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Developed first by the ISA as a far seeing early detection system, Surveillance Blimps are relatively small, two to three man zeppelins. They are constructed from a single gas cell, a cabin underneath for the pilot and spotter(s) and any weapons the blimp may mount. It's movement is provided by two engine pods towards the back. These blimps travel just inside a nation's borders, staying in constant radio contact with nearby airfields or specially constructed relay stations. At the first sign of incoming enemy aircraft, the nearest friendly forces are alerted, and are sent out to intercept. The blimp is vulnerable at this point, and can usually only hope to fly to safety before shots are fired. A few do mount weapons, single .30-caliber machine guns mounted on a limited turret on either side of the cabin. The spotters in these blimps act as the gunners as well. Since the guns increase the weight, it limits the flight ceiling, and thus the distance that can be observed. Arixo has acquired ten of these
blimps, five of each kind, and are currently running them through their
paces along our southern border.
Rules
Unlike zeppelins, blimps can visibly move during a game. They can move forward 1 hex per turn, or rotate 1 hex side (around the center hex) per turn. If an engine pod is destroyed, the blimp can only move forward 1 hex every other turn, or rotate in the direction of the remaining engine. If both engines are destroyed, the blimp cannot move. Base To-hit numbers are the same as for zeppelins. Blimps with machine guns mount one on either side of the center hex (toward the point). These are regular, airplane-based .30-cal guns. They can only rotate into 2 hex rows. These blimps also have a reinforced gas cell, as on military zeppelins. Armed blimps cannot be played on the "cloud" maps, only those showing the ground. Unarmed blimps can be played on either.
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