Rules v1.2.4

Bombing Run

A model resolving a Bombing Run action may move into in base contact with a Capital Ship target, and may be Intercepted as part of this movement. A model engaging in a Bombing Run is considered to be attacking the arc of the target model is in base contact with. This arc is called the Attacked Arc.

Apply Attack Modifiers as well as Armor, Reactive Armor(/traits#reactive-armor), and Energy Armor(/traits#energy-armor) modifiers for the attack, as appropriate. Additionally, to represent the benefit of such a close-in attack, you apply an additional +2 Attack Modifier for the Bombing Run.

  1. Participating models declare their intent to use a single Missile weapon, if available, bombing player first, expending fire control as normal. The Capital Ship may only declare attacks with AS missiles covering the Attacked Arc or CMM missiles in any arc.
  2. In secret, participating models:
    1. Bid an amount of Fuel equal to or less than the fuel they have remaining. Capital Ships do not bid Fuel.
    2. Choose a non-Missile weapon to use in the Dogfight. Capital Ships must choose a weapon that can fire in the Attacked Arc!
  3. In secret:
    1. The Squadron sums the AC rating of the chosen weapon, the Squadron's Skill rating, and the amount of Fuel that was bid, forming the Squadron's Bombing dice pool.
    2. The Capital ship sums its AS rating of the chosen weapon and its current Defense score, forming the Capital Ship's Bombing die pool.
  4. In secret, each player divides their Bombing dice pool into an Attack and a Defense pool. Squadrons with Evasive(/traits#evasive) gain a +1 to their Defense pool.
  5. Players simultaneously reveal all their decisions from steps 1-3 above.
  6. Simultaneously resolve and apply damage from weapon attacks by performing Opposed Rolls of each player's Attack versus Defense dice Applying any additional Attack Modifiers, weapon Macro ratings, effects of Traits(/traits), etc. and expending Fire Control as normal. Models with multiple instances or linked instances of the same weapon may expend Fire Control to fire multiple instances of the weapon if possible.
  7. If the Squadron is at 1 Structure remaining, it may immediately resolve a [Ramming] action against the Capital Ship.
  8. Resolve the declared Missile attacks from step 1, simultaneously, even if the firing model was destroyed! Instead of rolling Skill in the Opposed Roll, use the defending model's Defense pool from step 4 and Escalate the Missile attack results!
  9. If the Squadron survives the Bombing, it may now make a free 4" move in any direction.

Squadrons may use Lance weapons in a Bombing Run attack.