Diving; A radical proposiotion; strawman
When diving the aircraft can combine the dive with either a straight or a turn card in the same manoeuvre.
Case 1) The aircraft can carry out a straight or a turn card at any speed immediately followed by the dive card. In this case draw an 'A' damage chit for every four existing damage chits (of any colour)
Case 1a) The aircraft can carry out a dive followed by a fast straight with damage as above.
Case 2) The aircraft can carry out a dive followed by a fast turn card. In this case automatically draw an 'A' damage chit and a 'B' damage chit for every for every four existing damage chits (of any colour)
Damage taken in this way ignores any special damage and counts the damage number only.
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