Rules, You Say?

As we mentioned above, the rules for Flyers have been something of a moving target over the last few years. Furthermore, because these units exist on the fringes of Warhammer 40,000, they don't get much attention in many publications.

However, that changed with Chapter Approved 2004. This book introduced the basic rules for Flyers in 40K, and we have included them as a downloadable PDF below. Remember, as part of the VDR rules, the Flyer rules are optional and require your opponent's permission before you can use them.

40K Flyer Rules 390K PDF
(you'll need Adobe Reader to view this file)

However, since CA2004 was published, there have been additions to these rules. See the two entries below for these additions. Once again, though these rules are from "official" publications, please remember that the rules for Flyers are optional and are rarely used at events.

Imperial Armour Vol. 2 – Space Marines & Forces of the Inquisition

Appendix II – Flyers

VTOL HOVER MODE

Some Flyers (such as the Valkyrie and Vulture) are able to hover in place, remaining over the battlefield rather than flying off after an Attack Run.

When the Flyer halts, it may declare it is entering VTOL hover mode. Resolve the enemy Shooting Phase as normal, but the hovering Flyer is hit using the firer's normal BS. The hovering Flyer may then fire as a normal Flyer, or disembark passengers. Rather than leave the table as per the normal Flyer rules, it remains on the table. They Flyer uses its vectored engines to hover above the ground. It remains stationary but can turn in any direction to bring its weapons to bear. While hovering, a Flyer may fire all its weapons.

For the purposes of being fired at, treat the hovering Flyer as a moving Skimmer while in hover mode. It can be targeted with the firer's normal BS, but still add 12" to the range. All hits are treated as glancing hits. If the hovering Flyer is Immobilized, then it is destroyed. While hovering, it cannot be attacked in close combat (it is too high off the ground), unless the attacker can fly or has jump packs, in which case [the Flyer] can be assaulted as if it is a moving vehicle.

At the end of its own turn, the hovering Flyer may disengage VTOL hover mode, use its main thrusters and fly off. It now reverts to being a [normal] Flyer. It will return in the enemy turn on a 2+ as per the normal Flyer rules. It cannot return in the enemy turn immediately after it leaves the table, but must miss that turn as it flies away to gain height and speed for its Attack Run.

Example

A Valkyrie transporting a Storm Trooper Squad arrives from the Reserves. It is placed on the edge of the board until the enemy's turn. After the enemy Movement Phase, the Valkyrie moves to the point it wishes to drop its troops off and declares it is activating VTOL hover mode. In the enemy Shooting Phase, they can target the Valkyrie, using there normal BS, adding 12" to the range and only scoring glancing hits. After the shooting, but before the Assault Phase, the Valkyrie deploys its troops, who are placed within 2" of the access points. The Valkyrie then remains on the board, and can fire in its own Shooting Phase before deactivating VTOL mode and leaving the board at the end of its turn. The Storm Troopers can move normally in their turn.


White Dwarf 301 "Desert Kidnap" Battle Report

DOGFIGHT

The players place their aircraft on the table for an Attack Run per the rules for Flyers in Imperial Armour [Vol. 2]. When there is another Flyer on the table on a turn when a player makes an Attack Run with his aircraft, he may opt to Dogfight rather than bomb the troops on the ground.

To initiate a Dogfight, the player nominates which Flyer he is attacking, moves his aircraft as he would normally, and directs his Attacks at his opponent's aircraft. The player must roll a 6 to hit as with all Flyers, though he does not have to add 12" to the range as he would were he attacking from the ground.

Dogfighting is a risky business. To represent the danger, the other aircraft may opt to fire back. In a Dogfight, all attacks are resolved simultaneously, because the two aircraft strafe each other as they fly by. However, if a player decides to defend himself in this manner, then he may not make an Attack Run in his own turn. Instead, he moves his aircraft off the table once his own turn is done.

INTERCEPT

If a player has two or more aircraft on the table at once and one is attacked in a Dogfight, then he may opt to intercept with another Flyer. This interceptor must not have been nominated for Dogfighting by the enemy. On the roll of 4+, the Dogfight is resolved with the intercepting craft. Landed Flyers and Flyers hovering in VTOL mode are attacked as normal. As the planes are flying past each other at enormous speeds, any hits inflicted on them during a Dogfight are glancing hits.

The last bit of rules on Flyers can be found in Imperial Armour Update 2004. Unfortunately, it's a little hard to get your hands on this book as the initial print run has sold out. What's more, the Fighter-Intercept rule along with the other Flyer-related rules in IAU2004 were identified as optional/experimental, which makes them doubly so since Flyer rules are optional to begin with. The Dogfight rules from WD301 cover the heart of these air-to-air rules, so we didn't see the need to publish the IAU2004 rules here. However, if you are an absolute fanatic when it comes to Flyers, you should try to get a copy of this Forge World book. For the rest of you normal 40K folks, the rules above should give you enough of an idea about Flyers for the tactics on the next few pages to make sense.

Next: Flyer Basics

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