These are some experimental rules for you to disuse. Please keep in mind
that you should only use them if you have flyers:
Landed
-The Flyer cannot ignore any terrain. The Flyer has normal movement speed. The Flyer has normal range on all weapons.
Ground Height
-The Flyer, and any unit trying to shoot at it, is capable of ignoring any terrain piece up to 6" in height. The flyer has double movement. In addition, all shooting attacks made at the Flyer have normal range. All shooting attacks made from the flyer have half their normal range.
Air Height
-The Flyer, and any unit trying to shoot at it, is capable of ignoring any terrain piece up to 12" in height. The flyer has normal movement. In addition, all shooting attacks made at and from the Flyer have half their normal range rounded up to the nearest inch.
Sky Height
-The Flyer, and any unit trying to shoot at it, is capable of ignoring any terrain piece up to 24" in height. The flyer moves at half of its normal movement. In addition, all shooting attacks made at and from the Flyer have one quarter of their normal range rounded up to the nearest inch.
To determine at which height a Flyer starts at, roll a D3 and consult the following table:
1-Landed
2-Ground height
3-Air Height
1 command point
- The Flyer goes up one altitude.
Drop
1 command point
- The Flyer goes down one altitude.
Dive
2 command points
-Can only be done from the sky altitude. For all intensive purposes, treat this as the charge command. However, the flyer gains and extra D3 Power (Max 8) and an extra D3 attacks per flyer. In addition, the Flyer is now in the ground altitude.
Altitude
Altitude is how high or low your flyers are. This is useful for flyers, as a height advantage can allow a flyer to avoid enemy fire. In addition, it can allow a flyer to travel faster or make a more devastating attack then it would have before. On the other hand, if a flyer is in the wrong altitude, it can result in it in the Flyers destruction. A Flyer on the same altitude as another Flyer is capable of shooting/charging it at the normal ranges for the activity, and it is best for both players that the altitude of each flyer is marked. There are four altitudes:Landed
-The Flyer cannot ignore any terrain. The Flyer has normal movement speed. The Flyer has normal range on all weapons.
Ground Height
-The Flyer, and any unit trying to shoot at it, is capable of ignoring any terrain piece up to 6" in height. The flyer has double movement. In addition, all shooting attacks made at the Flyer have normal range. All shooting attacks made from the flyer have half their normal range.
Air Height
-The Flyer, and any unit trying to shoot at it, is capable of ignoring any terrain piece up to 12" in height. The flyer has normal movement. In addition, all shooting attacks made at and from the Flyer have half their normal range rounded up to the nearest inch.
Sky Height
-The Flyer, and any unit trying to shoot at it, is capable of ignoring any terrain piece up to 24" in height. The flyer moves at half of its normal movement. In addition, all shooting attacks made at and from the Flyer have one quarter of their normal range rounded up to the nearest inch.
To determine at which height a Flyer starts at, roll a D3 and consult the following table:
1-Landed
2-Ground height
3-Air Height
Terrain and Flyers
If at any point a Flyer comes into contact with any piece of terrain that isn't open ground, roll a D6 and compare it to the Flyer's speed. If the result is lower than or equal to the Flyer's speed, complete the movement as normal. If the result is higher, then the Flyer suffers D6 Power 4 hits.
Commands
Raise1 command point
- The Flyer goes up one altitude.
Drop
1 command point
- The Flyer goes down one altitude.
Dive
2 command points
-Can only be done from the sky altitude. For all intensive purposes, treat this as the charge command. However, the flyer gains and extra D3 Power (Max 8) and an extra D3 attacks per flyer. In addition, the Flyer is now in the ground altitude.