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Dockfighters: The Ale Wars

Dockfighters: The Ale Wars Rulebook

Table of Contents

Table of Contents

  • Rules
  • Fame and Glory
  • Personal Files
  • Aircraft Datasheets
  • Turns and Game Phases
    • Phase 1: Movement
  • Placement of Aircraft in Clouds
  • Special Maneuvers
  • Phase 2: Combat
  • Shooting
  • Weapons
  • Phase 3: Weather
  • Pilot Skills and Crew Skills
  • Airship Rules
  • Airship Structure and Descent
  • Solobot (Konrad)
  • Scenario Setup
  • Ground Targets
  • Missions
  • Hitting the Board Edge (and Possibly Beyond)
  • Mission Overview
  • Mission Descriptions
    • Aerial Dominance
    • Fighter Sweep
    • Aerial Surveillance
    • Reconnaissance Escort
    • Agent's Insertion
    • The Big Hunt
    • The Great Ale Raid
    • Bomb Run
    • Cargo Airship Escort
    • The Flying Eye
    • The Duel
    • The Airstrip Visit
  • Campaign: Rules for Free Play
  • Expansion Rules
    • Squadron Leader
    • The 3 Ace Challenges
  • Squadron Documents
  • Aircraft Documents
  • Pilot and Crew Documents

Rules

Fame and Glory

Dockfighters is set in a time where pilots and aircrews are some sort of rockstars. They inspire people due to their heroic actions and are stylized as stars. They are the VIPs of the time and are portrayed on magazines, postcards and posters.

Because of that, each pilot has an exaggerated ego. It's all about gaining fame during the game: fame is the currency of Dockfighters. Therefore, almost everything a pilot can achieve during the course of a mission is rated in Fame points. With those Fame points you can recruit new pilots, get new planes and receive more deadly weapons, but also get permission for more dangerous missions.

The Squadron gains fame by shooting down enemy aircraft or achieving mission goals. Each shot down aircraft gains Fame points according to the victim's experience:

Fame pointsWhat to do?
1Shooting down an aircraft with a green pilot, except Dockfighter
2Shooting down an aircraft with an experienced pilot, except D.F.
3Shooting down an aircraft with a veteran pilot, except D.F.
4Shooting down an aircraft with an ace pilot, except D.F.
+1If the shot down aircraft is a bomber
+2If the shot down aircraft is an airship
XAchieving the winning conditions of your selected mission

These markers are used to keep track of the earned fame points. Every player takes the amount of fame generated. One token, one fame point.

Components: Bavarian fame token and Saxon fame token.

Personal Files

In Dockfighters, pilots have one of four possible experience levels. They always start out as inexperienced green pilots and develop into experienced pilots (blue), veterans (yellow) or even aces (red) as the campaign progresses. When a pilot becomes an ace, he can even gain special abilities, making them even more valuable.

Name and rank are freely selectable by the player and have no influence on the game.

Each destruction of a ground target or an enemy aircraft or airship is recorded in the victory track. Stripes, lines or other artistic markings are all possible, as long as it is recognizable how many victories the pilot or crew has achieved. One kill, one marking.

At the start of each mission, a box will be marked on the left side of the personal file, according to the pilot's flown missions and experience. Start with the first green box and then move upwards at the beginning of the next mission your pilot flies. The checked box is the pilot's experience level, with which he can start the mission.

After the first flown mission a pilot will still be a green pilot. After 2 flown missions a pilot will fly his 3rd mission as an experienced pilot.

1 victory: to become a veteran, a pilot must be successful. It is not enough to fly around to become better; he has to destroy something first. The yellow boxes can only be marked off if the pilot has destroyed at least one ground target or an enemy plane. If he has not destroyed anything until then, he cannot rise above experienced pilot level.

5 victories: to become an ace, a pilot has to be a determined, successful fighter. He must destroy 5 aerial or ground targets in any combination to be able to mark off the red box for aces. If a pilot is capable of earning 5 kills earlier, let us say in his 2nd flown mission, he still has to gain experience by flying missions; he has just "unlocked" the requirement to become an ace.

Each fighter ace receives a random ace ability (D6 roll for determination). After 5 additional victories he rolls for a new possible ability and can choose to take the Level 2 ability of a previously rolled ability or the new one.

There are several different "Personal Files" for fighter pilots (piloting fighters and fighterbombers), for bomber crews and for airship crews. They all follow the same logic, but have different ace skills. A bomber crew can only pilot a bomber, an airship crew only an airship, and a fighter pilot only a fighter or fighterbomber.

Pilot or crew experience has a lot of effects in the game. More experienced pilots or crews have an advantage for moving after more inexperienced ones, allowing them to position themselves in more favorable positions. They also pass their skill checks more easily, and they score more easily hits on inexperienced pilots or crews.

Aircraft Datasheets

Each aircraft (whether fighter, bomber, airship or dockfighter) has its own data sheet. While these differ from plane to plane, they all follow the same logic. The individual areas such as weapons etc. are explained in the combat and movement sections of this rulebook.

At this point it is important that all information relating to an aircraft is recorded on this sheet.

At the start of a scenario, each pilot or crew is assigned an aircraft. This is done by sorting the pilot's file and the aircraft data sheet side by side in the pilot's handbook. These pages are only printed on one side. The aircraft data sheets are attached to the subsequent pilot personal file with paper clips so that no blank pages can be seen when turning the pages. This is how you compile your log book: pilot left, aircraft right.

Turns and Game Phases

Each scenario/game of Dockfighters is played for a certain number of turns, according to the scenario setup. A turn consists of 3 phases: a moving phase, a combat phase and a weather phase. Each phase has sub-phases:

Phase 1: Movement

  • 1.1 Aerial Cruise Missiles (ACM) movement
  • 1.2 Ground target movement
  • 1.3 Airship movement
  • 1.4 Bomber, fighterbomber, fighter and dockfighter movement

Phase 2: Combat

  • 2.1 Ground targets fire
  • 2.2 All others fire

Phase 3: Weather

  • 3.1 Weather changes and cloud movement
  • 3.2 Move up the turn counter, change of initiative

Check for end conditions: The scenario ends if the turn counter is placed on place 13 or if one player has lost. If not, start a new turn with phase 1.

Phase 1: Movement

1.1 Aerial Cruise Missiles (ACM) movement

Move all ACMs 5 hexes straight ahead. After this movement, a D6 is rolled. If the result equals the number of turns the ACM is already underway or lower, the ACM guiding system is somehow distracted. It is lost and removed with no further effect.

Exceptions to this rule are the Hurricane and Aurora ACMs. These are not lost in that case, but detonate. Effects are listed in the weapon section (see page 21 of the printed rulebook). ACMs have no own counter; use a die for marking.

1.2 Ground target movement

At placement of ground targets, determine each movable target's initial direction by using the left diagram (initial direction). Each consecutive turn, the direction can be changed by using the right-hand diagram (direction change). The arrow marks the current direction of the ground target (see pages 56 and 58 of the printed rulebook).

1.3 Airship movement and 1.4 Bomber, fighterbomber, fighter and dockfighter movement

The movement of aircraft is separated into two phases, 1.3 and 1.4. Airships must move first in phase 1.3, then all other aircraft follow in phase 1.4. The applied rules are similar.

Move all aircraft in ascending order of their pilots' experience:

  1. Green
  2. Experienced (blue)
  3. Veteran (yellow)
  4. Ace (red)

Within an experience level, the squadron leader who does not have the initiative that turn moves 1 of his aircraft, followed by the squadron leader who holds the initiative, and so on until all planes of an experience level are moved. Then aircraft of the next higher level of pilot experience move until all movement has been completed.

Moving aircraft

At the start of a movement, the squadron leader decides whether the aircraft keeps its speed, accelerates (up to its engine power) or decelerates (engine power +1). With this new adjusted speed, the aircraft moves. All speed changes due to climbs, dives or turns come into effect at the end of the movement.

Every aircraft has values that show how it moves. These values are:

  • Maximum speed: The maximum distance an aircraft can travel in hexes. An airplane can lower its speed by turning, increase speed when descending or lose speed when climbing. Whenever an aircraft becomes faster than its maximum speed (e.g. due to damage) it is immediately destroyed, and the pilot can try to bail out.
  • Minimum speed: The minimum speed that an aircraft must be flying at the end of the movement, after adjusting the speed changes due to maneuvers (e.g. after a climb). If an aircraft falls below this value, it goes into a tailspin and crashes. If it is considered destroyed, the pilot can try to bail out of the aircraft with a pilot check.
  • Engine power: The amount of speed that an aircraft can change at the beginning of its movement, in hexes. You can always decelerate faster than accelerate. The decelerate value is always engine power +1.
  • Agility: Agility indicates how early in its movement an aircraft can initiate a turn and how often it can turn in the course of its movement. The higher the value, the earlier the aircraft can turn and the more turns it can make. In general, the turning circle decreases with greater agility.

The movement table

All movements follow the logic of the movement table. At the beginning of a movement, the pilot decides whether to accelerate up to his maximum engine power, or less, to keep the same speed, or even to decelerate. With the resulting new speed value, the movement is carried out using the movement template for which the aircraft qualifies.

An aircraft whose agility is "very high" can perform all movements from "very low" to "very high". However, the pilot must choose which one to use and move. Agility can be affected by damage, critical damage, or other effects such as external loading.

The colors of the turns are purely for identification of what turn (1st, 2nd or 3rd) it is. In that way you can see what aircraft is capable of turning and when it can do this turn, and compare it to other agilities.

Example (movement template diagram, printed page 15): Pilot A's aircraft has a speed of 4. He would like to accelerate by 2 at the beginning of his movement. His new movement speed is therefore 6. Pilot A controls an aircraft with the mobility "high". He also carries 1x Nebelwerfer rocket external load, which reduces his mobility by -1. Pilot A decides on "medium" movement, so he moves his aircraft 3 hexes straight ahead, then turns it one hexside to the left and then moves it the remaining 3 hexes to the final position. At the final position, Pilot A decides to turn one hexside to the left. The movement is done. Pilot A's speed at the start is 4, the movement is 6 hexes, and because he made 2 turns, the end-of-movement speed adjustment is -2, so his final speed is 4.

Reduction of speed due to turning

Every turn of an aircraft, including a barrel roll, reduces the speed of the aircraft by -1 at the end of its movement phase. For the example above: the pilot adjusts his speed at the end of the movement phase by -2 (because he made 2 turns), so he is back at speed 4.

Climb and dive

At any point at which a turn can be made, whether it is made or not, the pilot can also climb or dive 1 altitude level. Each climbing maneuver reduces the speed by -1 and adds 1 altitude level. Each dive maneuver increases the speed by +1 and reduces 1 altitude level. These speed additions or reductions are also adjusted at the end of the movement phase.

Landing

To land an aircraft, it must be at level 1 and fly straight ahead at minimum speed, without turning. At the end of the movement phase, it is considered to have landed.

Taking off

To start an aircraft, it is moved at minimum speed and positioned at altitude 1. A starting movement may only take place in a straight line. At the end of the movement phase, the aircraft is considered to have taken off and is airborne.

Increased agility

The pilot can decide to use his aircraft beyond the agility it is built for. If he does so, he can use the next higher level of agility. He has to pass a pilot check to avoid damage. If the roll fails, the plane takes critical damage.

Flying low

Every aircraft that moves at or down to altitude 1 and flies faster than speed 3 must pass a pilot check. If it succeeds, everything is fine. If it fails, the aircraft collides with an obstacle and is destroyed, killing the pilot. If the aircraft starts at altitude 1 and climbs, it is not considered flying low and can therefore fly faster than 3.

Fighterbombers are not affected by this rule. Their job is to fly low.

Altitude

Aircraft can operate at different altitudes in Dockfighters. There are 5 altitude levels. Level 1 is special: it means close to the ground and requires special caution from the pilot, or he runs the risk of crashing into a ground object. All other altitude levels are harmless, but will affect combat.

Planes can also increase (climb) or decrease (dive) an altitude level at any point in the movement where a turn can be made. The corresponding changes in speed are added or subtracted at the end of the movement.

Example (printed page 17): Pilot A has a speed of 4 and an altitude of 2. He accelerates by 1 at the beginning of his movement, so his new movement speed is 5. Pilot A controls an aircraft with the mobility "very high". He decides on "very high" movement, so he turns his aircraft one hexside left, moves 3 hexes, then turns it one hexside right and moves the remaining 2 hexes to the final position. As he did 2 turns during its movement, his final speed is 3. Pilot A could also have opted for climbing: as the very high maneuver allows for 2 turns, he could climb up to 2 altitude levels. If he climbs 1 level, his final speed is 2. His minimum speed is 2, so he cannot climb any further.

Marking of moved aircraft

Sometimes it is hard to keep track of which aircraft have moved. To keep things clear, Dockfighters uses wooden wing tokens to mark moved aircraft. Place the wing token beneath the base to show that it is already activated.

Placement of Aircraft in Clouds

In Dockfighters, clouds are represented by acrylic panels placed on stands. Aircraft can be under a cloud, in a cloud or above a cloud, depending on the weather conditions.

In "Broken" weather conditions, clouds have a height of 3 altitude levels, starting with altitude 2 up to and including 4. Rain and thunder clouds have a height of 1 to 5, but are represented with the same clouds. The stands of the clouds have an altitude of 2.

When an airplane flies under a cloud at altitude 1, it is placed under the acrylic panel.

If a plane is placed on a cloud (for all altitudes from 2 to 5), then a total of 3 spacers are removed, keeping in mind that the base is ALWAYS treated as a spacer. This leads to the fact that aircraft outside a cloud panel are visually on the same altitude as aircraft placed on a cloud panel. The graphic (printed page 18) explains the procedure in detail.

Special Maneuvers

The Immelmann turn

The Immelmann turn is a special maneuver that takes its name from the German flying ace of the Great War, Max Immelmann. The pilot performs a half loop and then brings the aircraft back to horizontal. In this way, an aircraft can turn 180 degrees, gaining altitude and losing speed, or losing altitude and gaining speed.

In Dockfighters, when you make an Immelmann turn, you place the plane in the hex directly in front of you, turn it 180 degrees, and decide whether to perform the maneuver up or down. If you climb up to 2 altitude levels, you lose up to 2 speed. If you dive down up to 2 altitude levels, you gain up to 2 speed. The Immelmann maneuver is the only maneuver that takes up the entire movement. No further maneuver may be flown or otherwise moved. A downward Immelmann is called a "Split-S", but for gaming purposes and ease of play, both maneuvers are called an "Immelmann".

The barrel roll

The barrel roll is a lateral roll of the aircraft. If you were to look at the aircraft from the front during the maneuver, it would look like it was rolling along the inside of a barrel. Hence the name.

In Dockfighters, the barrel roll is a collective term for 2 maneuvers (similar to the Immelmann). To fly a barrel roll, you keep the current orientation of the aircraft and move it into one of the four adjacent hexes. This maneuver can be flown instead of a turn and also reduces speed. The barrel roll counts towards the movement distance, in contrast to the turn, which does not count towards the movement distance.

A barrel roll into the rear adjacent hexes is technically not a barrel roll but would rather be called a loop with lateral offset. But as with the Immelmann, it is called a barrel roll for the sake of playability.

Note: Since a barrel roll can only be made where a turn is allowed and is considered part of the move, a barrel roll can NOT be flown at the end of the move in the end hex, as this would constitute an additional move.

Example (printed page 20): An aircraft with speed 6 barrel rolls into the hex to the right and forward and moves 6 hexes straight ahead. Its speed is reduced by 1. It could also barrel roll into the left hex behind and move 6 hexes straight ahead, with its speed reduced by 1. Further turns could be made.

Phase 2: Combat

2.1 Ground targets fire

All armed anti-aircraft artillery ground targets fire simultaneously and select the nearest enemy aircraft as target. In case of a draw, roll a die to determine the target.

Anti-aircraft ground targets always hit on 5 and 6 if firing at aircraft.

2.2 All others fire

This is where fame is generated. Shooting down enemy aircraft brings fame to the victor. The destruction of ground targets is important to qualify for fame win as part of a mission, but gains no fame itself. Shooting down everything with wings is where the action takes place!

Aircraft, no matter if airship, fighter, fighterbomber, bomber or dockfighter, attack each other in descending order of experience:

  1. Ace
  2. Veteran
  3. Experienced
  4. Green

So first aces, then veterans, experienced pilots and finally the green pilots start shooting at each other.

The squadron leader who lost the initiative that turn opens fire with one of his aircraft first, followed by the squadron leader who holds the initiative, and so on, until all aircraft of an experience level have resolved their attacks. Each fight takes place at the same time within an experience level. Only then can the pilots of the next lower level of experience fight their battles until all battles have been resolved.

So it is quite possible that an ace shoots down a green pilot before he has a chance to defend himself, and also that two aces shoot each other down at the same time.

Shooting

The enemy is in sight, the range is perfect and the weapons are loaded. Time to fire!

Firearcs

The opposing aircraft must be in the firearc of the weapon. Most weapons use the front arc. The firing-arc diagram (printed page 22) shows the attack dice available by distance: the green area is short distance, the yellow area is medium distance and the red area is long distance.

If there is an enemy in the area shown in green, it is considered to be at short distance. If there is an enemy in the area shown in yellow, it is considered to be at medium distance. If there is an enemy in the area shown in red, it is considered to be at long distance.

This short, medium or long distance is used to determine the number of attack dice. Roll the appropriate number of dice to score hits. Each hit leads to a damage roll that is explained later.

Example from the diagram for a light machine gun (attack dice 6/2/0): 6 dice when the enemy is in the green (short) range, 2 dice in the yellow (medium) range, 0 dice in the red (long) range.

Special arcs (printed page 23)

The arc diagrams show the following special arcs: 360 degrees of fire (turret), same altitude and higher, same altitude and lower, rear arc, only left side (space between front and rear arc), only right side (space between front and rear arc), top, down, and the side arcs. Rear arc of an aircraft: the rear arc is the area behind the aircraft. The special arcs are most important for bombers, as they house more weapons than smaller fighter planes. Airships use different arcs, which are explained in the airship rules.

To hit modifiers for air targets

  • The basic target number is always 6.
  • A 6 is always a hit, even if the modifiers go beyond 6.
  • A 1 is always a failure, even if the modifiers allow for 1 or less.

Some weapons require a re-roll, i.e. successful hit rolls must be confirmed by re-rolling each successful hit against the originally determined target number. Every hit determined in this way is actually a hit that can lead to damage.

Firing at "Easy" targets

If the target is an airship or a bomber, it is much easier to hit, because of its sheer size. Therefore, every missed attack can be re-rolled. The second roll is valid. A weapon that needs a re-roll to hit (like a Nebelwerfer rocket) does not re-roll misses or hits; it is just a simple attack with one attack roll per attack die.

Firing in clouds

If the firing path crosses a hex of a cloud, the attack dice per weapon are reduced by -1 per hex. If the attacker is also in a cloud hex, it also counts as crossing a hex of a cloud. If two hexes qualify for attack and one of them is a cloud, always take the cloud hex. You must always draw a straight line from the centre of the hex to the other centre of the hex.

To hit modifier table for air targets

SituationModifierDescription
Base to hit6Air to air base to hit
Experience-3 to +3+/- difference in experience level, target versus attacker
Within 6 hexes in the rear arc of the target(tailing) -1Tailing: qualification for an attack, see "A word about tailing"
Higher position-1Attacker is in a higher position than the target (see different altitudes)
Head to head+1The attacker and the target are both in the respective front arc
Dockfighter+1If the target is a dockfighter it is harder to hit

Note on the table: the tailing row in the printed table reads "Within 6 hexes in the rear arc of the target / Within 6 hexes in the attacker's front arc"; the tailing modifier is -1 and the higher-position modifier is -1 as printed.

Different altitudes

In most cases, the higher you fly, the better it is. You can attack opponents who fly 1 altitude level higher or lower than you, or at the same altitude level. If the opponent is 2 or more altitude levels higher or lower than the attacker, an attack is not possible. The only exceptions are airships attacking with bombs, artillery turrets and cannons, and bombers attacking with bombs or special cannons. They can attack from every altitude. The attacker gains a +1 DRM if attacking from 1 altitude level higher than the opponent, but is not penalized when shooting from the same altitude or 1 level lower.

A word about tailing

Most air combat games use tailing to give the pursuing plane an advantage over the enemy who has their tail caught in the pursuer's crosshairs. Most games use a mechanic that first determines and plans the movement, usually records it in writing, and then moves it.

Dockfighters has a different approach. The movements are much more free, and it is possible for the player himself to move into a "tailing" position through clever movement. Firing arcs are also wide enough to allow for nipping, and a natural 6 always counts as a hit, allowing even a green pilot with skilful placement to shoot down an ace.

So tailing is not considered in movement, but in shooting, as a bonus for the attacker. If you manage to maneuver into a position that is within 6 hexes in the rear arc of your target, and it is within your front arc, then you are tailing the enemy.

Head to head position

When both planes, attacker and target, are within their respective front arcs, the attack is a head-to-head attack and is +1 harder to hit.

Different experience levels

Pilots of different experience levels are easier or harder to hit. An experienced pilot will find it easier to hit a more inexperienced pilot, because they are more predictive of their movements and simply have more experience in aerial combat.

The hit roll is modified with experience. To do this, the relative difference in the experience of both pilots is compared:

  • Two green pilots: +/-0, because both have the same experience (6 needed).
  • An experienced pilot fires at a green pilot: -1 to hit, because the attacker is one experience level better (5 instead of 6).
  • An ace fires at an experienced pilot: -2 to hit, because the attacker is two experience levels better (4 instead of 6).
  • A green pilot firing at a veteran: +2 to hit, because the attacker is two levels worse (note: a natural 6 always counts as a hit, so 6 instead of 8).

To hit modifiers for ground targets

Ground targets can be attacked with onboard weapons or external loadout weapons. They have structure points and in some cases special rules. If they have no structure points left, they are destroyed.

Ground targets can only be attacked with onboard weapons, bombs and missiles if the attacking aircraft is at altitude 1.

Bombs can only be dropped if the attacking aircraft has moved onto, or over, the target and without turning at the target hex or the hex before (this is required for a straight bomb drop).

Only bombers and airships can deviate from the restriction that bombs and missiles must be dropped at altitude 1; they can also drop bombs from higher altitudes.

Some weapons require a re-roll, i.e. successful hit rolls must be confirmed by re-rolling each successful hit against the originally determined target number. Every hit determined in this way is actually a hit that can lead to damage.

Anti-aircraft ground targets always hit on 5 and 6 if firing at aircraft.

Ground targets are explained in detail in the mission section of this rulebook.

To hit modifier table for ground targets

SituationModifierDescription
Base to hit6
Fighterbomber-1For all fighterbombers conducting a ground attack
Bomber and airship-1For all bombers and airships conducting a ground attack
Experience0 to -3Green pilot: 0; Experienced pilot: -1; Veteran: -2; Ace: -3
Moving+1A moving target is always harder to hit

Damage rolls

After all hit rolls have been rolled, a check is made to see if damage is done. Each weapon has a damage profile.

Example (printed page 27): Pilot A shoots with the heavy machine guns at an enemy fighter at short range. As both have the same experience and Pilot A is in the side arc at the same altitude, a 6 is needed to hit. He rolls 6, 6 and 3, so 2 hits are scored. He now rolls the two 6s again, rolling a 5 and a 1. The 5 is needed to deal damage, so Pilot A's victim takes 1 damage point and loses 1 structure point on the aircraft datasheet (and receives a critical damage).

Different weapons in Dockfighters state different damage profiles. The principles are always the same: roll to hit, then roll to damage.

Weapons

Every aircraft has a fixed number of weapons, such as light and heavy machine guns or light and heavy cannons, so-called onboard weapons. These onboard weapons are the heart of every combat aircraft.

In addition, aircraft can carry a certain number of external weapons. For this purpose aircraft have external loadout points. These are explained later, but follow the same general logic.

All onboard weapons have the following damage values:

WeaponDamageEffect
Light machine gun61 damage point at a roll of 6
Heavy machine gun5+1 damage point at a roll of 5+
Light cannon4+/61 damage point at a roll of 4+; 2 damage points at a roll of 6
Heavy cannon3+/5/61 damage point at a roll of 3+; 2 damage points at a roll of 5; 3 damage points at a roll of 6

The table columns are explained as follows:

  • Weapon: Describes the onboard weapon, whether it is a light or heavy machine gun or a light or heavy cannon.
  • Attack dice: Describes the number of attack dice an aircraft has available when it shoots. The number of dice varies with the number of weapons an aircraft is carrying. The 3 numbers mean short / medium / long range attacks. See the aircraft datasheet for the attack dice.
  • Damage: The roll that is necessary to cause damage to the aircraft that got hit. Each successful roll of damage reduces the structure points of an aircraft by 1, and a random (D6) critical damage is determined, which comes into effect immediately.
  • Fire discipline: Every weapon runs out of ammunition at some point. However, it is up to the pilot to manage the ammo he is carrying. Experienced pilots are more sensitive to it than inexperienced pilots and tend to be more cautious with the fire button in the heat of the moment. See fire discipline below.

Example (printed page 30): An aircraft is in the attacker's front fire arc within short range. The attacker wants to attack it with all weapons on board. The light machine guns have 3 attack dice at short range, the heavy cannon 1 attack die. Assuming the attacker hits with 3 dice of the light machine guns and misses with the cannon, he must make a damage roll for these 3 hits. Every 6 results in the loss of 1 structure point. If he rolls 1, 6, 6, he deals 2 damage points and 1 critical hit, because the weapon system caused damage. If he had scored damage with the cannon too, the target would have received an additional critical damage.

Cannons have 2 or even 3 damage values, because they can do a lot more damage.

Explanation of guns and cannons

  • Light machine guns: Light machine guns include all weapons up to 10 mm calibre. They often lack penetrating power but make up for it with plenty of ammo and a high rate of fire. Every hit can deal up to 1 point of damage. Light machine guns are perfect for inexperienced pilots.
  • Heavy machine guns: Heavy machine guns include all weapons up to 18 mm calibre. These heavy weapons combine a high rate of fire with higher penetrating power than lighter machine guns. The larger cartridges reduce the amount of ammunition carried, which consequently runs out faster. Every hit can deal up to 1 point of damage. Their high rate of fire makes them suitable even for inexperienced pilots.
  • Light cannons: Light cannons include all weapons from 20 mm up to 25 mm calibre. In combat they are feared for their high destructive power and can pulverize ground and air targets alike. Up to 2 points of damage can be dealt by a hit. They have a long range, but are difficult to use in close combat due to their low rate of fire. The ammunition they carry runs out relatively quickly, which makes light cannons more suitable for experienced pilots.
  • Heavy cannons: Heavy cannons include anything from 30 mm to 45 mm calibre. Anything above that is called an artillery battery. Heavy cannons have a long range, which makes them limited in close combat. However, their sheer destructive power more than makes up for this; often a single hit from this weapon is enough to destroy an aircraft or ground target, as it can cause up to 3 points of damage. On the other hand, the ammunition runs out very quickly and is therefore only usable for veterans or aces for a longer time in air combat.

Fire discipline

After each attack, whether successful or not, the pilot must take a fire discipline roll and pass it. If at least the required value is reached, the fire discipline is held, and no further effects take place.

If the roll fails, the pilot has miscalculated or simply left his thumb on the trigger for too long. Whether through panic, despair or calculation, the ammunition is running out.

In the white box on the aircraft datasheet you write down the fire discipline roll that is necessary, depending on the onboard weapon and the pilot's experience rating:

WeaponGreenExperiencedVeteranAce
Light machine gun3+2+2+2+
Heavy machine gun4+3+2+2+
Light cannon5+4+3+2+
Heavy cannon65+4+3+
  • If the first fire discipline roll fails, the yellow box is checked. Half of the ammunition on board has been used up, and there is no further effect.
  • If the roll is unsuccessful at a later point in the game, e.g. during the next attack with onboard weapons, the red box is marked. The ammunition has been used up and the aircraft can no longer use the onboard weapon in this scenario.

Damage

Each time an aircraft gets damaged, it loses a structure point, which is crossed off on the aircraft datasheet. The structure track has a yellow section and a red section, ending in "Destroyed".

  • When an aircraft crosses off the yellow section, it counts as damaged. It drops one agility level for the rest of the mission, and its maximum speed is reduced by 1.
  • If the red section is crossed off, the aircraft is destroyed and the pilot or crew must bail out. If the damage received is greater than the structure points remaining, the pilot or crew check is more difficult, by the amount of excess damage taken.
  • If all engines of an aircraft are destroyed, the aircraft is considered destroyed, no matter how many structure points it has left.

External loadout

External loadouts are weapons that can be equipped at the beginning of the mission. An aircraft can, but does not have to, carry external loads. In contrast to the onboard weapons, these weapons can only be used once. An equipped AB 250 bomb is therefore only available once, and when it has been dropped it is used up. Each loadout equipped in this way temporarily reduces the aircraft's agility by 1 level as long as the loadout is carried. You can drop all external load at the start of the weapon phase.

Explanation of external loadouts

  • Bomb: Bombs were first dropped from aircraft during the Great War to engage targets on the ground effectively. Nowadays, bombs are many times more dangerous and sophisticated. They are the standard weapons for aircraft to destroy ground targets, but it takes some practice to use them effectively. See page 26 of the printed rulebook for the rules of bombing runs.
  • Air/air missile (ATA): Air-to-air missiles are solid-propelled projectiles with high destructive power and range. The early missiles are very inaccurate and require an unerring pilot to hit anything at all, though when a hit is placed the damage done is often enormous. These weapons rely on fragments and force, which makes them suitable only against air targets. Ground targets cannot be fired upon with them.
  • Air/ground missile (ATG): Air-to-ground missiles are highly advanced weapon systems that enable the destruction of ground targets at long range without the need for difficult bombing runs. Although the early missile systems are inaccurate, the homing magnetic missiles are the death knell for many armoured ground targets. The warheads of these weapons are usually equipped with armour-piercing submunitions and therefore can only be used against ground targets.
  • Aerial cruise missile (ACM): The aerial cruise missile is the most advanced airborne weapon a squadron leader can have in their arsenal. ACMs are a type of cruise missile, similar to a torpedo that flies through the air. For this purpose, the ACM is released and then makes its way to the target from turn to turn until it hits a target, is lost or detonates. ACMs are relatively low and therefore reasonably predictable. However, one should never underestimate their effect on an ongoing air battle. ACMs are a good way to attack targets from a safe distance. Due to their size, 1 ACM requires 2 external loadout points.

External loadout overview

WeaponTypeAttack diceDamageSpecial
AB 250 bombBomb32+/4+/6
SD 250 clusterBomb63+/6
RB 250 smokeBomb33+A successful damage roll produces a 3-hex cloud directly behind the plane
Nebelwerfer ATA rocketAir/air missile0/2/22+/3+/5+Only aerial targets; re-roll each successful hit
Swarm ATA missilesAir/air missile5/3/04+/5+/6

Individual external loadouts

  • AB 250 bomb: A 250 kg high explosive "dumb" bomb. 3 points of damage per hit are possible, but it needs to be dropped on top of a target.
  • SD 250 cluster bomb: A mini-bomblet dispenser, mostly used against soft targets. More attack dice, a little less chance of damaging if hits are scored. A maximum of 2 points of damage are possible per hit.
  • RB 250 smoke bomb: A special weapon that creates a 3-hex cloud, altitude 0-3, behind the aircraft. It can be used to disguise movement or to annoy the enemy. No further damage is dealt.
  • Nebelwerfer rocket: A big, chunky artillery rocket. It is relatively inaccurate but deals a maximum of 3 points of damage if it hits. Only usable against air targets.
  • Swarm missiles: Swarm missiles deliver a "swarm" of small high-explosive rockets. They are more likely to score hits due to the sheer amount of them, and they also deal up to 3 points of damage per hit, though with a lower chance. Aerial targets only.
  • Panzerschreck ATG rocket: A kind of flying Panzerfaust, only usable against ground targets and inaccurate. But if it hits, it hurts. Its greatest drawback is its re-roll, but it scores damage earlier than the magnetic missiles.
  • Magnetic ATG missiles: Smaller than the Panzerschreck but with a magnetic warhead. More likely to hit a ground target, but with less destructive power. Up to 3 points of damage possible.
  • Aerial cruise missile (ACM): ACMs are new secret weapons that must be used with caution and purpose. They are not easy to handle, but can turn the tide in an air battle if used properly. An aerial cruise missile must be released and then travel its way along a straight path. If a plane releases one in the shooting phase, mark an ACM directly in front of the plane. An ACM always travels in the movement phase 1.1 (see page 12 of the printed rulebook). When a Swordwhale ACM explodes, it affects all buildings and planes on a certain hex, so there is no need to track height. When a Hurricane or Aurora ACM hits an obstacle, it explodes and applies its special attack as mentioned in the table above. It also applies this effect if it fails its check (see page 12). The attack dice are not reduced if an ACM is travelling through clouds. If an ACM hits an obstacle during its flight, it detonates right away.

Phase 3: Weather

In the world of Dockfighters, weather is an important factor. Hardly any aerial combat takes place without weather influences. For this purpose, at the beginning of a mission the weather conditions are always checked, and at the end of each turn the weather can improve or worsen, and clouds can move faster or slower.

3.1 Weather changes and cloud movement

The weather changes and cloud movements are always handled by the player who actually holds the initiative.

Roll a d6 to determine weather and wind direction changes. If it is a "1" the weather becomes one level better, for example from "Broken" to "Clear Skies". If it is a "6" the weather becomes one level worse. In no case can it become better than "Clear Skies" or worse than "Thunderstorm". Weather changes only once per turn.

After becoming better or worse, roll a d6 to determine the speed of the clouds:

D6Clear SkiesBrokenRainThunderstorm
10 hexes1 hex1 hex2 hexes
20 hexes1 hex1 hex2 hexes
30 hexes1 hex2 hexes2 hexes
40 hexes2 hexes2 hexes3 hexes
50 hexes2 hexes3 hexes3 hexes

Then determine whether the wind direction changes. The wind direction diagram is a hexagon with the results 1-2, 3-4 and 5-6 printed on its sides. The text example states: in case of "1-2" the wind turns 60° to the left. The directions for the other results are shown in the printed diagram and are not reproduced here.

The player with the initiative moves the clouds in the determined positions and takes care of the corresponding effects (see "Weather effects" below). The cloud speed in the table above defines how many hexes they move straight into the wind direction.

If a cloud leaves the board, at least partially, it is repositioned at the opposing edge of the map by the player who holds the initiative. The cloud must somehow touch the edge of the map; anything else is up to the squadron leader.

Weather effects

  • Broken: Broken clouds start at altitude level 2 and are 3 altitude levels high, so they end at altitude level 4. It has no negative effect to fly through those clouds, but they grant cover if somebody shoots through clouds.
  • Rain: If it is raining, the clouds reach out for all altitude levels, not only from 2 to 4. That means that a rain cloud cannot be flown under or above.
  • Thunderstorm: If it is a thunderstorm, the clouds reach out for all altitude levels, not only from 2 to 4. That means that a cloud cannot be flown under or above. Additionally, each time a plane is flying in a thunder cloud, the pilot has to make a pilot check to avoid critical damage. If he fails, the plane receives a critical damage.
  • Wind speed of 3: Wind speed of 3 means there are squalls. If a plane gets caught by a cloud at wind speed of 3, it will be moved 1 hex in the direction the cloud is moving. Also, each time a plane is caught by a cloud in that manner, the pilot has to make a pilot check to avoid critical damage. If he fails, the plane receives a critical damage. If a plane gets caught in that manner by a thunderstorm cloud moving at speed 3, the pilot or crew must pass only one pilot or crew check, not two.
  • From clear skies to broken again: During a mission the weather can change in such a way that clouds disperse from the board. It is important to roll for weather changes anyway in the weather phase. If the weather gets worse again (to broken), the set-up of the clouds runs the same way as during the mission set-up: both players place the clouds, not only the one who holds the initiative that turn.

3.2 Count up turn counter, change of initiative

Move up the turn counter by one, then forward the initiative marker to the next player.

Check for end conditions: The scenario ends if the turn counter is placed on place 13 or if one player has lost. If not, start a new turn with phase 1.

Pilot Skills and Crew Skills

Sometimes pilots or crews are forced to roll for a skill test. The required roll depends on experience:

ExperienceRoll
Green5+
Experienced4+
Veteran3+
Ace2+

Situations when a pilot or crew must pass a skill check:

SituationPassed?If failed?
Trying to improve agility by 1 level+1 agility+1 agility, but the plane takes a critical damage
Bailing out of a destroyed aircraftBailed outPilot or crew is killed
Flying faster than speed 3 at level 1 (except fighterbomber)No effectHits a ground object and is killed along with the plane
Landing with damaged gearSuccessful landingPlane destroyed, pilot or crew gets wounded. If already wounded, killed
Moving into or out of a thunderstorm cloud (one check, even if more hexes are passed)No effectPlane takes a critical damage
Plane gets caught by a cloud moving with speed 3No effectPlane takes a critical damage
Trying to repair a damaged section of an airship or critical damage (only airship crews)Structure point or critical damage repaired

Note: the last row of the printed table reads "It can not enter the board anymore" under "Passed?" and "Aircraft counts as missing in action" under "If Fail?". The wording is transcribed in the sense of the printed table.

Remember: If a destroyed aircraft receives more damage points than structure points are left, the pilot or crew skill check is modified by the amount of excess damage. It is harder to survive such an overkill.

Example (printed page 37): An aircraft has 1 structure point left and is hit by Swarm missiles. The attacker scores 2 hits and rolls for damage with a 4 and a 5. He deals 3 damage points to the target. The target crosses off the last remaining structure point and is destroyed. The attacker scored 2 more damage points than structure points were left. The pilot of the shot down aircraft must bail out and has experience level Veteran, so he would normally need a roll of 3+. Due to the 2 damage points of excess damage the roll is modified to 5+. A hard bail out, even for a veteran.

Airship Rules

Airships are huge multirole aircraft that supplement a squadron. If you have enough fame points to acquire an airship and its crew, you are a real lucky one!

These multirole airships house a specialized crew, which gains experience in the same way as pilots do, only that it is the entire crew, not only one pilot.

They also have docking points. These docking points can be equipped from mission to mission with docking point systems that you have acquired in the past and that fit the mission you are flying.

In addition, an airship follows some changes to the rules, explained here:

Easy to hit, hard to kill

Airships are large, slow-moving targets. If you shoot at an airship you can always re-roll any failed attack dice. On the other hand, it is really hard to kill, so you have to re-roll any successful damage rolls.

A weapon that needs a re-roll to hit (like a Nebelwerfer rocket) does not re-roll misses or hits; it is just a simple attack with one attack roll per attack die.

Additionally, an airship cannot be tailed or qualify for a head-on attack.

Reverse movement

An airship is capable of moving backwards, therefore its minimum speed is replaced with a reverse speed rating. It can also stand still and "float" in the air.

Docking points

The docking points are similar to the external load points of aircraft. Only docking point systems can be attached here, in the same phase as armament of the aircraft takes place (see mission set-up, printed page 54).

Each docking point comes with a small crew. You can opt for not using the docking point system at the beginning of the shooting phase, and instead use its crew for other duties (see crew management).

Damage to an airship

An airship has a lot more structure points than an aircraft and is harder to take down without proper preparation. However, if an airship gets riddled with bullets and its systems are falling apart, it is hard to keep the ship in the air.

Slow and lumbering

An airship cannot perform any special maneuvers (so no Immelmanns and no barrel rolls for airships).

Airship Structure and Descent

  • If an airship has 7 structure points damaged (yellow section), it is descending. At the end of each movement of an airship it has to drop one altitude level. It can't climb or hold its altitude anymore.
  • If it reaches 10 structure points damaged (red section), it falls literally out of the sky. It drops 2 altitude levels at the end of its movement.
  • If an airship hits the ground in that manner, it is lost and counts as destroyed, with all crew aboard.

Glorious show

When an airship is shot down, it is a truly impressive sight, and so the fame reward for a burning airship is enhanced by +2. An experienced airship destroyed counts for 4 fame points (2 for experienced and +2 for being an airship). See the fame table in "Fame and Glory".

In multiplayer games, the pilot that placed the last damage point is credited with the kill. It may be unfair, but: c'est la guerre.

Crew management

An airship is manned by a crew, and the squadron leader can use the crew to do certain tasks. Generally each undamaged docking point counts as 1 crew point.

At the beginning of the attack phase you can opt NOT to use a docking point system, and instead try to repair a critical damage or repair a structure point, by passing a crew check according to the experience of the airship crew.

If a docking point is out of action due to critical damage, its crew cannot be used for repairs. Of course, if the docking point critical damage is repaired by the rest of the crew, they can help repair in the next attack phase.

A green airship crew is in serious trouble once its ship starts descending and falling from the skies, whereas an ace crew is a much tougher nut to crack.

Combat with airships

Airships occupy a large area: one hex in front of the base, the base hex itself and one hex in the rear. All ranges to hit an airship are measured to one of these three possible hexes. All ranges for the airship to hit the enemy are measured from the main hex where the airship stands.

Docking point systems: weapons

Docking point weaponTypeAttack diceDamageSpecial
Light anti-aircraft turretFLAK3/2/05+
Heavy anti-aircraft turretFLAK4/3/05+/6
Artillery turretCannon0/2/23/4/5+Can shoot at ground targets (up to altitude 3) or air targets with agility medium or lower
Magnetic railgunCannon0/3/32/3/4+Can shoot at ground targets (up to altitude 3) or air targets with agility medium or lower
Bomb racksBombs10

Light anti-aircraft turret: a standard anti-aircraft turret with dual heavy machine guns for close protection of the airship. No fire discipline roll is needed after firing, as the airship carries enough ammunition with it.

Heavy anti-aircraft turret (available as expansion): a more sophisticated turret with more guns and therefore more attack dice. Due to the high rate of fire, this turret can possibly deal more damage to a target. No fire discipline roll is needed after firing.

Artillery turret (available as expansion): this docking point system houses a twin-barrelled 7.50 cm artillery system with automatic loading. This weapon is ideal to fight ground targets, other airships or aircraft with medium or lower agility. There are enough shells aboard the airship, so no fire discipline roll is needed after firing. Artillery turrets can fire upon ground targets up to altitude 3.

Magnetic railgun (available as expansion): a real secret weapon. The railgun is so far untested and uses magnetic acceleration of tungsten core projectiles to damage ground targets, airships and aircraft with medium or lower agility. Magnetic railguns can fire upon ground targets up to altitude 3.

Bomb racks: big, deadly, heavy ... BIG bombs. When these bombs are dropped on a hex, they affect all surrounding 6 hexes in the same way as the target hex, causing collateral damage. If you score 5 hits and 7 damage points, it counts for all 7 hexes. Once dropped, bombs are used up for the mission.

Air mine launcher (no miniature): these little nasty things are mines, hanging from a balloon and meant to be kicked out of an airship. They drift with the wind and follow these rules: they explode if in direct contact. If an aircraft or ACM passes within range 1-3 of the mine, roll a d6. On a 4+ the mine detonates, affecting all aircraft and ACMs in range 1-6. A mine gets "hot" 2 turns after being placed: the first turn is the turn when it is placed, and the next turn is the last turn it is inactive. The mine hits on a 5+ if it explodes.

Aerial mines are placed within 1 hex of the airship. A mine guards altitudes 1-5 in the hex it is placed in, so it does not matter what altitude it is exactly floating at. Each launcher carries 3 mines.

Docking point systems: special systems

Docking point systemRangeDescription
Docking clamp0Ammo is always replenished; 1 structure point or 1 critical damage repaired
Radar6+1 experience level to all friendly aircraft while in range, regarding movement only
Jammer6-1 agility level to all enemy aircraft while in range
Dockfighter--1 experience level of airship crew. Does not generate fame when shot down
Tesla coil0-3Airship is invulnerable for the turn the coil is activated, but cannot use any other system this turn and the next one. Aircraft within 3 hexes after use: pilot check or critical damage

Docking clamp

A docking clamp can catch a friendly fighter if it is flying at the 2 hexes of the docking clamp's side next to the centre tile of the airship. The front and back hex of the airship's hex is occupied by the airship itself. To dock, the aircraft must fly in the same direction as the airship, at the same altitude, and with a maximum speed difference of 1. As soon as the aircraft ends its movement in this way, it is "docked" and counts as a part of the airship for all purposes. It cannot be targeted while docked.

The airship can use the crew of the docking clamp in the shooting phase:

  • Ammunition of guns and cannons is always replenished.
  • One structure point or 1 critical damage can be repaired.
  • Each additional structure point or critical damage that is to be repaired in the same turn can only be repaired if crew from other docking point systems are assigned to help. They cannot use their own docking point system that turn.

The aircraft can stay docked with the airship as long as it wants. In the following turn, it can be repaired again in the manner described above. If the aircraft undocks, it can leave the airship, moving in the same direction as the airship at minimum speed with no turning.

Radar: a radar and radio equipment helps nearby fighters coordinate their attacks. If a friendly aircraft acts within 6 hexes of a radar-equipped airship, it is treated as one pilot level higher in terms of movement. So a green pilot will move when experienced pilots will normally move.

Jammer (available as expansion): a jammer interferes with the systems of nearby enemy aircraft, and they are treated as one agility level lower within 6 hexes of a jammer-equipped airship. Once they start movement outside the jammer, they move as normal.

Dockfighters

Dockfighters are specialized aircraft, manned by special airship crew members. They are the new secret weapon designed for working closely with airships and are of solely aerial design. They house no gear, as they are not meant to land on the ground in any case, other than being docked with the airship.

A dockfighter always starts the game docked at a docking point. It must depart as described under the docking clamps, and it can dock again in the same way, except that it does not have to be aligned in the same direction as the airship, as it is specialized in docking. All other rules apply in the same way (e.g. repairing).

Dockfighter pilots cannot be trained separately from the crew, as they are meant to be part of the airship crew. But due to the relative novelty of the system, the pilot of a dockfighter is always regarded as one experience level lower than the airship crew. Green crews have green dockfighter pilots anyway.

The earned kills of a dockfighter are treated as kills for the airship crew. The loss of a dockfighter does not generate fame for the winner; it is treated in the same way as a weapon.

A dockfighter also has no critical damage like other aircraft; each effect of a pilot skill check that results in a critical damage is therefore a damage point that reduces the structure points of the dockfighter. If the dockfighter takes damage, it takes yellow damage and counts as damaged immediately (-1 agility level and -1 maximum airspeed).

As the dockfighter is very small, it cannot carry a lot of ammunition, and as it is meant to operate near the airship, this is not a problem at all, because it can return to the airship, replenish ammo and start again.

If the dockfighter fails its fire discipline test, it runs out of ammunition right away. There is no half ammo as with other aircraft.

If a dockfighter wants to start from an airship, drop it at one of the two hexes next to the airship's base on the side where the dockfighter was docked. It takes off at minimum speed and the same altitude as the airship. After that, it can move freely in the next turn.

Dockfighters do not count as planes regarding fame costs for more planes on a mission or for determination of superior/inferior squadron. It is regarded as a weapon.

Tesla coil

The Tesla coil is a self-defence system for the airship. After pushing the red button, the surface of the ship gets polarized and any bullet and missile will be deflected for this turn, which makes the airship invulnerable against attacks from other airships, aircraft and flak for this turn. The system must be recharged in the following turn, which means it cannot use any other system. If the airship is moving, it moves unaltered at the current speed, straight ahead.

If activated and an aircraft, friend or foe, is in range 3 of the airship, the pilot or crew must pass a pilot check or receive a critical damage. Must be activated at the end of the movement step.

Arcs of an airship

An airship not only occupies the hex on which its base stands, but also the hex in front and the hex behind. Weapons mounted in the side docking points have the fire arcs shown in the printed diagram (printed page 44): a side arc for weapons mounted on the right side of the airship, a side arc for weapons mounted on the left side, a converging fire arc, and blind spots in front of and behind the airship. Side-mounted systems and weapons can only fire into the hexes shown in the diagram. The distance to the target also applies to these systems: close, medium and far.

Blind spots: due to the size of an airship, a kind of blind spot is naturally formed exactly in front of it and behind it, into which none of the weapon systems can act. These are the 3 fields exactly in front of and behind the ship.

Converging fire arcs: the converging fire arcs are hexes located further forward and aft of the airship that can be fired at by weapons on the right side as well as the left side. These 4 hexes lie exactly after the blind spot, up to the maximum range of the weapon systems.

Turret arcs: a turret on top of an airship, as with the Bavarian Albatross, can use the left and right fire arcs, one at a time, but can only fire at targets with the same or higher altitude if top-mounted, or at targets with a lower, higher or same altitude if mounted at the side.

Dockfighters and docking clamps: dockfighters and docking clamps can only be mounted at the side of airships, not on their top docking point.

Punching out of the way

Airships always move before smaller fighters. The movement rules state that no movement may end on a field that is already occupied. However, this makes no sense if an airship meets a small fighter. So when an airship moves, it can clear other aircraft (everything except other airships) out of the way. The pilot of the aircraft must pass a pilot or crew check. In either case, the aircraft must be placed as close as possible to its original hex by the owning player and must not change orientation. If the pilot or crew check is successful, the plane can change its altitude by 1 level, and the owning player can choose; all speed changing rules apply. However, if the check fails, the airship player can decide if and in which direction the plane changes altitude.

Again, all speed changing rules remain in effect. This means that an airship can push other airplanes out of the way and, if things go badly for the pilot, crash them. An airplane crashing in this way counts as a kill for the airship.

Damage due to exceeding maximum speed

Sometimes, due to critical damage, the maximum speed of an airship may be exceeded. If this is the case, it does not automatically lead to the destruction of the airship (as is the case with other aircraft). The airship receives 4 damage points and no further critical damage. The ship takes damage, but due to its more stable design it can better withstand it.

The airship may not willingly exceed its maximum speed as part of a manoeuvre. This rule only applies as a result of damage.

Solobot (Konrad)

Non-player aircraft can be controlled by the game itself using this autonomous procedure. The bot is called Konrad.

If the bot chooses which aircraft activates first, check the battle map from the perspective of the player holding the initiative, like reading a book: from the top left line to the right, then the next line below again from left to right, and so on, until you find the first bot aircraft that has to be activated.

Initial status

Each aircraft starts in "Patrol" mode and has no special target priority. Initial escape behaviour is NONE (they will not try to escape if damaged).

Status check by spotting an enemy

As soon as the movement phase starts and after it ends, check for a status change for all bots who are currently in "Patrol" status. Stop at the first check that applies:

  1. Enemy in direct weapon arc and in range 1-9 hexes (short, medium, long): change state to "Attack" without a dice check.
  2. Enemy in direct weapon arc but out of range, more than 9 hexes: roll a d6 against 4+. If successful, change the state to "Attack".
  3. Enemy not in weapon arc, but in range of 3 hexes (short): roll a d6 against 5+. If successful, change the state to "Attack".
  4. Enemy not in weapon arc, but in range of 6 hexes: roll a d6 against 6+. If successful, change the state to "Attack".

The check's difficulty is also altered by the experience difference between the probably spotted aircraft and the bot's pilot level (similar to shooting).

The bot only tries to spot a single aircraft per turn, the one which can be spotted with the best chance.

Example: a "Green" bot will spot an "Experienced" pilot +1 harder than usual. An enemy in 3 hexes' range but not in weapon arc would be spotted on a 5+; due to the difference in experience it is +1 harder, so Konrad will spot him and change state only if a 6 is shown by the d6 check.

Agility boost check

If the bot gets activated for movement and its status is "Attack", roll a d6. On a 5-6, for this turn only, the bot pilot increases its plane's agility class by one level. Pass the corresponding pilot check to see if his aircraft takes damage. The higher agility is kept in any case.

Escape check

The escape check only applies if the bot has a defined escape behaviour (Retreat, Avoid or Repair). If no behaviour is defined, it skips the escape check. In case it has a defined escape behaviour:

Check if the aircraft has only 1 structure point left or if it has no more weapons to shoot. If so, it immediately turns to the defined escape status and remains in this status. Only if an aircraft gets repaired or reloaded with ammo will it change its status back to the status it had before escaping.

Movement behaviour is then defined by the current status of the bot:

Patrol

  1. Accelerate speed up to max. engine power until max. speed is reached.
  2. Define movement direction (change relative to current direction). Roll a d6:
    • 1: 2 hexes left
    • 2: 1 hex left
    • 3-4: ahead
    • 5: 1 hex right
    • 6: 2 hexes right
  3. Move with the highest possible agility class, turning at each turning point towards the movement direction until pointing in that direction. At the end of movement, adjust the actual speed by the amount of turns made (normal movement procedure). In case you reach the border of the game map, turn 180 degrees and turn your target direction definition by 180 degrees, unless the scenario defines that touching the border by bots lets them escape.
  4. If the max. altitude is not reached, speed -1 and altitude +1.

Attack

Try to "lock on" to all targets until a valid one is found, or the last possible target is reached. Try the following procedure for all enemies:

  1. Try to position the bot in a firing position at aircraft that have already moved before the bot, starting with the nearest. In case of a draw, use the 12 o'clock method (priority goes to targets ahead, then targets clockwise until targets at 11 o'clock are reached).
  2. If the bot is not able to position itself in that manner and qualifies for an attack, "lock on" with all airplanes which have not already moved.

If there is a "Target Priority" defined in the mission, the bot will try to "lock on" to one of these first. If it cannot attack the priority target, but another one, Konrad "locks on" to that one instead.

Example: airships, all. First it will check if there is an airship to target. If not, all other aircraft are valid targets.

"Lock on" procedure (remember your initial position; do not move the aircraft at all while simulating this procedure):

  1. Check if an Immelmann manoeuvre will bring you into a firing position. Always try to gain altitude if possible, if minimum speed is no issue; otherwise go down if maximum speed is no issue. You must be in a valid position to fire on the target. If it works, stop the "lock on" procedure and move the bot as described. If an Immelmann will not bring you to a firing position, you must move on by manoeuvring, and therefore check the next steps.

  2. Accelerate speed: if the target distance in hexes minus 3 is greater than the bot's speed, increase its speed using the engine power, or

  3. Decelerate speed: if the bot's speed plus 2 is higher than the distance to the target, decrease the bot's speed by the engine power +1 (remember that decelerating is engine power +1), but not below the aircraft's minimum speed.

  4. Keep speed: if neither 2) nor 3) applies, keep the speed unaltered.

  5. If the bot cannot reach a valid attack position, skip this "lock on" and try the next valid target as described before, except if it is the last possible target. In that case continue and try to position the bot as advantageously as possible.

  6. Fly the highest possible agility manoeuvre, and at each turning point turn towards the target. If it is already in the fire arc, keep your direction. Skip further turns if the deceleration of speed will bring the bot below minimum speed.

  7. Decrease your current speed by 1 for each turn you made.

  8. If the target is lower, keep altitude level and attack the enemy from above, or dive if the bot does not already have a qualified attack position.

  9. If the target is at the same altitude level, climb for altitude and attack from a better position if possible.

  10. If the target is higher, climb for altitude and attack from a better position if possible. Otherwise attack from the same altitude, or even from a lower one, if no other position is reachable.

Remember: all movement rules, as described in the section "Movement", are valid to the bot as well. It will not become slower than minimum speed or faster than its maximum speed.

Other bot behaviours

  • Ranged attack: like "Attack", but skip targets in the "lock on" procedure which are closer than 10 hexes, except the last possible target if all others are skipped.

  • Fly to: like "Attack", but the target is predefined and can be an objective token, a flying aircraft, or whatever the mission defines.

  • Guard: like "Attack". The bot will try to reach a position within 6 hexes of the target it has to guard. The bot will circle around a stationary target or escort a moving one.

  • Avoid (escape variant): like "Escape", but bots do not leave the map. If they reach the map edge they turn 180 degrees and their escape direction is turned by 180 degrees as well. No speed or altitude adjustment is made.

  • Repair (escape variant): like "Fly to". The target is the nearest friendly airfield or airship with a docking clamp. If there are none, they remain in their previous state.

  • Retreat (escape variant):

    1. Accelerate up to max. engine power until max. speed is reached.
    2. If the resulting speed + engine power is lower than max. speed, dive one altitude level (only if not already below 3) and increase speed by 1 at the end of the movement step.
    3. If max. speed is reached, climb again for altitude by one (only if not already at the max. altitude of 5) and lower the actual speed by 1 at the end of the movement step.
    4. Determine escape direction: count the distance to enemy aircraft nearby, but start counting with the enemy behind the bot (because they are more likely to try to avoid aircraft in their tail arc). In case of multiple attackers at the same distance, use the 12 o'clock-clockwise method: the attacker directly in front (12 o'clock) of the bot has priority, then clockwise. The attacker at 11 o'clock has last priority at the same distance. It makes no difference whether those attackers head in the direction of the bot or not, and whether they are armed or not. The bot now sets its escape direction away from the selected attacker. In most cases there are 3 directions which increase the distance to the attacker, and the middle one is selected. Only in some cases are there 2 directions that increase the distance; in that case the bot always chooses the right-side direction.

Combat phase (bot)

The bot always attacks the target where it has the best chance to score hits and where it can bring a maximum number of attack dice to bear. It even attacks if it is in an escape status, except if its ammunition is depleted. If there are no targets at all, because of movement or other circumstances, the attack is skipped. The target the bot headed towards in the movement phase does not have to be the target it is attacking now.

If Konrad has external loaded weapons, it will use them now, along with its machine guns and cannons. Konrad uses all weapons at once.

Special rules (bot)

  • Bots are affected by clouds, but they do not avoid them in any way: not in movement and not in calculating positions for attacks ("lock on").
  • Bots move through anything, like airships, without effect.
  • If the hex where the bot will be placed is occupied, place it in the hex before, where it was coming from. If this hex is also occupied, place it one hex ahead. If that is also occupied, use the 12 o'clock method to check all other neighbouring hexes. If they are also blocked, check at a distance of two hexes. A "lock on" does not get broken by this procedure if the target is still in the fire arc, but the first free hex must be taken to end the movement.
  • If a bot in "Patrol" mode gets attacked, it always changes to "Attack" status.
  • Bots never drop below altitude 2, except when they try to land or attack ground targets. In that case: fighterbombers will fly faster than 3; all other aircraft will fly at a maximum speed of 3 until climbing again.
  • If a bot tries to land, it does not have to land like a player-controlled aircraft (see landing). This is simplified for ease of play. Its direction and speed are ignored; the bot must simply fly over the runway, but the altitude must be 1, otherwise it needs to retry until the correct altitude is reached.

Scenario Setup

Scenarios are the heart of Dockfighters. Both squadron leaders can opt for different missions in a scenario and do not necessarily have to intervene with each other.

Follow this procedure:

  1. Initiative is rolled for.
  2. Winner chooses a mission.
  3. Loser chooses a mission.
  4. Both squadron leaders choose what they will send on a mission.
  5. Superior squadron / inferior squadron is determined.
  6. Loser of the initiative sets up his mission.
  7. Winner of the initiative sets up his mission.
  8. Armament phase of planes.
  9. Weather conditions are determined.
  10. Play the scenario.
  11. End scenario.

1. Initiative is determined

Both squadron leaders roll for initiative (d6). The one with the higher roll holds the initiative.

Both squadron leaders (starting with the loser) can invest fame points to bump the roll (1 fame point is worth a +1 result). In case of a draw, roll again, but the fame spent again until a winner is determined.

The squadron leader who won the initiative chooses his mission first and holds the initiative during the first turn in the scenario. After the first turn, initiative changes sides to the other player, and back again in the following turn. Initiative affects movement, combat and clouds.

2./3. Choosing a mission

The winner of the initiative chooses his mission first. Generally, the mission value of all missions set up in a scenario must not exceed 5.

Example: squadron leader / player 1 chooses a mission with mission value 4, so player 2 can choose a mission with a maximum mission value of 1. If player 1 had chosen a mission with mission value 5, the second player would be forced to play in the mission of the first player.

Most missions have a fame cost, which the squadron leader must pay to play it. Only the squadron leader who paid for the mission can receive the mission reward and qualify for its fulfilment.

The detailed setup of a mission is found in each mission description (see "Missions" below).

4. What pilots and aircraft will be sent?

Both squadron leaders determine what pilots and crews and what aircraft will be sent on the mission, by marking the number of aircraft on the squadron sheet together with cumulated experience and aircraft value (see superior/inferior squadron, below).

2 planes are mandatory for each scenario. If a squadron is not in the position to get 2 planes and 2 pilots airborne, the squadron is rated as combat ineffective and disbanded (you have to start with a new one, and the campaign is over for that squadron).

These 2 planes do not cost any fame points. Each additional plane sent on a mission must be purchased with 1 fame point.

From a military point of view it makes perfect sense to send in whatever you have on a certain mission: quantity has a quality of its own. But not in this game. You have to consider how many resources you are going to invest in a mission and compare it to the possible reward. It is not solely about military achievements, but also about fame.

Remember: a dockfighter is treated as a weapon, not an aircraft, and airships are treated as 2 aircraft.

5. Superior squadron and inferior squadron

Given the nature of Dockfighters, it can and will happen that two squadrons meet with a different number of planes, different pilot experience or different plane values. The superior squadron, and subsequently the inferior squadron, is determined by the following categories:

CategoryDifferenceSuperior is who
PlanesNumber of planes (an airship counts as 2 planes)Ends more planes on a mission
Pilot experienceSum of all pilot experience (Green: 1 / Experienced: 2 / Veteran: 3 / Ace: 4)Has more cumulated experience
Value of planesSum of all used plane valuesHas more cumulated value of all planes

All 3 categories are compared with each other. If one squadron is inferior in a category, the inferior squadron receives 2 fame points for every category in which it is inferior. So it is possible that both squadrons receive a bonus, or none does. If a squadron is inferior in all 3 categories, it receives a bonus of 1 fame point (so 7 fame points in total) only for participating in the mission. An airship counts as 2 planes regarding the bonus.

Mark your number of planes, pilot XP and value of planes used for the mission on the squadron sheet before the start of the mission.

The inferior squadron is, by military means, in a disadvantaged situation. Seen from a possible fame reward point of view, it is attractive to start from an inferior position: a lot of enemies enable a lot of fame.

6./7. Setup of missions in the scenario

Both squadron leaders set up their missions as described in the mission booklet (see "Missions" below). Both players choose board edges, and then place their objectives or ground targets.

8. Armament of planes

Planes can be equipped with external loads before the start of a mission. Internal weapons such as machine guns and cannons are always equipped.

Each external load reduces the agility of the plane by one, until a maximum reduction to "very low" is reached. A plane cannot drop below agility "very low". This rule applies only to fighters. The fighterbomber, the bomber and the airship do not reduce agility by equipping external load or docking points, as they are meant to carry that kind of ordnance.

9. Clouds and weather conditions

At the end of the mission setup, the weather conditions are determined. The cloud stand is the underside of a cloud bank and is 2 altitude levels above the ground; it is shown as an acrylic cloud-shaped plate. The cloud itself is 3 altitude levels high. So it is possible to fly under a cloud, in it and above it. The effects of clouds in combat are explained in the combat section.

The loser of initiative rolls for the weather conditions. Then, beginning with the loser of initiative, the big clouds are placed in the scenario, and then the small ones at the discretion of the squadron leaders.

The general wind direction is randomly determined by rolling a die. After that, the precise wind direction can be one of 3 possible directions: the original wind direction, or one hex left or one hex right of it.

D6WeatherEffect (set-up)
1-2Clear skiesNo clouds in the scenario
3-4Broken2 medium and 4 small clouds
5Rain2 medium and 4 small clouds; cloud altitude range from ground to top
6Thunderstorm2 medium and 4 small clouds; cloud altitude range from ground to top. Pilot check for avoiding critical damage when flying through a thunderstorm

At the beginning of the mission, determine the wind direction using the left-hand diagram ("initial wind direction"): the hexagon is numbered 1 to 6 around its sides, and the die result gives the wind direction. Each following turn, determine the change of the wind direction using the right-hand diagram ("direction change"). The arrow marks the current wind direction. See phase 3.1 (weather changes and cloud movement) above. The same diagrams are used for moving ground targets.

11. End of scenario

When a mission is played to the end, there is some book keeping to do.

Each plane returns to base after the mission. Each plane with damaged gear and/or that is damaged must pass a pilot check, or the plane crashes and is lost. The pilot gets wounded; so if he is already wounded, he gets killed. He can opt to bail out instead of trying to land, by a successful pilot check.

Each damaged plane (yellow structure points marked off, and/or at least 2 critical hits) is sent to the workshop and is not available for the next mission. After skipping the next mission, it automatically returns to duty.

Each pilot who received a wound during the last mission is sent to hospital and is not available for the next mission. After skipping the next mission, he returns automatically to duty with no wound.

Ground Targets

If a mission asks for the set-up of ground targets, it is always a certain value and points. The players choose (the order is determined in the mission set-up description) the value of a ground target. The lower the value, the easier it is to kill, but targets with value 1 are moving and more numerous. You define ground targets by choosing a value and then rolling a d6 to determine the exact target.

Example: if you choose a value II target and roll a 2, the ground target is a "Small Building". The next ground target is defined in the same way by the other player (with the exception where it is stated that all set-up is done by one player). After the entire value of ground targets is placed, the set-up is complete.

Example: the players get a total value of 4 points to spend on ground targets. Player 1 chooses a value 2 ground target, rolls a 3, a medium building, and sets it up in the scenario. Player 2 goes for a value 1 target and rolls a 6, a FLAK tank. This ground target is set up and will move each turn, and additionally fights player 2 (as he chose the mission) but not player 1. It is now player 1 again who has to choose a ground target. 4 points must be spent, 3 are spent, so player 1 can only choose a value 1 ground target and rolls a 2, a truck, which is set up. This one will move, too. So a medium building, a FLAK tank and a truck were placed as mission goals.

Ground targets have a 360 degree fire arc, regardless of their orientation. This is especially true for FLAK tanks.

Ground targets value I

D6NameStructure pointsSpecial
1-3Truck (mobile)1
4Light armoured vehicle (mobile)1Only bombs, missiles or cannons can harm the target
5Medium tank (mobile)2Only bombs, missiles or cannons can harm the target
6FLAK tank (mobile)1Attack dice: 3/2/0; damage: 4+/6

Ground targets value II

D6NameStructure pointsSpecial
1-2Small building2
3-4Medium building3Only bombs, missiles or cannons can harm the target
5-6Light FLAK battery1Attack dice: 1/1/1; damage: 5+

Ground targets value III

D6NameStructure pointsSpecial
1-2Large building6Only bombs, missiles or cannons can harm the target
3-4Medium FLAK battery2Attack dice: 2/2/2; damage: 4+/6
5Heavy FLAK battery2Attack dice: 0/2/2; damage: 3/4/5+
6Heavy FLAK tank (mobile)1Attack dice: 6/2/0; damage: 5+/6

Missions

Each squadron leader must choose a mission setup for the scenario. The one who holds the initiative chooses first, followed by the second player. A mission consists of 3 values:

  • Mission value: The combined mission values of all missions set up in the scenario must never exceed 5. So if a squadron leader opts for a mission with mission value 4, the other one can only opt for missions with value 0 or 1, but not 2, 3, 4 or 5. If a squadron leader opts for a value 5 mission, the opposing squadron is "drawn" into that mission and cannot choose a mission for himself. He has to play by the rules dictated by the description of the mission of the opposing side.
  • Fame cost: The fame cost is necessary to "unlock" the mission for the scenario. It must be spent before the game starts.
  • Fame win: The fame win indicates the fame points a squadron earns if the mission requirements are met. Normally only the opting squadron can qualify for the mission goals.
  • Duration: Every mission has a duration of 12 turns.

General rules for scenario set-up

  • Objectives are always placed alternately, beginning with the opposing squadron leader.
  • All objectives must be placed at least 3 hexes from every edge and at least 1 hex from each other.

Ground targets value 1

These are mobile targets. They move at the beginning of the movement step one hex in a random direction, using the cloud movement diagram 2 for determination. First choose the direction, then move the target 1 hex.

Set-up of aircraft

If not otherwise stated in the set-up of the mission, the loser of initiative sets up one of his aircraft, starting with the lowest experience level, followed by the winner. This is repeated until all aircraft are placed; the experienced ones, veterans and aces are placed last.

Choosing the own board edge

Both players have their own board edges, shown in the set-up of the mission. The loser of initiative chooses his board edge first, followed by the winner. Once a board edge is chosen, it cannot be chosen by the other player. This is done BEFORE the set-up of ground targets and objectives.

Hitting the Board Edge (and Possibly Beyond)

There may be situations when an aircraft is forced to leave the board, for example due to cloud movement, or when a pilot simply miscalculated the manoeuvre. Anyway, an aircraft that leaves the board cannot return to the board by any means! Above that, the pilot or crew is forced to pass a pilot/crew skill check to return home, increased by +1. If passed, the aircraft returns home. If failed, the aircraft is missing in action and never seen again. You cannot bring home the aircraft or pilot like you would with a bailed-out pilot. Be aware of the edges!

Mission Overview

Each mission has a mission value, a fame cost and a fame win. The table below lists all missions of the core rulebook; the missions are described in full under "Mission Descriptions".

Mission overview

Mission valueFame costFame winNameDescription
102Aerial dominanceDestroy more aircraft than the enemy
102Fighter sweepDestroy more enemies
102Aerial surveillanceRecon flight
214Reconnaissance escortRecon flight with dedicated recon aircraft
214Agent's insertion

General mission notes

Each mission has a duration of 12 turns. In all missions, "Setup" lists how the squadron planes are set up. Unless stated otherwise: the player sets up all squadron planes in his set-up zone; the player may choose which side of the board is his own board edge; free selection of altitude and speed for every plane; and only hexes that are fully coloured in are eligible as set-up hexes. (The board-edge and set-up zone diagrams for each mission are printed in the mission booklet and are not reproduced here.)

Mission Descriptions

Aerial Dominance

Mission value 1. Fame cost 0. Fame win 2.

Your squadron is tasked with clearing the skies. Take your pilots and shoot down whatever you encounter. Good hunting, and check your six!

Mission: Achieve aerial dominance by shooting down more enemy aircraft than the opponent.

Objectives: No objectives are placed in the mission.

Winning: To win the Aerial Dominance mission, the chosen squadron must shoot down more enemy planes than it loses.

If the opposing player has no enemy airplanes left on the board before turn 6 ends, the mission is called a huge success and the choosing player's fame win is doubled to 4. It does not matter whether they are destroyed or retreated. This condition applies even if the choosing player did not shoot down a single plane. If he manages to drive off the enemy by pure reputation, that is good for the press!

Setup: The player sets up all squadron planes in his set-up zone (own board edge). The player may choose what side of the board is his own board edge. Free selection of altitude and speed for every plane. Only hexes that are fully coloured in are eligible as set-up hexes.

Fighter Sweep

Mission value 1. Fame cost 0. Fame win 2.

Your men and women were selected for a fighter sweep. Engage and destroy as many enemies as possible. It does not matter whether it is a ground target of opportunity or an enemy aircraft. Seek and destroy whatever you encounter!

Mission: Destroy more enemies than the opponent (ground or aerial targets).

Objectives: 4 points of ground targets are placed using the value 1 and value 2 ground target lists.

Winning: To win the Fighter Sweep mission, the squadron must destroy more enemies than it loses. Ground targets and enemy planes both qualify for achieving the mission goals.

Setup: 4 points of ground targets are placed, starting with the opposing squadron leader. The player sets up all squadron planes in his set-up zone. The player may choose what side of the board is his own board edge. Free selection of altitude and speed for every plane. Only hexes that are fully coloured in are eligible as set-up hexes. (The set-up zone for ground targets is shown in the printed mission diagram.)

Aerial Surveillance

Mission value 1. Fame cost 0. Fame win 2.

Your squadron has orders to conduct a surveillance flight and take pictures of every important thing. Watch out for enemies.

Mission: Conduct a recon run over several specified objectives.

Objectives: D3+1 objectives are placed, beginning with the opponent. The choosing player must declare one of his aircraft as the "recon aircraft". Only this aircraft can take pictures and therefore achieve the goals of the mission.

Winning: To win the Aerial Surveillance mission, the choosing squadron must photograph each objective by flying over it at a maximum altitude of 3. If the objective is covered with clouds (broken, rain or thunderstorm), the picture must be taken from altitude 1. The recon aircraft must be in flying condition at the end of the game.

Setup: The player sets up all squadron planes in his set-up zone. The player may choose what side of the board is his own board edge. Free selection of altitude and speed for every plane. Only hexes that are fully coloured in are eligible as set-up hexes. (The set-up zone for recon objectives is shown in the printed mission diagram.)

Reconnaissance Escort

Mission value 2. Fame cost 1. Fame win 4.

Your pilots must escort a specialized recon flight. It is of the utmost importance that these aircraft achieve their mission and return in one piece! It is your job to ensure this will happen!

Mission: Conduct a recon run over several specified objectives, but with specialised recon planes.

Objectives: D3+1 objectives are placed, beginning with the opponent. D2 recon aircraft are part of the choosing squadron. (A standard fighter of the faction, carrying no weapons; instead its maximum speed is enhanced by +1.) The pilots are experienced. They do not count towards your set-up aircraft regarding paying for additional aircraft, nor do they count for your set-up number of aircraft.

Winning: To win the Reconnaissance Escort mission, the choosing squadron must fly over each objective with one of the possible two recon aircraft and exit the scenario over their own board edge before the end of the game. Due to the specialisation of the aircraft, pictures can be taken from any altitude. If the objective is cloud covered, the picture must be taken from altitude 1.

The mission is lost if one or two recon planes are shot down and the objectives are not photographed. If one plane takes the photos and the other one is lost, the mission is not considered a loss.

Setup: The player sets up all squadron planes in his set-up zone. The player may choose what side of the board is his own board edge. Free selection of altitude and speed for every plane. The escorts must be within 6 hexes of the recon planes and at the same altitude and speed. Only hexes that are fully coloured in are eligible as set-up hexes. (The set-up zone for recon objectives is shown in the printed mission diagram.)

Agent's Insertion

Mission value 2. Fame cost 1. Fame win 4.

You are asked for a special mission, trusted only to experienced pilots. We must deliver an agent behind enemy lines to sabotage the enemy's breweries and transportation lines. The agent will meet with local pub staff, but we don't know exactly where they will wait for him. Find out where they are waiting, deliver the agent and get the hell out of there.

Mission: Look for the meeting point, land and deliver an agent.

Objectives: 3 objectives are placed, beginning with the opponent. The choosing player must declare one of his aircraft as the "agent's" aircraft. Only this aircraft can land and deliver the agent.

Winning: To win the Agent's Insertion mission, the choosing squadron must fly within 3 hexes of each objective to identify whether it is the meeting point. Roll a d6. At the first meeting point, on a 5+ it is the meeting point; otherwise you must fly to the next objective. This time it is the correct meeting point on a roll of 3+. If that is not the meeting point either, it automatically is the last objective.

You have to land on or adjacent to the hex of the meeting point to deliver the agent. In the next round you can start again and try to escape.

Setup: The player sets up all squadron planes in his set-up zone. The player may choose what side of the board is his own board edge. Free selection of altitude and speed for every plane. Only hexes that are fully coloured in are eligible as set-up hexes.

The Big Hunt

Mission value 2. Fame cost 1. Fame win 4.

Your squadron is assigned an interdiction mission. Search and destroy as many enemy ground targets of opportunity as you can find and take them out.

Mission: You must destroy a lot of ground targets.

Objectives: Objectives are placed, beginning with the opponent. Place 8 points of ground targets, taken from the value 1-3 ground target lists.

Winning: To win the Big Hunt mission, the choosing squadron must destroy all ground targets placed.

Setup: The player sets up all squadron planes in his set-up zone. The player may choose what side of the board is his own board edge. Free selection of altitude and speed for every plane. Only hexes that are fully coloured in are eligible as set-up hexes. (The set-up zone for ground targets is shown in the printed mission diagram.)

The Great Ale Raid

Mission value 3. Fame cost 3. Fame win 8.

You are asked for a special mission, trusted only to mad pilots. We must deliver an agent, but this time he has to be delivered on a rolling train! The enemy has embarked a lot of ale on a freight train and it is travelling through a mountainous area. We could destroy it, but we want the ale for... examination. Place the agent on the train. He will stop it and we can unload the ale by cargo airships coming in. You must be quick, before the train leaves the area and the opportunity is lost.

Mission: Hunt for the train, land on it, deliver the agent.

Objectives: A train objective is placed as shown on the map. The train moves at the beginning of the movement phase 2 hexes each turn in a randomly chosen direction, using the wind direction diagram. As the area is mountainous, the exact way of the rails is covered, but the next direction change is rolled for right after the movement of the train. So some sort of predictability is given.

The choosing player must dedicate one of his aircraft as the "agent's" aircraft. Only this aircraft can land and deliver the agent. You must fly at minimum speed (at least as fast as the train) at altitude 1 directly above the train to deliver the agent. Once the agent is placed, he will stop the train in d3 turns. If the train is stopped that way and does not leave the area, the mission is successful.

Setup: The player sets up all squadron planes in his set-up zone. The player may choose what side of the board is his own board edge. To ensure maximum surprise, the choosing player may only enter the scenario at altitude 3 maximum. Only hexes that are fully coloured in are eligible as set-up hexes.

Bomb Run

Mission value 3. Fame cost 3. Fame win 8.

Man the machines! Your pilots must conduct an all-out effort mission to destroy enemy ground installations. This time the enemy will face a major air campaign against his assets.

Mission: Destroy a lot of ground targets and prepare for stiff AAA defence.

Objectives: Objectives are placed, beginning with the opponent. Place 14 points of ground targets, taken from the value 1-3 ground target lists.

Winning: To win the Bomb Run mission, the choosing squadron must destroy all ground targets placed.

Setup: The player sets up all squadron planes in his set-up zone. The player may choose what side of the board is his own board edge. Free selection of altitude and speed for every plane. Only hexes that are fully coloured in are eligible as set-up hexes. (The set-up zone for ground targets is shown in the printed mission diagram.)

Cargo Airship Escort

Mission value 4. Fame cost 4. Fame win 10.

We must ensure that the ale flows! Therefore the chief wants your squadron to ensure that the next cargo airship, filled with valuable goods, will reach its destination! This assignment is of utmost importance for our cause. Do not fail us!

Mission: Escort an allied airship into safety.

Objectives: A cargo airship is set up with the choosing squadron and must reach the opposite edge of the board and leave it. Therefore, the opposing edge of the board is considered the friendly edge of the board for the choosing player.

The airship must reach the opposing edge of the board and leave the map in a flying condition (not descending or even falling). The airship crew is experienced and controlled by the player.

The airship does not have any docking points outfitted; it is an unarmed cargo ship, but counts as if it has 2 crew points (for repair). Use the Albatross datasheet for the cargo airship. If you own the airship expansion, you can use the Atlas datasheet.

Setup: The player sets up all squadron planes in his set-up zone. The player may choose what side of the board is his own board edge. The cargo airship must enter the map at altitude 3. The escorts must be placed within 6 hexes of the airship. The airship does not count towards your set-up aircraft regarding paying for additional aircraft, nor does it count for your set-up number of aircraft. Only hexes that are fully coloured in are eligible as set-up hexes.

Duration: When turn 12 is played and the cargo airship is still on the map, roll a d6-2. This is the number of turns additionally available for both players. After that number of turns is played, the game ends.

The Flying Eye

Mission value 4. Fame cost 4. Fame win 10.

To ensure maximum surveillance of the area we send a specialized airship into the region. The recon airship conducts a recon run and must return to own lines as soon as possible. Ensure that the mission is a success!

Mission: Escort an allied airship on a special recon run.

Objectives: A recon airship is set up with the choosing squadron, and D3+1 objectives are placed, beginning with the opponent.

Winning: To win the Flying Eye mission, the recon airship must fly over each objective and be in flying condition (not descending or falling) at the end of the mission.

The airship crew is veteran. The airship is equipped with light anti-aircraft turrets. Use the datasheet for the airship of your nation. Mercenaries roll randomly for the airship used: 1-3 Albatross-class, 4-6 Lance-class.

Setup: The player sets up all squadron planes in his set-up zone. The player may choose what side of the board is his own board edge. The recon airship must enter the map at altitude 5. The escorts must be placed within 6 hexes of the airship. The airship must not drop below altitude 3 when making photos of objectives. If it flies lower, it cannot take photos. The airship does not count towards your set-up aircraft regarding paying for additional aircraft, nor does it count for your set-up number of aircraft. Only hexes that are fully coloured in are eligible as set-up hexes.

Duration: When turn 12 is played and the recon airship is still on the map, roll a d6-2. This is the number of turns additionally available for both players. After that number of turns is played, the game ends.

The Duel

Mission value 5. Fame cost 5. Fame win 15.

On the other side of the border there is a squadron stationed, who is a kind of nemesis to us. Whenever possible, this squadron has interfered with our interests and given us headaches on more than one occasion. Your job is simple: decimate their ranks and shoot the bastards out of the skies!

Mission: Duel the enemy squadron.

Objectives: This is a simple dogfight mission. The choosing player's squadron ambushes the other player's squadron. Therefore, the other player cannot opt for his own mission; he has to play this mission, too.

Winning: To win the duel, the choosing player must succeed in shooting down at least 2 more airplanes of the opponent than he loses. If the opponent manages to shoot down 2 more planes, he receives 5 extra fame points, in addition to the shot down ones.

Setup: The players set up all squadron planes in their set-up zone, starting with the defender and the green pilots, followed by the choosing player. Then experienced pilots, veterans and aces last. The player board edges are clearly marked on the map. Free selection of altitude and speed for every plane. Only hexes that are fully coloured in are eligible as set-up hexes.

The Airstrip Visit

Mission value 5. Fame cost 5. Fame win 15.

On the other side of the border is a squadron stationed, who is a kind of nemesis to us. Whenever possible, this squadron has interfered with our interests and given us headaches on more than one occasion. We do not want honourable duels anymore! We want them crushed on the ground! Destroy the airfield and take down as many pilots as you can!

Mission: Destroy the enemy airstrip, but be prepared for stiff resistance.

Objectives: In the centre of the map is the airstrip. Mark a point at the end of the runway: the defending aircraft will start from this point. Add 12 points of ground targets, using the value 2 and value 3 ground target lists. Place the ground targets within 2 hexes of the runway, and build the airstrip in this manner. Therefore, the defending player cannot opt for his own mission; he has to play this mission, too.

Winning: To win the Airstrip Visit mission, the choosing player has to destroy the runway (at least 3 bomb or rocket damage points), 1 additional ground target and at least 1 enemy airplane. Mark each hex when hit.

If the defending player starts a plane, he has to pass a pilot check for each hit on the runway. Each failed check results in critical damage to the plane.

If the defending player is able to prevent the attacking player from reaching his mission goals, he earns 5 fame points.

Setup: The choosing player places ALL airplanes at his edge of the board. The defender starts with D3 of his aircraft airborne at level 1, at a minimum speed, within the set-up zone for airfield defence. All other planes are grounded and must start. 1 aircraft per turn can start, by placing it at minimum speed at altitude 1 at the end of the runway. Only hexes that are fully coloured in are eligible as set-up hexes. (The board edges and the set-up zones for airfield defence are shown in the printed mission diagrams.)

Special: If a defending player's pilot or crew must bail out or crash-land his aircraft, he does not pay fame for returning to the squadron, as he bails out over friendly territory.

Campaign: Rules for Free Play

Creating a squadron

At the beginning of the "free" game you choose a faction. You will receive 4 standard fighters of the chosen faction and 4 green pilots, which must be named and ranked by the player's choice and imagination.

Use the squadron sheet for the bookkeeping, and the pilot sheets, which are explained later.

The squadron starts with 0 fame points, but this is something that shall be changed quite soon!

Administration of a squadron

During the course of the game, the squadron leader will receive fame points and be confronted with victory and defeat.

Recruit one additional pilot or crew (up to 14), or replace a lost one. The squadron starts with 4 pilots. A pilot can be lost during the course of a game (killed in action or captured), or get wounded (he has to skip the next mission). You can recruit up to 8 pilots, 2 airship crews or 4 bomber crews for your squadron, each one costing 1 fame point.

Receive one additional aircraft, or replace a lost one (according to the aircraft costs). The squadron starts with 4 standard fighters of your faction. Aircraft can be lost during the course of a game. You can equip your squadron with aircraft in any combination, as long as you can pay for them in fame points. Each aircraft has a point value which must be paid for, even if you replace an existing one with a better one. The only exception is the airships: only 2 can be bought for the squadron maximum.

Send more aircraft on a mission

Each mission must be flown by a minimum of 2 aircraft and their respective pilots or crews. These 2 aircraft start the mission without any fame point costs. The squadron leader can decide to send more aircraft on that mission, paying 1 fame point per additional aircraft or airship. Remember: an airship counts as 2 planes for that matter.

Choosing higher value missions

Each mission has a certain mission value, fame point cost and fame point win. Higher value missions cost fame points to fly in the actual scenario, but the potential reward in fame is also higher.

Returning a bailed-out pilot

A pilot can be forced to leave his plane during the course of a game (voluntarily, or forced by the destruction of the plane). As soon as he lands with his parachute on the ground, he will be surrounded by ground troops and will face captivity, unless the owning squadron leader pays fame points for his return. The pilot has to give some autographs and pose for pictures with the ground troops, which will use up some of his fame. The more experienced the pilot is, the more fame must be spent on his return. A green pilot has no fame and always goes straight into the next POW camp.

The costs for returning are: 2 for an experienced pilot, 3 for a veteran and 4 for an ace. If the squadron leader does not pay the fame necessary, or cannot, the pilot is lost.

Fame spending overview

Fame pointsWhat can be bought with
1Recruit one additional pilot or crew, or replace a lost one
XReceive one additional aircraft, or replace a lost one (according to the aircraft's price)
1/2/3/4/5 etc.Send more planes on a mission
1/2/3/4/5Choose a higher value mission
2/3/4Return a bailed-out pilot or crew (experienced / veteran / ace)

Organising your squadron

Dockfighters is a sort of RPG-like game, which allows you to level up your pilots with experience, track their victories and equip them with new aircraft. Therefore, there are two different sheets: the personal file and the aircraft datasheet.

The personal file is for your pilots and crews. Here you mark the flown missions, the victories and the ace skills (if he or she gets that far). Name and rank are only RPG elements and are free to be chosen by the player.

The aircraft sheet houses all information regarding the actual aircraft the pilot flies: aircraft data, structure points, critical damage, onboard weapons and external loads.

Those sheets are printed single-sided, because they are meant to be arranged with a paperclip, so you can compose your squadron and arrange your pilots with their corresponding aircraft.

The squadron sheet is placed at the start of the campaign section. The quick reference sheets at the beginning and back of the book are DIN A4 size and are meant to be unfolded during game play.

The squadron sheet

The squadron sheet informs you about the current status of your squadron before choosing a new mission.

At the start of a new campaign, you mark 4 standard fighters as combat ready and write down the 4 names of your pilots, also marking them as combat ready.

The fame win marks the actual available fame. You can buy additional fighters, pilots, airships or equipment, listed on the right side of the squadron sheet.

Equipment must only be paid for once: if you choose to unlock "Swarm Missiles", you pay only the fame for unlocking the equipment once and can arm as many aircraft as you want. This also applies to docking point equipment for airships.

Aircraft and pilots must be paid for every single time you want to get one. So 2 Advanced fighters cost you 4 fame points.

Wounded pilots, damaged aircraft and workshop

Each time a pilot gets wounded, he or she must be marked as "in hospital" and is not available for the following mission. After that mission, he or she is marked in the "combat ready" section again and is available for combat. The same logic applies to aircraft and airships.

If an aircraft is damaged up to 50% of its structure points or receives 2 critical damage during a mission, it is marked as "in workshop" and is not available for the next mission. After that mission is completed, it is marked as combat ready again and available for the next mission. So 1 critical damage is repaired automatically.

If an airship is damaged up to 50% of its structure points or returns with 2 unrepaired critical damage, it is marked as "in workshop" and is not available for the next mission. After that mission it is marked as combat ready again and available for the next mission.

Organising a free campaign

The players should be familiar with the scenario set-up at this point and should have played the introductory campaign.

If the players want to play Dockfighters in a more free way, without the corset of a scripted campaign structure, maybe with changing opponents, they can play in "free mode". That means that they create and administrate a squadron in the way described above.

Each time the players meet for play, they generally play a scenario as described in the scenario set-up. After the game, they record wins, losses and fame won, and step on to the next scenario. This can be played without a strict set end, although the players may opt for a certain number of scenarios to be played.

Expansion Rules

The printed core booklet places the following two sections (Squadron leader and The 3 Ace challenges) after its "Expansion Rules" divider page. They are transcribed here as printed.

Squadron Leader

Each pilot can be promoted to squadron leader during the course of the game. Depending on the experience level, he has the possibility to unlock unique skills that can give the squadron its own dynamics.

Each squadron can have only one active squadron leader, who must also be noted on the squadron sheet. Only his skills are relevant for the squadron.

Once a pilot is promoted to squadron leader, a random ability is rolled (d6). The d6 result sets his skill tree.

Example: the new squadron leader rolls a 3. That means "Scrounge" is his active skill tree.

Each squadron leader can have only one skill. As soon as a squadron leader has reached the corresponding experience level, he can spend the mentioned fame points to unlock the corresponding feature. In any case, only one skill can be unlocked per mission, and the next level must always be unlocked.

Example: a veteran decides to become a squadron leader. He acquires the skill 2 "Ruthless". He could unlock and pay for all skills up to veteran, but for now he can only unlock the green skill of his skill tree. The next mission, the experienced one, and so on.

The six skill trees (d6)

  • 1 Heroic: This squadron leader is a role model for his pilots. He leads from the front, and his men and women support him wherever they can.
  • 2 Ruthless: This squadron leader relentlessly pushes his pilots and sends even damaged machines into battle. All that matters is the result.
  • 3 Scrounge: This squadron leader uses his connections and technical skills to get aircraft back on the ground as quickly as possible.
  • 4 Publicity expert: This squadron leader is a star. He uses his influence to get better missions and pay less ... for everything.
  • 5 Dread: This squadron leader rules by fear. His pilots follow him out of fear rather than respect. This drives them to reckless actions.
  • 6 Drunken: This squadron leader does not take alcohol prohibition too seriously. His pilots are always in a good mood. That has its light and dark sides.

Squadron leader skills table

The table has one row per skill level, with the fame point cost of unlocking the level in brackets. Each skill tree has one cell per level.

Level (fame cost)1 Heroic2 Ruthless3 Scrounge4 Publicity expert5 Dread6 Drunken
Green (2 fame points)Pilot or crew returns immediately from hospital on roll of 6Pilot or crew flies wounded, -1 experience level for the missionAircraft or airship comes immediately back from workshop on roll of 6Decrease the cost to unlock a mission by -1Once a game a skill check can be re-rolled. If failed, the pilot or crew gets woundedOne pilot or crew can ignore one wound in this mission. First pilot or crew that shoots each turn hit -1 harder
Experienced (4 fame points)Pilot or crew returns immediately from hospital on roll of 5+Pilot or crew flies woundedAircraft or airship comes immediately back from workshop on roll of 5+Decrease the cost of acquiring equipment by -1 (to a minimum of 1)Once a game an attack roll can be re-rolled. If no damage is scored, the pilot or crew gets woundedOnce a game you can treat a skill check as passed. No dice roll needed
Veteran (6 fame points)

Note: in the printed Veteran / Dread cell the word between "can" and "skill check" is not legible in the table; it is read here as "re-roll" in brackets, matching the sense of the other Dread cells.

The 3 Ace Challenges

"I fly close to the opponent, shoot ... and of course he falls down." (Hauptmann Oswald Boelcke)

The League of Extraordinary Flying Aces, an international association of the most successful pilots and a very exclusive club, has proclaimed years ago 3 challenges for the most courageous pilots in the world. Whoever manages to master these 3 challenges will be admitted to this club and can rightfully count himself among the best of the best.

However, these challenges are extremely difficult, and there are more pilots who have failed them than those who have succeeded. Their level of difficulty is often described as extremely difficult and almost unfair, but if you want to be part of the elite, you have to face these challenges and master them.

The following requirements apply to the challenges:

  1. You can integrate these 3 challenges into your free game. You have to master them one after the other and always with the same pilot.
  2. The pilot must have reached the experience level Ace.
  3. If your pilot gets killed, and another pilot tries his luck, then start all over again.
  4. You do not have to complete the challenges one after the other.
  5. You can take a wingman with you on each mission, but this wingman can change, unlike your ace. His experience level may be Green, Experienced or Veteran, but not Ace.
  6. Konrad takes control of the opponent. However, there is nothing to prevent a human player from taking control of the opponents.
  7. Since the missions are meant for solo use, they have no mission value, since the second player cannot select his own mission. Either he takes over the opponents, or the first player plays them solo.

(The printed list numbers 2 and 3 twice; the numbering is kept as printed.)

Once your ace has successfully completed all 3 challenges, he is admitted to the League of Extraordinary Flying Aces. Mark the club admission on his personnel file.

  • If you use a club member, you will receive a discount of one fame point on the cost of a mission.
  • If a club member is shot down, the opponent gets an extra fame point.

Challenge No. 1

Mission value: - . Fame cost 1. Fame win 4.

So you are ready for the 1st challenge? The league has sent you coordinates where you and your wingman should meet. In a wide valley they have marked a 5 m x 5 m red cross. If you manage to enter the valley, land at the cross and get the silver beer mug that is in the box, as well as get out of the valley again, the first challenge is done. But it looks like the league has pilots in the area.

Mission: Fly to the cross, land, get the mug and get out of there again!

Objectives: To win the 1st challenge, you must land on or next to the cross. You must stay on the ground for 1 round and then start again, with the silver beer mug in your possession. You must escape the valley again via your own board edge. Choose the nation of the league randomly, depending on your collection.

The league will send 3-5 planes towards you in the beginning. In each subsequent turn they will send 2 new planes towards you, but only until there are 5 enemy planes in the air. Which planes and pilots start at the beginning of the game and in the following turns is determined by dice.

  • Mission start: 1-2: 3 aircraft; 3-4: 4 aircraft; 5-6: 5 aircraft.
  • Aircraft type: 1-2: Standardfighter; 3-5: Advancedfighter; 6: Fighterbomber.
  • Opponents' experience: 1-2: Experienced; 3-4: Veteran; 5-6: Ace.

Setup: Unlike ordinary missions, the board can be entered exclusively through the own board edge. If for some reason the player crosses another edge of the board, he will be pushed into the mountains and destroyed. Opponents start in the mode: Attack. (The league board edge and own board edge are shown in the printed diagrams.)

Challenge No. 2

Mission value: - . Fame cost 3. Fame win 8.

You have won the silver beer mug. Excellent, but not enough for an admission. The league sends you coordinates again. If you manage to destroy 3 target balloons and a large building in this valley, which is known and infamous for its bad weather, while the league is trying to prevent you from doing so, you will be guaranteed the 2nd challenge.

Mission: Destroy the 3 balloons and the large building and escape.

Objectives: To win the 2nd challenge, you have to destroy the 3 balloons as well as the large building and escape back across your own side of the board. Each balloon has one structure point. The flight altitude of the balloons is rolled for. The league sends 3-4 planes towards you in the beginning. In each further turn they will send a new plane towards you, but only until there are 4 enemy planes again. Which planes and pilots start at the beginning of the game and in the following turns is determined by dice.

  • Mission launch: 1-3: 3 aircraft; 4-6: 4 aircraft.
  • Aircraft type: 1-2: Dockfighter; 3-4: Standardfighter; 5-6: Advancedfighter.
  • Opponents' experience: 1-3: Experienced; 4-5: Veteran; 6: Ace.

Setup: Unlike ordinary missions, the board can be entered exclusively through the own board edge. If for some reason the player crosses another edge, he will be pushed into the mountains and destroyed. The opponents start in the mode: attack. The weather starts with thunderstorm and does not get better during the mission. Roll the dice only for wind speed and direction of clouds.

Challenge No. 3

Mission value: - . Fame cost 4. Fame win 10.

Not bad, not many pilots get that far. Now comes the final challenge! A dogfight against Konrad-controlled enemy aircraft in enemy airspace. If you succeed in this hell ride, you are truly one of the best.

Mission: Defeat all bots within a maximum of 12 turns.

Objectives: To win the 3rd challenge, you have to eliminate all enemy planes. You do not have to flee after completing this objective.

Setup: Place 2 Dockfighters, 2 Standardfighters and 1 Advancedfighter spread out on the map. They must be at least 5 hexes apart. All enemy pilots are bots with experience level Veteran and are in Attack mode. Only the Dockfighter pilots have the experience level Experienced.

There is also a landing strip. You can land on it, and will be fully repaired and reloaded with ammo at the end of the turn you landed. You may do this a total of two times (one plane twice, or both once each).

Unlike ordinary missions, the board can be entered exclusively through the own board edge. If for some reason the player crosses another edge, he will be pushed into the mountains and destroyed.

The weather starts with thunderstorm and does not get better during the mission. Roll the dice only for wind speed and direction of clouds.

Squadron Documents

The printed booklet contains blank campaign sheets for two squadrons (a Bavarian squadron and a Saxon squadron) and the depot tables below. The sheets are forms and are summarised here by their content.

Bavarian squadron sheet (aircraft in hangar): Fw-802 E-1 "Hawk", Fw-127 B-2 "Royal Harrier", Bf-229 R-6 "Sprite", Bf-682 D-3 "Milkcow". Airship inventory: 2 Albatross-class airships.

Saxon squadron sheet (aircraft in hangar): Do-335 L-3 "Arrow", Do-252 A-2 "Kingfisher", Ju-202 G-1 "Boar", He-992 C-3 "Pit Ghost". Airship inventory: 2 Lance-class airships.

Each sheet has "Ready for combat" and "In workshop" boxes for each aircraft, "Ready for combat", "In workshop" and "In hospital" boxes for pilots and crews, and a "Pilots and crews in barracks" list of 14 slots (slots 1-8 pilots, slots 9-10 airship crews, slots 11-14 bomber crews).

Ammunition depot (external loads)

External loadAssignedFame cost
AB 250 bombAutomaticAutomatic
SD 250 cluster bomb1
RB 250 smoke bomb2
Nebelwerfer rocketAutomaticAutomatic
Swarm missiles1
Panzerschreck rocket2
Magnetic missiles2
Swordwhale ACM1
Hurricane ACM

Airship docking point depot

Docking pointAssignedFame cost
Light anti-aircraft turretAutomaticAutomatic
Heavy anti-aircraft turret3
Docking clamps3
Dockfighter system "Dragonfly" (Bavarian; "Eel" on the Saxon sheet)6
Artillery turret3
Magnetic railgun6
Radar system3
Jammer system6

Equipment is paid for once: once a system is unlocked, it can be assigned to as many aircraft as the squadron wants. Aircraft and pilots are paid for every time they are acquired (see "Organising your squadron" above).

Aircraft Documents

The printed booklet has an "Aircraft Documents" section, one document per aircraft type, each a blueprint with historical specifications. The PDF of the core rulebook contains one such blueprint: the Bv-101 A-1 "Dragonfly" (class: Dockfighter; manufacturer: Blohm und Voss Flugzeugwerften, Lindau, Swabia, Freestate of Bavaria; engine DB 603DF (1300 hp)). Its historical specification table is flavour material and is not transcribed.

The per-aircraft game data sheets (speed, engine power, agility, structure points, onboard weapons and attack dice for each aircraft type) are not present in the PDF text or images of this booklet and are therefore not transcribed. The rules above refer to them; they must be taken from the aircraft datasheets of the physical game.

Pilot and Crew Documents

The printed booklet has a "Pilot and Crew Personal Files" section for fighter pilots, bomber crews and airship crews. In the PDF of this booklet, the pages after that divider carry no legible rules text. The fighter ace ability list that the "Personal Files" rules refer to (the D6 ace ability roll and the level 2 abilities) is therefore not transcribed. The squadron leader skills, which are printed in this booklet, are transcribed under "Expansion Rules" above.

Only aerial targets; re-roll each successful hit
Panzerschreck ATG rocketAir/ground missile0/2/22+/3+/5+Only ground targets; re-roll each successful hit
Magnetic ATG missilesAir/ground missile5/3/04+/5+/6Only ground targets; re-roll each successful hit
Swordwhale ACMAerial cruise missile32+/3+/4+Uses 2 external load points for one weapon
Hurricane ACMAerial cruise missileSpecialSpecial: all planes in range 3 from the detonation point get agility reduced by 2 levels. A successful pilot check ends the effectUses 2 external load points for one weapon
Aurora ACMAerial cruise missileSpecialSpecial: all pilots in range 6 from the detonation point count as 2 experience levels lower. A successful pilot check (with the actual experience) ends the effectUses 2 external load points for one weapon
60 hexes2 hexes3 hexes3 hexes
No effect
Aircraft leaves the board due to cloud movement or miscalculated maneuverIt cannot enter the board anymore; aircraft and pilot are lost. No return home possible.Aircraft counts as missing in action. Aircraft returns home, except survivor skill level 2 (check increased by +1)
2+/4+/6
Blast affects all 6 hexes beneath the target hex
Air mine launcherMines6/1/04/5/6Explodes if in direct contact. If an aircraft passes within range 1-3 of the mine, roll a d6: on a 4+ the mine detonates, affecting all aircraft and torpedos in range 1-6. Gets "hot" after 2 turns being placed
  • Check for a valid lock-on attempt: if the bot can reach a position that allows attacking the target, stop the procedure and move the bot to this position.

  • Move with the highest possible agility. At each turning point turn towards the escape direction if not already aligned to it. If already aligned, just fly further straight ahead. At the end, decrease the actual speed by the amount of turns made.
  • Remember: all movement rules, as described in the section "Movement", are valid to the bot as well.

    Search the landing area, land and deliver the agent
    214The big huntDestroy all ground targets in the area (8 points)
    338The great ale raidFind the train, land on it and deliver the agent
    338Bomb runDestroy all ground targets in the area (14 points)
    4410Cargo airship escortEscort a cargo airship across the map
    4410The flying eyeEscort a recon airship during its recon mission
    5515The duelDuel an enemy squadron
    5515The airstrip visitDestroy the enemy airfield
    Pilot or crew returns immediately from hospital on roll of 4+
    Damaged aircraft can fly a mission. Destroyed after mission
    Aircraft or airship comes immediately back from workshop on roll of 4+
    Decrease the cost of acquiring aircraft by -1 (except standard fighters)
    Once a game a pilot or crew can [re-roll] a skill check if the aircraft gets damaged. If passed, ignore it
    Once a game an aircraft or airship counts as an ace for being shot at. Declare before the attack is made
    Ace (8 fame points)Pilot or crew returns immediately from hospital on roll of 3+Damaged aircraft can fly a missionAircraft or airship comes immediately back from workshop on roll of 3+Always gains +1 fame if fame is earned during a missionOnce a game you can keep the initiative for one further turnAny one pilot or crew that shoots each turn hit +1 easier
    2
    Aurora ACM3
    Bomb rack
    3
    Air mine launcher4
    Tesla coil4