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Gemini Rules for Warhammer 40,000.
These rules are now obsolete
Try the Gemini-ARAP 2.4 Rules
Flier Rules

        Early systems of WH40K treated the airspace over the battlefield as having 5 levels. These were Attack Level and +10, +20, +30 and +40. Shooting at an airborne target above Attack Level added +10” for each Altitude level. This system was quite involved and the 3rd Edition rules scrapped the whole idea and ruled that all creatures capable of flight behaved as if having Jump packs. This latter approach is very simplistic and eliminated the potential to use such interesting creatures as Razorwings, Pterra-Squirrels and flight troops.

        This set of rules is intended to strike a happy medium between these two approaches and allow games that involve more interesting use of flying creatures and machines.
        This system divides the battlefield into three Altitude levels:- Ground Level, Attack Altitude Level and High Altitude. In a turn Fliers can make one move from one level to the next one above or below. It would not normally be possible to move directly from High Altitude to Ground Level.

        Some creatures and machines in the WH40K universe are hoverers that move close to the ground without actually making contact with it. Examples include Skimmer vehicles, Enslavers, Zoanthropes, Tau drones and Servo skulls. This is treated as normal ground movement although they can ignore penalties for difficult ground and move freely over marshland or water. Such creatures and machines may or may not be capable of true flight.
        Flying Skimmers are treated as ground vehicles except when assaulted or when rising up to fly over something. Some Flying Skimmers may be capable of operating at High Altitude although this would be unusual during a battle and is more commonly used to move between locations.

        True Fliers are either Small or Large and operate at either Attack Altitude or High Altitude. Most games will only involve Ground Level and Attack Altitude and some fliers will be unable to attain High Altitude.

        Small Flyers are creatures of about man size or smaller (Size 1 or 2). They fly either by technological means or by natural abilities such as wings, gas buoyancy, levitation or other means.

        Large Fliers are usually large (Size 3) vehicles such as aircraft or spaceships.

        Most flyers move in much the same way as vehicles with each 45° of turn reducing the move by 2”. It would be unusual for a flyer to be capable of reversing.
        Some flyers have a minimum flight speed which is usually 6”. Such fliers cannot hover and need to make a forward move of at least 6” or equivalent every turn flying. A flyer at Attack Altitude that does not fly its minimum distance is assumed to have landed and may be subject to the effects of dangerous ground. A flyer at High Altitude that does not fly its minimum distance stalls and falls to the ground taking a S10 hit. Some weapons may cause flyers at Attack Altitude to stall, even if they can hover. In such cases the impact with the ground will usually gives a S6 hit.


Attack Altitude.
        Fliers at Attack Altitude are flying low enough that they can engage ground troops in Close Combat if they wish. Attack Altitude can be taken to be anywhere below the top of Level 3 of a building. Since each Building Level is taken to be 3” high Attack Altitude is any height below 9”.

        Moving fliers at Attack Altitude is much the same as moving vehicles with the obvious caveat that they can move freely over other units, obstacles, difficult terrain, dangerous ground and most buildings.

        Fliers at Attack Altitude shoot as if they were at ground level. They may be able to claim Line of Sight over obstacles or cover or be able to spot hidden forces. On the other hand they can readily be seen themselves.

        Ground troops or other fliers at Attack Altitude may fire at fliers as normal but shots may be subject to speed and size modifiers. Many Flying targets are small creatures (Size 1) and may be less than 30cm long, wide or high and therefore –1 to hit. Large flying vehicles are generally more than 3m in at least one dimension so count as Large targets (Size 3) and +1 to hit. Fliers may also be fast and a –1 to-hit penalty is applied for each full 12” moved in the previous turn. Laser weapons are never subject to modifiers for target speed.

        Ground troops with low-velocity weapons may have to fire at reduced range against fliers due to the fliers being higher. Such Weapons include:-        These add 3” to the horizontal range for each Building Level higher. Fliers at Attack Altitude can be assumed to be at 6” height and therefore +6” horizontal range if the shooter is on the ground. In some cases it will be obvious the flier is not subject to the +6” modifier. The shooter may be in an elevated position, the flyer may have just left a building window that is obviously higher or lower than 6” or they are in Close Combat with ground troops.


        Fliers cannot be charged by units on the ground unless the ground unit also has flight capability. In Close combat between flying units neither side is entitled to Charge bonuses.
        If a flying unit loses a round of combat it will fall back to a higher or lower altitude, automatically ending the combat. If it fails a Rout test it will also be moved 3D6” horizontally.
        Fliers at Attack Altitude can attack ground vehicles or flying vehicles at Attack Altitude using the usual rules. Vehicles are hit automatically if stationary, on 4+ if moving and only on a 6 if moving faster than 6” per turn.

        When Fliers assault units on the ground the following rules apply.
Large Fliers at Attack Altitude.
        Large fliers are generally aircraft or spacecraft. Most of the following rules will also apply to Large flying animals. Large fliers at Attack Altitude would be relatively rare and usually only encountered if they are landing or taking off.



High Altitude.
        High Altitude is anything above Attack Altitude. To move from ground level to High Altitude or back the flyer must spend at least a turn flying at Attack Altitude. A flier that was on the ground cannot go straight to high altitude and will spend a turn at Attack Altitude where it can be fired on normally by ground troops and Attack Altitude fliers.

        Fliers that ascend to High Altitude are normally removed from the table and their position over the battlefield marked with counters.

        Fliers at High Altitude are considered to be an additional 12” further away than their horizontal distance when fired on by ground units or fliers at Attack Altitude.


Small Fliers at High Altitude.
        At High Altitude Small Flyers can potentially move much faster and if they can move faster than 30” they can be used to make Attack Runs, although their chance of hitting anything is poor.

        A small flier at high altitude is a difficult target to hit, even if stationary. If fired on from the ground or Attack Altitude Small Fliers at High Altitude can only be hit on a roll of 6, irrespective of the shooter's BS or if the target is moving or stationary. For Size 2 fliers halve the number of hits scored, rounding down. For very small flying targets (Size 1) only a third of the hits are taken, rounding down.
        Ground or Attack Altitude Weapons in Anti-aircraft mounts can fire at small fliers at high altitude using BS as normal but range is still +12” and the number of hits scored are still halved or divided by three.

        Firing accurately from High Altitude at targets at lower levels requires more sophisticated targeting devices than most small fliers can carry. Normal-sized Ground or Attack Altitude targets can only be hit on a roll of 6 and are also subject to the +12” range modifier and half hits rule. Very small (Size 1) targets take only a third of any hits rolled. Large (Size 3) targets are hit on a 6.

        Targets also at High Altitude can be fired upon normally (using BS) unless they are moving at Attack Run speeds (30” or faster).

        Fliers at High Altitude can only be Assaulted by other fliers. These fliers may also be at High Altitude or move up from Attack Altitude. Fliers at High Altitude can drop to Attack Altitude to Assault units or vehicles flying in this level. To attack a ground unit they must spend a turn at Attack Altitude. Fliers at High Altitude can assault vehicles or units also at High Altitude using the usual rules for close combat between fliers.

        A vehicle moving at Attack Run speeds can only be hit on a 6 if assaulted and only takes damage from the glancing hits table.

Large Fliers at High Altitude.
        Large fliers at High Altitude are not considered to be large targets (+1 to hit) except to other fliers at High Altitude.

        Unless Hovering or moving slow a Large Flier is assumed to moving at Attack Run Speeds. When fired upon from Ground Level or Attack Altitude it can only be hit on a roll of 6 and will only take Glancing hits. Like all High Altitude fliers it is subject to the +12” range modifier.

        The rules for Attack Runs are given in p72 of Chapter Approved 2004 and on this website.

http://oz.games-workshop.com/games/40k/gaming/flyers/default.htm
http://oz.games-workshop.com/games/40k/gaming/flyers/2rules.htm

        Note that the Attack Run is made before the opponent's SHOOTING phase and the Flier does not shoot until after this phase. Damage results such Stunned, Shaken or Engine Damaged prevent the Aircraft making its attack as does the aircraft being shot down.

        Large fliers usually have sophisticated targeting systems that allow them to fire on ground targets using their normal BS. Ground targets do not count as being an extra +12” away.

        If hovering at High Altitude Large Fliers can be fired on with normal BS by Ground and Attack Altitude units. A +1 for a large target cannot be claimed due to the great distance.

         Large fliers moving at low speeds at high altitude can be fired on using BS at -1 if moving faster than 12” and -2 if moving faster than 24” etc. Damage may cause Glancing or Penetrating hits. Any speed faster than 30” is considered to be at Attack Run Speeds and only Glancing hits can be inflicted.


Anti-Aircraft Mounts.
        Weapons in AA mounts fire at normal BS against Airborne targets. These mounts have powered traverse so if mounting heavy weapons they can still fire if they traverse more than 90 degrees. In a single turn a AA mount cannot fire on both ground and airborne targets. It must direct all its shots to either airborne or ground targets.
        When firing on Airborne targets at Attack Altitude the AA mount can ignore modifiers for the target's speed. The –1 modifier for small flying targets and +1 for large still apply.
        When firing against High Altitude targets with an AA mount fliers are fired on with normal BS and any speed modifiers ignored. High Altitude targets are still considered to be +12” further away. Large fliers are not +1 to hit and those moving at Attack Run Speeds only ever take Glancing hits. Size 2 fliers halve the number of hits scored, rounding down. Size 1 fliers take a third of the number of hits scored, rounding down.

Air to Air Combat.
        The same rules for firing from Ground to High Altitude and from High Altitude to Ground apply for shooting between fliers at Attack Altitude and High Altitude.
        Shooting between two forces at High Altitude follows normal rules and firing is obviously not subject to the +12” range modifier. Fliers moving at Attack Run Speeds are only hit on a roll of 6 and only take Glancing Hits.

        If both fliers are moving at Attack Run speeds they fire at each other simultaneously but only score Glancing hits on the roll of a 6. Some extended Dogfight rules can be found on the website below:-

Dogfight 40000

Very High Terrain.
        The rules for targeting fliers at High Altitude can also be applied to other targets that are very high up such as climbers on a cliff or the window of a tall building (Level 4 or higher).

Area Weapons and Aerial Targets.
        Area weapons that are fired by ground troops against Attack level fliers or by fliers at other fliers on the same level behave as normal if they hit, A blast that hits an Aerial unit will not normally effect a ground unit beneath unless the GM agrees the unit was flying low enough. Shots that miss only explode if the deviation took them into contact with a solid object.

        Area weapons fired from the Ground or Attack Altitude to High Altitude never detonate if they deviate.

        Area Weapons fired from Anti-Aircraft mounts are assumed to include proximity or time fuses. The marker is placed as normal and deviation is rolled as for a ground target but only fliers at the selected altitude are eligible to be hit.

Dropping Stuff.
        Fliers at Attack Altitude can drop grenades and other items at any point below their path. They can also throw items up to 6” ahead of them or to the sides of their path. These deviate D6” from the nominated point if the to-hit roll against BS is failed. Grenades do normal damage for their type. Stones and other dropped items have a strength equal to that of the creature that dropped it but no effect area.
        Unless dropped from aircraft with sophisticated bomb sights fliers at High Altitude cannot drop items with any chance of hitting their target. If the GM wishes to allow this items dropped from High Altitude have only 50% of a 1 in 6 chance of landing on target, irrespective of BS. Deviation is 2D6”.



Warhammer 40,000 Scrapboard Page

By the Author of the Scrapboard :


Attack, Avoid, Survive: Essential Principles of Self Defence

Available in Handy A5 and US Trade Formats.

Crash Combat Second Edition with additional content.
Epub edition Second Edition with additional content.

Crash Combat Third Edition
Epub edition Third Edition.