RHINO AGM62 User Manual Page 5

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sample card is 6 to 9. When a Pilot’s Stress exceeds the Shaken
range, he becomes Unfit.
When a Pilot becomes Unfit, (the Unfit range on this card is
10+) remove all weapons (not Pods) from the Aircraft. An Unfit
Pilot may not Attack or Suppress. Unfit Pilots can Evade
Attacks. Unfit Pilots may not be chosen for a mission.
10 - Status - Okay, Shaken, or Unfit. This is based on the
Pilot’s current Stress Points. A Shaken Pilot’s AtA and AtG
skills are reduced by 1 to 3 points.
11 - Speed - Fast or Slow. A Fast Pilot Attacks before enemy
Sites or Bandits each turn. A Slow Pilot Attacks after Sites and
Bandits Attack.
12 - AtA - Air to Air skill. This number is used to modify all
Air to Air Attacks and Suppressions made by the Pilot.
13 - AtG - Air to Ground skill. This number is used to modify
all Air to Ground Attacks and Suppressions made by the Pilot.
14 - W - Weight Points. The maximum number of Munition
Weight Points the Aircraft can carry.
15 - Munitions and Special Abilities - A list of the types of
Munition counters you may load on the Aircraft. If a munition’s
name does not appear on the list, it cannot be loaded on the
Aircraft. If the Aircraft has special abilities, they will be listed
here. Reference the full descriptions of special abilities in the
Aircraft section at the end of these rules.
16 - Gun and Special Abilities - Gun availability and Gun
Attack information is found in this Area, along with some
special ability information.
Event Cards
When you are asked to draw an Event card, draw from this
deck. The top section shows mission events that occur on the
way to the Target. The center section shows any changes in the
defenses over the Target. The bottom section shows mission
events that occur on the way home from the Target.
Unless an Event card states otherwise, Events only apply to the
Aircraft/Pilots participating in the mission. Unless an Event
states otherwise, immediately apply its effect.
Challenging Events
Some Events have a “XP 1” notation. After you resolve all of
the effects from these events, give each Pilot who encountered
and survived the Event 1 Experience Point. Record the
Experience Point on the Pilot Log, and check for Pilot
Promotion at the end of the mission, during the Pilot Promotion
step as normal.
Target Cards
Target cards detail your mission
objectives and their defenses.
The Target number is in the top-
right corner and corresponds to
the numbers on the Campaign
Maps.
Target Trait Words
Many Target cards have trait
words in their Special text area.
Bandit - Draw the indicated
number of Bandit counters at the start of each turn Over Target.
Place the resulting Bandits in the Center Area.
Bonus - If you Destroy the Target, in addition to the normal
effects, gain the noted benefit.
Dispersed - Each AtG counter cannot inflict more than 1 Hit on
the Target.
Fixed - JDAM weapons can only Attack Fixed Targets from
1999 to 2008.
Friendly Fire - Inflict 1 Stress on the Attacking Pilot for each
of his AtG counters expended Over Target, that inflict 0 Hits or
fail to Suppress.
Hardened - Subtract 1 Hit from the Hits inflicted by each AtG
counter against the Target.
Improvement - This trait activates when the Target card is
drawn. Apply the effect until you Destroy the Target card. If
you do not select or Destroy these Target cards, do not discard
them. These cards remain available for mission selection, in
addition to your Recon Target draws, until Destroyed.
Example: Target #41 has the Improvement of giving all Targets
1 extra Hit. This means all Targets, including #41 requires 1
extra Hit to Destroy as soon as you reveal card #41.
Some Target cards have a Bonus of discarding an Improvement
card in play. When Targets are discarded their Improvement
effect immediately ends. Do not treat them as Destroyed.
Overkill - You gain the noted bonus if you inflict the specified
number of Hits on the Target.
Objective - Place the indicated counters in the Center Area.
You must Destroy these counters to Destroy the Target. You do
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