I was thinking about what I would like to see for fliers in 6th, and came up with this:
Fliers are a type of vehicle.
Fliers are any model which uses the large oval base and flying stem, or classified as a Vehicle-flier in its rules
All measuring of movement, embarkation/disembarkation, assaults, and whether a flier is on the table is done by the base.
Fliers and moving-
Fliers may move at the following speeds-
Combat speed 0 - 12"
Cruising speed 12+ - 24"
Flat out 24+ - 36"
Fliers ignore all terrain and may not take cover from terrain.
Fliers may move other other models, but not end its move with its base overlapping other models.
Fliers and shooting-
Fliers moving at combat speed may fire all weapons. Ordinance weapons with the one-shot rule do not prevent the firing of other weapons.
Fliers moving at cruising speed may fire one weapon
Fliers moving flat out may not fire weapons
Shooting at fliers-
Shooting distance to and from fliers is measured from the weapon barrel of the shooter to the hull, wings, or tail of the flier (weapon barrels and missiles/bombs on the flier are ignored, as well as decorative elements like antennae)
Fliers may not gain a cover save from buildings, but do have a cover save based on their speed in the previous movement phase:
Stationary 6+
Combat Speed 5+
Cruising Speed 4+
Flat Out 3+
Fliers may not be hit by blast or template weapons
Fliers count immobilized results as "wrecked" results
If a flier is wrecked, remove it from its base. If the physical model of the flier would be on top of another model, that model takes a strength 4 hit and is moved the minimum distance to not be under the flier
If a flier explodes, no crater is generated
Assaulting fliers-
Fliers may be assaulted, but do not follow the normal rules to hit a flier. The to hit roll to hit a flier is based on the speed it moved in its last movement phase:
Stationary 4+ to hit
Combat Speed 5+ to hit
Cruising speed 6+ to hit
Flat out 7+ to hit
Jump and jet infantry, jetbikes, and units that move like jump and jet infantry or jetbikes may add 2 to their rolls when assaulting a flier.
Fliers and transporting troops-
Fliers do not have fire points
Embarkation and disembarkation- models may disembark anywhere within 2 inches horizontally of a fliers base (including any level of a ruin or other terrain) or embark if they are within the same distance.
Drop troops- units may disembark at any point during a flier's movement on a line drawn between the fliers starting and final positions, using the deep strike rules, but take a dangerous terrain test based on the speed of flier. Combat speed:
Combat speed- 1s rolled are failures
Cruising speed- 1s and 2s are failures
Flat out- 1s, 2s, and 3s, are failures
If there are passengers on flier that suffers a wrecked or explodes, instead of emergency disembarkation, choose any point within 6" of where the fliers base was, deploy the unit so that all models in the unit are in base to base contact, and then roll dangerous terrain checks as follows: Wrecked result, 1s and 2s are failures. Explodes result, 1,s, 2s, and 3s are failures
Ramming fliers- fliers may not be rammed. If a tank shock move would end with any part of the vehicle overlapping the fliers base, the move ends when the tank would touch the base (this does allow the tank to move within 1 inch of an enemy model, but does not count as an assault)


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