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INTRODUCTION
Spitfyre Dogfight is a stripped down, very basic edition of
Hysterical Games’ fantasy air wargame Spitfyre. The rules use a
quasi 3D manoeuvre system where action is fought out on the table
in 2D, but with some representation of 3D air combat through
manoeuvres.
Spitfyre Dogfight is intended to give you the core basics of the
game and the opportunity to try out some dogfights using the
Spitfyre system between Dwarf War-Eagles and Orc Spitfyre
Dragons.

DICE NOTATION
The game uses standard notation for dice and die rolling. For
example, “roll 2d10” means roll two ten-sided dice, 3d6 means three
six-sided dice. Scores on 10-sided dice are taken as 1-10 (so for dice
marked 0-9 the 0 is read as 10)

MATERIALS NEEED TO PLAY


The materials needed to play are:
Airbeasts: two Hysterical Games KriegAdler 109 and Spitfyre
airbeasts, but we have supplied some printable counters at the end
to get you started if you don’t have the particular models to hand.
Airbeast/Beast handler rosters: these list the ratings of the airbeast
and beast handlers in the game and provide locations to mark off
weapons and ammo as they are used, as well as to record the
airbeast’s speed changes and damage taken.
Dice: each player will need
at least one 10- sided
die (d10) and a six-
sided die (d6).

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AIRBEASTS
Airbeasts are the primary units in the game, the type of beast used
depends on each particular air force, for example the Orc Air Force
employ various breeds of dragons, the Dwarf Luftbestien different
types of giant birds.
Each miniature or stand represents a single airbeast.
New players should generally control one or two airbeasts.

CHARACTERISTICS AND RATINGS


Airbeasts have a number of factors to describe them...
Max: maximum speed in inches. This is the maximum distance that
can be moved in each of the movement phases. Airbeasts are likely
to suffer damage if they exceed this maximum speed.
Min: minimum speed in inches. The minimum speed the airbeast can
travel (if forced to travel slower it stalls and may crash).
Manoeuvre: Low, Medium, High (L, M, H), a measure of the
airbeast’s ability to turn and perform manoeuvres.
Power: the raw power generated by the airbeast’s wings, affecting
the ability to perform some manoeuvres and to change speed.
Damage Points: the damage value of the airbeast. The airbeast is
crippled when the number of damage points suffered equals at least
half this value, and it is destroyed when the number of damage points
suffered equals or exceeds this value.
Ammo: the amount of attacks an airbeast can make using its
machine guns. Fighters carry more ammo than bombers and can
make more machine gun attacks.
Attack: weapons used in aerial
combat, usually machine guns,
but also including dragon fire,
eagle talons etc.

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ORDER OF PLAY
Each Turn consists of two phases:
Phase 1
Prep Segment
• Select and apply speed changes using power (unless stalled)
• Place manoeuvre cards *
• Roll for initiative
Move Segment
• Move all stalled airbeasts
• Test for and execute all movement or manoeuvres in order of
initiative (or tailing). *
Fire Segment
• Resolve air-to-air attacks and ground based MG fire

Speed segment
• Attempt stall recovery
• Resolve speed changes due to manoeuvre or stall recovery
• Resolve excessive speed damage 

*an airbeast below stall speed or having failed to recover from a stall
cannot move or manoeuvre.
Phase 2
Prep Segment
• Place manoeuvre cards *
• Roll for initiative
Move Segment
• Move all stalled airbeasts
• Test for and execute all movement or manoeuvres in order of
initiative (or tailing). *
Fire Segment
• Resolve air-to-air attacks and ground based MG fire
Speed segment
• Attempt stall recovery
• Resolve speed changes due to manoeuvre or stall recovery
• Resolve excessive speed damage

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*an airbeast below stall speed or having failed to recover from a stall
cannot move or manoeuvre.

ORDER OF MOVEMENT
To determine the order in which airbeast move, roll a d6
Subtract 1 if the airbeast is travelling at less than 6” per phase, or
more than 12” per phase. The result is the airbeast’s Initiative
Number.
Airbeasts are moved in order of increasing Initiative Number, starting
from the lowest. In the case of a tie, work through the following list to
determine which airbeast moves first:
• Slowest airbeast moves first
• Lowest manoeuvre rating airbeast moves first
• Most heavily damaged airbeast moves first
• Resolve by straight d6 die roll – no modifiers, re-roll ties

“TAILING”
If, before movement, an airbeast is in a position where (a) it is within
12” and has the target in its front 30° arc and (b) it is in the target’s aft
arc (i.e. behind the target’s wing line), it may opt to “tail” the enemy
airbeast during movement.
This means it executes its movement immediately after the tailed
airbeast, regardless of Initiative Number. It also means that the tailing
airbeast may attempt to change its selected manoeuvre to match that
of the target.
If, when manoeuvres are revealed, the tailing airbeast wishes to try to
change manoeuvres, it rolls a d10. On a roll of 7+ it may change its
selected manoeuvre to that of the target.
Note it must still then roll to perform the manoeuvre as normal.
Note also that tailing airbeast are moved immediately after the
airbeast which they are tailing, so they may find themselves
disadvantaged with respect to other airbeasts moving later.

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SPEED CHANGES
An airbeast may change speed as follows at the beginning of each
complete turn.
Speed changes normally cannot be used to increase speed above
the airbeast’s maximum speed, though this may occur from
performing manoeuvres. These are resolved at the end of each
phase and may result in an airbeast’s speed exceeding its maximum.

MOVEMENT AND TURNING


A normal move in the Move Segment follows the sequence if the
airbeast wishes to turn: half-move, turn, half-move, turn.
When performing a normal move, an airbeast moves straight forward
half its move in its current direction, then changes direction (i.e.
turns) if desired. It then moves forward in its new direction for the
other half its movement, and then turns again if desired.
The maximum amount that an airbeast may change direction after
each half-move is limited by its manoeuvre rating.
There are three regular manoeuvre ratings: L = Low, M = Medium, H
= High.
A turn and arc template is provided as a play aid. To use the turn
template, align the heavy arrow with the airbeast’s current direction.
The airbeast may then change direction (rotate in place) up to the
line marked with the letter of the airbeast’s manoeuvre rating. The
airbeast can turn up to its full turn amount after each half move.

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TURN AND ARC GUN TEMPLATE

(If you wish to use a protractor to measure turns: L turns up to 15


degrees per direction change, M turns up to 30 degrees, H up to 45.
A successful break turn adds 30 degrees to the turn amount for the
rating, so an H rated airbeast making a successful break turn turns
75 degrees.)

MANOEUVRES
At the start of each phase players may place a manoeuvre card
alongside their airbeast, displaying an intention to perform some form
of special manoeuvre. Cards are placed face down and revealed at
the same time.
The card may be a dummy, intended to try to trick an adversary into
making a manoeuvre and shaking them off.
Each manoeuvre has a Difficulty Rating. This is the number shown
after the “DR” below. Roll equal to or above the Difficulty Rating on a
d10 to perform the manoeuvre.
Failure to make the roll means the airbeast suffers some form of
penalty (see manoeuvre descriptions for details).

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MANOEUVRES
Jink (DR4): airbeast jinks right and left, avoiding fire. The model is
moved 2/3 normal distance in a straight line. Incoming fire attracts a
negative modifier.
Failure - airbeast moves in a straight line.
Power Dive (DR 3): the airbeast moves in a straight line, and may
increase speed by 1-5 over and above normal speed changes and
also may move at greater than its normal maximum speed (although
this may cause extra damage due to overstressing). Power dives
may not be performed if the airbeast is already travelling at more
than its maximum speed. A Power Dive may be made in conjunction
with normal speed changes
Failure – as above, but incoming fire attracts a bonus.
Barrel Roll (DR 4): the airbeast moves half distance at 60 degrees to
flight path. Speed reduced by 4. No change in direction. Incoming fire
attracts a negative modifier.
Failure – airbeast moves as described above, but turns 60 degrees
away from line of flight, speed reduced by 6.

Break Turn (DR 5): the airbeast moves normally and may turn at two
manoeuvre levels higher than it is rated i.e. a successful break turn
adds 30 degrees to each of the two turns. For H airbeast, use the
turn rates marked HBT. Incoming fire attracts a negative modifier.

Failure – airbeast cannot make additional turn, speed reduced by


1d6.

Loop (DR5): the airbeast is flown through a loop. This effectively


places the airbeast back at its starting point, so the model is not
actually moved. Speed reduced by 2.

Failure – airbeast remains in position but is turned to face a random
heading using a d6 and the airbeast is stalled. Incoming fire attracts a
bonus.
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Falling Leaf (DR8): this is an extreme tactic often used to evade a
superior enemy. The handler deliberately throws the airbeast into a
spin. Its effects are a little uncertain. Roll a d6 to determine the
direction in which the airbeast moves. Roll another d6 to determine
the number of inches moved in that direction. Having completed this
movement the airbeast may be turned to face any heading. An
airbeast may NOT fire in a phase in which it performs a Falling Leaf.
Incoming fire attracts a negative modifier. Speed is reduced to the
airbeast’s minimum speed.
Failure – as above but at the end of movement the airbeast is turned
to face a random heading (roll a third d6). The airbeast is now stalled.
Incoming fire attracts a bonus.
Other manoeuvres are included in the main rulebook...

STALLING
Left to their own devices flying beasts intuitively do not stall.
Unfortunately if you add a handler to the equation, pulling on the
beasts reins trying to get it to do what they want, there is the
possibility...
If speed changes or a failed manoeuvre reduces the airbeast to
below its minimum speed the airbeast stalls and loses the ability to fly
(hopefully temporarily!). The airbeast is moved randomly at the start
of each phase as if it were performing a failed Falling Leaf
manoeuvre.
Stall recovery is attempted at the end of the phase. Roll a d10.
On a score 4 or more the airbeast recovers, it may fly normally next
phase, its starting speed being its stall speed. If it scores 3 or less the
airbeast remains stalled, roll another d10. If the score is 2 or less the
airbeast loses control and crashes.

EXCEEDING MAXIMUM SPEED


If an airbeast exceeds its listed maximum speed (either through
power dives or having its maximum speed reduced by damage) there
is a chance that it will take additional damage.
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Roll a number of d6 equal to the excess speed. One point of damage
is taken for each roll of 3 or less.

FIRING
Each airbeast can fire only once each phase.

WEAPONS
In order to be engaged the target must be within range and the attack
arc of the weapon.
The attack arc is a cone extending 30 degrees from straight ahead
from the shooter for machine guns and talon attacks.
For dragonfyre attacks the arc is 60 degrees from straight ahead
from the shooter.
Roll the indicated number of Attack Dice.

Hits are caused by rolls of 6 or greater. All rolls use a d6 except
where noted.
Use the indicated number of dice for each weapon. If an airbeast has
more than one weapon it combines the total rolled by the player.

Weapon Type Range Attack Dice

Twin Machine Gun 12” 5d6

Dragonfyre 8” 6d6

Razor talons 2” 8d6

MODIFIERS
Modifiers are applied by altering the number of dice thrown (round
numbers of dice up – a minimum of 1d6 is always rolled).

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Condition Modifier

Firing from within 4” Add 2d10

Shooter is in target’s front arc Halve dice


ie. in 180 degree arc ahead of
the target’s wing line.

Target stalled or failed Add 1d10


manoeuvre where an incoming
fire bonus is indicated

Target successfully performs Halve dice*


Jink, Barrell Roll or Falling
Leaf manoeuvre

Firer performs Loop, Barrel Halve dice*


Roll or Break Turn manoeuvre,
whether successful or not.

Firer is Crippled Halve dice*

Firer performs Falling Leaf No firing possible

* round numbers of dice up

AMMUNITION
Each airbeast carries only enough ammunition for eight turns of
gunnery. There are no restrictions on weapons airbeasts naturally
have such as razor talons, dragonfyre etc. 


AIRBEAST DAMAGE
The number of damage points that an airbeast can absorb before it is
shot down is given in the data tables.

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CRIPPLED AIRBEASTS
If an airbeast loses at least half of its damage points it becomes
crippled. It suffers the following effects:
• Its manoeuvrability rating drops 1 level
• Maximum speed is reduced by 2.

AIRBEAST ROSTERS
SPITFYRE

Speed 4 (min) 18 (max)

Current Speed

Damage Points OOOOOO

Manoeuvre H Power H

Attack Handler Skill

Twin mg / Dragonfyre n/a

Ammo OOOOOOOO

KRIEGADLER 109 Messer

Speed 5 (min) 19 (max)

Current Speed

Damage Points OOOOOO

Manoeuvre H Power H

Attack Handler Skill

Twin mg / Razor Talon n/a

Ammo OOOOOOOO

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CREDITS
Rules written by Steve Blease based on the AirWar system written
by Matthew Hartley and David Manley
Cover artwork by Piotr Chrzanowski
Internal artwork by Will Beck
Logo by Craig Andrews
Moral support by Rob Alderman and Poppy
Spitfyre Dogfight © Hysterical Games 2017

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