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Post by abbysdad on Sept 18, 2009 13:33:19 GMT -5
So the model is painted up and ready to go against my tumbleweed when it gets here. (I got my confirmation email and it is en route as we speak! Thanks Rob & Crystal.) Pics soon to be posted.
Now, any ideas on stats?
I think a lightly armored (A 6, W 3), fairly slow vehicle (M 5?) with decent handling (H 5) would fit the description in the core rulebook. It might also need to be a support slot too.
I think the only changes to the current vehicle rules are that because it's flying it would automatically fail any handling checks for ramming another model and doesn't need handling checks for making a turn during a sprint action. But it should probably have to take a handling check each time it takes a wound. Also, any turn that it spends any AP to move it should probably have a +1 RC modifier.
Any thoughts?
Chris
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Post by abbysdad on Sept 21, 2009 9:20:49 GMT -5
Well, since no one else is jumping in here let me post something and then someone can throw stones at it. -Chris ------------------------------------------------------------------- Kugelblitz Mk III
The Kugelblitz program was saved by the ingenuity of the Horten Brothers. Applying the lessons they learned developing the flying wing designs for the Luftwaffe they modified the original concept of the kugelblitz into a workable infantry support platform. To combat the problems of speed and balance, they designed a lighter frame, reduced the amount of weapons on the vehicle and developed an air jet system to move the center of gravity and the center of aerodynamic pressure to the center of the vehicle. The result is a lighter, faster vehicle with amazing manueverability.
One problem the Horten bothers could not overcome was the effect of the aetheric radiation generated by the Kugelblitz drive system. The Mk II version was much larger and more heavily armored but the amount of radiation released during its operation was too great. The ground crew and the pilot would become violently ill within minutes of initiating the pre-flight sequence. The Mk III is much smaller and uses a combination of simple aerodynamic principles and the aetheric drive system to fly, thus reducing the magnitude of the radiation emitted. The crew are also protected from the radiation by a combination of water shielding and drugs to dull their sense of unease. --------------------------------------------------- Faction: Werhmacht, SD
TL: Regular
M 5, RC 4+, CC 2, S 8, A 6, Dr 5, W 3, H 5
Medium Flying Vehicle, counts as light tank.
Crew: 2, Pilot and Gunner
Weapons: 2 forward mounted MG42
Special Abilities:
Apathetic Flying Vehicle Sloped Armor (1) Unnatural Presence (6) Belt Fed Move and Shoot
Notes:
The Kugelblitz has flight.
Because the vehicle is flying, it does not need to make a handling check when it goes over rough terrain or makes a turn during a sprint action. However, the Kugelblitz does need to make handling checks every time it is wounded. The Kugelblitz has -2 to its handling [edit: and -2 to drive] for each wound it suffers.
If the Kugelblitz ever makes a ramming attack it automatically fails the handling check and crashes. If the Kugelblitz fails a handling check, it crashes. The crew suffer 1 S 6 hit each in the event of a crash. The only way to repair a crashed Kugelblitz is with the Jury Rig special order.
If the Kugelblitz fires on the move, or fires and moves during the same activation, there is a +1 RC modifier on all shots it fires that turn.
The combination of strange aetheric radiation propeling the aircraft and the eerie high pitched keening coming from the vehicle affect everyone not inside the vehicle. In the event of a crash, the crash site maintains the unnatural presence for the remainder of the game. If the crew survive a crash and leave the vehicle they are immediately affected by the Unnatural Presence. ---------------------------------------------------------------------------
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Post by csr556 on Sept 21, 2009 10:50:21 GMT -5
I like it, but we'll have to try it in a game to see if it's balanced.
I understand everything but apathetic. Is that due to the drugs the pilot and gunner are given? Or something else?
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Post by abbysdad on Sept 21, 2009 11:18:36 GMT -5
I like it, but we'll have to try it in a game to see if it's balanced. I understand everything but apathetic. Is that due to the drugs the pilot and gunner are given? Or something else? Kind of a combination of things. If you're zipping around the battlefield in the air, you aren't as much a part of what's going on as the guy on the ground or even in a tank or jeep. And yeah, the drugs to keep them cool with the rad levels also numb them to the plight of their fellow soldiers. But I can see loosing the apathetic. If you're up for a game this week let me know! I'd like to test the new toys I just got out on a board. Edit: I talked to my uncle. He flew a helicopter in the navy. He assures me that pilots in infantry support roles are very much aware of what's going on down on the ground. The stat's have been edited accordingly. -Chris
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