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CHECK SIX
THE FAST PLAY GAME
OF
AIR-TO-AIR COMBAT
First Blood Games
©2006
Check Six, Copyright 2006, First Blood Games
This document may be freely copied and distributed.
Version p.0.02
TABLE OF CONTENTS
INTRODUCTION
CHARTS & TABLES
1
COMBAT EXAMPLE
. . . . . . . . . . . . . . . . . . . . . . . . . . 13
2
AIRCRAFT & PILOT RECORD SHEET
. . . . . . . . . . . 2
AIRCRAFT DATA CHART
. . . . . . . . . . . . . . . . . . . . . . . 3
GAME CHART SHEET
. . . . . . . . . . . . . . . . . . . . . . . . . . 3
OTHER RULES
TERRAIN
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
PILOT SKILL
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
EJECTING
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
LANDING
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
MANEUVERING
PERFORMANCE
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
AIRCRAFT ALTITUDE
. . . . . . . . . . . . . . . . . . . . . . . . . .
AIRCRAFT SPEED
. . . . . . . . . . . . . . . . . . . . . . . . . . . . .
LOADED AIRCRAFT
. . . . . . . . . . . . . . . . . . . . . . . . . . .
SPIN
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
TAILING
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
COMBAT FUEL
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
SAMPLE MANEUVERING
. . . . . . . . . . . . . . . . . . . . . . .
4
4
5
5
6
6
7
7
7
14
14
14
14
15
16
VICTORY CONDITIONS
. . . . . . . . . . . . . . . . . . . . . . 16
17
PILOTS & AIRCRAFT
. . . . . . . . . . . . . . . . . . . . . . . . . 17
ENDING THE CAMPAIGN
. . . . . . . . . . . . . . . . . . . . . 17
ENDING A GAME
CAMPAIGNS
SCENARIOS
9
ANGLE MODIFIER
. . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
GUNS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
MISSILES
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
DAMAGED AIRCRAFT
. . . . . . . . . . . . . . . . . . . . . . . . 12
COMBAT
INTERCEPT
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
INTERNATIONAL INCIDENT
. . . . . . . . . . . . . . . . . .
THE SWEEP
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
SURGICAL STRIKE
. . . . . . . . . . . . . . . . . . . . . . . . . . .
18
18
18
18
19
INTRODUCTION
Check Six is a game of fast playing modern air combat.
The game has been designed to be played on a hex
board, using aircraft miniatures, or counters. The
optimal playing surface should be about 3’ x 3’ if 1”
hexes are used. If miniatures are used the most
suitable scales seem to be from 1:144, to 1:700.
Although 1:144 is more common the smaller scales will
allow a game to be played on a much smaller surface
using standard hex map boards.
The object of Check Six is to shoot down your
opponent using a array of weapons and tactics. Many
of the components of the game have been abstracted,
and simplified to speed up game play, after all it is a
game of dog fighting.
Aircraft movement in Check Six is a matter of selecting
maneuvers from an Aircraft Maneuver sheet designed
for each type of aircraft. Once players have selected
their maneuvers the planes are then moved in
accordance with the movement indicated on the
maneuver sheet. If a pilot is not careful he can lose
control, or stall his plane.
In order to keep the game play fast and exciting, many
elements of the game have been abstracted, and
combined. For instance missiles have been divided into
2 categories, Infra red, and Radar guided, will all
missiles using the same Missile Firing Zone. All Guns
have been simplified as well using a common Gun
Firing Zone.
The greatest amount of detail has been put into the
individual Aircraft Data Sheets, one for each type of
combat aircraft.
1
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