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RULES SUMMARY

Turn
1. 2. 3. 4. 5. Choose Manoeuvres Initiative Movement Firing End Phase

1 Front Arc 6 2

Movement
Speed Move 0 0 1 4" 2 8" 3 4 5 6 7 8 9 12" 16" 20" 24" 28" 32" 36"

Throttle Adjust your throttle at the beginning of the turn. Adjust throttle at the end of the turn for climbing (-1 or -2) or diving (+1 or +2). Stalling Caused by going too slow or climbing too high. Roll a D6 at the end of the manoeuvre. On the roll of a 1 the aircraft stalls. Stall Recovery During the same turn in the End Phase you can attempt to recover from a stall. Roll a D6 and compare the result to the aircrafts Handling stat. If the result is the same or higher then the aircraft has recovered from the stall and faces in the same direction it was going in. If the result is lower, then the aircraft has not recovered and goes into a spin. Spinning Aircraft that have gone into a spin stay where they are and will spin until the following End Phase when the pilot may attempt to recover from the spin. While in a spin no manoeuvres can be given to an aircraft. It stays where it is and drops an Altitude level each turn during which it does not recover. If the aircraft reaches level 0 then it crashes into the ground and is destroyed.

Tailing Arc
4 Rear Arc 180
Spin Recovery In the End Phase of the next turn you may attempt to recover from a spin. Roll a D6 and compare the result to the aircrafts Handling stat. If the result is the same or higher, then the aircraft has recovered from the spin and faces in a random direction determined by a further D6 roll. Compare the result to the chart above to see what direction the aircraft is now facing in. The aircraft may resume as normal in the next turn. If the result is lower, then the aircraft has not recovered and continues to spin drop it another level. This will go on until the aircraft recovers or crashes into the ground. Height Very Low Low High Very High Manoeuvre 1, 2 & 3 1, 2, 3, 4 & 5 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 & 11 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 &13

After all aircraft have moved, check for tailing.

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RULES SUMMARY
Firing
Targeting Check Fire Arc chart and range 0" - 6" Short range 6+" - 12" Medium range 12+" - 18" Long range Note: When you are shooting at an aircraft at another level, you must go to that level in the End Phase. To Hit If your opponents aircraft is in your firing arc, in range and at the same altitude level, then any rolls of 5+ score a hit. If your opponents aircraft is in your firing arc, in range and at one altitude level (above or below) away, then any rolls of 6+ score a hit. Damage Any hits taken by aircraft cause damage to it. Each dice that successfully rolls a hit reduces your opponents aircrafts number of hits (shown on the aircraft data sheet and recorded on the record sheet) by -1. Also for any 2 or more hits taken there is a chance of causing further problems. Re-roll all the D6 that hit, any doubles rolled cause further problems as follows: Double Result 1 The aircraft goes into a spin (roll to recover in the next turns End Phase). 2 The aircraft drops a level on manoeuvres for the rest of the game (Very High would become High and so forth). Note: Very Low would mean going into a spin and -1 to the D6 Recovery roll. If it does recover it remains at Very Low. 3 The aircraft can only make right hand manoeuvres for three turns (keep track of the three turns on your record sheet notes). 4 The engine is hit and is smoking (use a marker to show this and see the End Phase on page 20 for effects). Also see extinguishing smoke. 5 The engine is hit and is smoking, It suffers -1 to its speed for the rest of the game (mark this on your record sheet). Also see extinguishing smoke. 6 The engine is hit and is on fire. It suffers -1 to its speed for the rest of the game (use a marker to show this and see the End Phase for effects and also see extinguishing fire). On the roll of any triple or better, (ie, three or more D6 with the same result), the aircraft breaks apart, falls to the ground and is destroyed no matter how many hits it has left.

End Phase

In the same turn Recover from a stall, check altitude and speed. Check to disengage. In the next turn Unjam guns, recover from a spin, extinguish smoke and extinguish fire. Unjam guns Must perform a straight manoeuvre at the same level to attempt to unjam. Roll a D6. On the roll of 3+ the guns are unjammed. While the aircraft is smoking or on fire you cannot perform any other action than a manoeuvre, including shooting, unjamming, etc. Extinguish Smoke Perform a 5 or 6 manoeuvre for the best chance of succeeding. D6 Result 1 The smoke turns into fire (see extinguishing fire) 2 The aircraft is still smoking 3+ The smoke is extinguished If you perform any other manoeuvre while the aircraft is smoking: D6 Result 1 The smoke turns into fire (see extinguishing fire) 2 - 4 The aircraft is still smoking 5+ The smoke is extinguished Extinguishing Fire Perform a 5 or 6 manoeuvre for the best chance of succeeding: D6 Result 1 The aircraft is still on fire and takes 1 point of damage 2 - 4 The fire turns into smoke (see extinguishing smoke) 5+ The fire is out (no smoke) If you perform any other manoeuvre while on fire: D6 Result 1 - 2 The aircraft is still on fire and takes 1 point of damage 3 - 5 The fire turns into smoke (see extinguishing smoke) 6 The fire is out (no smoke)

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