aircrafts and abilities
TRANSCRIPT
-
7/29/2019 Aircrafts and Abilities
1/2
Alternate Rules for Aicrafts
Flyer movement
Upon activation Aircrafts enter play on the controlling players own table edge. Aircrafts have
an unlimited movement but have to move at least 30cm before they can turn. Fighters can turn
up to 90 and Bombers up tp 45. Fighter-Bombers turn like Bombers on the approach moveand like Fighters after they made a Bombing Run. Because most Aircrafts in the Wh40k
universe are VTOL they can choose to turn more than the allowed amount. They can then turn
up to 360 but will suffer an -1 penalty on all their shooting attacks because of the loss of
accuracy which comes along with such a swift manouver. Aircrafts ignore any terrain and
Zone of Controls on their move.
In the end phase the Aircrafts can choose to fire up its trusters and disengange from the board
in the direction it is currently facing (no turning allowed). If the Aircraft has made an Air
Assault or Transport action the Aircraft can turn in any direction before disenganging.
Alternatively it can choose to remain where it is (and rally in the same way as ground
formations to remove Blastmarkers)or switch toHover Mode (see below)
Bombing Run
Some Aircrafts are noted to having Bombs. Bombs can be dropped on any point of the
Aircrafts movement. Use the Barage Template and the Barrge rules to work out the results
with the exception that all the templates have to be placed in a straight line following the
Aircrafts move starting where the Aircraft has last made a turn or entered the board if it hasnt
turned yet and cant be placed farther away than the Aircraft has moved. So if the Aircraft has
moved 30cm after his last move all Templates have to be placed in a line no more than 30cm
long.
Some Aircrafts are equipped withInferno bombs. Instead of using the Barrage rules place the
Teardrop Template exactly on the Aircrafts movement path so that the narrow end points in
the direction the Aircraft started its move and the round end at the point where the Aircraft
ended its move. All units touched by the Flame Templated are attacked once. Roll to hit as
usual.
AntiAircraft Attacks
All units (including Aircrafts)can fire at Aircrafts with their AT or MW shooting attacks but
have to substract 15cm from their range and only hit on a 7+ no matter what the actual to hit
value is. Units with an AA attack can shoot at them with their actual to hit value but substract
15cm from their range, too. Crossfire cant be applied against Aircrafts. Units with an AAattack can choose to be on Overwatch against Aircrafts without taking an Action Test. A unit
doing so can choose an action as usual and can fire any weapon without an AA value at
ground targets as usual in addition to being on AA-Overwatch. In essence its AA weapons are
on a different order than the rest of the unit and its formation. Movement doesnt prevent the
unit to use its AA attack on Aircrafts as an Overwatch shot onany point of the Aircrafts
movement if it crosses the firing Aarc and range of the AA weapon.
Aircrafts can be shot at in this manner during their aproach move OR on their disengage move
only once no matter how often it crosses the AA units firing arc and range.
-
7/29/2019 Aircrafts and Abilities
2/2
New SpecialAbilities
Hover Mode
Some Aircrafts have the Hover Mode special ability. In the end phase they can choose to
switch toHover Mode and become an Armoured Vehicle (or War Engine if it has multiple
hits) with the Skimmerspecial ability and a Speed of 35cm (Fighter), 30cm (Fighter-Bomber)or 25cm (Bomber). In the end phase of the next turn the Aircraft can choose to remain in
Hover Mode or take off and disengange in any direction. InHover Mode the Aircraft cant use
any Bombs.
Ceramite Shielding
Some Aircrafts are shielded with heavy ceramite plating to protect it from the heat caused by
entering the atmosphere from orbit. Units with the Ceramite Shielding special ability treat
MW hits from Multi-meltas and Fusion Guns as AT weapons without altering the to-hit value.