I have been building small armies of units to use in my games, given that me partners seldom have time or parts to build their own sets. Recently I have been trying to make true flying units for the game, in order to spice things up. At first I had a very simple change in mind for the build rules, but after posting my idea in the FaceBook group Mr. Joshua AC Newman himself intervened and came up with a few ideas of his own. Below I will present the current version of this attempt at make rules for flying units - which I called Aerospace units.
Aerospace models must always move during their turn.
Aerospace models have a minimal number for their movement action. If the dice assigned has a lower number than the minimal movement, use the minimal movement; if the dice has a greater number, use that number instead. Keep in mind that you can still move only 1 unit during your movement action, but you will be consistently swifter than other units.
Aerospace models without movement systems have a minimal movement of 2 units.
Aerospace models with at least a movement system have a minimal movement of 3 units.
Aerospace models cannot use cover and ignore cover for their movement.
Aerospace models have 0-4 systems in addition to the white dice. They also have a single Aerospace System (AS - provides 1d8G), which is located between the two white dice.
Aerospace models are thus built like the following: 1W+1AS+1W+Systems
When an aerospace model takes damage it will lose the systems first, then the first white die, and then the Aerospace System.
When the Aerospace System is destroyed the aerospace model will crash at the start of its next turn.
When the aerospace model crashes it will move forward at its minimal speed. Also, roll the dice it still has (either one white and one green d8, or simply one green d8) and chose the higher result. If there are any units or cover in the path of the crashing unit, the number you rolled represents hits against those models (roll them as hand-to-hand combat damage). Spend as many hits as possible against the first model (unit or cover) in the aerospace model’s path. If the model is destroyed and there are still hits left and there’s still another model in the crashing model’s path, then that second model takes the hits. Repeat the process until all hits are spent or there are no more models within range. Now the crashed aerospace model is considered destroyed.
Please let me know what you think.