Exploring new WGF dimensions leads me to ask you chaps about a set of rules for fighting Zeppelins.
I can not forgive myself I woke up too late that one special day at Origins 2013 to take part in an early morning run against a Zep...
...that Thomas AKA Cappy Tom was carrying (we had a hell of a time laughing he had been carrying a bomb and no one halted him at the entrance)

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Now I am going to incite my group to shoot down a Zeppelin from the sky and need to know how you handle such fights.
Well, that means I am going to have such a beast on my table (yes!).

Any thoughts are welcome. Damage points, rules of movement, special damage and stuff. Please share with me rules you use in such scenarios.

Thanks in advance,

Andy.