These are the official Aces Abilities for this Campaign. You can collect them here:
http://www.wingsofwar.org/forums/dow...p?do=cat&id=20
This is the list of the Ace Abilities. I will only put the text when it varies from the one in the Ace Abilities cards or a completely new Ace Ability. If you have ideas, please post them here.
Acrobatic Pilot I: Pilot can perform Immelmann w/o playing a straight after it - once every two turns
Acrobatic Pilot II: Pilot can perform Immelmann w/o playing a straight before or after it - once every two turns
Always Coming Home: When crashes, the pilot will always return home to the Aerodrome. Deleted for Final Months Campaign
Chivalrous aptitude: Deleted for Final Months Campaign
Daredevil Pilot I: Pilot can perform 2 steep moves in a row - once every two turns
Daredevil Pilot II: Pilot can perform 3 steep moves in a row - once every two turns
Evasive Maneuvers I: Pilot cannot be tailed unless tailing pilot is also an ace
Evasive Maneuvers II: When shot at in consecutive turns Pilot ignores the +1 rule
Exceptional Pilot I: The player can add an extra copy of one card from his manouevre deck
Exceptional Pilot II: The player can add an extra copy of one card from any plane of the same or earlier years (but no Immelmann for a two seater if it doesn't already have one)
Deadly Aim I: Pilot can add +1 aim bonus even if he didn't shoot at plane in previous phase (This is only to the first damage card drawn). - Once per turn
Deadly Aim II: If at close range pilot can add +1 aim bonus even if he didn't shoot at plane in previous phase, this is in addition to Deadly Aim I (This is to the damage of every card drawn). - Once per turn.
NB: The Deadly Aim bonus is not cumulative with the +1 Consecutive Aim bonus.
Dedicated Ground Crew I: This aircraft will ignore GREEN jammed special damage.
Dedicated Ground Crew II: This aircraft will ignore ALL jammed special damage.
Lucky Git I: Pilot can ignore damage from a single card except the explosion card - Once per sortie
Lucky Git II: Pilot can ignore damage from a single Attack - Once per sortie
Marksman I: When the Ace fires at an enemy aircraft he draws 2 cards & determines which 1 is given, at close range he draws 3 cards & determines which 2 are given - can use every two turns - The other cards reshuffled in the deck. (If the ace is an AI pilot, the order of damage done is: Explosion, then the higher damage. If there is a draw, special damage with the following line: Fire/pilot Wounded/jam/smoke/rudder jam.)
Marksman II: When the Ace fires at an enemy aircraft he draws 3 cards & determines which 1 is given, at close range he draws 4 cards & determines which 2 are given - can use every two turns - The other cards reshuffled in the deck. (If the ace is an AI pilot, the order of damage done is: Explosion, then the higher damage. If there is a draw, special damage with the following line: Fire/pilot Wounded/jam/smoke/rudder jam.)
Quick Shot I: Pilot fires & resolves damage before pilots without Quick Shot ability - aircraft shot down do not get to shoot.
Quick Shot II: Pilot resolves fire before manoeuvres in a phase are executed but cannot fire again after manoeuvring that phase. Aircraft destroyed do not move or fire. Once every two turns. Added for Final Months Campaign.
Technical Eye I:Withdrawn for Final Months Campaign (ability for adversarial games)
Technical Eye II: Withdrawn for Final Months Campaign (ability for adversarial games)
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