IntroductionAs the squadron commander of a US Navy or MarineCorps squadron, you have information about Targetsthat need to be attacked, and the positions ofpotential enemy air defenses. It is up to you tochoose your pilots, arm your aircraft, and destroyyour target!
As your pilots fly the missions, they will suffer fromStress, which will have an impact on their Skills. Doyou rest a Pilot, or do you send him out on yetanother mission? It is up to you to use your Pilots,balance their Skills and Stress, and get the job done.
Lead your pilots to victory and win the war in thePacific!
Game Components ....................................................2Campaign Set-Up......................................................12Sequence of Play ......................................................17Pre-Flight ..................................................................18Target-Bound ............................................................20Over-Target ................................................................22Dogfighting................................................................24Air to Ground Attacks................................................28Home-Bound ............................................................31Debriefing ..................................................................32Aces Expansion Pack ..............................................34Optional Rules ..........................................................35Credits ......................................................................35Kickstarter Pledgers ..................................................36
2nd Edition
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Campaign SheetsCampaign Sheets show theinformation used for eachCampaign. The numbers onthe maps are Target numbersthat correspond to thenumbers on the Target cards.
Tactical Display
Use the Tactical Display Sheet to resolve the Over-Target phase of each Mission. This sheet shows theSequence of Play and has areas to organize yourcards.
Player Help Sheet
The Player Help Sheet hashelpful reference charts andgeneral information you willneed to play the game.
Key Terms Sheet
The Key Terms Sheet lists theKey Terms and Definitionsfound throughout the game.
Dogfight Sheet
The Dogfight Sheet contains allthe information needed toresolve your Dogfights.
Pilot Skills Sheet
The Pilot Skills Sheet lists allthe Pilot Skills presented in thegame.
Player LogRecord your Campaign andPilot information on the PlayerLog. The information recordedon the Player Log is used todetermine Pilot Promotion,Special Option pointexpenditures, Target Status,and the Campaign outcome.This sheet can be downloaded
from www.dvg.com.
Game Components - Sheets
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Pilot CardsThese cardsrepresent yourPilots and Aircraft.Each Pilot has 6different Skill levelson three differentcards.
Event DeckWhen you areasked to draw anEvent card, draw acard from thisdeck. These cardsrepresent theevents happeningduring a mission.
Target DeckTarget cards detailyour MissionObjectives andtheir defenses.
The DieWhenever a die roll is called for in the game, roll a10-sided die (d10). This will generate randomnumbers from 1 to 10. Some dice have numbersranging from 1 to 10, others range from 0 to 9.Treat the die’s “0” face as being a “10”.
Game Components - Cards and Dice
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Aircraft: Each counter has aLow Altitude side (L) and aHigh Altitude side (H). Thenames on the counters
correspond to the names on the Pilot cards.
Air To Ground Weapons (AtG): Theseweapons are used against Sites andTargets.
Sites: These counters are double-sided. They havea Site on one side and a Bandit on the other.
Sites with a red background are ground-based enemy guns that Attack yourAircraft.
Use the Sites with gray backgrounds forNaval Target cards. These counters havethe same Site information on both sides.
Bandits: These are enemy fighters thatAttack your Aircraft.
No Bandit / No Site counterscount as a Site or Bandit draw,but are removed after all Sitesor Bandits have been drawn.
Bombers are enemy aircraft that appearon some Target cards. It is your job toshoot them down.
Stress: Used to record the amount ofStress suffered by each of your Pilots.
When a Pilot suffers Stress, immediatelyplace a Stress counter on that Pilot’s Aircraft card.
Situational Awareness: Used to recordthe Situational Awareness points eachPilot has during a Mission. Flip and swapcounters as needed.
Gung Ho: Used to record the Gung Hopoints each Pilot has during a Mission.
Damage: When an Aircraft is damaged,immediately place a Damage counter onthat Aircraft card.
Minor Damage: Used with the Carrierand Airfield Operations Sheets.
Target Damage: Used to note the Hitsyou have inflicted on the Target.
Track counters: Place the Intelcounter on the Intel word of theCampaign Sheet. Do the samewith the Recon counter.
When referencing the Campaign Sheet tracks, usethe information on the space to the right of eachcounter.
Target: Place the “Target” counter on theCampaign Sheet pointing at the Targetyou are flying against as a reminder ofthe Range Location of your current
Target.
Flight Leader: The "Flight Leader"counter is placed on the Pilot card withthe highest Skill Level on your currentMission.
Turn: Place the "Turn" counter on theTactical Display Turn Track to keep trackof Mission Turns.
Pilot Skills: Pilot Skills can be purchasedwith Special Option points at the start ofa Campaign.
Game Components - Counters
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Campaign Title - Name of the Campaign.
Year & Service - The year in which the Campaigntakes place, and whether it is flown by the US Navyor US Marine Corps. The Year and Service limitswhich Aircraft you can fly. This also specifies whichBandits will be present.
Skill Level - There are 4 Levels of Campaigndifficulty. From easiest to hardest, they are:Introductory, Standard, Skilled, and Expert.
Selectable Aircraft - Only use the Aircraft specifedin this list for the Campaign.
Replacement Pilots - Notes the Skill Level of Pilotsjoining your Squadron mid-Campaign.
Background - A short summary describing thehistorical situation of the Campaign.
Special Rules - Where Special Rules in aCampaign conflict with the Rulebook, theCampaign's Special Rules take precedence overthe Rulebook.
Duration and Victory - Most Campaigns have 3Lengths: Short, Medium, and Long. Each Lengthspecifies how many Days you will fly, the number ofSpecial Option points you start with, and thenumber of Victory Points you must earn to achievea Great, Good, Adequate, Poor, or Dismal result.
Strategic Track: Recon - Your Recon counterpoints to the number of Target cards you may drawduring the “Draw Target cards” step of that Day.
Strategic Track: Intel - Your Intel counter points toadjustments made to enemy Air Defenses,reducing Bandits and Sites.
Mission Stress Zones - Shows the Stress sufferedby Pilots when flying Missions in the respectiveZones.
Enemy Bandit Types - Shows the types of Banditspresent in this Campaign.
Available Special Weapons - Lists the SpecialWeapons available for this Campaign.
Target Numbers - Lists the Target cards that arepart of the Campaign.
Campaign Sheets
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Turn Counter - You have 5 Turns to Destroy theTarget.
Target Deck - Every Campaign will use differentTargets. Place them here, facedown in a deck.
Event Deck - Shuffle the Event cards and placethem facedown.
Target Card - When you fly a Mission, place yourchosen Target card in this area.
The Tactical Display is divided into: 1 Center Area,4 Approach Areas, and 8 Pre-Approach Areas.Always use the shortest path when calculatingrange for an Attack or Movement.
Sequence of Play - This highlights each step inthe Game.
Center Area - The Areas adjacent to the CenterArea are: the four Approach Areas.
The Areas adjacent to the Approach Areas are:
Example: Theseare the AreasJohnson cantravel to.
- The Center Area
- The two Approach Areas that touch the currentApproach Area, and
- The three Pre-Approach Areas that touch thecurrent Approach Area.
The Areas adjacent to the Pre-Approach Areas are:
- The two Pre-Approach Areas that touch thecurrent Pre-Approach Area, and
- The Approach Areas that touch the current Pre-Approach Area.
- An Area may be occupied by any number ofAircraft, and an Aircraft may occupy any Area.However, Mission Objective Aircraft, includingBombers and Bandits, will always remain in theCenter Area.
Tactical Display
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Weapons - A list of the types of Weapon countersyou may load on the Aircraft.
Pilot Promotion Number - The number ofExperience points the Pilot must earn to bepromoted to his next higher Experience Level.
Pilot Experience Level - From lowest to highest,Pilot levels are: Newbie, Green, Average, Skilled,Veteran, and Legendary.
Service Years - The period that the Aircraft was inservice.
GH - Gung Ho - The number of Gung Ho uses thePilot has.
W - Weight points - The maximum number ofWeapon Weight points the Aircraft can carry.
AtA and AtG - The Pilot’s Air-to-Air and Air-to-Ground stats.
Speed - Pilots are either Fast or Slow.
Guns - Gun Attack information is found in thisArea, along with any special ability information.
Key Terms - Some Aircraft have Key Terms notingtheir special abilities. You can find a description ofeach Key Term on the Key Terms Sheet.
Pilot Cards
Each Pilot card represents an Aircraft and its crew.Each card has two sides that show differentExperience Levels for the Pilot. The six ExperienceLevels for a Pilot span across 3 cards.
Pilot Name - Pilot names and call signs, if any, arefor reference purposes only.
Kickstarter Backer Number - A special call-out tothe fans who brought this game to life during theKickstarter campaign.
Aircraft Type - The military designation for theAircraft.
SA - Situational Awareness - The Pilot’sSituational Awareness value.
C - Cool - Pilots with Cool recover from Stressfaster.
Stress - Pilots suffer Stress when they fly Missions.
Status - Okay, Shaken, or Unfit. This is based onthe Pilot’s current Stress points. A Shaken Pilot’sAtA and AtG stats are reduced.
Okay - If a Pilot’s Stress points are in the“Okay” range, he uses the stats in the Okay rowon his card.
Shaken - If a Pilot’s Stress points fall into the“Shaken” range, he uses the stats in theShaken row on his card.
Unfit - A Pilot becomes Unfit when his Stresspoints exceed those listed in his Shaken range.
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Target Cards
Title - The Target.
Hits - The number of Hits needed to Destroy theTarget.
Maximum Aircraft - This number designates themaximum number of aircraft you can send on thisMission. You can send fewer Aircraft, but not more.
Sites - This shows the number of Site countersdrawn for each of the Approach Areas, and theCenter Area.
Bandits - This shows the number of Banditcounters drawn for each of the Approach Areas,and the Center Area.
Key Terms - Some Targets have Key Terms thataffect your Mission. The rules for each Key Termare found on the Key Terms Sheet.
Target Number - Each Campaign uses differentTargets. The number of each Target in a Campaignis shown on the Campaign Sheet.
VP - Victory Points - The number of Victory Pointsyou gain if you Destroy the Target.
Recon - The number of times you move yourRecon counter to the right on the Campaign Sheet,if you destroy the Target. If you are attacking twoTargets that day, do not move your Recon counteruntil both Missions are complete.
Intel - The number of times you move your Intelcounter to the right on the Campaign Sheet, if youdestroy the Target. If you are attacking two Targetsthat day, do not move your Intel counter until bothMissions are complete.
Gung Ho - Some Targets have the Gung Hoindicator. All your Pilots with Gung Ho replenish allof their expended Gung Ho uses if you Destroy thisTarget, even if they did not participate in themission.
Objectives - Some Targets have a noted Objective.When Attacking a Bomber, Site, or Bandit ObjectiveTarget, place the designated number of Bomber,Site or Bandit counters in the Center Area. Destroythis Target, even if they did not participate in themission.
The Target is Destroyed when you Destroy all theObjective counters.
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These weapons are Air-to-Ground weapons. Theycan Attack Sites and Targets, but not Bandits.
Weight Points - The Weight of the Weapon.
Weapon Name - Aircraft can only be equippedwith certain weapons. If the Aircraft does not havea Weapon listed on its card, it cannot be Armedwith that Weapon.
Attack Number - Each counter can have up to fourAttack Numbers, indicating how many Hits can beinflicted on the Target. The smallest Attack Numberis the minimum that the modified d10 roll mustreach to score a Hit.
1 Hit
If the modified die roll is equal to or greater thanthe first number but less than the second number,one Hit is scored. Some weapons only have onenumber, they either do zero Hits, or one Hit.
2 HitsIf the modified die roll is equal to or greater thanthe second number but less than the third number,two Hits are scored.
3 HitsIf the modified die roll is equal to or greater thanthe third number but less than the fourth number,three Hits are scored.
4 HitsIf the modified d10 roll is equal to or greater thanthe fourth number, four Hits are scored.
Maximum Range - Weapons with Range 0 canonly Attack a Target in the same Area that theAircraft is in. Range 1 Weapons can Attack a Targetin an adjacent Area.
Low Altitude Attacks Allowed: Unless the Aircrafthas the “Level” Key Term, all munitions can only beused at Low Altitude.
Remove each expended weapon counter from theAircraft, even if they were not used on the TacticalDisplay. Note: Not all weapon counters havemultiple Attack Numbers.
Example: When using a 500#, if you roll 1-6you miss. A roll of 7-9 scores 1 Hit. A roll of10+ scores 2 Hits.
If a weapon has a “-” for an Attack number, itcannot score that number of Hits.
Example: When using a TT Rocket, it cannotscore 1 Hit. If you roll 1-6, you miss. A roll of 7scores 2 Hits. A roll of 8+ scores 3 Hits.
Soft: All Sites, and some Targets, havean “S” notation for “Soft”. SomeWeapons gain a bonus to their Attackrolls when Attacking Soft Targets. The
specific bonus is noted on their weapon countersnext to the “S” in the black square.
Suppression: Some weapons gain abonus to their Attack rolls whenSuppressing an enemy Site’s Attackagainst your Aircraft. The specific bonus
is noted on their weapon counters next to the “S”in the yellow square.
Drop Tank: If the Pilot carries a DropTank through the entire Mission, hesuffers 1 less Stress.
Naval Only Weapons: The “N” notationon Torpedoes indicates they can only beused against Naval Targets and theirSites. Naval Targets have the “Naval”
Key Term on their Target cards.
Weapon Counters
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SitesSites are enemy guns on the ground that Attackyour Aircraft. A Site which suffers at least 1 Hit froma Guns or Weapon attack is Destroyed.
Soft - All Sites are Soft. Some Weapons gain abonus when attacking a Soft Target.
Site Name - The type or caliber of the Site.
Attack Numbers - The numbers the Site must rollto respectively inflict a Shaken, Damaged, orDestroyed result on your Aircraft.
Low Altitude Indicator - The Site can AttackAircraft at Low Altitude.
Maximum Range - Sites with a Range greater than0 have a notation of their Range.
High Altitude Indicator - The Site can AttackAircraft at High Altitude.
Naval SitesIf the Target card has a “Naval” Key Term, it is aship. Draw the gray Naval counters for the Mission.These counters have the same Site information onboth sides of the counter.
Treat these Sites as having the Naval Key Term.
Special SitesSome Sites are special. Instead of being enemygun emplacements, they are instead tacticalopportunities you can use to your advantageduring the Mission.
Example: When drawing Sites for the Target, I draw the“Special SITE Indicator” counter. After placing the rest of theSites, I replace the “Special SITE Indicator” counter with a“Special Site” counter.
Site Counters
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Bandits and Bombers Event Cards
BanditsBandits are enemy fighters that Attack yourAircraft. These counters have yellow stripes as avisual reminder that they can only be Attackedby Guns. A Hit from a Guns Attack will Destroy aBandit.
Name - The military designation for the Aircraft.
AtA Modifier - Apply this modifier when theBandit is performing a Dogfight Maneuver,Attacking one of your Aircraft, or when beingManeuvered on or Attacked by one of yourAircraft.
Attack Numbers - The numbers the Bandit mustroll respectively to inflict a Shaken, Damaged, orDestroyed result on your Aircraft.
Skill Rank - If the Bandit is a Veteran orLegendary Rank, once Destroyed, remove thecounter from the Campaign.
BombersBombers are enemy aircraft that only appear asAir Objectives for certain Targets. These countershave yellow stripes as a visual reminder that theycan only be Attacked by Guns.
Name - The military designation for the Aircraft.
Attack Numbers - The numbers the Bombermust roll respectively to inflict a Shaken,Damaged, or Destroyed result on your Aircraftwhen it is under Attack.
High Altitude Indicator - The Bomber flies atHigh Altitude.
Low Altitude Indicator - The Bomber flies atLow Altitude.
You will draw Event cards three times duringeach Mission.
Draw Target-Bound Event - Look at the topsection of the card during the Target-Boundphase.
Draw Over-Target Event - Look at the middlesection of the card during the Over-Target phase.
Home-Bound Event - Look at the bottomsection of the card during the Home-Boundphase.
Only read the section of the Event card used forthat phase.
Bandit
Bomber
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To begin a Campaign, select the Campaign Sheetyou would like to fly. Introductory Campaigns arethe easiest to win, and Expert Campaigns are thehardest.
Campaign Duration
Next, choose the duration of the Campaign youwish to play. Most Campaigns have a Short,Medium, and Long Duration.
Example: If you fly the “New Georgia” Campaign with aMedium Duration, you will fly 8 Days, receive 25 initial SOpoints, and need 34+ Victory Points to achieve a “Great”Campaign Evaluation.
Campaign xx/xx/xx NotationThroughout the game you willsee this notation for variousSO point and VP costs:xx/xx/xx
This refers to the cost thatmust be paid based on aShort / Medium / LongCampaign respectively.
Example: The Promotion SO point cost of a Newbie Pilotis 2/4/6 SO points. This means 2 SO points in a ShortCampaign, 4 SO points in a Medium Campaign, and 6 SOpoints in a Long Campaign.
Campaign TracksCampaign Tracksrecord damage inflictedon the enemy’sstrategic resources byyour squadron. Place
the Recon and Intel counters on thecorresponding Campaign Tracks.
When referencing the tracks, read the result tothe immediate right of the counter.
Recon (Reconnaissance) This track represents your knowledge of enemyOperations. As you find out more of the enemy’splans, you draw more Targets per day. Draw eachcard one at a time.
Intel (Intelligence) This track represents the enemy’s ability to determinewhich Targets you might attack, and to position theirdefenses in their vicinity. As the enemy’s intelligenceabilities are damaged, the number of Sites andBandits placed to defend a Target is reduced.
SO PointsEach Campaign Sheet specifiesthe number of Special Optionpoints available. This is the totalnumber of SO points availablethroughout the entire Campaign.
You can purchase Special Weapons, Aircraft, orPriority Options with your Special Option points. TheSpecial Weapons are found on the Campaign Sheet.The Priority costs are found on the Player Help Sheet.Non-Special Weapons do not cost SO points.
Each Campaign has its own listof available Special Weapons.The three types of SpecialWeapons are: Napalm, TT (TinyTim) Rockets, and Rockets.Campaigns will specify which
weapons are available.
To use a Special Weapon, you must have Aircraft inyour Squadron that can be equipped with that type ofWeapon.
Once you purchase a Special Weapon, place it on anAircraft. The Special Option points used to purchaseSpecial Weapons are spent, even if the SpecialWeapon is not expended during the Mission. You payfor each Special Weapon counter purchased.
Example: The Rockets weighs 1 WP. You must pay 1 SpecialOption point for every Rockets counter you equip per Mission.Any Rockets not used are removed from the Aircraft at the endof the Mission like any other Weapon.
Out of Special Option PointsSome Event cards will force you to pay Special
Campaign Set-Up
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Option points. If you are required to spend a SpecialOption point and you cannot, you immediately endthe Campaign with a Dismal Evaluation.
Place the Tactical Display and your chosen CampaignSheet in front of you.
Target and Event DecksLook through the Targetcards and find theTargets with the sameTarget numbers as thoselisted on the CampaignSheet. These cards formyour Target deck.
Shuffle the Target deck (using the Target cards shownon the Campaign Sheet) and the Event deck, andplace them face-down in the appropriate areas of theTactical Display Sheet. During the game, when youneed to draw a card and no cards remain in thedeck, shuffle the discards to form a new deck.
Each Bandit has a Year printed on its counter. EachCampaign also lists the Bandit types present in theCampaign. Place all the Bandit types listed on theCampaign sheet that are of the same year in a cup.You will draw Bandits and Sites from this cup duringMissions.
Example: The 1942 Midway Campaign lists A6M2 as theBandit type. Take all the 1942 A6M2 Bandit counters and placethem in a cup.
Place all the gray Naval Site counters in a secondcup.
Selecting Squadron PilotsSelect Pilot cards basedon the duration of yourCampaign. You may onlyselect from the Aircrafttypes listed on theCampaign sheet. You canonly select Aircraft thathave a Service Year range
that includes the Year of the Campaign.
Experience Levels for a Short Campaign:1 Newbie, 2 Green, 4 Average, and 1 Skilled.
Experience Levels for a Medium Campaign:1 Newbie, 2 Green, 5 Average, 1 Skilled, and 1
Veteran.
Experience Levels for a Long Campaign:1 Newbie, 2 Green, 6 Average, 2 Skilled, and 1Veteran.
Record the Pilot Names, Skill Levels, XPs neededfor Promotion, and Cool on the Player Log.
Pilot SkillsYou can purchase upto two unique Skillsfor each Pilot. EachPilot Skill costs 1/2/3SO points dependingon your Campaignduration.
Record the Skill’s SO point cost on the PlayerLog Sheet and record the Skill under the Pilot’sname. This is the only time you can purchaseSkills for Pilots. Skills cannot be transferedbetween Pilots during the Campaign.
Aircraft QualitySome Aircraft are of inferior quality. The SOpoints you receive for selecting these Aircraft arenoted on their cards. Record the SO pointadjustment on the Player Log in the AircraftPurchase SO Points +/- (column).
Pilot Promotion PriorityAfter you choose your Campaign length, you canuse the Pilot Promotion Priority option. Thisallows you to immediately Promote one or moreof your Pilots to his next higher Level. You canPromote a Pilot more than once. This is the onlytime you can purchase the Pilot Promotion optionfor Pilots.
Pilot Promotions Campaign LengthSkill S M LNewbie 2 4 6Green 3 6 9Average 4 8 12Skilled 5 10 15Veteran 6 12 18
Example: I am playing a Medium Length Campaign. I wantto Promote one Average Pilot to Skilled. I pay 8 SO points.I want to Promote him a second time, so I pay 10 moreSO points to make him Veteran.
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At the start of the Campaign, I select Pilot cardsbased on the duration of my chosen Campaign.
I have chosen to play the1943 New GeorgiaCampaign with a MediumDuration.
I can only select Aircraft with aService Year range that includes theYear of the Campaign.
For this Campaign, I can onlychoose Aircraft that were in servicein 1943. I choose the followingAircraft:
Newbie - Figueroa in a CorsairGreen - Walker in a DauntlessGreen - “Jericho” in an AvengerAverage - “Sticks” in a CorsairAverage - Aguila in an CorsairAverage - “Pepe” in an WildcatAverage - Lewis in a DauntlessAverage - Gardner in a AvengerSkilled - “Crougar” in an AvengerVeteran - Regalo in a Wildcat
For a well-rounded Squadron, I make sure thatsome of my Pilots are especially good at AtA, andsome are good at AtG, and a few can handle both.
By taking certain Aircraft types, I can gain SOpoints. Any SO point adjustments are noted on theAircraft cards.
By selecting 2 Wildcats, I start my MediumCampaign with +4 SO points.
I record the Pilot Names, Skill Levels, XPs neededfor Promotion, and Cool on the Player Log.
I also log my Aircraft SO point adjustments.
Now I can chooseto promote anyPilots using thePilot PromotionPriority, or giveSkills to any of myPilots at a cost of2/4/6.
I am now ready to play!
Example of Campaign Set-Up
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Record your Campaign and Pilot information onthe Player Log.
The information recorded on the Player Log is usedto determine Pilot Promotion, Special Option pointsexpenditures, Target status, and Campaignoutcome. Record any Optional Rules purchased inthe Campaign Notes area. This Player Log can bephotocopied or downloaded from www.dvg.com.
Player Log
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Pre-Flight1) Draw Target cards2) Select Target3) Determine and Place Sites4) Assign Pilots5) Prepare for Mission
Target-Bound Flight6) Draw Target-Bound Event card7) Place Aircraft and Choose Altitude8) Determine and Place Bandits9) Intel Air Defense Adjustment10) Draw Over-Target Event card11) Place Turn counter in “1” Box
Over-Target Resolution (5 Times)12) Dive Bombers Dive to Low13) Fast Pilots Attack14) Sites and Bandits Attack
One Pilot may SuppressPilot under Attack may use Evasion
15) Slow Pilots Attack16) Aircraft Move17) Bandits Move18) Advance Turn counter
Home-Bound Flight19) Draw Home-Bound Event card20) Roll for SAR results (if needed)
Debriefing21) Record Mission Outcome, Victory Points, Adjust Recon,
and Intel Counters, and Special Option Points22) Add Target card Stress to Pilots23) Pilot Stress Recovery (All Pilots)24) Record Pilot Experience and Stress
Sequence of Play
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Draw Target CardsRefer to theCampaignSheet’sRecon Track
for the maximum number of Target cards you maydraw for the Day. "Draw one Target card at a time,until you reach the maximum number indicated onthe Recon track. If you draw a Target with the KeyNote "Scramble", stop drawing Target cards andimmediately carry out this mission as your PrimaryMission.
If there are Target cards with the Key Note"Secondary" available, you can select one of themas Secondary Target."
Recon PriorityAfter looking at the Targets available to you, youcan choose to purchase the Recon Priority optionwith your Special Option points.
Recon priority allows you to spend 1/2/3 SO pointsto draw one more Target card. Place the Targetcard in front of you. You can repeat Recon Priorityas many times as you like, unless you draw aTarget with the Key Note "Scramble", which willimmediately be your Primary Mission.
Select TargetPrimary MissionSelect one Target card as the Primary Mission forthis Day. Place it in the Center Area of the TacticalDisplay Sheet.
Secondary MissionIn addition to flyingthe Primary Missioneach Day, you canselect one available
Target card with the Secondary trait and fly asecond Mission during the Day.
When you select the Primary Mission for the Day,you must decide if you also want to fly aSecondary Mission. A pilot can fly in either aPrimary or Secondary Mission, but not both.
Resolve the Pre-Flight steps for both Primary andSecondary Missions at the same time. Resolve the
Target-Bound Flight, Over-Target, Home-BoundFlight, and Debriefing for the Primary Mission, thenresolve those same steps for the SecondaryMission.
You can use a Target with the Secondary MissionKey Term as your Primary Mission.
Target cards with the Improvement Key Termremain available for selection for future Missions.Discard all other Target cards.
Down TimeYou can choose not to fly a Mission for the currentDay.
If you are not flying a Mission this Campaign Day,move the Intel and Recon counters 1 space to theleft. Then go to the Mission Debriefing and carryout those steps.
Determine and Place SitesEach Target card showsthe number of Sites drawnfor each Approach Area(Appr), and a secondnumber showing thenumber of Sites drawn for
the Center Area (Target).
Example: For this Target, place 2 Sites in each of the fourApproach Areas and 2 Sites in the Center Area.
Randomly drawthe appropriatenumber of Sitescounters fromthe cup. Placethe counters,with their Siteside up, in theApproach Areasand CenterArea on theTactical Display.
If the counter reads “No Site” remove itfrom the Tactical Display and return it tothe cup. The remaining countersrepresent the enemy Sites defending the
Target.
Pre-Flight
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Assign PilotsYou must now decide which Pilots to send on theMission.
Each Target card indicates themaximum number of Aircraft that canparticipate in the Mission. You may sendfewer Aircraft on a Mission, but you may
not exceed the listed number of Aircraft.
Select the Pilots from your Squadron that will fly thisMission. Place their cards in front of you, so theirAircraft can be armed. Pilots that are Unfit may not beassigned to a Mission.
If you are performing a Secondary Mission, repeatthe above steps to assign the Pilots for the mission.
If you are performing a Secondary Mission, you maynot select a Pilot who has already flown in thePrimary Mission for the day.
Prepare for MissionAllocate weapons and Drop Tanks to each of theAircraft selected for this Mission. The specificordnance you choose will depend on the combat roleyou expect each Aircraft to perform during theMission. The number and types of weapons yourAircraft can carry is limited in several ways: Weightpoints per Aircraft, the weapon list shown on theAircraft card, the weapon list shown on the CampaignSheet, and the Special Option points you are able tospend on Special Weapons. Non-Special Weaponsdo not cost SO points.
Once your Aircraft are armed, record the number ofSO points you have spent on the Player Log.
TT (Tiny Tim) Rockets - TT Rockets canonly be carried by Aircraft that can carry“Rockets”.
Situational Awareness
Place Situational Awareness counters onthe Pilot cards that have SituationalAwareness points.
A Slow Pilot can spend one Situational Awarenesscounter to perform an extra Attack in the Fast PilotAttack Phase. The Pilot can still Attack in the SlowPilot Attack Phase, as normal.
A Fast Pilot can spend one Situational Awarenesscounter to perform an extra Attack in the Slow Pilot
Attack Phase, even if he has already performed anAttack in the Fast Pilot Attack Phase.
Spending a Situational Awareness counter onlyaffects the Pilot’s Attack for the current Turn.
A Pilot can only use his Situational Awarenesscounters to give himself extra Attacks. He cannotuse them for other Pilots.
The exception to this is the Flight Leader. The FlightLeader can spend his Situational Awareness onhimself or on another Pilot.
Discard the counter when the extra attack occurs.
Remove all unused Situational Awareness countersfrom the Pilots at the end of each Mission.
Select Flight Leader
The Pilot with the highest Level is theMission's Flight Leader. If more than onePilot has the same highest ExperienceLevel, select which of them will be the
Flight Leader. Place the Flight Leader counter onthat Pilot’s Aircraft card.
Example: The highest Level Pilot flying the Mission isSkilled. You have selected 2 Skilled Pilots for the Mission.You get to choose which Skilled Pilot will be the FlightLeader.
Gung Ho
Place Gung Ho counters on the Pilotcards that have Gung Ho points.
You can expend a Gung Ho counter todo any one of the following:
- Treat an Unfit or Shaken Pilot as being Okay forthe current Mission.
- After suffering a Shaken, Damaged, or Destroyedresult, the Pilot may spend a Gung Ho counter totreat it as a No Effect.
- Instead of rolling for an Attack, treat the Attack rollas being a “10”, and then apply modifiers.
Pilots do not recover expended Gung Ho pointsuntil you Destroy a Target with the Gung Honotation. Once you Destroy a Target with the GungHo notation, all Pilots in your Squadron regain alltheir expended Gung Ho points, including thosewho did not fly in the Mission.
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This represents the time from when your Aircrafttake off until they reach the Target.
Draw Target-Bound Event CardDraw an Event card and resolve the Event in thetop section.
Aborting a Mission
After the Target-Bound Event is resolved, you maydecide to abort none, some, or all of the Aircraft onthe Mission.
Aircraft that Abort do not gain Experience points,but do suffer Target Stress as normal. Aircraft thatdo not abort must participate in the Over-Target andHome-Bound steps.
Place Aircraft and Choose AltitudePlace each ofyour Aircraftcounters in oneof the Pre-ApproachAreas. Morethan one Aircraftmay begin in anArea. It is wiseto plan this at
the same time that you arm your Aircraft. Alsoselect the initial Altitude for each Aircraft counter.
Keep in mind that unlike other Air Leader games,you may not change the Altitude of your Aircraftduring the Over-Target phase, except if performinga Dive Bombing attack.
Determine and Place Bandits
The Target card shows the amount of fighter coverfound over the Target. The exact quantity and typeof fighters present is not known until you reach theTarget.
Randomly draw the required number of Air Defensecounters from the cup. Place the counters, withtheir Bandit side up, in the Approach Areas andCenter Area for which they were drawn on theTactical Display.
Example: For this Target, draw 1Bandit counter for each ApproachArea, and 2 for the Center Area.
If the counter reads “No Bandit” removeit from the Tactical Display and return it tothe cup. The remaining countersrepresent the enemy fighters defending
the Target.
Every Bandit has a Year noted on its counter. Onlyuse the Bandits with the same Year as theCampaign.
Bandits have different Skill Levels. From lowest tohighest, they are: Newbie, Green, Average, Skilled,Veteran, and Legendary.
Target-Bound Flight
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Intel Air Defense AdjustmentConsult the Intel track to determine whether anySite or Bandit counters have to be added orremoved.
If the Intel track notes a removal of Sites or Bandits,draw and place the counters as normal, then selectthe counters you would like to remove.
If the Intel track notes the addition of Sites orBandits, place the extras in the Center Area.
Example: If thetrack notes “NoChange” then noBandit or Siteadjustments occur.
Draw Over-Target Event CardDraw an Event card and resolve the Event shown inthe middle section.
Place Turn Counter in “1” BoxPlace the Turn counter in the “1” box on the TacticalDisplay. You have 5 Turns to complete yourMission.
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The Over-Target Resolution step is divided into fiveidentical Turns. During each Turn, resolve thecombat and movement on the Tactical Display .Use the “Turn” counter to keep track of the currentTurn.
Dive Bombers Dive to Low If you have an Aircraft with the “Dive” Key Term,and you want it to perform a Dive Bombing Attackthis turn with its Bombs, flip the Aircraft’s counterfrom High to Low.
The Aircraft will perform a Dive Bombing Attacklater in the Turn during its Attack step.
Fast Pilots AttackPerform Dogfight Maneuvering, and resolve anyAttacks for your Fast Pilots during this step.
Aircraft can expend weapons to Attack the Target orSites.
Each Aircraft Attacks individually and may onlyAttack one Target. Resolve the Attack for oneAircraft before declaring an Attack for anotherAircraft.
An Aircraft is limited to which enemy units it mayAttack based on its current position, Altitude, andweapons load. Each Turn a Pilot may declare oneenemy to be the Target of his Attack:
• Attack the Target with one or more Air-to-Groundweapon counters, provided they are in range of theTarget and the Aircraft is at the proper Altitude.
• Attack the Target with Guns, if the Aircraft is atLow Altitude and in the Center Area.
• Attack any one Site with one or more Air-to-Ground weapon counters, provided they are in
range of the Site and the Aircraft is at the properAltitude.
• Attack any one Site with Guns, if the Aircraft is atLow Altitude and in the same Area as the Site.
• Attack any one Bandit with Guns, if the Aircraft isin the same Area as the Bandit. Bandits are alwaysat the same Altitude as your Aircraft.
When an Aircraft is ready to Attack, declare theTarget of the Attack, as well as whether it will beattacked with weapon counters that need to beexpended, or Guns.
The number of Hits needed toDestroy a Target is listed on theTarget card.
Example: You must inflict 6 Hits to Destroythis Target.
JettisonThe Aircraft can Jettison (discard) any Weapon orDrop Tank counters at any time during their turn.
Sites and Bandits AttackSites and Bandits act during this step. See theDogfighting and Air to Ground Attacks rule sectionsfor details.
Slow Pilots AttackSlow Pilots use the same Maneuver and Attackrules as Fast Pilots.
JettisonThe Aircraft can Jettison (discard), any Weapon orDrop Tank counters.
Aircraft MoveDuring this step, you may move your Aircraft fromtheir current Area into an adjacent Area, or leaveyour Aircraft in the Area it is currently in.
Unlike other Air Leader games, you may notchange the Altitude of your Aircraft, except aspreviously noted for Dive Bombers.
Over-Target Resolution
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Example: I have a Corsair at High Altitude in the NorthApproach Area. It can move to any of the following Areas: theCenter Area, the East or West Approach Areas, or any of thethree Northern Pre-Approach Areas.
EngagementsIf you Move your Aircraft and it is Neutral,Advantaged, or Tailing with a Bandit, break theEngagement and Move your Aircraft as normal. TheBandit does not Move.
If you Move your Aircraft and it is Disadvantaged orTailed by a Bandit, Move your Aircraft as normal. TheBandit also Moves with your Aircraft and maintains itsPosition.
If your Aircraft is Neutral, Advantaged, or Tailing, youmay break the Engagement and remain in the sameArea. You may then create a new Engagement.
Exit the Tactical DisplayYou may remove one or more Aircraft counters fromthe Tactical Display and end the Over-Target phase ofthe Mission during the Aircraft Movement step of anyTurn. You can remove as many Pilots per turn as youwant. When all Aircraft have been removed, proceedto the Home-Bound Event Card phase.
Bandits MoveBandits move after your Aircraft move. Each Banditmay move one Area but is not required to move.Bandits do not use Altitude. Use the following rules todetermine if and where a Bandit moves:
- If there are one or more Unengaged Aircraft withinthe Bandit's range, the Bandit does not move.
- If no Unengaged Aircraft are within the Bandit'srange, move the Bandit one Area closer to the closestUnengaged Aircraft.
If there are two or more Unengaged Aircraft at thesame distance, randomly determine which one theBandit moves toward.
Example: During the Bandits Move step, a Ki84 is in theCenter Area, and Cook is in the South Pre-Approach Area.The Ki84 moves into the South Approach Area.
However, if Cook is in the South Pre-Approach Area andWeitze is in the West Pre-Approach Area, there is an evenchance that the Ki84 will randomly move into either theSouth or West Approach Area.
Advance Turn Counter
Advance the Turn counter to the next box on thetrack. If you advance the counter out of the “5” box,end the Over-Target phase of the Mission.
You may also end the Over-Target phase of aMission at the end of any Turn.
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Dogfighting occurs when friendly Aircraft andenemy Aircraft occupy the same Area.
PositioningAn Aircraft or Bandit is always in one of thefollowing Positions when Engaged in a Dogfight:
Tailing - Your Aircraft’s nose ispointed at the Bandit’s tail.Your Aircraft has a verysuperior position.
Advantaged - Your Aircraft’snose is pointed at the Bandit’sside. Your Aircraft has asuperior position.
Neutral - Your Aircraft’s noseis pointed at the Bandit’s nose.Neither Aircraft has a superiorposition.
Disadvantaged - The Bandit’snose is pointed at yourAircraft’s side. Your Aircraft hasan inferior position.
Tailed - The Bandit’s nose ispointed at your Aircraft’s tail.Your Aircraft has a very inferiorposition.
Place the two counters in a Neutral Position whenthey first Engage each other.
Friendly EscortAircraft that are carrying 0 Weight points, and donot have a “[ ]” AtA rating, are considered to beEscorts.
During each Over-Target turn, an Escort withNeutral Position may Engage one Neutral Banditbefore the Bandit rolls to determine which Aircraft itwill Engage.
Friendly BombersA Bomber is a friendly Aircraft that is carrying 1 ormore Weight points.
Aircraft with the “Large” Key Word are alwaystreated as Bombers, even if they are carrying 0Weight points.
Bomber also refers to enemy aircraft counters that
have their Attack numbers in brackets “[ ]”.
EngagementDuring the Move Aircraft and Move Bandits steps, ifthere are Aircraft and Bandits in the same Area,determine which of your friendly Aircraft the Banditswill Engage. Determine the Engagement for eachBandit, in the following order:
- You may Engage one Unengaged Escort with oneUnengaged Bandit of your choice.
- If a Bandit is not Engaged by an Escort, Engage itagainst an Unengaged Bomber of your choice. Ifyou do not have Unengaged Bombers in the Area,Engage the Bandit with an Unengaged Escort ofyour choice in the Area.
If all friendly Aircraft are Engaged, do not Engagethe Bandit.
If all of the Bandits are already Engaged, do notEngage any remaining friendly Aircraft.
A friendly Aircraft or Bandit cannot be Engagedagainst more than one Bandit or friendly Aircraft ata time.
Fast Pilots Maneuver and AttackPerform Maneuvering and Attack for your EngagedFast Pilots.
Reference the Maneuver section at the top of theDogfight Sheet, and select one of the Maneuversfor your Pilot to attempt.
Damaged or Unfit Pilots may only select Tight Turnfor their Manuever.
To attempt the Maneuver, roll a d10, add yourPilot’s AtA stat, and subtract the Bandit’s AtA skill.
In My Sights and Out of the Sun can only beattempted if your Aircraft is Neutral, Advantaged, orTailing.
Each Maneuver shows 4 possible results, based ona modified d10 die roll. The die roll ranges are: 2 orless, 3 to 5, 6 to 8, and 9 or higher.
Maneuver results list one or two of the followingresults:
Dogfighting
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NE - No effect. The Maneuver did not change theAircraft’s Position.
+1 Pos - Adjust the Aircraft Position by 1 TowardTailing.
+2 Pos - Adjust the Aircraft Position by 2 TowardTailing.
+4 Pos - Adjust the Aircraft Position by 4 TowardTailing.
+1 Atk - If the Aircraft is Neutral, Advantaged, orTailing after this Maneuver, add 1 to its Attack roll.
+2 Atk - If the Aircraft is Neutral, Advantaged, orTailing after this Maneuver, add 2 to its Attack roll.
+4 Atk - If the Aircraft is Neutral, Advantaged, orTailing after this Maneuver, add 4 to its Attack roll.
-1 Pos - Adjust the Aircraft Position by 1 TowardTailed.
-2 Pos - Adjust the Aircraft Position by 2 TowardTailed.
-1 Atk - If the Aircraft is Neutral, Advantaged, orTailing after this Maneuver, subtract 1 from its Attackroll.
Td/D -> N - If the Aircraft is Tailed or Disadvantaged,change its Position to Neutral.
D -> A - If the Aircraft is Disadvantaged, change itsPosition to Advantaged.
Example: You are Neutral to the Bandit. You get a “+4 Pos”result. Adjust your Aircraft to Tailing the Bandit, and ignore thethird and fourth Position adjustments.
Rotate the two counters to show the new Positions ofthe Aircraft and Bandit.
Next, perform an Attack for the Aircraft if it ends theManeuver in a Neutral, Advantaged, or TailingPosition.
In air combat, Guns are used to Attack Bandits in thesame Area as the Aircraft.
Guns may also be used to Attack enemy Bombers.
To Attack a Bomber, the Aircraft must be at the sameAltitude as the enemy Bomber.
AttackingAdjust the roll by the Pilot’s AtA modifier. Roll a d10for the Gun Attack. You Destroy the Bandit or Bomberif the modified die roll is equal to or greater than theAircraft’s Gun rating.
ModifiersTo perform an Attack,roll a d10, add yourPilot’s AtA stat, andsubtract the Bandit’s
AtA skill.
A Pilot suffers -1 AtA for each Weight point ofordnance carried. Use this modifier if a BanditEngages one of your Bombers.
Also, add 1 to the roll if your Aircraft is Advantaged.Add 3 to the roll if your Aircraft is Tailing.
You Destroy the Bandit if the modified roll is equal to,or higher than, your Aircraft’s Gun rating. If themodified roll is lower than your Aircraft’s Gun rating,the Attack has no effect.
If the Aircraft is Disadvantaged or Tailed afterperforming their Maneuvering, they cannot performan Attack.
If a Hit is achieved, the targeted Bandit is Destroyedand removed from the Tactical Display. Place theBandit counter back in the cup. Remove eachexpended weapon counter from the Aircraft, even ifthey were not needed.
Veteran and Legendary BanditsWhen you Destroy a Bandit that is a Veteran orLegendary, remove that counter from the Campaign
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and place it in the “Enemy BanditVeteran/Legendary Kills” area of the Dogfight sheet.These counters will not appear again during theCampaign.
AcesEach time a Pilot Destroys a total of five enemyAircraft, whether Bandits or Bombers, he is an Ace.He can earn Ace multiple times throughout aCampaign for every five Bandits/Bombers heDestroys.
Mark every Bandit Destroyed by marking the Star inthe “experience” area for each Pilot.
You gain +1 VP at the end of the Campaign foreach Ace rating earned if the Ace is still part of yourSquadron, and is not Unfit at the end of theCampaign.
Example: A Pilot Destroys 12 enemy Bandits/Bombersduring the Campaign. At the end of the Campaign, you gain2 extra VPs.
Example: When Smith (as an Average Pilot) has 0 to 4Stress, he uses his Okay stats.
He is Slow and has +0 Air to Air Combat and +1 Air to
Ground Attack stats.
When he has 5 to 8 Stress he becomes Shaken. He remainsSlow with -2 Air to Air Combat and -1 Air to Ground Attackstat.
When he has 9 or more Stress, he is Unfit.
Example: When Smith engages an A6M2 Bandit,also of Average Skill, the Bandit Attacks beforehe does, because Smith is Slow.
Smith is Attacking the A6M2 with his Guns. I rollone 10-sided die for the Attack. I add +0 to the Attackbecause they are neutral to each other. I also add my Pilot’sAtA Skill to the die roll (+0), subtract the A6M2’sManeuvering Modifier (+1). The A6M2 will be Destroyed if IHit it once. I roll a 9. The modifiers change the die roll to an8 which is equal to or higher than the Attack number (8) formy Guns. The A6M2 is Destroyed.
Enemy BombersEnemy Bombers have an Altitudedesignated on their counters. Bombersbegin the Mission at the noted Altitude
and remain at that Altitude throughout the Mission.
In order to Attack, friendly Aircraft must be at theBomber's Altitude.
Site, Bandit, and Bomber counters have their Attacknumbers across the top of their counters.
A Bomber has their Attack values in “[ ]”. Thismeans they can only Attack friendly Aircraft whenthey are being engaged. They cannot initiate anAttack.
Bombers have AtA Maneuvering Modifiers just likeBandits.
Treat each Bomber as an individual Target thatmust be Destroyed like a Bandit.
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Example: Target #30specifies the Objective:3 G4M1s. To Destroythe Target, you mustDestroy the 3 G4M1s inthe center Area.
Bomber countersdo not move on theTactical Display.They remain in theCenter Area.
Bandits Maneuverand AttackBandits Maneuverand Attack usingthe same rules as
your Fast Pilots.
The only difference is, you do not select theManeuver the Bandit will attempt. The Bandit willattempt a Maneuver based on his Position. There are4 columns for Bandit Maneuvers: “Tg” is for Tailing,“A / N” is for Advantaged or Neutral, “D” is forDisadvantaged, and “Td” is for Tailed.
Roll a d10 and refer to the appropriate column todetermine which Maneuver the Bandit will attempt.Add the Bandit's AtA skill to the roll.
Once you determine which Maneuver the Bandit isattempting, roll a second d10 to determine his level ofsuccess. Add the Bandit’s AtA skill, and subtract yourPilot’s AtA stat.
Use the modified roll to determine the result of theManeuver. Adjust the counter Positions and performan Attack as detailed in the Fast Pilot rules.
Roll a d10 for the Bandit to resolve the Attack.
Missed - If the modified die roll is less than the firstnumber, there is no effect on the Targeted Aircraft.
Stressed - If the modified die roll is equal to the firstnumber but less than the second number, add 1Stress point to the Target Pilot’s current Stress Level.
Damaged - If the modified die roll is equalto or greater than the second number butless than the third number, the TargetAircraft is Damaged. Inflict 2 Stress points
on the Pilot. If an Aircraft is Damaged a second timeduring a Mission, it is Destroyed.
Destroyed - If the modified die roll is equal to orgreater than the third number, the Target Aircraft isDestroyed. Remove the Destroyed Aircraft from theMission. Conduct a SAR (Search And Rescue)check for each Destroyed Aircraft during the Home-Bound Flight step.
Gunner AttacksAircraft with Attack numbers in brackets “[ ]” haveGunners.
These Aircraft perform Gunner Attacks on enemyAircraft that are Neutral, Advantaged or Tailingthem, as if they were at a Neutral Position.
A Friendly or Enemy Bomber performs its GunnerAttack against the Fighter when the Fighterannounces its Attack on the Bomber.
Unengaged Escorts and BanditsPerform an Attack for each Unengaged Escort orBandit.
Do not roll for Maneuvering. They Attack from theNeutral Position.
You may choose the enemy Bandit or Bomber foryour Escort to Attack.
When selecting a target for a Bandit, they will firstAttack a random Bomber. If there are no Bombers,they will Attack a random Escort.
Bomber RulesBombers cannot initiate a Dogfight with enemyBandits or Bombers. If they are not Engaged by aBandit, they do not participate in Dogfighting forthe Turn.
Return any Aircraft or Bandits to Unengagedfollowing their Attack on a Bomber or LargeAircraft.
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Guns In addition to the Weapon counters you load on theAircraft, Aircraft are also equipped with Guns.
In Air-to-Groundcombat, Guns may beused to Attack the
Target or a Site in the same Area as the Aircraft.
The Aircraft must be at Low Altitude. Use the Pilot'sAir-to-Ground stat to modify the Attack.
Engaged Aircraft may perform Air-to-GroundAttacks.
Weapon CountersWhen you expend Air-to-Ground weapons to Attackthe Target or a Site, you may score one or moreHits. Roll a d10 for each weapon fired and look atthe Attack number(s) on the weapon.
If one or more Hits are inflicted on a Site, the Site isDestroyed and removed from the Tactical Display.Place the Site counter back in the cup.
Damage to the Target
Use the Target Damage counters to record the Hitsinflicted on the Target.
Example: I drop a 500# Bomb on the Target androll a die. My result is a 10. The Target suffers 2Hits. I place a 2 Hit Damage counter on theTarget card.
A Target is Destroyed if it suffers anumber of Hits equal to or greater thanthe number listed on the Target card. Youdo not have to Destroy the Sites andBandits to Destroy the Target.
You do not have to inflict Hitsagainst a Target that doesnot have a Hits rating. Do notmodify the Hits needed toDestroy a Target card thatdoes not have a Hits rating.
Example: Target #26 “MediumDogfight” does not have a Hitsrating. Regardless of Event cards,you just need to shoot down theObjective Bandit counters.
Spill Over DamageDamage never spills over to another Target. ExtraHits inflicted on a Site do not carry over to anotherSite or the Target. Likewise, extra Hits scoredagainst the Target do not affect Sites.
Sites and Bandits Attack
After your Fast Aircraft Attack, all surviving Sitesand Bandits Attack.
A Site is limited to which Aircraft it can Attack basedon its Altitude and Range to the player’s Aircraft.
RangeThe counter’s range (if any) is in a black circle. If acounter does not have a range number, it can onlyAttack Aircraft in its same Area.
Example: The 75mm has a Range of 1, and can attack bothLow and High Altitudes. It is in the Center Area, and one ofyour Aircraft is in the East Approach Area. As the Areas areadjacent, which is a Range of 1, your Aircraft is in range ofthe 75mm, and can be attacked regardless of its Altitude.
A Bandit can only Attack Aircraft within its Area.
Each Site and Bandit Attacks individually and mayonly Attack one Aircraft. Resolve the Attack for theSite or Bandit before starting an Attack for anotherSite or Bandit.
A Site or Bandit automatically Targets the closestAircraft. If there are two or more Aircraft at the samedistance from the Site or Bandit, randomlydetermine which one the Site or Bandit Attacks.
Site Special NotationsThe H or L indicates its ability to Attack Aircraft atHigh, Low, or both Altitudes.
Example: Johnson is flying at HighAltitude in the same Area as a LtMG. The Lt MG can only target LowAltitude Aircraft. Johnson cannot betargeted.
All Sites have an “S” in the top-left corner toindicate they are Soft Targets. Some Weapons get abonus to Attack Soft Targets. The bonus is shownon their Weapon counters.
Air-to-Ground Attacks
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Suppression was successful or not.
The Site or Bandit does not suffer damage fromthe Suppression Attack. If the Suppression attemptfails, the Aircraft cannot try again for that Attack,but can try to Suppress future Attacks.
Example: Johnson has been targeted by a LightMachinegun Site. Eandi, also in Johnson’s Area,drops a 500# Bomb, hitting the LightMachinegun. The Light Machinegun Attackagainst Johnson is cancelled, but the Site is not
Destroyed.
Evasion
The Aircraft that is the Target of an Attack maychoose to go Evasive to reduce the chances ofbeing hit. When an Aircraft goes Evasive, place a 1Stress counter on it. When rolling for the Site orBandit Attack, roll 2 dice, and use the lower roll.
Example: Johnson has been targeted by a 5”Site. He chooses to go Evasive and rolls twodice for the 5” Site’s Attack. The rolls are 9 and4. Using the 4 result, Johnson suffers 1 Stressfrom the Site.
Evasion can be used for Site and Bandit Attackswhile an Aircraft is Over-Target, or when reacting toan Event card when weapon counters can beexpended to reduce the number of Event Attacks.
An Unfit Pilot can still Evade.
Attack ResolutionRoll a d10 for the Site/Bandit counter to resolve theAttack.
MissedIf the modified die roll is less than the first number,there is no effect on the Targeted Aircraft.
StressedIf the modified die roll is equal to or greater thanthe first number but less than the second number,add 1 Stress point to the Target Pilot’s currentStress Level.
DamagedIf the modified die roll is equal to orgreater than the second number but lessthan the third number, the Target Aircraft
is Damaged. Inflict 2 Stress points on the Pilot. If anAircraft is Damaged a second time during aMission, it is Destroyed.
Range 0 Sites: These Sites can only fire atan Aircraft in their same Area.
Example: Both the 20mm Site and Pilot Smith arein the East Approach Area. Smith is at Low
Altitude, so the Site can Attack Smith during its Attack Step.
Range 1 Sites: These Sites can fire at anAircraft that is at their maximum Range orcloser.
Special Sites
Each special Site has a condition that must be met togain its benefit.
Target of Opportunity: If you Destroy this Site, gain 1VP.
Photo Recon: If you have an Aircraft in its Area at theend of any Turn at Low Altitude, shift the Recon orIntel counter by 1 to the right at the end of theMission.
Fire Director: If you Destroy this Site, all Sites suffer -1 on their Attack rolls during the Over-Target step.
Diversionary Attack: If you Destroy this Site, Moveall Bandits 1 Area closer to its Area during the nextBandit Move step.
Radio Coordination: If you have an Aircraft in itsArea at the end of any Turn at High Altitude, gain +2on your AtG rolls until the end of the Mission.
Aircraft ReactionsAfter the Target of a Site or Bandit’s Attack isdetermined, you may have your Aircraft react to theAttack. You can first attempt to Suppress the Attack. Ifyou choose not to Suppress, or it fails, you canattempt to Evade.
Suppression
One Aircraft may perform a Suppression Attack onthe Site or Bandit only if the suppressing Aircraft isunengaged. Specify a Gun Attack, or the weaponcounter(s) to be expended. Apply all Attack modifiersto the Suppression rolls as normal. If the Suppressiondie rolls indicate that a Hit is inflicted, the Site orBandit Attack is cancelled. The Pilot performing theSuppression suffers 1 Stress.
Bombers cannot perform Suppression Attacks.
When an Aircraft performs a Suppression Attack,place a 1 Stress counter on it, whether the
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DestroyedIf the modified die roll is equal to or greater than thethird number, the Target Aircraft is Destroyed.Remove the Destroyed Aircraft from the Mission.Conduct a SAR (Search And Rescue) check foreach Destroyed Aircraft during the Home-BoundFlight phase.
Example: The A6M2 performed amaneuver which has him Neutral toGranneman. The A6M2 is about toperform his Attack. Grannemandoes not Suppress or Evade. I roll
once for the Bandit. If I roll a 4 or lower, Granneman ismissed and suffers no effect. If I roll a 5 to 6, he suffers 1Stress. If I roll a 7 he is Damaged. If I roll an 8 or higher heis Destroyed.
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Draw Home-Bound Event CardDraw an Event card and resolve the Event shown inthe bottom section.
Roll for SAR Results (if needed)After resolving the Home-Bound Event, check theSearch and Rescue results for any Aircraft that wasDestroyed while Over-Target, or by Target-Bound orHome-Bound Events. Roll one d10, and modify it asshown below, for each Pilot shot down.
Roll Result:
10+ Quick Recovery: The Pilot suffers 3 Stress inaddition to any Mission Stress suffered, andgains 1 Experience point for flying theMission.
8 to 9 Recovered Under Fire: The Pilot suffers 5Stress in addition to any Mission Stresssuffered, and gains 1 Experience point forflying the Mission.
6 to 7 Missing in Action: The Pilot becomes Unfitfor the rest of the Campaign unless rescuedby an Event card. Add a Replacement Pilotto your Squadron. If he is rescued, hereturns with 1 Experience point for flying theMission as normal, and resets his Stress to3. You may end with more Pilots than youbegan with.
5- Killed in Action: The Pilot was killed. Add aReplacement Pilot to your Squadron.
The SAR check roll is modified as follows:
• Add 1 to the roll for each Weight point of AtGweapons expended by any Aircraft still flying theMission for this roll. This modifier only applies to thecurrent SAR die roll, not for all SAR die rolls.
• Add 2 to the roll if the Aircraft was Shot Downduring Target-Bound, or 1 if Shot-Down during theHome-Bound step.
• Add 1 to the roll if the Target was Destroyed.
Weapon counters round up for AtG expenditureSAR results.
Example: Expending a 250# (WP 0.5) counts as +1 to theroll as an AtG expended modifier.
I choose to expend the 500# (1 Weight point of AtG) fromthe Dauntless for the F4F’s SAR roll. I roll a die and get a 5. Iadd +1 for the expended 500#, and +2 more because theF4F was shot down during the Target-Bound step. The F4F’sSearch and Rescue result is an 8. He is Recovered UnderFire. I place 5 more Stress points on his Pilot card andreturn him to the squadron.
The Dauntless does not have any more AtG counters to usefor the Devastator. I roll a 3 for the Devastator’s Search AndRescue result. The Devastator’s Pilot is Killed in Action. Iremove his card from the squadron for the rest of theCampaign.
Example: During the Mission, 2 of my 3 Pilots were shotdown. An F4F was shot down during the Target-Bound step,and a Devastator was shot down during the Over-Targetstep. A Dauntless remains unharmed and still carries a 500#weapon counter.
Home-Bound Flight
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Record the number of Special Option points youspent during the Mission, and the numberremaining, on the Player Log.
Record the final Target Status.If the Target was Destroyedduring the Mission, place an“X” in the Target Status andwrite the number of VictoryPoints (VPs) for the Target card
on the Victory Points line.
Campaign AdjustmentsIf the Target was Destroyed during the Mission, setthe Target card aside until the Campaign is over. Ifthe Target was not Destroyed, discard it.
If the Target was Destroyed, refer to the Target cardto determine which Intel and Recon tracks areadjusted, and by how many spaces.
Move the Intel and Recon counters to the rightalong their tracks, by the number of spaces equalto the number found on the Target card. A counteris never moved to cover the last space on the track.
Example: If I Destroy this Target, I do notmove the Recon counter or my Intelcounter. All Pilots in my squadron reactivatetheir Gung Ho counters.
If the Target was not Destroyed, donot adjust the Campaign tracks, remove all Hits andDamage inflicted on the Target, and shuffle the cardback into the Target deck.
Gung Ho
If the Target was Destroyed, and has the “Gung Ho”notation, all Pilots in your Squadron regain anyGung Ho uses that have been expended.
Destroyed AircraftIf the Pilot of a Destroyed Aircraft is recovered bySAR, add the indicated amount of Stress to hiscard, the Pilot rejoins the Squadron, and continuesas normal.
If the SAR result is Missing In Action, remove thePilot from the Campaign.
You receive a Replacement Pilot when one of yourPilots suffers a Killed In Action result, or leaves yourSquadron due to being Unfit. Each Campaign
Sheet notes the Skill Level of the ReplacementPilot.
Select the Pilot to join your Squadron. You cannotselect a Pilot, who has already previously beenselected, to join your Squadron.
Adding Target StressAfter the Mission isover, each Pilot thatflew the Mission
also suffers Stress based on the Target’s Area onthe Campaign Sheet.
Example: All Pilots who fly a Mission against Target #9 in theNew Georgia Campaign suffers 3 Stress points.
Pilot Stress Recovery
After the Target Stress points areapplied to each Pilot, reduce thetotal Stress points for a Pilot by theCool number shown on his Pilotcard.
Example: This Pilot had 3 Stress going into the Mission. Hesuffers 1 more Stress from an enemy Site. He suffers 1 morefrom the Target Stress points. He then loses 1 Stress due tohis Cool being 1. His total at the end of the Day is 4.
When a Pilot does not fly duringa Day, he recovers Stress equalto his Cool + 2.
Example: A Pilot suffered 7 Stressduring the last two Missions. He isShaken and will not be flying a Missiontoday. At the end of the Day, he willrecover 1 Stress due to his Cool and 2more Stress because he rested duringthe Day instead of participating in a
Mission. At the beginning of the next Day he will only have 4Stress and he will be able to use his Okay stats.
Priority R&ROnce after every Mission you may spend 6/9/12 SOpoints to remove 2 Stress plus the Pilot’s Cool fromevery Pilot in your Squadron.
Damaged AircraftDamaged Aircraft are automatically repaired and flythe next Mission. The only limitation on availabilityfor the next Mission is the Stress accumulated bythe Pilot.
Debriefing
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Pilot ExperienceGive each Pilot that flew the Mission 1 Experiencepoint in the XP’s Gained column on the Player Log,even if he was Shot Down.
If the Target was Destroyed and no Aircraft wereDestroyed during the Mission, each Pilot that flewthe Mission gains 1 additional Experience point.You can also gain Experience from Target cards,Target Range or Event cards.
Promoting PilotsCheck for Pilot Promotion after resolving all MissionStress. If the Experience point total for a Pilot isequal to or greater than the Promotion number forthe Pilot, he is promoted. Promotion consists ofswitching the Pilot card for his next higher PilotExperience Level and noting his new ExperienceLevel on the Player Log. Pilots are Promoted from:Newbie to Green, Green to Average, Average toSkilled, Skilled to Veteran, and Veteran toLegendary.
Example: An F4F Pilot just completed a successful Mission.He has earned 2 more Experience points, bringing his newtotal to 12. He is Promoted from Veteran to Legendary.
When a Pilot is promoted, recheck his Stress pointstotal to determine if he is Okay, Shaken, or Unfit.Also check to see if his Cool rating has changed,and record his new Cool on the Player Log asrequired.
A newly-promoted Pilot reduces his Experiencepoint total by the amount equal to the Promotionnumber for his new Level. If there are any left overExperience points, they are kept toward the nextPromotion.
Also, record the Promotion number for the nextlevel, which is the number of Experience points hemust earn to be Promoted.
Example: A Newbie pilot with 5 Experience points has justreturned from a Mission. He earns 2 Experience points,giving him a total of 7 Experience points. He needs 6Experience to be promoted to Green, so he Promotes toGreen, with 1 Experience carrying over toward promotion tothe next level, Average.
Campaign OutcomeIf this Mission was the lastMission of a Campaign, findyour Campaign result on theCampaign Sheet. Compareyour total Victory Points tothe numbers listed by your
Campaign’s duration.
Example: If you were playing a Short, 1942 MidwayCampaign, and earned 17 or more Victory Points over the 4Days, you have earned a Great Campaign Victory outcome.
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These “Aces” cards are not found in Corsair Leader,but they are found in the “Corsair Leader AcesExpansion Pack”.
After choosing Pilots for a Campaign, you mayreplace any Average Skill Rank Pilot with an “Ace”Pilot of the same Aircraft type.
Photo - The Pilot’s Photo is for reference purposesonly.
Cost - Upon replacing an Average Pilot, you mustpay the SO cost listed depending on the Length ofyour Campaign.
Example: I am playing a Medium New Georgia Campaign. Ireplace an Average Corsair with “Ace” Boyington and pay 20SO points. I now use Boyington as normal.
Skill(s) - All “Ace” Pilots have Skills. When you paythe cost of the “Ace” place their Skill counters ontheir card, and record the Skills on the Player Log.Some have one Skill, others have two or more.
Leadership“Aces” do not use Experience. All Experienceearned by an “Ace” must be given to any other Pilotwho flew on the Mission the Experience was earnedon.
Example: “Ace” Foss finished a Mission with 2 other Pilots.They Destroyed the Target and no one was Shot down, soevery Pilot earns 2 XP. Foss’s 2 XP is distributed to the otherPilots. He can either give the two other Pilots 1 XP each, orone Pilot his 2 XP.
Example: “Ace” Foss has the Brave Skill. He gains 1 XP forevery point of Stress he suffers from a Bandit or Site Attack.He suffered 4 Stress during the Mission, so he gains 4 XP togive to the other Pilots who flew on the Mission with him.
Year-Based Costs - Depending on the Year, someAircraft have a reduced cost. The “Ace” version ofthe Aircraft are no different. “Aces” still get theirSkills regardless of which years he is purchased.
Example: “Ace” Foss has two sets of costs depending onwhether he is being purchased in the years 1941-1942 or1943+.
Ace Counters - The counters for theAces Expansion Deck are in the countersheets. If you do not have the AcesExpansion, set these off the side, as they
are not used for any of the Pilots found within thisbox.
Aces Expansion Pack
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Optional RulesAt the start of a Campaign, decide which OptionalRules you want to use and record them in theCampaign Notes section of the Player Log.
Flying 1 Less, or 1 More, AircraftFor a mission, you can take 1 more Aircraft than theTarget card specifies, but you lose 1 VP. If you take1 less Aircraft than the Target card specifies, andstill Destroy the Target, you gain 1 extra VP. If youselect this option, pay 3/6/9 SO points for Short,Medium, or Long Campaigns.
Random Squadron SelectionInstead of selecting your Pilots, randomly determinethem. Place all selectable Aircraft counters (basedon Service Year) in a cup. Randomly select thecounters from the cup. Assign each set of draws toa Skill Level before you draw.
Gain SO points as normal for the Aircraft drawn. Ifyou use this option, gain 6/12/18 SO points forShort, Medium, or Long Campaigns.
Example: I am preparing my squadron for the Short 1942Midway Campaign. I place all the Aircraft listed on theMidway Campaign sheet into a cup. I draw one counter andassign him to be my Newbie Pilot. I then draw two morecounters for my Green Pilots, etc.
High Stress Attacks/SuppressionsBefore any Pilot performs an Attack or Suppressionfor the Turn, you can choose to add +1 on all hisAttack and Suppression rolls for the Turn. The Pilotsuffers 1 Stress point each Turn this is used. A Pilotmay only do this once per Turn. If you select thisoption, pay 3/6/9 SO points for Short, Medium, orLong Campaigns.
Damaging TargetsIf you inflict at least one-half of the Hits needed toDestroy a Target, but less than the Hits needed toDestroy the Target, you Damage the Target. Note onyour Player Log the number of Hits you scored onthe Target. You score one-half of the Target's VPs,rounding down, and discard the Target.
If you shuffle the Target deck later and draw theTarget again, it retains the Hits you previouslyinflicted on it. If you then Destroy the Target, gainone-half the Target’s VPs, rounding up, and itsnormal Intel and Recon track adjustments. If youselect this option, pay 3/6/9 SO points for Short,Medium, or Long Campaigns.
Kickstarter AdditionsThank you to everyone who pledged in support ofour Corsair Leader Kickstarter!
Your generous support allowed us to add to thisbox:- 6 extra Campaign Sheets!
- Admiral Yamamoto- Coral Sea- Battle of Midway- Luzon- Okinawa- New Britian
- The Carrier Operations rules Sheet!- The UK Corsairs!- The P-38s and B-25Gs!- The Mounted Tactical Board!- The Mounted Dogfight Board!- The Linked Campaigns rules Sheet!- The Black Sheep Campaign!- The Island Airfield Operations Sheet!- The Pearl Harbor Sheet!- The Time Travel Cards and Counters!- The P-40s!- The Black Sheep Squadron Patch!
CreditsGame Design: Dan VerssenGame Development: Kevin VerssenRulebook Editing: Dan, Kevin, and Holly Verssen
Benjamin CheeSteve EllisMark Ørnebjerg JensenTom KonczalHans KortingGary LoughranJim SilsbySteve Wolf
Aces Research: Alex AguilaBomber Research: Ian Martin
Special ThanksOur gratitude goes out to the Solitaire Wargames’Facebook group for their tremendous support forthe Kickstarter campaign that funded so many ofthe extra components in this game! The group alsoprovided a wealth of ideas to expand this game’sCampaign and Aircraft list! Thank you fromeveryone at DVG!
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The names of thefantastic Kickstarterpledgers who made thisgame a reality!
AdamAdam PfaffAF_Corwin
Sally_ChérieAje SakamotoAlain MilletAlain Séverac
KadnaxAlan BuchananAlan Hagan
Laura DuffyAlan J CarlsonAlan J. RayAlbert Gheuens
Laurent GheuensAlberto BenitoAleksander Wójcik
ZuzankowaAlex "The Prez"Alex Elliott
Sarah ElliottAlex MundoAlex NeutzmanAlex SpencerAlex Teng
Julianne GanAlex Ty DreybingAlistair Hull
Caroline HudonAllen Schultz
Vicky SchultzAllen SilburnAllen WestenbargerAlonso Carbajal
Milagros NolascoAlvin Ng
Eunice ChongAndre GuimaraesAndre ParpartAndrea GaliziAndreas Schrapel
Silke SchrapelAndrés Chávez MAndrew CliffordAndrew PAndrew R PhilipsonAndrew Walker
Parmdeep WalkerAndrew WallworkAndy HoffmanAndy KluessendorfAndy Smith
Lynze BurgessAnthony J. Oddo Sr
Lauren, Tony Jr. & Paul OddoAnthony ParelloAntonio Carlos De Marchi NammurAntonio Garcia Fernandez
Antonio LealAntonio M. RosarioArlo BradishArthur DeFilippo JrAshley CookB.D. Burns
CDR Jack Luttrell, USNR Barry TebonBart de Groot
Sara MoradiBen A Fulwider Jr.Ben Kirman
Juliet KirmanBenjamin Chee
Helena CheeBernie Downing
Norma Downing Bertrand Guillou-Keredan (Bert)Bill PlaceBjörn Andersson
Jocke JärnBjörn NielsenBob Davis
Linda WatkinsBob HeathBob Owens, M.D.
Sadie the Bird DogBob RunniclesBob SpryBrad AndersonBrad D. KaneBrad Miller
Deb MillerBraden HillBradley Biggar
McRae BiggarBrant McClure
Margaret McClureBrent Fortner
Christel FortnerBrent RustBrent Walker
Betty WalkerBrett (Novaman) JensenBrett BiasBrett Granger
Lisa GrangerBrett GrimmondBrett Pierotte
Rebecca PierotteBrian "Max-Ray" UhrigBrian EastonBrian Pedersen
Veronica PedersenBrian RockBritt Strickland
Louise Strickland Bryan GascheC Blackwood
J BlackwoodCang Ling YeeCaptain Dennis D Benson USN
Carrie PhillipsCarlo Camprini
Casey WebsterCavan Cunningham
K.BrachtCedric Barberousse
Chantal BarberousseCesar Alexandre Caparroz
Cesar CaparrozCharles E. Adams
Irma B. AdamsCharles Henri BiardCharles Molesworth
HeidiCharles MyersCharlie Field
Brandi FieldChewamenonChris ColapietroChris Dion
Angela VanderwarkerChris E Shockey
Cynthia E ShockeyChris Knowles
Teresa KnowlesChris Magoulis
Kaley MagoulisChris 'Pepsiman' SaguisagChris SeversChristian Hueltenschmidt
CrougarChristoph HaeberlingChristopher “Crash” DavisChristopher AgerChristopher L. Morrow
Rebecca MorrowChristopher P. Crossley
Dani L. Van BuskirkChristopher Vance
Jennifer PignataroChuck Seegert
Angel SeegertChuck StoffaChuck Tewksbury
Catherine TewksburyChuck Turner
NancyCJ Wallington
Linda PchelkaClay Jensen
Georgia LewisCody LenhartCpt. Jim BrownCraig DunglisonCraig E DeatonCraig KloostermanCurtis Milbourn
Stephanie MilbournD. L. CreagerDale (Rob) Stufflebeam
Amanda StufflebeamDale MartinDamian FlemingDamon RichardsonDamon S.
Diego S.
Dan "Kmart" KnausDan ‘Il Duce’ Pancaldi
Chantal ‘Toots’ d’EntremontDan HungerfordDan SueyoshiDaniel Schul
Ami SchulDanilo BernocchiDarrell P. Cousino
Elizabeth M. CousinoDave BeaverDave HermannDave Kazmierczak
Diane Kazmierczak Dave NunezDave SouzaDavid "Poncho" VillaDavid Bloomberg
Murielle BloombergDavid Carroll
Darlene CarrollDavid EllsworthDavid FirestineDavid FullerDavid K. van Hoose
Matthew S. van HooseDavid LoveDavid Miskell
Sheriden MiskellDavid O’Neil
MareikeDavid P. McQuinnDavid V. AndersonDavid Whitmore
Anne WhitmoreDavid Wiggins
Taco, My Little Gaming PartnerDean BrownDean HollembaekDennis G. LandsemDennis LeeDerek CaseDidier Oberli
Sandrine "Pepette" ReymondDimitri Braem
La ScienceDirk MuellemannDon Cogswell
AnitaDon ShearerDonald Weed
Maria WeedDoug "Kosh" WilliamsonDoug PalmerDoug RoderickDoug WongDouglas HarmonDoxaios
Dafni+MagiaDr. Justin Prince
Carla PrinceDr. Michael Hrabak
Merrie Joy Hrabak
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Drake CokerNancy Coker
Dreux BarbierDuane FieldsDuncan JonesDwayne SherrardDwight BrownEd DuenskieEd HolzmanEdward P. O'Connell
Melissa L. O'ConnellEdward Pacitto
Jeanne PacittoEdward SaundersEdward W LovecEirik WilkinsonEmil FröjdhammarEnrico Magnani
Denise GiacchiniEric C Gingrich
Julie A KowalewskiEric SandsEric TothErik J. MerchantErin SparksEthan Royce Thomas
Natalie GalloEvan Rattner
ElizabethFabiano PedrosoFabien DAMPENONFloyd A. Salerno
Carla "Sunshine" RussoFrank Elliott
Kathleen ElliottFrank Heinrich-Schroers
Frank Heinrich-SchroersFrank MargalinFred Schwarz
Anna SchwarzFrederic Rodriguez
RodriguezG. Allan Alderman IIIGabiaud.G
GabskyGabriele "Fluido" FasanoGarth Quick MC^2Gary GrunewaldGary H. Wishik, M.D.
Belinda WolfGary Loughran
Jackie LoughranGeorge “Zeke” ZeeGeorge Anderson
Brenda AndersonGeorge Anthony Bayersdorfer
Ryan George BayersdorferGeorge G Miller George HenionGeorge PapageorgiouGerry Cupp
MaxPowerGil Fussell
Gilbert OcampoDory Ocampo
Gilles ChiniaraFrancine Lefebvre
GoarthHardy Martial
Greg WytaskeGregor ZeilingerGregory Sapara
Carmen SaparaGreykat
MoonlytGuillaumeGuillaume PagèsGuillaume SGuillermo RegaloGustavo Da Rocha PereiraGuy A. FlummerfeltHadrien Kias
Tristan KiasHangjoo ChoHans Peter BakHenrik D. HermansenHenry AchillesHenry Kuhlman IIIherbert SeifertHo Lee Fuk
Bang Ding OwHoward J. BamptonIan CowleyIris Tindra Jansson
Froste Ragnvald JanssonIvan StephensIvo Bikov (Doc)J.O. McKeownJaime Carvajal
Nieves AlvarezJaime Molina-Martell PuigJakub "Panchy" PanchártekJames BudgisJames Dundas
Patricia DundasJames NewtonJames TaylorJames Wolstenholme
Sam WolstenholmeJan ColpaertJared KukelkoJason AlliboneJason CarrJason CovillJay Q. (Gumby) Sturgell
Michelle L (Door!) SturgellJB JoynerJD ShapiroJean-François Trân
Jean-François TrânJean-Marc Gauthier
William, Alan, Ayma, VirginieJean-pierre d AbrigeonJeff GableJeff InksJeff Johansen
Claire Johansen
Jeff SheetsJeffrey BradshawJeffrey Lee
Lisa MarieJeffrey WrightJeremy Cunningham
Rachel CunninghamJérôme chairyJérôme QuelinJerry AutieriJerry Zayas
Janet ZayasJesper ErikssonJesus ContrerasJim BuffoneJim HagelJim Hale Jr
Jim Hale SrJim Jorritsma
LindaJim MartinJim Miller
MorpheousJim Moss
Loren DechaineJim Werbaneth
Lisa ScheerJoe BanderetJoe ChaconJoe Hermsen
Karen HermsenJoe IwinskiJoe LewisJoe Manglardi
Kiala ManglardiJoe Vande KieftJoe VanSchaick
Stephanie VanSchaickJoe WilsonJoe Wojtas
Zak KatichJoel D. Odou
Kellie OdouJohn
StephJohn "Gizmo" HowardJohn "Wheels" Clark
Julie ClarkJohn BlewettJohn DietrichJohn Gallagher
Kate KirbyJohn Gudonis
Tricia GudonisJohn L Vogt John M. DavisJohn PaineJohn RobinsonJohn Scott Hovey
Cynthia D. CooperJohn Setear
Molly SchwartzburgJohn Simpkin
Megan Snow
John StarmanJohn VahalyJon FeenstraJonas MasesJonathan A. Gillett
Carole Gillett Jorgen Rasmussen
Karen-MargretheJoseph BoekeJoseph C Dorffner Jr
Rosy DorffnerJoseph Copley
Tammy CopleyJoseph J. PropatiJoseph Vanden BorreJuan L. Pérez-de-LuqueJulian OssentJulian SotirovJulio Enrique Bruñén RuizJustin Atchison
Audrey DaubarasJustin Hoffman
Sasha Lorelei HoffmanKai Axford
Christy AxfordKarl Bown
Audrey BownKeith (Misplaced Buckeye) Lewis
Kathy LewisKeith Cox
Ben Byrne-CoxKeith EngleKeith Eshelman
CherylKeith Tan Cheng Poh
Jacob Tan Jia EnKeith WynnKelly Caudle
Susan CaudleKen GutermuthKen Legg
Dawn LeggKen MaurerKen McElhaneyKen MosmanKen StaplesKen. FallsKevin CaldwellKevin E. McCammonKevin F. KandtKevin L. Kitchens
(ones upon a game)Kevin MorganKevin MullinaxKevin NicollKevin VerdonKjetil EgelandKlaus DeckenbachKlay JaegerKris Weinschenker Krzysztof JabłoskiKrzysztof SzarawarskiKS66
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Kurt "Weasel" WassermanAmanda & Jacob
Kurt SticklerTamara Maltseva
Kurtis HsuKyle Thompson
Katie ThompsonL. GourdonLabrador N' Grits
WrigleyLajtos András
Gancsev Nikolov Krisztina EmkeLarry DohertyLarry FreemanLaurence Davis
Abiola DavisLee "MadCartographer" Smith
Pilar SmithLee HookLee SkillinLefrançois Emmanuel
ELFLelodey Jean-lucLeo J. Bonser
Katy BonserLeon Chappell
Lynne ChappellLindon PaxtonLorenzoLouis Adams
Deloris Hawn Lowell Denning
Ginny DenningLuis A. CurielLuis F. MoralesLukas AndreeMaarten van HouteManuel KraftMarc DelisleMarc PaturelMarcin KulczyckiMarcio Roberio de SousaMarcus "Havoc" PolkMarcus Angelo TyMarcus LundMarek JasiunasMark AstinMark BaileyMark BallMark Dwerlkotte
Wendy DwerlkotteMark HancockMark HayesMark Hunter
Jennifer HunterMark McBrideMark MenningaMark Ørnebjerg Jensen
Annika & Mette Ørnebjerg JensenMark RussellMark TurczynMark WMark Williams
Mark WillmarthDenise Willmarth
Mark WilsonMark ZielinskiMarko Kruljac
Ana ŽužićMarlin HessMaroszek
MalokaMartin GalloMartin HinvesMassimo GelatiMathieu RicherMatt "MadMat" Mayse
Valerie "Valdespino" MayseMatt LehnenMatt Pickering
Vicki PickeringMatt RobinsonMatthew WasiakMatthias BrambrinkMatthieu Rider
Yogita PatelMax JanssonMayer BrennerMeinert WestphalMichael A. DyeMichael AhnMichael Bowker
Amy BowkerMichael FeldmanMichael Felicetti
Rufina FelicettiMichael Grumelli
Marilyn RhodesMichael HegartyMichael Knarr
Sophia MaiwaldMichael Knight
Lachlan KnightMichael Koerbis
Leandra KoerbisMichael McVeighMichael N DittmerMichael Perry
Jakki PerryMichael Reyes
Lori WeberMichael StikeleatherMichael Sundborg
Michael SundborgMichael SwansonMichael Wheeler
Harry WheelerMicheal KuhnMickael TricoireMikaël Legendre
Noé LegendreMike AdamsMike Burns Mike Curtis
Amy CurtisMike GingoldMike Houser
Mike VincentyYurlady Vincenty
Mike WhealRani Wheal
Millet Xavier ("Tellim")Nathan RohrlachNathan WNavy LuckNeal BaedkeNevin King
Audra KingNick
EmilyNick WadeNorman Johnston OldGuyzerOlivier Neveu
Guilhem & RoxelaneOren Douek
Daniel DouekP.E. Reiman
E. ReimanPascal Pradon
Pascal PradonPat Ludwig
Marie LudwigPatrik AxPau GyringPaul "Sarge" Singleton
Nichole SingletonPaul BuckinghamPaul CalviPaul HealdPaul 'Jericho' BakerPaul Motsuk
Margo MotsukPaul NishikawaPaul R. RahnPere Martinez
Esmeralda Peter BennettPeter Blake
Denise BlakePeter GardnerPeter John GoodwinPeter Korcz
HellsparkPetr MolikPhil Caskey
Sarah CaskeyPhilibert PatrickPhilip "Kharmageddon" Kharma
Big Mitts aka TankPhilippe BonnefoyPierpaolo Colancecco
Sara PisaniPJ Trandel
Margarita TrandelRafał Jan KomorowskiRafał Wotorski
Justyna WotorskaRaimund Ruppel
MrowkaRAJ Zielschot
Randolph Boyd-MartinezBresdin O'Malley
Randy HendersonNancy Young-Henderson
Randy Pemberton Ray GarbeeRay NimocksRaymond HillRen HöekRey Narvaez (Spaniard)Ric Nicholson
Jax & Hannah NicholsonRic Van Dyke, CPTRich StricklandRich WilsonRichard "Biggles" KirbyRichard Danda
Shelley DandaRichard Ing
Mary SchooffRichard MonroeRichard Murray
Sara AppelRichard WagonerRick FortierRob AppleyardRob Tokarz
Kim TokarzRobb McClune
Nancy McCluneRobert BoeckRobert Brittain
Richard BrittainRobert CorbettRobert E. Stacy Jr.Robert FiesterRobert ForknerRobert L FairmanRobert Lane
Christian LaneRobert M. HesslingRobert Rydlo
Medea Biebl-RydloRobert 'Tiffy' TowerseyRoberto BrigliadoriRobin MarmillonRodney HolmesRodrigo RoyoRoger Hall
Scarlett HallRoland HellströmRon GilbertRon HendersonRon JamesRonald MeierRonald Plunk
Paula Plunkronald renziniRoss O'DellRostislav TomanekRoux NicolasRoy TheisenRudy ZoddaRussell Alphey
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Russell CorballyRyan "Rhino" Knapp
Erica "Lightning" Willsie-KnappRyan Atkinson
Austin AtkinsonRyan J OpelRyan Lee
Cameron LeeSamuel A. GenoeseSascha KutzmannScott Biggar
Sue MichelScott C. BoydScott ChawnerScott ChisholmScott GrayScott MacLachlanScott Rowland
Julie klimko RowlandScott Such
Heather SuchSean J. LaneSean McCann
Tracy McCannSean “Wood” ChuckSeverac Alain
KadnaxShane TrimbleShannon Thornton
Joshua ThorntonShaun "Doc" FrostShaun Austin
Susan AustinShawn WhiteSheila DavisShyam KumarSilencedmuffinsSimon HainesSky ValenciaSlappy DeLongSpencer OlsonStephen BurkholderStephen ClarkStephen SlottenStephen W PharissSteve BurrowsSteve Cooley
Janet CooleySteve DavisSteve HigginsonSteve KeiferSteve MalzcakSteve West
Linda WestSteve Wolf
Steve WolfSteven Barham-NokesSteven Gerrish Steven J. RauchSteven 'Paddy' O'Brien
Sean O'BrienSteven Willows
Amee Rugala
Stuart AlexanderBob "awesome dad" Alexander
Stuart BrittonShana Britton
Sum Ting WongWi Tu Lo
Sven EckhardtSven FeenstraSven Roger DeclerckSylvain LafondT/3 Gilbert Roberts,
E/383/96th ID 1943-1946T/5 Garth Foote,
94th ID 1944-1946Terence Benitez
Richard BenitezTerence L. TurnovskyTerry Dano
Bertha NavachTeurlinxThe Rev. Cn. Michael R. GiltonTheodore H. McElweeThomas Hammerschmidt
Leslie HammerschmidtThomas KonczalThomas ManleyThomas RupertThomas WattTim AitchisonTim B.Tim Lewis
Gloria LewisTim Reece
Harriet ReeceTim Taverner
Laura TavernerTobias NaesborgTodd HivelyTogoTokhuah
Giuliana MeansTom "Tumba" SnällTom GeraghtyTom ManningTom MarksTom WintrellTomasz PikTommy B
T-Dog (Emily)Tony Ascaso
Stacey AscasoTony HoltTony Hooker
Richard MoveTony KinnerTony Sullivan
Laura SullivanTracy TompkinsTrân Jean-FrançoisTrent DePonte
Richelle WigginsTrevor Heshka
Colleen Heshka
Troy EnglishHeather English
Václav MarekVicco1
BBocxVojtich Strachota
Vítek StrachotaWalt Mulder Pilot Extraordinaire
Micki Mulder Extraordinaire'sCopilot
Walter F CroftWalter FlothWalter RobinsonWarren SimonWayne Hansen
Kathy HansenWelshie
The Ginger NinjaWes NealWesley Smittle
Anne SmittleWilliam CroweWilliam Gilbert Jr.William Jaffe
In Memory of Henry Long, 82nd Airborne, WWII
William MillerCheryl Miller
William ShoemakerSonja Shoemaker
William WoodfordVickie Woodford
Willis DavidgeYannick LalagueYupei Chen
Laura BakerZoggZultorMichail PapazoglouOscar Adiego Ruiz
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