Custom Tables Color v22B
Custom Tables Color v22B
2B
Roll 2D6
O-3 FLAK TO HIT B-17
Roll 2D6 three times under the appropriate column O-4 EFFECT OF FLAK HITS
Roll Heavy Medium Light Roll Number of Shell Hits (b)
2 Hit Hit Hit 2 Burst Inside Plane (a) (c)
3 Hit Hit Miss 3 1
4 Miss Miss Miss 4 4
5 Hit Miss Miss 5 3
6 Miss Miss Miss 6 2
7 Hit Hit Miss 7 1
8 Miss Miss Miss 8 2
9 Hit Miss Miss 9 3
10 Miss Miss Miss 10 4
11 Hit Miss Miss 11 1
12 Hit Hit Hit 12 4
Note: a) Roll once on the Area Affected by Flak
For each hit, roll once on Table O-4 Effect of Flak Hits. Hits (O-5) table to determine the section
of the B-17 affected by the burst and
see rules section 19.0 for effects of BIP.
O-5 AREA AFFECTED BY FLAK HITS
b) For each shell hit, roll once on Table
Roll Area Affected
O-5 to determine the section of the B-17
2 Bomb Bay (P-3)
that was damaged.
3 Port Wing (B1-1)
c) For BIP, also see note (N-1) #23 found
4 Radio Room (P-4) just below Table B1-5.
5 Tail (P-6)
6 Port Wing (B1-1)
7 Tail (P-6)
8 Starboard Wing (B1-1)
9 Waist (P-5)
10 Nose (P-1)
11 Starboard Wing (B1-1)
12 Pilot Compartment (P-2)
After finding the area affected by each flak shell hit, go to
the table for that area to determine the damage done there.
B-17: Queen of the Skies Version 2.2B
Roll 1D6 Roll 2D6 to determine the percentage of bombs hitting within
O-6 BOMB RUN 1000 feet of the aiming point.
Roll EFFECT O-7 BOMBING ACCURACY
1 Off Target On Target Off Target
2 Off Target Roll Pct. Roll Pct.
3 On Target 2 75 2 10
4 On Target 3 60 3 5
5 On Target 4 30 4 0
6 On Target 5 20 5 0
a) If the bombardier has 11+ missions, add 1 to 6 30 6 0
the die roll. 7 40 7 0
b) If the B-17 is hit by flak over the target, 8 30 8 0
subtract 1 from the die roll. 9 20 9 0
c) If the bombardier is KIA or seriously wounded, 10 30 10 0
the Bomb Run is automatically off target. 11 50 11 5
d) After determining whether the bombs were On 12 88+2d6 12 10
or Off Target, go to Table O-7
B-7 RANDOM EVENTS (From page 9 of Rules – placed here for convenience)
RollEvent
2 Engine failure. (a)
3 Formation casualties: Roll 1D6: 1-3 = You are now the lead bomber; 4-6 = Now tail bomber. (b, h)
4 Loose formation: Roll to determine enemy fighter waves in zones on Tables B-1 and B-2 is +1. (b, i)
5 Aggressive “Little Friends”: Roll for fighter cover defense on Table M4 is +1 for remainder of the mission. (b)
6 Tight formation: Roll to determine enemy fighter waves in zones on Tables B-1 and B-2 is -1. (b, j)
7 Rabbit’s foot: You may re-roll any one die or dice roll. (c)
8 Tight formation: See result #6 above.
9 Bad Luftwaffe communications. (d)
10 Extreme cold: Roll 1D6 for each gun position: 1-5 = No effect; 6 = Gun jammed. (e)
11 Ace for a Day. Roll 1D6: 1,2 = Engineer; 3,4 = Ball Gunner; 5,6 = Tail Gunner. This gunner +1 to hit on Table
M-1 for the remainder of the mission. (f)
12 Mid-air accident. (g)
a) Roll 2D6: 2,3,7 = #1 engine out; 4,10-12 = #2 engine out; 5,6 =#3 engine out; 8,9 = #4 engine out. Roll for
feathering the affected engine according to Note (c) Table B1-1. If this random event is rolled again, the
previously failed engine restarts.
b) If this random even is rolled again, ignore and re-roll on the table until another event is rolled.
c) Any roll which you don’t like which occurs after you obtain the rabbit’s foot may be re-rolled. More than one
rabbit’s foot may be accumulated during a mission, and they may be carried over to the next mission. Once
used, a rabbit’s foot is gone.
d) Remove one fighter of your choice from each wave for the remainder of the mission. A second roll of this
event cancels its effects; a third restores them, and so on.
e) See notes to Table M-5 for repairing jammed guns. Automatically unjammed if B-17 drops below 10,000ft. If
you are out of formation at 10,000 feet, ignore this result and re-roll until another is obtained.
f) It is possible to have more than one “Ace for a day”, but if one crewman is rolled twice, ignore the second roll
and don’t roll again. A legitimate ace is unaffected by this event, and don’t roll for another crewman.
g) Roll 2D6: 2-8 = Close call but no effect; 9, 10 = Shallow dive (B-17 falls out of formation for 1 zone and then
regains formation); 11 = Steep dive (B-17 fall violently out of formation, bombs tear through the bottom of the
plane and are lost if still aboard, and roll 1D6 once for each wing: 1-6 = Wing holds, 6 = Wing rips off, crew
must bailout on Tables G-7. B-17 must abort mission; 12 = Mid-air collision (B-17 destroyed and crew bailout
on Table G-7) If you are out of formation, treat this result as #2, Engine failure, instead.
h) If you are already the lead or tail plane, ignore this result and re-roll until another result is obtained. If you are
out of formation, re-roll also.
i) If you are out of formation, add +1 to rolls on Tables B-1 and B-2 for the remainder of the mission.
j) If you are out of formation, add -1 to rolls on Tables B-1 and B-2 for the remainder of the mission.
B-17: Queen of the Skies Version 2.2B
Roll 1D6 Roll 2D6 (one colored die and one white die, colored die is first digit)
B-1 WAVES IN NON-DESIGNATED B-3 ATTACKING FIGHTER WAVES
TARGET ZONE Roll Fighter Types (a) - Area of Attack
Roll WAVES 11 109: 6 High
1-2 None 12 Two 109s: 1:30 High and 9 Level
3-5 1* 13 Three 190s: 12 High, 1:30 High and 3 Level
6 2* *Go to Table B-3 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)
Roll 1D6 (a) 16 NO ATTACKERS (c) (f)
B-2 WAVES IN DESIGNATED 21 One 190: Vertical Dive (d)
TARGET ZONE (a) 22 Two 110s: 12 Low and 10:30 Low
Roll WAVES 23 Three 190s: 12 High, 3 Level and 3 High
0-3 1* 24 Four 109s: 12 High, 3 High, 9 High and 9 Level
4,5 2* 25 Five 190s: 12 High, 1:30 High, 3 High, 6 High and 9 High
6 3* *Go to Table B-3 26 NO ATTACKERS (c) (f)
a) Poor or bad weather over the 31 110: Vertical Climb (e)
target zone (Table O-1), subtracts 32 Two 190s: 10:30 High and 3 Level
1 from this roll.
33 Three 109s: 12 Level, 12 High and 1:30 Level
Roll 2D6 per successful attacking fighter (b) 34 190: 10:30 High; 110: Vertical Climb (e)
B-4 SHELL HITS BY AREA (a) 35 Two 190s: 12 Level and 1:30 Low
12/1:30 Vertical Vertical 36 NO ATTACKERS (c) (f)
Roll 10:30 3/9 6 Dive Climb 41 109: 12 High
2 3 4 6 3 4 42 Two 109s: 12 Level and 1:30 High
3 2 3 5 2 4 43 190: 12 High; Two 109s: 1:30 Level and 3 Level
4 2 3 4 2 3 44 Two 190s: 12 High and 12 Low; 109: 1:30 Level ;
5 2 3 3 1 2 110: 6 Low
6 1 2 2 1 2 45 Two 109s: 10:30 Level and 12 Level; 110: 10:30 Low
7 1 1 2 1 1 46 NO ATTACKERS (c) (f)
8 1 2 2 1 2 51 190: 10:30 High
9 2 3 3 1 2 52 Two 110s: 6 Level and 9 Low
10 2 3 4 2 3 53 Three 110s: 12 Low, 10:30 Level and 6 Low
11 2 3 5 2 4 54 Four 109s: 12 Low, 12 Level, 12 High and 9 High
12 4 5 7 4 5 55 190: 12 Low; Three 109s: 12 Level, 12 High & 10:30
a) If FW-190, multiply shell hits by 1½, Level
rounding down. If Me-110: Add 1 to the 56 NO ATTACKERS (c) (f)
number of shell hits. 61 109: Vertical Dive (d)
b) After determining the number of shell hits 62 109: 3 Low … 110: 1:30 Low
the B-17 takes, go to Table B-5 to find out 63 Three 190s: 10:30 High, 12 High, 1:30 High
where they hit. 64 Four 190s: 12 Level, 1:30 Level, 3 Low, 9 High
Roll 2D6 for each fighter. 65 Five 109s: 12 Level, 3 High, 1:30 High, 6 High and
B-6 SUCCESSIVE ATTACKS Vertical Dive (b)
Roll Area 66 Random Events - See Rules Folder page 9, Table B-7 (g)
2 6 High a) 109 = Me-109; 110 = Me-110; 190 = FW-190.
b) B-17 cannot fire at this fighter, nor may it be driven off by
3 6 Level
friendly fighters.
4 9 Level
c) Fighters are driven off by other B-17s. If out of formation, roll
5 12 Level
again.
6 10:30 Level d) Only the top turret or Radio Room guns may fire at this
7 12 High fighter (both must roll a 6 to hit), This fighter may not be
8 1:30 Level driven off by fighter cover.
9 12 Level e) Only the ball turret may fire at this fighter (must roll a 3-6 to
10 3 Level hit), and this fighter can be driven off by fighter cover.
11 9 High f) If the “NO ATTACKERS” is rolled, then additional fighters
12 3 High which attack lead and tail position bombers do not appear.
g) Table B-7 can also be found just below Tables O-6 and O-7.
B-17: Queen of the Skies Version 2.2B
Roll 2D6 for each shell hit, and then go to Tables P-1 through P-6, B1-1 and B1-2 to determine specific damage for each hit.
B-5 AREA DAMAGE TABLES B-17 compartment sections hit from each attack area.
ATTACK FROM: 12 / 1:30 / 10:30 O’clock (Area Hit)
Roll High Roll Level Roll Low
2-4 Superficial Damage 2 Port Wing 2-4 Superficial Damage
5 Radio Room 3-5 Superficial Damage 5 Radio Room
6 Nose 6 Port Wing 6 Nose
7 Pilot Compt. 7 Nose 7 Bomb Bay
8 Wing: 1-3 = Port; 8 Starboard Wing 8 Wing: 1-3 = Port;
4-6 = Starboard 4-6 = Starboard
9 Waist 9 Pilot Compt. 9 Waist
10 Tail 10,11 Superficial Damage 10 Tail
11 Bomb Bay 12 Starboard Wing 11 Pilot Compt.
12 Walking Hits/Fuselage (a) 12 Walking Hits/Fuselage (a)
ATTACK FROM: 3 / 9 O’clock (Area Hit)
Roll High Roll Level Roll Low
2 Walking Hits / Wings (b) 2 Bomb Bay 2 Walking Hits / Wings (b)
3 Nose 3 Wing (attacking side) 3 Nose
4 Pilot Compt. 4 Nose 4 Bomb Bay
5 Bomb Bay 5 Waist 5 Radio Room
6 Port Wing 6 Wing (attacking side) 6 Tail
7 Tail 7-8 Superficial Damage 7 Port Wing
8 Starboard Wing 9 Tail 8 Starboard Wing
9 Radio Room 10 Radio Room 9 Superficial Damage
10 Waist 11 Pilot Compt. 10 Waist
11 Superficial Damage 12 Walking Hits / Fuselage (c) 11 Pilot Compt.
12 Walking Hits/Fuselage (a) 12 Walking Hits/Fuselage (a)
ATTACK FROM: 6 O’clock (Area Hit)
Roll High Roll Level Roll Low
2-3 Superficial Damage 2-3 Superficial Damage 2 Nose
4 Radio Room 4-5 Tail 3-4 Superficial Damage
5 Bomb Bay 6 Port Wing 5 Bomb Bay
6 Port Wing 7 Tail 6 Port Wing
7 Tail 8 Starboard Wing 7 Tail
8 Starboard Wing 9-10 Tail 8 Starboard Wing
9 Waist 11 Waist 9 Waist
10 Pilot Compt. 12 Superficial Damage 10 Radio Room
11 Walking Hits/Fuselage (a) 11 Walking Hits/Fuselage (a)
12 Nose 12 Pilot Compt.
VERTICAL DIVE (Area Hit) VERTICAL CLIMB (Area Hit)
Roll High Roll Level
2-3 Superficial Damage 2-3 Superficial Damage
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 Starboard Wing 8 Starboard Wing
9 Pilot Compt. 9 Walking Hits / Fuselage (a)
10 Tail 10 Pilot Compt.
11 Waist 11 Waist
12 Nose 12 Nose
A “walking hits” result negates all other shell hits by this fighter for this attack, and does the following damage:
a) 1 shell hit in each of the following sections: Nose, Pilot Compartment, Bomb Bay, Radio Room, Waist and Tail.
b) 2 shell hits on each Wing.
c) 1 shell hit in each of the following sections: Nose, Wing (attacking side), Waist, and Tail.
B-17: Queen of the Skies Version 2.2B
Roll 1D6
Roll 1D6
G-6 CONTROLLED BAILOUT
Roll Effect
G-7 BAILOUT FROM
1 Roll 1D6: 1-5, Bailout OK; 6, Crewman killed in accident.
UNCONTROLLED PLANE
2-6 Bailout OK
Roll Effect
a) Roll for each crewman separately.
1-5 No bailout, goes down
b) Seriously wounded crewman cannot bail out.
with plane.
c) If bailout is over Germany or the Netherlands, crewman is
6 Bailout OK.
automatically captured and becomes POW.
d) If bailout is over France or Belgium: 1-5 = Captured; 6 = returned
Notes on Table G-6 apply to Table
to England by the underground in time for next mission.
e) If crewman bailout over water, roll again on Table G-8. G-7 and G-8 as well.
f) A roll of 6 is always “Bailout OK”, even if the light wounds modifier
is in effect.
g) Lightly wounded crewmen apply a -1 die roll modifier.
h) Crew members may voluntarily bailout over England before
attempting a dangerous landing.
B-17: Queen of the Skies Version 2.2B
Also see note (N-1) #17 for moving G-11 FLIGHT LOG GAZETTER
between zones. Target City Zone Zone Zone Zone Zone Zone Zone
2 3 4 5 6 7 8
Abbeville -2/W +1/F
Amiens -2/W 0/F
Antwerp -2/W -1/B 0/B
Roll 1D6 Bremen -2/W -1/W -1/W -1/W -1/W 0/G
Brest -2/W -2/W -1/W -1/W +1/F
G-8 BAIL OUT OVER WATER
Cherbourg -2/W 0/W-F
Roll Effect
Emden -2/W -1/W -1/W -1/W -1/W 0/G
1-4 Crewman dies of
drowning, exposure, etc. Hamm -2/W -1/W -1/W 0/N 0/N 0/G
Crewman rescued. Kiel -2/W -1/W -1/W -1/W -1/W -1/W 0/G
5-6
a) Roll for each crewman LaRochelle -2/W -1/W 0/F 0/F 0/F 0/F 0/F
separately. Lille -2/W 0/F
b) If the B-17 is out of formation, Lorient -2/W -1/W -1/W 0/F 0/F
and if the radio is inoperable, Meaulte -2/W 0/F
or the radio operator was not Paris -2/W 0/F 0/F 0/F
at his station, or the radio Rennes -2/W -1/W 0/F 0/F
operator is KIA/seriously Romilly-S.S. -2/W 0/F 0/F 0/F
wounded, then all crewmen Rotterdam -2/W -1/W 0/W-N
are automatically KIA. Rouen -2/W -1/W 0/F
c) Lightly wounded crewmen St. Omer -0/W-F
apply a -1 die roll modifier. St. Nazaire -2/W -1/W 0/F 0/F +1/F
Vegesack -2/W -1/W -1/W -1/W -1/W 0/F
Wilhelmshvn -2/W -1/W -1/W -1/W -1/W 0/F
a) The number to the left of the slash is the modification, if any, to the roll on
Table B-1 & B-2 when determining the # of German fighter waves in the zone.
b) The letter(s) to the right is the code ID whether the zone is over water or a
particular nation. W = Water; B = Belgium; F = France; N = Netherlands; G =
Germany. This information is used when a B-17 is forced down in a zone or the
For landings (Tables G-9, G-10), crew must bailout. Where a zone shows two code letters, the player has a
also see notes (N-1) #23, #26, #27 choice of where to come down if the B-17 is under control.
found just below Table B1-5. c) Rescued crewmen who come down into water in Zones 6 or 7 are captured.
Those coming down in Zones 2-5 are returned to England.
Roll 2D6
G-9 LANDING ON LAND & TAKEOFF G-10 LANDING IN WATER
Roll Effect Roll Effect
-3 B-17 crashes, crew KIA. 2-3 Crew lost.
-2 Crew roll for wounds, Table B1-4, +1 die roll; B-17 wrecked. 4-12 Crew rescued.
-1 Crew roll for wounds, Table B1-4; B-17 wrecked.
0 Crew save, B-17 irreparably damaged.
1 Crew and B-17 repairable by next mission.
2-12 Crew and B-17 safe.
a) A roll of 12 is always “crew safe” regardless of any modifiers.
d) If pilot or co-pilot has 11-25 missions, die roll is +1.
c) If landing in Germany or the Netherlands, entire crew is captured.
d) If landing in France or Belgium, roll for each crewman: 1-5 = POW, 6 = returned to England for next mission.
Seriously wounded crewmen are automatically captured.
e) If roll is 0 or less, and bombs are still aboard: 1-5 = no effect; 6 = explosion, crew KIA.
f) If the pilot and co-pilot are KIA or seriously wounded, and another crewman is attempting to land the plane, apply a
-11 modifier to the landing die roll.
g) If landing in water with the radio out and out of formation, landing roll is -6.
h) If landing with only one engine operating, landing roll is -3. (No landing modifiers for having 1 or 2 engines out.)
i) If landing with no engines operating, landing roll is -7 (If landing in water, -4).
j) If landing on land not in England, landing roll is -3.
B-17: Queen of the Skies Version 2.2B
B1-4 WOUNDS
Roll Effect
1-3 Light wound: Crewman may continue duties unimpaired. (a)
4-5 Serious wound: Crewman may not continue duties, and may not bailout. (b)
6 KIA: Crewman killed in action.
a) A 2nd light wound results in: Gunners may only hit fighters with a roll of 6; Bombardier
loses his 11-25th mission bonus and the Bomb Run roll on Table O-6 is -1: Pilot and
Co-Pilot lose their 11-25th mission bonus when landing (but if either hasn’t taken 2 light
wounds he may land the plane using his bonus); Bailout for this crewman on Table G-6
is -1. 3x light wounds = a serious wound. 4x light wounds = KIA. Light wound + serious
wound = KIA.
b) After landing, roll 1D6 for each seriously wounded crewman for survival. 1 = Rapid
recovery, may fly next mission; 2-5 = Recovery, but may not fly any more missions;
6 = Wounds fatal, crewman dies.
c) If the Navigator is KIA or Seriously Wounded, Table P-1 Note (b) applies.
B1-5 FROSTBITE
Roll Effect
1-3 Frostbite. (a)
4-6 No frostbite this turn.
a) See rules section Heat Out / Frostbite (11.0).
b) After landing, roll 1D6 for each frostbitten crewman separately.
1-3 = Crewman may not fly any more missions;
4-6 = Crewman recovers, may fly next mission.