Posted 08/11/2016

Heroes of the Skies – Fighter Ace Rules

As wars rage on countless worlds across the galaxy, fighter planes, attack craft and bombers do battle in the skies above. Many pilots do not survive, but those with enough skill, determination and luck may live to become a veteran of the skies, a Fighter Ace.

What follows are the rules for Fighter Aces in Warhammer 40,000 from the Shield of Baal: Leviathan campaign supplement.

These extra rules are not essential to play a game of Warhammer 40,000, but they are a brilliant way to add a little extra spice to your battles, whether you’re playing a pre-arranged narrative game based around Flyers and flying units (such as the Skywar of Aeros mission in the Shield of Baal: Leviathan book, which is fought in the upper atmosphere), a casual game at your local gaming club or even a campaign in which your Flyers can gain experience by shooting down other enemy craft.

Below, you’ll find skill charts for every Faction in Warhammer 40,000 that has access to Flyers or Flying Monstrous Creatures. Simply roll on the chart and see what skill your Fighter Ace has learned. Alternatively, if you’re playing a campaign, why not ask your gaming group what skill would be most fitting for your pilot. The choice is yours!

The Sky’s the limit

Black Library novels are a great source of inspiration when it comes to creating your Fighter Aces. The classic graphic novel Deff Skwadron is a must-have for fans of the Orks, while Double Eagle (by Black Library veteran Dan Abnett) follows the Imperial fighter pilots of the Phantine XX as they battle against Chaos.

Fighter Aces

Fighter Aces are upgrades for Flyers in Warhammer 40,000. In any mission that has the Fighter Aces special rule, immediately after rolling for Warlord Traits, each player can select one model with the Flyer or Flying Monstrous Creature type, and upgrade that model to be a Fighter Ace. Roll on the appropriate table for the Faction the chosen model belongs to in order to determine the special rule the Fighter Ace receives.

Using Fighter Aces in Other Missions

If you wish you can upgrade any model to a Fighter Ace in missions that do not have the Fighter Aces special rule. Using a Fighter Ace in such a mission follows exactly the same rules as for a mission that has the Fighter Ace special rule, except that the upgrade increases the points cost of the upgraded model by +35 points.

Using Fighter Aces in Campaigns

If you are fighting a campaign, then you can use the following rules to determine which models in your army are Fighter Aces instead of using the rules above. Keep track of the number of enemy Flyer or Flying Monstrous Creature models that are removed as casualties by attacks made by each of your own Flyers or Flying Monstrous Creatures. Record each of your model’s scores separately, and reset the score to zero if the model is itself removed as a casualty. Each of your Flyer or Flying Monstrous Creature models that starts a mission with a score of 5 or more enemy Flyers and/or Flying Monstrous Creatures destroyed is considered to be a Fighter Ace, and you can roll on the appropriate table to see which special rule they have for the mission without having to pay any points for doing so.

Signs of an Ace

ace

The Flight Manuals that come in each of the three Stormcloud Attack boxed sets (Faith & Heresy, The Ancient & The Greater Good, and The Eldritch & The Beast) all feature great examples of how to mark out your Fighter Aces, like this Tau one from The Ancient & The Greater Good. All Flyers have flat armour panels – the perfect place to show off kill markings, ranks, pilot names and suchlike, either with hand-painted symbols or the transfers that come in the box.


Astra Militarum and Militarum Tempestus

D6 Result: 1-2
Covert Deployment: The Fighter Ace can
move on from any table edge when arriving
from Reserves.

D6 Result: 3-4
Defensive Flyer: Add +1 to the Fighter Ace’s front Armour Value.

D6 Result: 5-6
Inspiring Presence: All friendly units within 12″ of the Fighter Ace that are from the same Faction as the Fighter Ace have the Fearless special rule.


Blood Angels

D6 Result: 1-2
Angel of Vengeance: The Fighter Ace has +1 Ballistic Skill.

D6 Result: 3-4
Grace of Angels: The Fighter Ace can pivot up to 180° before moving in the Movement phase each turn.

D6 Result: 5-6
Wrath of Sanguinius: One use only. At the start of one of your turns declare you are using this rule. For this turn, the Fighter Ace and all friendly units within 12″ of the Fighter Ace that are from the same Faction as the Fighter Ace have the Preferred Enemy special rule.


Chaos Daemons

D6 Result: 1-2
Guided by the Gods: The Fighter Ace must re-roll failed To Wound and failed armour penetration rolls when making Vector Strikes.

D6 Result: 3-4
Unholy Fortitude: Add 1 to the Wounds characteristic on the Fighter Ace’s profile.

D6 Result: 5-6
Blessed by the Gods: The Fighter Ace’s invulnerable save is improved by 1. This is cumulative with any other modifiers to the Fighter Ace’s invulnerable save.


Chaos Space Marines

D6 Result: 1-2
Arcane Targeting System: The Fighter Ace has +1 Ballistic Skill.

D6 Result: 3-4
Terror of the Skies: The Fighter Ace
must re-roll failed To Wound and failed armour penetration results when making Vector Strikes.

D6 Result: 5-6
Lord of Chaos: All friendly units within 12″
of the Fighter Ace that are from the same Faction as the Fighter Ace have the Relentless special rule.


Dark Angels

D6 Result: 1-2
Hunter of Heretics: The Fighter Ace has +1 Ballistic Skill.

D6 Result: 3-4
Expert Redeployment: The Fighter Ace can move on from any table edge when arriving from Ongoing Reserves.

D6 Result: 5-6
Homing Beacon: All friendly units that are from the same Faction as the Fighter Ace and that Deep Strike within 12″ of the Fighter Ace will not scatter.


Eldar/Dark Eldar

D6 Result: 1-2
Dance of the Dawn: The Fighter Ace has +1 Ballistic Skill.

D6 Result: 3-4
Dance of the Dusk: The Fighter Ace can pivot up to 180° before moving in the Movement phase each turn.

D6 Result: 5-6
Symbol of Khaine: All friendly units within 12” of the Fighter Ace that are from the same Faction as the Fighter Ace have the Hatred special rule.


Grey Knights

D6 Result: 1-2
Third Eye: The Fighter Ace has +1 Ballistic Skill.

D6 Result: 3-4
Mental Challenge: The Fighter Ace improves any cover save it is entitled to by 1 (up to a maximum cover save of 3+).

D6 Result: 5-6
Psychic Pilot: The Fighter Ace has the Psychic Pilot (Mastery Level 1) special rule and generates psychic powers from the Daemonology (Sanctic) discipline.


Necrons

D6 Result: 1-2
Firing Protocols: The Fighter Ace has +1 Ballistic Skill.

D6 Result: 3-4
Repair Subroutines: The Fighter Ace has the It Will Not Die special rule.

D6 Result: 5-6
Resurrection Vessel: Friendly units within 12″ of the Fighter Ace that have the Reanimation Protocols special rule receive a +1 bonus to their Reanimation Protocols rolls. This is cumulative with any other modifiers to Reanimation Protocols rolls, but cannot improve them beyond 4+.


Orks

D6 Result: 1-2
Flyboss: The Fighter Ace has +1 Ballistic Skill.

D6 Result: 3-4
Shiny Armour: Add +1 to the Fighter Ace’s front Armour Value.

D6 Result: 5-6
Idol of Gork: All friendly units within 12″ of the Fighter Ace and that are from the same Faction as the Fighter Ace, have the Feel No Pain (6+) special rule.


Space Marines

D6 Result: 1-2
Auto-targeting System: The Fighter Ace has +1 Ballistic Skill.

D6 Result: 3-4
Vectored Retro-thrusters: The Fighter Ace can pivot up to 180° before moving in the Movement phase each turn.

D6 Result: 5-6
Wrath of the Emperor: One use only. At the start of one of your turns declare you are using this rule. For this turn, the Fighter Ace and all friendly units within 12″ of the Fighter Ace that are from the same Faction as the Fighter Ace have the Preferred Enemy special rule.


Space Wolves

D6 Result: 1-2
Alpha of the Skies: The Fighter Ace has +1 Ballistic Skill.

D6 Result: 3-4
Beast Hunter: The Fighter Ace has the Monster Hunter special rule.

D6 Result: 5-6
Blessing of the Iron Wolf: The Fighter Ace has the It Will Not Die special rule.


Tau Empire

D6 Result: 1-2
Targeting Array: The Fighter Ace has +1 Ballistic Skill.

D6 Result: 3-4
Stealth Shielding: The Fighter Ace improves any cover save it is entitled to by 1 (up to a maximum cover save of 3+).

D6 Result: 5-6
Marker Plane: The Fighter Ace can add D3 markerlight counters to a single enemy unit within 12″ instead of shooting any weapons in its Shooting phase.


Tyranids

D6 Result: 1-2
Lone Hunter: The Fighter Ace automatically passes any Instinctive Behaviour test. If the Fighter Ace has the Synapse Creature special rule, it instead increases its synapse range
by 3″.

D6 Result: 3-4
Adapted Resilience: Add 1 to the Wounds characteristic on the Fighter Ace’s profile.

D6 Result: 5-6
Sudden Escape: If the Fighter Ace is within 12″ of a table edge, it can enter Ongoing Reserves at the start of the enemy Shooting phase, before any shooting attacks are carried out.


Any Other Faction

D6 Result: 1-2
Crack Shot: The Fighter Ace has +1 Ballistic Skill.

D6 Result: 3-4
Evasive Manoeuvres: The Fighter Ace improves any cover save it is entitled to by 1 (up to a maximum cover save of 3+).

D6 Result: 5-6
Inspiring Aircraft: The Fighter Ace, and all friendly units within 12″ of the Fighter Ace that are from the same Faction as the Fighter Ace, have the Fearless special rule.

Share this:

Tags:

  • Latest News & Features
  • Warhammer 40,000