|
Post by stibbons on Jan 4, 2014 2:36:42 GMT -8
Hmmm...
I can't find an Empty/Loaded MV for an airship in the Hub rules either. However, assuming they're going to be using the same scrap built engines as an ultralight or a biplane, take 25% of the base movement rates for those (as for the airship towing rules) and use that as a range for what might be achieved. I'd imagine every airship is going to be a pretty unique vehicle unto itself. Obviously multiple engines can be used, but they would eat into your cargo allowance (say 50kg/1 passenger for an ultralight engine and 100kg/2 passengers for a biplane engine) but you add the 25% worth gained to the base MV.
You might even have an airship with a central biplane engine and two complete ultralights on outriggers. When attached they add their engines to the overall speed but can detach for patrol, combat or delivery duties. Of course you'd have to pay the full 80kg for the weight and probably a bit more for the "trapeze" attachment point (make it 100kg total for each), and the pilots would need to make a skill roll to hook onto it, but it makes an airship a lot more versatile, something that can't be bad in the world of The Mutant Epoch.
Heck, you could have a "carrier" airship with up to four ultralights and pilots, the airship stays out of laser range and sends its fighters in to strafe targets.
|
|
|
Post by rexbannon on Jan 4, 2014 4:51:14 GMT -8
I'll have to look at the book when i go over to my friends house today. I left it with him for a couple days to start putting together his own Epoch campaign. If memory serves me right it gives you the complete stats with movement included but i could be wrong. If that is the case then one could simple determine the base movement by looking at the other flying vehicles in the game and simple making up a movement rate for it that would suit its size and shape based of of the standard movement rates of other flying vehicles. Thats what i would do , an may have to if its not in there. Good question PROV13!
|
|
|
Post by rexbannon on Jan 4, 2014 4:57:21 GMT -8
Hmmm... I can't find an Empty/Loaded MV for an airship in the Hub rules either. However, assuming they're going to be using the same scrap built engines as an ultralight or a biplane, take 25% of the base movement rates for those (as for the airship towing rules) and use that as a range for what might be achieved. I'd imagine every airship is going to be a pretty unique vehicle unto itself. Obviously multiple engines can be used, but they would eat into your cargo allowance (say 50kg/1 passenger for an ultralight engine and 100kg/2 passengers for a biplane engine) but you add the 25% worth gained to the base MV. You might even have an airship with a central biplane engine and two complete ultralights on outriggers. When attached they add their engines to the overall speed but can detach for patrol, combat or delivery duties. Of course you'd have to pay the full 80kg for the weight and probably a bit more for the "trapeze" attachment point (make it 100kg total for each), and the pilots would need to make a skill roll to hook onto it, but it makes an airship a lot more versatile, something that can't be bad in the world of The Mutant Epoch. Heck, you could have a "carrier" airship with up to four ultralights and pilots, the airship stays out of laser range and sends its fighters in to strafe targets. This is Exactly what im talking about PROV13! Stibbons is on to something here for sure! This seems like a pretty legit solution to our problem and gives us new ideas for utilizing the airships as something more then troop transport. Thanks Stibbons for the post man and also welcome to the forum. If your new that is? I havent seen any of your other posts yet but this one was awesome!
|
|
|
Post by providence13 on Jan 4, 2014 7:47:16 GMT -8
Hmmm... I'd imagine every airship is going to be a pretty unique vehicle unto itself. Obviously multiple engines can be used, but they would eat into your cargo allowance (say 50kg/1 passenger for an ultralight engine and 100kg/2 passengers for a biplane engine) but you add the 25% worth gained to the base MV. Of course you'd have to pay the full 80kg for the weight and probably a bit more for the "trapeze" attachment point (make it 100kg total for each), and the pilots would need to make a skill roll to hook onto it, but it makes an airship a lot more versatile, something that can't be bad in the world of The Mutant Epoch. Good ideas all the way around. The Like button is nice, but we should ask WM about "idea points" that show up in the sig or profile or maybe a Like counter.. Like you said, each one is different. Since they are unique scrap built vehicles, you would have different sizes. I'm going with RAW (Rules As Written) stats being generic guidelines. Larger volume = more gas = stronger lifting body. So if it's bigger than average, it can carry more cargo, but would be easier to hit, less maneuverability. I gave it 20-30mph/32-48kph and a bit more with a good wind. Very strong winds requiring a Piloting HC. (They don't have the Rolls Royce engines of the Hindedburg.) en.wikipedia.org/wiki/Hindenburg-class_airshipIncidentally, the PC's upgraded Sonja, the sales clerk Andy at the Gap in MOD, with Pilot 1. I tried to make them spend most of the loot they recovered like a good GM. Fun fact: The Empire State building was going to be used as a dirigible docking station, but the strong winds at that elevation made it impractical. It was too high.
|
|
|
Post by stibbons on Jan 4, 2014 7:55:42 GMT -8
You're welcome Rex. Have been a lurker for a while, couldn't get on the old forum for some reason, every time I tried it was locked. Will McA reposted an idea I'd mailed him about in house rules however, the off hand rule for cyborgs and amputees and low tech prosthetics.
As for the one above, well it seemed obvious for the engine (and hence movement) and the use of fighters and a trapeze is one I'd developed for use in the Airship Pirates RPG. I'd consider using an airship for a "Traveller" style free trader game (though probably more like Chris Wooding's "Tales of the Ketty Jay" upon consideration). Oddball crew, clapped out ship in constant need of maintenance but packing a few surprises, picking up a few legit cargoes and a lot more morally dubious ones. Find a crew, find a job, keep flying...
Of course, now I have a whole new shiny regional sourcebook to give me places to fly to. It's an excellent piece of work, still working through it.
|
|
|
Post by providence13 on Jan 4, 2014 8:00:57 GMT -8
Find a crew, find a job, keep flying... Firefly
|
|
|
Post by rexbannon on Jan 6, 2014 7:10:34 GMT -8
I thought the same thing PROV13! LOL! That is a great idea too btw Stibbons. It would be much easier to GM than an excavator team campaign. Although the game is set up for excavator teams to pick the ruins clean of old world tech it poses the question as to who is buying all of these relics fro the party? Money is scarce based on reading the MODS and Source books, so who can afford the book prices for these items? Let alone asking the question as to where the party is storing their vast wealth? It mentions banks being in large cities but this poses a problem too. The parties money is then centrally located and should the city fall to DOA or the PSE then too the parties loot from Excavating would be plundered. Also now that im thinking about it, The party would have to be very careful as to who they sell these relics to. They could later be used agaisnt them or even change the tide of the war between the DOA and the PSE if it got into one of these factions hands. So yeah a free trader campaign is a much better campaign setting for the Epoch, it gives the party a place to put their money or at least a means to transport it to a hideout somewhere for safe keeping only accesible by airship. And a means to get out of dodge if the SH*T hits the fan.
|
|
|
Post by providence13 on Jan 6, 2014 7:35:46 GMT -8
A Free Trader Campaign would be cool. For me, that's a bit advanced in the Freakish Horror's Hierarchy of Needs pyramid. The mere act of surviving long enough to even notice an economy is the hardest part. Most people don't fly zepplins.
|
|
|
Post by stibbons on Jan 6, 2014 8:32:50 GMT -8
They could steal one. could be the first adventure of a campaign, escape from the slaver's fortress by nicking his airship with the help of a (rather mysterious) third party who needs free agents to transport goods for him occasionally. The rest of the time they can run the ship themselves but when said mystery patron calls they have to drop everything and come running (or he detonates the remotely controlled bomb that the slaver had installed to stop the ship falling into the wrong hands).
Doesn't have to be an airship for a free trader campaign though. Might be a junk crafted truck and set of trailers, or even a battered old bus. Mind you, you could pull the stops out and go for one of these beauties-
link
Scroll down to reply #24 for a nice set of images. That's one of the Letourneau land trains, one of the most awesome bits of offroad kit you can imagine, and apparently the inspiration for the land trains in the "Amtrack Wars" post apocalypse series. Put "Letourneau land train" into Google for more info and images.
|
|
|
Post by providence13 on Jan 6, 2014 8:56:41 GMT -8
Nice PA vehicle. Better bullet-proof those tires, somehow. Then again, the tires are probably a few inches thick.
I do like the idea of a free trader campaign. Maybe you could write it up and submit it as an adventure for a mid to high Rank party.
|
|