And while I’m posting homebrew Warhammer 40,000 content, there’s this…
The Herkimer Pattern Chimera was created in M41.338 on the order of Lord General Casanova Herkimer who desired a suitably martial – yet comfortable – personal transport to be used for post-battlefield assessment and ceremonial occasions. In the centuries since it has become a favourite vehicle for high ranking Astra Militarum officers, Ecclesiarchy officials and the occasional Inquisitor who value its enhanced sensor suite, extra armour and luxurious interior.
The Herkimer lacks the multi-laser turret and lasgun arrays of the standard Chimera, retaining only a hull mounted heavy bolter for defensive purposes*. The passenger compartment lacks a rear ramp or top hatch, with entry and egress only via a reinforced rear door – it does however feature heavily armoured windows and an optical periscope for comfortable surveying of the battlefield. The vehicle’s extra armour is compensated for with a souped-up engine, and the enhanced communication and sensor suite allow the occupants to keep in touch with their base, or easily issue orders to their underlings.
Herkimers are most usually seen in parades or during the mop-up after combat, however some desperate commanders have been known to throw them into battle, where they can act as surprisingly effective makeshift command vehicles. A few more eccentric Astra Militarum commanders actually prefer to control their troops from a Herkimer, although they will typically receive (carefully muted) ridicule from the common troopers for riding around in a “General Jitney” or “Chicken Chariot”.
* The Heavy Bolter may be swapped out for a heavy flamer, however this modification is unpopular as it requires the drinks cabinet to be removed to make room for promethium tanks.
I’ve formatted up my 40k rules for Saint Sabbat, and included an option to give her a retinue of Servo Skulls, as she had on Herodor. All still completely untested and probably badly overpowered. Enjoy!
If your Imperial Guard force includes an Techpriest Enginseer you may take up to three Servo Skulls at a cost of 30 points each.
A Servo Skull moves as an independent model with a movement of 12″, following the skimmer rules. It may move in and out of cover without penalty and has the Scouts special rule. Servo Skulls count as HQ units and may not claim objectives. They may not join up with other units.
A Servo Skull carries no weapons and cannot fire or assault. It never has to take leadership checks, and in any circumstance where a leadership check would be required is assumed to have automatically passed.
If attacked in an assault a Servo Skull fights as normal, but any wounds it inflicts are ignored apart from for purposes of combat resolution. If victorious in a combat it may disengage and move up to 6″ in any direction at the end of the assault phase.
A Servo Skull is so delicate that it has no Armour Save, and can never receive one. However its small size and high speed grant it a permanent 5+ Cover Save, even when completely in the open.
Destroying a Servo Skull scores no victory points, however if all Techpriests in the force are removed as a casualties, all Servo Skulls are also removed. If all Techpriests are in reserve, all Servo Skulls must also be in reserve.
If a scattering weapon is targeted at a point within 6″ of a friendly Servo Skull, it rolls one less die for scatter. Being in range of multiple Servo Skulls has no additional effect.
So, that will either add some interesting strategic choices to the game, or break it entirely. Have fun kids! 🙂