Jink When this aircraft is chosen to fire during the Firing phase, before step 1: Targeting, it may immediately move one hex in any direction.
Note, however, that the aircraft may not change its facing, Altitude or Speed after making this move, nor may this movement take the aircraft into an occupied hex.
Rocket Boosters An aircraft with rocket boosters can choose to disengage from the Area of Engagement from any point, rather than just the table edge. To do so, the aircraft must be travelling at altitude 5. Once it has completes its Ace Manouvre during the Move and Manouvre step of the Movement phase, declare that the aircraft is using its rocket boosters to climb once more and disengage.
Jump Troops Instead of landing in a landing zone, a transport aircraft with Jump Troops can drop them from altitude as it passes over. To drop its Jump Troops, the aircraft must pass directly over the landing zone during the Move and Manoeuvre step of the Movement phase. Once the aircraft has completed its movement, before adjusting Altitude roll a D6 for each point of transport capacity being dropped. If the result of the roll is higher than the aircraft’s current Altitude and Speed added together, the Jump Troops land safely within the landing zone and Victory points are scored. If however the result of the roll is equal to or lower than the aircraft’s current Speed and Altitude added together, the troops are scattered, injured or killed and no Victory points are scored.