Angels One Six - Rulebook Glossary
- Phil Yates
- Jun 26
- 4 min read
Updated: Jul 3
This glossary explains some of the terms used in the Angels One Six rulebook.
A for Apple
Action Gauge (page 5)
The dial on your cockpit display showing how many Actions your pilot can take this turn. Set to 0 at the start of each turn, then adjusted based on dice rolls and any Fright.
Actions (page 10)
The number of maneuvers your pilot can perform this turn, determined by pilot awareness and affected by Fright. You automatically get 2 Actions per turn, plus additional Actions for each die roll of 4+ on three Action dice.
Airframe Save (pages 5, 25)
The dice roll needed for your aircraft to avoid damage from enemy fire, shown on your cockpit display (e.g., "5+" for a Spitfire). Roll one die for each hit - if you roll the Airframe Save number or higher, that hit is discarded.
Airspeed Indicator (page 5)
The large dial on your cockpit display showing your aircraft's current speed. The green number indicates Maximum Level Speed, while red numbers can only be reached in a dive.
Available Actions (page 10)
The first step of each turn where you determine how many Actions your pilot has available, rolling Action dice and accounting for any Fright penalties.
B for Beer
Break (page 12)
A sudden snap roll maneuver that allows your aircraft to rotate up to a quarter turn (45 degrees) at the cost of Actions and Airspeed. Performed before moving.
C for Charlie
Call Sign (pages 2-4)
The unique identifier for each aircraft, applied as decals to the model, flight stand, and cockpit display. British aircraft use three-letter codes (e.g., KL-A) whereas German fighters use coloured numbers with group symbols aft.
Climb (page 14)
A maneuver that trades Airspeed for Height Level. Each Climb costs Actions and Airspeed but raises your aircraft one segment on the flight stand.
Cockpit Display (page 5)
The player interface showing all necessary game information: Airspeed Indicator, Action Gauge, Maneuver Chart, Weapons Ratings, and Airframe Save.
D for Don
Dice Symbols (page 10, 23, 24)
Special symbols on some dice faces are equivalent to rolling a 6, except for Fright dice where they indicate enough Fright to make the pilot quit the fight.
Dive (page 15)
A maneuver that trades Height Level for Airspeed. Each Dive costs Actions but gains Airspeed and lowers your aircraft one segment while increasing speed.
Drag (page 11)
The penalty applied to Airspeed when flying faster than Maximum Level Speed (in the red zone). Reduces speed by the Drag rating shown on your Maneuver Chart (but no slower than your Maximum Level Speed).
F for Freddie
Firepower (page 25)
The destructive capability of your weapons, shown as a target number (e.g., "6" or "4+"). Roll one die for each unsaved hit—results equal to or higher than the Firepower rating shoot down the target.
Flight Stand (page 6)
The height-adjustable stand supporting your aircraft model. Shows Height Level through telescoping segments and includes facing indicators and hit location numbers.
Fright Die (page 10, 24)
A die placed on your flight stand showing your current Fright level. Roll one die for each point of Fright at the start of your turn—each 4+ removes one point of Fright. Remaining Fright reduces available Actions.
H for Harry
Height Level (page 6, 13-15, 23)
Your aircraft's altitude, shown by the number of extended segments on your flight stand. Ranges from 1 (all segments retracted) to 5 (all segments extended).
Hit (pages 22-25)
A successful attack that must be saved against using the target's Airframe Save. Unsaved hits cause Fright and may result in the aircraft being shot down by a successful Firepower roll.
I for Ink
Immelmann (page 18)
A complex maneuver combining a climbing half-loop with a roll, allowing your aircraft to face any direction at a significant cost in Actions and Airspeed. You cannot shoot while performing an Immelmann turn.
M for Monkey
Maneuver Chart (page 5)
The sequence of possible actions shown on your cockpit display, performed from left to right each turn. Shows Action costs and Airspeed effects for each maneuver.
Maximum Level Speed (page 5, 11)
The highest speed your aircraft can maintain in level flight, shown in green on the Airspeed Indicator. Higher speeds (red numbers) can only be achieved by diving.
Move (page 16)
The mandatory maneuver where your aircraft flies straight forward a number of spaces equal to its current Airspeed.
P for Pip
Pilot Awareness (page 10)
The mental state of your pilot, determining how many Actions they can take each turn. Affected by combat stress, injuries, and experience.
Power (page 5, 11)
The boost to Airspeed from your aircraft's engine when flying below Maximum Level Speed. Increases speed by the Power rating shown on your Maneuver Chart (but no faster than your Maximum Level Speed).
R for Robert
Range Brackets (page 7, 23)
The three distance brackets on the ruler (+0, +1, +2) that determine shooting difficulty modifiers.
Ruler (page 7, 8, 12, 16, 17, 21, 23, 29-32)
The measuring device used for aircraft movement and determining shooting range. Has sockets for flight stand positioning and shows range bracket modifiers. Also used for setting up missions.
S for Sugar
Shoot (pages 11, 13, 19-25)
The maneuver used to attack enemy aircraft. Costs one Action and requires a valid target (dead ahead and within ruler range).
Shot Down (page 26)
When an aircraft is eliminated from play through a successful enemy Firepower test.
Split-S (page 13)
A complex evasive maneuver allowing your aircraft to face any direction while losing one Height Level, at a significant cost in Actions and Airspeed. You cannot shoot after performing a Split-S.
T for Toc
To Hit (pages 22-23)
The target number needed when rolling dice to score hits on enemy aircraft. Modified by weapon type, range, height difference, and target aspect.
Turn (page 17)
A sustained change of direction costing Actions and Airspeed. Can rotate your aircraft by 1, 2, or 3 quarter-turns depending on Actions spent.
Turn Sequence (page 8)
The order in which maneuvers must be performed, following the Maneuver Chart from left to right.
W for William
Weapons (page 5, 20-25)
Your aircraft's armament, shown on the cockpit display with number of weapons, To Hit modifier, and Firepower rating. Roll one die per weapon when shooting.
This glossary covers the essential terms from Angels One Six: Battle of Britain. For complete rules and examples, refer to the full rulebook on www.AngelsOneSix.com/downloads.
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