RHINO AGM62 User Manual Page 10

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10
Target-Bound
This represents the time from when the Aircraft take off until
they reach the Target’s location.
Target-Bound Event Card
Draw an Event card and resolve the Event in the top section.
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.
Aircraft that Abort do not gain Experience, but do suffer Target
Stress as normal. Aircraft that do not abort must participate in
the Over Target and Home-Bound Phases.
Place Aircraft
Place each of your Aircraft
counters in one of the Stand-Off
Areas. More than one Aircraft
may begin in an Area. It is a
good idea to plan this at the
same time that you arm your
Aircraft. Also select the initial
Altitude for each Aircraft
counter.
Determine and Place Bandits
The Target card shows the amount of fighter cover found over
the Target. The exact quantity and type of fighters present is not
known until you reach the Target.
The bottom-left corner of each Target
card shows the number of Bandit
counters drawn for each Approach Area
and the Center Area.
Example: For this Target, draw 1 Bandit
counter for each Approach Area, and 1 for the Center Area.
For each Approach Area and the Center Area, randomly draw
the appropriate number of Air Defense counters from the cup.
Place the counters, with their Bandit side up, in the Approach
or Center Area for which they were drawn.
If the counter reads “No Bandit” remove it from
the Tactical Display Sheet and return it to the cup.
The remaining counters represent the enemy
fighters defending the Target.
Intel Air Defense Adjustment
Consult the Intel track to determine if you must add or can
remove a Site and/or Bandit counter.
If the track notes “Center”, draw or Destroy the indicated type
of Defense from the Center Area. If the note does not read
“Center”, Destroy the indicated type of Defense counters from
the Center or any one Approach Area. If the track notes +1 Site
or +1 Bandit, draw and add it to the appropriate area of the
Tactical Display Sheet.
Over Target Event Card
There is a chance that the Target defenses will not be as you
were told. To determine any changes, draw an Event card and
resolve the event shown in the middle section.
Phoenix Missile Attacks
If you have F-14 Tomcats equipped with Phoenix
missiles (AIM-54s), you can launch some or all of
them during this step against the enemy Bandits.
Declare all Phoenix missiles to be launched, and the target of
each, before rolling any dice.
Apply the standard AtA modifiers to these Attacks. During this
step, Phoenix Missile Attacks ignore Range and are not
penalized due to the Aircraft carrying AtG counters.
Example: You have 2 F-14s carrying 2 Phoenix missiles each.
There are 4 Bandits on the Tactical Display, a MiG-21, MiG-23,
MiG-25, and MiG-29. You declare 2 Phoenix on the MiG-29, 1
on the MiG-25, and 1 on the MiG-23. You then roll for all 4
Attacks.
Over Target
The Over Target Resolution phase is divided into five identical
turns. During each turn, resolve the movement and combat on
the Tactical Display Sheet. Use the “Turn” counter to keep
track of the current turn.
Jettison Decision
Aircraft may now “jettison” (remove) any and all munitions
carried. These munitions are lost and do not Attack enemy
units. This is usually done by Aircraft carrying Air to Ground
munitions to avoid negative Dogfight penalties.
Aircraft Attack Sequence
During the appropriate step of a turn, Aircraft can expend
munitions to Attack the Target, Sites, or Bandits. The Speed of
each Pilot is used to determine when his Aircraft Attacks.
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.
Each Aircraft Attacks individually and may only Attack one
target. Resolve the Attack for one Aircraft before declaring an
Attack for another Aircraft.
Situational Awareness
A Slow Pilot can discard one of his Situational
Awareness counters during the Fast Pilot Attack
step to also Attack during the Fast step of the turn.
The Pilot can still Attack during the Slow step of
the turn as normal.
A Fast Pilot can discard one of his Situational Awareness
counters during the Slow Pilot Attack step to also Attack during
the Slow step of the turn. The Pilot can still do this even if he
Attacked during the Fast step of the turn.
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