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