Rules v1.2.2

Dogfight

After a Squadron is intercepted, the two involved Squadrons engage in a Dogfight. The intercepting Squadron is placed in base to base with intercepted Squadron and the Dogfight commences.

  • Participating Squadrons will alternate choosing Dogfight Actions, beginning with the activating Squadron.
  • A model may chose actions from the table until it is out of fuel.
  • If a model survives a Dogfight without remaining Fuel, it enters the Return to Base state.
  • A model that survives a Dogfight with remaining fuel, it may:

Example: A Wyvern chooses to initiate a Dogfight with a damaged Pathfinder. It has a Mass Driver (AS:2) and a Beam Projector (AS:2). It can attack with both weapons and get a [N, D] doing one damage. The Pathfinder has a Beam Projector with AS:3 and chooses to attack, and gets a [D] doing one damage. The Wyvern then attacks again getting [D, D] doing two damage destroying the Pathfinder. The dogfight ends with the Wyvern out of Fuel, so it enters the Return to Base state.

Dogfight Actions

A requirement of X+ means that the Model must currently have at least a rating of X in the required rating. For example, a requirement of Fuel: 2+ means that a Squadron must currently have at least two fuel.

Certain Actions require a Skill Test to be used.

Engage

Requirements Skill Test Fuel Cost
Fire Control: 1+ No 1

The model gains an Attack Window to fire any eligible weapons at the other Squadron in the Dogfight. Weapons with the Nuke or Bomb traits may not be used.

Break Off

Requirements Skill Test Fuel Cost
- Yes 1

If the Skill Test result is:

  • [N] you may choose to reduce the Squadron's Fuel to 0 and end the Dogfight, entering the Return to Base state.
  • [D+] you may choose to end the Dogfight.

Models with the Fast trait add one Flex Dice (+/-1D6) to the roll.

Stay on Target

Requirements Skill Test Fuel Cost
Heavy Trait No 0

The model may resolve one Point Defense attack against its adversary.