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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 move and 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 to Hover 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 with Inferno 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 AA attack 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.

New SpecialAbilities Hover Mode Some Aircrafts have the Hover Mode special ability. In the end phase they can choose to switch to Hover Mode and become an Armoured Vehicle (or War Engine if it has multiple hits) with the Skimmer special 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. In Hover 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.

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