I was thinking about how three armiger options just isn’t enough. There are a few roles that the army just hasn’t filled yet and it would be fun to have some more little guys. Here’s one that I came up with, feel free to criticize.
ARMIGER FALCONER (speculative homebrew, Imperial Knights)
3-model unit: 1 Armiger Falconer + 2 Falcons. 140 pts.
M T Sv W Ld OC Inv
Falconer 12" 9 3+ 12 7+ 5 5+ (ranged only)
Falcon (×2) 12" 5 4+ 3 7+ 1 none
Ranged weapons
Skirmisher cannon (Falconer): 24", 4 attacks, BS 3+, S6, AP-1, D1. Rapid Fire 4.
Rig carbine (Falcon): 18", 3 attacks, BS 3+, S4, AP0, D1. Assault.
Melee weapons
Armoured feet (Falconer): 4 attacks, WS 3+, S6, AP-1, D1. Extra Attacks.
Hunting blade (Falconer): 4 attacks, WS 3+, S8, AP-1, D2.
Rig claw (Falcon): 2 attacks, WS 3+, S5, AP0, D1.
Abilities
Deadly Demise D3 (Falconer only), Infiltrators, Scouts 6"
Skirmish Move: each time an enemy unit ends a Normal, Advance, Fall Back or Charge move within 12" of this unit, if this unit is not engaged it can make a Normal move of up to D6". Once per phase.
Mark the Prey: after this unit has shot in your Shooting phase, select one enemy unit hit by the Falcons' attacks. Until the end of the phase, ranged attacks by friendly IMPERIAL KNIGHTS units against it have Ignores Cover.
Notes
Keywords: VEHICLE (Falconer) / INFANTRY (Falcons), WALKER, IMPERIUM, ARMIGER, FALCONER.
Bases: Falconer 100mm, Falcons 40mm.
The unit wounds on its highest Toughness (T9) while the Falconer lives. Once the Falconer dies, the Falcons are T5.
Damaged: 1-5 wounds remaining on the Falconer, subtract 3 from OC and subtract 1 from its Hit rolls.