Players start with two green pilots in an already existing squad. Games are played in the campaign order in a narrative fashion. The squadron leader decides which pilots go or are rested up to the point total in scenario. Rest of build happens as per core rules.
PCs gain xp during the game:
Surviving mission - 2
Destroying non named fighter. 1
Destroying named fighter up to 23 points 2
Destroying named fighter 24+ points 3
Destroying large ship 3
+ squadron victory points:
Major victory. 4
Minor. 2
Draw. 1
PC can spend Xp on upgrading pilot skill at a cost of 1 point per point of next skill number.
Upgrades and mods at x2 their card cost.
Rockets and such are disposable and only cost base price as shown on card.
DAMAGE
Any ship reduced to 0 or -1 hull points limps away and rolls on table below. Any ship suffering -2 hull points after hit that takes it to zero explodes and pilot jettisons. In this case they lose their ship and start with new one, nothing kept.
Roll an attack die
Nothing - pilot and ship fine.
Hit - pilot injured. Draw a random pilot injury card (ignore blinded) this stays with pilot until they are rested for a mission but does not count as a lost hull point.
Critical - damaged ship do as above but also draw a ship damage card which stays with ship until it is repaired (by missing a mission).
If a pilot has had 3 critical results he is retired from active duty.
Honours -a pilot that shoots down a named pilot may get an honour (medal etc). Roll 3 attack dice and 3 hits of any sort means they get a medal. There pilot skill goes up one.
PCs gain xp during the game:
Surviving mission - 2
Destroying non named fighter. 1
Destroying named fighter up to 23 points 2
Destroying named fighter 24+ points 3
Destroying large ship 3
+ squadron victory points:
Major victory. 4
Minor. 2
Draw. 1
PC can spend Xp on upgrading pilot skill at a cost of 1 point per point of next skill number.
Upgrades and mods at x2 their card cost.
Rockets and such are disposable and only cost base price as shown on card.
DAMAGE
Any ship reduced to 0 or -1 hull points limps away and rolls on table below. Any ship suffering -2 hull points after hit that takes it to zero explodes and pilot jettisons. In this case they lose their ship and start with new one, nothing kept.
Roll an attack die
Nothing - pilot and ship fine.
Hit - pilot injured. Draw a random pilot injury card (ignore blinded) this stays with pilot until they are rested for a mission but does not count as a lost hull point.
Critical - damaged ship do as above but also draw a ship damage card which stays with ship until it is repaired (by missing a mission).
If a pilot has had 3 critical results he is retired from active duty.
Honours -a pilot that shoots down a named pilot may get an honour (medal etc). Roll 3 attack dice and 3 hits of any sort means they get a medal. There pilot skill goes up one.