Thanks CmdrKiley, for providing me with the inspiration I needed to do this.
I've been working on this the whole day and I finally made it work... Atleast I think so! This is what I came up with... what do you think?
Luftwaffe Valkyrie - Veteran Specialist (Individual)[/b]
Composition: 1 Valkyrie
M3 - RC4 - CC4 - A3 - S3 - DR5 - W2
- MP40, Pistol, Grenades, May be Hero
Additional Special Rules:
Apathetic, Demoralizing Loss, Every man counts, Inspiring, VainIf you choose to take the Luftwaffe Valkyrie, you may not field a Sonderkommando SS in the same detachment. The Luftwaffe Valkyrie may instead be used as the unlocking unit for a Krieghexe or Vril Engineer, in the same way as the Sonderkommando SS or to unlock access to the Luftwaffe Experiments Mad Doktor in your detachment. For each Valkyrie present in the detachment one Krieghexe, Vril Engineer or Mad Doktor choice may be fielded. If the Valkyrie's Training level is increased to Elite they may take up to two.
The Luftwaffe Valkyrie has access to a number of unique Career Advancements. A veteran Valkyrie may take up to two advancements while a Elite Valkyrie may take up to three.
1. Sonder Division - Mechanical Vril parts (+1S, +1A)
2. Luftwaffe - Officer's Training - Command, "Esprit de Corps"
3. Luftwaffe - Fallschirmjäger Blessed Jumpwings - Impervious (5+)
4. Waffen SS - Rune Dagger
5. Waffen SS - Vril Weapons
6. Waffen SS - Book of Secrets – Choose either Unnatural Prescence (6) or Hunter X ability at the beginning of the game. It costs 1 AP to change ability during play.
Luftwaffe Gargouilles - Green Occult (Squad)[/b]
Composition: 3 Gargouilles
M5 - RCØ - CC4 - A4 - S4 - DRØ - W2
- Claws
Additional Special Rules:
Impervious (5+), Unintelligent, Unliving, Unnatural Prescence (6), Unstoppable, Vulnerable (holy)The Luftwaffe Experiments
The Luftwaffe worked together with both the Waffen SS and Sonder Büro 13 on a number of projects. The idea was to add the strength of their special branches to that of the Luftwaffes. The Waffen SS units would always be considered allied units, but the cooperation with the Sonderdivision reached a little deeper.
If you field a Luftwaffe Valkyrie you may field a Sonderbüro 13 Mad Doktor as a Luftwaffe Specialist, giving you access to the Luftwaffe Experiments.
The Luftwaffe Mad Doktor allows the player to field a number of Luftwaffe Experiments in his detachment. For each Mad Doktor, one Luftwaffe Experiment choice may be fielded in the detachment. If a Mad Doktor's Training level is increased to Elite, they may take up to two Abomination choices.
Any Sonder Büro 13 Abomination can be fielded as part of a Luftwaffe detachment if the detachment also has a Luftwaffe Mad Doktor present.
The Luftwaffe experiments allows the player to use the following Abomination choices with the Parachute Assault Special Order.
- Rohlingsoldat
- Feuersoldat
These two Luftwaffe Experiments are also considered to be Fallschirmjäger units for ”Esprit de Corps” purposes, and gain the full benefits of the special rule. Effectively adding "Esprit de Corps" to their special abilities.
The Abgezhertsoldat and Sturmaffe, although still Luftwaffe Experiments are a little different, as they couldn't benefit from any Fallschirmjäger training. They do not gain the benefits of the ”Esprit de Corps” special rule. Instead the Luftwaffe used them as a Glider Assault force able to land in the faces of the defenders before disembarking from the Gliders and they must use the following profiles instead of the ones listed in the Rulebook.
Luftwaffe Experiment Sturmaffe - Regular Abomination (Individual)[/b]
Composition: 1 Luftwaffe Experiment Storm Ape
M5- RCØ - CC4 - A2 - S6 - DR4 - W5
- Fists
Additional Special Rules:
Apathetic, Berserk, Frightening, Glider Deployment, Solo, Stand and Take It (3), Unintelligent, UnstoppableLuftwaffe Experiment Abgezhertsoldat - Green Abomination (Squad)[/b]
Composition: 3 Luftwaffe Experiment Abgezhertsoldats
M3- RCØ - CC4 - A3 - S3 - DR4 - W2
- Mechanical Claws
Additional Special Rules:
Frightening, Glider DeploymentGlider DeploymentGlider Deployment can only be utilized in concert with the Special Order "Parachute Assault". Any unit with Glider Deployment may also be placed in reserves and must be the first Reserves units to be activated. They are brought onto the table in the following way.
As Gliders are only able to land safely in open terrain, their Pilots are trained to attempt to steer clear of any obstacles and set down in open fields. The player must use a special Glider template in order to use the Glider Deployment special rule. Place the template so that it faces open ground in front of it. It will travel 3d6 inches in the direction it is facing before coming to a halt. If the template travels off table in this way, the passengers instead arrives safely at the table edge at the point the Glider left it.
Landing a Glider on anything but a landingstrip or road is a dangerous undertaking and it quite often caused serious injuries or even the deaths of the passengers. To represent this, a number of dangers arise from Glider landings. For this reason the Glider template is divided into two sections, the Fuselage and the two Wing sections.
Hitting any kind of obstacle with the Gliders fuselage before reaching the distance rolled, will stop the Gliders movement. The passengers take a single automatic hit with a S equal to the distance travelled so far, the remaining inches of movement is ignored.
Hitting any kind of obstacle atleast 2" high with the wings, will destroy the wing and make the Glider turn. Change the templates direction by an angle of 45 degrees to the same side as the destroyed wing, before travelling the remaining inches rolled on the 3d6. Any further "clipped wings" on the same side is ignored.
A unit uses up all of it's APs in the turn they are deployed by way of Glider Deployment.