[DS] Airships
From: Beth.Fulton@c...
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