aircrafts and abilities

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  • 7/29/2019 Aircrafts and Abilities

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    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.

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    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.