Reserve:
On Page 80, flyers
must begin the game in reserve.
This means:
1. They do not function in the first turn and cannot enter play until turn 2, as per reserves rules on page.
2. Reserve rules state that:
a.
players can choose not to deploy up to half of their units to count as reserves.
b. It then adds the clause that models that
must begin the game in reserve do not count to this total.
c. Therefore: Flyers must begin the game in reserve. They therefore do not count towards this total.
Interaction with other models: (Page 80)
Friendly Models that can naturally fit underneath the base of the flyer may end their movement there – a Flyer may end its move over friendly models as the base of the flyer does not have any natural purpose in zoom mode. Once in hover mode, either the squad or the flyer (not necessarily both.) must move an appropriate distance so that the flyer no longer has models on its base. Flyers cannot end their move within 1” of enemy models, like any other model.
Otherwise, all measurements are done to the hull of the flyer. Weapons do not count.
Zooming, tankshock and ram (Page 80)
Flyers cannot ram or tank shock, nor can they be rammed or tank shocked
Assaulting Zooming Flyers
Zooming Flyers cannot be assaulted.
Moving flyers: (Page 80)
Flyers have two speeds:
A Combat speed of 18” and a Cruising speed of 36”
There is some stigma over whether or not this movement is exactly 18” and 19-36” or 18” and 36” specifically.
In Vehicle movement (Page 71), the third dot point reads:
“A vehicle that moves more than 6” and up to 12” (thus 6.1”~12”, technically – simplified to 7”~12”) is said to be moving at cruising speed.
Flyers Zoom mode enables two special distances for their movement. This does not change their names or their application. Thus, the definition above could be changed to:
A Flyer that moves more than 18” and up to 36” is said to be moving at cruising speed.
Zooming and shooting (Page 80)
Flyers may shoot a maximum of four weapons per movement phase.
Constant Shooting Weapons Assault cannons, multi-meltas, hurricane bolters and other weapons that can be fired more than once per game all count as weapons.
Missiles count as shooting weapons to this total as well. (Page 81, 2nd paragraph under Missiles)
bombs count as a shooting weapon, despite being used in the movement phase. (Page 81, bottom of the second paragraph under Bombs and Bombing Runs)
This means that a Storm raven may fire its assault cannon, a hurricane bolter and two bloodstrike missiles as the weapons it can fire due to zooming. Thanks to its
POTMS special rule, it may fire a fifth weapon – its multi-melta as well.
Hard to hit (Page 81)
Flyers have this rule that means that units without the skyfire rule must snap shoot to hit the flyer. Weapons with the blast, large blast rules or that are template weapons can never hit a flyer – even if they gained the ‘skyfire’ rule from a mysterious objective with the ‘Skyfire nexus’ discovered.
Flat out (Page 81)
Flyers zooming may go between 12” and 24” further than they did in the movement phase. Flyers that go flat out and evade gain a 4+ cover-save from Jink. (Page 38)
Evade (Page 81)
Zooming flyers (those in hover mode benefit from this automatically and thus never need to evade.) gains the Jink Special Rule (Not a 5+ cover save, the Jink special rule) but may only fire snap shots.
Leaving Combat Airspace (Page 81)
Flyers may zoom off the board. There is no rule that suspends this from being during the turn which they come on from reserves. (The closest I’ve found is the movement phase’s “no model may voluntarily move off the board. This rule defies that ruling intrinsically.”) When they enter the board from ongoing reserves, they must zoom onto the board.Hovering flyers may not zoom of the board.
***MOST IMPORTANTLY***
Flyers that come on from reserves the first time may do so in hover mode (if they have the type.) They are only forced to zoom when they are in ‘ongoing reserves’.
Flyers and Damage Results
Locked Velocity
Models who sustain locked velocity in combat speed may only ever move at 18”. Models who sustain locked velocity at cruising speed may move anywhere from 19”~36”, as per their cruising speed rules.
A flyer with Locked Velocity may still pivot normally, but may not evade or move flat out. He may still enter hover mode.
Crash and Burn
Flyers that crash and burn (when wrecked or exploding) centre a large blast marker over the flyer. This rule does not state that the large blast marker must be over the centre of the flyer; it can be over any part of the flyer like targeting a vehicle with a blast weapon – the only requirement is that the central hole be on the flyer. The blast then
scatters 2d6”. This is an automatic scatter, meaning that it still scatters should the hit be rolled – simply roll again until the hit is rolled. (or, on larger dice, use the pointer on the hit dice.)Models under the blast take a S6 hit. Models encased in the flyer (including dreadnoughts on rear grapples) take a S10 hit – with no armour saves allowed, but invulnerable saves are allowed and potentially feel no pain rolls are acceptable. Models who have a cover save (Shield of Sanguinius, for example.) and are hit by this attack may or may not receive their cover bonus. Answers point to yes because the rule does not make any specifications about cover saves.
Special rules
Flyers may choose to have the Skyfire rule for their shooting phase. This is
not skyfire and interceptor. Flyers may either:
Have the rule for the turn, firing at flyers on
BS and at ground targets at snap shots or Not take the rule, firing at ground targets on
BS and at flyers as snap shots. Note that this means that in a turn where skyfire is active, flyers cannot fire blast or template weapons – they can’t be fired at flyers and cannot be snap shot at ground targets.
Hover Type
A Flyer with the ‘Hover’ Type may be treated as a fast skimmer for the turn. This makes them a fast skimmer for all intents and purposes.