Valkyrie

(Entry)
Type: model
EntryId: 751b-3908-9932-ac1d
Hidden: false
Costs: 100 Points

Constraints:

min: 1
max: 3
Options (3)
Rules (2)
Skimmer
Skimmers follow the normal rules for vehicles, with the additions and exceptions given below.


Unlike other vehicles, skimmers have transparent ‘flying bases’ under their hull. As normal for vehicles, distances are measured to and from the skimmer’s hull, with the exceptions of the vehicle’s weapons, access points and fire points, which all work as normal. The skimmer’s base is effectively ignored, except when assaulting a skimmer, in which case models may move into contact with the vehicle’s hull, its base or both.


Skimmers can move over friendly and enemy models, but they cannot end their move on top of either. Note that a skimmer must be set down on the table and left in place at the end of its move – it cannot be left hovering in mid-air!


Skimmers can move over all terrain, ignoring all penalties for difficult terrain and tests for dangerous terrain. However, if a moving skimmer starts or ends its move in difficult or dangerous terrain, it must take a dangerous terrain test. A skimmer can even end its move over impassable terrain if it is possible to actually place the model on top of it, but if it does so it must take a dangerous terrain test. 


A skimmer that is also fast and is moving flat out can move up to 24".


A skimmer that is not immobilised and has moved flat out in its last Movement phase counts as obscured (cover save of 4+) when fired at. 


A skimmer that is immobilised immediately crashes and is destroyed (wrecked) if it moved flat out in its last turn. If it moved slower, it suffers an immobilised result as normal.


If a skimmer is immobilised or wrecked, its base is removed, if possible. If this is not possible (the base might have been glued in place, for example), don’t worry about it. The skimmer’s anti-grav field is obviously still working and an immobilised skimmer will simply remain hovering in place, incapable of any further movement (including turning on the spot); a wrecked one is now a floating, burning wreck. Note that it is not permitted to remove the flying stand other than in the two cases above, as normally skimmers cannot land in battle conditions.


Skimmers may try to dodge out of the way of tanks attempting to ram them (as long as the ramming tank is not also a skimmer). The ramming tank stops in contact with the skimmer as normal, but then, if the player controlling the skimmer wants to dodge, he rolls a D6. On a 1 or 2 the collision proceeds as normal. On a 3+ the skimmer avoids the tank, neither vehicle suffers any damage, and the ramming tank stops in its tracks (literally!), its crew confused and disappointed.
Fast
Fast vehicles follow the normal rules for vehicles, with the additions and exceptions: 

Fast vehicles are capable of a third level of speed, called ‘flat out’. A fast vehicle going flat out moves more than 12" and up to 18". This represents the fast vehicle moving at top speed, without firing its guns and is treated in all respects exactly the same as moving at cruising speed for a vehicle that is not fast (except where noted otherwise). For example, a fast vehicle moving flat out on a road may move up to 24".

Fast vehicles that move at combat speed may fire all of their weapons, just like other types of vehicles that have remained stationary (including ordnance barrage weapons, which cannot usually be fired on the move).

Fast vehicles that move at cruising speed may fire a single weapon (plus all defensive weapons, just like other types of vehicle moving at combat speed).

Fast vehicles moving flat out may fire no weapons.

Fast vehicles that moved ‘flat out’ in the previous turn and are not immobilised are hit on a 6 in assaults (exactly as if moving at cruising speed).

Passengers may not embark onto or disembark from a fast vehicle if it has moved (or is going to move) flat out in that Movement phase.

Profiles:

Transport CapacityFire Points
Transport

12

One on each side of the hull and one at the rear.

Abilities
Grav Chute Insertion:

If a Valkyrie or Vendetta moved flat out, passengers may still disembark, but they must do so as follows. Nominate any point over which the Valkyrie or Vendetta moved over and deploy the squad as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. If any of the models cannot be deployed, the unit is destroyed as described in the 1-2 result on the Deep Strike Mishap table.

Deep Strike:

If you wish to use this ‘deep strike’ option, then the units in question must begin the game in reserve (even if you are playing a special mission where the ‘reserves’ special rule is not being used). Roll for arrival of these units as specified in the rules for reserves and then deploy them as follows.

First place one model from the unit anywhere on the table, in the position you would like the unit to arrive, and roll the scatter dice. If you roll a hit the model stays where it is, but if an arrow is shown this determines the direction the model is scattered in. If a scatter occurs, roll 2D6 to see how many inches the model moves away from the intended position. 

Once this is done, the unit’s remaining models are arranged around the first one. Models must be placed in base contact with the original model in a circle around it. When the first circle is complete, a further circle should be placed with each model touching the circle inside it. Each circle should include as many models as will fit. 

Models arriving via deep strike treat all difficult terrain as dangerous terrain.

In the Movement phase when they arrive, these units may not move any further, other than to disembark from a deep striking transport vehicle. Units deep striking into ruined buildings are placed on the ground floor. They may not deep strike directly inside a transport vehicle or a building, which will count as impassable terrain as normal.

In that turn’s Shooting phase, these units can fire (or run) as normal, and obviously count as having moved in the previous Movement phase. Vehicles count as having moved at cruising speed. 

In that turn’s Assault phase, however, these units may not launch an assault (even if they have the ‘fleet’ special rule), unless clearly stated in their special rules – they are too disrupted by their deep strike move. 

Note that some units always have the option to deep strike, while others may only arrive in this way in missions where the deep strike special rule is used.

If any of the models in a deep striking unit cannot be deployed because they would land off the table, in impassable terrain, on top of a friendly model, or on top or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the deep strike Mishap table and apply the results.

Scouts:

After both sides have deployed (including infiltrators), but before the first player begins his first turn, any scouts may make a normal move. This is done exactly as in their Movement phase, except that during this move, scouts must remain more than 12" away from any enemy.

If both sides have scouts, the players roll-off and the winner decides who goes first, and then alternate moving these units. 

If a unit with this ability is deployed inside a dedicated transport vehicle, it confers the scout ability to the transport too.

This rule also confers a special outflank move to units of scouts that are kept in reserve.

Extra Armour:

Vehicles equipped with the extra armour upgrade count crew stunned results on the Vehicle Damage table as crew shaken results instead

Vehicle BSFSR
Valkyrie

3

12

12

10

Wargear
Searchlight:

Searchlights are used when the Night Fighting rule is in effect. If a vehicle has a searchlight it must still use the night fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the shooting phase, any other unit that fires at the illuminated unit does not use the Night fighting rules. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect.