Battleground Vietnam - Aircraft and Riverine Rules.


Aircraft & Riverine Rules
Submitted by James Morrison


Each aircraft acts as a separate squad and will be activated when it's card is pulled as normal squad activation. An exception is if the player wishes to conduct formation flying. If this is the case aircraft of the same type may be put under the command of a "lead aircraft". All aircraft in the formation will be activated when the leader's card is pulled. All aircraft in the formation must conduct the same maneuvers at the same speed as the "lead aircraft" and maintain the same interval between aircraft throughout the turn. Formation flying does not effect target selection for purposes of combat. Formation flying is especially useful in helicopter assaults.

Aircraft may never be put on special fire modes, with the exception of door gunners of helicopters that are on the ground.

HELICOPTERS

Helicopters may move at any speed up to their maximum and conduct any maneuvers while over the table. Turns up to 45 degrees have no movement cost. Turns over 45 degrees cost ˝ movement Landing and taking off require ˝ an action. Aircraft may change one Altitude Level per action as well as conduct forward movement. For movement rates see Aircraft Data Sheet. If an aircraft leaves the table it may return after an absence of at least 1 turn from the same table edge. A pilot returning from off the table must declare the point of entry one turn prior to returning to the table.

Door gunners conduct fire during their actions. Pilots of gunships may conduct fire during their actions while also piloting the aircraft. All fire from moving aircraft will be ˝ to hit. Aircraft sight as moving vehicle with a –2 shift to the left. Any targets in woods or other cover will not be spotted by an aircraft and will be ˝ to hit as a "no target". Fire is conducted after the aircraft has moved for the action. A hovering helicopter is still moving for purposes of fire. Once landed it is no longer moving.

Rockets fire as HMG and use the small HE effects template. One rocket may be fired from each rocket pod per action. A miss will deviate D6 inches from target for each altitude level of the aircraft.

If a pilot suffers a SUP or fails a MC due to fire the co-pilot may take over control of the aircraft with no penalty. If both pilot and co-pilot are SUP the aircraft will fly straight and level at current speed and neither pilot may fire the aircraft's weapons. If both pilots suffer a failed MC the aircraft will leave the table by the nearest table edge and not return.

A helicopter may only land on open ground. Helicopters may not land closer than 12 inches, measured from the Jesus nut, to another helicopter or obstruction. If a pilot attempts a landing where the point of touchdown will be closer than 12 inches to the Jesus nut he must make a skill check minus the number of inches short of the 12 inch safety range. For example, a pilot attempts a landing and a tree is 8 inches from the Jesus nut. He would make a skill check at –4. A passed skill check allows a safe landing. A failed check results in a collision with the obstruction and the pilot rolls for a crash. No helicopter may land if an obstruction is inside it's rotor circumference. Take off from an LZ is conducted the same as landing.

Troops riding in a helicopter are activated as part of the helicopter crew and may fire from the helicopter. While they are loaded the squad's activation card is ignored. Once troops are on the ground they are activated with their regular card and are not affected by the helicopter's activation.

Troops may offload from a helicopter in the action that included touching down. As part of offloading the troops may move 2" from the aircraft and fall prone if they wish. Troops offloading must spend the action prior to offloading "Standing in the Door" and may not conduct fire. Once troops are on the ground they have a chance of being activated if their card had not already been drawn.

Troops may load a helicopter by spending ˝ action. Troops must be standing in contact with the aircraft to be able to board. Example: a rifleman spends his first half action moving 3 inches to be in contact with the helicopter. He then spends the second half action loading.

FIXED WING AIRCRAFT

FWA may move at any speed up to their maximum but not slower than their minimum. Minimum and maximum speed will be noted on the Aircraft Data Sheet. Maneuvers are limited to turns up to 45 degrees conducted at the beginning of each movement action. Aircraft may change one Altitude Level per action as well as conduct forward movement. For movement rates see Aircraft Data Sheet. If an aircraft leaves the table it may return after an absence of at least 2 turns from the same table edge. A pilot returning from off the table must declare the point of entry one turn prior to returning to the table. A pilot may use any movement of his first action off table prior to returning to the table. Therefore a pilot entering the table is not compelled to use all of the movement of his first action while on the table. However, in the second action the pilot is compelled to move at least his minimum movement rate.

Pilots of FWA may conduct fire during their actions while also piloting the aircraft. All fire from moving aircraft will be ˝ to hit. Any targets in woods or other cover will not be spotted by an aircraft and will be ˝ to hit as a "no target". Fire is conducted after the aircraft has moved for the action.

Rockets fire as HMG and use the small HE effects template. One rocket may be fired from each rocket pod/wing per action. A miss will deviate D6 inches from target for each altitude level of the aircraft. Bombs fire as HMG and use large HE template. A miss will deviate D6 inches from target for each altitude of the aircraft. Bombs will impact in the action following the drop. The explosion will extend 3 altitude levels high and effect any aircraft caught in the explosion.

COMBAT VERSUS AIRCRAFT

Shooter rolls to hit with normal ROF and to-hit modifiers. Weapons with a ROF of 2 or more add +1 to hit for each elevation level of the target. Weapons with a ROF of 1 add +4 for each elevation level of the target. All hits roll D20 on Aircraft Damage Location chart. Damage applied to hit location/crew as per Effects Chart. Template weapons that hit an aircraft roll separate locations for each ring of the template that touches the aircraft.

Any wounds to pilots/aircrew trigger automatic pilot ˝ MC. Failure of Pilot MC causes aircraft to leave battle from the nearest table edge for duration of the game. Hits on non-aircrew are resolved normally and do not trigger aircrew MC.

Aircraft Damage Location

  • 1-Pilot/Co-Pilot
  • 2-Aircrew/airframe
  • 3-Passengers/airframe
  • 4-Engine
  • 5-Instruments/controls
  • 6-Control Surface
  • 7-Control Surface
  • 8-Fuel System
  • 9-Port weapons pylon/airframe
  • 10-Starboard weapons pylon/airframe
  • 11-airframe
  • 12-airframe
  • 13-airframe Damage to aircraft/Effects chart
  • 14-airframe SUP-1 pt
  • 15-airframe MC-2 pts
  • 16-airframe LtW-3 pts
  • 17-airframe HW-5 pts
  • 18-airframe KIA-10 pts
  • 19-airframe GD-20 pts
  • 20-airframe

Damage to aircraft is recorded on Aircraft Data Sheet. Once damage exceeds 50% in any Aircraft Damage Location the location is compromised and the Pilot must take a MC. Failure to pass MC causes aircraft to leave the battle from the nearest table edge for the duration of the game. If damage exceeds 100% in any Aircraft Damage Location the location is destroyed and the aircraft will crash.

A roll of "1" for damage on Engine, Instruments, Control Surface, Weapons or Fuel System causes a critical hit and immediate catastrophic failure of the system. The aircraft will immediately experience a crash, except for a fuel system or weapons failure, in which case the aircraft explodes in mid-air and everyone aboard is killed.

If the pilot is SUP the aircraft will fly straight and level at current speed and the pilot may not fire the aircraft's weapons. If the pilot suffers a failed MC the aircraft will leave the table by the nearest table edge and not return.

CRASHING

If damage to an aircraft is sufficient to cause a crash both the Pilots take a Skill Check. If the SC is passed by either pilot the pilots conduct a controlled crash. If both the pilots fail the skill check the aircraft experiences an uncontrolled crash. Broken or HW pilots cannot conduct a skill check for crashing. A suppressed pilot may check at +2.. Lightly wounded pilot may check at +5.

  • Controlled Crash - Aircraft moves forward a distance equal to it's last movement plus D6 inches for each Altitude Level. The aircraft will crash and all occupants take an unmodified "F" hit.
  • Uncontrolled Crash - Aircraft moves forward a distance equal to it's last movement plus D6 inches for each Altitude Level. The aircraft will crash and all occupants take an unmodified "B" hit.

An aircraft can only crash if it is airborne. An aircraft that sustains damage sufficient to cause a crash while on the ground will simply not take off. The exception is a critical hit on the fuel or weapons systems which will cause a very loud noise, killing everyone on the aircraft, and causing any figure within 4 inches to take a "E" hit.

COMMUNICATION

Troops on the ground will be able to communicate with support aircraft if they posses a working PRC-10 radio. Communication with aircraft occurs in the same phase as calling artillery. Calls to aircraft must make their Contact roll as designated by the scenario but don't have to worry about Availability rolls. Communication allows the aircraft to "spot" targets and avoid the "no target" penalty. Any landmark that would be seen from the air may be used for spotting purposes…i.e. Buildings, woodlines, or smoke from previous hits. Troops on the ground may use colored smoke to create landmarks for spotting purposes. Spotters on the ground may direct fire to targets within 6 inches of spotting point visible from the air and aircraft will get the benefit of the spotting. For example, the platoon leader calls for fire to be put on a machine gun that is 4 inches west of a visible house. Any aircraft firing at the machinegun would not incur the "no target" penalty. Communication may occur even if the aircraft is not on the table. Aircraft acting a FO for artillery may call for artillery while off table as well.


UH-1 HUEY "Slick"

  • Movement: 30 inches per action
  • Crew: Pilot armed with .45 pistol MC 15
  • Copilot armed with .45 pistol MC 15
  • Crew chief armed with M60 MC 12
  • Gunner armed with M60 MC 10
  • Passenger: 9 men

Damage

  • Engine 3/4 (7) Half movement rate
  • Instruments 3/3 (6) All landings/takeoff 1/2 skill check
  • Control Surface 9/9 (18) No turn more than 45 degrees
  • Fuel System 3/3 (6) Half movement rate
  • Airframe 16/16 (32) 'Cockpit seems a bit breezy'

UH-1H HUEY "Hog"

  • Movement: 30 inches per action
  • Crew: Pilot armed with .45 pistol MC 15
  • Copilot armed with .45 pistol MC 15
  • Crew chief armed with M60 MC 12
  • Gunner armed with M60 MC 10

The UH-1H carries two forward firing weapons pylons on each side of the aircraft. One pylon consists of 2  M60 flex guns. The other holds a 7 tube 2.75" rocket pod.

Damage

  • Engine 3/4 (7) Half movement rate
  • Instruments 3/3 (6) All landings/takeoff 1/2 skill check
  • Control Surface 9/9 (18) No turn more than 45 degrees
  • Fuel System 3/3 (6) Half movement rate
  • Airframe 16/16 (32) 'Cockpit seems a bit breezy'
  • Port Weapons 4/4 (8) One system destroyed
  • Starboard Weapons 4/4 (8) One system destroyed

Ammo:

  • Port Pod = 7
  • Starboard Pod = 7

CH-47 CHINOOK

  • Movement: 30 inches per action
  • Crew: Pilot armed with .45 pistol MC 15
  • Copilot armed with .45 pistol MC 15
  • Crew chief armed with MMG MC 12
  • Passenger: 40 men

The Chinook has 2 engines. Engine hits are distributed randomly.

Damage

  • Port Engine 4/4 (8) Half movement rate
  • Starboard Engine 4/4 (8) Half movement rate
  • Instruments 3/3 (6) All landings/takeoff 1/2 skill check
  • Control Surface 12/12 (24) No turn more than 45 degrees
  • Fuel System 4/4 (8) Half movement rate
  • Airframe 25/25 (50) 'Cockpit seems a bit breezy'

O-2 BIRD DOG

  • Movement: 24 inches per action max
  • 12 inches per action min
  • Crew: Pilot armed with .45 pistol MC 15
  • Passenger: 1

The Bid Dog carries 4 smoke rockets, fired as 2.75" rockets, to be used for spotting.

Damage

  • Engine 3/3 (6) Half movement rate
  • Instruments 3/3 (6) All landings/takeoff 1/2 skill check
  • Control Surface 6/6 (12) Must fly straight for 1 action following any turn
  • Fuel System 3/3 (6) Half movement rate
  • Airframe 10/10 (20) 'Cockpit seems a bit breezy'

OH-6A CAYUSE "LOACH"

  • Movement: 30 inches per action
  • Crew: Pilot armed with .45 pistol MC 15
  • Copilot armed with .45 pistol MC 15 
  • Crew chief armed with M60 MC 12
  • Passenger: 1 man

Damage

  • Engine 3/4 (7) Half movement rate
  • Instruments 3/3 (6) All landings/takeoff 1/2 skill check
  • Control Surface 5/5 (10) No turn more than 45 degrees
  • Fuel System 3/3 (6) Half movement rate
  • Airframe 10/10 (20) 'Cockpit seems a bit breezy'

PBR

The Patrol Boat River was a commercially purchased, fiberglass hulled, patrol boat used by the "Brown  Water Navy" to patrol inland waterways. The shallow draft and the water-jet propulsion system made the  PBR ideal for narrow canals and weed choked rivers of the Mekong delta. The PBR carried a crew of 4  and was armed with three .50 cal machineguns, an M60 machinegun, and an M19 automatic grenade  launcher plus personal weapons.

  • Movement: 8 inches per action

Crew:

  • Chief Petty Officer w/M16 MC 14
  • 3 Crew w/M16 MC 10

Maneuver.

The PBR's directed water-jet propulsion system allowed for a rudderless craft that could turn on a dime.  For game purposes the PBR can travel 8 inches per action. Any turns under 45 degrees cost no movement.  Turns up to 180 degrees cost ˝ movement. Turns more than 180 degrees cost full movement. Turns can  only be made when a crew member is at the helm.

Combat.

The players assume all weapons are manned unless otherwise informed. The controlling player must  declare the facings of all weapons at the beginning of the game and inform other players if the facing  changes during the game. All crewmen receive gun shield cover while manning boat weapons.

  • .50 Cal bow guntub fires as 2 LCMGs. The twin .50s in the bow have a 90 degree arc of fire. To traverse  the guntub to a new arc requires 1 action. The guns fire at the same target simultaneously. One gun may  jam and the other may continue to fire. The guns fire as from a moving vehicle, even if the boat is not  moving.
  • .50 aft mount fires as a LCMG. The mount has a 90 degree arc of fire. It takes one action to traverse the  mount. The gun fires as from a moving vehicle.
  • Amidships weapons are manned by a single crewman. The player must declare which weapon is manned. To switch weapons the crewman must spend 1 action.
  • M60 amidships mount fires as LMG. The gun has a 90 degree arc of fire. The mount may not fire forward  of the cabin but may fire over either side or aft. It takes 1 action to traverse to a new arc of fire. The gun  fires as from a moving vehicle.
  • M19 grenade launcher amidships mount fires 40mm grenades similar to the M79. The launcher fires at  rifle range. The M19 may fire 4 grenades per action at the same target. Roll each grenade separately to hit.  A miss will deviate D6 for each range factor i.e. Point Blank 1D6, Effective 2D6, Long 3D6, Extreme 4D6.  Grenades use the grenade template. The M19 has a 90 arc of fire and may not fire forward of the cabin. To  traverse the arc the crewman must spend 1 action. The gun fires as from moving vehicle.

All crew are also armed with M16s. If the controlling player chooses to have the crew switch to personal  weapons they must spend 2 actions moving to the cabin to retrieve the stowed rifles.

Damage 

The area of the PBR hit by fire depends on the facing of the boat in relation to the shooter. Roll each hit for location. Crew receive cover of a gun shield only if gun shield is facing shooter. Small arms hits to the  hull and cabin do no damage to the boat. Hits to the Radar/radio mast will prevent radio communication  i.e. spotting for arty or aircraft.

RPG hits to hull/cabin may not detonate. If RPG hits hull or cabin roll for 50% chance that the round does  not hit anything solid enough to set it off. If an RPG or any other explosive does go off roll for effect using  the appropriate template and then roll for a 50% chance that the round will cause a fire on the boat. In the  event of fire each crew must roll an immediate ˝ MC and an additional ˝ MC for each turn they are on  board a burning boat. If a crewman fails the MC he will abandon ship.

If the helmsman is SUP he will duck behind the helm armor shields and steer the boat straight in the  direction it is currently pointed. If the helmsman fails a MC he will do the same. If the helmsman is HW  or KIA the boat will deviate from it's current course by using the arty scatter template. The out-of-control  boat will continue on that heading until another crewman takes over the helm.

PBR Damage Location Chart

BOW AMIDSHIPS AFT
1-5 hull 1-7 hull 1-5 hull
6-10 Guntub/gunner 8-10 Guntub/Gunner 6-10 Aft gun/Gunner
11-13 Cabin 11 Cabin 11-15 Amidships/Gunner
14-15 Radar/Radio mast 12-14 Helm/Helmsman 16-18 Helm/Helmsman
16-20 Helm/Helmsman 15-17 Amidships/Gunner 19-20 Cabin
  18-20 Aft gun/Gunner  

 


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