Imperial Armour introduces a new type of vehicle to the Warhammer 40,000 rules, called a Flyer. These vehicles are similar to skimmers in that they are capable of flight. The main difference between a skimmer and a flyer is that flyers tend to make an 'attack run', flying on at one table edge and then hurtling in a straight line very fast over the table before zooming off another table edge, all in the course of less than a turn, while a skimmer can 'loiter' and stay in play.
Flyers
Flying vehicles require rather a lot of special rules to cover their movement. They start the game off the table, and then basically carry out an 'attack run' by flying over the table in a straight line. The following rules explain how this works in a game of 40K.
On-Station!
Flyers always start the game 'on-station', i.e. in reserve, even in scenarios that do not normally allow reserves to be used. Roll a dice for them each turn, starting with the second turn, as you would normally for a reserve unit. When the flyer appears, place it on any table edge, facing in the direction you wish it to fly. It will not actually move until the opponent's turn, but placing it like this equates to the opposing army hearing and seeing the flyer appearing on the horizon! Because it's not really got to the table yet, the flyer may not shoot or be shot at until it makes its attack run.
Attack Run
A flyer makes its attack run after your opposing player's Movement phase, but before their Shooting phase – in effect you 'interrupt' their turn to let the flyer make its move (if several flyers all arrive at the same time, make their moves in any order you like and then move onto the shooting phase). Move the flyer in a straight line any distance you like across the table. The flyer will get to make its attacks at the end of the opponent's Shooting phase, after he has had a chance to fire at it.
After making the move, play returns to your opponent's Shooting phase. Enemy units shoot normally, or can target the flyer if preferred. The flyer can be shot at by any weapons apart from ordnance and barrage weapons, which may only target flyers if they are in an AA mount.
Measure the range to the flyer's base, or to any position the flyer occupied during its move before it reached its final position (i.e, the shots can be assumed to have taken place as the aircraft moved). Then add 12" to the range measured to the base to find the range to the flyer. Roll to hit the flyer, but because it is moving so fast it will only be hit on a roll of 6, no matter what the BS of the model making the attack is. Then roll for damage normally, counting any hits as glancing. Stunned and shaken results stop the flyer from attacking but have no other effect. Immobilised results destroy the flyer. Note that the LOS can never be blocked between a flyer and a target, either when it attacks or when it is shot at.
Assuming the flyer isn't shot down or suffers a stunned or shaken result, then it can make its attacks after your opponent has finished his Shooting phase. The flyer may pivot up to 45° either before or after making the attack (but not both). A flyer may shoot all of its weapons, even though it has moved.
Measure the range from the flyer's base to the target, but do not add 12" to the range this time (the flyer's attack doesn't have to work against gravity!). Then make the attack using the normal shooting rules. After the flyer has made its attack, it flies in a straight line off the table.
Second Strike
The flyer can make further attack runs. Roll a D6 at the start of the next friendly player's turn, and position the flyer on the table edge in the same manner as when it first appeared on a D6 roll of 2+. On a roll of 1, the flyer doesn't return this turn, but you may roll again for it in your next player turn.
New Weapons
These weapons may only be fitted to flyers.
Bombs: Bombs have the same effect as Mortars (G48", S4, AP6, Heavy 1 blast, may pin). If a flyer releases several bombs at the same time, count each as a separate mortar in a 'battery'. Each bomb carried may be used once per battle. Bombs cost 5 pts each.
Heavy Bombs: These work in the same manner as a normal bomb, but it has the effect of a Griffon Mortar (G12-48", S6, AP4, Ordnance 1 blast). Heavy Bombs cost 20 pts each.
Rockets: Rockets have the same cost and effect as hunter-killer missiles (unlimited range, S8, AP3, Heavy 1). Each rocket carried may be used once per battle. Rockets cost 10 pts each.
Smart Bombs: A bomb or heavy bomb can be upgraded to a smart bomb for +50% cost. A Smart Bomb works in the same way as a normal bomb, except you may reroll the scatter dice if you don't like the first result (you must accept the second roll though!). To turn a Bomb or Heavy Bomb into a smart bomb add +50% to its standard point cost.
Anti-Aircraft Mount
An anti-aircraft mount, as its name implies, is a mount that allows a weapon to be fired at flyers more easily than would normally be the case. Any weapon may be fitted in an anti-aircraft mount. An anti-aircraft mount allows the weapon to shoot at flyers using its normal BS, rather than only hitting on a 6. It also allows ordnance and barrage weapons to fire at flyers. For ordnance or barrage weapons roll the scatter dice, on a 'Hit' result the flyer is hit, otherwise the shot misses, do not roll for scatter.
Weapons fitted in anti-aircraft mounts may not fire at all if the vehicle moved, and preclude the use of any other weapons on the vehicle in the turn that they fired, unless they are fitted to a war machine.
Super-Heavy Flyers
The Marauder is a Super-Heavy Flyer, and all of the rules that apply to Super-Heavy Tanks also apply to it also. Note that because the Marauder is a flyer it can't tank-shock enemy units or assault them! Because Marauders are Super-heavy units they must be taken in their own 'detachment', as described for Baneblades and Shadowswords. A Marauder detachment can consist of between 1-3 Marauder aircraft. Both types of Marauder variant (Marauder Bomber and Marauder Destroyer) may be included in the same detachment.