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PostPosted: Sat Mar 02, 2013 11:18 pm 
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Wednesday March 20th. We are running Tanks.....Flyersgiving at the Holmes store.
Start time is 7-

6$ Entrance fee (all going to Prize support)...and I will have the store kick in some extra prizes for the lovelies who show up..

Each player can enter only one flyer!
See the rules below. If you have any questions please just ask....

Starting the game

Each player places their Flyer with its base touching a table edge, each player then rolls off to see who goes first (Highest roll goes first; re-roll ties). From there the play goes clockwise around the table. When your vehicle is destroyed it is removed from the table and then can come on at the start of the next player’s turn from any board edge.
1) All flyers start on the table and count as moving
2) Flyers can move normally (See rulebook)
3) Or they can move 18” in any direction (and facing) sacrificing all of their shooting attacks. But can still elect to move flat out, to gain a 4+ evade.

Set Up:
One large (4x6 recommended) 40K table with lots of TALL terrain. Place Grot Snipers (4, 1 in each corner of the table 12” from each table edge.)


Objective:
Kill as many enemy vehicles as possible, the player that racks up the most kill points during the day is the overall winner.

Scoring System:
Killed enemy Vehicle 2 pts
Killed enemy Vehicle by ramming 4pts
Killed enemy Super Heavy or Vehichle with any armor value of 13 or higher 5pts
Killed enemy Super Heavy Vehicle or any vehicle with any armor value of 13 or higher
by ramming 7pts

Upgrade Rolls:
Flyers under 150pts get 2 rolls on the table; vehicles 151-210pts get one roll. Flyers 211pts or more get nothing.

Upgrade Table Roll D6

1 Targeting Matrix (+1 BS)
2 Vector Dancer (See main Rulebook)
3 Super Shot. (D3 shots at S10)(Replaces one main/Primary Weapon)
4 Veteran Pilot (Reroll evade)
5 Venerable ( may make enemy reroll on Damage Table)
6 Ablative Armor (+1 side, front, rear Armor to a max 14)

Ramming a Flyer:
To Ram a flyer follow the normal rules for movement the exceptions being, you have to move a minimum of 24” & your movement must take you past your targets position. (You have to be able to fly past them is they evade) If you declare that you are ramming you cannot shoot in the shooting phase (No Power of the machine spirit, No snap fire….nothing) Your target can evade on a 2+. If the roll is successful they have evaded. If the roll is failed,

Each vehicle immediately suffers a hit against the armor facing where the other vehicle has impacted (so the rammer always uses its front armor). The Strength
of the hits will often be different for different vehicles, and is calculated as follows for each vehicle:
• Armor. Each point of armor +1 above 10 on the point of impact:
• Speed. Each full 3" moved that turn +1 by the rammer before impact:
• Impact - both vehicles take an additional hp of damage.

If both vehicles are destroyed the player that rammed is awarded the points for destroying the enemy vehicle.

Randomness:
To change things up a little the store can roll 2D6 on the Special Incident Table. For one turn the following rules apply.

Roll Incident Rules
2 - Warp Storm - Before the turn each Flyer is moved 3d6 in a random direction. Roll 3D6 and a scatter dice for direction then a second scatter dice to see which way it faces. Any vehicles that scatter off the board or on to impossible terrain stop and roll the scatter to face in a random direction.
3 - Leaf Clover - One random vehicle (event organizer’s choice) gets to reroll all hit and penetrate dice. Anyone shooting at that vehicle must reroll all successful to hit to penetrate and damage rolls. Anyone who actually destroys this vehicle gets triple points for the kill!
4 – Hurricane – Visibility is limited all flyers have shrouded
5 - Frenzy - You must shoot the nearest vehicle this turn.
6 - Acid Rain - All flyers are -1 AV
7 - Fog – All flyers have stealth, If they have not shot their weapons this turn or have not shot yet.
8 - Twist of Fate - All Players take charge of the vehicle owned by the player to their immediate left for this turn.
9 – Grot Snipers – Grot Snipers shoot the closest flyers. (BS3 - Heavy 2 Str7Ap4 twin linked/Sky Fire)
10 – Sandstorm - Visibility is limited all flyers have shrouded and all shooting attacks are -1 BS
11 - Minefield - All vehicles take difficult terrain tests (yes in the air) Roll a d6 on a 1 or a 2 the flyer loses a HP. (No saves of any kind)
12 - Golden Turkey!!!! - Place a small “Golden Turkey” (token) in the center of the board. Whichever vehicle picks it up and leaves the board with it gets 10 extra pts.

We are using standard 40k no rules (unless other wise noted in this post) We are not using the Death From the skies supplement.....I haven't had the time to read it yet. :cool:

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Last edited by Cave Midget on Tue Mar 19, 2013 5:15 pm, edited 1 time in total.

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PostPosted: Sun Mar 03, 2013 6:53 am 
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I still think that it should be called St. Flyertine's Day.

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PostPosted: Sun Mar 03, 2013 11:09 am 
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MikeLordOfPants wrote:
I still think that it should be called St. Flyertine's Day.


A Flyrish celebration?

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PostPosted: Sun Mar 03, 2013 2:08 pm 
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St Flyericks day?

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PostPosted: Mon Mar 11, 2013 3:05 pm 
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Sorry to say this gentlemen. I have to delay this event for one more week. I'll explain at a later date. But for right now I have to reschedule this for March 20th. There is also a REAL good chance that I will not be at the store this week.

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Last edited by Cave Midget on Mon Mar 11, 2013 3:05 pm, edited 1 time in total.

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PostPosted: Mon Mar 11, 2013 3:09 pm 
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Booooo!

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PostPosted: Mon Mar 11, 2013 4:59 pm 
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He realised he needed to wash his hair.

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PostPosted: Mon Mar 18, 2013 7:00 pm 
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We are indeed on for the flyers game this week?


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PostPosted: Tue Mar 19, 2013 1:36 pm 
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Shabang22 wrote:
We are indeed on for the flyers game this week?

Yes sir.....definetly on for this week!

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