Wargame Mechanics Index

Departure from controlled flight

Vehicles can enter an uncontrolled state (stall, spin) on triggers such as low speed, over-climbing or control-surface damage; while uncontrolled they follow forced movement (e.g. losing altitude) and cannot act normally until a recovery roll succeeds.

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How games do it 1 game

2air
Stalls, Spins & Spin RecoveryCanvas Eagles

Stalls, over-climbing, speed 0 and red wing/tail damage trigger 2d6 spin tests; spinning aircraft fall until they recover.

How it works

Roll 2d6: 2-5 spins (+1 Stability A, -1 C, -1 novice). A spinning aircraft plots 0S1, drops one altitude level per movement phase, cannot fire, and crashes at altitude 0. Recovery needs 7+ on 2d6, after which facing is randomised by d6 and the next manoeuvre must be maximum speed.

Roll 2d6 to test if an aircraft goes into a spin: The aircraft spins on a roll of 2, 3, 4 or 5.
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