The Imperial Guard helicopter was
constructed
from an STC print out found by Inquisitor McKrako while
accompanying Solar Macharius on his famous exploits.
The helicopter was first built and used on the planet of
Colcha. It was found to be a good reconnaisance
craft, and was good at bombing things as it could
hover. Its VTOL capabilities were also helpfull as the
planet had many mountains that made it hard for
conventional aircraft to take off and land.
Datafax (ish)
Points Cost: 150pts
Crew:
One IG Pilot
One IG gunner
One IG Bombardier
Ram Value:
S6
D6 dam.
-3 save
Note: May not deliberately ram things.
Movement:
Slow: 10"
Combat: 20"
Fast: 30"
Weapons:
Twin Linked heavy stubbers fitted with a targeter with a
90deg. fire arc to the front. Twin linked missile launchers
firing combined frag or krak missiles fitted with a targeter
and having a 90deg. fire arc to the front. Napalm
Launchers (see special rules)
Weapon Data:
Twin Heavy Stubbers: As normal
Twin Missile Launchers: Krak; target gets hit twice.
Frag; 3" blast targets hit once.
Napalm: Special (see below)
Location + Armour Table:
1: Main Rotors 12 : 12
2: Tail Rotor 10 : 10
3-5: Body 15 : 15
6: Weapons 12 : 12
Dammage Tables:
Main Rotor
1-2: Rotor partialy dammaged. Maximum speed reduced
to combat speed.
3-4: Rotor badly dammaged. Maximum speed reduced to
slow speed, may no longer fly high.
5-6: Rotor blown off. Helicopter crashes 2D6" (4D6" from
high) in random dir. All under take hits as if rammed, will
explode on 1-3 on D6, with 3" blast D3 S6 hits -2sv.mod.
Crew may dismount if it does not explode, suffering damage
as normal (10" +).
Tail Rotor
1-2: Normal turning rules now apply.
3-4: May only make one 45deg. turn per turn (?). -1 for
crew to hit.
5-6: Rotor blow off, the chopper starts to spin. The
helicopter moves out of control as if it were a skimmer.
he crew may attempt an emergency landing, roll a D6
on a 4+ they make a safe landing and may dismount
next turn, but on a 1-3 they crash, see main rotor5-6 above.
Weapons:
1: Heavy Stubbers destroyed.
2: Missile Launchers destroyed.
3: Napalm Launcher destroyed.
4: All weapons destroyed.
5-6: Ammunition explosion, all weapons destroyed. Roll
D6 for every other location and add +2, apply worst
damage only!
Body
1: Front screen smashed, max speed is combat speed.
2: Napalm launchers destroyed.
3: controls dammaged, 1-3 out of control, 4-6 as normal.
4: Engine destroyed. crashes, see main rotor5-6 above.
5: Explodes and crahes to the ground 2D6" (4D6" from high)
away in random direction, crew die. 3" blast D3 S6 hits
with a -2sv.mod.
6: Explodes in the air, is destroyed. Wreckage hits any
model within 3" and any within 6" on 5+ on D6, causing
a S5 hit -1 sv.mod.
Special Rules:
Fly high: All enemy shot must add 12" on to range and
Napalm falls 4D6".
Down Draft: Any models directly below the helicopter
when they shoot have an extra -1 to hit.
Turn: Unlimited turning.
Vehicle Cards: may not take; Ablaitive Armour,
Reinforced Armour, Electrohull, Ceramite Armour or
Vortex detonator.
Napalm: (this is complicated so pay attention!) Once
per IG players movement phase at any point during the
helicopters move but not within 5" of where you intend to
stop, you may declare that you are dropping napalm.
Roll 2D6 (4D6 if up high) and place a 2" blast marker this
distance directly in front of the helicopter, then place
another 2" template touching the first with its centre directly
in front of the helicopter. All models below either template
are hit by the equivalent of a heavy flamer shot. Before you
work out the dammage roll an artillery dice for each blast
marker a misfire indicates the napalm went off inside the
cockpit, roll to damage the crew as if they were under a
template. (Understand?)