on. gun site (usually a gun battery). For fixed AA gun sites, a separate radar stand should be provided on CGR, SARH, ARH, OG, and LG missiles also list a the table, placed within 4” of the site. AA guns are lock number. For them, roll once per target for a described by several factors: 21

142.161.23.105 AIRWAR: C21 (2nd pdf edition)

fire modifiers. If the modified number rolled equals or exceeds the AA gun’s Hit number, a hit was scored. Regardless of the modifiers and to-hit number, a natural ‘10’ always hits, and a natural ‘1’ always misses. If a hit was scored, roll for damage according to the AA gun’s listed damage rating and apply just like for missile hits.

Condition Modifier Target is at low altitude + 1 Target performed successful - 2 manoeuvre except Unload Target stalled; or target failed + 2 manoeuvre where a fire bonus is

indicated Name: the name or designation of the weapon Target has ECM - 1 Fire Control: the type of fire control the gun uses; can be Optical or Radar; some stands have multiple Electronic warfare (EW) aircraft fire control types available – each type will have a separate line entry in the weapon data. Some aircraft (such as the EA-3 Skywarrior, EA-6 Range: the maximum range of the gun in inches Prowler, F-4G Phantom and F-105F Thunderchief) Hit: the hit number of the gun carry enhanced ECM gear that is capable of Damage: the number and type of dice to roll to providing cover to aircraft within a wide radius. If an determine damage points done when the gun has EW aircraft is deployed on the table apply its ECM hit its target modifier to lock attempts against any friendly Ground: the ground target class of the gun unit, aircraft on the table. Some of these aircraft (in can be Light or Medium particular the Phantom and Thunderchief) are also DP: the damage value of the gun unit “Wild Weasels” – EW aircraft with additional Bar x Cal: the number of barrels and calibre of the capability to carry weapons to suppress enemy air gun defences. These aircraft are likely to carry anti- Type: included for reference, indicates whether the radiation missiles. gun is towed or self-propelled Size: included for reference, the size of the unit represented by the AA gun stand Aircraft load points (optional) Year: the approximate year that the gun became available for use The loadouts of external stores and weapons possible on an aircraft is an incredibly complex Some AA guns have multiple fire control types subject. When determining the loads for aircraft in a available. The ratings for each type are listed on scenario, it’s recommended that known historical separate lines. When firing an AA gun where loads be used, or that the sample loadouts provided multiple fire control types are present, the player with the game are used. Failing that, to provide a must declare which type is being used. very gross reality check on the amount of stuff the aircraft can haul, each aircraft has a Load rating AA guns that have only Optical fire control may not which indicates the maximum number of load points be used at night. of weapons and pods it can reasonably carry. Each weapon’s data includes how many load points it Resolving AA gun attacks uses.

Each unsuppressed AA gun stand may fire at one The aircraft’s Load rating reflects the absolute target aircraft during the Move segment of the maximum capacity that the plane can carry. It does phase. Guns of 14.5mm calibre and smaller (this not reflect any limitations imposed by individual includes all infantry small arms and vehicle AA hardpoint capacities. When choosing an aircraft’s machineguns) may only fire at aircraft making low- load for a scenario, an allowance should be made altitude moves (includes low-altitude ground for the possible presence of external fuel tanks attacks). Fire is declared during or immediately at (which are extremely common) and a further the end of the intended target’s movement, and is allowance should be made for the fact that the considered simultaneous with any ground attack number of hardpoints, the weight limit of each the aircraft is making that phase. The target must hardpoint, the wiring and plumbing available at have passed within range during its move. To different hardpoints, and the capacity of the ejector resolve the attack, roll 1d10 and apply the AA gun racks which are attached at the hardpoints, 22

142.161.23.105 AIRWAR: C21 (2nd pdf edition) sometimes limit an aircraft to carrying significantly Spotting modifiers less than its theoretical load. Not to mention that Condition Modifier pilots generally don’t like to lug more stuff than is necessary to do the job because of the Radar performance penalties that are incurred. A general Pilot Skill modifier +/-? rule of thumb is to have an aircraft carry external Target’s ECM rating -? pods and ordnance equalling half to two-thirds of its Target is at Low Altitude -1 listed capacity. Visual Pilot Skill modifier +/-? Spotting (optional) Target’s Size modifier +/-? Spotter’s Spot modifier +? Aircraft detection and spotting is one way to add Range is 12” - 20” -2 realism to the game, but at the cost of slightly Range is 20”- 28” -4 slower playing time. This section is optional, due to Target in spotter’s Rear-180 arc -1 that cost and to the fact that players may get rather Target Fired on spotter last phase +1 frustrated when a cross-eyed pilot fails to see the Target has Silver finish +1 bandit making a guns pass on him only 3” away, Target has Low-Vis Grey finish -1 and so cannot react defensively. For those who Night or Cloudy -4 suffer this kind of occurrence, remember that the enemy plane 3” away may be at a significantly Spotting restrictions on manoeuvring different altitude than the spotter, and so seeing the Each aircraft group begins the game unaware of enemy may not be as easy as the game table the exact whereabouts of the enemy. Until a group situation seems to suggest it should be. becomes aware of the enemy presence by spotting

at least one enemy aircraft, a number of restrictions Spotting requirements and procedure apply to all aircraft in that group. Once a group

Prior to the game start, all aircraft must be becomes aware of the enemy, the restrictions are lifted immediately. The restrictions are: organized into independent groups. A group is a flight, section, or occasionally an individual aircraft, • Special Manoeuvres may not be performed as appropriate for the aircraft type and the scenario. by aircraft of that group, except that an Spotting status is tracked by group. At the start of a aircraft that has a SAM launched against it game, all groups of each side are assumed to be may perform a Special Manoeuvre in unspotted by the opposing side unless specified in response. the scenario. • Each aircraft in the group must stay within 12” of another aircraft of its group. Each aircraft may attempt to spot one enemy aircraft per phase. Spotting is rolled for at the A group becomes aware of the enemy as soon as beginning of the phase with initiative, after placing any of the following are true: manoeuvre cards. Each aircraft can choose to use visual spotting, or to use radar spotting, but cannot • Any aircraft in that group spots at least one do both in the same phase. enemy aircraft either visually or with radar. • Any aircraft in that group has an air-to-air Radar spotting gun attack resolved against it. • Any aircraft in that group has an air-to-air For radar spotting, the spotting aircraft must have missile attack resolved against it – not just functioning radar, the target must be in the spotter’s launched, but resolved. front-60 arc, and the target must be in range. Radar Note: the assumption here is that a member of a range is limited to 60” unless the radar has an ‘L’ flight will call out bandits to his flight mates. listed after its lock number, in which case the range is unlimited on the table. To spot, roll the spotting Spotting restrictions on firing aircraft’s radar number or higher, adjusting the die A friendly aircraft group may not attack an enemy roll for the radar spotting modifiers. Stealthy aircraft aircraft group until at least one aircraft in the can only be spotted on a roll of a natural (i.e., friendly group has spotted an aircraft in the enemy unmodified) ‘10’ regardless of the modifiers. group. Once that occurs, that enemy group is

spotted for the remainder of the game, and any Visual spotting aircraft in the enemy group may be targeted by any aircraft in that friendly group. Max visual spotting range is 28” (8 nautical miles). To successfully spot, roll a 4+ on 1d10 after Note: again, we assume a pilot in a flight will call applying visual spotting modifiers to the die roll. out bandits to the rest of his flight. 23

142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Ground scale

For reference when developing scenarios and positioning objects on the ground, here is the ground scale used in the game. When generating weapon ratings, some ratings were rounded up, while others were rounded down, depending on what made sense for the type of rating involved.

Range (in) Distance (km) 1 0.02 2 0.08 3 0.18 4 0.32 Models 5 0.50 6 0.72 AirWar: C21 is primarily designed for being played th 7 1.0 with 1/300 scale miniatures but can be th 8 1.3 successfully played with anything from 1/200 to th 9 1.6 1/600 with no extra effort.

10 2.0 The following list of miniature manufacturers is not 12 2.9 exclusive but will prove a useful hunting ground for 14 3.9 most gamers needs. If a manufacturer is not on this 16 5.1 list it does not mean we don’t recommend their 18 6.5 models or dislike them or whatever, it is just an 20 8.0 oversight on our part. 22 9.7 NavWar: possibly the largest range of modern 24 11.5 aircraft, incorporating the old Heroics & Ros line. 26 13.5 The models may not be the most detailed, but they 28 15.7 paint up well, are reasonably priced and the range 30 18.0 is extensive including the likes of India, South Africa 32 20.5 and Taiwan alongside the usual air powers. 34 23.1 Scotia Grendel: their 1/300th Collectair range 36 25.9 includes some very nice models for US, Soviet, 38 28.9 British, French and Israelis. 40 32.0 Skyraider Miniatures: useful 1/300th aircraft 42 35.3 manufacturer including some hard to get hold of 44 38.7 models like the MB339 for Falklands games. 46 42.3 Skytrex: 1/300th range covering US, Soviet, Britain, th 48 46.1 Germany, Israel and Brazil and 1/200 for US, 50 50.0 Soviets, British and Swedes. 52 54.1 Stronghold Miniatures manufacturers of the old 54 58.3 SDD Fox Two range, they produce US, Soviet, 56 62.7 British, French and German planes. Tumbling Dice manufacturers of an extensive (and 58 67.3 th 60 72.0 growing) 1/600 scale range. Not as silly a scale as 62 76.9 it may at first seem, the miniatures are easy to paint and work well for games with lots of aircraft or 64 81.9 those with naval elements on the board such as the 66 87.1 Falkands. 68 92.5 70 98.0 72 103.7 SOTCW 74 109.5 76 115.5 We recommend modern wargamers join the 78 121.7 Society of Twentieth Century Wargamers. Lots of useful stuff and discounts. More info can be

found at: www.sotcw.net The actual formula used to calculate the distance based on table range is: Distance = 0.02 x (Range)2 24

142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Development of the second edition was a much Designer’s notes longer process than we had anticipated. What began as an attempt to give the first edition some AirWar: C21 started life as the rules for an entry more texture by replacing generic air-to-air missile level jet fighter game at Salute 2003. The ratings with individual ratings for each missile, grew requirement was for a game that met the “5 minute to include the adoption of a formal, non-linear rule” for explanation and the “45 minute rule” for ground scale, the reworking of the air-to-air gun game play. As the show rules developed it became mechanics, a complete re-engineering of the apparent that they would be a good set of “starter” ground attack mechanics and ratings, the rules for players interested in modern air-to-air development of a new surface-to-air system, the combat (certainly enough people asked about addition of a few new special manoeuvres, buying them at Salute). The aim was to produce a expansion of the granularity of the engine power set of fun, fast play rules that cover the spirit of ratings, additional attention given to ratings of modern dogfighting in a Top Gun style, and also a different aircraft variants, and the incorporation of set that would be good for a newcomer to basic radar effects and a spotting system. wargaming, or for a more experienced “old hand” Throughout, we tried to keep the various systems who wants a simple yet enjoyable set of rules to and mechanics internally consistent. The emphasis introduce new players to modern air combat remained the dogfight, but we also attempted to games. give long-range missiles their due, which resulted in the non-linear ground scale. Finding the right The first edition proved more popular than we balance between long and short range was a anticipated with gamers worldwide using them to challenge, but the result was worth it. put games on at conventions, as well as at clubs, and it wasn’t long before wargamers being The goals for the new edition were that it still had to wargamers, the WGHistorical Yahoo Group, be fun, fast to play, easy to learn, but have more started to discuss adding more texture to the game, texture than the first edition. We think we have tweak this, fiddle with that etc. Some of the ideas succeeded, with playtesting yielding some were really good so we decided to produce a remarkable and memorable air battles, and we second edition with Paul and Larry drawing on their hope that players enjoy the game as much as we experiences playing the game in the States. do. Check six!

Paul Minson & David Manley

25

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Aircraft ratings

China

Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load HzEj Chengdu +3 / 5 22 HP -4 H 6d6 4 +0 6 - - - 8+ +0 +0 5 1967 2xAA-2 Based on Jianjiji-7A +2 MiG-21F Chengdu +3 / 5 23 HP -4 H 6d6 4 +0 6 - - - 7+ +0 +0 5 1984 2xPL-2 Jianjiji-7 IIA +2 Shenyang +3 / 5 23 HP -4 M 6d6 13 +0 7 - - - - +0 +0 12 1981 4xPL-2 Jianjiji-8 +3 4x Chengdu +4 / PL-8, 5 24 HP -4 E 5d6 6 +4 6 8 8 -2 4+ L +0 +1 20 2005 Jianjiji-10A +3 4x PL-12 6x Shenyang +4 / AA-12, Based on 5 27 HP -4 H 6d6 5 +2 8 8 8 - 5+ L +1 +1 31 1992 Jianjiji-11 +3 4x Su-27SK AA-11 6x Su-30MK +4 / AA-12, 5 23 HP -4 E 6d6 5 +4 8 8 8 - 4+ L +1 +2 35 2001 Flanker-H +3 4x AA-11 Jian Hong-7A +2 / Strike 5 21 MP -4 M 5d6 6 +2 8 8 8 -1 4+ L +0 +1 22 2004 2xPL-5 Flounder +1 variant Nanchang +3 / Qiangjiji-5 4 13 HP -4 M 3d6 7 +0 6 - - - - +0 +0 9 1965 2xPL-2 +2 Fantan Nanchang +3 / Qiangjiji-5I 4 13 HP -4 M 3d6 7 +0 6 - - - - +0 +0 9 1970 2xPL-2 +2 Fantan (A-5A)

France

Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load +3 / 2xMagic Mirage 2000C 5 26 HP -4 H 6d6 6 +2 6 8 8 -1 5+ L +0 +0 26 1978 +3 2xR.530

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Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load +3 / Strike Mirage 2000D 5 26 HP -4 H 6d6 6 +4 6 8 8 -2 - +0 +1 27 1991 2xMagic +3 variant Nuclear +3 / Mirage 2000N 5 26 HP -4 H 6d6 6 +4 6 8 8 -2 - +0 +1 27 1988 2xMagic strike +3 variant +2 / 4xMagic Mirage F1C 5 23 MP -4 H 6d6 7 +0 6 - - - 4+ +0 +0 18 1973 +2 2xR.530 +3 / Strike Mirage F1CT 5 23 HP -4 H 6d6 7 +2 6 8 8 - 4+ +0 +0 18 1991 2xMagic +2 variant +2 / Strike Mirage F1E 5 23 MP -4 H 6d6 7 +2 6 4 4 - 5+ +0 +0 18 1974 2xMagic +2 variant +2 / 4xMagic Export Mirage F1JA 5 23 MP -4 H 6d6 7 +2 6 4 4 - 5+ +0 +0 18 1978 +2 2xR.530 model +4 / 4xMagic Rafale-C 5 23 HP -4 E 7d6 3 +6 6 8 8 -3 3+ L +0 +1 25 2004 +3 2xMICA +4 / 4xMagic Rafale-M 5 23 HP -4 E 7d6 3 +6 6 8 8 -3 3+ L +0 +1 25 2002 +3 2xMICA

Generic

Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load +2 / Jet Airliner 4 10 MP -4 L - 0 +0 12 - - - - +3 +1 53 - None +1 +2 / Lear Jet (C-21) 4 10 MP -4 M - 0 +0 5 - - - - -1 +1 8 1964 None +1

Germany

Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load EFA Typhoon +4 / 2+ 4xAIM-9, 5 24 HP -4 E 6d6 8 +4 8 8 8 -3 +0 +1 29 2005 (Europe) +4 L 4xAMRAAM F-4F ICE +3 / 4+ 4xAIM-9, 5 25 HP -4 M 7d6 6 +4 8 8 8 -1 +0 +1 32 1988 Phantom II +2 L 4xAIM-7 +3 / Tornado IDS 4 25 HP -4 M 8d6 7 +6 8 8 8 -2 - +0 +1 36 1979 2xAIM-9 +3 +3 / Tornado ECR 4 25 HP -4 M - 0 +6 8 8 8 -2 - +0 +1 36 1990 None +3

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Iran

Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load +3 / 3+ 4xAIM-9, F-14A Ali-cat 4 27 HP -4 H 7d6 7 +0 8 4 4 - +1 +2 22 1974 +2 L 2xAIM-54

Israel

Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load +4 / 2+ 4xAIM-7, F-15I Ra’am 5 28 HP -4 H 7d6 5 +6 8 8 8 -2 +1 +1 49 1995 +3 L 4xAIM-9 +3 / IAI Kfir C2 5 26 HP -4 H 6d6 6 +2 6 4 4 -1 5+ +0 +0 19 1976 4x Shafrir +2 +3 / 4+ IAI Kfir C7 5 27 HP -4 H 6d6 6 +4 6 8 8 -2 +0 +0 27 1983 4x Python +3 L IAI Kurnass +3 / 3+ 4xPython, 5 25 HP -4 M 7d6 7 +4 8 8 8 - +0 +1 32 1989 F-4/2000 +2 L 4 AIM-7

Russian Federation (ex-CIS)

Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load +2 / 2+ A-50 Mainstay 4 9 MP -4 L - - +0 12 18 18 -1 +2 +1 - 1984 None AWACS +1 L MiG-21MF +3 / 5 24 HP -4 H 5d6 4 +0 6 - - - 7+ +0 +0 9 1968 4xAA-2 HzEj Fishbed-J +2 MiG-21MF +3 / 5 24 HP -4 H 5d6 4 +0 6 4 4 - 7+ +0 +0 9 1985 4xAA-2 HzEj Fishbed-J +2 MiG-21bis +3 / 5 23 HP -4 H 5d6 4 +0 6 4 4 - 7+ +0 +0 10 1975 4xAA-2 HzEj Fishbed-L +3 MiG-21bis +3 / 5 23 HP -4 H 5d6 4 +0 6 4 4 - 7+ +0 +0 10 1978 4xAA-2 HzEj Fishbed-N +3 MiG-23M +3 / 2xAA-7 4 27 HP -4 M 5d6 4 +0 7 - - - 6+ +0 +0 11 1973 Flogger-B +3 4xAA-8 No AAMs MiG-23BN +3 / 4 20 HP -4 M 5d6 4 +2 7 4 4 -1 - +0 +0 13 1981 None Export Flogger-F +3 model MiG-25P +2 / 6+ 5 32 MP -4 M - 0 +0 8 4 4 - +1 +0 14 1969 4xAA-6 Foxbat-A +2 L

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Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load MiG-25PD +3 / 5+ 2xAA-6 5 32 HP -4 M - 0 +0 8 4 4 -1 +1 +0 14 1978 Foxbat-E +2 L 4xAA-8 MiG-27 +3 / 5 20 HP -4 M 10d6 6 +2 8 4 4 - - +0 +0 16 1973 4xAA-2 Flogger-D +2 MiG-27M +3 / 5 20 HP -4 M 10d6 6 +2 8 4 4 - - +0 +0 17 1985 4xAA-2 Flogger-J +2 MiG-29 +4 / 4+ 4xAA-10 5 26 HP -4 E 6d6 5 +2 6 8 8 - +1 +1 14 1983 Fulcrum-A +3 L 2xAA-11 MiG-29 +4 / 6+ 4xAA-10 Fulcrum-A 5 26 HP -4 E 6d6 5 +2 6 4 4 - +1 +1 14 1983 +3 L 2xAA-11 Export MiG-29S +4 / 4+ 4xAA-10 Fulcrum-C 5 26 HP -4 E 6d6 5 +2 6 8 8 - +0 +1 17 1986 +3 L 2xAA-11 Gorbatyi MiG-29 SM +4 / 4+ 4xAA-10 5 26 HP -4 E 6d6 5 +2 6 8 8 -1 +0 +1 17 ? Fulcrum-C +3 L 2xAA-11 MiG-31 +3 / 3+ 4xAA-9 5 37 HP -4 M 8d6 2 +0 8 8 8 - +1 +0 18 1983 Foxhound-A +3 L 4xAA-8 MiG-35 +4 / 3+ 4xAA-10 5 26 HP -4 E 6d6 4 +2 7 8 8 -1 +0 +1 20 2005 Fulcrum +4 L 2xAA-11 No AAMs Su-17M-2K +3 / 4 19 HP -4 M 6d6 0 +0 6 - - - - +0 +0 16 1974 None Export Fitter-F +3 model No AAMs Su-20 +3 / 4 19 HP -4 M 6d6 0 +0 6 - - - 8+ +1 +0 16 1972 None Export Fitter-C +3 Su-17M Su-22M-3K +3 / Export 4 15 HP -4 M 6d6 4 +2 6 - - - - +0 +0 22 1978 None Fitter-J +2 Su-17M3 Su-22M-4 +3 / Export 4 15 HP -4 M 6d6 4 +2 6 - - - - +0 +0 22 1980 None Fitter-K +2 Su-17M4 Su-24 +3 / 6+ Fencer-A 4 25 HP -4 M 8d6 4 +0 9 - - - +1 +1 44 1974 2xAA-8 +2 L Chemodahn Su-24M +3 / 6+ Fencer-D 4 17 HP -4 M 8d6 4 +0 9 8 8 -1 +1 +1 44 1983 2xAA-8 +2 L Chemodahn Su-24MK +3 / 6+ Export 4 17 HP -4 M 8d6 4 +0 9 4 4 - +1 +1 44 1983 2xAA-8 Fencer-D +2 L model Su-25 +2 / 4 11 MP -4 H 8d6 5 +2 8 4 4 - - +0 +0 20 1981 2xAA-8 Frogfoot-A +2

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Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load Su-27 +4 / 3+ 6xAA-10 5 27 HP -4 H 6d6 5 +2 8 8 8 -1 +1 +1 31 1984 Flanker-B +3 L 4xAA-11 Su-27SK +4 / 4+ 6xAA-12 Export 5 27 HP -4 H 6d6 5 +2 8 8 8 - +1 +1 31 2003 Flanker-B +3 L 4xAA-11 model Su-30MK +4 / 4+ 6xAA-12 Export 5 23 HP -4 E 6d6 5 +4 8 8 8 - +1 +2 35 1994 Flanker-H +3 L 4xAA-11 model +3 / 3+ 6xAA-10 Russian Su-33 5 25 HP -4 E 6d6 5 +2 8 8 8 - +1 +2 35 1991 +3 L 4xAA-11 Navy Su-35 +4 / 3+ 6xAA-10 5 27 HP -4 H 6d6 5 +2 9 8 8 - +1 +2 35 1992 Flanker-E +3 L 4xAA-11 Yak-38 +2 / 4 12 MP -4 M - 8 +0 5 - - - - +0 +1 6 1976 2xAA-8 VTOL Forger-A +2

United Kingdom

Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load EFA Typhoon +4 / 2+ 4xMeteor, 5 24 HP -4 E 6d6 8 +4 8 8 8 -2 +0 +1 29 2005 UK +4 L 4xASRAAM F-4S Phantom +3 / 4xAIM-9, 5 25 HP -4 M - 0 +2 8 8 8 -1 5+ +0 +1 32 1979 II +3 4xAIM-7 VTOL (STOVL) +4 / 2+ 1xAIM-9, RAF & RN F-35B JSF 5 22 HP -4 E 8d6 4 +6 7 8 8 -6 +0 +0 5 2011? +3 L gun Internal weapons only. VTOL +4 / 2+ 1xAIM-9, F-35B JSF 5 22 HP -4 E 8d6 4 +6 7 8 8 -2 +0 +0 25 2011? (STOVL). +3 L gun RAF & RN +4 / HzEj. Harrier GR 3 4 12 HP -4 E 6d6 8 +2 5 4 4 - - +0 +0 10 1969 2xAIM-9 +4 VTOL +4 / Harrier GR.5 4 12 HP -4 E 6d6 8 +4 6 8 8 - - +0 +0 15 1985 2xAIM-9 VTOL +3 +4 / - Harrier GR.7 4 12 HP -4 E 0 +4 6 8 8 - - +0 +0 22 1989 2xAIM-9 VTOL +3 +4 / - Harrier GR.9 4 12 HP -4 E 0 +4 6 8 8 - - +0 +0 22 2004 2xAIM-9 VTOL +3 +4 / - Harrier GR.7A 4 12 HP -4 E 0 +4 6 8 8 - - +0 +0 22 2004 2xAIM-9 VTOL +3

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Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load +4 / - Harrier GR.9A 4 12 HP -4 E 0 +4 6 8 8 - - +0 +0 22 2004 2xAIM-9 VTOL +3 +2 / Hawk T.1A 4 11 MP -4 H 4d6 6 +0 5 - - - - -1 +1 11 1976 2xAIM-9 +1 Export +2 / ground Hawk 100 4 11 MP -4 H 4d6 0 +4 5 8 8 - - -1 +1 13 1987 2xAIM-9 +2 attack variant Export +2 / 4+ ground Hawk 200 4 13 MP -4 H 4d6 6 +4 5 8 8 - -1 +1 13 1986 2xAIM-9 +2 L attack variant Hawker +2 / 4 13 MP -4 M 8d6 6 +0 6 - - - - +0 +1 11 1960 None No AAMs Hunter FR.10 +2 SEPECAT +2 / 4 11 MP -4 M 6d6 8 +4 6 - - - - +0 +0 20 1972 2xAIM-9 Jaguar GR.1 +2 SEPECAT +2 / 4 11 MP -4 M 6d6 8 +4 6 8 8 - - +0 +0 20 1983 2xAIM-9 Jaguar GR.1A +2 SEPECAT +2 / 4 11 MP -4 M 6d6 8 +4 6 8 8 - - +0 +0 20 1994 2xAIM-9 Jaguar GR.1B +2 Sea Harrier +4 / 4 13 HP -4 E 6d6 8 +2 5 4 4 - 6+ +0 +1 10 1978 2xAIM-9 VTOL FRS1 +4 Sea Harrier +4 / 3+ 4 13 HP -4 E 6d6 8 +2 5 4 4 - +0 +1 10 1988 2xAIM-9 VTOL FRS2 +3 L Tornado GR.1 +3 / 4 25 HP -4 M 8d6 7 +6 8 8 8 - - +0 +1 36 1979 2xAIM-9 IDS +2 Tornado F.3 +3 / 3+ 4xAIM-9, 4 25 HP -4 M 6d6 7 +4 8 8 8 - +0 +1 22 1984 ADV +2 L 4xAIM-120

United States of America

Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load +2 / A-4C Skyhawk 4 11 MP -4 H 4d6 6 +0 5 4 4 - - +0 +0 15 1966 2xAIM-9 HzEj +2 +2 / A-6E Intruder 4 11 MP -4 M - 0 +4 7 8 8 -1 - +0 +1 35 1971 2xAIM-9 +1 A-7D +2 / 4 12 MP -4 M 7d6 10 +4 6 8 8 - - +1 +0 30 1968 2xAIM-9 Corsair II +2

142.161.23.105

Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load A-10A +2 / 3 8 MP -4 H 10d6 17 +2 8 16 16 - - +0 +1 24 1976 2xAIM-9 Thunderbolt II +2 A-10A +2 / 3 8 MP -4 H 10d6 17 +8 8 16 16 - - +0 +1 24 1990 2xAIM-9 Thunderbolt II +2 +4 / HzEj. AV-8A Harrier 4 13 HP -4 E 6d6 6 +2 5 4 4 - - +0 +0 10 1971 2xAIM-9 +4 VTOL AV-8B +4 / 4 11 HP -4 E 8d6 5 +4 6 8 8 - - +0 +0 15 1983 2xAIM-9 VTOL Harrier II +3 AV-8B +4 / 4+ 2xAIM-9, 4 12 HP -4 E 8d6 5 +4 6 8 8 - +0 +0 15 1994 VTOL Harrier II+ +3 L 2xAIM-120 E-2C +1 / 3+ 3 7 LP -4 L - 0 +0 8 4 4 -1 +1 +1 - 1973 None AWACS Hawkeye +1 L E-3 Sentry +1 / 4+ 4 9 LP -4 L - 0 +0 7 18 18 -2 +2 +0 - 1977 None AWACS (US & NATO) +1 L +2 / F-8J Crusader 5 21 MP -4 M 5d6 5 +0 6 - - -1 5+ +0 +0 11 1971 4xAIM-9 +2 +3 / 3+ 4xAIM-9, F-14A Tomcat 4 27 HP -4 H 7d6 7 +0 8 4 4 -1 +1 +2 22 1974 +2 L 2xAIM-54 +3 / 3+ 4xAIM-9, F-14B Tomcat 4 21 HP -4 H 7d6 7 +0 8 4 4 -1 +1 +2 22 1988 +3 L 2xAIM-54 +3 / 2+ 4xAIM-9, F-14D Tomcat 4 21 HP -4 H 7d6 7 +0 8 4 4 -2 +1 +2 22 1990 +3 L 2xAIM-54 +4 / 4+ 4xAIM-7, F-15A Eagle 5 29 HP -4 H 7d6 9 +4 8 8 8 -1 +1 +1 32 1976 +4 L 4xAIM-9 +4 / 2+ 4xAIM-7, F-15C Eagle 5 28 HP -4 H 7d6 10 +4 8 8 8 -1 +1 +1 32 1979 +3 L 4xAIM-9 F-15E +4 / 2+ 4xAIM-7, 5 28 HP -4 H 7d6 5 +6 8 8 8 -2 +1 +1 49 1989 Strike Eagle +3 L 4xAIM-9 F-16A +4 / 4+ 5 23 HP -4 E 7d6 5 +4 6 8 8 - +0 +1 24 1980 4xAIM-9 Block 10 +3 L F-16A +4 / 4+ Export 5 23 HP -4 E 7d6 5 +4 6 4 4 - +0 +1 24 1980 4xAIM-9 Block 10 Exp +3 L model F-16C +3 / 3+ 2xAIM-9, 5 26 HP -4 E 7d6 5 +6 6 8 8 - +0 +1 24 1984 Block 25 +3 L 4xAIM-120 F-16C +4 / 3+ 2xAIM-9, 5 26 HP -4 E 7d6 5 +6 6 8 8 - +0 +1 24 1991 Block 50 +3 L 4xAIM-120 +3 / 4+ 4xAIM-9, F-18A Hornet 5 21 HP -4 H 7d6 6 +4 8 8 8 -1 +0 +1 27 1983 +3 L 2xAIM-120

142.161.23.105

Name Mn Mx Pw Acc1/ Dec Ma Gn Am Bm DP Cf Fl ECM Rdr Sz Sp Ld Year Missile Notes Acc2 Load +4 / 3+ 4xAIM-9, F-18C Hornet 5 21 HP -4 H 7d6 6 +6 8 8 8 -1 +0 +1 27 1987 +3 L 2xAIM-120 F-18E +3 / 3+ 4xAIM-9, 5 23 HP -4 H 7d6 6 +6 8 8 8 -1 +0 +1 27 2001 Super Hornet +3 L 2xAIM-120 F-18E +3 / 2+ 4xAIM-9, Super Hornet 5 23 HP -4 H 7d6 6 +6 8 8 8 -1 +0 +1 27 2001 +3 L 2xAIM-120 Block II EF-18G +3 / 2+ 4xAIM-9, 5 23 HP -4 H - 6 +6 8 8 8 -2 +0 +1 27 2008 Growler +3 L 2xAIM-120 +4 / 2+ 2xAIM-9, F-22A Raptor 5 26 HP -4 E 5d6 8 +6 8 8 8 -6 +1 +1 8 2005 +4 L 6xAIM-120 CTOL. +4 / 2+ Internal F-35A JSF 5 22 HP -4 E 8d6 3 +6 7 8 8 -6 +0 +0 9 2010 1xAIM-9 +3 L weapons only. +4 / 2+ F-35A JSF 5 22 HP -4 E 8d6 3 +6 7 8 8 -2 +0 +0 25 2010 1xAIM-9 CTOL +3 L VTOL (STOVL). US +4 / 2+ 1xAIM-9, F-35B JSF 5 22 HP -4 E 8d6 4 +6 7 8 8 -6 +0 +0 5 2009 Marines. +3 L gun Internal weapons only. VTOL +4 / 2+ 1xAIM-9, (STOVL). F-35B JSF 5 22 HP -4 E 8d6 4 +6 7 8 8 -2 +0 +0 25 2009 +3 L gun US Marines EF-111A +2 / 4 25~ MP -4 M - 0 +2 9 18 18 -3 5+ +2 +1 39 1983 None Raven +1 F-117A +2 / 5 12 MP -4 M - 0 +6 7 8 8 -1 - +0 +0 16 1983 None Stealth Nighthawk +1

142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Air-to-air missile ratings

China Range Name Guidance Aspect Lock Hit Damage Load Year (min-max) PL-2B IR rear-60 4+ 5 - 18 5+ 1d6 0.5 >1973? PL-5B/C IR rear-180 4+ 8 - 18 6+ 1d6 1 1986 PL-5E IR all 3+ 5 - 18 4+ 1d6 0.5 1995? PL-7 (export only) IR rear-180 4+ 5 - 20 3+ 1d10 0.5 1988 PL-8 IR all 3+ 5 - 22 3+ 1d10 0.5 1991 (licence-built Python 3) PL-11A SARH all radar 10 - 40 5+ 1d10 1 1996? PL-11B ARH all radar 10 - 40 5+ 1d10 1 1998?

France Range Name Guidance Aspect Lock Hit Damage Load Year (min-max) R.511 EM SARH rear-60 radar 9 - 16 8+ 1d10 1 1958 R.530 EM SARH all radar 12 - 26 7+ 2d6 1 1962 R.530 IR IR rear-180 5+ 10 - 22 6+ 2d6 1 1962 (briefly in service) Super R.530D SARH all radar 10 - 34 4+ 2d6 1 1985 Super R.530F SARH all radar 10 - 38 4+ 2d6 1 1980 R.550 MAGIC IR rear-180 4+ 5 - 20 4+ 1d10 0.5 1975 R.550 MAGIC 2 IR all 3+ 5 - 20 3+ 1d10 0.5 1985 MICA EM ARH all radar 5 - 40 4+ 1d10 0.5 1997 MICA IR IR all 3+ 5 - 20 4+ 1d10 0.5 1999

Germany Range Name Guidance Aspect Lock Hit Damage Load Year (min-max) IRIS-T IR all 2+ 4 - 24 2+ 1d10 0.5 2005

Israel Range Name Guidance Aspect Lock Hit Damage Load Year (min-max) Shafrir IR rear-60 6+ 5 - 14 8+ 1d6 0.5 1963 Shafrir 2 IR rear-60 4+ 5 - 18 5+ 1d6 0.5 1969 Python 3 IR all 3+ 7 - 22 3+ 1d10 1 1982 Python 4 IR all 3+ 5 - 24 2+ 1d10 1 1992? Python 5 IR all 2+ 5 - 24 2+ 1d10 0.5 2003

Russian Federation (ex-USSR) Range Name Guidance Aspect Lock Hit Damage Load Year (min-max) AA-1A Alkali (RS-2U) SARH rear-60 radar 10 - 14 9+ 1d6 0.5 1958 AA-1B Alkali SARH all radar 10 - 16 8+ 1d6 0.5 1965 (RS-2US) AA-1C Alkali IR rear-60 5+ 7 - 14 7+ 1d6 0.5 1965 (RS-1U, R-55T) AA-2A Atoll (R-3S) IR rear-60 5+ 7 - 18 7+ 1d6 0.5 1962 AA-2C Atoll (R-3R) SARH all radar 7 - 20 7+ 1d6 0.5 1966 AA-2D Atoll (R-13M) IR rear-60 4+ 5 - 18 6+ 1d6 0.5 1973 AA-2D Atoll (R-13M1) IR rear-60 3+ 5 - 18 5+ 1d6 0.5 1983 AA-3 Anab (R-8M) SARH all radar 9 - 26 8+ 2d6 1.5 1964 AA-3A Anab (R-30T) IR rear-60 5+ 7 - 18 6+ 2d6 1.5 1968 AA-3B Anab (R-30R) SARH all radar 9 - 26 7+ 2d6 1.5 1968 AA-3C Anab IR rear-60 4+ 7 - 20 5+ 2d6 1.5 1974 (R-98TM)

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142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Range Name Guidance Aspect Lock Hit Damage Load Year (min-max) AA-3D Anab SARH all radar 9 - 30 5+ 2d6 1.5 1974 (R-98RM) AA-5 Ash (R-4T) IR rear-60 5+ 12 - 26 6+ 2d6 2 1965 AA-5 Ash (R-4R) SARH all radar 14 - 32 8+ 2d6 2 1965 AA-6 Acrid (R-40T) IR rear-60 4+ 10 - 30 5+ 2d6 2 1971 AA-6 Acrid (R-40R) SARH all radar 12 - 42 6+ 2d6 2 1971 AA-6 Acrid (R-46T) IR rear-60 3+ 10 - 30 4+ 2d6 2 1982 AA-6 Acrid (R-46R) SARH all radar 12 - 50 5+ 2d6 2 1982 AA-7 Apex (R-23T) IR rear-60 4+ 7 - 26 6+ 1d10 1 1974 AA-7 Apex (R-23R) SARH all radar 9 - 38 7+ 1d10 1 1974 AA-7 Apex (R-24T) IR rear-180 3+ 7 - 26 5+ 1d10 1 1985? AA-7 Apex (R-24R) SARH all radar 12 - 42 5+ 1d10 1 1985? AA-8 Aphid (R-60T) IR rear-60 4+ 4 – 18 5+ 1d6 0.25 1976 AA-8 Aphid (R-60M) IR rear-180 3+ 3 – 18 4+ 1d6 0.25 1980 AA-8 Aphid (R-60MK) IR all 3+ 3 – 18 3+ 1d6 0.25 1985 AA-9 Amos (R-33) ARH all radar 16 - 56 5+ 2d6 2 1983 AA-10A Alamo IR all 3+ 7 - 24 5+ 2d6 1.5 1986 (R-27T) AA-10B Alamo SARH all radar 9 - 34 5+ 2d6 1.5 1986 (R-27R) AA-10D Alamo IR all 3+ 7 - 24 4+ 2d6 1.5 1988 (R-27ET) AA-10C Alamo SARH all radar 9 - 42 4+ 2d6 1.5 1988 (R-27ER) AA-10E Alamo SARH all radar 9 - 46 4+ 2d6 1.5 1990 (R-27EM) AA-10F Alamo ARH all radar 9 - 42 4+ 2d6 1.5 1990 (R-27AE) AA-11 Archer (R-73) IR all 3+ 4 - 24 4+ 1d6 0.5 1983 AA-11 Archer IR all 2+ 4 - 24 3+ 1d6 0.5 1990 (R-73M) AA-11 Archer IR all 2+ 4 - 26 3+ 1d6 0.5 1990 (R-74EM) AA-12 Adder (R-77) ARH all radar 5 - 50 2+ 2d6 1 1994 AA-12 Adder (R-77M) ARH all radar 7 - 58 2+ 2d6 1 2007?

United Kingdom Range Name Guidance Aspect Lock Hit Damage Load Year (min-max) ARH all radar 5 - 56 3+ 2d6 1 2010 ASRAAM IR all 2+ 4 - 22 2+ 1d10 0.5 2002 SARH all radar 5 - 44 6+ 2d6 1 1978 Red Top IR all 4+ 7 - 18 6+ 1d10 1 1964

United States of America Range Name Guidance Aspect Lock Hit Damage Load Year (min-max) AIM-4C Falcon IR rear-60 5+ 7 - 18 7+ 1d6 0.25 1957 AIM-4D Falcon IR rear- 5+ 7 - 22 7+ 1d6 1963 0.25 180 AIM-4G Falcon IR rear- 5+ 7 - 22 6+ 1d10 1959 0.5 180 AIR-2A Genie none n/a n/a n/a - 22 nuclear nuclear 2 1956 AIM-7C Sparrow-III SARH all radar 10 - 24 8+ 2d6 1 1958 AIM-7D Sparrow-III SARH all radar 10 - 26 7+ 2d6 1 1960 AIM-7E Sparrow-III SARH all radar 9 - 28 7+ 2d6 1 1962 AIM-7E2 Sparrow- SARH all radar 7 - 28 7+ 2d6 1970 1 III AIM-7F Sparrow-III SARH all radar 9 - 42 6+ 2d6 1 1977

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142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Range Name Guidance Aspect Lock Hit Damage Load Year (min-max) AIM-7M Sparrow-III SARH all radar 5 - 42 5+ 2d6 1 1982 AIM-7P Sparrow-III SARH all radar 5 - 42 4+ 2d6 1 1988 AIM-9B Sidewinder IR rear-60 5+ 7 - 16 7+ 1d6 0.5 1956 AIM-9D Sidewinder IR rear-60 4+ 7 - 18 6+ 1d10 0.5 1965 AIM-9E Sidewinder IR rear-60 4+ 7 - 18 6+ 1d6 0.5 1967 AIM-9G Sidewinder IR rear-180 4+ 7 - 18 6+ 1d10 0.5 1967 AIM-9H Sidewinder IR rear-180 4+ 7 - 18 5+ 1d10 0.5 1970 AIM-9J Sidewinder IR rear-60 4+ 5 - 18 5+ 1d6 0.5 1972 AIM-9L Sidewinder IR all 3+ 5 - 22 2+ 1d10 0.5 1977 AIM-9M Sidewinder IR all 3+ 5 - 22 2+ 1d10 0.5 1984 AIM-9N Sidewinder IR rear-60 4+ 5 - 22 5+ 1d6 1973 0.5 (export) AIM-9P Sidewinder IR rear-60 4+ 5 - 22 5+ 1d6 1974 0.5 (export) AIM-9P3 Sidewinder IR rear-180 4+ 5 - 22 4+ 1d10 1975 0.5 (export) AIM-9P4 Sidewinder IR all 4+ 5 - 22 4+ 1d10 1984 0.5 (export) AIM-9X Sidewinder IR all 2+ 5 - 24 2+ 1d10 0.5 2002 AIM-54A Phoenix ARH all radar 12 - 58 6+ 2d6 2 1974 AIM-54C Phoenix ARH all radar 10 - 68 4+ 2d6 2 1982 AIM-120A AMRAAM ARH all radar 5 - 42 4+ 2d6 1 1991 AIM-120B AMRAAM ARH all radar 5 - 42 4+ 2d6 1 1993 AIM-120C AMRAAM ARH all radar 5 - 42 3+ 2d6 1 1998

Gun pod ratings

Russian Federation (ex-USSR) Name Gun Ammo Load Year Notes UPK-23-250 GSh-23L 4d6 5 1.5 1968

United Kingdom Name Gun Ammo Load Year Notes Aden Mk.4 Gunpod 3d6 7 4 1960

United States of America Name Gun Ammo Load Year Notes SUU-11 GAU-2/A 7.62mm 1d6 16 1 1965 SUU-16 20mm Vulcan 5d6 10 4 1966 Mk-4 twin Mk.12 20mm 3d6 10 3 1964

Air-to-ground weapon ratings

France Weapon Hit Hit Hit Class Range ROF Ammo Damage Load Year Notes Name Light Medium Heavy BL-107 Durandal unguided anti- 0 unl - n/a n/a 9+ 1d10 1 bomb runway bomb * AS-30B guided 24 1 - 5+ 5+ 6+ 1d10 3 1964 AS-30L guided 24 1 - 4+ 5+ 5+ 1d10 3 1983 AS.37 guided 32 1 - 6+ 6+ 6+ 1d10 3 1960s ~ AS.37 guided 46 1 - 5+ 5+ 5+ 1d10 3 1984 ARMAT~

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142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Generic Weapon Hit Hit Hit Class Range ROF Ammo Damage Load Year Notes Name Light Medium Heavy 250 lb unguided 0 unl - 12+ 12+ 13+ 1d4 0.5 bomb^ bomb 500 lb unguided 0 unl - 10+ 11+ 13+ 1d6 1 bomb^ bomb 1000 lb unguided 0 unl - 9+ 10+ 13+ 1d10 2 bomb^ bomb 2000 lb unguided 0 unl - 7+ 9+ 13+ 2d6 4 bomb^ bomb 250 lb unguided 0 unl - 12+ 12+ 13+ 1d4 0.5 bomb^ bomb

Russian Federation (ex-USSR) Weapon Hit Hit Hit Class Range ROF Ammo Damage Load Year Notes Name Light Medium Heavy FAB-500 unguided 500 kg 0 unl - 9+ 10+ 13+ 1d10 2 bomb bomb^ FAB-750 unguided 750 kg 0 unl - 8+ 9+ 13+ 1d10 3 bomb bomb^ FAB-1000 unguided 1000 kg 0 unl - 7+ 9+ 13+ 2d6 4 bomb bomb^ BetAB-500 unguided 500 kg 0 unl - n/a 9+ 12+ 1d10 2 1970 bomb penetrator^ RBK-500 unguided 330 kg cluster 0 unl - 8+ 11+ n/a 1d6 1.5 1960 Anti-pers bomb cluster RBK-500 unguided 500 kg cluster 0 unl - 9+ 9+ n/a 1d6 2 1960 Anti-tank bomb cluster RBK-500 unguided 500 kg cluster 0 unl - 8+ 9+ n/a 1d6 2 1960 Mixed bomb cluster Pod of unguided 16x57mm 0 unl 2 9+ 11+ n/a 1d4 0.5 rocket S-5 Pod of unguided 32x57mm 0 unl 4 9+ 11+ n/a 1d4 1 rocket S-5 Pod of unguided 20x80mm 0 unl 3 5+ 8+ n/a 1d4 1 rocket S-8 KAB-500L 500 kg guided 0 unl - 5+ 6+ 6+ 2d6 2 1979 LGB ^ KAB- 1500L-F guided 0 unl - 5+ 6+ 6+ 2d20 7 1981? 1500 kg LGB ^ AS-7 Kerry guided 22 1 - 8+ 9+ 10+ 1d6 1 1974 (Kh-23M) AS-10 Karen guided 24 1 - 6+ 6+ 6+ 1d10 1 1975 (Kh-25) AS-12A Kegler guided 32 1 - 5+ 5+ 6+ 1d6 1.5 1978 (Kh-27PS)

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142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Weapon Hit Hit Hit Class Range ROF Ammo Damage Load Year Notes Name Light Medium Heavy AS-12B Export Kegler guided 14 1 - 5+ 5+ 6+ 1d6 1.5 1981 version (Kh-27MP) AS-13 Kingpost guided 30 1 - 6+ 6+ 6+ 1d10 3 1984 (Kh-59) AS-14A Kedge guided 24 1 - 4+ 4+ 4+ 1d10 3 1985 (Kh-29L, Kh-29T) AS-18 Kazoo guided 44 1 - 5+ 5+ 5+ 1d10 4 1992 (Kh-59M) AS-9 Kyle guided 40 1 - 6+ 6+ 6+ 1d10 3 1973 (Kh-28)~ AS-11 Kilter (Kh- guided 52 1 - 5+ 5+ 5+ 1d10 3 1982 58)~ AS-17B Krypton guided 44 1 - 5+ 5+ 6+ 1d6 3 1991 (Kh-31P)~

United Kingdom Weapon Hit Hit Hit Class Range ROF Ammo Damage Load Year Notes Name Light Medium Heavy RBL-755 unguided 600 lb cluster 0 unl - 10+ 11+ n/a 1d6 1.5 Mixed bomb cluster * guided 24 unl - n/a 5+ n/a 1d4 0.5 2005 ALARM~ guided 28 1 - 4+ 4+ 4+ 1d10 1.5 1990

United States of America Weapon Hit Hit Hit Class Range ROF Ammo Damage Load Year Notes Name Light Medium Heavy Mk 82 500 unguided late 0 unl - 10+ 11+ 13+ 1d6 1 lb bomb^ bomb '50s M117 750 unguided late 0 unl - 9+ 10+ 13+ 1d6 1.5 lb bomb^ bomb '50s Mk83 1000 unguided late 0 unl - 9+ 10+ 13+ 1d10 2 lb bomb^ bomb '50s Mk84 2000 unguided late 0 unl - 7+ 9+ 13+ 2d6 4 lb bomb^ bomb '50s Mk 82 500 unguided late lb high 0 unl - 11+ 12+ 14+ 1d6 1 bomb '50s drag bomb BLU-11 unguided late 500 lb 0 unl - 6+ 7+ n/a 1d6 1 bomb '50s napalm * CBU-25 unguided 500 lb AP cluster 0 unl - 11+ 13+ n/a 1d6 1 1960s cluster * bomb CBU-52 unguided 750 lb AP cluster 0 unl - 8+ 10+ n/a 1d6 1.5 1965 cluster bomb Mk 20 unguided Rockeye cluster 0 unl - 11+ 11+ n/a 1d4 1 1968 500 lb AT bomb cluster CBU-59 unguided Rockeye II cluster 0 unl - 9+ 10+ n/a 1d6 1.5 1977 750 lb bomb luster mix 38

142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Weapon Hit Hit Hit Class Range ROF Ammo Damage Load Year Notes Name Light Medium Heavy CBU-87 unguided CEM cluster 0 unl - 7+ 8+ n/a 1d6 2 1983 950 lb bomb cluster mix Pod of unguided 19x2.75" 0 unl 3 5+ 8+ n/a 1d4 1 rocket FFAR GBU-31/B JDAM guided 0 unl - 3+ 4+ 4+ 3d6 4 1998 2000 lb bomb ^ GBU-32/B JDAM guided 0 unl - 3+ 4+ 4+ 2d6 2 1998 1000 lb bomb ^ GBU-39/B SDB 250 lb bomb/ guided 0 unl - 3+ 4+ 4+ 1d6 0.5 2006? penetrator ^ CBU-103/B WCMD guided 0 unl - 3+ 4+ n/a 1d6 2 2000 cluster AGM-12B guided 24 1 - 8+ 9+ 10+ 1d6 1 1960 Bullpup-A AGM-12C guided 30 1 - 6+ 6+ 10+ 1d10 4 1964 Bullpup-B AGM-62 guided 24 1 - 5+ 5+ 5+ 2d6 5 1974 Walleye II Walleye I guided 30 1 - 6+ 6+ 6+ 1d6 2 1975 ERDL Walleye II guided 30 1 - 5+ 5+ 5+ 2d6 5 1975 ERDL AGM-65A guided 18 1 - 9+ 5+ 5+ 1d6 1 1973 Day only Maverick AGM-65B guided 24 1 - 9+ 5+ 5+ 1d6 1 1976 Day only Maverick AGM-65D Night/bad guided 24 1 - 9+ 5+ 5+ 1d6 1 1986 Maverick weather Night/bad AGM-65F weather guided 24 1 - n/a 4+ 4+ 1d6 1.5 1989 Maverick USN variant AGM-123 guided 24 1 - 6+ 6+ 6+ 2d6 3 1985 Skipper II GBU-15/B 2000 lb guided 26 1 - 5+ 5+ 5+ 3d6 4 1983 EOGB GBU-15/B 2000 lb guided 26 1 - n/a n/a 5+ 2d6 4 1985 EOGB penetrator AGM-45A Shrike guided 30 1 - 6+ 6+ 7+ 1d10 1 1966 ARM ~ AGM-78A Standard guided 40 1 - 5+ 5+ 5+ 1d10 3 1968 ARM ~ AGM-78B Standard guided 40 1 - 4+ 4+ 4+ 1d10 3 1969 ARM ~ AGM-88 guided 50 1 - 4+ 4+ 5+ 1d10 1.5 1985 HARM ~

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142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Land based SAM ratings

China Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year HQ-2 (SA-2 CGR all 5+ 22 2 1 6 7+ 1d10 Light* 5 Battery 1958 copy) HQ-2A CGR all 5+ 22 2 1 6 7+ 1d10 Light* 5 Battery 1984 OG all 5+ 22 1 1 6 7+ 1d10 Light* 5 Battery 1984 HQ-2B CGR all 5+ 24 2 1 6 6+ 1d10 Light* 5 Battery 1992 OG all 5+ 24 1 1 6 6+ 1d10 Light* 5 Battery 1992 HQ-61 SARH all 4+ 9 1 1 8 6+ 1d6 Light* 5 Battery 1989 HQ-15 (SA-10A CGR all 4+ 40 12 6 48 6+ 1d10 Medium 5 Battery 1994 copy) HQ-17 (SA-15 CGR all 2+ 22 2 2 8 4+ 1d10 Medium 2 Single 2003 copy) OG all 3+ 22 1 1 8 4+ 1d10 Medium 2 Single 1990 LY-60 (Aspide SARH all 3+ 28 4 3 4 5+ 1d10 Light* 1 Single 1989 derived) HQ-7 (Crotale CGR all 3+ 9 2 2 4 5+ 1d6 Light* 1 Single 1990 derived) OG all 4+ 9 1 1 4 5+ 1d6 Light* 1 Single 1990

France Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year Aster 30 ARH all 3+ 44 2 1 12 4+ 1d10 Light* 5 Battery 2000 SAMP/T R.440 CGR all 3+ 9 2 2 4 5+ 1d6 Medium 2 Single 1971 Crotale OG all 4+ 9 1 1 4 5+ 1d6 Medium 2 Single 1971 R.460 CGR all 3+ 9 2 2 4 5+ 1d6 Medium 2 Single 1983 Shahine OG all 4+ 9 1 1 4 5+ 1d6 Medium 2 Single 1983 VT-1 CGR all 3+ 18 2 2 8 5+ 1d6 Medium 2 Single 1991 Crotale NG OG all 4+ 18 1 1 8 5+ 1d6 Medium 2 Single 1991 Mistral/ IR all 4+ 12 1 1 4 6+ 1d6 Light* 1 Single 1989 Sadral

Russian Federation (ex-USSR) Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year SA-1 Guild CGR all 6+ 20 20 10 60 8+ 2d6 Light* 5 Battery 1954 SA-2c Guideline CGR all 5+ 22 3 1 6 7+ 1d10 Light* 5 Battery 1960 (V-750) SA-2f Guideline CGR all 5+ 22 3 1 6 7+ 1d10 Light* 5 Battery 1968 (V-750) OG all 5+ 22 1 1 6 7+ 1d10 Light* 5 Battery 1968 SA-3b Goa CGR all 4+ 20 3 1 8 7+ 1d6 Light* 5 Battery 1964 SA-4a SARH all 4+ 32 2 1 6 7+ 1d10 Medium 5 Battery 1963 Ganef SA-4b SARH all 4+ 32 2 1 6 7+ 1d10 Medium 5 Battery 1973 Ganef SA-6a Gainful SARH all 4+ 18 3 1 12 5+ 2d6 Medium 5 Battery 1966 (2K12) SA-6b Gainful SARH all 4+ 18 3 1 12 5+ 2d6 Medium 5 Battery 1977 (2K12) OG all 5+ 18 1 1 12 6+ 2d6 Medium 5 Battery 1977 SA-7a IR rear-60 4+ 10 1 1 4 8+ 1d6 Light* 1 Single 1966 Grail SA-7b IR rear-60 4+ 10 1 1 4 8+ 1d6 Light* 1 Single 1972 Grail

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Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year SA-8a SARH all 3+ 16 2 2 4 6+ 1d10 Medium 2 Single 1973 Gecko SA-8b SARH all 3+ 16 2 2 6 6+ 1d10 Medium 2 Single 1980 Gecko OG all 4+ 16 1 1 6 8+ 1d10 Medium 2 Single 1980 SA-9a IR rear-60 4+ 12 2 2 4 7+ 1d6 Medium 2 Single 1968 Gaskin SA-9b IR all 4+ 12 2 2 4 7+ 1d6 Medium 2 Single 1970 Gaskin SA-10a CGR all 3+ 40 12 6 32 6+ 1d10 Light* 5 Battery 1978 Grumble SA-10b ARH all 3+ 40 12 6 32 6+ 1d10 Light* 5 Battery 1985 Grumble SA-11 SARH all 3+ 20 2 2 4 3+ 2d6 Medium 2 Single 1980 Gadfly OG all 4+ 20 1 1 4 5+ 2d6 Medium 2 Single 1980 SA-11 Gadfly SARH all 3+ 26 2 2 4 3+ 2d6 Medium 2 Single 1995 (improved) OG all 4+ 20 1 1 4 5+ 2d6 Medium 2 Single 1995 SA-13 IR all 3+ 12 2 1 4 4+ 1d10 Medium 2 Single 1981 Gopher SA-14 IR all 4+ 12 1 1 4 6+ 1d6 Light* 1 Single 1978 Gremlin SA-15 CGR all 2+ 22 2 2 8 4+ 1d10 Medium 2 Single 1990 Gauntlet OG all 3+ 22 1 1 8 4+ 1d10 Medium 2 Single 1990 SA-16 IR all 4+ 12 1 1 4 6+ 1d6 Light* 1 Single 1981 Gimlet SA-17 SARH all 3+ 28 2 2 4 3+ 2d6 Medium 2 Single 1998 Grizzly OG all 4+ 20 1 1 4 5+ 2d6 Medium 2 Single 1998 SA-18 IR all 4+ 14 1 1 4 5+ 1d6 Light* 1 Single 1983 Grouse SA-19 CGR all 3+ 8 2 2 8 5+ 1d10 Medium 2 Single 1995 Grisom OG all 4+ 8 1 1 8 5+ 1d10 Medium 2 Single 1995

United Kingdom Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year CGR all 3+ 6 2 2 8 6+ 1d10 Medium 2 Single 1971 OG all 3+ 6 1 1 8 8+ 1d10 Medium 2 Single 1971 Rapier CGR all 3+ 6 2 2 8 4+ 1d10 Medium 2 Single 1995 2000 OG all 3+ 6 1 1 8 6+ 1d10 Medium 2 Single 1995 Roland 1/2 CGR all 3+ 9 1 1 2 7+ 1d10 Medium 2 Single 1981 OG all 4+ 9 1 1 2 7+ 1d10 Medium 2 Single 1981 Javelin OG all 4+ 12 1 1 4 7+ 1d6 Light* 1 Single 1984 OG all 4+ 12 1 1 4 6+ 1d6 Light* 1 Single 1976 OG all 4+ 16 1 1 4 5+ 1d6 Light* 1 Single 2000 (shoulder) Starstreak OG all 4+ 16 2 1 3 5+ 1d6 Light* 1 Single 2000 (LML) Starstreak OG all 4+ 16 2 1 8 5+ 1d6 Medium 2 Single 1997 (SP HVM)

United States of America Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year MIM-72A IR rear-60 4+ 12 2 1 4 9+ 1d6 Medium 2 Single 1968 Chaparral MIM-72C IR all 4+ 16 2 1 4 6+ 1d6 Medium 2 Single 1978 Chaparral MIM-23A SARH all 4+ 18 4 1 12 5+ 2d6 Light* 5 Battery 1960 Hawk MIM-23B SARH all 4+ 18 2 1 9 4+ 2d6 Light* 5 Battery 1971 I-Hawk MIM-104A CGR all 2+ 32 6 6 24 2+ 2d6 Light* 5 Battery 1986 Patriot FIM-43A IR rear-60 4+ 10 1 1 4 8+ 1d6 Light* 1 Single 1968 Redeye

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142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Name Guidance Aspect Lock Range Volley Targets Ammo Hit Damage Ground DP Size Year FIM-92A IR all 4+ 10 1 1 4 5+ 1d6 Light* 1 Single 1982 Stinger FIM-92 RMP IR all 4+ 16 1 1 4 5+ 1d6 Light* 1 Single 2004? Blk II Stinger Avenger IR all 3+ 10 2 1 8 5+ 1d6 Light* 1 Single 1990 Avenger IR all 3+ 16 2 1 8 5+ 1d6 Light* 1 Single 2004? Linebacker IR all 3+ 10 2 1 4 5+ 1d6 Medium 2 Single 1997 Linebacker IR all 3+ 16 2 1 4 5+ 1d6 Medium 2 Single 2004? LAV-AD IR all 3+ 10 2 1 8 5+ 1d6 Medium 2 Single 1996 LAV-AD IR all 3+ 16 2 1 8 5+ 1d6 Medium 2 Single 2004?

Anti-aircraft gun ratings

China Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year Type 59 Optical 10 11+ 1d10 Light* 5 57mm Towed battery ? Type 74 Optical 9 10+ 1d6 Light* 5 37mm Towed battery ? Type 63 Optical 9 11+ 1d6 Medium 4 2x37mm SP section 1950?

France Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year M3 VDA Radar 6 10+ 1d4 Medium 4 2x20mm SP section 1975 Panhard AMX-13 Radar 7 9+ 1d6 Medium 4 2x30mm SP section 1969 DCA SP Optical 7 11+ 1d6 Medium 4 2x30mm SP section 1969

Generic Fire Name Range Hit Damage Ground DP Bar x Cal Type Size Year Control 0.50-cal Optical 4 11+ 1d4 Light* 5 1x.12.7mm Towed battery 1921

Germany Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year RH-202 Optical 6 10+ 1d6 Light* 5 2x20mm Towed battery 1970? Rheinmetall FlakPz-1 Radar 9 8+ 1d10 Medium 4 2x35mm SP section 1976 Gepard Optical 9 10+ 1d10 Medium 4 2x35mm SP section 1976

Israel Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year TCM-20 Optical 6 9+ 1d6 Light* 5 2x20mm Towed battery 1969 M3 w/TCM- Optical 9 10+ 1d6 Medium 4 2x20mm SP section 1969 20 RAM Optical 9 10+ 1d6 Medium 4 2x20mm SP section 1980 w/TCM-20

Russian Federation (ex-USSR) Fire Name Range Hit Damage Ground DP Bar x Cal Type Size Year Control S-60 Radar 10 9+ 1d10 Light* 5 1x57mm Towed battery 1946? Optical 10 11+ 1d10 Light* 5 1x57mm Towed battery 1946? ZPU-2 Optical 5 10+ 1d4 Light* 5 2x14.5mm Towed battery 1943 ZPU-4 Optical 5 9+ 1d4 Light* 5 4x14.5mm Towed battery 1943 12.7mm Optical 4 11+ 1d4 Light* 5 1x12.7mm Towed 12.7mm Optical 14.5mm Optical 4 11+ 1d4 Light* 5 1x14.5mm Towed battery 1938 ZU-23-2 Optical 7 10+ 1d4 Light* 5 2x23mm Towed battery 1965 ZSU-57-2 Optical 5 10+ 1d10 Medium 4 2x57mm SP section 1957

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142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year ZSU-23-4 Radar 7 9+ 1d6 Medium 4 4x23mm SP section 1965 Shilka Optical 7 11+ 1d6 Medium 4 4x23mm SP section 1965 2S6 Radar 7 9+ 1d6 Medium 4 2x30mm SP section 1983 Tungska Optical 7 11+ 1d6 Medium 4 2x30mm SP section 1983

Sweden Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year L/70 Bofors Optical 9 9+ 1d6 Light* 5 1x40mm Towed battery 1951

United States of America Name Fire Control Range Hit Damage Ground DP Bar x Cal Type Size Year M-167 1x20mm Radar 6 8+ 1d6 Light* 5 Towed battery 1963 Vulcan Gat 1x20mm Optical 6 10+ 1d6 Light* 5 Towed battery 1963 Gat M-163 1x20mm Radar 6 9+ 1d6 Medium 4 SP section 1963 Vulcan Gat 1x20mm Optical 6 11+ 1d6 Medium 4 SP section 1963 Gat Avenger Optical 4 11+ 1d4 Light* 3 1x12.7mm SP section 1990 M6 Optical 7 11+ 1d4 Medium 4 1x25mm SP section 1998 Linebacker LAV-AD Optical 7 11+ 1d6 Medium 4 1x25mm SP section 1997

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142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Quick reference sheet

Turn Sequence Pilot Skill Modifiers Chart Phase 1 Maneuver, Gun Initiative: Skill Spot, Missile Prep Apply engine power speed changes Dice d6 ± pilot skill Initiative Place maneuver cards Resolving ties – in order: Green –2 –2d6 –2 Roll for initiative, conduct spotting 1. Lowest pilot rating Poor –1 –1d6 –1 Move Move according to initiative / tailing, and 2. Slowest aircraft No resolve ground attacks & anti-aircraft gunfire Average 0 0 3. Lowest maneuver rating Fire Resolve missiles in flight (AAM & SAM) change 4. Most heavily damaged Good +1 +1d6 +1 Launch new missiles (AAM & SAM) 5. Straight d6 die roll Resolve gun attacks (Air-to-air) Ace +2 +2d6 +2 Attempt stall recovery Speed Air-to-Air Missile Modifiers Resolve speed changes: maneuver & stall Pilot skill (firer’s) +/– ? recovery IR missile fired from target Front –2 Resolve excessive speed damage IR missile fired from target Beam –1 Phase 2 is identical to Phase 1 SARH or ARH missile fired from target Front –1 Air-to-Air Gun Hit #s Stall Recovery (1d10) SARH or ARH missile fired from target Beam –2 SARH or ARH missile launched at Long Range (head- Range To Hit 4 + Recovered, speed =min –1 0” to 3” 3+ 3 or less Roll 1d10 again on at 0”-24” beyond normal max range) over 3” to 6” 5+ 1-2 Crash Launched inside Minimum Range –3 3+ Still stalled next phase over 6” to 9” 6+ Launched without a Lock –3 Target did Break or Viff –3 Air-to-Air Gun Modifiers (apply in order listed) Target did Split-S, Immelmann, or Barrel Roll & Turn –2 Pilot skill gun dice modifier (firer’s) See chart Target did Barrel Roll, or High Yo-yo –1 Short burst (uses 1 ammo) –2d6 Target is at Low Altitude –2 Normal burst (uses 2 ammo) No change Target Stalled; or target failed maneuver where a Fire +1 Sustained burst (uses 3 ammo) +2d6 Bonus is indicated –2d6 Firing from target Beam Target drops Flares vs. IR missile –2 –1d6 Firing aircraft is Crippled Target drops Chaff vs. ARH or SARH missile –1 Target Stalled; or target Failed Maneuver +2d6 Target is Towing a Decoy system –2 where a fire bonus is indicated Firing from target Front Halve dice* Missile Lock Modifiers Strafing Hit #s Target performed Successful Maneuver except Target is at Low Altitude –1 Target To Hit Halve dice* Unload Target’s ECM modifier –? Light 5+ * Round numbers of dice up AA Gun Fire Modifiers Medium 6+ Target is at Low Altitude +1 Heavy n/a Surface-to-Air Missile Modifiers Target performed successful IR missile fired from target Front –2 –2 Strafing Modifiers maneuver except Unload IR missile fired from target Beam –1 Pilot skill gun dice modifier See chart Target stalled; or target failed CGR / SARH / ARH / OG / LG +2 Short burst (1 ammo) –2d6 –1 maneuver where fire bonus indicated missile fired from target Front No Target has ECM –1 Normal burst (2 ammo) CGR / SARH / ARH / OG / LG change –2 missile fired from target Beam Spotting Modifiers Sustained burst (3 ammo) +2d6 Launched without a Lock –3 Radar (Lock #, max 60” unless ‘L’) Gnd. Attack To-Hit Mods. Target did Break or Viff –3 Pilot Skill +/– ? Pilot skill +? Target did Split-S, Immelmann, or Each pair of weapons used –2 Target’s ECM modifier –? +1 Barrel Roll & Turn Target is at Low Altitude –1 (round down) Target did Barrel Roll, or High Yo- Aircraft’s Bomb Computer –1 Visual (4+, max range 28”) +? yo Pilot Skill +/– ? rating (unguided bombs only) Target did Low-Altitude move or Low-altitude attack (unguided –2 Target’s Size rating +/– ? +2 ground attack Spotter’s Spot rating +? weapons only) Anti-radar missile at radar that Target stalled; or target failed Range 12” – 20” –2 –3 shut down maneuver where a fire bonus is +1 Range 20” – 28” –4 Gnd. Attack Damage Mods. indicated Target in spotter’s Rear-180 arc –1 Every three weapons used Target drops Flares vs. IR missile –2 Target fired on spotter last phase +1 +1 (round down) Target drops Chaff vs. CGR / Target has Silver finish +1 –1 Light or Medium target in forest / ARH / SARH missile –1 –1 Target has Low-vis Grey finish jungle / rough Target is towing a decoy system –2 Night or Cloudy –4

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142.161.23.105 AIRWAR: C21 (2nd pdf edition)

Barrel Roll Barrel Roll and Turn Immelmann Split ‘S’ Break Turn DR 5+ DR 6+ DR LP 8+ / MP 7+ / DR 7+ DR LP & MP 6+ / HP 5+ HP 6 Normal move, but Turn up to Any Any 60° turns at 2 maneuver levels higher than rated. 1/2 move 1/2 Up to 1/2 Up to 1/2 move Must use full turn rate on first turn. Speed –4 Speed –4 Speed Speed Speed –3 ; Def. bonus ; Def. bonus ; ; +2 to +5 ; Def. bonus

Random Random Normal move, normal turn rate. 1/2 move 1/2 1/2 move 1/2 move Must use full turn rate on both turns. Speed –6 Speed –6 Speed –6 Speed +6 Speed –5 : No def. : No def. : Fire bonus : Fire bonus : No def. bonus

Additional Damage Table Unload High Yo-Yo Viff (VTOL aircraft only) Roll Additional Damage DR 3+ DR 7+ DR 7+ 1-3 No extra damage Radar system KO–can’t use SARH/ARH No Turn 60°-120° No heading 4 then 1/3 Move missiles, or spot with radar heading change 5 Missile system KO 6 Gun system KO Full move Up to Up to 1/2 move 7 External systems KO–ECM+bombs+etc. straight 1/2 Turn up to 60° 8 Roll on Golden BB Table Speed (max. 120° total) Speed Engines damaged, reduce power rating by ; +1 to +3 ; Speed –2 ; – up to 12 9 one level. Single-engine aircraft roll 1d6: 5+ means engine fails and aircraft crashes Turn 120° then Turn 60° left or Control system damaged, reduce No heading 10 change 1/2 Move right (random) maneuver rating by one level. Full move Reduce speed, then 1/3 Ejecting or Bailing Out (1d10) straight move, no turns Move 3+ succeeds after modifiers. Excess damage –? Speed +2 Speed –4 Speed –12 Risky ejection (‘HzEj’ in aircraft notes) –1 : Fire bonus : Fire bonus : Fire bonus Prior to 1960 (i.e. early ejection seat), or –1 Manual bailout Speed greater than 14” –3 Golden BB Table Die Additional Damage ( * = if damage is due to overspeed then ignore result, no extra damage occurs ) Roll 1 Fuel leak – aircraft must leave the table within 4 turns after the turn in which it was hit, or it crashes at start of the 5th turn 2* Catastrophic engine, ordnance, or fuel explosion – aircraft instantly destroyed, -5 modifier to ejection roll 3* Pilot wounded – no more high-G manoeuvres (Immelmann, Split-S, Break) 4 Pilot incapacitated – plane crashes, no ejection 5 Jammed flight controls – aircraft can only fly straight or turn right, can’t perform Special Manoeuvres 6 Jammed flight controls – aircraft can only fly straight or turn left, can’t perform Special Manoeuvres 7 Airframe damaged – aircraft cannot perform Special Manoeuvres 8 Violent jet engine compressor stall or piston engine cutout – aircraft immediately stalls and spins, recover as normal Power out – weapons and radar unusable; to restore electrical power roll 6+ on 1d10 at end of phase where aircraft flew 9 straight ahead and performed no special maneuvers Fire! – At the end of each phase after the first, roll 1D10 and modify the roll by +2 if aircraft performed a Split-S (dive). On 10* 9+ the fire goes out. If the die roll fails (fire continues), lose 1 DP and roll on the Additional Damage Table (applies each phase).

Permission given to photocopy the quick reference sheets for personal use only.

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