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
Escape Pods If a Tau Flyer is destroyed, nominate a point on the table and scatter the pod 2D6" as with the rules for Deep Strike. If the pod scatters so that it is off-table is is counted as being destroyed. If not, place 2 Tau models within 2" of it (count as Fire Warriors with no weapons). The crew as counted as being below half strength and are worth zero Victory Points on their own, but their vehicle counts as only being damaged for Victory Point purposes whilst either of the crew is still alive or if they reach the table edge for any reason.