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.
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.
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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.
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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.
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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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