Flya (from Final Testament)

Bommers behave in a decidedly different fashion from the tanks of the Imperial Guard, or even the ramshackle Trukks and Wagons of the Orks. Bommers move so fast that they cannot truly engage in a prolonged combat the way characters and ground-based vehicles do, typically unleashing a hail of bullets or barrage of bombs as they ﬂy past at supersonic speed before turning and coming back for a second pass. To represent this, Bommers do not follow the usual rules for vehicle movement. Each Round, the Flyboy piloting the Bommer must expend at least a Half Action on an Action that keeps his craft airborne. This does not preclude the pilot taking a Full Action Movement, such as Evasive Manoeuvres. To represent this, the Bommer is effectively removed from the combat for at least one Round after each of its Turns. Therefore, a Bommer only attacks or can be attacked every other Round, and possibly longer if the pilot gets distracted or decides to take a detour. This also means that a Bommer generally alternates its attacks from roughly opposite directions each time. Ork pilots display a tendency to ﬂy dangerously (some might say suicidally) low, giving even unprepared ground troops a chance to defend against aircraft. Ballistic Skill Tests to attack a Bommer have a base Difﬁculty of Punishing (–50), unless the weapon is speciﬁcally designed to be employed against aircraft, in which case the Difﬁculty is Hard (–20). This Difﬁculty represents the challenge of hitting the aircraft due to its speed, height, and altitude, and no additional modiﬁers for range or speed are applied. Weapons with a Range of less than 100m cannot hit a vehicle with the Flya Trait, unless the GM rules that the pilot is ﬂying extremely low, even by Ork standard