Corsair Leader
Corsair Leader
Corsair Leader
10/29/05
By Dan Verssen
Getting Started
Here are the basic steps you need to do to get started. Each is
covered in much more detail in their respective web pages.
Go to our website's "Order" page and purchase the game using
PayPal's secure online service. Install the game using the
registration code that is immediately emailed to you. Connect to
Vassal's online room, chat with the other players, and start up a
game.
The following rules govern the play of Corsair Leader. They are
presented in an order that is roughly according to the Sequence of
Play. It is a good idea to read all of the rules before playing the
game.
Play Formats
These rules include information for both the PDF download and
Vassal formats of the game.
Some of the graphics shown in the rules might look different due
to the differences between the two formats.
Vassal Information
This section only applies to the Vassal format of the game.
Game Tutorial
Included in the game is a quick tutorial. This tutorial will give you
a very basic overview of the game. To open the tutorial, go to the
Help pull down menu and select "Tutorial". Information will then
appear in the Chat area. The first instruction will direct you to hit
1
In some games, the play area is larger than the area displayed on
your screen. Use your scroll bars to move around the play area to
follow the action.
Starting-Up a Game
Here is our standard instruction sheet for creating and joining
Vassal games
Vassal Commands
The Vassal module contains a rich set of right-click commands
built into the game pieces.
Right-click on the games cards and counters to discover how you
can adjust the values and markers that are built into them.
Here are some samples from the Vassal game...
Here is a
sample main
display from a
game.
Counters
Game Components
Here are the game components and a brief description of how each
is used in the game.
Help Sheet
This sheet has all the reference
charts and general information
needed to play the game.
Base Sheet
You will find a brief
sequence of play, as well
as areas on the sheet to
organize your cards.
Player Log
After you select your squadron
pilots and campaign you record this
information on the Player Log. After
each mission you record the target
and mission results on the Player
Log. The information recorded on
the Player Log is used to determine
pilot promotion, Ordnance Points
expenditures, target status, and
campaign outcome. This sheet
should be photocopied.
Pilot/Aircraft Cards
Campaign Map
Sheet
The area where the weapon counters are carried by the Aircraft is
located on the bottom part of the card.
Campaigns
Some Aircraft card might have notations for weapons that are not
included in this game. Such weapons will be added in later
expansions.
Target Cards
Each target card is associated with a
specific Campaign Map sheet. When
you start a campaign, separate the
Target Cards for that campaign from
the other target cards, shuffle the cards
and place them on the Target Card
Deck section of the Mission Display.
Medium
This represents a moderate number of missions.
Long
This represents an extended number of missions.
Target cards also list the Weight Point penalty and base pilot Stress
incurred by the mission.
Event Cards
Shuffle this deck at the start of each
mission. Each of these cards has three
sections.
Campaign Tracks
The Campaign Tracks are used to
track damage inflicted on the enemy
nation by your squadron. There are
four different Campaign Tracks on
each map sheet, each track affects a
different aspect of a mission. The
current levels on each track are
shown by placing the appropriate
counter on the track to the left of the
current level, so that you can easily
read the level and the arrow on the
counter is pointing at the number.
The movement of the tracking counters is based on the results of a
mission. Each track and its effects are explained below:
Recon (Reconnaissance)
This track represents the enemy nations ability to limit
reconnaissance efforts by your aircraft. As the enemys abilities are
damaged, it opens up more target possibilities for your squadron
4
Set-Up
Place the Mission Display on a flat surface in front of you with the
Campaign Map sheet and Base display placed near-by. Shuffle the
Target and Event decks and place them in the appropriate section
of the Mission Display. On the Campaign Map sheet, place the
Intel, Radar, Infra, and Recon information counters in the Start box
of the Campaign Track with the same name. Place the container
with the Site and Bandit counters near the Campaign Map sheet.
Intel (Intelligence)
This track represents the enemy nations ability to determine
which targets your aircraft may attack and to position defenses in
the area. As the enemys intelligence abilities are damaged, the
number of Sites available to defend a target is reduced.
Radar (Early Warning)
This track represents the enemy nations ability to detect, track,
and intercept air attacks launched against it. As the enemys
abilities are damaged, the number of bandits available to defend a
target is reduced.
Sequence of Play
Pre-Flight
The Die
Whenever a die roll is called for in the game, roll the ten-sided die
(d10). This will generate random numbers from 1 to 10. Treat all
rolls of 0 as 10.
Target-Bound Flight
Draw Target-Bound Event Card
Place Aircraft on Tactical Overview
Draw Site Adjustment Event Card
Determine Bandits Present
Setting-Up a Campaign
Choose one of the campaign sheets. Place the sheet to one side of
the Mission Display.
Choose the type of campaign you will fly for this map sheet. There
are three campaign types (Skirmish, Conflict, and War) which
specify the number of missions that you will fly in the campaign.
Home-Bound Flight
Debriefing
Record Mission Outcome, Victory Points, Gain Ordnance Points
for the Mission, and adjust Campaign Map sheet Tracks
Add Target Card stress to Pilots
Pilot stress recovery (all Pilots)
Record Pilot Experience and Stress
Write the Campaign Map sheet name and campaign Type selected
at the top of the Mission Log for this campaign.
Pre-Flight
Mission Preparation
Mission Briefing
Ordnance Points
Select the Pilot cards you want to fly the mission and place their
cards near the Mission Display so they can be armed. Pilots that
are Unfit may not be assigned to a mission.
You can also choose to not fly any mission for the Day and allow
your pilots to rest. However, this still counts as one of your
campaign Days.
Sequence of Play.
Arm Aircraft
Munitions
Choose your weapons from the list that is detailed below:
Machineguns and
Cannons: In addition to
the weapons you assign,
each Aircraft is equipped
with either machine guns
or cannons. For game purposes, these will be referred to as
6
Guns. Each Aircraft is different in how it can use its Guns. Some
Aircraft can use them for air combat, others for attacking ground
combat, and some Aircraft can use them for both. This is noted on
each Aircrafts card.
Target-Bound Flight
This represents the time from when the Aircraft take off from your
base until they reach the Targets location.
Determine Target-Bound
Events
Purchasing Weapons
Event Site and Bandit attacks can be Evaded, but not Suppressed.
Aborting a Mission
After the target-bound event is resolved, you may decide to abort
none, some or all of the Aircraft on the mission. This allows you to
send damaged Aircraft back to base without having to face a
targets defenses or abort the entire mission if it cannot succeed.
Initial Aircraft
Placement
Place your Aircraft in the PreApproach Area. If the PreApproach Area does not contain
any Sites, you can also place your
Aircraft in the Approach Area.
Determine Site
Adjustment
There is a chance that the target
defenses will not be as you were told.
To determine any Site changes, draw the top-most Event Card and
resolve the Target event.
The Freighter has a -1 Weight Point penalty, so the F4Us can carry 3
Weight Points and the SBD 4. I select the following munitions...
Andersons load-out: None
Wallaces load-out: 250# x2, 250# High Quality x1
Lemon Droppers load-out: 500# x2
This costs me a total of 8 Ordnance points.
OR
Attack any one Site in its same Area with Guns.
OR
Attack any one Bandit in its same Area with Guns.
Tactic Counters
When your Aircraft are Over Target you can fine tune their actions
with Tactics counters. These counters cannot be used during the
Target-Bound and Home-Bound stages of a mission.
Each pilot can only have ONE Tactic counter at a time placed on
his card. There are three types of counters:
Over-Target Resolution
Offensive/Defensive
Suppress
When your pilot, or one of your other pilots in the same Area is
being attacked, you can place a Suppression counter on the pilot to
attempt to Suppress the enemy attack.
During this step you also remove any Tactic counters that were
placed on your Aircraft during the previous turn Over Target this
mission.
Rush/Wait
You can place Rush counter on one or more of your Slow pilots
during the Fast pilot attack step to allow them to act. When they
do so, their attack rolls are at -2.
Also during the Fast pilot step you can place Wait counters on one
or more of your Fast pilots. Those pilots do not act during the Fast
step, but wait until the Slow Pilot step to attack. When they do so,
they add 2 to their attack rolls.
Pilots with a Speed rating of Fast attack before Sites and Bandits
attack.
Pilots with a Speed rating of Slow attack after Sites and Bandits
attack.
When you attack a Bandit with Guns you may score a hit on the
Bandit. Roll a d10 and look at the Hit number on the Aircraft
card. If the modified die roll is equal to or greater than the number
a hit is scored on the Bandit.
Each Aircraft attacks individually and may only attack one target.
Resolve the attack for the Aircraft before starting an attack with
another aircraft.
Modifiers
Add the current Pilot AtA modifier to the die roll. The current AtA
modifier is based on the number of stress points the Pilot has.
Attack Restrictions
An Aircraft is limited to which enemy units it may attack based on
its current position and weapons load. In any given turn an
Aircraft may:
Attack the Target Card with any and all Air-to-Ground weapon
counters if it is in the Target Area.
OR
Attack the Target Card with Guns, if it is in the Target Area.
OR
Attack any one Site in its same Area with any and all Air-toGround weapon counters..
AtA Penalty
-0
-1
-2
scores 2 Hits, doubled to 4 Hits, then the Battleships Heavy Armor takes
affect and reduces the Hits by 1, down to 3.
the counter. Apply this modifier to all attack die rolls against it.
Damage to Sites
If one or more hits are achieved, the targeted Site is destroyed and
removed from the Mission Display. Place the Site counter back in
the opaque container with all the defense counters.
If you are strafing the target or a Site with Guns, you may score a
hit on the Target or Site. Roll a d10 for the Guns. If the modified
die roll is equal to or greater than 10 one hit is scored on the Target
or Site.
Each Site or Bandits attacks individually and may only attack one
target. Resolve the attack for the Site or Bandit before starting an
attack with another Site or Bandit.
Modifiers
Add the current Pilot AtG modifier to the die roll. The current AtG
modifier is based on the number of stress points the Pilot has.
Target Determination
An attacking Site or Bandit will automatically target the closest
Aircraft. If more than one Aircraft is closest, randomly determine
which one is attacked.
Aircraft Reactions
After the target for a Site or Bandit attack is determined, the player
may have his aircraft react to the attack. There are two possible
reactions for the players aircraft; Suppression and Evasion, which
are explained below.
Some aircraft, like the SBDs get a x2 Hit multiplier when they
score hits against Naval targets with their munition counters.
Note, they do not get a bonus when using their Guns.
Apply the multiplier before taking into account Target modifiers.
Suppression
Any one Aircraft (including the one under attack) may perform
one Suppression Attack on the Site or Bandit as normal. Specify a
Example:
An SBD drops a 500# bomb on a Battleship and rolls a 10. The bomb
9
Early Disengagement
Evasion
If you have Aircraft in the Withdraw Area, you can move them off
the Display as a movement. This will remove them from the OverTarget part of the mission.
Attack Resolution
Bandit Movement
Bandits move after the players Aircraft move. Each Bandit may
move one area but is not required to move. Use the following rules
to determine if and where a Bandit moves:
If there are one or more Aircraft in the Bandits Area, it does not
move.
Roll a d10 for the Site/Bandit and look at the Hit numbers on the
Site/Bandit. If the modified die roll is less than the first number,
there is no effect on players aircraft. If the modified die roll is
equal to the first number and less than the second number, 1 Stress
Point is added to the target pilots current stress level. If the
modified die roll is equal to the second number and less than the
third number, the target aircraft is damaged. For damaged aircraft,
remove all weapon counters and give the pilot 2 Stress Points for
finishing the mission in a damaged aircraft. If an aircraft is
Damaged a second time it is Destroyed. If the modified die roll is
equal to or greater than the third number, the target aircraft is
destroyed. Destroyed aircraft are removed from the game; a SAR
(Search And Rescue) check is made for each destroyed aircraft
during the Home-Bound Flight phase.
If no Aircraft are in the Bandits Area, move the Bandit one area
closer to the closest Aircraft. If more than one Aircraft is the
closest, randomly determine which Aircraft the Bandit moves
towards.
Home-Bound Flight
Before the start of the Home-Bound section, remove any Tactic
counters remaining on your Aircraft.
Determine Home-Bound
Events
>9
6 to 8
<5
Aircraft Movement
In this step you may move your Aircraft from their current
location to an adjacent area.
Bound events.
4) Add 2 to the roll if Shot-Down during Target-Bound or 1 if ShotDown during Home-Bound.
Debriefing
In the column for the current mission on the Mission Log write the
number for the Target Card you just attacked (this number is
shown in the upper left corner of the Target Card).
After the target Stress Points are added, the total Stress Points for a
Pilot are reduced by the Cool number shown on the Pilot card for
that Pilot. This number was also written on the Mission Log at the
start of the campaign.
Below the Ordnance line, record the final Target Status of the
target. If the Target was destroyed during the mission, place an
X in the Target Status and write the number of Victory Points
(VPs) for the Target Card (shown in the lower right of the target
card) on the Victory Points line. If the Target was not destroyed,
place an O in the Target Status and 0 (zero) is written on the
Victory Points line.
Important Rule: Pilots who did not fly the mission have their
Stress Points reduced by their Cool + 2. So, a Pilot with a Cool of 1
would have his Stress reduced by 3 if he did not fly a mission
during the campaign Day.
Shaken Pilots
If a Pilot has accumulated enough Stress Points to be Shaken, the
Pilot can still fly missions. A Shaken Pilot uses his Shaken skills.
Give each Pilot that flew on the mission 1 Experience Point in the
XPs Gained column on the Mission Log. If during the mission the
Target was destroyed and no Aircraft were destroyed each Pilot
that flew on the mission gains 1 additional Experience Point.
Promoting Pilots
If the Experience Point total for a Pilot is equal to or greater than
the Promotion number for the Pilot they are promoted. Promotion
consists of flipping a Pilot card over to the side with the higher
level. If the other side of the Pilot card is not a higher level, the
Pilot stays at its current experience level. Pilot promotion is limited
by the card mix.
If the Target was destroyed during the mission, the Target Card is
set aside until the campaign is over. If the Target was not
destroyed, return the Target Card to the Target Card Deck, shuffle
the deck and place it back on the Mission Display.
Campaign Outcome
If this mission was the final mission of a campaign, compare your
total Victory Points to the numbers listed in the Campaigns section
of the Campaign Map sheet for the Campaign Type you were
playing. This will show you the results of your campaign.
During the mission pilots gain Stress and Experience Points due to
flying a mission, combat, and event cards. Pilots that do not fly a
mission do not gain Stress Points. The number of Stress Points a
Pilot has determines how effective a Pilot is in combat. The
amount of Experience Points a Pilot has determines promotion for
the Pilot.
During the mission he gains 3 Stress Points from combat. The missions
base Stress adds 2 Stress Points. This gives him a total of 5 Stress Points
(0+3+2).
Stress Points gained during a Mission do not take effect until this
step.
Pilots/crews that are Unfit because they were captured during the
During the mission the Target was destroyed and no Aircraft were
11
Credits
Game Design
Vassal Module
Game Development
Pilot Log Template
Playtesting
Special Thanks
Dan Verssen
Marcos Hidalgo
www.toposolitario.com
Holly Verssen
John Ferry
Kevin Verssen
The guys on the Battlefront
(www.battlefront.com) forum for their
valuable research on Corsairs and the
Solomons campaign.
12
Solomon Islands
Weapon Availability
Available
Weapons
250#
250# High Quality
500#
500# High Quality
1000#
1000# High Quality
Ordnance
Point Cost
1
2
2
3
3
4
13
Campaigns
Campaigns
Short Days: 3
Ordnance
30 3
SkirmishPoints:
Missions:
18
17
8
14
9
15
11
12
16
7
5
10
3
4
2
1
Bandits/Sites Removed
None
Stop
Recon
Target Cards
Drawn
Intel
Initial Sites in
Target Area
Radar
Initial Bandits in
Target Area
Infra
Hits to Destroy
Target (1 min.)
Start
Start
Base
Base
Base
-1
-1
-2
-2
-3
Start
Base
Base
Base
-1
-1
-2
-2
-3
Start
Base
Base
-1
-1
-1
-2
-2
-3
Strategic Situation:
The Solomon Islands
campaign began with the
shore assault by US Marines
on Guadalcanal in late 1942.
The US "Cactus Air Force" was
able to begin flying missions
later that year. During 1943,
the US slowly worked its way
westward along the
chain of islands.
Solomon Islands
Weapon Availability
Available
Weapons
250#
250# High Quality
500#
500# High Quality
1000#
1000# High Quality
31
Ordnance
Point Cost
1
2
2
3
3
4
28
36
32
34
35
33
29
Campaigns
Campaigns
24
27
Short Days: 3
Ordnance
25 3
SkirmishPoints:
Missions:
30
25
23
22
21
26
20
19
Bandits/Sites Removed
None
Stop
Recon
Target Cards
Drawn
Intel
Initial Sites in
Target Area
Radar
Initial Bandits in
Target Area
Infra
Hits to Destroy
Target (1 min.)
Start
Start
Base
Base
-1
-1
-2
-2
-2
-3
Start
Base
-1
-1
-1
-2
-2
-2
-3
Start
Base
-1
-1
-1
-1
-2
-2
-3
Strategic Situation:
As the US forces slowly
worked their way westward,
they began flying from more
westerly airfields as well.
During the phase of the
campaign the battle shifted to
driving out the Japanese
forces around Rabaul and
Bougainville.
Stress
0-4
5-8
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
Okay
Shaken
Fast
Slow
+0
-2
+0
-2
0-6
7-11
Okay
Shaken
Fast
Slow
+2
+0
+0
-2
0-7
8-13
Okay
Shaken
Fast
Slow
+1
-1
+1
-1
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
Stress
0-3
4-5
Status
Speed
AtA
AtG
Stress
Okay
Shaken
Fast
Slow
+0
-2
+0
-2
0-3
4-5
Status
Speed
AtA
AtG
Stress
Okay
Shaken
Fast
Slow
+1
-1
+0
-2
0-4
5-7
Status
Speed
AtA
AtG
Okay
Shaken
Fast
Slow
+1
-1
+0
-2
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
Stress
0-3
4-6
Status
Speed
AtA
AtG
Stress
Okay
Shaken
Fast
Slow
+0
-2
+0
-2
0-4
5-7
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
Okay
Shaken
Slow
Slow
+0
-2
+2
-0
0-5
6-10
Okay
Shaken
Slow
Slow
+1
-1
+1
-1
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
Stress
0-2
3
Status
Speed
AtA
AtG
Stress
Okay
Shaken
Slow
Slow
-1
-3
-1
-3
0-3
4-5
Status
Speed
AtA
AtG
Stress
Okay
Shaken
Slow
Slow
+0
-2
-1
-3
0-3
4-5
Status
Speed
AtA
AtG
Okay
Shaken
Slow
Slow
+1
-1
+0
-2
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
Lemon
Wild Dropper
Ride SBD SBD
Average
Newbie Cool:
Cool: 00 XP:
XP: 11
3
Average
Green Cool:
Cool: 00 XP:
XP: 311
Stress
0-5
6-9
Status
Okay
Shaken
Speed
AtA
AtG
Stress
Slow
+0
B
Slow
-2
+1
-1
0-2
0-3
34-5
Status
Okay
Shaken
Speed
AtA
AtG
Stress
Slow
Fast
-1
-2
B
Slow
-4
-3
+1
-1
0-3
4-5
54 Weight
Weight Points
Points
10 Weight Points
Status
Okay
Shaken
Speed
AtA
AtG
Slow
Fast
-1
B
Slow
-3
+2
+1
+0
-1
54 Weight
Weight Points
Points
Cannot Evade
Can Dive Bomb to get +2 AtG
AtG: x2 Munition Hits vs. Naval Targets
Cannot Evade
Can Dive Bomb to get +2 AtG
AtG: x2 Munition Hits vs. Naval Targets
.50.50
Machine
Machine
Guns
Guns
(AtA
(Range
Hit = 6+,
0, AtG:
AtG Hit
Hit 10+)
= 10+)
.50.50
Machine
Machine
Guns
Guns
(AtA
(Range
Hit = 6+,
0, AtG:
AtG Hit
Hit 10+)
= 10+)
Lucky 25 B-25
Stress
0-3
4-5
Status
Okay
Shaken
Speed
AtA
AtG
Stress
Fast
+0
B
Slow
-2
-3
-5
0-5
6-9
Status
Okay
Shaken
Speed
AtA
AtG
Stress
Slow
+0
B
Slow
-2
-2
-4
0-4
5-8
Status
Okay
Shaken
Speed
AtA
AtG
Slow
-1
B
Slow
-3
+0
-2
15 Weight Points
15 Weight Points
10 Weight Points
Stress
0-3
4-6
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
Stress
Okay
Shaken
Fast
Slow
+0
-2
+1
-1
0-6
7-11
Okay
Shaken
Slow
Slow
+1
-1
+0
-2
0-4
5-8
Status
Speed
AtA
AtG
Okay
Shaken
Slow
Slow
+0
-2
+0
-2
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
Lemon
Black
Dropper
Cat SBD SBD
3 Strikes B-17
Average
AverageCool:
Cool:01XP:
XP:11
9
Stress
0-3
4-5
Status
Okay
Shaken
Speed
AtA
AtG
Stress
Fast
-1
-2
B
Slow
-4
-3
+1
-1
0-5
6-9
54 Weight
Weight Points
Points
Status
Okay
Shaken
Speed
AtA
AtG
Stress
Fast
+0
B
Slow
-2
+1
-1
0-5
6-9
Status
Okay
Shaken
Speed
AtA
AtG
Slow
-1
B
Slow
-3
-3
-5
15 Weight Points
10 Weight Points
Cannot Evade
Can Dive Bomb to get +2 AtG
AtG: x2 Munition Hits vs. Naval Targets
.50.50
Machine
Machine
Guns
Guns
(AtA
(Range
Hit = 6+,
0, AtG:
AtG Hit
Hit 10+)
= 10+)
Stress
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
0-8
9-16
Okay
Shaken
Fast
Slow
+1
-1
+2
-0
0-8
9-16
Okay
Shaken
Fast
Slow
+3
+1
+1
-1
0-5
6-10
Okay
Shaken
Fast
Slow
+1
-1
+1
-1
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
Stress
Status
Speed
AtA
AtG
Stress
0-6
7-11
Okay
Shaken
Fast
Slow
+1
-1
+0
-2
0-4
5-8
Status
Speed
AtA
AtG
Stress
Okay
Shaken
Fast
Slow
+2
-0
+1
-1
0-4
5-8
Status
Speed
AtA
AtG
Okay
Shaken
Fast
Slow
+1
-1
+0
-2
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
Stress
Status
Speed
AtA
AtG
Stress
0-7
8-14
Okay
Shaken
Slow
Slow
+1
-1
+1
-1
0-4
5-8
Status
Speed
AtA
AtG
Stress
Okay
Shaken
Slow
Slow
+1
-1
+2
-0
0-4
5-8
Status
Speed
AtA
AtG
Okay
Shaken
Fast
Slow
+1
-1
+1
-1
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
Stress
0-4
5-8
Status
Speed
AtA
AtG
Stress
Okay
Shaken
Slow
Slow
+1
-1
+1
-1
0-3
4-5
Status
Speed
AtA
AtG
Stress
Okay
Shaken
Fast
Slow
+0
-2
-1
-3
0-3
4-6
Status
Speed
AtA
AtG
Okay
Shaken
Slow
Slow
+0
-2
-1
-3
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
Lemon
Wild Dropper
Ride SBD SBD
Stress
0-3
4-5
Status
Okay
Shaken
Speed
AtA
AtG
Stress
Fast
-1
B
Slow
-3
+3
+1
+1
-1
0-4
0-3
4-5
5-8
54 Weight
Weight Points
Points
Average
Green Cool:
Cool: 00 XP:
XP: 411
Status
Okay
Shaken
Speed
AtA
AtG
Stress
Status
Slow
Fast
-1
-2
B
Slow
-3
-4
+2
+1
+0
-1
0-6
7-12
Okay
Shaken
54 Weight
Weight Points
Points
Speed
AtA
AtG
Slow
+1
B
Slow
-1
+2
+0
10 Weight Points
Cannot Evade
Can Dive Bomb to get +2 AtG
AtG: x2 Munition Hits vs. Naval Targets
Cannot Evade
Can Dive Bomb to get +2 AtG
AtG: x2 Munition Hits vs. Naval Targets
.50.50
Machine
Machine
Guns
Guns
(AtA
(Range
Hit = 6+,
0, AtG:
AtG Hit
Hit 10+)
= 10+)
.50.50
Machine
Machine
Guns
Guns
(AtA
(Range
Hit = 6+,
0, AtG:
AtG Hit
Hit 10+)
= 10+)
Lucky 25 B-25
Average Cool: 0 XP: 14
Stress
0-4
5-8
Status
Okay
Shaken
Speed
AtA
AtG
Stress
Fast
-1
B
Slow
-3
+1
-1
0-5
6-9
Status
Okay
Shaken
AtA
AtG
Stress
Fast
+0
B
Slow
-2
-2
-4
0-5
6-9
Speed
Status
Okay
Shaken
Speed
AtA
AtG
Fast
+1
B
Slow
-1
-2
-4
15 Weight Points
15 Weight Points
10 Weight Points
Stress
Status
Speed
AtA
AtG
Stress
Status
Speed
AtA
AtG
Stress
0-6
7-11
Okay
Shaken
Slow
Slow
+1
-1
+1
-1
0-7
8-13
Okay
Shaken
Slow
Slow
+1
-1
+1
-1
0-4
5-7
Status
Speed
AtA
AtG
Okay
Shaken
Fast
Slow
+1
-1
+2
+0
4 Weight Points
4 Weight Points
4 Weight Points
No 1000# Bombs
No 1000# Bombs
No 1000# Bombs
Lemon
Black
Dropper
Cat SBD SBD
3 Strikes B-17
Average Cool: 0 XP: 8
Stress
Status
0-6
7-12
Okay
Shaken
Speed
AtA
AtG
Stress
Slow
+1
B
Slow
-1
-2
-4
0-5
6-9
Status
Okay
Shaken
Speed
Average
Skilled Cool:
Cool: 10 XP:
XP: 10
11
AtA
AtG
Stress
Fast
+1
B
Slow
-1
+2
+0
0-4
0-3
4-5
5-8
15 Weight Points
10 Weight Points
Status
Okay
Shaken
Speed
AtA
AtG
Fast
-1
B
Slow
-3
+2
+1
+0
-1
54 Weight
Weight Points
Points
Cannot Evade
Can Dive Bomb to get +2 AtG
AtG: x2 Munition Hits vs. Naval Targets
.50.50
Machine
Machine
Guns
Guns
(AtA
(Range
Hit = 6+,
0, AtG:
AtG Hit
Hit 10+)
= 10+)
Ingress
Target
Ingress
Target
Egress
Ingress
No adjustments.
Target
Egress
Leadership
Ingress
Ingress
Target
Bad Day
Egress
V i t a l Ta r g e t
H o m e f ro n t
Target
Ingress
Target
B a d We a t h e r
Egress
Egress
Target
Ingress
Support
Egress
Egress
Ingress
Bandits
Target
Rack Time
Egress
Egress
Target
Ingress
Flak Sites
Target
Cards
Target
Cards
Target
Cards
Target
Cards
Target
Cards
Target
Cards
Target
Cards
Target
Cards
Target
Cards
Ingress
Target
Egress
Egress
Ingress
Target
Life Magazine
Ingress
Target
Target
Carrier Support
No adjustments.
Egress
Ingress
Egress
F o g o f Wa r
Ingress
Target
No adjustments.
Target
Ingress
Target
Egress
Ingress
P a s s i n g Ta r g e t
Egress
G ro u n d F i re
Egress
Ingress
Enemy Pilots
Target
C o o rd i n a t i o n
Egress
Egress
Target
Ingress
Rescue Mission
Event
Cards
Event
Cards
Event
Cards
Event
Cards
Event
Cards
Event
Cards
Event
Cards
Event
Cards
Event
Cards
Tactical
Display
Pre
Over
Target
Turn
Turn
Turn
Turn
#1
#2
#3
#4
Withdraw Area
Target
Card
Target Area
Approach Area
Pre-Approach Area
Event
Event
Card
Card
Deck
Deck
Aircraft
Aircraft
/ Pilot
and
Pilot
Cards
Cards
Target
Target
Card
Card
Deck
Deck
Base Display
Debriefing
17) Record Mission Outcome, Victory Points, and adjust
Campaign Sheet counters
18) Add Target card Stress to Pilots
19) Pilot Stress Recovery (all Pilots)
20) Record Pilot Experience & Stress
Home-Bound Flight
15) Draw Home-Bound Event card
16) Roll for SAR results (if needed)
Target-Bound Flight
4) Draw Target-Bound Event card
5) Place Aircraft
6) Draw Site Adjustment Event card
7) Determine Bandits Present
Pre-Flight
1) Draw Target card(s)
2) Determine Sites Present
3) Assign Pilots and Arm Aircraft
Sequence of Play
4)
5)
Specify one target, then specify the Munitions to be expended, or to attack with
Guns.
Roll one die for each Munition to resolve its attack, or roll one die to resolve the
Gun attack.
If the Fighter is conducting an AtA attack, use the following table to determine the
penalty applied to your die rolls based on the Weight Points of AtG Munitions
carried by the Fighter. These penalties do not apply to Bombers:
AtA Penalty
WPs
0 or 1
-0
2
-1
3 or more
-2
Apply Hits inflicted to the target.
These rules do not apply to Bombers, see below.
Stress Accumulation
Place Stress counters as Stress is incurred.
Each Target card specifies the Stress points each Pilot flying the mission accumulates.
If an Aircraft is Damaged, remove all Munition counters from the Aircraft, and the Pilot
gains 2 Stress for finishing a Mission in a Damaged Aircraft.
If an Aircraft is Destroyed, remove it from the game, and roll for SAR during the HomeBound Flight
SAR
(Search and Rescue)
d10 Pilot Condition
9+ Quick Recovery
Gains 3 Stress
6-8 Recovered Under Fire
Gains 5 Stress
5- Captured
Removed from game
Perform once for each Pilot
Shot-Down during the
mission.
Subtract the Weight Point
penalty of the Target from
the die roll.
Add one to this die roll for
every Weight Point of AtG
you discard to modify this
die roll.
Add 2 to this die roll if
Shot-Down during TargetBound, or, add 1 if ShotDown during Home-Bound.
Pilot Experience
Each Pilot gains 1
Experience point each time
he flies a Mission.
Each Pilot flying a Mission
gains 1 extra Experience
point if the Target Damage
Status is Destroyed and no
Aircraft were Destroyed
during the Mission.
Starting Pilots
1 Veteran 2 Skilled
6 Average 2 Green
1 Newbie
Player Log
Campaign:
Mission
Length:
#1
#3
#4
#5
#6
#7
#8
#9
Target #
Ordnance Points:
Pilots
#2
XP.
XPs Gained
Cool
Cross-reference the Mission and Pilot to record the current Stress Point total of each Pilot after each Mission