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.
If a player is shot down in the first 3 turns of the game, he may re-enter the game after sitting out one full turn, with a new pilot and plane. The base of his miniature must be touching his side’s table edge. He can choose which altitude level he re-enters at, but his plane must be at least 3 rulers length away from any enemy aircraft and his altitude must be with in the limits stated in the mission profile that is being played.
After the sortie, shuffle all the damage cards back into the community damage decks to make the fallowing checks.
• Plane brought down by damage
If a plane was shot down by anything other than the explosion card, the pilot draws one card from the type A community damage deck to see how many Health Points he loses. If an explosion card is drawn, he draws another card and multiplies it by two to determine how many Health Points he loses (redraw any 0s).
• Plane brought down by explosion card
If a plane was shot down by the explosion card, the pilot draws one card from the type A community damage deck. If a 5 or an explosion card is drawn, he is killed instantly. If it is any other number, he loses that many Health Points multiplied by 2(redraw any 0s).
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 then the Mission number that was just flown 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 then the Mission that was just flown 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 then the Mission number that was just flown 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 then the Mission number that was just flown in order for the pilot to return home.
If the sum of the numbers 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 to the next year.
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