I've often toyed around with trying to make some ship conversions, one I've come up with (not yet made) is based off a gunhauler to make it like an old whaler boat. Keep the driver and add an open deck with some skypike wielding arkanauts to poke stuff nearby. Quite like the idea of it so drafted some rules for it.
Tried to make it have more supporting role, and also some nice synergies with Navigators and Brokk.
Strike Sloop - 140pts
Light and agile, Sloops are single endrin craft commonly used for more mundane jobs in Kharadron society than combat. While the vast majority operate as couriers, ferries and tugs every barak maintains a multitude of sloops outfitted for fending off the fell sky beasts that lurk in the clouds. Often on discovery of a rich aerther gold seam, a number of these stike sloops will accompany the expedition fleet on picket duty to deter would be predators or provide early warning.
A strike sloop is a single model. It is armed with either a pair of decksweepers or a pair of aetheric fumigators. The crew on board are armed with skypikes with which they'll fight off any attackers.
Move 12"
Wounds 10
Save 5+
Bravery 7
Decksweepers
12" 2D6 attacks 4+/4+/-1R/1 damage
Aetheric fumigators
9" 2D3 attacks +3/+2/-1/1 damage
Skypike
2" 6 attacks 4+/3+/-1/D3 damage
Special Rules
Fly
Strike Sloops can fly
Abilities
Aetheric Navigation - Strike Sloops endeavour to maintain sight to the fleet, least they fall and it be unknown.
If there is a friendly Aetheric Navigator visible to it, a Strike Sloop may move an additional D3" in the movement phase.
Choking Fug - The clouds of toxic aether cause uncontrollable convulsions in the foe, stopping them in their tracks.
Enemy models that end their charge within 2" of a Strike Sloop with Aetheric Fumigators reduce the attack characteristics of all weapons by 1, to a minimum of 1, until the end of the subsequent combat phase.
Aether Burst - Some crews may load a scatter shot to blind and startle their foes to drive them away.
A Strike Sloop with Decksweepers may choose not to fire in the shooting phase to instead attempt an Aether Burst in the charge phase. If the charge is successful, enemy units within 1" of the Strike Sloop suffer -1 to hit rolls and -1 to Bravery until the end of the subsequent combat phase.
Hunters - The crew of Strike Sloops are well versed at fighting certain foes.
You may reroll hit and wound rolls of 1 when attacking with Skypikes for a Strike Sloop if the target is a monster or has fly.
Bring it 'round! - Strike Sloop crews would rather perish than see their charge lost.
At the end of an enemy charge phase a Strike Sloop may attempt to assist a friendly unit within 12" that was successfully charged this phase provided there are no enemy units within 3" of the Strike Sloop. The Strike Sloop may immediately attempt to make a charge against the enemy unit that successfully charged. The Strike Sloop may be considered to have charged or have been charged for the purposes of Choking Fug or Aether Burst in the subsequent combat phase. After attempting the charge the Strike Sloop suffers 1 mortal wound from the stresses of the maneuver.