Flyers -Starts in reserve and moves only in a straight line
-Roll a die for them each turn starting with the 2nd round, as usual for a reserve unit
-Place on any table edge facing the desired direction. Cannot shoot or be shot at until it makes it's attack run
-Move flyer to desired distance following the opponent's Movement Phase but before their shooting phase
-Attacks following the opponent's shooting phase
-Can pivot up to 45 degrees before or after making it's attack (but not both) unless Shaken or Stunned
-Can fire all weapons regardless of distance moved
-Can make further attack runs on rolls of +2
TARGETING FLYERS:
-Attacker cannot use Ordnance or Barrage weapons
-Add 12" to range measurement
-Hits only on a roll of 6
-All successful hits are glancing.
-Stunned and shaken results prevent Flyer from attacking. Immobilized results destroy the Flyer
Super-Heavy Flyer -Moves up to 6" per turn but can pivot up to 90 degrees at the end of a move
-May fire Ordnance and still fire other weapons. Can also fire Ordnance after moving.
-Can shoot more than one target if desired, picking a target for each weapon.