11: Battery – Destroyed! B-26: 12V Electrical System. Left Wing: No effect. Right Wing: See Two Batteries Destroyed.
One Battery Destroyed: No effect. If one Generator also destroyed: Propeller Governor malfunctions (DT-6, DR8, #12) and Instrument Panel – Vital Instruments out (DT-2, DR5).
Two Batteries Destroyed: No other effect if one Generator is operating.
Two generators Destroyed: Roll on DT-6, DR8, Engine, once for each Engine. Ignore all results except for Runaway Engine. Check also Runaway Engine each following Turn.
To conserve power, treat as Two Engines on ½-Power (7.41.4) and no Re-Start possible. The following systems must be turned off: Radio out – no mayday. If out of formation when forced to ditch LW-3, Sea Rescue is –5. At night, the mission must be aborted. Intercom Out – mission may be aborted. Gunners’ To Hit is -1 and Bailout on BO-1a-c for crew man not in the Cock-Pit is -1. No Passing shots. Top Turret (and B-25C/D/G Lower Turret) is out. Tail Guns’ Ammo Tracks are out. On Pathfinder: Oboe Equipment dead. Abort.
Power is Low: Before moving into the next Zone, roll D6 (-2 if one Battery is destroyed): 1: Power is low. You must land within 2 Turns, or use Radio (roll again, +Radio Operator Skill, if power is low Radio is malfunctioning) then land in next Turn, or continue 1 Zone, then in next Turn Complete failure of the Electrical System – Land on LT-1, Land or LW-1, Water or bail out on Bailout, BO-1a, b. Treat as Two Engines on ½-Power when landing. 2-6: Enough power to continue.
Two Batteries Destroyed & if two Generators are also Destroyed: Complete failure of the Electrical System – Land on LT-1, Land or LW-1, Water within 2 Turns or bail out on Bailout, BO-1a, b. Treat as Two Engines on ½-Power when landing.