Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been, and there you will always long to return.
-Leonardo da Vinci
In preparation for the Million Colored Sun Campaign (anticipated launch date: early 2021), we are crafting and playtesting rules. The campaign uses the Age of Sigmar rules - with some very limited modifications. Age of Sigmar has rules for models which fly, but we wanted to add models which fly like airplanes - higher and faster; below are the basic rules for such models.
The rules presented here are presented as an Introduction to Flight. They cover only the basics and are sufficient for simple flying models such as the Ornithopter (pictured above); an Advanced Course in flight will follow along with a course on weapons unique to aircraft.
LESSON I: INTRODUCTION TO FLIGHT
TERMINOLOGY
Some models are able to move at extreme speed high above the battlefield. These units are referred to as AIRBORNE.
AIRBORNE models may also have different modes of movement available to them (normal "walking" movement, FLY etc.). Where this is the case, it will be indicated on the model's warscroll. Models which have multiple movement modes may be able to switch between them - see relevant warscroll for more details.
SPECIAL RULES
A number of special rules apply to models which are AIRBORNE. These rules only apply when the model is using its AIRBORNE movement mode.
+ AIRBORNE models may pass within 3" of enemy models and ignore terrain as they move. They may also move over friendly or enemy models. AIRBORNE models which end their movement atop terrain must be placed as closely as possible to their final position. If an AIRBORNE model ends its move atop a friendly or enemy model, reposition that model the minimum distance needed.
Optional rule: treat the stand of an AIRBORNE model as the height at which it flies. The model may fly over terrain less than its stand height, but attempting to fly over anything higher than this may result in a collision (see: AIRBORNE MOVEMENT).
+ AIRBORNE models may not run or declare charges. They may only be charged by models with the FLY special rule.
+ When an AIRBORNE model takes a wound or mortal wound it may take an Initiative test. If it passes, the wound is ignored. In the case of AIRBORNE models with a pilot, use the AIRBORNE model's Initiative, not the pilots.
+ When an AIRBORNE model shoots at a model which is not AIRBORNE and does not have the FLY special rule, that model may take an Initiative test for each wound inflicted. If the test is passed, the wound is ignored.
+ AIRBORNE models which take damage from shooting directed at their rear arc double the amount of wounds inflicted.
AIRBORNE ACTIONS
During an AIRBORNE model's Hero phase, it may perform one of the following actions.
EVADE
The pilot concentrates on avoiding enemy fire. Until your next Hero phase, you may add one to any initiative rolls made for this model when rolling to avoid damage.
LOCK-ON
The pilot concentrates on directing his or her weapons systems to inflict maximum damage. Until your next Hero phase, any models fired upon must subtract one from their initiative roll when rolling to avoid damage.
SHIFT MOVEMENT MODE
Some AIRBORNE models are able to shift between one or more movement modes. Choosing this action allows the model to shift from AIRBORNE to one of its other available movement modes (for example: FLY, or regular ground movement). Models which are not currently AIRBORNE but have AIRBORNE as one of their available movement modes may use this action to become AIRBORNE.
AIRBORNE MOVEMENT
During the movement phase, each AIRBORNE model selects one Manuever to perform. These Manuevers must be executed exactly as described; ie. if you are instructed to move forward 20", you must move forward exactly 20". AIRBORNE models may not freely change their facing, but instead may only pivot as indicated by the relevant Manuever.
CRUISE
Move the model directly forward 20" or exactly 30".
LEFT BANK or RIGHT BANK
Move the model directly forward 20" then laterally left or right 10". At the end of the move, pivot the model 45 degrees in the same direction it moved laterally.
HARD LEFT TURN or HARD RIGHT TURN
Move the model directly forward 10" then laterally left or right 10". At the end of the move, pivot the model 90 degrees in the same direction it moved laterally.
PILOT INPUT
The pilot of the model is able to finesse his or her aircraft in the direction he or she whishes for it to go. At the end of a Manuever, you may reposition the model 3" in any direction. The model's orientation must remain the same.
MOVING OFF THE BOARD
It is entirely possible an AIRBORNE model may move off the board during a game; it may do this inadvertantly because it has no other choice, but you may also choose to do it deliberately. If an AIRBORNE model moves off the board, place it to one side. It must remain off the board for your entire next turn. After that, roll a D6 at the start of your Hero phase. On a 3+, place the AIRBORNE model touching any of your board edges facing any direction. It may move and act normally. If the game ends before the modle returns, then the model counts as destroyed for scenario purposes (but not for Campaign purposes).
COLLISION
AIRBORNE models may pass freely through one another; but if an AIRBORNE model passes through a piece of terrain too tall for it to fly over then the model takes D6 mortal wounds. It may take Initiative tests to ignore them as normal. Determine which pieces of terrain meet this criteria before beginning each game (or, use the optional rule about flying stands as described earlier).
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