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Intercepting (flyer mission)
| [Content from Rule Book page 47.] |
- Instead of having an Assault value, flyers have a 'Dogfight value' shown as two numbers like this: "2/2". The first number is the flyer's 'Intercept value', and represents its speed, agility and overall manoeuvrability. The second number is its 'Gunnery value', and represents how much firepower it can bring to bear against an opponent if it can get them in its sights.
- When an opposing flyer detachment is placed on the table to carry out a Ground Attack, Transport or Intercept mission, you may declare that you want to intercept it with one of your own flyer detachments if it is on an Intercept mission. Place your interceptors by the enemy detachment to show what is going on.
- Starting with the flyer with the highest Intercept value, each flyer is allowed to attack one enemy flyer. In the case of a tie flyers on an Intercept mission attack first. If both detachments are on Intercept missions and have the same Intercept value alternate attacks, starting with the player who won the initiative.
- Each flyer attacks individually, rolling a number of to hit dice equal to its Gunnery value. Each dice that equals or beats the target's armour scores a hit. Apply any damage on the target immediately and then move on to the next attack.
- Once all of the flyers involved in the combat have attacked, remove the interceptors from the table. Any surviving flyers on Ground Attack or Transport missions then carry on with their mission.
- Detachments on Intercept missions do not have to refuel and rearm until they have attacked an enemy flyer detachment, so they can potentially 'loiter' over the battlefield for several turns if they do not attack.
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