So, I was inspired by this model posted in the gallery:
As a vehicle lover, I got thinking about "what if
40K had rules/models for airships?" - something like Space 1889's airships, the zeppelins of WWI or Age of Sail pirates blasting broadsides at each other (and on troops below).
New Vehicle Type:
Sky Skimmer
Movement: Sky skimmers can move over all terrain, and do not normally take difficult terrain or dangerous terrain tests. A Sky skimmer can end its move over impassible terrain if it's normal stand height is taller than the terrain. If a Sky skimmer ends it move over a model, move the sky skimmer the minimum distance so there are no models beneath it.
Movement Range: Sky skimmers can move up to 12" in the movement phase (Combat Speed) or up to 18" (Cruising Speed). Fast sky skimmers can move 18" in the movement phase (Combat Speed) or up to 24" (Cruising Speed).
Stand: Sky skimmers fly above the battlefield at heights between 4" and 18". A sky skimmer that flies higher than 18" is considered to have left the ground battle and are placed in Ongoing Reserves.
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Shooting: Measure distance to and from the model from the hull of the sky skimmer to the target/firer, including the vertical distance. A sky skimmer that has not moved can fire all weapons. A sky skimmer that has moved at Combat Speed can fire a single weapon at full
BS and all other weapons as snap shots. A sky skimmer that has moved at Cruising Speed can only make snap shots.
Since Sky Skimmers are relatively slow-moving, ground units can fire at Sky Skimmers at normal
BS - though many smaller Sky Skimmers have the Jink special ability.
Underside weapons: Many sky skimmers bear underside weapons, designed to be used against enemy troops on the ground. Underside weapons cannot be used against flyers or other sky skimmers.
Flat Out: If a sky skimmer forgoes shooting, it can move 6" in the shooting phase. Fast sky skimmers can move 12" in the shooting phase, if they do not fire.
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Assault: Sky skimmers cannot engage ground targets in an assault. They can attempt to ram flying vehicles or other Sky skimmers, if they are within 2" of the same height and did not move Flat Out. When attempting to ram, the Sky Skimmer can move 6" +
D6" inches toward the target. If the sky skimmer fails to contact the enemy model, the ram fails, otherwise resolve the ram as per the normal rules.
Boarding Action: Sky skimmers with access points or boarding ramps can attempt to perform boarding actions against other Sky Skimmers (but not against Flyers). To perform a boarding action, the Sky Skimmer moves 6" +
D6" toward the enemy sky skimmer. If the attacking Sky skimmer can be brought alongside the enemy skimmer's side so at least one of the attacking Sky Skimmer's access points or boarding ramps overlaps the enemy's side - and the Sky Skimmers are within 2" height of each other, the boarding may commence.
The boarding action is actually performed by models being transported on the attacking sky skimmer, and is resolved as a normal assault - however, distance between the two forces does not need to be checked; it is assumed the boarding parties have moved into position to strike or repel boarders.
The two sky skimmers are considered locked in place until the close combat is resolved. If one side fails the morale check to hold its ground, roll for Sweeping Advance as normal, but do not move any of the boarder models. If the falling back unit is swept, the winning side overwhelms the enemy sky skimmer and the troops aboard, destroying both the enemy troops and the enemy sky skimmer (the winning troops fall back to the safety of their own sky skimmer). If the falling back units roll high enough to evade the attackers, move the sky skimmers 1" apart and the two vehicles and their forces are no longer considered locked in close combat.
Note that if an attacking sky skimmer boards an enemy skimmer with no defending troops aboard, it automatically loses the close combat and immediately rolls for Sweeping Advance. If it fails the Sweeping Advance, the enemy sky skimmer is destroyed with all hands.
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SKY SKIMMER BASE STATS
Dark Eldar Raider
The dark eldar raider is the general transport used by fast-striking dark eldar raiders. Its main asset is speed and ability to drop or extract raiders quickly. Though it can harrass other flyers or sky skimmers, it is at best a distraction and not designed for straight-up combat. However, in swarms, it can easily wear down and overwhelm other more powerful sky skimmers.
WS -,
BS 4,
FA 10,
SA 10, RA 10 - Fast, Jink
1 heavy weapon (skyfire), 1 side weapon (x2), boarding ramp, transport (10)
Dark Eldar Scorpion
Where the dark eldar raider is used primarily as a transport, dark eldar scorpions are used to overtake and board enemy sky skimmers and larger targets. They are sometimes employed against ground targets or may take up positions above a battle to rain death down on dug in defenders.
WS -,
BS 4,
FA 12,
SA 11, RA 10 - Fast, Jink
1 heavy weapon (skyfire), 2 side weapon (skyfire) (x2), boarding ramp, transport (20)
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Eldar Phoenix
The Eldar Phoenix is a vessel used to deny air superioty to their enemy in battles. With its ability to rain death from above or deliver troops to or around the battlefield, it is a weapon that brings both terror and awe to its enemies.
WS -,
BS 4,
FA 12,
SA 11, RA 10 - Fast, Jink
2 heavy weapon (skyfire), 2 underside turret weapons, access point (x2), transport (10)
Eldar Dragon
The bigger cousin to the phoenix, the Dragon is a purely offensive weapon, designed for dueling other heavy sky skimmers or raining death on enemy forces on the ground below. Though the Dragon has a troop complement, it is generally reserved as a defensive measure to prevent enemy boarders from interfering with the ship during normal operations.
WS -,
BS 4,
FA 13,
SA 12, RA 11 - Fast, Jink
1 super-heavy turret weapon (skyfire), 2 heavy turret weapon (skyfire), 2 underside turret weapon, access point (x2), transport (10)
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Imperial Thundertalon
The imperial thundertalon is the imperium's cutter class, designed as an aerial defense bastion that is placed in the sky over contested areas to keep enemy fliers at bay. It is also sometime used to deliver or extract infantry troops or vehicles from battlezones that are in danger of being overrun.
WS -,
BS 3,
FA 13,
SA 12, RA 12
2 heavy turret weapon (skyfire), 1 turret weapon (skyfire), anti-infantry weapon (x2), transport (10 or 1 vehicle)
Imperial Thundereagle
The thundereagle is the imperium's destroyer class, designed for anti-vehicle or anti-flyer/sky skimmer patrols. It is packed with tremendous firepower designed to oblitorate ground units and to spar with enemy flying vessels.
WS -,
BS 3,
FA 14,
SA 12, RA 12 - Heavy
1 super-heavy turret weapon, 2 underside heavy turret weapon, bomb rack (x2), 2 anti-infantry weapon (x2), transport (20)
Imperial Thunderchild
While not the largest of the imperial's planetary battleships, the thunderchild class sky skimmer is a titan hunter and air superiority platform. It can also be used as the forefront of a imperial landing, delivering a horde of troops or support vehicles for a planetary landing.
WS -,
BS 3,
FA 14,
SA 13, RA 12 - Superheavy
2 super-heavy turret weapon (skyfire), 2 heavy turret weapon (skyfire), 1 underside heavy turret weapon, 2 underside weapons, 3 anti-infantry weapon (x2), transport (40 or 2 vehicles or 1 superheavy vehicle)
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Space Marine Sabretooth
The Sabretooth is part drop pod and part sky defense platform. These rare items are often deployed as part of an initial space marine drop into areas where enemy air support are suspected to be called in.
WS -,
BS 3,
FA 13,
SA 13, RA 13 - Heavy
2 heavy turret weapon (skyfire), 2 underside heavy turret weapon, anti-infantry weapon, transport (10 or 1 dreadnought)
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Necron
Best described as a combination Doomsday Ark and Ghost Ark, this dual prow vessel drops endless waves of necron forces onto the battlefield as its massive tesla weapons cleave enemies from the skies and the ground.
WS -,
BS 4,
FA 11,
SA 11, RA 11 - Heavy, Open-topped, Quantum shielding
Doomsday cannon, 2 gauss flayer arrays, transport (10), dimensional corridor
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Ork Killy Platform
Usually powered by magnetic repulsors, the killy platform skips over the battlefield, giving the orks aboard place to rain death down on their foes below.
WS -,
BS 3,
FA 12,
SA 11, RA 10 - Open-topped, turboboost
Heavy turret (skyfire), anti-infantry weapon (x2), bomb, boading ramp, transport (10)
Ork Sky Kruzer
Made of a collection of mismatched parts, each ork sky kruzer is a custom creation piloted by an enthusiastic, if not crack team of orks itching to rain dakka on whatever comes into their sights.
WS -,
BS 3,
FA 13,
SA 13, RA 12 - Heavy, Open-topped
2 heavy turrets (skyfire), 2 turrets (skyfire), anti-infantry weapon (x2), bomb, boarding ramp, transport (20), rappel lines
rappel lines: friendly models can drop to the ground below or use the rappel lines to board the sky kruzer. It uses no movement to drop or assend the rappel lines, but difficult terrain below the model is treated as dangerous terrain to those models using the lines.
Ork Deff Drifter
When ork warbosses want to cruise the sky in style, sometimes they force their mekboyz to create huge armored vessels that slowly glide along, dealing death to anything unfortunate to get in the way. With a mighty image of Gork (or is it Mork) affixed to the prow, these deadly vessels drift towards their enemy drawing dread in all who face the possibility of facing them.
WS -,
BS 3,
FA 13,
SA 13, RA 12 - Superheavy, Open-topped
1 super-heavy turret (skyfire), 3 heavy turret (skyfire), 2 anti-infantry weapon (x2), 2 bomb, boarding ram (x2), transport (40)
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Special Upgrades
Torpedoes: R48", S8,
AP 1, One use; Skyfire, Interceptor; designed for use against flyers or other sky skimmers, these weapons are kept in batteries atop the hull or built into the forward or rear portion of the hull
Rockets: R24", S6,
AP 4, Blast; normally kept in batteries along the sides of the ship's hull, or sometimes affixed beneath the ship, they are fired at targets on the ground.
Skymine: R
D6", S8,
AP 1, One use: Skymines are released as a defensive measure to drift outward from the sky skimmer to deter enemy fliers. Skymines drift
D6" inches in a random direction in the movement phase. If they come within 2" of an enemy flier, the magnetic/gravatic generators in them instantly draw them to the enemy flier, where it detonates.
I'm no good at affixing points, so any ideas on how to "price" these things would be greatly appreciated. As would additional ideas for more sky skimmers, upgrades and the like.