Join Date: Mar 2009
Location: Burning Depths of Hell
Flyers must being the game in Reserves - it takes time for a Warlord to organise and coordinate air support.
Flyers and Measuring
Flyers have flying bases that suspend them above the battlefield. However, distances are still measured to and from the Flyer's hull, with the exception of the vehicle's weapons and Fire Points, which all work as normal. The base of the Flyer is effectively ignored, except for when:
-The Flyer is being assaulted, in which case the 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 the Access Point.
Flyers and other Models
Models that physically fit under a Flyer model can move beneath it. Likewise, a Flyer can end its move over such models. However, when moving this way, enemy models must still remain 1" away from the base of the Flyer, and the Flyer cannot end its move with its base within 1" of other enemy models.
Flyers can usually only make a special kind of move called Zoom. Some can also Hover - see page 81. Zooming allows the Flyer to move at fantastic speeds making it very difficult to shoot down, but limiting its manoeuvrability. If a Flyer Zooms, it has a Combat Speed of 18" and Cruising Speed of 36". However, as a certain amount of forward thrust is required for the vehicle to stay in the air, a Zooming Flyer can never voluntarily move less than 18". If a Zooming Flyer is forced to move less than 18" in its own Movement phase, it is automatically Wrecked.
To represent its limited manoeuvrability, a Zooming Flyer can only make a single pivot on the spot of up to 90 degrees before it moves. Thereafter, it must move directly forwards in a straight line. In a turn in which a Flyer enter 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. A Zooming Flyer can move over intervening units and impassible 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 impassible terrain. Finally, models cannot embark upon, or disembark from, a Zooming Flyer.
Zoom, Tank Shock and Ramming
Zooming Flyers cannot Tank Shock or Ram nor can they be Tank Shocked or Rammed.
Zooming and Shooting
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 either Combat Speed or Cruising Speed that turn.
Assaulting Zooming Flyers
Due to their high speed (and presumably high altitude)...
Zooming Flyers cannot be assaulted.
Leaving Combat Airspace
It's quite likely that a Flyer making a Zoom move will....
the board, either deliberately or by accident. If this happens
the Flyer is said to have left combat airspace - it then enters
Ongoing Reserves (see page 125). A Flyer that leaves combat
airspace must Zoom back on when it returns from Ongoing
Reserves, even if it has the Hover type.
Flyers and Damage Results
Zooming Flyers follow the exceptions given below.
If a Zooming Flyer suffers an Immobilised result, its velocity is
locked. A Flyer with Locked Velocity cannot change speed
for the rest of the game, but must continue to Zoom at
Combat Speed or Cruising Speed (whichever it was using when
it suffered the Immobilised result). Once a Flyer's velocity is
locked, it cannot Evade and cannot move Flat Out, however
with Locked Velocity you can still turn before it moves as normal
and if it leaves the board will enter Ongoing Reserves.
Crash and Burn
If a Zooming Flyer is Wrecked or Explodes, its flaming hull
rains down on the battlefield. Centre a large blast marker
over the Flyer - it then scatters 2D6". Any models under the
blast marker's final position suffers a Strength 6, AP- hit. The
Flyer is the taken off the board. If the Flyer is also a transport
any models within suffer a Strength 10 hit with no armour saves
allowed. Survivors are placed anywhere within 3" of the
marker's final position and in unit coherency. Any models that
cannot be placed are removed as casualites.