Post by The Supreme Emissary on Feb 23, 2017 19:10:37 GMT -5
An expansion on flyer vehicle rules and the addition of the Dogfight phase.
Combat Roles
All flyers now have a sub-type that modifies how they function on the table.
Attack Flyers - Ground support.
Bombers - Ground Support with Bombs.
Fighters - Air to air. This type has some special limitations to it. They can choose to shoot with all Skyfire or not and if they shoot at ground targets they suffer -1BS
Pursuit Value
This is a new stat that represents the vehicles moving speed. While it matters little to units stuck on the ground, a faster flyer tends to have the upper hand against other aerial targets.
Agility Value
This is just what it sounds like, denoting how nimble a craft is.
Air vs Ground Targets
These new rules care about this distinction.
Air Targets = Flyers, Skimmers, Jetbikes, Flying Monstrous Creatures (+ Gargantuan).
Air Superiority
Probably the most useful new addition. So long as you are the only one with a Flyer in reserve, they can +/-1 to their reserve rolls and your opponents gets -1 to all their reserve rolls.
Break Turns
Another useful new addition, giving flyers an attempt to make an additional turn. The normal rule of turning up to 90 degrees at the start of movement still applies. Vector Dancer still gives Eldar flyers a second 90 degree turn at the end of their movement. A Break turn is a 1d6 check vs the flyers Agility stat to allow them to allow them another 90 degree turn anywhere in the middle. If it fails, the flyer continues on in a straight line as normal.
Flyer Wings
All your flyers can now be taken in squadrons of up to 4. Having 2-4 models in the squadron is called a Wing. A wing may also be all the flyers in a given formation.
Wing Leaders
One model in a Wing must be the Leader, which gains them a random bonus.
Attack Patterns
This is a set of physical placements for your flyers that allows for a number of different bonuses depending on the number of models, their Combat Role, and their orientation. We saw a version of this in Apocalypse using a hell storm template, this is like that. The big trick here is that fitting the flyers in the necessary orientation on the table may be difficult or impossible.
Vigilance x2
Vehemence x3
Intolerance x3
Unmerciful x3
Indomitable x4
Omniscience x4
Fortitude x4
Flyer Aces
An experience system for flyers that is more appropriate for campaign play. Track each of your flyers flyer kills as well as if they themselves get shot down. Basically in practice its a free opportunity to get some bonus rules for your flyers but in proper play it is daunting to say the least. This would warrant some cooperation with your local meta to take any advantage of.
Air Superiority Detachment
1-3 Wings that offer additional bonuses for the dogfight phase and air superiority modifiers. Air Superiority goes up to +/-2, enemy gets -2. Also Hover Transports gain ObSec. Finally, the whole detachment arrives on the same reserve roll.
Combat Roles
All flyers now have a sub-type that modifies how they function on the table.
Attack Flyers - Ground support.
Bombers - Ground Support with Bombs.
Fighters - Air to air. This type has some special limitations to it. They can choose to shoot with all Skyfire or not and if they shoot at ground targets they suffer -1BS
Pursuit Value
This is a new stat that represents the vehicles moving speed. While it matters little to units stuck on the ground, a faster flyer tends to have the upper hand against other aerial targets.
Agility Value
This is just what it sounds like, denoting how nimble a craft is.
Air vs Ground Targets
These new rules care about this distinction.
Air Targets = Flyers, Skimmers, Jetbikes, Flying Monstrous Creatures (+ Gargantuan).
Air Superiority
Probably the most useful new addition. So long as you are the only one with a Flyer in reserve, they can +/-1 to their reserve rolls and your opponents gets -1 to all their reserve rolls.
Break Turns
Another useful new addition, giving flyers an attempt to make an additional turn. The normal rule of turning up to 90 degrees at the start of movement still applies. Vector Dancer still gives Eldar flyers a second 90 degree turn at the end of their movement. A Break turn is a 1d6 check vs the flyers Agility stat to allow them to allow them another 90 degree turn anywhere in the middle. If it fails, the flyer continues on in a straight line as normal.
Flyer Wings
All your flyers can now be taken in squadrons of up to 4. Having 2-4 models in the squadron is called a Wing. A wing may also be all the flyers in a given formation.
Wing Leaders
One model in a Wing must be the Leader, which gains them a random bonus.
Attack Patterns
This is a set of physical placements for your flyers that allows for a number of different bonuses depending on the number of models, their Combat Role, and their orientation. We saw a version of this in Apocalypse using a hell storm template, this is like that. The big trick here is that fitting the flyers in the necessary orientation on the table may be difficult or impossible.
Vigilance x2
Vehemence x3
Intolerance x3
Unmerciful x3
Indomitable x4
Omniscience x4
Fortitude x4
Flyer Aces
An experience system for flyers that is more appropriate for campaign play. Track each of your flyers flyer kills as well as if they themselves get shot down. Basically in practice its a free opportunity to get some bonus rules for your flyers but in proper play it is daunting to say the least. This would warrant some cooperation with your local meta to take any advantage of.
Air Superiority Detachment
1-3 Wings that offer additional bonuses for the dogfight phase and air superiority modifiers. Air Superiority goes up to +/-2, enemy gets -2. Also Hover Transports gain ObSec. Finally, the whole detachment arrives on the same reserve roll.