|
Post by Soap on Jan 12, 2012 17:06:59 GMT -5
I was thinking more on fluff line as a troop transporter. Guardsmen have little value, and a blimp would just be another tool used for 'going over the top'.
I am sure it's mentioned in demolition man when sly is introduced to the new police station that Arnie is the president. I. maybe wrong though.
|
|
|
Post by Trickstick on Jan 13, 2012 18:11:20 GMT -5
@fkm: There was a line about how they changed the constitution to let him become president.
I think that an airship would need to have low armour but a lot of structure points. Something like 12/12/12 open topped, 3 structure points and extra armour. This represents the ease of damaging it but the relative difficulty in bringing the thing down. Airships are really hard to destroy if you build them right. For instance, don't use flammable paint.
|
|
|
Post by Soap on Jan 14, 2012 12:49:43 GMT -5
Would it be difficult to bring down though? A massive balloon with an aircraft strapped below? I agree with the low armour value, and too an extent the three structure points, but I think they should be something heavy against it. So, with traditional Zeppelins being filled with flammable gas, I think this should continue for the 40k version. So with that in mind, any flame or blast weapon that results in the zepln losing a structure point, then the zeppelin should lose D3 structure points instead of just the one.
|
|
|
Post by emptyhat on Jan 14, 2012 19:46:02 GMT -5
Maybe the Zeppelin could have an altitude guage and is allowed to ascend/descend 12" a turnbringing it into or out of range of weapons below and weapons onboard.
|
|
|
Post by treadiculous on Jan 21, 2012 19:36:05 GMT -5
You could have a low position for safe disembarking where upon it is vulnerable to flamers, and a higher position where only ranged weapons work (counts as a slow flyer).
I'm making an Ork Blimp at some point so am liking the ideas being presented here.
Myabe... could you have 2 sets of AV: one would represent the lighter than air balloon, the other the crew transportation section. the balloon would drop 6" of height for every structure point it lost (eventually bringing it in range of flamers) while the transported bit / engines would be a toughened section and could be targetted seperately?
This is a bit of a break from the norm, but normally vehicles are made from 1 material only, an airship is definetly 2 sections joined together.
anyways.. just posting random thoughts!
|
|
|
Post by Soap on Jan 22, 2012 12:21:58 GMT -5
I like that idea about the altitude. Maybe it could just be three hights. High night could be one shot at, a further d6 is rolled and on a 6, it's counted as the compartment is hit rather than the ballon. On a medium hight hit a roll of 5 or 6 would mean the compartment is hit, and at the lowest point, a 4+ would mean the compartment is hit.
The ballon would have three structure points with the following damage table: 1 - 2 air ship moves in a random direction d6 distance, the sudden movement means no troops can disembark the following turn. 3 - 4 the ballon is damaged. Movement becomes difficult. From now on the ballon has half movement. 5 - 6 critical damage. The ballon suffers an air leak and drops in hight to the next level. If it was at the lowest hight, it falls straight down. Everything under the airship is counted as being hit by a heavy flamer. Troops in transport count as been hit by a strength 9 ap 3 weapon and roll to save as normal. They are also counted as being hit by a heavy flamer. Further, once the airship has taken critical damage, it may not gain hight for the rest of the game.
Any hits to the compartment are resolved as normal.
|
|