Attack Craft function similarly to larger Voidships, with the following differences;
Wounds are replaced by Squadron Size
Crew Rating (default of 3) is added to the current Squadron Size to determine the Dice Pool for any Tests they make (referred to as Pilot Rating)
They cannot take Simple or Reflexive Actions and cannot use any movement options (unless otherwise stated)
All Attack Craft ignore the DN penalty for attacking Small or Tiny Ships
Bombers gain +1 bonus dice on attacks against ships of Size Medium or larger.
Interceptors gain +1 bonus dice on attacks against other Attack Craft.
Fighter-Bombers can choose either the Bomber or Interceptor bonus when launched; this choice cannot be changed unless the squadron is recalled and then relaunched.
Individually, attack craft are weak and vulnerable to enemy interceptors and point defence networks. To counter this, they almost always operate in larger formations, known as squadrons; however, sometimes even these are not powerful enough to break through an enemy's defences, and a larger formation is required.
As a Free Action, two or more adjacent squadrons of the same type can combine together to form a 'Group'. Groups move and act as a single entity; to determine their dice pool for any required Tests, including attacks, take the Crew Rating of the Attack Craft type (default of 3), then add the total Squadron Size of all constituent squadrons. Because of their larger size, their Manoeuvrability is reduced by 1, and by an additional 1 per extra squadron in the group (to a minimum of 1). On a successful hit, groups gain ED equal to the number of component squadrons.
When attack craft are lost, the remainder are consolidated into the smallest possible number of squadrons (each constituent squadron is therefore to be as 'full' as possible; for example, you cannot maintain a group of 3 squadrons, if you have fewer attack craft than required for 2 squadrons).