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Death from the Skies

Contents
Flyers
• Flyer Characteristics
‣ Combat Role
‣ Pursuit
‣ Agility
• Air Superiority
• Air Targets and Ground Targets
• Aerial Support
• Flyers and Measuring
• Flyers and Other Models
• Flyers and Crew Stunned Results
• Evade
• Hover
• Zoom
‣ Break Turns
‣ Zoom, Tank Shock and Ramming
‣ Zooming and Shooting
‣ Fighter Skyfire Mode
‣ Hard To Hit
‣ Zooming and Cover
‣ Zoom and Flat Out
‣ Charging Zooming Flyers
‣ Repairing Zooming Flyers
‣ Leaving Combat Airspace
The Dogfight Phase
• Interception Sub-phase
• Engage Sub-phase
• Manoeuvre Sub-phase
• Attack Sub-phase
‣ Angle of Attack
‣ Damage in Dogfights
‣ Concluding the Dogfight
‣ Air Superiority
Flyer Aces
• Ace Wing Leaders
• Top Guns
Air Superiority Detachment
Flyers’ Profiles

In warfare, air superiority is key, and the grim darkness of the far future is no exception. Above countless planets, engines scream as heroic pilots engage in savage dogfights, formations of bombers descend through clouds of smoke to unleash incendiary hell and dropships disgorge hordes of merciless killers from their holds to wreak havoc on the ground troops below. For every strategic challenge the battlefield provides, there are aircraft perfectly designed to meet it. Surgically precise individual strikes, indiscriminate destruction – all situations are catered for with a wide variety of craft from each and every warring race.

Death From the Skies is a must-buy for Warhammer 40,000 players contains new rules for Flyers that completely replace those found in Warhammer 40,000, with datasheets including new Agility, Combat Role and Pursuit Value characteristics and options for fielding Flyer Wing units, with their own leaders. On top of this, the book introduces the Dogfight phase – detailed combat between Flyers is now possible!

Flyers

Aircraft swoop and turn through the airspace above the battlefields of the 41st Millennium. Armed with a deadly array of weapons, they unleash death and destruction on the troops and war machines on the ground below them and engage in vicious dogfights against others of their own kind in order to gain control of the skies.

Death from the Skies provides updated rules for Flyers in games of Warhammer 40,000. These expand upon those from the rulebook, allowing you to use special Attack Patterns, to take part in vicious dogfights, to field ace pilots, and to fight thrilling Air War missions. This first section of the Death from the Skies rules presents the expanded rules for Flyers, which replace those from Warhammer 40,000: The Rules.

Flyer Characteristics

Flyers have three additional characteristics not used by other vehicles: Combat Role, Pursuit, and Agility.

Combat Role

There are three Combat Roles:
  • Attack Flyers are designed to attack ground targets from low altitude with their guns and missiles.
  • Bombers are designed to saturate ground targets with bombs and explosive munitions.
  • Fighters are designed to attack enemy Flyers, shooting them down before they can carry out their mission.

Pursuit

All Flyers have a Pursuit value which represents their acceleration and top speed. This is represented by a number – the higher the better.

Agility

All Flyers have an Agility value that represents how manoeuvrable they are. This is represented by a number – the higher the better.

Air Superiority

If only one player has Flyers in Reserve at the end of the Dogfight phase, then they are said to have Air Superiority. A player with Air Superiority can choose to add or subtract 1 from their Reserve Rolls, and their opponent must subtract 1 from all of their Reserve Rolls.

Air Targets and Ground Targets

Some rules refer to Air or Ground Targets. For these rules, Flyers, Skimmers, Jetbikes, Flying Monstrous Creatures and Flying Gargantuan Creatures are Air Targets. All other types of unit are Ground Targets.

Aerial Support

Flyers must begin the game as Reserves. Special rules that allow an owning player to move one or more of their units out of Reserves after deployment, but before the game begins, cannot be used to move a Flyer out of Reserves unless they specically state that Flyers can start the game deployed on the table.

Flyers and Measuring

Flyers have bases that suspend them above the battlefield. However, distances are measured to and from the Flyer’s hull, with the exception of the vehicle’s weapons and Fire Points, which all work as normal. The base of a Flyer is effectively ignored, except for when:
  • The Flyer is in close combat, in which case models may move into contact with the vehicle’s hull, its base or both.
  • Models embark or disembark from the Flyer, in which case the base of the Flyer is used as an Access Point.

Flyers and Other Models

Models that physically fit under a Flyer model can move beneath it. Likewise, a Flyer can end its move over such models. However, when moving this way, enemy models must still remain 1" away from the base of the Flyer, and the Flyer cannot end its move with its base within 1" of enemy models.

Flyers and Crew Stunned Results

A Flyer that suffers a Crew Stunned result has its Pursuit and Agility values reduced to 0 until it recovers, in addition to the eects listed on the Vehicle Damage Table in Warhammer 40,000: The Rules.

Evade

If a Flyer comes under fire, the pilot can throw their craft into a series of evasive manoeuvres in an attempt to avoid taking damage. All Flyers have the Jink special rule.

Hover

A Flyer that has the Hover type can choose to Hover instead of Zooming. Hovering makes the Flyer slower, but considerably more agile, and in the case of Transports, it allows passengers to embark or disembark.

A Flyer with the Hover type must declare whether it is going to Zoom or Hover before it moves, and before any embarked models disembark, each Movement phase. This means that, if the Flyer arrives from Reserve, you must declare which type of movement it is using before placing it on the board. A Flyer in Hover mode cannot switch to Zoom mode if it is Immobilised. If a Flyer is Hovering, it is treated exactly as a Fast Skimmer. This makes it more manoeuvrable, but often limits the number of weapons it can fire.

Zoom

Flyers can usually only make a special kind of move called Zoom. Some can also Hover. Zooming allows the Flyer to move at fantastic speeds, making it very dicult to shoot down, but limits its manoeuvrability. If a Flyer Zooms, it can move up to 36". However, as a certain amount of forward thrust is required for the vehicle to stay in the air, a Zooming Flyer can never voluntarily move less than 18" in its own Movement phase. If a Zooming Flyer is forced to move less than 18" in its own Movement phase, it is automatically Wrecked.

To represent its limited manoeuvrability, a Zooming Flyer can only make a single pivot on the spot of up to 90° before it moves. Thereafter, it must move directly forwards in a straight line.

In a turn in which a Flyer enters the board from Reserve, it can do so facing any direction you wish, providing that the resulting move will not carry it off the board again. A Zooming Flyer can move over intervening units and impassable terrain exactly as a Skimmer. In addition, a Zooming Flyer does not have to take Dangerous Terrain tests, even if it starts or stops over difficult, dangerous or impassable terrain. Finally, unless otherwise stated, models cannot embark upon, or voluntarily disembark from, a Zooming Flyer.

Break Turns

A Zooming Flyer can attempt to make a second turn of up to 90° at any point during its move, including just after making its initial 90° turn. This is called a Break Turn. To do so, move the Flyer to the position where it will attempt the Break Turn and roll a dice. If the roll is equal to or less than the Flyer’s Agility value, then it succeeds and may make the Break Turn, and then carry on with its move. On any other roll, the turn fails and it can only carry on in a straight line.

Zoom, Tank Shock and Ramming

Zooming Flyers cannot Tank Shock or Ram, nor can they be Tank Shocked or Rammed. If a Ramming vehicle would end up underneath a Zooming Flyer, move the Ramming vehicle by the shortest distance so that it is 1" away from the base of the Flyer.

Zooming and Shooting

Flyers have sophisticated targeting systems designed to work at the fastest speeds. Zooming Flyers can fire up to four of their weapons in the Shooting phase.

Fighter Skyfire Mode

Zooming Flyers with the Fighter Combat Role can choose whether or not to enter Skyfire mode at the start of each Shooting phase. If they do, all weapons they fire that phase are treated as having the Skyfire special rule. Flyers with the Fighter Combat Role suffer a -1 penalty to the Ballistic Skill on their characteristic profile when targeting Ground Targets.

Hard To Hit

Zooming Flyers are incredibly difficult targets for troops without suitably calibrated weapons and scopes. Shots resolved at a Zooming Flyer can only be resolved as Snap Shots (unless the model or weapon has the Skyfire special rule). Template and Blast weapons, and any other attacks that don’t roll To Hit, cannot hit Zooming Flyers.

Zooming and Cover

Although Zooming Flyers can travel very close to the ground, they are not capable of making use of cover in the same way as other models. Because of this, a Zooming Flyer does not receive the benefit of cover from intervening scenery or models.

Zoom and Flat Out

A Zooming Flyer that goes Flat Out must move forwards in a straight line between 12" and 24". Add the Flyer’s Pursuit value to the minimum and maximum distances it can move. For example, a Zooming Flyer with a Pursuit value of 4 will move between 16" and 28" when it goes Flat Out. If special rules or abilities modify the distance that a Flyer can move Flat Out, then the Flyer’s Pursuit value is added to the modied distances.

Charging Zooming Flyers

Due to their high speed (and presumably high altitude), Zooming Flyers cannot be charged.

Repairing Zooming Flyers

Some models have the ability to repair Hull Points, Immobilised or Weapon Destroyed results on vehicles. Such models can only use such abilities on a Zooming Flyer if that Flyer is a Transport and the model attempting to repair it is embarked inside it.

Leaving Combat Airspace

It’s quite likely that a Flyer making a Zoom move will leave the board, either deliberately or by accident. If this happens, the Flyer is said to have left combat airspace – it then enters Ongoing Reserves. A Flyer that leaves combat airspace must Zoom back on when it returns from Ongoing Reserves, even if it has the Hover type.

A Flyer cannot leave combat airspace on the same turn that it entered play from Reserves – the owning player must deploy their model in such a way that it will not leave the board on the same turn.

The Dogfight Phase

Engines scream and flaming wrecks pinwheel away belching smoke and flame as pilots dogfight furiously on high. This is a deadly aerial ballet in which the slightest mistake can cost a pilot their life, whole battles can be won or lost, and marauding fighter craft are the kings of the skies.

Sequence of Play
A Dogfight phase consists of four sub-phases:
1. Interception sub-phase
2. Engage sub-phase
3. Manoeuvre sub-phase
4. Attack sub-phase
The Dogfight phase takes place at the start of each game turn between Flyers that are in Reserve or Ongoing Reserve. If only one player has Flyers in Reserve, or neither player does, then a Dogfight does not take place.

If both players have Flyers in Reserve, they can fight a Dogfight if they wish to do so. Roll-off if one player wants to fight a Dogfight and the other does not – the winner decides if a Dogfight takes place. If a Dogfight does take place, it is resolved using the following rules. If not, proceed to the first player turn.

After these phases are complete, the Dogfight phase is over, and you can proceed to the first player turn. Note that only one Dogfight can take place per game turn.

Interception Sub-phase

Dogfights commence when one force of aircraft swoops out of nowhere to attack another. The first moments of such an engagement are crucial, pilots jockeying fiercely for position and singling out their airborne quarry. At such times the hunter can swiftly become the hunted as the deadly aerial ballet begins in earnest.

The players each roll a dice, adding 1 if they have more Fighters than Bombers in Reserve, and subtracting 1 if they have more Bombers than Fighters in Reserve. Re-roll ties. The winner of the roll-off is the Attacker for the duration of the phase, and the loser is the Defender.

The Attacker picks one of their own Flyers from their Reserves and one enemy Flyer that is in Reserve to take part in a Dogfight. Take the two Flyers and place them on any available at surface so that they are facing directly towards each other, 36" apart.

Engage Sub-phase

With their targets picked out, attacking pilots thunder through the skies in pursuit, striving to close the gap and line up a killing shot. In response, the pursued victims pile on the speed, hoping to outdistance their assailant. Aircraft roll and dive while lock alarms and targeting devices ping and howl madly within the pilots’ cockpits.

Doubling Up Ranges
If you only have a limited amount of space in which to carry out your Dogfights, you may want to double up the distances between aircraft, so that each inch of space counts as two inches. If you do this, start the Flyers 18" apart, only increase or close the distance by 6" (or 12", depending on the dierence between Pursuit values), and double the distance between the Flyers when working out the ranges of any attacks.
Each player places a dice behind their hand so that it is hidden from the opponent, and then rotates it so that the number 1, 2 or 3 is uppermost. The dice are revealed at the same time, and the numbers the players chose are cross-referenced on the Engagement Tactics table below to determine the result.

The winner can choose to close or increase the range to their opponent by up to 12". If the winner’s Pursuit value is at least 2 points higher than the loser’s, they can instead choose to close or increase the range by up to 24". Alternatively, the winner can choose to disengage and end the Dogfight immediately.

DEFENDER’S CHOICEATTACKER’S CHOICE
1 (TRACK)2 (CLIMB)3 (PURSUE)
1 (HEAD FOR THE CLOUDS)The Attacker is the winner.The Defender is the winner.Each player rolls a dice and adds their Flyer’s Pursuit value to the roll. The player with the higher score is the winner. In the case of a tie, roll again.
2 (LOOP)Each player rolls a dice and adds their Flyer’s Pursuit value to the roll. The player with the higher score is the winner. In the case of a tie, roll again.The Attacker is the winner.The Defender is the winner.
3 (DIVE)The Defender is the winner.Each player rolls a dice and adds their Flyer’s Pursuit value to the roll. The player with the higher score is the winner. In the case of a tie, roll again.The Attacker is the winner. In addition, roll a dice and add the result to the Attacker’s Pursuit value for the duration of the sub-phase.

Manoeuvre Sub-phase

With their attackers closing in for the kill, defending pilots throw their craft into increasingly frantic evasive manoeuvres. Feeling the spectre of death looming at their shoulders, the prey do everything in their power to avoid the storm of firepower that must surely fall upon them at any moment...

The players secretly pick a number on a hidden dice for a second time. Reveal the dice simultaneously, and this time look up the outcome on the Manoeuvre Tactics table, below. The winner can force their opponent to pivot their Flyer by up to 90º to the left or right, or by up to 180º if the winner’s Agility value is at least 2 points higher than the loser’s. Alternatively, the winner can choose to Jink. If a Flyer Jinks in the Dogfight phase, the Jink effects only last until the end of that phase.

DEFENDER’S CHOICEATTACKER’S CHOICE
1 (WINGOVER)2 (SNAP TURN)3 (SIDE-SLIP)
1 (CIRCLE)The Attacker is the winner. In addition, roll a dice and add the result to the Attacker’s Agility value for the duration of the sub-phase.The Defender is the winner.Each player rolls a dice and adds their Flyer’s Agility value to the roll. The player with the higher score is the winner. In the case of a tie, roll again.
2 (BARREL ROLL)Each player rolls a dice and adds their Flyer’s Agility value to the roll. The player with the higher score is the winner. In the case of a tie, roll again.The Attacker is the winner.The Defender is the winner.
3 (STALL)The Defender is the winner.Each player rolls a dice and adds their Flyer’s Agility value to the roll. The player with the higher score is the winner. In the case of a tie, roll again.The Attacker is the winner.

Attack Sub-phase

Time seems to slow to a crawl as the duelling aircraft open fire. Pilots scream with hate as they squeeze their triggers. Muzzle are lights the skies, rockets slice through the air on blazing contrails, and death takes the unworthy amidst roiling blasts of flame.

As the Dogfight reaches its climax the players secretly choose a number on the dice for a third time, looking up the outcome on the Attack Tactics table, below.

Both players then carry out the equivalent of a Shooting phase with their Flyers, as modied by the Attack Tactic. Any damage inicted by the player that attacks rst is applied before the opposing Flyer can shoot back.

Flyers in a Dogfight are never considered to be moving Flat Out, even if they did so in their previous Shooting phase, and they are only allowed to Jink if they won in the Manoeuvre sub-phase. These changes aside, they are treated in the same manner as Zooming Flyers. Special rules and abilities that apply in the normal Shooting phase apply in the Dogfight Attack sub-phase also.

Angle of Attack

It is hard to hit an enemy when making a head-on pass. On the other hand, it is easier to hit an enemy if you can get on their tail. To represent this, the following special rules apply when shooting weapons in the Dogfight phase, depending on the angle of attack for the two Flyers.

Head-on Pass: If both Flyers have each other in their front facing, they can only fire Snap Shots.

Tailing: All weapons used by a Flyer that has the enemy in its front facing while it is in the enemy Flyer's rear facing are fired with the attacker's full Ballistic Skill. The opposing Flyer can only fire Snap Shots.

Other Angles of Attack: In any other circumstances, Attack Flyers and Bombers can only fire Snap Shots, while Fighters attack using their full Ballistic Skill.

Jinking Flyers: Flyers that are Jinking can only fire Snap Shots no matter what their angle of attack.

Skyfire Weapons: Ignore the angle of attack rule for any weapons with the Skyfire rule. They always shoot using the Flyer's full Ballistic Skill (unless they are Jinking), no matter what the angle of attack.

DEFENDER’S CHOICEATTACKER’S CHOICE
1 (ROLL LEFT)2 (TAIL)3 (ROLL RIGHT)
1 (BREAK LEFT)The Attacker is the winner.The Defender is the winner.Fighters shoot before Attack Flyers, and Attack Flyers shoot before Bombers. In the case of a tie, roll-off to see who shoots first.
2 (HOLD STEADY)Fighters shoot before Attack Flyers, and Attack Flyers shoot before Bombers. In the case of a tie, roll-off to see who shoots first.The Attacker shoots first. In addition, add 1 to the Attacker's Ballistic Skill for the duration of the sub-phase.The Defender is the winner.
3 (BREAK RIGHT)The Defender is the winner.Fighters shoot before Attack Flyers, and Attack Flyers shoot before Bombers. In the case of a tie, roll-off to see who shoots first.The Attacker is the winner.

Damage in Dogfights

D6Result
1Crash in Friendly Territory: The enemy player immediately transfers the Flyer to the battlefield, placing it anywhere that is more than 1” from any models. The Crash and Burn! result is then applied to the model just as if it had been destroyed while flying over the battlefield.
2-5Destroyed in Midair: The Flyer explodes in midrir and is destroyed. It is removed from the game and any passengers embarked upon it are removed as casualties.
6Crash in Enemy Territory: The player in command of the Flyer immediately transfers it to the battlefield, placing it anywhere that is more than 1” from any models. The Crash and Burn! result is then applied to the model just as if it had been destroyed while flying over the battlefield.
The following rules apply to any damage inflicted in a Dogfight:
1. All Flyers taking part in a Dogfight are considered to be Zooming Flyers.
2. Any damage that applies to a Flyer ‘until the end of its next turn' will apply until the end of the controlling player’s turn in the upcoming game turn.
3. If a Flyer suffers a Crash and Burn! result, roll a dice and refer to the table on the right.

Concluding the Dogfight

The two Flyers taking part in the Dogfight are returned to Reserve (assuming they survive!). The Dogfight phase is then over, and play proceeds to the first player turn.

Air Superiority

After any Dogfights have taken place, if only one player has Flyers in Reserve, then they are said to have Air Superiority.

Flyer Aces

The life of most pilots is horrifically short, coming to an abrupt end in an explosion of fire and shrieking metal. Some, however, learn to master their mounts so that aircraft and pilot act as one. Such pilots are known as aces, and they have the ability to dominate the skies over the battlefields of the 41st Millennium.

D6Result
1Wing Leader Ability: The Ace has the Wing Leader ability that would be received on a roll of 1 or 2 on the Wing Leader table for its Faction.
2Wing Leader Ability: The Ace has the Wing Leader ability that would be received on a roll of 3 or 4 on the Wing Leader table for its Faction.
3Wing Leader Ability: The Ace has the Wing Leader ability that would be received on a roll of 5 or 6 on the Wing Leader table for its Faction.
4Crack Shot: Add 1 to the Ace's Ballistic Skill.
5Hard Target: The Ace has a 5+ invulnerable save.
6Advanced Flying Manoeuvres: Add 1 to the Agility value of the Ace's Flyer.
If a pilot can survive long enough to score 5 ‘kills' then they become an Ace. A Flyer scores a kill every time it makes an attack that destroys an enemy Flyer or results in a Flying Monstrous Creature being removed as a casualty. Keep track of the number of kills scored by each of your Flyers in any games in which they take part. The score is reset to zero if the Flyer is destroyed itself.

At the end of each battle, check the number of kills the Flyers in your army have accumulated over the course of all of the battles they have taken part in. Any that have reached a total of 5 or more have become an Ace! When a Flyer becomes an Ace, roll on the following table to see what new Ace skill the pilot receives. The Ace can use the skill in all future games.

Ace Wing Leaders

Death in the Skies
Roll on the following table if an Ace’s Flyer is Wrecked, Explodes, or Crashes and Burns!.
D6WreckedExplodes!Crash and Burn!
1KIAKIAKIA
2WIAKIAKIA
3WIAWIAKIA
4EscapeWIAWIA
5EscapeEscapeWIA
6EscapeEscapeEscape

KIA: The Ace has been killed in action — they are replaced with a rookie who has no kills and no Ace skills.

WIA: The Ace has been wounded but survives. The Ace misses the next battle — their place is taken by a temporary pilot with no kills in the next battle, and the Ace returns for the battle after that.

Escape: The Ace escapes the crash and is fit for action by the time of your next battle.
Aces with Wing Leader abilities can always use them, even if they are not part of a Flyer Wing, and also if they are part of a Flyer Wing that includes several Flyer Aces with Wing Leader abilities. If a Flyer Wing includes any Aces with a Wing Leader ability, then one of them must be chosen as the Wing Leader, and their predetermined Wing Leader abilities are used instead of them being randomly determined at the start of the battle.

If a Flyer Wing has several Aces with Wing Leader abilities, the one with the most kills must be the Wing Leader. If still tied, you can choose which is the Wing Leader.

Top Guns

You can roll again on the Ace Skill table each time an Ace scores another 5 kills. This means you will roll again when the Ace gets to 10 kills, then again when the Ace gets to 15 kills, and so on. If you roll a result the Ace already has, pick a different result that the Ace doesn't already have. An Ace with 30 kills cannot improve any further!

Air Superiority Detachment


RESTRICTIONS
All models must have the same Faction.

COMMAND BENEFITS
Air Commander: Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.

Combined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.

Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.

Flyers’ Profiles


Astra Militarum


BS F S R HP Role P Ag Unit Type
Valkyrie 3 12 12 10 3 Attack Flyer 1 3 Vehicle (Flyer, Hover,Transport)

Blood Angels


BS F S R HP Role P Ag Unit Type
Stormraven Gunship 4 12 12 12 3 Attack Flyer 3 2 Vehicle (Flyer, Hover,Transport)

Chaos Space Marines


BS F S R HP Role P Ag Unit Type
Heldrake 3 12 12 10 3 Attack Flyer 2 4 Vehicle (Flyer, Hover)

Dark Angels


BS F S R HP Role P Ag Unit Type
Nephilim Jetfighter 4 11 11 11 3 Fighter 3 3 Vehicle (Flyer)
Ravenwing Dark Talon 4 11 11 11 3 Attack Flyer 3 3 Vehicle (Flyer, Hover)

Dark Eldar


BS F S R HP Role P Ag Unit Type
Razorwing Jetfighter 4 10 10 10 3 Fighter 5 5 Vehicle (Flyer)
Voidraven Bomber 4 10 10 10 3 Bomber 5 4 Vehicle (Flyer)

Deathwatch


BS F S R HP Role P Ag Unit Type
Corvus Blackstar 4 12 12 11 3 Attack Flyer 3 2 Vehicle (Flyer, Hover,Transport)

Eldar Craftworlds


BS F S R HP Role P Ag Unit Type
Crimson Hunter 4 10 10 10 3 Fighter 5 5 Vehicle (Flyer)
Crimson Hunter Exarch 5 10 10 10 3 Fighter 5 5 Vehicle (Flyer, Character)
Hemlock Wraithfighter 4 10 10 10 3 Attack Flyer 5 4 Vehicle (Flyer)

Grey Knights


BS F S R HP Role P Ag Unit Type
Stormraven Gunship 4 12 12 12 3 Attack Flyer 3 2 Vehicle (Flyer, Hover,Transport)

Khorne Daemonkin


BS F S R HP Role P Ag Unit Type
Heldrake 3 12 12 10 3 Attack Flyer 2 4 Vehicle (Flyer, Hover)

Militarum Tempestus


BS F S R HP Role P Ag Unit Type
Valkyrie 3 12 12 10 3 Attack Flyer 1 3 Vehicle (Flyer, Hover,Transport)

Necrons


BS F S R HP Role P Ag Unit Type
Doom Scythe 4 11 11 11 3 Attack Flyer 4 2 Vehicle (Flyer)
Night Scythe 4 11 11 11 3 Attack Flyer 4 2 Vehicle (Flyer, Transport)

Orks


BS F S R HP Role P Ag Unit Type
Blitza-bommer 2 10 10 10 3 Bomber 3 2 Vehicle (Flyer)
Burna-bommer 2 10 10 10 3 Bomber 3 2 Vehicle (Flyer)
Dakkajet 2 10 10 10 3 Fighter 4 2 Vehicle (Flyer)
Wazbom Blastajet 2 10 10 10 3 Attack Flyer 4 3 Vehicle (Flyer)

Space Marines


BS F S R HP Role P Ag Unit Type
Stormhawk Interceptor 4 12 11 11 2 Fighter 3 3 Vehicle (Flyer)
Stormtalon Gunship 4 11 11 11 2 Attack Flyer 3 3 Vehicle (Flyer, Hover)

Space Wolves


BS F S R HP Role P Ag Unit Type
Stormfang Gunship 4 12 12 12 3 Fighter 4 1 Vehicle (Flyer, Hover,Transport)
Stormwolf 4 12 12 12 3 Attack Flyer 4 1 Vehicle (Flyer, Hover,Transport)

Tau Empire


BS F S R HP Role P Ag Unit Type
AX3 Razorshark Strike Fighter 3 11 10 10 3 Attack Flyer 3 3 Vehicle (Flyer)
AX39 Sun Shark Bomber 3 11 10 10 3 Bomber 2 2 Vehicle (Flyer)