Post by blaird on Sept 16, 2018 6:16:19 GMT -8
Per request, I'm putting the fuel tank fire rules written by Jim Pink jasta6 into the optional house rules:
Fuel Tank Fire:
Attempting to put out the fuel fire the pilot and copilot put the B-17 into a steep dive in hopes to blow out the flames. Below is a d6 table to help replicate this event.
1d6 Result; (e) *
1 = Fire Out (a)
2-3 = Fire Continues (b)
4-5 = Fire Spreads (c)
6 = Fuel Explodes (d)
Notes:
(a) A die roll of 1 is always “Fire Out” result regardless of modifiers. You have dropped out of formation for rest of mission.
(b) Must roll for Fuel Leak on Table Bl-1: 10(g) (first Turn.) You have dropped out of formation for rest of mission. You must re-roll on this Table every turn after initial occurrence adding a +1 to the die roll.
(c) Fire spreads out of control and the crew MUST Immediately Bailout. Roll on Table G-6 per rules.
(d) Fuel violently reacts to the fire and crew MUST Immediately Bailout. Roll on Table G-7 per rules.
(e) If you elect to not dive or you can't dive you must still roll on this table. If you roll on this table without diving this turn then the first part of note (a) does NOT apply in this case, though you are still out of formation. Pilots will not risk hurting other planes in case of an explosion.
* If your control cables have taken two hits, severing them from working, your plane will not be able to dive to extinguish the flames. Also if you do not have two operational engines you'll be unable to dive properly to put out the flames.
Further Notes:
1) You will dive about 3,000 feet per attempt to extinguish the flames.
2) Landing on Fire; Add a -1 modifier to your landing attempt Due to the hurried nature of your situation.
3) Fire Damage; If you are using the Peckham Damage point system add 25 points of damage for ever turn your plane is on fire.
Added Optional Flavor Rule:
Crews Initial Loyalty / Bravery Roll (roll only once, per crewmen, on first fire occurrence)
Roll 1D6 **
1-2 = stay with plane
3-6 = bail out
** Loyalty / Bravery modifiers
+1 if pilot has previously flown 5 or less missions
-1 if pilot has previously flown 6-10 missions
-2 if pilot has previously flown 11-20 missions
-3 if pilot has previously flown 20+ missions
Fuel Tank Fire:
Attempting to put out the fuel fire the pilot and copilot put the B-17 into a steep dive in hopes to blow out the flames. Below is a d6 table to help replicate this event.
1d6 Result; (e) *
1 = Fire Out (a)
2-3 = Fire Continues (b)
4-5 = Fire Spreads (c)
6 = Fuel Explodes (d)
Notes:
(a) A die roll of 1 is always “Fire Out” result regardless of modifiers. You have dropped out of formation for rest of mission.
(b) Must roll for Fuel Leak on Table Bl-1: 10(g) (first Turn.) You have dropped out of formation for rest of mission. You must re-roll on this Table every turn after initial occurrence adding a +1 to the die roll.
(c) Fire spreads out of control and the crew MUST Immediately Bailout. Roll on Table G-6 per rules.
(d) Fuel violently reacts to the fire and crew MUST Immediately Bailout. Roll on Table G-7 per rules.
(e) If you elect to not dive or you can't dive you must still roll on this table. If you roll on this table without diving this turn then the first part of note (a) does NOT apply in this case, though you are still out of formation. Pilots will not risk hurting other planes in case of an explosion.
* If your control cables have taken two hits, severing them from working, your plane will not be able to dive to extinguish the flames. Also if you do not have two operational engines you'll be unable to dive properly to put out the flames.
Further Notes:
1) You will dive about 3,000 feet per attempt to extinguish the flames.
2) Landing on Fire; Add a -1 modifier to your landing attempt Due to the hurried nature of your situation.
3) Fire Damage; If you are using the Peckham Damage point system add 25 points of damage for ever turn your plane is on fire.
Added Optional Flavor Rule:
Crews Initial Loyalty / Bravery Roll (roll only once, per crewmen, on first fire occurrence)
Roll 1D6 **
1-2 = stay with plane
3-6 = bail out
** Loyalty / Bravery modifiers
+1 if pilot has previously flown 5 or less missions
-1 if pilot has previously flown 6-10 missions
-2 if pilot has previously flown 11-20 missions
-3 if pilot has previously flown 20+ missions