Spiff
Faction Rule: Fly
Whenever a friendly STORMBOY operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.
Faction Rule: Flyby
While using the Fly rule, you can use this one. If you do, your selected operative gains one of your flyby tokens.
Whenever a freindly STORMBOY operative with a concealed order has one of your flyby tokens: Improve its move stat by 1" and improve its save stat by 1.
Whenever a freindly STORMBOY operative has an engage order and one of your flyby tokens performs a shoot action after performing a FLY movement: its ranged weapon profiles gain the Seek Light, and Accurate 1 weapon rules (this is not cumularive with the benefits of vantage terrain). However, worsen both the hit stat of their ranged weapon profiles by 1, and their move stat by 1". This is considered an "flyby shot". A freindly STORMBOY operative can perform the shoot action during a move in which it also moved with FLY and can continue its movement with FLY with the distance it had remaining (if any).
Freindly STORMBOY operatives cannot use this rule if they are within control range of an enemy operative or if they did not FLY.