Fighter Ace rules

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Fighter Ace rules

Post  dusktiger on Fri Feb 06, 2015 12:51 am

bear and i were discussing the death from the skies stuff the other day, so i sat down and reread what the charts are for each faction. has anyone else tried these on their flyers in their games? it's a 50pt upgrade to the flyer, and he rolls on a D3 chart for a special rule. each race has its own chart:

Eldar/Dark Eldar
1-2 - a dogfight bonus rule
3-4 - pivots up to 180 degrees before moving, instead of 90 degrees.
5-6 - all units from your codex within 12" gain +1 attack.

Space Marines
1-2 - reroll 1s to-hit when shooting
3-4 - +1 to your Front Armour
5-6 - all units from your codex within 12" become Relentless.

Blood Angels
1-2 - a dogfight bonus rule
3-4 - pivots up to 180 degrees before moving, instead of 90 degrees.
5-6 - single use: all units from your codex within 12" reroll failed to-hits in the shooting and assault phase this turn.

Space Wolves
1-2 - all units from your codex within 12" reroll failed morale tests.
3-4 - reroll to-hits against Walkers, MC, FMC, and anything T5 or higher.
5-6 - at the start of your turn, roll a D6 for EACH lost HP; on a 4+, it regains that lost hull point. that's a stupid-good IWND power.

Dark Angels
1-2 - reroll 1s to-hit when shooting
3-4 - picks any table edge to enter from when using Ongoing Reserves
5-6 - any of your codex units deep striking within 12" don't scatter

Grey Knights
1-2 - a dogfight bonus rule
3-4 - +1 BS
5-6 - instead of shooting, it can attempt to cast Vortex of Doom. counts as Ld8 with 2 warp charge points

Guard
1-2 - picks any table edge to enter from when using Ongoing Reserves
3-4 - +1 to your Front Armour
5-6 - all units from your codex within 12" become Fearless.

Tau
1-2 - reroll 1s to-hit when shooting
3-4 - adds +1 to any cover save its entitled to
5-6 - instead of shooting, it placed D3 markerlights on every enemy unit within 12"

Orks
1-2 - +1 to your Front Armour
3-4 - gets to fire an extra weapon each turn.
5-6 - all units from your codex within 12" gain FNP (6+)

Chaos Marines
1-2 - gains Daemonforge and can activate it every game turn, instead of single use.
3-4 - if its caused at least one enemy model to be removed this game, it gets to re-roll failed IWND rolls.
5-6 - all units from your codex within 12" gain Rage

Necrons
1-2 - reroll 1s to-hit when shooting
3-4 - a dogfight bonus rule
5-6 - all units from your codex within 12" pass their RP rolls on a 4+

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Re: Fighter Ace rules

Post  Roland on Fri Feb 06, 2015 9:34 am

I'd like to try them. 230 points for a Neph is pricey, but.....

1-2- rerolls for blackswords
3-4 is decent
5-6 could be huge for DW.

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Re: Fighter Ace rules

Post  dusktiger on Fri Feb 06, 2015 9:44 am

there's also several pages describing how to dogfight, where each race gets 2 special abilities to choose from, which require a statline test to activate. it also tells you what that stat is for that race's flyer, since vehicles dont have Init or Tough values. some of them are similar to how a lord on a barge would vector strike stuff. kind of neat, but you both have to field a flyer before you can use the dogfight rules.

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