In the epic planetary battles of the 31st Millennium, Legions Imperialis brings together infantry battalions, armored companies, banners of Knights, and formidable Titan maniples. Yet, amidst the clash of these mighty forces, there’s a pivotal fifth element that cannot be overlooked – air support.
A Multitude of Aerial Choices
Generals in the Horus Heresy are offered a plethora of aircraft courtesy of Aeronautica Imperialis, which can be incorporated into their strategies. These flying machines, however, operate differently from standard units, starting the game in Reserve and later swooping onto the battlefield to engage in strafing runs, bombing raids, interceptions, and troop deployments. Here’s a glimpse into how these Flyers function:
- Flyers: Models bearing the Flyer special rule commence the game off the battlefield, only eligible for Advance or March Orders. When activated during the Movement phase, they enter from the battlefield edge within 8″ of your edge and move in a straight line, possibly making a single 90-degree turn. They engage in shooting during the Combat phase and have line of sight to every model on the battlefield. At the end of the round, they return to Reserve, keeping track of the Wounds they’ve sustained. Flyers cannot partake in close combat, capture objectives, or obstruct enemy movement. Typically, they can only be hit on a natural roll of 6 unless attacked by units with the Skyfire trait, which most Flyers possess. They also ignore template weapons unless targeted with Skyfire.
- Interceptors: The lightest fighter class, Interceptors specialize in shooting down heavier aircraft. After completing their movement, they gain bonus attacks against another Flyer due to the Interceptor special rule. This bonus attack complements their regular shooting, giving them the upper hand in aerial combat. Four Interceptors are initially available – the Xiphon Interceptor for the Legiones Astartes, and the Thunderbolt, Lightning, and Avenger for the Solar Auxilia. The Avenger serves as a versatile option, equipped for both anti-aircraft combat and causing havoc among ground targets.
- Bombers: Bombers are the heavier, hard-hitting aircraft designed to eliminate resilient targets. They tend to be larger, sturdier, and better armed. The Solar Auxilia Marauder Bomber is a prominent bombing threat, boasting the Bombing Run weapon trait. Weapons with this trait can inflict damage to Structures and troops housed within. After completing a bombing run, the Flyer continues its movement and may use its remaining weapons as usual.
- Transports: Iconic aircraft such as the Thunderhawk Gunship, Storm Eagle, and Arvus Lighter serve as troop carriers, ferrying soldiers to critical areas on the battlefield. These aircraft possess distinct rules: Transport, Assault Transport, and Large Assault Transport. Troops within a transport can only be issued Advance or March Orders, allowing movement and shooting upon disembarking. Assault transports enable troops to charge directly into close combat upon disembarkation, while large transports can accommodate walkers and units with the Bulky trait. This makes the Thunderhawk Gunship a formidable multi-role asset.
Thunderhawks: The Ultimate Aerial Threat
The Thunderhawk Gunship, in particular, plays a pivotal role in Legions Imperialis. A squadron of up to three Thunderhawks can deploy substantial Detachments of Dreadnoughts and Terminators directly into the heart of the battle. Simultaneously, these gunships rain down heavy fire with their dorsal turbo-laser destructors and hellstrike missiles.
However, this is just the beginning of the story for Flyers in Legions Imperialis. Special rules like Hover, Point Defence, and Jink hold even more surprises, which will be unveiled upon the release of Legions Imperialis.
Prepare for airborne dominance as Flyers take center stage in the battlefields of the Horus Heresy. Stay tuned for more exciting updates and releases on this awe-inspiring addition to Warhammer 40,000’s epic saga!
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