Captured and Killed Pilots
When a ship is destroyed, its owner rolls one attack die. On a [crit] result the pilot has been killed. On a [hit] result the pilot manages to punch out but is wounded in the process. On a [focus] or [blank] result, the pilot ejects (or gets to an escape pod) safely. All ejected personnel are considered recovered by the player that controls the map at the end of the scenario. Friendly pilots remain on the Squadron roster; enemy pilots are kept as POWs by the capturing player’s faction. If no player controls the map at the end of the scenario (all ships destroyed or fled in the same turn), ejected personnel die cold and alone in the merciless vacuum of space.
If a ship receives a face up Pilot damage card during battle, its pilot is considered wounded. Wounded pilots must sit out the next campaign turn to recover and cannot simultaneously participate in any other activity that requires them to sit out a turn (ship qualification, military training, etc.). Wounding effects are not cumulative.
Dead pilots are gone permanently (except droids). If a player’s unique pilot is killed, he may spend Fleet Points to purchase a new Squadron commander from the remaining pool of unique pilots. To do so the player must have been without a unique pilot for a minimum of one battle phase. This means if your unique pilot was killed ejecting last turn, you have to wait until next turn to purchase a replacement. However if your unique pilot was POW for two turns and was killed trying to escape, you may purchase a replacement that same Purchase Reinforcements phase. Unique droid pilots are considered to have been “backed up,” so if they fall in battle, they may be repurchased.