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Aero825
07-12-2011, 14:42
After tons of research here on the Drome, my Dad and I have finally finished the rules to our home campaign (or at least the first part of it:hmm:) Part of it is an edited version of Herr Oberst's KotA rules. Hope you like it!!


Campaign Rules


Scenario(for both sides)

You are a General who gets orders from his commanding officer that you must destroy 9 of the enemy's factories.

When a plane is shot down, remove the miniature from the table and replace it with the plane’s card. Its location will be used to help determine the fate of the pilot.

A pilot starts with 25 total life points. If a pilot has less than the total 25 health points, he gains back one health point for each mission played that he does not take part in.


Being Shot Down
When a plane is shot down, remove the miniature from the table and replace it with the plane’s card. Its location will be used to help determine the fate of the pilot.

After the sortie, shuffle all the damage cards back into the community damage decks to make the fallowing checks.

• Plane brought down by damage
Add the explosion card to the type A community damage deck. If a plane was shot down, the pilot draws one card from the type A community damage deck to see how many Health Points he loses. If a 5 or an explosion card is drawn, he is killed instantly. If the plane has taken more than 3 damage over their total health points, the 4 also counts as the pilot is killed instantly.


Behind Enemy Lines and In No-man’s Land
If a pilot is shot down in or behind No-man’s Land and the pilot survives the crash, the player must draw four cards from the type A community damage deck after the sortie is over to see if he successfully evades capture.

• If behind enemy lines, the sum of the cards drawn must be greater than half the amount of health points they have lost in order for the pilot to escape.
• If in No-man’s Land, the sum of the cards drawn must be equal to or greater than half the amount of health points they have lost in order for the pilot to escape.

If a pilot flies off any table edge outside of this deployment area, the player must draw five cards from the type A community damage deck after the sortie is over to see if he successfully returns home.

• If behind enemy lines, the sum of the cards drawn must be greater than half the amount of health points they have lost in order for the pilot to return home.
• If in No-man’s Land, the sum of the cards drawn must be equal to or greater than half the amount of health points they have lost in order for the pilot to return home.

If the sum of the numbers drawn is less than the required number or an explosion card is drawn, the pilot is captured by ground forces.

When a pilot is captured, they can attempt to escape. At the end of the next mission that the player plays in, he may attempt to have his pilot escape. The player draws one card from the community A deck. If he draws a 4, 5, or the explosion cards, his pilot manages to escape and is available for the next mission. As a result of the poor conditions of captivity, the pilot losses 5 points of health. A pilot can attempt to escape until the campaign progresses 5 missions.


Setup

On a 10 x 5 grid, the two players choose where their factories (their opponent's targets) are placed. (From last to first) There must be 2 in the last row, 4 in the next row, and 3 in the next row. In the next two rows, balloon barrages are placed. 5 balloons are placed in any of the first two rows. When a mission is flown on any of those squares at an altitude less than 5, there is a balloon barrage in the middle of the playing field. The planes start on the side of the balloons that is closest to the attacking planes territories. If a balloon barrage is destroyed, another balloon(s) may not be put back up. If a balloon barrage is successfully retracted to the ground, however, it may be put back up at any time (other than a time when a mission is being flown) under any conditions.


GamePlay

The missions flown are decided by the players. Each player takes turns to fly a mission of their choice, strategically, to get closer to their goal. The only time two connected missions are played consecutively is when a squad of planes is attacked by a patrol on the way to their target. Missions don't necessarily need to be equal.

If a pilot runs out of health points he is dead, and all his ace skills and kills are erased. Another pilot takes his place after 3 sorties from the death of the first pilot. This replacement pilot flies the same plane as the pilot he replaced.

If a plane is destroyed, no matter the circumstances, it is gone and it may be replaced in 2 sorties. If 3 or more planes are destroyed in 3 missions time, it takes time equal to the amount of planes destroyed to replace the last plane(s) destroyed.

If a mission is launched, for every square of the grid that is occupied by the enemy that is between the target and the territorial line, the owner of the planes must roll a D6. If the number is 6, they run into an enemy patrol. The patrol is not meant to destroy the enemy planes, just damage them.

No plane is allowed to fly 2 consecutive sorties unless the plane takes 0 damage during any given mission. A plane may stay out of a mission if the owner wishes.
If the plane takes damage that is equal to or more than 75% of it's health points, the plane must wait an additional mission (2 total) before returning to action.

The winner of this phase of the campaign is the one who destroys all the other's targets first.