Professional Documents
Culture Documents
A player moves their planes one by one switching turns after each single plane is moved.
A play must move all of their planes before moving one that has already been moved.
If one player has more planes than another, after the other player has moved, that player with more planes
moves all the planes they have not yet moved and then passes the turn to the next player.
MOVEMENT
To move a plane, it travels a given number of hexes based on the aircraft's Speed Stat.
A plane must always move at least half of their maximum speed rounded down. A plane can move at any
speed between its minimum and maximum speed.
A plane must always move through full hexes, it cannot travel along the border between hexes.
To move forward without turning, a plane must move is a straight line in the direction it is facing.
To turn, a plane takes the distance in hexes it wishes to turn and divides it into 2 or 3 equal lengths. These
equal lengths are always rounded down to the nearest equal number, not up. Starting in the direction it is
facing, it moves each of these equal lengths in one of 3 ways.
A plane may turn in one of three ways, a Wide Turn, a Hook, or a Sharp Turn.
ALTITUDE
Every plane has an altitude. Its altitude can be anything between 1 and the number given in its Ceiling
Stat.
A plane may go up or down one level of altitude each turn. Likewise it may shoot at enemies 1 level
above or below it.
A climb is done when a player wished their plane to rapidly change their altitude upwards. A plane may
sacrifice 1 third of their maximum speed per level of altitude they wish to climb up to a limit of 3 altitude
levels, and may ignore their minimum speed to do so. They may no climb twice in a row.
A dive is done when a player wished their plane to rapidly change their altitude downwards. A plane may
dive up to a limit of 4 altitude levels, but must add 1 third of their speed to both their minimum and
maximum speed.
COMBAT
To fire at an opponent, you select a target and roll 1d6 per armament point. A 5 or 6 is a hit and causes the
opponent to lose 1 structure point. When a plane has no structure points remaining it is shot down and is
removed from play.
The number, facing direction, and type of gun is described by its Armament Stat.
A fixed gun fires directly in the direction it is fixed along line of hexes and the hexes to either side. (See
example of a Forward Fixed below)
A mount fires in a 120 degree arc centred on the direction the gun is mounted in. (See example of a Rear
Mount below)
A turret fires in a 240 degree arc centred on the direction the gun is mounted in. (See example of a Rear
Turret below)
SPECIAL ACTIONS