BL
BL-1 WINGS
Roll Area Hit Effect
2 to 3 Wing Root 1 Wing Root hit (a)
4 Wing Flap 1 to 3 Flap inoperable (b) / 4 to 6 No effect
5 Aileron 1 to 3 Aileron inoperable (b) / 4 to 6 No effect
6 to 8 Superficial No effect
9 Engines 1 to 3 # 1 (# 3) engine / 4 to 6 # 2 (# 4) engine. 1 to 2 Superficial Damage /
3 to 4 Engine out (c) 5 Runaway engine (d) 6 Oil Tank hit (e)
10 Fuel tank 1 to 3 Outboard / 4 to 6 Inboard. 1 to 2 Fire (f) / 3 to 4 Leak (g) / 5 to 6 Self seals; no effect
11 Wing Root 1 Wing Root hit (a)
12 Landing Gear 1 to 3 Brake out / 4 to 6 Gear inoperable
(a) After 5 hits, the wing rips off and the crew bails out as per G-7
(b) If both the port and stbd wing flaps or ailerons are inoperable, landings on G-9 or G-10 are -1
(c) 1 to 5 Prop feathered 6 Prop won't feather, B-17 spends 2 turns per zone and is out of formation. See rules for
Engines out and Out of formation.
(d) 1 to 5 Prop feathered 6 Prop won't feather, engine out of control, crew bails immediately on G-6
(e) 1 to 2 Engine Fire (each engine has 2 extinguisher charges: 1 to 4 fire goes out / 5 to 6 fire continues, try again.
If second attempt fails, crew bails out immediately on G-6). 3 to 4 Leakage (1 to 2 engine must be shut down after one
more zone of travel / 3 to 4 engine must be shut off after two more zones / 5 to 6 engine must be shut off after three
more zones). 5 to 6 Self seal; no effect.
(f) 1 to 5 Fire continues, bail out on G-6 * / 6 Explosion, bailout G-7
* or dive to put out fire: 1 fire out, plane out of formation, roll for leakage. 2 fire continues, plane out of formation,
roll for leakage, re-attempt in subsequent zones. 3 to 4 controlled bailout. 4 to 6 uncontrolled bailout.
(g) 1 to 2 Plane can travel for 4 turns, then bail on G-6 or crash land / 3 to 4 Plane can travel for 5 turns, then bail on
G-6 or crash land / 5 to 6 Plane can travel for 6 turns then bail on G-6 or crash land. If this is the second separate
tank hit, plane can only travel 2 more turns. If its the third separate tank hit, 1 turn only.
(h) Landing roll on G-9 at -1
(I) If the Landing Gear on either or both sides is inoperable, landing on G-9 is at -3.
BL-2 INSTRUMENTS
Roll Area Hit Effect
2 Autopilot Bomb Run on 0-6 at -2 (a)
3 Landing Gear Landing on G-9 at -3
4 Intercom Out Mission may be aborted (b)
5 Oxygen System Drop out of formation to 10,000 ft in next zone (c)
6 Flaps Landing on G-9 or G-10 at -1 (d)
7 Ailerons Landing on G-9 or G-10 at -1 (d)
8 Elevators Landing on G-9 or G-10 at -1 (d)
9 Rudder Landing on G-9 or G-10 at -1 (d)
10 Prop Feathering Crew must bail out on G-6 if any engine goes 'runaway'
11 Engine Exting. Crew must bail out on G-6 if an engine fire occurs
12 Electrical Syst. Crew must immediately bail out on G-6
(a) If Intercom system is also out, the Bomb Run is automatically off target
(b) See Rules on Aborting Missions. Also, all gunners must now roll a 6 to hit (tail gunners 5 or 6)
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(c) See Rules on Oxygen out and Out of formation
(d) Disregard this modifier if the system in question is already inoperable
BL-3 HAND HELD EXTINGUISHERS
Roll Effect
1 to 4 Fire out
5 to 6 Fire continues - try again (max 3 attempts)
A crewman may not operate a gun while fighting a fire.
If the fire does not go out after the third attempt, the crew must immediately bail out on G-6
BL-4 WOUNDS
Roll Effect
1 to 3 Light Wound. Crewman may continue duties unimpaired (a)
4 to 5 Serious Wound. Crewman may not continue duties, and may not bailout (b)
6 KIA. Crewman killed in action
(a) A second light wound results in the following: Gunners can only hit with a 6; Bombardiers lose their 11-25th bonus and
the Bomb Run roll on O-6 is -1; Pilot and Co-Pilot lose their 11-25th bonus when landing if both have 2 light wounds;
bailout for this crewman on G-6 is at -1. 3 Light Wounds = Serious Wound. 4 Light Wounds = KIA. Light Wound plus
Serious Wound = KIA
(b) After landing, roll for each Seriously wounded crewman. 1 Rapid recovery, may fly on next mission; 2 to
home; 6 Wounds fatal, crewman dies.
BL-5 FROSTBITE
Roll Effect
1 to 3 Frostbite (a)
4 to 6 No frostbite this turn
(a) See rules section Heat Out / Frostbite. After landing roll for each crewman. 1 to 3 crewman rotated home; 4
Crewman may fly next mission
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to 6 Self seals; no effect
rmation. See rules for
continues, try again.
ust be shut down after one
ust be shut off after three
plane out of formation,
or 5 turns, then bail on
is the second separate
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ose their 11-25th bonus and
oth have 2 light wounds;
s = KIA. Light Wound plus
mission; 2 to 5 Rotated
rotated home; 4 to 6
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P-1 NOSE
Roll Area Hit Effect
2 Norden Sight Bomb Run automatically off target (may abort mission)
3 Armament 1 to 2 Nose gun inop. 3 to 4 Port Cheek Gun inop. 5 to 6 Stbd Cheek Gun inop.
4 Bmbdr & Nav. Roll for wounds separately on BL-4 (a) (f)
5 Navigator Roll for wound on BL-4 (f)
6 Bombardier Roll for wound on BL-4 (a)
7 to 9 Superficial No effect
10 Special: 1 to 3 Navigator's equipment out (b), 4 to 6 Bomb controls inoperable (c)
11 Compartment heat 1 to 2 Bombardier heat, 3 to 4 Navigator heat, 5 to 6 both heat
12 Oxygen supply 1 to 2 Bombardier oxy hit, 3 to 4 Navigator oxy hit, 5 both hit, 6 Fire and all nose oxy out (BL-3)
(a) If Bombardier is SW or KIA, Bomb Run is automatically Off Target
(b) If presently or subsequently out of formation, B-17 must spend 2 turns in each future odd-numbered zone
(c) Bombs must be dropped manually - Bomb Run on O-6 is at -3
(d) See rules regarding Heat Out / Frostbite
(e) See rules regarding Oxygen Out
(f) Note that (b) applies if Navigator is SW or KIA
P-2 PILOT COMPARTMENT
Roll Area Hit Effect
2 Compartment Heat Pilot and Co-Pilot Heat Out (a)
3 Pilot & Co-Pilot Roll wound for each seperately on BL-4
4 Pilot Roll for wound on BL-4
5 Co-Pilot Roll for wound on BL-4
6 to 7 Superficial No effect
8 Top Turret 1 to 2 Guns Inop. 3 to 5 Engineer rolls for wound on BL-4. 6 Guns Inop and Engineer hit (BL-4)
9 Instruments Roll on BL-2
10 Oxygen Supply 1 Pilot & Co-Pilot. 2 Pilot. 3 Co-Pilot. 4 to 5 Engineer. 6 Fire and Compartment Oxy out (BL-3)
11 Window First hit no effect. Second hit Landing on G-9 or G-10 at -1 and Compartment Heat Out.
Additional hits have no effect.
12 Control Cables First hit no effect. Second hit anywhere in B-17: No evasive action / Landing roll on G-9 or G-1
at -1 / Bomb Run automatically Off Target
(a) See rules on Heat Out / Frostbite
(b) See rules on Oxygen Out
P-3 BOMB BAY
Roll Area Hit Effect
2 Bomb Release Drop Bombs manually, Bomb Run on O-6 is at -3
3 Bombs If bombs already dropped, no effect. Otherwise: 1 to 4 no effect. 5 to 6 bombs detonate
destroying B-17 and killing entire crew.
4 Rubber Rafts If plane lands in water, roll on G-10 is at -2
5 Bomb Bay Doors 1 to 2 Inoperable (no bomb drop). 3 to 6 no effect
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6 to 8 Superficial No effect
9 Bombs See 3
10 Bomb Bay Doors See 5
11 Bombs See 3
12 Control Cables First hit no effect. Second hit anywhere in B-17: No evasive action / Landing roll on G-9 or G-1
at -1 / Bomb Run automatically Off Target
P-4 RADIO ROOM
Roll Area Hit Effect
2 Compartment heat Compartment Heat Out (a)
3 Intercom Mission may be aborted (see rules). Gunners must now roll 6 to hit, Tail Gunners 5 or 6
4 to 5 Radio No mayday. If out of formation when ditching in water, roll on G-10 is at -6
6 Radio Operator Roll for wound on BL-4
7 to 10 Superficial No effect
11 Oxygen Supply 1 to 5 one oxygen hit. 6 fire, and Radio Room Oxy out (BL-3)
12 Control Cables First hit no effect. Second hit anywhere in B-17: No evasive action / Landing roll on G-9 or G-1
at -1 / Bomb Run automatically Off Target
(a) See rules on Heat Out / Frostbite
(b) Radio and Intercom are separate. Intercom must be hit to become inoperable.
(c) See rules on Oxygen out.
P-5 WAIST
Roll Area Hit Effect
2 Oxygen Supply 1 to 2 Port Gunner. 3 to 4 Stbd Gunner. 5 Ball Gunner. 6 Fire and Waist Oxy out (BL-3)
3 Armament 1 to 3 Port gun out. 4 to 6 Stbd gun out.
4 to 5 Superficial No effect
6 Port Gunner Roll for wound on BL-4
7 Superficial No effect
8 Stbd Gunner Roll for wound on BL-4
9 Ball Turret 1 to 2 Roll for wound on BL-4. 3 Gunner's Heat out. 4 to 5 guns out. 6 Turret inoperable (c)
### Waist Gunners Roll wound for each on BL-4
### Suit Heaters 1 to 3 Port Gunner Heat out. 4 to 6 Stbd Gunner Heat out.
### Control Cables First hit no effect. Second hit anywhere in B-17: No evasive action / Landing roll on G-9 or G-1
at -1 / Bomb Run automatically Off Target
(a) See rules on Oxygen Out
(b) See rules on Heat Out / Frostbite
(c) Gunner is trapped in turret, may not fire guns and may not bail out. If landing gear inoperable, gunner KIA on landing.
P-6 TAIL SECTION
Roll Area Hit Effect
2 Suit Heater Tail Gunner Heat Out (a)
3 Tailwheel / Auto. 1 to 3 Tailwheel damaged, landing roll on G-9 at -1. 4 to 6 Autopilot inop, Bomb Run on O-6 at -2
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4 Tail Turret Tail Guns inoperable
5 Tail Gunner Roll for wound on BL-4
6 Superficial No effect
7 Rudder Rudder takes one hit. After 3 hits rudder is inoperable, landing on G-9 or G-10 at -1
8 Superficial No effect
9 to 10 Tailplane 1 to 2 no effect. 3 Port elevator inoperable (b). 4 Starboard elevator inoperable (b). 5 Port
Tailplane root hit (c). 6 Stbd Tailplane root hit (c).
11 Oxygen Supply 1 to 5 one Oxygen Supply hit. 6 Fire and Tail Oxy out (d) (BL-3)
12 Control Cables First hit no effect. Second hit anywhere in B-17: No evasive action / Landing roll on G-9 or G-1
at -1 / Bomb Run automatically Off Target
(a) See rules on Heat Out / Frostbite
(b) If both elevators are inoperable, landing rolls on G-9 and G-10 are at -1
(c) If tailplane accumulates 3 hits, tailplane rips off, landing on G-9 and G-10 are at -1. If both tailplanes rip off, bailout
immediately on G-7
(d) See rules on Oxygen out
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nd all nose oxy out (BL-3)
umbered zone
op and Engineer hit (BL-4)
ompartment Oxy out (BL-3)
mpartment Heat Out.
Landing roll on G-9 or G-10
o6 bombs detonate
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Landing roll on G-9 or G-10
Tail Gunners 5 or 6
Landing roll on G-9 or G-10
Waist Oxy out (BL-3)
6 Turret inoperable (c)
Landing roll on G-9 or G-10
le, gunner KIA on landing.
nop, Bomb Run on O-6 at -2
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-9 or G-10 at -1
inoperable (b). 5 Port
Landing roll on G-9 or G-10
ailplanes rip off, bailout
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G-6 CONTROLLED BAILOUT
Roll Effect
1 1 to 5 Bailout okay. 6 Crewman killed in accident.
2 to 6 Bailout okay
See notes under G-7
G-7 BAILOUT FROM UNCONTROLLED PLANE
Roll Effect
1 to 5 No bailout. Crewman goes down with plane
6 Bailout okay
> Roll for each crewman separately
> Seriously Wounded crewmen may not bailout
> Crewman is automatically captured if bailout is over Germany or Netherlands
> If bailout occurs over Belgium or France, 1 to 5 crewman captured. 6 crewman returned to England for next mission
> Roll again on G-8 if bailout is over water
> On G-7 a roll of 6 is always 'bailout okay'
G-8 BAILOUT OVER WATER
Roll Effect
1 to 4 Dies of drowning, exposure, etc.
5 to 6 Rescued
> Roll for each crewman separately
> If the radio is inoperable and the B-17 was out of formation, all crewmen bailing out over water die.
G-9 LANDING ON LAND
Roll Effect
-3 Crew KIA and B-17 wrecked
-2 Crew rolls for wounds on BL-4 at +1; B-17 wrecked
-1 Crew rolls for wounds on BL-4; B-17 wrecked
0 Crew safe and B-17 irrepairably damaged
1 Crew safe and B-17 repairable by next mission
2 to 12 Crew and B-17 safe
See notes under G-10
G-10 LANDING IN WATER
Roll Effect
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2 to 3 Crew lost
4 to 12Crew rescued
> Regardless of modifiers, a roll of 12 is always 'crew safe'
> If Pilot and/or Co-Pilot are on their 11th mission or more, die roll is +1
> If landing in Germany or Netherlands, entire crew is captured
> If landing in Belgium or France, roll for each surviving crewman. 1 to 5 captured. 6 returned to England for next mission
> Seriously wounded crewmen are automatically captured
> If roll is 0 or less and bombs are still on board: 1 to 5 no effect. 6 B-17 destroyed and all crewmen die.
> If the Pilot and Co-Pilot are dead or seriously wounded and another crewman is landing the plane, roll is at -11
> If the radio is out and the plane was out of formation, roll is at -6
> If only one engine is operating roll is at -3
> If no engines are functioning, roll is at -7 (in water -4)
> If landing on land anywhere but England, roll is -3
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ngland for next mission
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o England for next mission
lane, roll is at -11
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B-1 NUMBER OF GERMAN FIGHTER WAVES IN NON-DESIGNATED TARGET ZONE
Roll Waves
1 to 2 None
3 to 5 1 (go to table B-3)
6 2 (go to table B-3)
B-2 NUMBER OF GERMAN FIGHTER WAVES IN DESIGNATED TARGET ZONE
Roll Waves
0-3 1 (go to table B-3)
4 to 5 2 (go to table B-3)
6 3 (go to table B-3)
> If weather over target is Poor or Bad, modify roll by -1
B-3 ATTACKING FIGHTER WAVES
Roll Fighter Types and Area of Attack
11 One 109: 6 high
12 Two 109s: 1:30 high and 9 level
13 Three 190s: 12 high, 1:30 high, 3 high
14 Four 109s: 12 high, 10:30 high, 1:30 high and 12 level
15 Five 190s: 12 high, 10:30 level, 9 level, 6 high and vertical dive (b)
16 NO ATTACKERS (c)
21 One 190: Vertical dive (b)
22 Two 110s: 12 low and 10:30 low
23 Three 190s: 12 high, 3 level and 3 high
24 Four 109s: 12 high, 3 high, 9 high and 9 level
25 Five 190s: 12 high, 1:30 high, 3 high, 6 high and 9 high
26 NO ATTACKERS (c)
31 One 110: Vertical climb (e)
32 Two 190s: 10:30 high and 3 level
33 Three 109s: 12 level, 12 high and 1:30 level
34 One 190: 10:30 high; one 110: Vertical climb (e)
35 Two 190s: 12 level and 1:30 low
36 NO ATTACKERS (c)
41 One 109: 12 high
42 Two 109s: 12 level and 1:30 high
43 One 190 12 high; two 109s: 1:30 level and 3 level
44 Two 190s: 12 high and 12 low; One 109: 1:30 level; one 110: 6 low
45 Two 109s: 10:30 level and 12 level; one 110: 10:30 low
46 NO ATTACKERS (c)
51 One 190: 10:30 high
52 Two 110s: 6 level and 9 low
53 Three 110s: 12 low, 10:30 level and 6 low
54 Four 109s: 12 low, 12 level, 12 high and 9 high
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55 One 190: 12 low; three 109s: 12 level, 12 high and 10:30 level
56 NO ATTACKERS (c)
61 One 109: Vertical dive (d)
62 One 109: 3 low; one 110: 1:30 low
63 Three 190s: 10:30 high, 12 high and 1:30 high
64 Four 190s: 12 level, 1:30 level, 3 low and 9 high
65 Five 109s: 12 level, 3 high, 1:30 high, 6 high, and Vertical dive (b)
66 RANDOM EVENTS
(b) B-17 cannot fire at this fighter, nor may it be driven off by fighter cover
(c) Fighters are driven off by other B-17s. If out of formation, roll again.
(d) Only the Top Turret and Radio Room guns may fire at this fighter (6 to hit) and it may not be driven off by fighter cover
(e) Only the Ball Turret may fire at this fighter (3 to 6 to hit) and this fighter may be driven off by fighter cover.
B-4 SHELL HITS BY AREA
Roll 12 or 1:30 or 10:30 3 or 9 6 Vertical Dive Vertical Climb
2 Three Four Six Three Four
3 Two Three Five Two Four
4 Two Three Four Two Three
5 Two Three Three One Two
6 One Two Two One Two
7 One One Two One One
8 One Two Two One Two
9 Two Three Three One Two
10 Two Three Four Two Three
11 Two Three Five Two Four
12 Four Five Seven Four Five
> Roll 2d per successful attacking fighter
> If the attacking fighter is a 190, multiply the number of shell hits by 1.5 (rounding down). If a 110, add 1 shell hit
> After determining the number of shell hits, go to Table B-5
B-6 SUCCESIVE ATTACKS
Roll Attack Area
2 6 high
3 6 level
4 9 level
5 12 level
6 10:30 level
7 12 high
8 1:30 level
9 12 level
10 3 level
11 9 high
12 3 high
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B-5 AREA DAMAGE TABLES
ATTACKS FROM 12, 1:30 or 10:30
HIGH LEVEL LOW
Roll Area Hit Roll Area Hit Roll Area Hit
2 to 4 Superficial 2 Port Wing 2 to 4 Superficial
5 Radio Room 3 to 5 Superficial 5 Radio Room
6 Nose 6 Port Wing 6 Nose
7 Pilot Compartment 7 Nose 7 Bomb Bay
8 Wing: 1 to 3 port, 4 to 6 Stbd 8 Stbd Wing 8 Wing: 1 to 3 port, 4
9 Waist 9 Pilot Compartment 9 Waist
10 Tail 10 to 11 Superficial 10 Tail
11 Bomb Bay 12 Stbd Wing 11 Pilot Compartment
12 Walking Hits Fuselage (a) 12 Walking Hits Fuselage (a)
ATTACKS FROM 3 or 9
HIGH LEVEL LOW
Roll Area Hit Roll Area Hit Roll Area Hit
2 Walking Hits Wings (b) 2 Bomb Bay 2 Walking Hits Wings (b)
3 Nose 3 Wing - Attacking Side 3 Nose
4 Pilot Compartment 4 Nose 4 Bomb Bay
5 Bomb Bay 5 Waist 5 Radio Room
6 Port Wing 6 Wing - Attacking Side 6 Tail
7 Tail 7 to 8 Superficial 7 Port Wing
8 Stbd Wing 9 Tail 8 Stbd Wing
9 Radio Room 10 Radio Room 9 Superficial
10 Waist 11 Pilot Compartment 10 Waist
11 Superficial 12 Walking Hits Fuselage (c) 11 Pilot Compartment
12 Walking Hits Fuselage (a) 12 Walking Hits Fuselage (a)
ATTACKS FROM 6
HIGH LEVEL LOW
Roll Area Hit Roll Area Hit Roll Area Hit
2 to 3 Superficial 2 to 3 Superficial 2 Nose
4 Radio Room 4 to 5 Tail 3 to 4 Superficial
5 Bomb Bay 6 Port Wing 5 Bomb Bay
6 Port Wing 7 Tail 6 Port Wing
7 Tail 8 Stbd Wing 7 Tail
8 Stbd Wing 9 to 10 Tail 8 Stbd Wing
9 Waist 11 Waist 9 Waist
10 Pilot Compartment 12 Superficial 10 Radio Room
11 Walking Hits Fuselage (a) 11 Walking Hits Fuselage (a)
12 Nose 12 Pilot Compartment
VERTICAL DIVE VERTICAL CLIMB
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Roll Area Hit Roll Area Hit
2 to 3 Superficial 2 to 3 Superficial
4 Bomb Bay 4 Bomb Bay
5 Radio Room 5 Tail
6 Port Wing 6 Port Wing
7 Walking Hits Fuselage (a) 7 Radio Room
8 Stbd Wing 8 Stbd Wing
9 Pilot Compartment 9 Walking Hits Fuselage (a)
10 Tail 10 Pilot Compartment
11 Waist 11 Waist
12 Nose 12 Nose
> Walking Hits negate all other shell hits by this fighter fir this attack and does the following damage:
(a) One shell hit in each of the following: Nose, PC, Bomb Bay, Radio Room, Waist and Tail
(b) 2 shell hits on each wing
(c) One shell hit in each of the following: Nose, wing (attacking side), Waist and Tail.
B-7 RANDOM EVENTS TABLE
Roll Event
2 Engine failure - roll for feathering
3 Formation casualties. 1 to 3 you are now the lead bomber. 4 to 6 you are now the tail bomber
4 Loose formation. Roll to determine enemy fighter waves on tables B-1 or B-2 is at +1
5 Aggresive "little friends". Roll for fighter cover on M-4 is at +1 for remainder of mission
6 Tight formation. Roll to determine enemy fighter waves on tables B-1 or B-2 is at -1
7 Rabbit's Foot. You may re-roll any one die or dice roll
8 Tight formation. Roll to determine enemy fighter waves on tables B-1 or B-2 is at -1
9 Bad luftwaffe communications
10 Extreme cold. Roll for each gun position. 1 to 5 no effect. 6 gun jammed.
11 Ace for a day. 1 to 2 Engineer. 3 to 4 Ball Gunner. 5 to 6 Tail Gunner. This gunner at +1 to hit for rest of mission
12 Mid-air accident
> See rules section Random Events for notes to the above results
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e driven off by fighter cover
fighter cover.
110, add 1 shell hit
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LOW
Area Hit
Wing: 1 to 3 port, 4 to 6 Stbd
Pilot Compartment
Walking Hits Fuselage (a)
LOW
Area Hit
Walking Hits Wings (b)
Pilot Compartment
Walking Hits Fuselage (a)
LOW
Area Hit
Walking Hits Fuselage (a)
Pilot Compartment
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to hit for rest of mission
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O-3 FLAK OVER TARGET
Roll Heavy Medium Light
2 Hit Hit Hit
3 Hit Hit Miss
4 Miss Miss Miss
5 Hit Miss Miss
6 Miss Miss Miss
7 Hit Hit Miss
8 Miss Miss Miss
9 Hit Miss Miss
10 Miss Miss Miss
11 Hit Miss Miss
12 Hit Hit Hit
> For each hit, roll once on Table O-4
O-4 EFFECT OF FLAK HITS
Roll Number of Shell Hits
2 Burst Inside Plane (a)
3 1
4 4
5 3
6 2
7 1
8 2
9 3
10 4
11 1
12 4
> For each shell hit roll once on Table O-5 to determine which section is damaged
(a) Roll once on O-5 to determine the section of the plane affected and see rules section 19.0 for effects of BIP
O-5 AREA AFFECTED BY FLAK HITS
Roll Area Affected
2 Bomb Bay (P-3)
3 Port Wing (BL-1)
4 Radio Room (P-4)
5 Tail (P-6)
6 Port Wing (BL-1)
7 Tail (P-6)
8 Stbd Wing (BL-1)
9 Waist (P-5)
10 Nose (P-1)
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11 Stbd Wing (BL-1)
12 Pilot Compartment (P-2)
O-6 BOMB RUN
Roll Effect
1 Off Target
2 Off Target
3 On Target
4 On Target
5 On Target
6 On Target
> If Bombardier is on his 11th - 25th mission, add 1 to die roll.
> If B-17 is hit by flak over target, subtract 1 from die roll.
> If Bombardier is KIA or seriously wounded, Bomb Run is automatically Off Target
> After determining whether the bombs were On or Off Target, go to table O-7
O-7 BOMBING ACCURACY
ON TARGET OFF TARGET
Roll Percentage Roll Percentage
2 75 2 10
3 60 3 0
4 30 4 0
5 20 5 0
6 30 6 0
7 40 7 0
8 30 8 0
9 20 9 0
10 30 10 0
11 50 11 5
12 88 plus 2d6 12 10
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or effects of BIP
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