Post by flakstruk on Apr 15, 2017 10:38:59 GMT
These were written for another project but they might be useful to someone here
Starting Forces:
100 points (Rookie Pilots Only)
Both Forces begin with only aircraft with "Poor" pilot skill.
Pilots accrue victories by:
Shooting down enemy aircraft
Successfully conducting Bomber missions.
Poor Pilots are promoted to Average with 2 victories
Average Pilots are promoted to Veteran with 5 victories
Veteran Pilots are promoted to Ace with 11 victories
Each time a pilot is Promoted, an additional aircraft is added to your roster, at the Promotion level of your pilot.
You can move your pilot to this new aircraft or create a new pilot for that aircraft and keep the other pilot in his old aircraft.
-Where a promoted pilot would be placed in a new aircraft of the same type (Spitfire to Spitfire for example) you may elect to upgrade your old aircraft and add a copy of the old type to your list - This more so you can keep your names etc the same.
Pilots may also accrue a single Laurel which is earned by unusual conduct. Once a Laurel is earned, it is permanent and cannot be replace or swapped.
Pilot Laurels
Hard Diver: Natural 12 on dive, +1 to dive checks
Hard Weaver : Natural 12 on tight Turn, +1 to tight turn checks
Good Reflexes: Scores a vital on first shot in a game, +1 to first attack of a game.
Steady Hands: Ends 3 games in a row damaged, no penalty on attacks when crippled
No Quarter: Kills 2 Rookies in a single game, +1 attacks against rookies
Resident Expert: No damage to any of your aircraft at games end, +1 dice at a range of your choice (applies to the highest rank pilot in the game)
Pathfinder: 3 Successful consecutive Bombing missions, -1 on attacks against pilot at Alt1 &2
Hamfisted: Natural 2 on a tight turn, -1 to all turn checks
Spray and Pray: Make 3+ attacks in a game and miss every time, -1 all attacks when you loose initiative
Lucky: Survives undamaged on a mission where the pilot moves first every turn, reroll initiative once per game
Slippery: Be attacked 3+ times in a but finish game undamaged, 6s count as a single success against this pilot
Engine Gremlins, Fail 3 Consecutive Climb or Speed check, -1 to all speed or climb checks
Desperate Evasion - Be missed by 3 consecutive attacks all with Evading status, -1 to all attacks when in Evading status
Expert Scissors - Natural 12 when attempting a Advance Manoeuvre Scissors, +1 to checks for that manoeuvre
Scoring:
Aircraft that are shot down with Multiple Hits do not score points for the enemy and are available in subsequent matches.
Aircraft that are Vitalled are destroyed, it and its pilot will be removed from the roster.
Points are scored equal to that aircraft's card points cost
Replacements - Squadrons may trade previously scored points for additional rookie aircraft by posting in the Air Command thread to that effect.
100 points (Rookie Pilots Only)
Both Forces begin with only aircraft with "Poor" pilot skill.
Pilots accrue victories by:
Shooting down enemy aircraft
Successfully conducting Bomber missions.
Poor Pilots are promoted to Average with 2 victories
Average Pilots are promoted to Veteran with 5 victories
Veteran Pilots are promoted to Ace with 11 victories
Each time a pilot is Promoted, an additional aircraft is added to your roster, at the Promotion level of your pilot.
You can move your pilot to this new aircraft or create a new pilot for that aircraft and keep the other pilot in his old aircraft.
-Where a promoted pilot would be placed in a new aircraft of the same type (Spitfire to Spitfire for example) you may elect to upgrade your old aircraft and add a copy of the old type to your list - This more so you can keep your names etc the same.
Pilots may also accrue a single Laurel which is earned by unusual conduct. Once a Laurel is earned, it is permanent and cannot be replace or swapped.
Pilot Laurels
Hard Diver: Natural 12 on dive, +1 to dive checks
Hard Weaver : Natural 12 on tight Turn, +1 to tight turn checks
Good Reflexes: Scores a vital on first shot in a game, +1 to first attack of a game.
Steady Hands: Ends 3 games in a row damaged, no penalty on attacks when crippled
No Quarter: Kills 2 Rookies in a single game, +1 attacks against rookies
Resident Expert: No damage to any of your aircraft at games end, +1 dice at a range of your choice (applies to the highest rank pilot in the game)
Pathfinder: 3 Successful consecutive Bombing missions, -1 on attacks against pilot at Alt1 &2
Hamfisted: Natural 2 on a tight turn, -1 to all turn checks
Spray and Pray: Make 3+ attacks in a game and miss every time, -1 all attacks when you loose initiative
Lucky: Survives undamaged on a mission where the pilot moves first every turn, reroll initiative once per game
Slippery: Be attacked 3+ times in a but finish game undamaged, 6s count as a single success against this pilot
Engine Gremlins, Fail 3 Consecutive Climb or Speed check, -1 to all speed or climb checks
Desperate Evasion - Be missed by 3 consecutive attacks all with Evading status, -1 to all attacks when in Evading status
Expert Scissors - Natural 12 when attempting a Advance Manoeuvre Scissors, +1 to checks for that manoeuvre
Scoring:
Aircraft that are shot down with Multiple Hits do not score points for the enemy and are available in subsequent matches.
Aircraft that are Vitalled are destroyed, it and its pilot will be removed from the roster.
Points are scored equal to that aircraft's card points cost
Replacements - Squadrons may trade previously scored points for additional rookie aircraft by posting in the Air Command thread to that effect.