Flyer: Difference between revisions
Created page with "'''The airspace above a battle is thronged with activity. Fighters and bomber craft hurtle through the skies, duelling with one another and providing fire support for the troops on the ground.''' ---- == Aerial Support == Flyers must begin the game as Reserves. Special rules that allow an owning player to move one or more of their units out of Reserves after deployment but before the game begins (for example the C’tan Shard power ‘Grand Illusion’) cannot be used t..." |
No edit summary |
||
Line 10: | Line 10: | ||
* The Flyer is in close combat, in which case models may move into contact with the vehicle’s hull, its base or both. | * The Flyer is in close combat, in which case models may move into contact with the vehicle’s hull, its base or both. | ||
* Models are embarking or disembarking from the Flyer, in which case the base of the Flyer is used as an Access Point. | * Models are embarking or disembarking from the Flyer, in which case the base of the Flyer is used as an Access Point. | ||
=== MINIMUM MOVE === | |||
'''FLYER''' models typically have a Move characteristic consisting of two values. The first is the model’s minimum Move characteristic – in its Movement phase, all parts of the model’s base must end the move at least that far from where they started. The second is its maximum Move characteristic – no part of the model’s base can be moved further than this. If such a model’s Move characteristic is modified, its minimum and maximum Move characteristics are both modified. | |||
If an '''FLYER''' model cannot make its minimum move, or its minimum move would result in any part of that model (including its base) crossing the edge of the battlefield, then unless you are using the Strategic Reserves rule, that model is removed from the battlefield and counted as destroyed (if the '''FLYER''' is a '''FLYER''', then any models currently embarked within are likewise counted as destroyed). | |||
* '''Minimum move''': Models must move at least their minimum M". | |||
* If a model cannot make its minimum move, it is destroyed (unless you are using Strategic Reserves). | |||
=== AIRCRAFT ENGAGEMENT RANGE === | |||
Although '''AIRCRAFT''' models have an Engagement Range like any other model, the following rules and exceptions apply to it – this will account for the fact that typically '''AIRCRAFT''' models are soaring overhead and not skimming along the ground. | |||
Whenever a model makes any kind of move, it can be moved across '''AIRCRAFT''' models (and their bases) as if they were not there, and they can be moved within an enemy '''AIRCRAFT''' model’s Engagement Range, but it cannot end the move on top of another model (or its base), and it cannot end the move within Engagement Range of any enemy '''AIRCRAFT''' models. The only exception are units that can '''FLY''', which can end a charge move within Engagement Range of an enemy '''AIRCRAFT''' model. | |||
If, when an '''AIRCRAFT''' unit is selected to Move in the Movement phase, any enemy units are within Engagement Range of it, that '''AIRCRAFT''' unit can still make a Normal Move or an Advance (i.e. it does not have to Fall Back or Remain Stationary). | |||
If, when a unit is selected to move in the Movement phase, the only enemy models that are within Engagement Range of it are '''AIRCRAFT''', then it can still make a Normal Move or an Advance (i.e. it does not have to Fall Back or Remain Stationary). | |||
* Models can move within an enemy '''AIRCRAFT'''’s Engagement Range. | |||
* Models can move over '''AIRCRAFT''' (and their bases) when they make any kind of move. | |||
* '''AIRCRAFT''' can make a Normal Move or an Advance even when within Engagement Range of enemy models. | |||
* Units can make a Normal Move or an Advance if they are only within Engagement Range of enemy '''AIRCRAFT'''. | |||
== HEROIC INTERVENTIONS, PILE INS, CONSOLIDATIONS AND AIRCRAFT == | |||
Whenever a unit moves when it performs a Heroic Intervention, piles in or consolidates, it must end that move closer to the closest enemy model. In all cases, '''AIRCRAFT''' models are excluded when determining which model is the closest, unless the unit making that move can '''FLY'''. | |||
* When a model performs a Heroic Intervention, piles in or consolidates, ignore '''FLYERS''' (unless the model moving can '''FLY'''). | |||
== Flyers and Other Models == | == Flyers and Other Models == | ||
Line 17: | Line 44: | ||
If a Flyer comes under fire, the pilot can throw his craft into a series of evasive manoeuvres in an attempt to avoid taking damage. All Flyers have the Jink special rule. | If a Flyer comes under fire, the pilot can throw his craft into a series of evasive manoeuvres in an attempt to avoid taking damage. All Flyers have the Jink special rule. | ||
== | == Supersonic == | ||
Flyers | All Flyers have the Supersonic Keyword. | ||
== Zooming Flyers == | |||
Unless the Flyer has the HOVER keyword, it is treated as a Zooming Flyer. | |||
To represent its limited manoeuvrability, a Zooming Flyer can only make a single pivot on the spot of up to 90° before it moves. Thereafter, it must move directly forwards in a straight line. In a turn in which a Flyer enters the board from Reserve, it can do so facing any direction you wish, providing that the resulting move will not carry it off the board again. | To represent its limited manoeuvrability, a Zooming Flyer can only make a single pivot on the spot of up to 90° before it moves. Thereafter, it must move directly forwards in a straight line. In a turn in which a Flyer enters the board from Reserve, it can do so facing any direction you wish, providing that the resulting move will not carry it off the board again. | ||
Line 24: | Line 54: | ||
A Zooming Flyer can move over intervening units and impassable terrain exactly as a Skimmer. In addition, a Zooming Flyer does not have to take Dangerous Terrain tests even if it starts or stops over difficult, dangerous or impassable terrain. Finally, unless otherwise stated, models cannot embark upon, or voluntarily disembark from, a Zooming Flyer. | A Zooming Flyer can move over intervening units and impassable terrain exactly as a Skimmer. In addition, a Zooming Flyer does not have to take Dangerous Terrain tests even if it starts or stops over difficult, dangerous or impassable terrain. Finally, unless otherwise stated, models cannot embark upon, or voluntarily disembark from, a Zooming Flyer. | ||
=== | === Zooming and Shooting === | ||
Flyers have sophisticated targeting systems designed to work at the fastest speeds. Unlike normal rules for Vehicle Movement, Zooming Flyers can fire up to four of their weapons using their full Ballistic Skill if they have moved at all, with the exception of Advancing, at which point they can only fire ASSAULT weapons with Snapshots. | |||
Flyers have sophisticated targeting systems designed to work at the fastest speeds. Zooming Flyers can fire up to four of their weapons using their full Ballistic Skill if they have moved at | |||
=== Hard To Hit === | === Hard To Hit === | ||
Zooming Flyers are incredibly difficult targets for troops without suitably calibrated weapons and scopes. Shots resolved at a Zooming Flyer can only be resolved as Snap Shots (unless the model or weapon has the Skyfire special rule). Template and Blast weapons, and any other attacks that don’t roll To Hit, cannot hit Zooming Flyers. | Zooming Flyers are incredibly difficult targets for troops without suitably calibrated weapons and scopes. Shots resolved at a Zooming Flyer can only be resolved as Snap Shots (unless the model or weapon has the Skyfire special rule). Template and Blast weapons, and any other attacks that don’t roll To Hit, cannot hit Zooming Flyers. | ||
=== Charging Zooming Flyers === | === Charging Zooming Flyers === | ||
Line 46: | Line 70: | ||
A Flyer cannot leave combat airspace on the same turn that it entered play from Reserves – the owning player must deploy their model in such a way that it will not leave the board on the same turn. | A Flyer cannot leave combat airspace on the same turn that it entered play from Reserves – the owning player must deploy their model in such a way that it will not leave the board on the same turn. | ||
== Hover == | == Hover == | ||
A Flyer that has the Hover type can choose to Hover instead of Zooming. Hovering makes the Flyer slower, but considerably more agile, and in the case of Transports it allows passengers to embark or disembark. | A Flyer that has the Hover type can choose to Hover instead of Zooming. Hovering makes the Flyer slower, but considerably more agile, and in the case of Transports it allows passengers to embark or disembark. | ||
Line 54: | Line 76: | ||
If a Flyer is Hovering, it is treated exactly as a Fast Skimmer. This makes it more manoeuvrable, but often limits the number of weapons it can fire. | If a Flyer is Hovering, it is treated exactly as a Fast Skimmer. This makes it more manoeuvrable, but often limits the number of weapons it can fire. | ||
== Special Rules == | == Special Rules == | ||
Zooming Flyers can choose whether or not to use the Skyfire special rule at the start of each Shooting phase. If they do, all weapons they fire that phase are treated as having the Skyfire special rule. | Zooming Flyers can choose whether or not to use the Skyfire special rule at the start of each Shooting phase. If they do, all weapons they fire that phase are treated as having the Skyfire special rule. | ||
== Flyers and Immobilised Results == | == Flyers and Immobilised Results == | ||
Having your engines stall when flying can have disastrous consequences. If a Zooming Flyer ever suffers an Immobilised result, roll a D6: on a 1 or 2, the Flyer will immediately Crash and Burn. On a 3+, the Immobilised result counts as a Crew Stunned result instead. | Having your engines stall when flying can have disastrous consequences. If a Zooming Flyer ever suffers an Immobilised result, roll a D6: on a 1 or 2, the Flyer will immediately Crash and Burn. On a 3+, the Immobilised result counts as a Crew Stunned result instead. |