Thursday, February 9, 2017

Rule Amendments Part II Lighter Than Air Vessels

Lighter Than Air craft come in two varieties, Tethered and Free-Flying ( there are several sub-categories of each). All Flyers are considered Regulars for Command purposes.


A note on altitudes; there are four altitudes, these are defined by function rather than physical distance above the table The owning Player will loudly and clearly state the altitude of his craft each turn as it is moved or the opposing Player may make any changes that he sees fit;
     -Very High, cannot shoot at the surface of craft flying in the Low band .Can perform Observation functions and can drop bombs
     - High, can shoot and be shot at by all flyers and any surface unit armed with modern weapons or rockets, all shooting (except at or from other flyers) is conducted at long range
     -Low,  Can shoot and be shot at short range by all but Primitive Weapons, except that flyers at Very High cannot be engaged
     -Grounded, for troops to disembark or embark or for any other purpose that requires direct interaction with the surface. At this altitude the craft becomes a ground target like any other units and can be damaged by any and all weapons

A note on adverse weather. Each turn, before any other orders, roll 2d6 and add them together; on a 2 or a twelve the weather has become contrary and the Captain has momentarily lost control of his ship. The opposing player may make any legal move with the balloon. A second such roll means that the weather has become unrelenting and the balloon must ascend out of play or be landed right away to avoid loss. If the rolls are back-to-back there has been a sudden storm and all the flyers currently in play are lost and wrecked by the unforeseen onset of horrid weather.


Tethered Balloons are anchored to their Supply Tender by a sturdy cable, they can take ten hits before crashing, they will begin to descend after eight hits but will crash if they receive ten hits in one turn of fire.

Free Order; Stand To
New Orders; Ascend, Descend

Observation Balloon costs two points and fills six places for transportation

    - An Observation Balloon can see over obstacles and terrain
     -An Observation Balloon removes the Gone To Ground status of any unit within 18" of the model

Armed Tethered Balloon  costs six points and counts as eight places for transportation purposes
     - An Armed Balloon has all the abilities of an Observation Balloon
     - An Armed Balloon may fire its cannon or machine gun as if there were three crewmen in attendance. This fire may be directed at the surface or at enemy flyers.

Tethered Balloon Tender cost  two points, each balloon needs one. it takes up two spaces for transportation purposes.  It is the supply/repair facility for the balloon and acts as its anchor when it is aloft. The balloon will drift up to 14" downwind. The Tender may move as an artillery piece on a Move order

Free-Flying Balloons are powered by steam engines, or compressed gas or fabulously fit crews rowing like mad. As such they may move gracefully through the skies, spotting for ground troops, shooting at each other and generally being very cool in a Zeppelinish sort of way.

Free Order; Move
New Orders; Ascend. Descend

Light Free-Flying Balloons  cost three points and take up ten spaces for transportation uses. It will descend after 10 hits, crashing after 12 or if receiving 10 hits in one turn

         -has all the properties of an Observation Balloon
        - may move up to 18" in 3" segments with up to a 45 degree turn at the end of each move
        - may ascend or descend two altitude levels in one turn
        - may carry up to four figures

Medium Free-Flying Balloon costs eight points and fills 14 places for transportation purposes.It can suffer 14 hits descending after 12 if empty, after 10 if laden

        -has all the properties of an Observation Balloon
        - may move up to 12" in 3" segments with up to a 45 degree turn at the end of each move
        -can carry up to 12 figures OR one weapon system OR one bomb load
        - may ascend or descend one altitude level in one turn

Heavy Free-Flying Balloon  costs 20 points takes up 16 spaces for transportation purposes. It can suffer 20 hits, descending after 18 if empty, 16 if partly laden, 12 if fully laden OR, if armored (see below) can suffer 28 hits , descending after 22 if empty, 18 if laden

        -has all the properties of an Observation Balloon
        - may move up to 12" in 3" segments with up to a 45 degree turn at the end of each move
        -can carry any combination of two of the following; up to 12 figures OR one weapon system OR one bomb load
       - may be armored by sacrificing one half of their carrying capacity, armor allows them to ignore 1d6+2 hits per turn
        - may ascend or descend one altitude level in one turn


Free-Flying Balloon Tender   costs six points takes up four spaces for transportation purposes.
Each may attend to two light balloons or one heavier craft.

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