![]() Bailout |
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An optional rule on bailouts, designed to increase character survivability in a role-playing environment. It is really quite unrealistic, as bigger pilots have a harder time bailing out, and thus Constitution is not really a bonus when ejecting.
For each point the bailout roll is failed by, the pilot takes one wound. This works just like Pilot/Gunner hits, see Rules, p 40. Even a successful bailout inflicts one wound. It normally takes a week to recover from each Constitution point lost. In the roleplaying game, a character that reaches zero Constitution does not die immediately, but in the boardgame, he is out of the game. He might survive, but he will never fly again. ParachutesA pilot that has bailed out is still hanging around the battlefield, suspended by his parachute. It is possible to shoot at downed pilots, though it is considered very unchivalrous. A parachutist does not move, and has a Base Target Number of 10. Of course, it is easier than this to hit the chute [BTN 3], but damage to the chute has little effect unless firing rockets. A parachutist takes a number of turns to land equal to (12 - Natural Touch skill]. After this time, he has hit the dirt, and is safe from attacking planes. For high-altitude combats, this is how long it takes him to drift out of the combat elevation. It is possible to pick up a falling pilot, either using a Net Rocket (that can target the chute) or with an open cockpit and a daring stunt. The stunt requires that you stall in the same hex as the parachute, and succeed with a roll. No weapons fire is possible while trying to retrieve a parachutist.
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