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Title: Feb/march Contest


Easy E - February 2, 2011 03:25 PM (GMT)
Greetings,

Welcome to the third Airspace Forum Contest. Below you will find the rules, theme, and potential rewards for participating in this contest.

Theme:
Fanbase Takes AI to the Next Level...

This month's goal is to create game mechanics and rules for a new "aircraft" to be fielded in the AI universe.

Note: The term aircraft is used loosely and may refer to any ground defense, aircraft, or AI themed model.

Timeframe: This contest will run until March 31st.

Rules:
1. All participants must sign up their participation in this thread prior to posting their WIP or final results.
2. All final entries must be posted in this thread by midnight on March 31st.
3. All full stat line must be included with points cost
4. A brief fluff piecce no longer than 500 words explaining the aircraft and its role.
5. A faction alignment

Winning:
1. Starting April 1st through 9th there will be a Poll thread that I will create to allow members to vote for their favorite.
2. You are allowed to vote for yourself.
3. Each member will be allowed to vote once.
4. The winner will have the highest vote total.

The Prize:
The prize will be the acclaim and praise of your peers. In addition, you will be given a signature banner to let everyone know you were a contest winner. In addition, your entry will be added to the Winner's Circle thread.

All entries maybe used in future Airspace promotions or events. This may include free Wallpapers, campaign booklets, or ads.

Let me know if you have any questions.

Good hunting!
Easy E

munch15a - February 3, 2011 02:19 PM (GMT)
ok i'm in we post our wip here i assume.

Sparx - February 4, 2011 11:17 AM (GMT)
I think I'll give it a go to.

Easy E - February 4, 2011 02:47 PM (GMT)
Yup, you can post WIP here for review and critique.

Only the final entry will be judged.

Sparx - February 5, 2011 02:14 AM (GMT)
DIVE-BOMMER:

BACKGROUND
First seen in the skies above Jericho IV, the Dive-Bommer (also known as Ork Screamers or Ork Howlers) is a terrifying and deadly weapon that is becoming a more common site in the skies above Ork battlefields.

The origins of this aircraft are believed to have come from Jericho IV and more specifically an ork squadron known as the Krusha Squadron lead by Kapton Sturzkampf Flugzeug. It is believed that the design came from a damaged fighta that had taken a hit from flak that had torn a large hole in the wing. In an attempt to avoid further hits from the heavy flak the ork pilot threw his fighta into a power dive to get below the flak shelf. As he dived the wind passing through the torn metal of the flak hit making a terrible howling noise, as he drew closer to the ground he noticed the guard fleeing the defensive positions he was heading for in a chaotic fashion. Seeing the opportunity for some easy kills he held the dive deployed his load of bombs with only just enough altitude to avoid the ground and exploding bombs, his bombs hit with accuracy that surprised even him. After returning to his air base he recounted his battle to the other Flyboyz, upon hearing this Kapton Sturzkampf Flugzeug had his Mekboyz modify his Fighta with air ducts funnelling into air raid sirens. After several missions on which he made dive bombing runs, the effects of the sirens was apparent with them causing panic amongst the enemy. The bomb load of the fighta however was insufficient so he had his Mekboyz put the sirens on a fighta-bommer for him. The fighta-bommer was a much more affective dive bomber and he had several more fitted with sirens in his squadron. As the war on Jericho went on and new ork aircraft were produced, a number of them were fashioned for the purpose of dive bombing. They were similar to fighta-bommers in most aspects except they had no rear turret as they no longer need to line up for strafing runs.

The imperial guard veterans of the Jericho war refer to the sirens of the ork dive bommers as Jericho trumpets, as they usually heralded and ork attack.

SPECIFICATIONS
Type: Fighter, Bomber.
Powerplant: Unknown.
Performance: Maximum speed 2000kph (1242mph) at 5,000 feet; cruising speed 1400kph (875mph); range 9,000km approx.
Weight: 12.5 tonnes (empty).
Dimensions: Wingspan 18.7m; length14.8m; hight 3.75m.
Armaments: Two nose-mounted 'eavy shootas, two wing mounted 'eavy shootas, two 1000lbs big bombs. Four under-wing hardpoints.

RULES: DIVE BOMBING
Deploying bombs from a dive-bomber can only be done if the aircraft made a power dive manoeuvre in the same turn. If the aircraft made an extreme manoeuvre this turn then the second manoeuvre must be a power dive if you want to deploy bombs.
(This dose not include Grot bombs)
Dive bombing is more accurate as you get closer to your target, as such to hit a target at 1 altitude above target level needs a 4+, at 2 altitudes above target needs a 5+, and at 3 altitudes above target needs a 6. You can not hit a target at 4 levels above the targets level.

ORK AIR WAAAGH!

FIGHTERS..........................................................................Points

Dive-Bommer......................................................................16 pts
...........With additional weapons load.....................................+4 pts
Pilot Rating
...........Average pilot (skill 5+).............................................. free
...........Ace pilot (skill 4+).....................................................+5 pts
...........Double ace pilot (skill 3+)..........................................+8 pts
Upgrades (2 maximum)
...........Rokkit-Boosta...........................................................+4 pts
...........Extra Armour............................................................+3 pts
...........Kustom Big Shootas...................................................+5 pts
...........Wazmek's Kustom Engine...........................................+3 pts

user posted image

munch15a - February 21, 2011 02:39 AM (GMT)
Ok here is me WIP when I make my finial entry in a few days I will have points and upgrades including marks of chaos

The icon drop ship

Chaos icons are vital part of any army serving the dark gods. They act as homing signals for teleporting terminators and act as beacons for demons entering the Materium. The icon drop ship is little more than an icon of chaos connected to a flyer platform. Typically launched in waves each one will seek their enemy’s weakest point. Only then will it deploy its icon and drop hordes of corrupted terminators and unholy demons of the warp. Like all chaos aircraft the icon drop ship is fast manoeuvrable but very fragile it has no armament other then a single heavy bolter used to strafe an area before its forces are summoned

This tactic was used by the chaos war band Olorans Reavers during the 4th siege of the coastal fortress of Bisum a small force consisting of hell talons and icon drop ships crossed the sea channel that divided the chaos and imperial territories while the hell blades held off imperial thunderbolts and lightning’s the icons flew fast and low avoiding AA fire only 3 of the original 10 made it to the fortress centre but this was enough an army of daemons appeared right in the fortress keep and the fortress was taken from the inside out


Icon drop ship


TYPE: Fighter ----------------------MANOEUVRE: very high
HITS: 1-----------------------------MAX SPEED: 7
TRANSPORT: 2 (jump troops)----MIN SPEED: 1
MAX ALTITUDE: 9 (RB)-----------THURST: 2


WEAPONARY
WEAPON-------------FIRE ARC---- FIREPOWER-----DAMAGE----AMMO
Heavy bolter----Down all around----3-2-0------------ 6+----------2


Special rules

Each icon drop ship acts a beacon for jump troops. It does not itself carry anything but its pilot. As such if you have multiple icon drop ships they may deploy each other’s forces equally. Also if one drop ship is destroyed its troops are not lost, provided other icon ships are on the table. Only when all are destroyed is their collective transport capacity lost.

Icon drop ships can not extract troops only inset them.


Designer’s notes

This was inspired in part by wraith darts form stargate I like the concept because it fills a hole in the chaos range and also because it fits the existing theme of the chaos space marines and demons codex.

CheesyRobMan - March 19, 2011 12:58 PM (GMT)
Right, since I had a go at some rules for the Ork Landa, here it is for my entry:

*

Ork Landas are a common sight in the first days of a Waaagh making planetfall. Swarms of the ugly, rotund dropships descend from the Kroozers in orbit, braking using smoky rockets and crunching to a halt on the surface. They are often built with a disembarkation ramp in the nose, in the shape of a mouth with jagged teeth, and from this mouth will erupt boyz, bikes, buggies, even gunwagons and other vehicles. The Landas are armed with big shoota turrets on either side for clearing the drop zone of enemy troops, although those in front of the Landa are left intact for the Orks inside to get stuck into.

In the air, the Landa is a ponderous and slow-moving target, but its side-mounted turrets can catch intercepting pilots unawares. Like all Ork technology, it is tough and can absorb a lot of punishment before succumbing to enemy fire. Despite its heaviness and size, however, it can attain a good forward speed for an aircraft of its size, although accelerating to that speed can take a while, and slowing down can be equally difficult. Many Landa pilots don't bother slowing down at all, and land at several hundred knots, carving a swathe of destruction through whatever they hit - which of course they enjoy immensely.

Landa - 45pts

Type: Bomber
Hits: 5
Transport: 6
Manoeuvre: Low
Max speed: 4
Min speed: 0
Max altitude: 9
Thrust: 1

Weaponry:
Big Shoota turrets
Fire Arc: Left, down
Firepower: 6-3-0
Damage: 5+
Ammo: ul

Big Shoota turrets
Fire Arc: Right, down
Firepower: 6-3-0
Damage: 5+
Ammo: ul

Special Rules:
Bomber. The Landa may not make strafing runs.
'Old Tight, Boyz!: The Landa may land at any speed, reducing its speed to zero immediately. It travels a number of inches forward from its landing point equal to its speed at the time. So if its speed was 4, it would travel 4" (note that this is not the same as normal movement which counts 2" for every point of speed). If it contacts any enemy ground units, both they and the Landa take D3 hits, and suffer damage on a 4+. If the Landa is destroyed by this action, any transported units escape on a 3+, otherwise they are also destroyed and are not counted towards successful landings.

Upgrades:
Extra Armour +5pts
Jump Troops +20pts

orangesm - March 22, 2011 04:19 AM (GMT)
Ork Landa already has some rules?

munch15a - March 30, 2011 02:00 PM (GMT)
Ok here is me finial entry

The icon drop ship

Chaos icons are vital part of any army serving the dark gods. They act as homing signals for teleporting terminators and act as beacons for demons entering the Materium. The icon drop ship is little more than an icon of chaos connected to a flyer platform. Typically launched in waves each one will seek their enemy’s weakest point. Only then will it deploy its icon and drop hordes of corrupted terminators and unholy demons of the warp. Like all chaos aircraft the icon drop ship is fast manoeuvrable but very fragile it has no armament other then a single heavy bolter used to strafe an area before its forces are summoned

This tactic was used by the chaos war band Olorans Reavers during the 4th siege of the coastal fortress of Bisum a small force consisting of hell talons and icon drop ships crossed the sea channel that divided the chaos and imperial territories while the hell blades held off imperial thunderbolts and lightning’s the icons flew fast and low avoiding AA fire only 3 of the original 10 made it to the fortress centre but this was enough an army of daemons appeared right in the fortress keep and the fortress was taken from the inside out


Icon drop ship


TYPE: Fighter ----------------------MANOEUVRE: very high
HITS: 1-----------------------------MAX SPEED: 7
TRANSPORT: 2 (jump troops)----MIN SPEED: 1
MAX ALTITUDE: 9 (RB)-----------THURST: 2


WEAPONARY
WEAPON-------------FIRE ARC---- FIREPOWER-----DAMAGE----AMMO
Heavy bolter----Down all around----3-2-0------------ 6+----------2


Special rules

Each icon drop ship acts a beacon for jump troops. It does not itself carry anything but its pilot. As such if you have multiple icon drop ships they may deploy each other’s forces equally. Also if one drop ship is destroyed its troops are not lost, provided other icon ships are on the table. Only when all are destroyed is their collective transport capacity lost.

Icon drop ships can not extract troops only inset them.

the icon drop ship costs 14 pooints

it can take these and only these upgrades.


These are the only upgrades the icon can get

Impatient and savage forces worshiping up grade the teleport capability of these craft trying to get as many warriors into the fight


Mark of Khorne 7points
Has transport level of 3


The icon pilot’s touched by Slaanash have faster reactions and can cope with greater G force as such there craft can get to slightly higher speeds



Mark of Slaanash 6 points

Has a speed of 7



Icons following Nurgle are often covered with bulbous growths and there hull is corroded this gives the craft a shuled of filth like there land counter parts they are much harder to shot down l

Mark of Nurgle 7 points

The icon gains a 5 +save that can only be used once per game


The pilot has rudimentary psychic abilities allowing him to see things just before they happen

Mark of tzeencth 6 points
The pilot is an ace




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