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Aircraft actions
Actions you can choose for aircraft
The basic actions that you can choose for your aircraft formations are:
Interception. You may use your Fighters or Fighter-Bombers to attack enemy aircraft that are already in the play area.
Ground Attack. You may use your aircraft to attack enemy ground units.
Combat Air Patrol. You may ready your Fighters or Fighter-Bombers to interrupt an enemy ground attack.
Also, there are some other that actions you may be able, or forced, to take under the appropriate circumstances:
Stand Down. You must take this action when you fail an Action test for your aircraft formation — no other option is allowed. The formation remains outside the play area (in reserve) and may do nothing this turn. You can attempt a new action next turn as normal.
Action tests for aircraft
- Declare the action you will take with your aircraft formation and take the Action test as usual, but apply a -1 modifier for each Blast marker on the formation (this modifier replaces the modifier that ground formations suffer for having one or more Blast markers).
- If you pass the Action test, you may carry out the action you declared. Otherwise, you must take the Stand Down action.
- Whatever the result of the Action test, remove all of the Blast markers from your formation immediately after the test and before you complete the action.
| Condition | Modifiers (cumulative) |
|---|---|
| For each Blast marker on the formation | -1 |
| You are trying to retain the initiative with the formation | -1 |
Q. Do aircraft get a Blast marker for failing an Action test?
A. No, not unless they are landed at the time.
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