Streicher Air Corps

Streicher Air Corps

The SAC is a highly mobile IG force from the rocky, jungle infested planet of Streicher IV. The Corps consists of 1 Wing of irregular troops trained especially for the mountainous and untraversable terrain found on the planet. Irregular tactics include rotary aircraft and paratroops.

Foundations

The SAC was founded by General Mitchell to relieve a heavy guerrilla war from a chaos cult on the planet. The terrain prevented traditional tactics, so a hit and run system was created using helicopters and paratroopers. Heavy transports dump troops and vehicles onto the field while helicopters move men in theatre. These new tactics led to the eventual destruction of the cult and peace on Streicher IV. The success of the SAC spread and the planet’s Knight House took the Corps with them to campaign with the Imperial Fists near Terra. The Corps has not returned home since and recruit and train on campaign. The excessive casualties from their unorthodox methods being abused gives commanders reason to downplay their efforts and successes.

Strategy Tips

Be very careful not to abuse the mobility of these units. Helicopters and extreme mobility do not make guardsman special forces. It is easy to make them close, easy targets. Instead, use the mobility to add distraction or suppressing fire for infantry waves. Do not dump troops into killing fields.

+++++Leadership+++++

General Mitchell

Brigadier General Mitchell leads the SAC on campaign. The campaign has lasted half a century, so he has no hope of returning home, only to please the emperor. He will frequently fight alongside his troops. Only there can he bathe in the Emperor’s glory and sleep with satisfaction. The General knows that he is cursed with infinite battle, so he has become reckless with his own life. Even when incoming artillery is exploding around him, he refuses to duck, trusting his luck.

M  WS  BS  I  A  W  Ld
4    5      5    4  3    3   10

Equipment
Carapace, Bolt Pistol, Power Weapon, Frag/Krak Grenades, Refractor Field

Luck – Mitchell is incredibly lucky and will probably never die. His last wound has a fifty percent chance of randomly glancing off or fantastically missing. When the blow is scored, he has a fifty percent chance of survival.

Jump Wings  -  May jump with any squad with jump wings, or join any unit on the ground.

+++++Structure+++++

The Regiment is made up of two Battalions. One is the 1st Airborne Battalion, the other is the 1st Air Cavalry Battalion.

The 1st Airborne has three infantry companies with a combination of jump forces and ground support.

The 1st Air Cavalry has three companies of air support vehicles, helicopters, and battlefield support.

The structure is the same as any IG force structure, except any infantry unit in an infantry Company may be given Jump Wings or any vehicles may have Combat Drop capabilities.

+++++Jump Wings+++++

Jump Wings – 15 points

This is a special ability that can be bought for any infantry company unit. It allows a unit to drop onto the board at any point. There are two options for dropping into the field.

1. Predeployment. A unit may drop before deployment, but these units set up before any other units are placed and may not drop into any deployment zone. They have plenty of time, so there is no roll for damage on landing.
2. Jump Hot. Beginning with the first turn, a marker is placed on the board where a unit will fall. On the following turn, the marker will deviate using the artillery dice. Then the unit will fall to any point 3 inches from the marker. Roll a d6 for each model, on a 1 the model takes a S3 hit, no save, representing problems in the jump. If the model comes down in difficult terrain, then it takes an S3 hit, no save. No model can be within 2 inches of another when they land or they will become tangled. If this must happen, then all models within 2 inches take a S3 hit. On the first turn, the unit may move half it’s move (charge as normal) and otherwise act normally, representing having to cut away from the chute.

Combat Drop – 25 points

This allows a vehicle or support piece to be dropped similar to above. On a roll of 1 the vehicle takes a glancing blow. If the vehicle lands in difficult terrain then it takes an automatic penetrating hit. Only support for Infantry companies may take this option.

+++++Helicopters+++++

Any unit may be put into a transport helicopter as fast attack, or an infantry platoon may be put entirely into helicopters if every unit, including the command section, is put into a chopper. Attack choppers may be taken in Flights of 3 as fast attack options. When a chopper is destroyed, it moves in a random direction d6 inches and explodes doing a S6, AP 3 hit to anything within 3 inches of that point. Also, if rolling for crew survival, a 6 must be rolled instead of a 4,5, or 6.

Huey – 60 Points

This is the transport chopper, based loosely on a Huey. It has one Heavy Bolter door gunner and two pilots. It can carry 10 troops in the crew compartment. The Huey flies similar to the land speeder. It may not leave the battlefield by flying high. It may be held in reserve and come on the board in your deployment zone as usual. It may not leave the battlefield as the crew are attached to the infantry below and will do everything they can to support them. Do not let helicopters overlap rotor blades in movement.

Armor Front  Side  Rear                                                                                                                                11     11     10               

Movment - Rotary

12 inches may load and unload
18 inches may fire weapon


Cobra – 75 points

This is the attack chopper. The Cobra flies similar to the land speeder. It may not leave the battlefield by flying high. It may be held in reserve and come on the board in your deployment zone as usual. Uses a nose mounted Autocannon with a front 90 arc and a wing mounted Missile Launcher with the same arc. The pilot fires the Autocannon and the wizo fires the Missile Launcher.

Armor Front  Side  Rear        
            11       11      10       

Movment - Rotary
       
12 inches may fire all weap’s
18 inches may fire 1 weapon



+++++Harriers+++++

The harrier can come onto the board during any movement phase and move from zero to 36 inches. It acts much like a land speeder, but think of it as flying at @ 12 inches. If it is immobilized permanently it is forced to land facing a random direction deviating d6 inches. If it lands in difficult terrain, then it is destroyed cataclysmically. Explosion is same as above. On the ground, it may fire the gun as usual. It is considered a heavy support option.

Harrier – 90 points

The pilot may fire the Harrier’s two weapon systems, a forward mounted assault cannon, and an underwing Missile Launcher. Both have a forward 90 degree arc.

Armor Front  Side  Rear        
           11      11      10               

Movement - VTOL

12 inches may fire all weap’s
18 inches may fire 1 weapon
24-36 inches may not fire

1