Following are refinements to the aircraft and AA variants developed for use with the new flyer rules detailed in Incoming! #1
Imperial navy carriers can be called to prowide air support to any imperial troops, especially the Imperial Guard which is already dependent on the Imperial Navy for intersystem transportation. Squadrons of navy thrusters, like Thunderbolts and Marauders can be taken as support cards for Imperial Guard companies.
Thunderbolts are the most common air superiority fighter of the imperial navy. They are armed with powerful rapid fire autocannon and air-to-air missiles.
Marauders are extremely versatile crafts. They can hold their own in air combat and they can carry a variety of weapon payloads. They commonly use missiles against tanks, fragmentation bombs against massed infantry and melta bombs against buildings.
When you execute an ground attack with a Marauder squadron you must choose whether they use missiles, frag bombs OR melta bombs before rolling for scatter for the attack. Frag bombs and melta bombs are barrage weapons and follow all the usual rules for them including combining barrge points and damaging buildings. Frag bombs howewer use a 12cm diameter template instead of the usual 6cm barrage template. Melta bombs ignore the to hit modifiers for their targets being in cover.
Troop Type | Move | Saving Throw |
CAF | Weapons | Range | Attack Dice |
Roll To Hit |
Save Mod |
Notes |
---|---|---|---|---|---|---|---|---|---|
Thunderbolt Fighter | Thruster | 4+ | +4 | Autocannon | 10cm | 2 | 5+ | -1 | |
Marauder Fighter-Bomber | Thruster | 3+ | +3 | Autocannon Missiles* Frag-Bombs* Melta-Bombs* |
10cm 10cm 10cm 6cm |
2 2 2BP 2BP |
5+ 5+ 6+ 6+ |
-1 -2 0 -2 |
12cm template |
Notes
Thruster weapon ranges are counted from a targetting marker. In the case of template weapon the whole template (not just center of the template or edge of the template) must be placed inside weapon range from the marker.* Choose one. (Choose before rolling for scatter.)
Unit Type | Contents | Break Point |
Morale | Victory Points |
Cost |
---|---|---|---|---|---|
Thunderbolt Squadron | 3 Thunderbolts | 2 | 3 | 3 | 250 |
Marauder Squadron | 3 Marauders | 2 | 3 | 3 | 300 |
Scorpion is a common variant of the tarantula modified to target thrusters.
Scorpions are AA weapons that can only fire against thrusters. Scorpions count as light artillery for mowement. Scorpions are immune to morale. Scorpions can be giwen only AA or Charge orders. Scorpions can not mowe on AA orders and mowe up to 10cm on charge orders. Scorpions can fire 2 times during a turn, but only one attack can be used against an attackin thruster detachment (NoA of 2).
Hydra is a heavy long ranged Flak gun, mounted on a slow but stable tracked platform. Hydras are the main air defense system of the Imperial Guard.
Hydras count as vehicles for mowement. Hydras can be giwen AA, Advance or Charge orders. Hydra battery on air defense orders can fire against all attacking thrusters detchment in range (unlimited NoA). Hydras follow flak rules when attacking air targets (roll to hit against all thrusters in target thruster detachment with combined flak points of the battery).Hydras do not suffer penalties for armor saves for being attacked from sides or back
Troop Type | Move | Saving Throw |
CAF | Weapons | Range | Attack Dice |
Roll To Hit |
Save Mod |
Notes |
---|---|---|---|---|---|---|---|---|---|
Scorpion AAA Laser | 10cm* | - | -3 | AALaser(A) | 75cm | 1 | 5+ | -2 | NoA(2) |
Hydra Flak Gun | 10cm | 5+ (all around) |
-1 | FlakGun(A) FlakGun(G) |
75cm 75cm |
2FP 2 |
6+ 5+ |
-1 -1 |
NoA(U) turret |
Notes
(A) - stats against air targets (on AA orders).
(G) - stats against ground targets (on Advance orders).
* On charge orders (only).
Unit Type | Contents | Break Point |
Morale | Victory Points |
Cost |
---|---|---|---|---|---|
Scorpion Battery | 3 Scorpions | 2 | I | 1 | 100 |
Hydra Battery | 3 Hydras | 2 | 4 | 2 | 200 |
The Space Marine transport crafts are piloted by Space Marines trained for the job - no marine would trust their life to a navy pilot. The crafts used to deploy troops in the middle of a battle are usually heavily armed and armored. The Thunderhawk and Thundereagle are examples of these.
Thunderhawk is the standard Space Marine rapid deployment and ground support craft. A pair of these is capable of carrying full Space Marine detachment. Thunderhawk's vectored thrust and anti grav equipment allows it it fly at slow speed close to the ground and make pop up attacks. (eg. Mi24 hind, that can also act as a clumsy aerospace fighter)
Thunderhawk is a thruster/skimmer and a transport capable of carrying 3 stands of normal infantry or 2 stands of terminators. Thunderhawks can be deployed on the board as skimmers, or off the board as thrusters
Models:the old, smaller, GW thunderhawk models.
Thundereagle is an assault ship used by marines. It is a full fledged spaceship (though not a warp ship) with full life support equipment, making it usable for delivering troops from bases anywhere in the same solar system. It is armed with defensive lasers to allow it to operate in hostile airspace even without fighter cover but it is too clumsy to go hunting enemy fighters. A single thundereagle can carry a full detachment of marines along with command staff. Being such a massive craft, landing and taking of takes some time from a thundereagle, making it somewhat vulnerable on ground.
Thundereagle is a thruster/lander and a transport capable of carrying 7 stands of normal infantry or 5 stands of terminators. Thundereagle can not be giwen Air Attack orders. Thundereagle's LasCannons and AftLasers are AA capable. Aft Lasers shoot at 180 deg arc to back. Thundereagle can't take off on the same turn it has landed. Thudereagles start the game as thrusters. (Superheavy tables?)
Models:the newer, larger GW thunderhawk models or any suitable spaceship models
Troop Type | Move | Saving Throw |
CAF | Weapons | Range | Attack Dice |
Roll To Hit |
Save Mod |
Notes |
---|---|---|---|---|---|---|---|---|---|
Thunderbolt Fighter | Thruster | 4+ | +4 | Autocannon | 10cm | 2 | 5+ | -1 | |
Marauder Fighter-Bomber | Thruster | 3+ | +3 | Autocannon Missiles* Frag-Bombs* Melta-Bombs* |
10cm 10cm 10cm 6cm |
2 2 2BP 2BP |
5+ 5+ 6+ 6+ |
-1 -2 0 -2 |
12cm template |
Thunderhawk Gunship | Thruster | 3+ | +3 | Autocannon Missiles |
10cm 10cm |
2 2 |
5+ 5+ |
-1 -2 |
transport(3) |
Thunderhawk Gunship (as skimmer) |
30cm | 3+ | +4 | Autocannon Missiles Bolters |
50cm 75cm 15cm |
2 2 3 |
5+ 5+ 6+ |
-1 -2 0 |
transport(3) bolters 360deg |
Thundereagle Assault Ship | Thruster | 1+ | +8 | Battlecannon Missiles LasCannons |
10cm 10cm 10cm |
2 2 2 |
4+ 5+ 5+ |
-1 -2 -1 |
transport(7) |
Thundereagle Assault Ship (landed) |
0cm | 2+ | +5 | Battlecannon LasCannons AftLasers Bolters |
50cm 75cm 75cm 15cm |
2 2 2 6 |
4+ 5+ 5+ 6+ |
-1 -1 -1 0 |
transport(7) AA AA - back bolters 360deg |
Notes
Thruster weapon ranges are counted from a targetting marker. In the case of template weapon the whole template (not just center of the template or edge of the template) must be placed inside weapon range from the marker.
* Choose one. (Choose before rolling for scatter.)
Thruster/skimmers and thruster/landers can be changed to ground vehicle mode after executing their ground attack at will. Place the models withing 5cm from the targetting counter. They count as being in charge orders that turn (they can land directly into close combat but cannont shoot as ground wehicles). "Landed" (or skimming) thrusters can take off at any end phase - simply remowe the models from table and put them into your thruster pool.
Unit Type | Contents | Break Point |
Morale | Victory Points |
Cost |
---|---|---|---|---|---|
Thunderbolt Squadron | 3 Thunderbolts | 2 | 2 | 3 | 250 |
Marauder Scuadron | 3 Marauders | 2 | 2 | 3 | 300 |
Thunderhawk Squadron | 2 Thunderhawks | 1 | 2 | 3 | 250 |
Thundereagle | 1 Thundereagle | 1 | 2 | 3 | 250 |
Scorpion is a common variant of the tarantula modified to target thrusters.
Scorpions are AA weapons that can only fire against thrusters. Scorpions count as light artillery for mowement. Scorpions are immune to morale. Scorpions can be giwen only AA or Charge orders. Scorpions can not mowe on AA orders and mowe up to 10cm on charge orders. Scorpions can fire 2 times during a turn, but only one attack can be used against an attackin thruster detachment (NoA of 2).
Stormwind is one of the many Rhino variants available to Space Marines. The Stormwind carries a rapid-fire flak gun along with gunner and and ammunition instead of passengers.
Stormnwinds count as vehicles for mowement. Stormwind can be given AA, Advance or Charge orders. Stormwind battery on Air Defense orders can fire against all attacking thruster detchments in range (unlimited NoA). Stormwinds follow flak rules when attacking air targets (roll to hit against all thrusters in target thruster detachment with combined flak points of the battery).
Troop Type | Move | Saving Throw |
CAF | Weapons | Range | Attack Dice |
Roll To Hit |
Save Mod |
Notes |
---|---|---|---|---|---|---|---|---|---|
Scorpion AAA Laser | 10cm* | - | -3 | AALaser(A) | 75cm | 1 | 5+ | -2 | NoA(2) |
Stormwind Flak Vehicle | 25cm | 4+ | 0 | FlakGun(A) FlakGun(G) |
50cm 50cm |
2FP 2 |
6+ 5+ |
-1 -1 |
NoA(U) turret |
Notes
(A) - stats against air targets (on AA orders).
(G) - stats against ground targets (on Advance orders).
* On charge orders (only).
Unit Type | Contents | Break Point |
Morale | Victory Points |
Cost |
---|---|---|---|---|---|
Scorpion Battery | 3 Scorpions | 2 | I | 1 | 100 |
Stormwind Battery | 3 Stormwinds | 2 | 2 | 2 | 200 |
The Ork Fighta-Boma design was originally an orky attempt to make a superior fighter to combat the imperial navy's fighters by copying the Thunderbolt but making it faster and mounting bigger guns and rockets on it. It didn't quite succeed as the result was considerably less manouverable than Thunderbolt and the big rockets were quite worthless in air combat. Howewer, the thingy proved to be pretty powerful in ground attack missions like the imperial Marauder fighter-bomber and thus was quickly (and imaginatively) dubbed "fighta-boma" after it. Being a design still in development, fighta-bomas are particularly loved by the Mekboys and are always fitted with the latest (and most unreliable) kustom kannons and rockets.
A Fighta-Boma squadron is a "mekboy card". Roll d6 for each Fighta-Boma in an attacking scuadron to determine the amount of attack dice its Kustom Kannon gets, after resolving ground-to-air fire. If 6 is rolled the Fighta-Boma suffers some kind of a catastrophe and is destroyed (before getting to shoot) othervise the Kustom kannon gets the amount of attack dice indicated by the d6.
Fighta-Boma squadrons never combine barrages from their rokkits. Instead put a separate barrage template for each Fighta-Boma within 10cm of the targeting counter and roll scatter dice for each. Roll to hit against targets under one or more templates once for each template. Rokkits affect buildings like any barrage weapons.
Sometimes the Fighta-Bomas speed and unpredictable orky tactics surprise even the best opponent pilots. You get to add an extra d6 to a Fighta-Boma's air combat score if you roll doubles with the 2 first dice. If you roll 6 for that extra dice the Fighta-Boma is destroyed after the combat (regardles wether it destroyed its opponent or not).
Troop Type | Move | Saving Throw |
CAF | Weapons | Range | Attack Dice |
Roll To Hit |
Save Mod |
Notes |
---|---|---|---|---|---|---|---|---|---|
Fighta-Boma | Thruster | 3+ | +3* | KustomKannon Rokkits |
10cm 10cm |
1-5 4BP |
5+ 5+ |
-2 -2 |
special rules |
Unit Type | Contents | Break Point |
Morale | Victory Points |
Cost |
---|---|---|---|---|---|
Fighta-Boma Squadron | 3 Fighta-Bomas | 2 | 4 | 3 | 250 |
Magna Wagons are modified War Wagons mounting an application of ork magnetic force fields technology called the Magna Kannon. Magna Kannons can be used to force thrusters or skimmers to crash.
Magna Wagons count as vehicles for movement. Magna Wagons can be giwen AA, Advance or Charge orders. Magna Wagons on Advance orders can fire against skimmers only.
Flakwagons are modified War Wagons with a powerful flak turret replacing the standard weaponry and some of the passenger space.
Flakwagons count as vehicles for movement. Flakwagons can be giwen AA, Advance or Charge orders. A Flakwagon battery on Air Defense orders can fire against all attacking thruster detchments in range (unlimited NoA). Flakwagons follow flak rules when attacking air targets (roll to hit against all thrusters in target thruster detachment with combined flak points of the battery). A Flakwagon can carry up to 2 infatry stands.
Troop Type | Move | Saving Throw |
CAF | Weapons | Range | Attack Dice |
Roll To Hit |
Save Mod |
Notes |
---|---|---|---|---|---|---|---|---|---|
Magna Wagon | 20cm | 4+ | 0 | MagnaKannon(A) MagnaKannon(G) |
75cm 75cm |
1 1 |
4+ 4+ |
-4 -2 |
(NoA(1)) turret |
Flakwagon | 25cm | 4+ | +1 | FlakGun(A) FlakGun(G) |
50cm 50cm |
2FP 2 |
6+ 5+ |
-1 -1 |
NoA(U) turret. transport(2) |
Notes
(A) - stats against air targets (on AA orders).
(G) - stats against ground targets (on Advance orders).
Unit Type | Contents | Break Point |
Morale | Victory Points |
Cost |
---|---|---|---|---|---|
Magna Battery | 3 Magna Wagons | +2 | 4 | +3 | 250 |
Flakwagon Battery | 3 FlakWagons | +2 | 4 | +2 | 200 |
Notes
Magna Battery is a mekboy card, Flakwagon Battery is not.
Multiple Magna or Flakwagon batteries in the same clan do not mend into a single mob. (BPs and VPs are added to the clan total as usual.)