Professional Documents
Culture Documents
DICE NOTATION
The game uses standard notation for dice and die rolling. For
example, “roll 2d10” means roll two ten-sided dice, 3d6 means three
six-sided dice. Scores on 10-sided dice are taken as 1-10 (so for dice
marked 0-9 the 0 is read as 10)
Speed segment
• Attempt stall recovery
• Resolve speed changes due to manoeuvre or stall recovery
• Resolve excessive speed damage
*an airbeast below stall speed or having failed to recover from a stall
cannot move or manoeuvre.
Phase 2
Prep Segment
• Place manoeuvre cards *
• Roll for initiative
Move Segment
• Move all stalled airbeasts
• Test for and execute all movement or manoeuvres in order of
initiative (or tailing). *
Fire Segment
• Resolve air-to-air attacks and ground based MG fire
Speed segment
• Attempt stall recovery
• Resolve speed changes due to manoeuvre or stall recovery
• Resolve excessive speed damage
ORDER OF MOVEMENT
To determine the order in which airbeast move, roll a d6
Subtract 1 if the airbeast is travelling at less than 6” per phase, or
more than 12” per phase. The result is the airbeast’s Initiative
Number.
Airbeasts are moved in order of increasing Initiative Number, starting
from the lowest. In the case of a tie, work through the following list to
determine which airbeast moves first:
• Slowest airbeast moves first
• Lowest manoeuvre rating airbeast moves first
• Most heavily damaged airbeast moves first
• Resolve by straight d6 die roll – no modifiers, re-roll ties
“TAILING”
If, before movement, an airbeast is in a position where (a) it is within
12” and has the target in its front 30° arc and (b) it is in the target’s aft
arc (i.e. behind the target’s wing line), it may opt to “tail” the enemy
airbeast during movement.
This means it executes its movement immediately after the tailed
airbeast, regardless of Initiative Number. It also means that the tailing
airbeast may attempt to change its selected manoeuvre to match that
of the target.
If, when manoeuvres are revealed, the tailing airbeast wishes to try to
change manoeuvres, it rolls a d10. On a roll of 7+ it may change its
selected manoeuvre to that of the target.
Note it must still then roll to perform the manoeuvre as normal.
Note also that tailing airbeast are moved immediately after the
airbeast which they are tailing, so they may find themselves
disadvantaged with respect to other airbeasts moving later.
MANOEUVRES
At the start of each phase players may place a manoeuvre card
alongside their airbeast, displaying an intention to perform some form
of special manoeuvre. Cards are placed face down and revealed at
the same time.
The card may be a dummy, intended to try to trick an adversary into
making a manoeuvre and shaking them off.
Each manoeuvre has a Difficulty Rating. This is the number shown
after the “DR” below. Roll equal to or above the Difficulty Rating on a
d10 to perform the manoeuvre.
Failure to make the roll means the airbeast suffers some form of
penalty (see manoeuvre descriptions for details).
Break Turn (DR 5): the airbeast moves normally and may turn at two
manoeuvre levels higher than it is rated i.e. a successful break turn
adds 30 degrees to each of the two turns. For H airbeast, use the
turn rates marked HBT. Incoming fire attracts a negative modifier.
STALLING
Left to their own devices flying beasts intuitively do not stall.
Unfortunately if you add a handler to the equation, pulling on the
beasts reins trying to get it to do what they want, there is the
possibility...
If speed changes or a failed manoeuvre reduces the airbeast to
below its minimum speed the airbeast stalls and loses the ability to fly
(hopefully temporarily!). The airbeast is moved randomly at the start
of each phase as if it were performing a failed Falling Leaf
manoeuvre.
Stall recovery is attempted at the end of the phase. Roll a d10.
On a score 4 or more the airbeast recovers, it may fly normally next
phase, its starting speed being its stall speed. If it scores 3 or less the
airbeast remains stalled, roll another d10. If the score is 2 or less the
airbeast loses control and crashes.
FIRING
Each airbeast can fire only once each phase.
WEAPONS
In order to be engaged the target must be within range and the attack
arc of the weapon.
The attack arc is a cone extending 30 degrees from straight ahead
from the shooter for machine guns and talon attacks.
For dragonfyre attacks the arc is 60 degrees from straight ahead
from the shooter.
Roll the indicated number of Attack Dice.
Hits are caused by rolls of 6 or greater. All rolls use a d6 except
where noted.
Use the indicated number of dice for each weapon. If an airbeast has
more than one weapon it combines the total rolled by the player.
Dragonfyre 8” 6d6
MODIFIERS
Modifiers are applied by altering the number of dice thrown (round
numbers of dice up – a minimum of 1d6 is always rolled).
10
AMMUNITION
Each airbeast carries only enough ammunition for eight turns of
gunnery. There are no restrictions on weapons airbeasts naturally
have such as razor talons, dragonfyre etc.
AIRBEAST DAMAGE
The number of damage points that an airbeast can absorb before it is
shot down is given in the data tables.
11
Alb Zan (Order #31912381)
CRIPPLED AIRBEASTS
If an airbeast loses at least half of its damage points it becomes
crippled. It suffers the following effects:
• Its manoeuvrability rating drops 1 level
• Maximum speed is reduced by 2.
AIRBEAST ROSTERS
SPITFYRE
Current Speed
Manoeuvre H Power H
Ammo OOOOOOOO
Current Speed
Manoeuvre H Power H
Ammo OOOOOOOO
12
13