Cost Manoeuvre cost doubled
Action Don't rotate plane after manoeuvre
Cost After an attack, reduce altitude to match defender that is within range 1 and roll d6
Action On a result of 2-6 deal one damage. On a result of 1 take one damage
Cost Eliminate opponent
Action +3 altitude, straight and 180° turn
Cost During Manoeuvre stage, roll d6
Action On a result of 5-6 gain 1 this round OR 1 extra altitude. On a result of 1-4 take one damage
Cost 4 altitude
Action Turn 180° after manoeuvre
Each Player chooses their stats assigning 4,3,3,2 to their:
Health
Defense
Attack
Manoeuvrability
The last player to see a plane in real life starts
Each player places their plane token in turn on the board:
Begin the first round!
Every player moves up to their score
You may gain 1 altitude per turn at the cost of 1
You may spend any number of altitude to gain that much this round
Every player may attack a plane within range and their 90° arc
Attacker rolls dice Each 4-6 result is a hit
Defender rolls dice Each 4-6 result cancels a hit
Each 6 counts as 2 hits or dodges
All bonuses come in the form of rerolling dice
You will never roll more or less dice than your / values
When attacking at range 1, reroll 1 dice
When defending at range 3, reroll 1 dice
When attacking or defending at a higher altitude, reroll 1 /
If the defender is within your forward guides, reroll 1 dice
The next attack you make after defeating an opponent, reroll 1 dice
Print double sided. Flip on long edge.