Sunteți pe pagina 1din 37
_DEATH 1 FROM THE Skis ae AERIAL Binge te INTHE 4 ‘i saci Air WAR ry army that fig srl part of almost eve speed, mobility and Feroci stablish bridgehes dito ok has fou kind of miss new Air War missions that you can use 1s that Flyers excel at. The new ‘We've gone to some pains to make sure that each mission laced as posible and that they provide both sides rth new set of tactical problems to overcome. This means tha, in oder to win, you will need to be prepared to think ‘on yout feet and quickly adapt to the new circumstances the misions will throw at you. You may be called on to launch an aerial offensive or fight to hold a defensive bridgehead deep behind enemy lines. Tried and trusted ‘acc will need to be rethought in the face of these new ‘challenges, and you will need to be ready to think outside the box in order to wi, HOWTO USE AIR WAR MISSIONS ‘Kiser stuaightforward to use an Air War mission — it only ‘equiresa handful of minor modifications to the Fighting Batle rules in the Warhammer 40,000 rulebook, These ‘hanges are explained in detail next, but they boil down to: roll ifyou want to use an Air War mission; if you win you ‘au rll on the Air War Mission table instead of the Eternal ‘WarMision table. And that’ it! | TaeMision Meither you or ‘mision, then. jnts on the battle fous firepower makes them ds in enemy territory MISSIONS , fields of the 41st Mi ‘ + invaluable asset for certain types of missions. tacks, and blast enemy defence lines. launch flank ‘Ain War Mission TABLE Deadly Bridgehead Scramble Aerial Assault Death From the Skies! THE BATTLE FOR CARDRIM The new Air War missions can be linked together to fight a campaign based on the Battle for Cardrim. In two of the battles, one side must include an allied detachment chosen from a specified army list. For example, the first battle is fought using Space Marines with Necron allies, fighting, against an Ork army DETERMINING THE WINNER OF THE CAMPAIGN ‘The player that wins the most missions also wins the campaign. If both players win the same number of missions, the campaign isa draw. Tue Missions Fight the four Air War missions in the following order. Mission 1: Deadly Bridgehead. Space Marines with Necron, allies versus Orks. The Space Marines are the Attackers. All Necron units have the Outflank special rule, but must all start in reserve and may not arrive from Reserves on turn 2, Mission 2: Seramble! Space Marines versus Orks. ‘There are no allies in this mission, The Space Marines are the Attackers, ies “Mission 3: Aerial Assault, N rhaiiieyal Ook ones rks with Space ‘The Ork. DEADLY BRIDGEHEAD Forces carried by aircraft are often wed to establish a aning zone inside the troops they have transported must hold out = until friendly ground forces can break through ——_—_—_e— " > ee peel See cae ae OT Both players select forces to an agreed points limit. Before setting up the battlefield, roll-off. The winner of the roll-off is the Attacker, and the other player is the Defender. THE BATTLEFIELD Set up terrain as described in the Warhammer 40,000 rulebook, using the deployment map on the right. PLaAce Primary OpjectivEs After setting up the terrain, the Attacker places D3 Primary Objectives, DEPLOYMENT The players must first determine their Warlord Traits The Defender then deploys first an \e Attacker deploys second, u rulebook and the deploym nt, the Defender ma During deploym Dedicated Tran nt, the During deploym mbarked up (including any units € to bef Auacker's deploy FIRSTTURN ‘The Defender goes first unless the Attacker can Seize the Initiative (see the Warhammer 40,000 rulebook). GAME LENGTH ‘The mission uses Variable Warhammer 40,000 rulebook VICTORY CONDITIONS At the end of the game, the player who has scored the ma Victory Points is the winner. Ifboth players have the same number of Victory Points, the game is a draw Primary OpjEcTIVE At the end of the game, each Primary Objective is worth 3 Victory Points to the player who controls it ‘SecoNDARY OpjECTIVES Slay the Warlord, First Blood, Linebreaker. MISSION SPECIAL RULES Night Fighting, Mysterious Objectives, Reserves. Delayed Reserves: The Attac 1e arrival of their Rese At the start of turn fi Preemptive Barrage: A Defende The beast of metal men. Those that tend the beast Jong to learn its the mastership of many m s,for a single be Attackers Table Edge Fortifications: When setting up the table, any fortifications that are purchased as part of an army list must be placed wholly within their owning player's deployment zone, “To ensure domination ofthe skies, an attacker ——_—__» muse strike first and attack the enemy’ | asthe chance to launch his own airerat. By controlling the heavens, an atacher org tn Dfoe resupply and reinforcement, whilst launching his own aerial strikes against gro Both players select forces to an agreed points limit. Before setting up the battlefield, rolboff. The winner of the rollotf is the Amacker, and the other player is the Defender. THE BATTLEFIELD Set up terrain as described in the Warhammer 40,000 rulebook, using the deployment map on the right. Lauwcr Paps Before either side sets up fortifications, the Defender mu designate three points anywhere in their deployment zone to act as their launch pads (Skyshield Landing Pads are ideal). The Defender then places one Flyer chosen from their codex on each of the launch pads, to represent 1 grounded craft - these do not count towards their army Defender does nc enough Flyers to represe inded aircraft, he must place as 4 ne remaining launch pads FIRSTTURN GAME LENGTH Soa ae VICTORY CONDITIONS Af the end of the game, the plaver whe Victory Points is the winner. If both umber of Vietory Points, the Panwary Oxjecrve [Ate end of the gre, each player recsves | Vea Foreach enemy unt tha ha been compl aomeea Mine Attaches receives DS addhional Vewry Polar tach ofthe grounded aircraft he desroy, whether ey Tove meted or noe The Defend Points for each of the sounded aircraft hat were ba ese Fortifications: When setting up the table, ‘any fortifications that are purchased as part ‘of an army list must be placed wholly within their owning player's deployment zone. AERIAL ASSAULT ‘ — oe A flyer’s mobility and high speed makes it ideal for interditing enemy troops. The craft flank of the enemy force, timing its avival to coincide with the main stack. The susden pot J Siteraft and any troops itis transporting inevitably sows fear and confusion in the enemy eae THE ARMIES f Both players sclect forces to an agreed points limit. Before setting up the battlefield, roll-off. The winner of the roll-off is the Attacker, and the other player is the Defender, THE BATTLEFIELD Set up terrain as described in the Warhammer 40,000 rulebook, using the deployment map below Piace Primary OsjECTIVEs After setting up the terrain, the players take it in turns to place a total of D3+2 Primary Objectives, as described in the Warhammer 40,000 rulebook. No objective may be setup in the Attacker’s deployment zone. DEPLOYMENT The players must first determine their Warlord Trai The Attacker then deploys first and th second, using the rules from the Wi rulebook and the deployment map below. FIRST TUR Attacker’s Deploymen zi The mission uses Variable Game Length (see the Warhammer 40,000 rulebook VICTORY CONDITIONS At the end of the game, the player w Victory Points is the winner. If number of Victory Points, Primary Osjecrive At the end of the game,‘each Primary Objective is: 3 Victory Points to the player that controls it Seconpary Osjectives Slay the Warlord, First Blood, Linebreaker. MISSION SPECIAL RULES Re Lateral Envelopment DEATH FROM THE SKIES! DEPLOYMENT ers must first determine their Warlord ‘Traits, J the Attacker deploys hammer 40,000 rent, the Attacker may only deploy units itely of Infantry models, their Dedicated ris and Flyers (including any units embarked upon. them). The Flyers do not have to be placed in reserves and nay be deployed in the Attacker’s deployment zone. All of Attacker’ other units must be placed in reserves. The normal mit of only being able to keep up to half of vary in reserve does not apply to either army. sm of jet engines as hostile aireraft Foiee will be hard-pressed to stop the FIRST TURN the Defender 100 rule GAME LENGTH Th ble C mission uses Vat me Length (see the we hes VICTORY CONDITIONS At the end of the game, the player who has scored the most ‘oints is the winner, If both players have the same number of Victory Points, the game is a draw. Primary OBjECTIVE At the end of the game, each Primary Objective is worth 3 Victory Points to the player that controls it. Seconpany OpjecTivEs Slay the Warlord, First Blood, Linebreaker. MISSION SPECIAL RULES Mysterious Objectives, Reserves. Planned Assault: All of the Atacker’s units that were held in reserve must arrive at the start of the Attacker's, second turn, BURNING SKIES eg Flyers have become a super exciting part of the latest edition of Warhammer 40,000, ie F 1er 40,000, and we decided indepth Flyer rules that allow you to have even more fun with these amazing miniatures, These add-on rules hae designed to allow you to recreate the intensity and excitement of air to air combat in the 41st Millennium, DOGFIGHTING . Ine ies above te ats of thes Milenium, | DESIGNER'S NOTE: vuman and xenos bate to gin air superiority, With DPR eipsng 0 oxi yur opponents fen contol ofthe skies a victory on land beneath i assured ee 90ers 6 eaing er ple Cotta Poh ds alr or tach You may use these dogfighting rules in any game of Bet minions! Warhammer 40,000. Simply agree with your opponent and get ready to enjoy the new tactical challenge of doghghng in the 41st Millennium, ee 10 create aset of te decide the forte Defender’ then he has successfully engage. The Inmatinc a Docricut models perform a Dogfight inthe following Shooting Atthe end of your Movement phase, choose one of your phase, Ifthe Attackers score is less than the Defend Flyers (the Attacker) that is within 12" ofan enemy Flyer then he has failed to engage and the Attacker may not (the Defender), to attempt to initiate a Dogfight, shoot in the following Shooting phase To initiate a Dogfight, you and your opponent rolloffto THE DOcFIGHT ee ae Sa hos 2 ae | Atacker is in the Defender’s front are thelr tactic from the appropriate tab pute rs | Attacker is in the Defender’s rear arc they reveal the dice and resolve the Ba eee PURSUIT SUB-PHASE 1 of any Dogfight areca ‘The Attacker moves into position, attempting to get the Defender in his sights. The early sta nis affairs as both hunter and prey vie to gain the upper hand; only time will tell who will be victor 4 Gliese Seton ATTACK! DEFENDER Tactic 1 — Look for a target! | Tactic 1 ~ Head for the clouds 1 $4 Tactic 2 - Start shooting $4 Tactic 2~ Stay lew 56 ‘Tactic 3 - Outmanoewvre! Devenir Tacnc | HEAD. FORTHE CLOUDS! Derenver Tacnic2 STAY LEVEL. DerENpeR Tactic 3 DIVE. DIVE, DIVE! ‘Arracker Tactic 1 LOOK FOR A TARGET! The Attacker may fire any one weapon at a non-Flyer unit within 4D6. Then move on to the next sub-phase The Attacker may fire any one weapon at the Defender. No effect this sub-phase. Attacker Tactic 2 START SHOOTING! No effect this sub- phase. Neither player takes any action; move immediately on to the next sub-phase The Attacker may fire any one weapon at the Defender. ‘The Attacker may fire any one weapon at the Defender. ATTACKER TACTIC 3 OUTMANOEUVRE! ‘The Attacker may pivot up to | 90° and move up to 6", must remain within 12" of the Defender. He may then fire any one weapon at the Defender. | The Defender may fire any one weapon ata non-Flyer unit within 4D6”, ‘The Attacker may pivot up to 90" and move up to 6", but ‘must remain within 12" of the Defender. art in sight, the cher move in forthe iling shot. Manocing his flying war-machi engages whatever targeting arrays he may have and gets ready to pull the trigger, snowing his glory tat ne a Tactic 1 - Keep shooting! Net on pa te the Attacker continues to ress down on his trigger, filling the skies with lead. ‘Tactic 2 — Aim for the weak spot! ‘Searching out the weak points in the enemy's armour, the Attacker takes careful aim. Tactic 3 - Target acquired! * Using sophisticated targeting matrices or heen fighter instincts, the Attacker tries to get his crosshairs over the Defender. Attacker Tactic | KEEP SHOOTING! The Attacker may fire all of his weapo the Defender at BS Derenper Tactic | BREAK OUT! DereNper Tactic 2 LETTHEM COME! DEFENDER TAC DODGE! DEFENDER 12 Tactic 1 — Break out! Rather than fight om the Attache’ ms, ‘Attempts to break fre of pursuit oe “Tactic 2— Let them come! There iso braver soul Defender, oho welcomes ‘Tactic 3 ~ Dodge! Finkis Attacker Tactic 2 AIM FORTHE WEAK SPOT! ‘ACQUIRED! Attacker’s Defender «us will succeed. Holding your nerve can lead to glory, Bat Se twitch of a vil or pilot and all those caught in te ensuing explosion Ga oer DEFENDER , 2 Tactic 1 ~ Break left 3-4 Tactic 2~ Counterattack. i Defender 56 Tactic 3- Break right! ‘ Hi he right, the Defender spots a chance to i Attacker Take him down! Tactie3 i Destroy RESOLUTION Artacker Tactic 1 Armacker Tactic 2 ATTACKER TACTIC 3 STAY CALM! CLIP HIS WINGS! | TAKE HIM DOWN! | The Attacker may fire Derenper Tactic | anvone weapon atthe | Noeffect thisround, | The Attacker may fre all his BREAK LEFT! Defender. ‘weapons at the Defender. | The Defender takes no damage but may Derexper Tactic? ‘The Attacks § renner Ths .c Attacker may fire | not shoot or initiatea_| The Defender may fire any COUNTER-ATTACK. anyone weapon at the | Dogfight in his one weapon at the Attacker. Defender. | nexttum | The Defender takes ; hnodamage but may | The Attacker may fire al his No fect thissubphase, | notshoot orinitatea | weapons at the Defender. Dogfight in his ext carn, Diraoen SREAR RIGHT CONCLUDI ends DING A DOGFIGHT oma in the fol Vion Point oa atin Phases. Ifyou have managed to kill your opponent in a Dogfight, you so as ag aa rae gee aemens ae aces aoe remy your opponent's Flyers in. a rere ning be eae nt® Fieri Dogfight than from regular shooting, An extra Victory Point for every 1e Destroys roy sub-phase, the Attacker and Defender stop being engaged and the Dogfight is over. Both models ‘At the star of the Monemenr pie Toughness | MANOEUVRE: The Fer indi subphase. ADAMANTI! Ms immediately after the dice have been WHEN: TEST MANOEUVRE z | \ Boop ANGELS oe [is 2 a ; +” THE BLACK RAGE WHEN: A the stat of the Shooting phas TEST: Te MANOEUVRE: Th FLIGHT OF THE / ss WHEN: y TEST: MANOEUVRE: & i. oese ; ~— ” y Re FADE 6 { Grey KNIGHTS 7 14 TA LBLAZE art of the Shooting phas 1 a er aD The vehicle suffers a penetrating hit HAMMER OF THE EMPEROR Ac the start of the Assault phase WHEN ‘rst: Leadership MANOEUVRE: In the Assault phase, the Flyer causes a moxlel within 6°, The hit is resolved against the enemy Flyer’ closest facing, | | | per ey Tau EMPIRE PLEASURE FROM PAIN Deatu row THE SKIES Dark ELDAR LD-8 15 WHEN sete sat ofthe Assaa phae, —| TEST: Initiative If the Flyer caused a glancing or penetrating hit om an enemy Fly the Shooting phase, it may pivot I 49° and then move up to 24 MANOEUVRE SLASH ATTACK WHEN At the start of the Movement phase. TEST: Initiative > | MANOEUVRE: At the end of the Movement phase, ‘nominate one non- vehicle unit that the yer passed cover that turn. ‘That unit takes D6 ‘Strength 6 AP- hits. D7 12 TS FORTHE GREATER GOOD | tthe srt ofthe enemys Shooting pon (once ee Leadership MANOEUVRE: Until the end of the . phase, any damage suffered by Flyers na Dark ANGELS Lbs ener DOGGED PURSUIT WHEN: At the start of any Destroy round of a Dogfight. TEST: Toughness MANOEUVRE: At the end of a Dogfight, you may force an additional Destroy round to be played. IN CLEANSING FLAME WHEN: At the start of your Movement phase TEST: Leadership MANOEUVRE: If the Flyer has only one Hull Point remaining, then, at the end of the Movement phase, place a large blast marker anywhere in contact with the model's base. Units suffer one Strength 8 AP2 hit per model fully or partially under this template. The Fiyer is then removed as a castalty IMPERIAL Guarp LD-7 13 ENDLESS ASSAULT WHEN: _Atthe tart ofthe Movement phase TEST: Leadership MANOEUVRE: Remove the Flyer from pl then immediately rent the controlling player's tab if it was arriving from Res SPOTTER PLANE WHEN: At the start of TEST: Leadershi MANOEUVRE: Any friend x6 MARINE 4 T4 {40S REIGNS ayoHUNRE: Ite Fer has only one Hull Pein LEAL EOE NECRONS MANOEUVRE: You may immediately pivot up to 180 FIRING PROTOCOLS WHEN: At the start of the Sh¢ TEST Initiative MANOEUVRE: The Flyer’s weapons all fire one extra shot this Shooting phase Fighter Aces are upgrades for Flyers in Warhammer 40,000. Any model with the Flyer type may be upgraded to be a Fighter Ace for the appropriate points cost. At the start of any game, immediately after rolling for your Warlord Trait, ELDAR / DARK ELDAR 50 pts For the Eldar and their Dark kin, the path ofthe pilot is all ‘consuming. One who has achieved the end of this path is truly «fearsome foe in the skies, controlling his plane as fit were | ‘an extension of his oum bod, 12 Dance of the Dawn The Fighter Ace may add a further +2 to his roll when determining if he is successful at engaging Defenders in a Dogfight. Dance of the Dusk The Fighter Ace may pivot up to 180° before moving each turn. ‘Symbol of Khaine All units chosen from your codex (cither Codex: Eldar or Codex; Dark Eldar) within 12" of the Fighter Ace have +1 Attack. ot '“ BLOOD ANGELS The sight of a Blood Angels warplane arci will cause the Sons of Sanguinius to fight all the harder 50 pts arose the sky 2 Te Fighter Ace may adda further +210 his rll GB shen determining ithe is successful a engaging Defenders in a Dogfight $4 Grace of Angels The Fighter Ace may plot up to 180" before Aura of Sanguinius ‘One use only. At t declare you are usit from Ace re-roll file ind Assault 5 Py roll on the appropriate table for chosen from to determine his sp of Flyers may be upgraded to be have the same abilities. the codex your Fyer cial abilities Any nyg a Fighter Ace and thy ‘SPACE MARINES SO The Techmarines of the Adeptus Astartes are raps piloting the Chapter’ ling warmachines, an honour the savour in the heat of combat. 12 Arcane Target System The Fighter Ace may re-oll To Hit rolls of inthe Shooting phase its front arc Spirit of the Emperor Whilst within 12" of the F chosen from Codex: Space M Relentless special rule —— SPACE WOLVES | | 3-4 Saga of the Beastslaye 5-6 Saga of the Iron Wolf IMPERIAL GUARD 50 pts The pilots of the Imperial Guard train for months to fly the archaic flying machines of the Imperial Navy. Those ‘who survive more than a few minutes ‘are considered heroes. 12 Covert Deployment The Fighter Ace may move on from any table edge when arriving from Ongoing Reserves. Extra Protection The Fighter Ace gains +1 AV in its front are Inspiring Presence All units from Codex: Imperial Guard within 12" of the Fighter Ace gain the Fearless special rule TAUEMPIRE 50 pts WN he superechnology of the Taw features heavily in the avert ofthe Air Case In fact, ii unclear ather technology ends and ile Begins 1-2 Targeting Array ‘The Fighter Ace may re- roll To Hit rolls of 1 in the Shooting phase. Defensive Arrays The Fighter Ace may add +1 to any Cover Save itis entitled to (up toa maximum of 2+ Marker Plane Instead of firing its weapons this turn, the Fighter Ace may instead add D3 Markerlight markers to every enemy unit within 12 An On fhe cir Uihely tobe cy than sitar I in a 12 Armour Plates The Fighter Ace g gains 1 Armour Value in it froma 34. Extra Shooty 56 Idol of Gork SHAOS SPACE MARINES } Death Incarn The Fighter the Daemonforge special rule and may use it every turn, $4 Fuelled by Murder If the Fighter Ace has caused at least one enemy model to the Heretic ye removed as a casualty, it re-tolls failed It Will Not Die rolls for the rest of the game. 56 Icon of Slaughter All units from Codex: Chaos Marines within 12" of hter Ace gain the bin special rule, o Subroutines The Fighter Ace may re roll To Hit rolls of 1 in the Shooting phase Duel Subroutines The Fighter Ace may add a further 42 10 his roll shen determining if he is successful at engaging Defenders in a Dogs Resurrection Vessel Units within 12" of the Fighter Ace will pass th Reanimation Protocols rolls ona4+ A — “7 ed bn The Stormraven Gunship is an extremely versatile vehicle that combines the role of orbital dropship, armoured G sansport and strike aircraft. Itis not only smaller than a ‘Thunderhawk Gunship but, thanks to its array of vectored thrusters, is also considerably more agile. This, combined. with the precise skill and incredible reaction time of its Space Marine crew, allows it to jink effortlessly through enemy interceptor fire and manoeuvre at full thrust through the cluttered spires of a hive city or the mega-fauna of a jungle-covered death world. Be he Sc cditalee et ANDI cist recone ino to the armouries ofthe Adeptus Astartes, Indeed, as befits a bureaucracy as labyrinthine and cliquish as that of the Imperium, there are no offical records to explain the vehicle's emergence. Certainly, the Stormraven began service and proved its worth within the Grey Knights and I WEEE ged Calpe tid some cords wat MI | it was not meant to see broader use until the Adeptus t i Mechanicus were fully satisfied with its performance However, in such dire times as these, when the fate of Humanity itself rests on a knife’s edge, the Adeptus Astartes need every weapon they can find, sanctioned or not, and many Space Marine Chapters now field a handful of the aircraft alongside their more traditional strike vehicles. STORMRAVEN GUNSHIPS eon ne ce coca tah la itean ao cys Dresdner came capable of wreaking untold destruction upon foe af. Armour? BSF S RP Stormraven Gunship 4 12 12 12 3 UNIT TYPE: Vehicle (Fiyer, Hover, Transport), WARGEAR: Twindinked assault cannon, twin-linked heavy bolter, four stormstrike missiles (pg 65) ceramite plating (pg 66). SPECIAL RULES: Assault Vehicle Power of the Machine Spirit. Skies of Fury: Ifthe Stormraven has moved more tha passengers can stil disembark, but they must do so as follow Nominate any point over which the Stormraven moved tha turn and deploy the squad as if it were deep striking onto that point, Ifthe unit scatters, every disembarking mode ‘must immediately take a Dangerous Terrain a the models cannot be deployed, the entire unit is desroye as per a Terrible Accident he Deep Strike Mish able, Models that di TRANSPORT Transport Capacity: The Stormrave Dreadnought in its rear g is Wreck x Di Hovering, the hit is St Fire Points: N Access Points: ate jotably the White Scars, cence 4 ng the attack A 1s designated target with devastating effect, { vd missiles Bs F S RHP ntalon Gunship 4-11 11 11 2 1 Steel Ridge. Here, Stormtalon pilots PE he limit, afterbumers propelling the UNIT TYPE: Vehicle (Flyer, Hover). ‘ srring speeds to intercept the monstrous ae sof Gargoyles whose winged borlies WARGEAR: Twin-inked assault cannon, cae darkening the skies. No sooner had the Stormtalons _twin inked heavy bolter, ceramite plating (pg 66). quned airsuperiority than the pilots hovered above thei mtlebrothers on the ground, holding great swarms of SPECIAL RULES: Strafing Run. | Escort Craft: A Stormtalon Gunship can be assigned to escort any friendly unit in reserve from the same } detachment, with the following exceptions ! ‘+ A Stormualon cannot escort a unit that enters play using the Deep Strike or Outflank special rules. * One Stormtalon cannot escort another Stormtalon. * A maximum of one Stormtalon can escort each unit. If multiple units are defined by the Reserves arriving ‘together’, they are considered, for the purposes of this special rule only, to be a single unit and thus may only have a maximum of one Stormtalon Gunship assigned to them asa whole. A maximum of one Stormtalon Gunship may be assigned to each unit or group of units for which you make a single Reserves Roll If thisis done, do not make Reserve Rolls for the Stormtalon. Instead, it arrives atthe same time asthe unit itis escorting The Stormtalon must move onto the board withis point that the unit itis escorting entered from, : ground s from the skies. With such craft at these, escape our wrath, Pat hn Caf ee Sth Conny Sen ‘The Valkyrie Assault Carrier and its sister gunship, the ‘Vendetta, are well-armed, twin-engine attack craft. The durable armour and versatile payload of the Valkyrie chassis combine with the aircraft’s powerful engines and stable handling to make it a popular choice for a broad spectrum of battlefield roles. Sporting a troop transport capacity on par with the ubiquitous Chimera, both craft provide an excellent way to swiftly redeploy squads of infantry from one battlefront to another. Strikes at key targets by cadres of Storm Troopers, reinforcement of buckling battledines by grim faced bands of Veterans, even swift transportation for ranking officers — all of these and more are the duty of the popular Valkyrie. The Vendetta Gunship supplements the Valkyrie’s transport capacity with additional fuel cells and servo-capacitors. Though these bulky modifications subject the gunship’s unfortunate passengers to waves of noise and heat, this is more than made up for by the ability to substantially up-gun the aircraft itself. A battery of lascann ns jut aggressively from the Vendetta’s wings and muzzle, a fearsome ps an aircraft of its size and one that permits the airbc hunting of heavy arm: is beasts with © ease, in addition to the transit roles for which both patte of craft are rightly famous. VALKYRIES & VENDETTAS. With a few notable exceptions, mos Imperial Guar formations will have small numbers of Veg of Val Vendettas attached to them on a temporary neat si femelle tc pep During extended ground operat Vendettas will often be repainted to whom they have been directly to that regiment tached, th With vectored engines these versatile crafi dogfights or hover above while troops rappe holds. Alternatively, each Valk sufficient grav-chutes rz if hazardous, referred to Guardsmen who have see r Ven UNITTYPE: ¥ WARGEAR: je: Multi-laser, wo hells RAZORWING JETFIGHTERS er Armour R HP BS F S UNITTYPE: Vehicle (Flyer WARGEAR: Two dark lances, four monoscythe missiles (pg 65), twin-linked splinter rifle SPECIAL RULES: Night Vision, Supersonic AVEN BOMBERS paps Vopr in hough the Dark Eldar ¢ to be the ultimate in hea ‘sider the Voidraven Bomber weapons deployment, itis still apable of oustripping even the most agile fighter craft Of the Imperium with ease. The Voidraven shares many Bimilaics with the Razorwing Jetfighter, having distinctive Pickled wings and comparable aerodynamic design, but it aries fr larger and more deadly payload than its smaller feusin ~ the dreaded void mine. the fore of each Voidraven is pod bi ‘crystal pod housing a le much like that upon a Reaver’ jetbike, surrounded ar E*ting holographs and crosshair runes. From this appointed cocoon the Voidraven's gunner will be ac nt fusillades from the craft's void lances. cache Razorwing Jetfighter, whose pilots rejoice in iting craci-boom ofits oid ‘Once the gunner has ensured that he can work without interruption, he will deploy the craft’s void mine, This detonates not one but two warheads, one a split second, before the other. The first merely establishes a sphere of force, a bubble in reality that protects everything outside. The second contains a particle of purest darklight, released from its containment field by the primary detonation, The effects of introducing even a tiny amount of darklight into realspace are catastrophic. Were it not for the force sphere established by the primary detonation, the resultant implosion would destroy friend and foe alike, Instead, anything trapped inside the crackling sphere is annihilated, Al that is left is a smoking crater scooped out of the earth and the contra of the rapidly disappearing Voidraven, | | | | | Do w-_DOOM Scyt HES Doom Scythes are heralds of terror and dismay, supersonic fighter craft hat range far ahead of Necron aeons, Unlike many ofthe forces employed by the Neceons, Doom Scythes can, and often do function ins highly independent manner Much ofthe elt’ superseeare houses datastacks that are heal laden wth strike pans stratagems, evasion patterns and taciea variants When faced wih situation outside of known parametery, the pilot can sift through and rereve the comet responce from these datatacks. Thanks tothe rth preehion of suffer hallucinations of their dead coy worm-eaten life, Itis little wonder th battle-tested veterans have been kn weapons and flee at a Doom Scyth ‘out their own eyes in futile attem y ps scratching at their senses, rads retun at entire armies of }own to throw onset, or else gg to stem the i Should the enemy be fos enough not anl the Doom Sothe fit pas pt at ae fay ofhiseratseponer Tea deuce a his android bran, the plot can simulate ions of posible Me raking te tailor oe Armoured ages can perhaps weather ine but hey cannot hope to stand again the cl death ny ‘ Doom Scythes are often deployed to sap the resolve from the enemy before the battle proper begins, for their presence induces an almost irrational terror in the minds | of living creatures. The Doom Scythe’s primary propulsion } red and rightly system is a scaled up and augmented version of the There is seldom any warning before the death rays dimensional repulsor drive employed on Tomb Blades. On those smaller craft, the whine of the drive is piercing and discomforting. On a Doom Scythe, the scale and amplitude of the sound is many hundreds of times greater; for any sound it makes is lost under the wailing of dl Doom Scythe’s engines. A particularly alert foe might recognise the nimbus of energy building up around focussing crystal, or perhaps feel the abrupt cha it resonates deep within the primitive core of living brains, pressure, but few recognise the significance in ine playing havoc with memory, perception and sanity. Victims _nimbus pulses one final time and a beam of blinding collapse into catatonia, slump into slack-jawed vacuity and _light bursts from the Doom Seythe's underside infantry and tanks alike, leavin terrain in its wake. A single Doom Scythe through an entire armoured column ray remains operational, and a full squadron can red the sprawling spires of a hive city to fulminating sag Armour BS F S RHP Doom Seyth 4 UNITTYPE: Vehicle (Flyer ed tesla WARGEAR: Death ray towintinked SPECIAL RULES: Living Metal, Supersonic GUARDIANS OF THE TOMB my, enabling Monoliths and other forces to like the armoured carriers employed by other races, 1 Nig deploys troops by means of a captive wormhole whose far end is anchored on a distant Tomb ies without jeopardising Night Scythe is destroyed, its payload Night S : Has fara ‘cout ships. king contact with other Tomb Worlds or rching out lost Necron planets suitable for reclamation. here the interlopers are either few in number imitive in nature, the Night Scy gation. On worlds where other life forms \e spearheads a taken strong root, the pilot clandestinely performs { biopsies of the inhabitants, searching for clues ne inhabiting race’s suitability for apotheosis. nd exhaustive, and the pilot must often dissect entire townships to harvest sufficient data. On a particularly promising planet, the Night Scythe’s pilot may even transport living samples back to its Tomb World for further inspection by Crypteks. Most such subjects do not survive the scientific method, but a few are returned to their homes, implanted with mindshackle scarabs or other control mechanisms, functioning as unsuspecting spies and saboteurs who will pave the way for imminent invasion. Armour? | BS F S R HP Night Scythe 4ei1 11 11 3 UNITTYPE: Vehicle (Flyer, Transport). WARGEAR: Twindinked tesla destructor TRANSPORT: ‘Transport Capacity: 15 models, A Night Scythe can also carry Jump Infantry and Jetbikes. If the Night Scythe is destroyed, the embarked unit suffers no damage, but is not allowed to disembark, and instead enters Reserve (when they arrive, they cannot Deep Strike). Fire Points: None. Access Points: Treat the wormhole gateway ry on the underside of the Night Scythe as its Access Point. SPECIAL RULES: Living Metal, Supersonic, Deart rom THE SKIES ee ¢ Dakkajet is a blur of colour and noise amidst the smoke and clamour above a battle. Propelled by a single ‘massive jet engine, it roars through the sky, guns blaring a ‘earconstant stream of bullets as the pilot laughs manically to himself, Dakkajet pilots believe firmly in quantity over quality when it comes to their armament, and commonly bolt as many big shootas as possible to their aircraft, This makes Dakkajet pilots unusually effective shots; with so many bullets fired, some are bound to hit the target. However, the Dakkajet also excels as a groundattack plane, assuming the target is something good an’ squishy, like ‘umies. Indced, the only thing that cheers an Ork pilot more than watching the bulletriddted and smoking wreckage of an enemy aircraft tumble from the sky, is watching an infantry formation scatter and flee as the hail of shootafire ploughs bloody furrows through their ranks. From the outside, Dakkajets share many common features, = not least the Orky disdain for the laws of aerodynamics and mind-boggling defiance of lif/thrust ratios. Under the hammered and welded exterior, however, things are quite different from jet to jet. Here, no two Dakkajets are precisely the same, as no Mek worth his teeth would ever onsier sing another's design itu “improvements. No mater the diferent 86" and odd fixing all Daajts cary cove dems ounds of ammunition, Once they've opened tend to keep shooting until thei guna nat Oe of ammo ~ doubly so if their veins are runnin ene ofan ng ik i There are a few rare inva who area true cut above their extn peas aces, often called flybosses, are veteran f ae and hundreds of succesful dogg of mech ls amongst Daklajet ploy ns of Scores of sorte hts (and no small amoaf nical failures besides). bosses celebrate the Success with lofty tiles, such as ‘da Krimson Barun’, Sky Shredda’ and “da Blue Mek’. To Ork plots, thy ane tuc heroes, wellleserving of their outlandish and ele appointed titles. To other Orks, who prefer to smash ‘um face-to-face, and with both feet on the ground, the fybouad are simply the maddest of a particularly crazed breed, ‘Armour BS FS RHP Dakkajet 210 10 10 3 UNIT TYPE: Vehicle (Flyer) WARGEAR: Two twindinked supa shootas (ps 65 SPECIAL RULES: Strafing Run, Supersonic Waaagh! Plane: Duri UPGRADE: Flyboss: When sh Zooming Flying Monstrous Crea the Flyboss upgrade is treated as GIVE ‘EM SOME DAKKA! BURNA-BOMMERS & pre Bs FS RHP 210 UNITTYPE: Vehicle (Fryer WARGEAR. Twindinked big shoots, tvntinked supa shoota (pg 65), two burma bombs (py 6 SPECIAL RULES: Supersonic, Waaagh! Plane (pg 62) Gro Gunner: Shots with this weapon are resolved at BS 9 i 1 Ork pilots consider trajectories, wind speeds, parabolas and the like to be dead boring. So, Blitza-bommers bombs by diving at their targets. The pilot’s well-known addon ope comeaino finyheeand see hay | knows, you go faster when plummeting downwards. Some | | ' ! heir forget to pull out of their dives at all, or come so close to the ground that they lip the target with the undercarriage Only at the last possible moment is the bomb grot thrown and the pilot pulls up out of the dive. Each Blitza-bommer also mounts a pair of supa shootas with a Grot gunner so the pilot doesn't get bored after he’s dropped his payload. WARGEAR: Big shoota, ‘0 boom bombs (py, 63). ed SUPA shoot (pg 65), ‘SPECIAL RULES: Grot ‘Waaagh! Plane (pg 62), Gunner (sce above), Supersonic, Profiles for the following ranged wea ing pons are listed the reference page (pg 72). Their full rules can be the 40,000 rulebook or the codex. , me ‘Assault cannon: Big shoota Multimetta Dark lance Plasma cannon Disintegrator cannon. Splinter cannon Heavy bolter Splinter rifle Hurricane bolter Tesla destructor Lascannon| Typhoon missile launcher Multilaser BLoopstrike MIssiLes ‘The missiles of Blood Angels Stormravens have a two-stage solid fuel booster designed to deliver a punishing blow to an enemy tank. ‘Type Heavy T, One use only Range Qos 7 8 T Burna Bome* When these weighty Ork bombs explode they blanket vast swathes of the battlefield in burning promethium. eekeece ss AP 4 Heavy 1, Bomb, Large Blast, Ignores Cover ‘One use only Bomb: The rules for Bombing runs are found in the Warhammer 40,000 rulebook * This is a flamer weapon (see the Warhammer 40,000 rulebook Deatu Ray The Death victims in a beam of Range s ‘Gpecial) 10 Teavy 1, Raj Ray: To fire the death ray, nominat battlefield anywhere within the weay 1 nominate a second point within 3D6" of the first. The draw a straight line (considered to be 1mm wide) betwe he two points. Every unit (friendly or enemy, but exch Zooming Flyers and Swooping Flying Monstrous ¢ inderneath the line suffers a number of hits equal to t | SS Haliry misses ar packed with incendiary submits enemy top fom cover ahead of 2 Ingen Guan ec AP type aa HEListRrike Missites DIicesn ersenn f minpriNny ag al Tye ‘Ordnance T, Implosion 4 field of mole which ns Range SAP Type is 2 Assault, B Implosion: Determine hits cause of Wounds} 0 the num Death regardless invulnerabl Minpstrike Missités Tp Range Bp AP AP Type —g___ Heavy 1, Armourbane Blast, Skreamin’ Descent, ‘One use only siceamin’ Descent: During the Blivacbommer's Noement phase, it may drop one boom bomb. To 4 the Burnabommer 1" in front of its target, Wand consult the table below it survives the in’ Descent, itcan complete its move. A Blitza- fommer cannot drop a boom bomb and move Flat Dut ia the same turn. A Blitza-bommer that dropped a n bomb counts as having already fired one weapon nits following Shooting phase, however, any additional heapons it fires that turn can choose a different target vothat f the boom bomb, D6 Effect | 2 Faster! Waaagh! Uh oh... No bomb is dropped. The Bliva-bommer smashes into the ground and is Wrecked (see Crash and Burn in the Warhammer 40,000 rulebook). 34. Logging 'eck! The pilot manages to pull up, | Gipping his target. No bomb is dropped. Instead, the bommer and its target each suffer a single Strength 9, AP2 hit. Just ike dis! Centre the small blast marker ‘er any model in the target unit and scatter it D6" Any model (exeluding the Bi a eg) at east partially under the blast marker’s Postion takes one hit, resolved using the Dari prow THE SKIES MonoscyTHE MIssILEs The signature armament of the R ana blast that decapitates those unfortunate ruing ftfighter, monoscythe sit by the pilot's crosshair runes. AP Type Assault 1, Large Blast, One use only Muttiete Rocket Pop The multiple rocket pods borne by some Valkyrie Assault Carries contain a cluster of shortsfused superfrag missiles which are fred Type Heavy I, Large Blast NecroToxiN MissiLes At the heart of a Dark Eldar necrotoxin missile is a large reservoir of virulent neuropaisons. When the missile explodes, it splinters into knifelike shards of jagged shrapmel, each of which carves thick gobbets ofits deadly payload. Sits AP, 8 x 3 “Assault T, Large Blast, Poisoned (2+), Pinning, ‘One use only ‘SHATTERFIELD MIssILEs This cruel missle, often glimpsed beneath the wings of Razorwing Fefightes, has two separate cores: on impact, the first sucks away all warmth, turning those caught within its blast into brittle zane amb Be shattered nt fren pices bythe percussive force StorMstRike Missi When this misies detonate, it eaves its victims reling and daced. Range Ss 2 3 AP 2 Type Heavy 1, Concussive, One use only ‘Supa SHoota These raucous shootas provide all the dakka a flboy could wish for: s 6 AP 4 Type Assault 3 Vor Lance Void lances fire pulses of eldritch energy from beyond the webu. AP Type Assault I, Lance Voip MINE The void mine is a triumph of Dark Eldar weapons technology Range Type Assauilt 1, Blast Lance, One use Bomb: The rules for Bombing Runs are found in Wahammer 40,000 rulebook. VEHICLE EQUIPMENT | ae forte rotowing wargar cn vex | Mena ai Extra armour Flickerfield Red paintjob Searchlight Locator Beacon Night shields Psybolt ammunition Teleport homer Truesiver armour Warp stabilisation ftg Ceramrte PLATING Used to clad the hulls Thunder Melta weapons do not roll an extra D6 armour RMRAVEN GUNSHIP (Heavy Support) Armour BSF SR HP Unit Type Unit Composit Stormraven Gunship s12gi2 3 Vehicle er, Hover Transpon) Stormmnen Gui Wargear: Special Rules: Options: ‘*Twintinked assault cannon ® Assault Vehicle * Replace twin-linked assault cannon with one ofthe flowing + Twindinked heavy bolter ‘Four stormstrike missiles * Ceramite plating ‘* Power of the Machine Spirit Skies of Fury ‘Transport Capacity: + Twelve models and /or ‘one Dreadnought Grey Knights Stormraven Gun: sin detachments chosen tormrav | Grey Knights must re} mindstrike missiles (pg and Psychic Pilot special rules, Fortitude, at an additional cost of take additional options, as isted in Codex: Grey Knights. The otherwise follow all ofthe rules listed above their stormst 4). Additionally, they have The Aegis well as the psychic power [fee >) STORMTALON GUNSHIP (Fst rack) Armour sR HP 1 BS F Stormtalon Gunship Wargear: Special Rules + Twin-linked -twindinked plasma cannon trindinked lascannon + Replace twindinked heavy bolter with on twindinked mult-melta = typhoon missile launcher “* May take a pai ‘© May take any Searchlight. Ext Angels must replac missile Unit Type Options: Death ros Te Si ko | KYRIE ASSAULT CARRIER SQUADRON (Fast Attack) 100 Points 4 Bh : Armour Bs FS RHP ae ee Page | Special Rules: Options: Tam ee h a las 15 pts/modet © | Any Vall ay exchange both ofits hellstrike : th hea 10 pts/model | far VENDETTA GUNSHIP SQUADRON (Fast Attack) 130 Points | "May replace both dark lances with di * May replace twin-linked splinter ite et 28 ‘witha splinter cannon . ee eee wt a -Necrotoxin mise. + Shatterfield missile * Take any of the following: Night shields. -Flickerfeld. BSF S RHP Unit Type Unit Composion Voidraven 41m 3 Vehicle (Fer) Loken Ronter Wargear: Options: * Two void lances + Take up to four misiles, of any of the flloning wpes * One void mine * Supersonic = Monoscyhe missiles rope rom SCYTHE (Heavy Support) Armour? BSF S RHP Doom Seythe 4uuiu 3 Wargear: Special Rules: Death ray * Living Metal ‘Twindinked tesla destructor * Supersonic ea) NIGHT SCYTHE (Dedicated Transport) Armour BSF S RHP Night Scythe 411i Wargear: Special Rules: eTwindinked tesla destructor ¢ Living Metal ‘+ Invasion Beams Necrotoxin missiles = Shatterfield missiles. Implosion missles. # Take any of the following: - Night shields. Flickerfield. Unit Type Unit Composition Vehicle (Flyer 1 Doom Sct 100 Poin Unit Composition Unit Type Vehicle (Flyer, Transpor Transport Capacity Special Rules BURNA-BOMMER (Fist Attack) @ vue BSF S RHP Wargear: Special Rules: (}) BLITZA-BOMMER (Fist Atack) Armoury BSF S RHP Biz bommer 2 10 1010 Special Rules: * Grot Gunner *Waaagh! Plane j 110 Points ff Di Unit Composition age Options: © May tak litional twin-linked supa shoota 0p f : fed paint job oM. lot to a Flyboss 10 pis 125 Points | Uae Unit Composition Page | Vehicle (ier iin ete 3 i Options: ! * May take upto sx skorcha missiles 10 ps each * May take red paint job 58) 135 Points | | Uni Type Unk Copainn rags Vehicle (yer) 1 Blitz-bommer 3 eae ee ar ae 1 Options: + May ake red paintjob 5 pis Stormraven Gunship 4 121212 3 FILH,T 56 ‘Stormtalon Gunship “4 111111 2 FH 57 3121210 3 FLH,T 58 3 HLH, T 58 4nuws A 59 RANGED WEAPONS | ate but the eo thank progenitors obscured by the ‘atid upon a current incepted by fo of singe ca [Gate Moja Prec of Ades don tl ced Soo As At. So we must eadure the pest a ‘those who come after may continue the eecrwni a mney The Chine of Bas, Range SAP Type Range § AP Type saul cannon 28 6 4 Heay4Rending _Muliplerockerpad 24" 46 Hens Big shoota 36°55 Assault Large Bast Bloodsuikemisile 72-81 Heal, Necrotoxin missle” 48" X5 Asa, One ute only ee Boom bomb special 74 Heavy, Poin Armourbane, Blast, Foning Skreamin’ Descent, One we One wse only Plsmacanon «86°72 Hen Burma bomb = 5 4 Heyl, Bomb, Gen Large Blas, Shatterfield minite 48" 7 = As i Ignores Cover, Tange Bi, | se only Shred Dark lance 8 2 yy 1, Lance ‘One use onh } deat say 101 Heavy 1, Ray Skorcha mise 25 4 Heay | ls Disintegrator cannon 5 2 Heay3 Ignores Oe f Heavy bolter 36" 54 Heaw3. ‘One use om | Helfurymisile 72" 45 Heayl Styhammer misite Ignores Cove, launcher 74 Hays Large Bist Sasa eX 8 fl One use only J Herkemisite 7" 8-3) Ordnance | One use ony Splinter rif wk 5 IeaaeuoRaste 9 TAS = 2 Awaule 1 Bast One use only $ Lascannon i) 92 Hewyl ) Mindskemisite 72" 45 Meany Bt Supa shoota oe ! Psishock Tesla destructor \ One use only Typhoon mist launcher . Monoscythe missile 48" 6 5 Assault 1 Frag missile 4 i Large Blast Krak missile o 8 | ‘One use onl Void lanc Multis 36°66 Heay3 Void mi bY «81 Heayy 1, Mela Multimelta

S-ar putea să vă placă și