[DS] Airships

3 posts ยท Apr 20 2002 to Apr 22 2002

From: Beth Fulton <beth.fulton@m...>

Date: Sat, 20 Apr 2002 16:41:42 +1000

Subject: [DS] Airships

G'day guys,

Well I've definitely decided airships are joining the ranks of the forces
employed by Avalon Inc (my Pa = knights, tanks look like WWI ones etc).

So how am I gonna treat them in DS2. I know this breaks half a dozen design
rules <but we've had the discussion about what we all think about that
;)>,
but here's my basic (embryonic) idea so far:

Note: I was inspired by the airships in Crimson skies so these things will
have offensive stuff to ward off attacking aerospace.

Design: modular vehicle with two size class 7 "balloon/propulsion"
modules,
4 size 3 (or 4) "gun/lad" modules in between the two propulsion modules
and a class 5 module slung underneath (for the "bombs", EW etc) so from the
side you get the view

  <balloon/propulsion module>
<fwd guns><side guns><rear guns>
  <balloon/propulsion module>
<bomb bay, "bridge etc>

Note: technically (i.e. in the model) the bridge etc don't actually hang
underneath, but for purposes of designating modules for fire I figured this
was the easiest way of representing it without making the bridge etc
"invulnerable" as completely internal.

WEAPONRY: dfo, lad, hel's (or something for the guns, depends on what I decide
on for the rest of the force)....... also would gms match the glide bombs you
guys were talking about for end effect?

ARMOUR: minimal (maybe 1 or 2????)

BMF: 10" (may hover) EASY = Strong tail wind NORMAL = Good weather, light
winds only POOR = Strong head winds DIFFICULT = Storms, fire fronts IMPASSABLE
= Strong storms, nuclear mushroom cloud

An airship hitting impassable weather systems must try and
ascend/descend to
get around them. For each turn they remain in the impassable weather system 5
damage chits are pulled (all valid) and applied to a randomly determined
module, roll a D12 and use the following table: 1 = front gun module 2 = port
gun module 3 = starboard gun module 4 = rear gun module 5 = ventral module
6-9 = upper balloon/propulsion module
10-12 = lower balloon/propulsion module

If either balloon/propulsion module is damaged then the airship movement
is reduced by half and its morale drops to BR. IF any module is destroyed,
roll a D6: 1 = airship immediately explodes,
2-3
= fast leak, D6 turns of effectiveness left, 4-6 = slow leak, D12 turns
of effectiveness left.

Altitudes: Low mode = can engage ground targets with "guns" in addition to
bombing, troops exiting the airship do so immediately under it (they exited
via ropes etc) High mode = can only bomb ground targets, but can fire at VTOLs
in high mode and LAD against aerospace, troops exiting the airship use the
drop troop rules (but only from about 1 foot up) Very high mode = can only
bomb ground targets (treat deviation as for ortillery), and LAD against
aerospace, troops exiting the airship use the
drop troop rules (at full 3+ feet)

These are some starting thoughts at any rate

Cheers

From: KH.Ranitzsch@t... (K.H.Ranitzsch)

Date: Sat, 20 Apr 2002 12:28:01 +0200

Subject: Re: [DS] Airships

[quoted original message omitted]

From: Beth Fulton <beth.fulton@m...>

Date: Mon, 22 Apr 2002 10:23:52 +1000

Subject: RE: [DS] Airships

G'day,

> Possibly more balloon modules, to simulate separate gas cells

Cool.

> I would suggest no armour for the balloon modules - at least

That's what I was thinking, though I'll have to look in to rigid's and see if
they could take armour 1 in the general outer skin.

> I would even tend to make it something like: roll D6, on a 1,

Cool. Once you roll the 1 then roll a dX to randomise the module?

> If you use more modules, reduce the effect of the first hit,

OK.

> Only if you are using hydrogen for lift. Or are you thinking

Just a general catastrophic "critcial hit" explosion, whatever the cause
;)

> And can be engaged by ground forces.

Good point!

Thanks