Professional Documents
Culture Documents
1
Steven McDougall, 26th August 2013
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– Shuffle Target and Event decks and place on Tactical Display board
– Select Pilots to fly the Campaign (record Name/Skill/XP/Cool on Player Log)
• Aircraft must have a service year range that includes the year of
the chosen Campaign
– US Navy Campaign: no AV-8Bs allowed
– Marine Corps Campaign: only AV-8Bs and F-35B/Cs allowed
• Short Campaign: 1 Newbie, 2 Green, 4 Average, 1 Skilled
Medium Campaign: 1 Newbie, 2 Green, 5 Average, 1 Skilled,
1 Veteran
Long Campaign: 1 Newbie, 2 Green, 6 Average, 2 Skilled,
1 Veteran
• cumulative cost of Aircraft must not exceed the starting SO
allocation (± SO “cost” of each aircraft is shown along LS side of card)
• SO points can be spent to immediately promote Pilots to higher
Skill Levels (record the costs on Player Log)
– each level increase costs 6/12/18 SO points for
Short/Medium/Long Campaign
– Skill Levels can be increased more than once
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1
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– Choose a Target: draw number of Target cards as per Recon track and
choose one from those drawn for today’s Mission (discard the others)
• may spend 2SO points to draw 2 more Target cards before
settling on a final target (may repeat this process)
• each Mission will require you to destroy a variety of enemy
units (sites and bandits)
• Scramble Trait: if you draw one of these Target cards, then
stop drawing cards immediately: this must be the chosen
Mission (see P5)
• Improvement Trait: if you draw one of these Target cards, then
the effect is activated immediately and continues to be in effect
until the Target is destroyed (do not discard until destroyed, P5)
• Secondary Trait: if you draw one of these Target cards, then
it may be flown as a secondary Mission on the same day (see p6)
• place selected Target in centre of Tactical Display board
• note target number on Player Log
– May choose to have Down Time and not fly the Mission
• move Recon, Intel, and Intra counters 1 to the left and go to
Mission Debriefing
2
• note that Air-to-Air weapons have yellow stripes on them and
can only be fired at enemy Bandits
• Air-to-Ground weapons can only be fired at enemy Sites
• place Situational Awareness markers on Aircraft card if Pilot is
entitled to them (number shown on top right corner of card)
• place Flight Leader marker on Pilot with highest Skill Rating
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– Draw a Target-Bound Event: draw top card from the Event deck
• apply effects of top section of card
– Draw an Over-Target Event: draw top card from the Event deck
• apply effects of middle section of card
3
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Over Target Operations – 5 Turns of Combat and Aircraft Movement for the
current Mission
– Jettison Decision: Aircraft may remove any munitions from their card
• sometimes useful to remove AtG missiles to avoid Dogfight
penalties later
– Fast Pilots now attack one at a time against enemy Sites and Bandits
• Slow Pilots can discard 1 point of Situational Awareness to
attack with Fast Pilots at this stage (they can also attack later when the
Slow Pilots attack)
– Flight Leader can also discard his Situational
Awareness points to benefit other Pilots
Attacking
• an Aircraft can attack once during this phase
• Pilot declares single enemy Site or Bandit in any area that is
within range of the deployed weapons or cannon or can declare
an attack against the Target (card) itself
– note: Independent weapons can be fired at a different
target(s) outside that initially targeted by the Aircraft
– range is traced area-by-area by the shortest available
path
• Pilot assigns Weapons or Cannon to the identified target:
he can either:
– attack Target (card) with any/all AtG Weapons with
sufficient range (see P19-20 for details of use) if Aircraft is at
proper Altitude, or
– attack Target (card) with Cannon if at Low Altitude and
Aircraft is in Centre Area, or
– attack Site with any/all AtG Weapons with sufficient
range if Aircraft is at proper Altitude, or
– attack Site with Cannon if at Low Altitude and
Aircraft is in same Area as Site, or
– attack Bandit with any/all AtA Weapons with sufficient
range, or
– attack Bandit with Cannon if Aircraft is in same Area as
Bandit
4
• Air-to-Ground/Air-to-Target Procedure: roll 1d10 for each
assigned Weapon or Cannon
– apply any DRMs shown on counters, etc
– AtG Weapons:
– if: 1st Attack Number ≤ Result < 2nd Attack Number
• 1 Hit scored
– if: 2nd Attack Number ≤ Result < 3rd Attack Number
• 2 Hits scored
– if: 3rd Attack Number ≤ Result < 4th Attack Number
• 3 Hits scored
– if: 4thAttack Number ≤ Result
• 4 Hits scored
5
Enemy Attack Procedure: roll 1d10 for the Site or Bandit
– if: 1st Attack Number ≤ Result < 2nd Attack Number
• add 1 Stress to target Aircraft
– if: 2 Attack Number ≤ Result < 3rd Attack Number
nd
– Slow Pilots now attack one at a time against enemy Sites and Bandits
as per Fast Pilots
• Fast Pilots can discard 1 point of Situational Awareness to
attack with Slow Pilots at this stage (even if they attacked earlier with
the Fast Pilots)
– Flight Leader can also discard his Situational
Awareness points to benefit other Pilots
– Aircraft Movement
• Altitude: choose Altitude of the Pilot’s Aircraft
(and flip counter if necessary)
• Movement: each Aircraft can move to an adjacent Area of the
Tactical Display board
– may choose to end the Mission early by removing all
Aircraft from the Display and move on to Home-Bound
Flight phase (must end if turn 5)
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6
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Home-Bound Flight – Mission ended: search and rescue, then fly home
– Pilot Search and Rescue: roll 1d10 for each Pilot who was flying an
Aircraft that crashed during the Mission
• -WP penalty of target band on map
• +1 DRM for each WP of AtG Weapons sacrificed by other
Aircraft still flying the Mission
• +2 DRM if Aircraft crashed during Target Bound step
• +1 DRM if Aircraft crashed during Home Bound step
• Result ≤ 5: Pilot becomes Unfit (if rescued by an Event, then he
gains 1XP as normal, resets Stress to 3 and can fly next Mission)
• Result 6-8: Pilot suffers 5 additional Stress
(he also gains 1XP as normal and can fly next Mission)
• Result ≥ 9: Pilot suffers 3 additional Stress
(he also gains 1XP as normal and can fly next Mission)
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– Add Pilot Stress on Aircraft card for each Pilot who flew the Mission
• ascribed Stress Points depend upon the attacked Target
Range Band (shown on map)
• reduce number of Stress Points by Pilot’s Cool
– All Pilots that did not fly during the current day lose 2 Stress Points
• lose additional Stress Points = Cool Rating
7
– Rest and Relaxation: may spend 9SO Points (total) to remove 2 Stress
Points (+ Pilot’s Cool Rating) from every Pilot in the Squadron
– Update Pilot Experience Points and Stress on Player Log for each
Pilot who flew the Mission
• 1XP gained for flying the Mission (even if crashed or killed)
• +1XP if Target was destroyed and no Aircraft was destroyed
• note that some Target or Event cards can give XPs