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Crimson Skies Plane Conversion


KawangaKid

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Re: Crimson Skies Plane Conversion

 

I have converted a few, but they are not true "conversions" of the Crimson Skies stats. I used the planes as model (and the Crimson Skies stats) as starting points and did my own stats. Close but not what you want.

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Re: Crimson Skies Plane Conversion

 

Okay - may I see one or two of them? And why do you say they're not true conversions? Were there issues with a straight conversion that made them unplayable?

I have no problems in sharing the HDC files, but these are not "true" conversions. I used stats from the CS game as a starting point and then I changed them to be more "realistic"/"friendly to my game". If you want to look at them send me a private msg.

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Re: Crimson Skies Plane Conversion

 

You might like to start here:

 

Wikipedia - List of planes from Crimson Skies. Not too detailed, but it gave me search criteria.

http://en.wikipedia.org/wiki/Crimson_Skies_planes

 

Crimson Skies Universe - Featured Planes. I don't have any of the game books, but I think you could do a fair job by starting with the stats on the left hand side of each plane's page.

http://firedrake.org/roger/csarchive/universe/planes.htm

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Fairchild F611 Brigand

 

Actually, the Crimson Skies Universe page has enough info to at least get started. The Hero statistics drop right out of the stats they give. However, I've never played the game; I've never even read the rules. So I have no guidelines with which to judge the results. How do these look?

 

[b]Fairchild F611 Brigand - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
8    Size   40    8             Length 6.35", Width 3.17", Area 20.16"  Mass
                                25.6 ton  KB -8
50    STR     0   50      19-    HTH Damage 10d6  END [5]
18    DEX    24   18      13-    OCV 6 DCV 1
18    BODY    0   18      13-
4    SPD    12    4             Phases:  3, 6, 9, 12
6    RUN     0   6"             END [0]
0    SWIM   -2   0"             END [0]
0    LEAP    0   0"             0" forward, 0" upward
[b]CHA Cost: 77[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
    Propulsion Systems - END=
21     [b][i]Propeller-Driven Fighter[/i][/b]: Flight 21", x8 Noncombat, 1 Continuing Fuel
      Charge lasting 1 Hour (+0), Side Effects, automatically occurs when
      Flight is in use (affects the environment in front of the vehicle; KA
      1d6 to anyone who comes into contact with the propeller; +0); Takeoff/
      Landing (-1), Stall Velocity 10" (-1/4), Limited Maneuverability Only
      2 turns per Phase at Combat speed; only 1 turn per Phase at Noncombat
      speed (-1/4) - END=[1 cc]

    Tactical Systems - END=
27     [b][i]Westmore "Dragon" .30-caliber Machine Guns[/i][/b]: RKA 2d6+1, +1 Increased STUN
      Multiplier (+1/4), Autofire (5 shots; +1/2), 500 Charges (+1); OIF
      Bulky (-1), Activation Roll 15-, Jammed (-3/4), Limited Arc Of Fire
      (60 degrees behind; -1/2), Real Weapon (-1/4) - END=[500]
5     [b][i]Westmore "Dragon" .30-caliber Machine Guns[/i][/b]: Another Westmore "Dragon"
      .30-caliber Machine Gun (total of 2) - END=[500]
31     [b][i]Anderson Mk 103 .50-caliber Machine Guns[/i][/b]: RKA 3d6, +1 Increased STUN
      Multiplier (+1/4), Autofire (5 shots; +1/2), 250 Charges (+1); OIF        Bulky
      (-1), Limited Arc Of Fire (0 degrees forward; same horizontal level; -1),
      Activation Roll 15-, Jammed (-3/4), Real Weapon (-1/4) - END=[250]
10     [b][i]Anderson Mk 103 .50-caliber Machine Guns[/i][/b]: Three more Anderson Mk 103
      .50-caliber Machine Guns (total of 4) - END=[60]

    Operations Systems - END=
4     [b][i]Radio[/i][/b]: Radio Perception/Transmission (Radio Group); OAF Bulky (-1 1/2),
      Affected As  Hearing Group As Well As Radio Group (-1/4) - END=0

    Personnel Systems - END=
14     [b][i]Sealed Environment[/i][/b]: Life Support  (Safe Environment: Intense Cold; Safe
      Environment: Low Pressure/Vacuum; Self-Contained Breathing) - END=0

[b]POWERS Cost: 112[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
25     Distinctive Features:  Warplane (Not Concealable; Extreme Reaction [fear];
      Detectable By Commonly-Used Senses)

[b]DISADVANTAGES Points: 25[/b]

Base Pts: 164
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 189

Note: I have no idea what the stats on the Machine Guns should be, so I guessed, using some examples from the UV for guidance. I'd appreciate some ideas there.

 

Hmmm... I seem to have misplaced my HSVS. Quick, Robin - to the web store!

 

EDIT - I've found my HSVS. More material for comparison. I'm trying to gauge the worth of the Crimson Skies planes versus the World War II planes in the HSVS. I'm curious what people think of this one.

 

EDIT 2 - I've updated the guns to reflect Air Pirate's gun statistics. I also added a Sealed Environment, as the plane's maximum ceiling of 18,000 feet would be high enough to require it.

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Re: Crimson Skies Plane Conversion

 

Okay, this a second draft of one of my favorite vehicles. I was going to work on it a little more before unveiling it on this forum. But I think it can be used to create the other great thing about Crimson Skies - Zeppelins! So anyway here it is, the Navy airship Akron

 

[font=Fixedsys]GOODYEAR-ZEPPELIN ZRS4 AKRON (1931-1933)

VAL    CHAR    COST    NOTES
 11    Size     55     125" x 64"*; -11 KB; -14 DCV*
 60    STR      -5     Lift 100 tons; 12d6 HTH [0]
 10    DEX       0     OCV: 3/DCV: 3
 21    BODY      0
  4    DEF       6
  2    SPD       0     Phases: 6, 12
                       TOTAL CHARACTERISTIC COST: 56

MOVEMENT:               Flight: 14"/112"

ABILITIES & EQUIPMENT
COST   POWER                                      END
 22    Motorized Lighter-Than-Air Vehicle:
       Flight 14" x8 Noncombat; 1 Continuing Fuel
       Charge (easily-obtained fuel; 3 Days; -0),
       Side Effects (KA 1d6 to anyone who comes
       into contact with a propeller, automatic-
       ally occurs when flight is in use, only
       effects environment near propellers; -¼),
       Limited Maneuverability (Only 1 Turn per
       Phase or Turn; -½)                        [1cc]
-12    Can Only Fly: Ground Movement -6" (0"
       total)
 -2    Can Only Fly: Swimming (-2") (0" total)
  2    Control Car: +2 DEF; Partial Coverage
       (control car only; -2)
 30    Gonna Need A Bigger Gun: Resistant
       Physical Damage Reduction, 75%, Limited
       Use: only works versus "small bore"
       weapons (-1)
  4    Radio: Radio Perception/Transmission
       (Radio Group); OIF Bulky (-1), Affected
       As Hearing Group As Well As Radio Group
       (-¼)
TOTAL ABILITIES & EQUIPMENT COST: 44
TOTAL VEHICLE COST: 100

VEHICLE DISADVANTAGES
 20   Distinctive Feature: Rigid Airship [+9 Size
      Category:10x Length and Width; -7 DCV]
      (Not Concealable; Is Always Noticed)

TOTAL DISADVANTAGE POINTS: 20
TOTAL COST: 80/5 = 26

ADDITIONAL VEHICLES
 32   Curtis F9C-2 Sparrowhawks: 4[/font]     

 

Some notes: 1) I think a strength of 85 is way to high for the airship in the Ultimate Vehicles and Pulp Hero books (everthing thing else is fine!). The Akron had a useful lift of "only" 100 tons. 2) I gave the airship damage reduction versus smallarms fire. It doesn't seam very plausible that a lone rifle man with a rifle should be able to bring down a zeppelin wihout working up a sweat! 3) Considering airship are very light, very large structures, I found it hard to rationalize giving them the same mass as a cruise ship (the size yes, but ...), So I base the ship off of the ICBM category and made its Length, Width and DCV a Distinctive feature. I'm still debating increasing the BODY.

 

I'm going to post a more finalized later. I would appreciate any constructive criticisms.

 

Oh by the way check out this web site for some excellent pictures of the U.S Navy airship fleet http://www.history.navy.mil/photos/ac-usn22/z-types/zrs4.htm

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Re: Fairchild F611 Brigand

 

Note: I have no idea what the stats on the Machine Guns should be, so I guessed, using some examples from the UV for guidance. I'd appreciate some ideas there.

The .30 cal is underpowered... probably should be around the 2d6 range. The .50 cal, OTOH, seems a bit overpowered. 3d6+1 pops out of my memory , but I don't have any books nearby.

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Re: Fairchild F611 Brigand

 

The .30 cal is underpowered... probably should be around the 2d6 range. The .50 cal' date=' OTOH, seems a bit overpowered. 3d6+1 pops out of my memory , but I don't have any books nearby.[/quote']

Ya beat me to it. With no on hand books, those were the same numbers that popped into my head as well. In the Hero Vehicle Guide (And probably in TUV as well) they had guns in groups, like a pair of .303 machine guns on the Spitfire, then 3 more pairs. Might be easier to replicate the gun mounts that way. It would follow the assumption of pairs of guns being "zeroed" to hit at a specified range.

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Re: Fairchild F611 Brigand

 

The .30 cal is underpowered... probably should be around the 2d6 range. The .50 cal' date=' OTOH, seems a bit overpowered. 3d6+1 pops out of my memory , but I don't have any books nearby.[/quote']Fixed. You're right (as is Proditor) - the damage looked off to me.
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Re: Fairchild F611 Brigand

 

Ya beat me to it. With no on hand books' date=' those were the same numbers that popped into my head as well. In the Hero Vehicle Guide (And probably in TUV as well) they had guns in groups, like a pair of .303 machine guns on the Spitfire, then 3 more pairs. Might be easier to replicate the gun mounts that way. It would follow the assumption of pairs of guns being "zeroed" to hit at a specified range.[/quote']

I've thought about buying them like that, each pair as 2 linked attacks, but I think I prefer doing them seperately, so that they're executed as a MPA.

 

Speaking of which... MPA from 4 .50 cal cannons..woof!

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Grumman E-1C Avenger

 

Let's try another one. This one supposedly has poor maneuverability; not sure how to best reflect that.

 

[b]Grumman E-1C Avenger - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
8    Size   40      8            Length 6.35", Width 3.17", Area 20.16"  Mass
                                 25.6 ton  KB -8
50    STR     0     50      19-   HTH Damage 10d6  END [5]
15    DEX    15     15      12-   OCV 5 DCV 0
18    BODY    0     18      13-
3    SPD     5      3            Phases:  4, 8, 12
6    RUN     0     6"            END [0]
0    SWIM   -2     0"            END [0]
0    LEAP    0     0"            0" forward, 0" upward
[b]CHA Cost: 61[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
    Propulsion Systems - END=
29     [b][i]Propeller-Driven Fighter[/i][/b]: Flight 28", x8 Noncombat, 1 Continuing Fuel
      Charge lasting 6 Hours (+0), Side Effects, automatically occurs when
      Flight is in use (affects the environment in front of the vehicle; KA
      1d6 to anyone who comes into contact with the propeller; +0); Takeoff/
      Landing (-1), Stall Velocity 14" (-1/4) - END=[1 cc]

    Tactical Systems - END=
24     [b][i]Sperry-Browning "Zephyr" .30-caliber Machine Guns[/i][/b]: RKA 2d6+1, +1 Increased
      STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 500 Charges (+1); OIF
      Bulky (-1), Limited Arc Of Fire (0 degrees forward; same horizontal
      level; -1), Activation Roll 15-, Jammed (-3/4), Real Weapon (-1/4) -
      END=[500]
15     [b][i]Sperry-Browning "Zephyr" .30-caliber Machine Guns[/i][/b]: Five more Sperry-
      Browning "Zephyr" .30-caliber Machine Guns (total of 6) - END=[500]
34     [b][i]Sperry-Browning "Crusader" .60-caliber Cannons[/i][/b]: RKA 3d6+1, +1 Increased
      STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 250 Charges (+1); OIF
      Bulky (-1), Limited Arc Of Fire (0 degrees forward; same horizontal
      level; -1), Activation Roll 15-, Jammed (-3/4), Real Weapon (-1/4) -
      END=[250]
5     [b][i]Sperry-Browning "Crusader" .60-caliber Cannons[/i][/b]: Another Sperry-
      Browning "Crusader" .60-caliber Cannons (total of 2) - END=[80]
4     [b][i]Additional Cockpit Armor[/i][/b]: +3 DEF; Partial Coverage (covers 33 Hexes;
      cockpit only; -1) - END=

    Operations Systems - END=
4     [b][i]Radio[/i][/b]: Radio Perception/Transmission (Radio Group); OAF Bulky (-1 1/2),
      Affected As  Hearing Group As Well As Radio Group (-1/4) - END=0

    Personnel Systems - END=
14     [b][i]Sealed Environment[/i][/b]: Life Support  (Safe Environment: Intense Cold;
      Safe Environment: Low Pressure/Vacuum; Self-Contained Breathing) - END=0

[b]POWERS Cost: 129[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
6      +6 OCV with Multiple Power Attack using .30-caliber Machine Guns

[b]SKILLS Cost: 6[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
25     Distinctive Features:  Warplane (Not Concealable; Extreme Reaction [fear];
      Detectable By Commonly-Used Senses)

[b]DISADVANTAGES Points: 25[/b]

Base Pts: 171
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 196

 

Wasn't able to find a good image of this one online.

 

EDIT - Updated to reflect Air Pirate's gun statistics.

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Curtiss-Wright J2 Fury

 

Seem to have screwed up the editing on that last post royally. Let's try again.

 

[b]Curtiss-Wright J2 Fury - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
6    Size   30    6                Length 4", Width 2", Area 8"  Mass 6.4 ton
                                   KB -6
40    STR     0   40      17-       HTH Damage 8d6  END [4]
23    DEX    39   23      14-       OCV 8 DCV 4
16    BODY    0   16      12-
4    SPD     7    4                Phases:  3, 6, 9, 12
6    RUN     0   6"                END [0]
0    SWIM   -2   0"                END [0]
0    LEAP    0   0"                0" forward, 0" upward
[b]CHA Cost: 77[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
    Propulsion Systems - END=
39     [b][i]Propeller-Driven Fighter[/i][/b]: Flight 42", x4 Noncombat, 1 Continuing Fuel
      Charge lasting 1 Hour (+0), Side Effects, automatically occurs when
      Flight is in use (affects the environment in front of the vehicle; KA
      1d6 to anyone who comes into contact with the propeller; +0); Takeoff/
      Landing (-1), Stall Velocity 21" (-1/4) - END=[1 cc]

    Tactical Systems - END=
24     [b][i]Bruin Armaments .30-caliber Machine Guns[/i][/b]: RKA 2d6+1, +1
      Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 500 Charges
      (+1); OIF Bulky (-1), Limited Arc Of Fire (0 degrees forward; same
      horizontal level; -1), Activation Roll 15-, Jammed (-3/4), Real Weapon
      (-1/4) - END=[500]
5     [b][i]Bruin Armaments .30-caliber Machine Guns[/i][/b]: Another Bruin Armaments
      .30-caliber Machine Gun (total of 2) - END=[350]
27     [b][i]Bruin Armaments .40-caliber Machine Guns[/i][/b]: RKA 2 1/2d6, +1
      Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 500 Charges
      (+1); OIF Bulky (-1), Limited Arc Of Fire (0 degrees forward; same
      horizontal level; -1), Activation Roll 15-, Jammed (-3/4), Real Weapon
      (-1/4) - END=[500]
5     [b][i]Bruin Armaments .40-caliber Machine Guns[/i][/b]: Another Bruin Armaments
      .30-caliber Machine Guns (total of 2) - END=[250]
38     [b][i]Bruin Armaments .70-caliber "Goliath" Cannon[/i][/b]: RKA 3 1/2d6, +1
      Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 250 Charges
      (+1); OIF Bulky (-1), Limited Arc Of Fire (0 degrees forward; same
      horizontal level; -1), Activation Roll 15-, Jammed (-3/4), Real Weapon
      (-1/4) - END=[250]

    Operations Systems - END=
4     [b][i]Radio[/i][/b]: Radio Perception/Transmission (Radio Group); OAF Bulky (-1 1/2),
      Affected As  Hearing Group As Well As Radio Group (-1/4) - END=0

    Personnel Systems - END=
14     [b][i]Sealed Environment[/i][/b]: Life Support  (Safe Environment: Intense Cold;
      Safe Environment: Low Pressure/Vacuum; Self-Contained Breathing) - END=0

[b]POWERS Cost: 156[/b]

[b][u]Cost[/u]   [u]SKILLS[/u][/b]
2      +1 with Flight

[b]SKILLS Cost: 2[/b]


[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
25     Distinctive Features:  Warplane (Not Concealable; Extreme Reaction [fear];
      Detectable By Commonly-Used Senses)

[b]DISADVANTAGES Points: 25[/b]

Base Pts: 210
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 235

 

I like the image of this plane, though I would have put the prop in the back - I get the feeling the prop would provide "shadow" for targets.

 

Something phallic about this plane, anyway... :D

 

EDIT - Changed the weapons to reflect Air Pirate's weapon statistics.

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Re: Crimson Skies Plane Conversion

 

Dave Sering built a crimson skies scale zeppelin thats shown up at cons, I'm not sure if its still intact, I can ask dave about that, i know the basic hull form involved a couple of 2 liter soda bottles and a brass tube running through the center, it wasnt exactly small even at this scale, they used a small camera tripod for a stand, I will at least see if there are pictures of it I can post

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Re: Crimson Skies Plane Conversion

 

AlHazred in his rash folly wrote:

 

42 Bruin Armaments .70-caliber "Goliath" Cannon: RKA 4d6+1, +1

Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 50

Charges (+1/2); OIF Bulky (-1), Activation Roll 15-, Jammed (-3/4), Limited Arc Of Fire (180 degrees; same horizontal level; -1/2), Real Weapon (-1/4) - END=[50]

 

Uhmm Alhazred, buddy, have you considered what this bad boy is going to do its target? I mean against another plane, you probably not going to land more than one hit. BUT think whats going to happen when you go up against a zeppelin with a DCV of -12! That means on a decent to-hit roll, you are going to get 2 to 4 hits. On a decent damage roll, you are going to do around 15 BODY. If you give a civilian zep a 4 DEF and 29 BODY (looking at PULP HERO), thats means a single attack will do 22 to 44 BODY points of damage!:eek:

 

Pirate Leader: ". . ."

 

Pirate 1: "Oops! Oka-ay ... " "Sorry boss ... hey! I sure the gold shipment survived ... down there ... somewhere?":D

 

Actually a 15 BODY hit on the any of the planes above will not leave it very flyable. Might I suggest tweaking it a little? Like reducing it to 3-1/2 d6 RKA.

 

Something phallic about this plane' date=' anyway... :D[/quote']

You think? :rolleyes:

 

 

"You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?"

 

"Forgive us, we're doctors."

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Re: Crimson Skies Plane Conversion

 

"I don't make the news, son, I just report it!"

 

:D

 

Once again, I have none of the books, and have never played the game. I have no idea if these weapons are accurate or not to the game; I only go by what it says on the site.

 

FWIW, guns listed as "Cannons" in the UV and HSVS are all autofire (well, in the 20th century anyway) - if this is a single-shot gun, let me know and I'll change the writeup.

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Re: Crimson Skies Plane Conversion

 

AlHazred in his rash folly wrote:

 

42 Bruin Armaments .70-caliber "Goliath" Cannon: RKA 4d6+1, +1

Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 50

Charges (+1/2); OIF Bulky (-1), Activation Roll 15-, Jammed (-3/4), Limited Arc Of Fire (180 degrees; same horizontal level; -1/2), Real Weapon (-1/4) - END=[50]

 

Uhmm Alhazred, buddy, have you considered what this bad boy is going to do its target? I mean against another plane, you probably not going to land more than one hit. BUT think whats going to happen when you go up against a zeppelin with a DCV of -12! That means on a decent to-hit roll, you are going to get 2 to 4 hits. On a decent damage roll, you are going to do around 15 BODY. If you give a civilian zep a 4 DEF and 29 BODY (looking at PULP HERO), thats means a single attack will do 22 to 44 BODY points of damage!:eek:

 

Pirate Leader: ". . ."

 

Pirate 1: "Oops! Oka-ay ... " "Sorry boss ... hey! I sure the gold shipment survived ... down there ... somewhere?":D

 

Actually a 15 BODY hit on the any of the planes above will not leave it very flyable. Might I suggest tweaking it a little? Like reducing it to 3-1/2 d6 RKA.

 

 

You think? :rolleyes:

 

 

"You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?"

 

"Forgive us, we're doctors."

 

 

Welcome to the flaws in using the "normal" baseline vehicle combat rules. The problem can be worked around.

Damage reductionfor the Zepplin is a good start (as we see in the sample Zepplin posted above).

Another thought that I've had is somehow trying to figure out a way of building the seperate gas cells as some sort of Focus, related to lifting power or flight, and then apply the equipment doubling rules to make as many of them as you want to give the lift you desire... thus making only the "useable" parts of the Zepplin the actual vehicle and the big bag o' gas just a bunch of connected Foci... thus requiring them to be blown apart seperately.

 

And for something completely different...

I see from the site that most of these planes also carry ordinance hardpoints and the setting has a wide array of pulp science rockets and the like. We should tackle that aspect of the CS planes too. Hardpoints are a system bugaboo for me. I'm thinking that the best way to do them is to them as a VPP, with a focus limit on the control (and Side effects, most likely... Carrying ordinance on exposed hardpoints increases both weight and drag, decreasing top speed and turing radius). Additional hardpoints could be added via aforementioned Equipment doubling rules.

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Re: Crimson Skies Plane Conversion

 

Alhazred wrote:

 

I don't make the news, son, I just report it!"

Don't get me wrong, I think that your writeups for the Brigand, Avenger and the Fury are pretty good for being "off the cuff". And no, there's nothing wrong with your memory, the Goliath is an autocannon. Its just I have had painful, painful experiences with large killing attacks ... makes a fellow sensitive, you know? :)

 

This site has some really good images of the various planes.

Wow, I wish I could read french. this site looks very interesting.

 

AmadanNaBriona wrote:

 

Welcome to the flaws in using the "normal" baseline vehicle combat rules.

:snicker:

 

Another thought that I've had is somehow trying to figure out a way of building the seperate gas cells as some sort of Focus' date=' related to lifting power or flight[/quote']

I was attempting something like this when I was designing the Akron above. I made the hull starting size equal to size category 11 and adding the envelope to increase it to size 21. but your idea with using focuses sounds better.

 

 

And for something completely different...

I thinking, as this was for some type of PULP HERO campaign, of just using some sort of hardpoints rule, basing it of of the vehicle Size and STR.

 

And now for something completely different again, whic version of Crimson Skies is your favorite? The original board game, Wizkids clickables, the one for the PC or the one for the X-box? for me its the original board game and it simultaneous movement-orders system.

 

 

"You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?"

 

"Forgive us, we're doctors."

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Re: Crimson Skies Plane Conversion

 

Here are my thoughts on basic aircraft weapons for Crimson Skies. I basing the levels of damage on the guns listed the Hero System, Pulp Hero and Ultimate Vehicle books, plus my tattered copy of Crimson Skies and Behind The Crimson Veil supplement.

 

Heres the basic write-up:

 

.30-caliber Machine Gun: RKA 2d6+1, +1 Increased STUN Multiplier (+1/4), Autofire (up to 5 shots; +1/2), 500 Charges (+1); OIF Bulky (-1), Activation Roll 15-; Jammed (-3/4), Real Weapon (-1/4), Limited Arc Of Fire (0 degrees forward; same horizontal level; -1). A/R Cost: 96/24

 

and here are the guns themselves

 

GUNS               OCV  RMOD     DAMAGE    STUNx     AF    Shots    A/R Cost
.30-caliber MG     +0    +0      2d6+1      +1       5      500       96/24
.40-caliber MG     +0    +0      2 1/2d6    +1       5      500      110/27
.50-caliber AC     +0    +0      3d6        +1       5      250      124/31
.60-caliber AC     +0    +0      3d6+1      +1       5      250      137/34
.70-caliber AC     +0    +0      3 1/2d6    +1       5      250      151/38

(MG = machine gun, AC = autocannon, AF = Autofire).

 

I've believe OCV bonuses should come from the gunsights and I haven't decide on the Range modifier yet (maybe +4?). The 31/2d6 RKA I set for the .70-caliber really isn't much better solution for the 4d6 Alhazred posted in his version but it helps.

 

Another thing I noticed is that the machine guns in Pulp Hero has an Autofire of 8. I haven't decided if this is a good idea or no for CS.

 

Now all I need to do now is stat out the Armor-piercing, Dum-dum and Magnesium ammo. for this guns and then I can move onto the rockets!

 

==============================================

 

"You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?"

 

"Forgive us, we're doctors."

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McDonnell S2B Kestrel

 

[b]McDonnell S2B Kestrel - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
[font=Courier New]  8    Size   40    8             Length 6.35", Width 3.17", Area 20.16"  Mass
                                25.6 ton  KB -8
[/font]50    STR      0   50      19-       HTH Damage 10d6  END [5]
16    DEX     18   16      12-       OCV 5 DCV 0
18    BODY     0   18      13-
2    SPD      0    2                Phases:  6, 12
6    RUN      0   6"                END [0]
0    SWIM    -2   0"                END [0]
0    LEAP     0   0"                0" forward, 0" upward
[b]CHA Cost: 59[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
    Propulsion Systems - END=
33     [b][i]Propeller-Driven Fighter[/i][/b]: Flight 28", x8 Noncombat, 1 Continuing Fuel
      Charge lasting 3 Hours (+0), Side Effects, automatically occurs when
      Flight is in use (affects the environment in front of the vehicle; KA
      1d6 to anyone who comes into contact with the propeller; +0), Combat
      Acceleration/Deceleration (+1/4); Takeoff/Landing (-1), Stall Velocity
      14" (-1/4), Limited Maneuverability Only 2 turns per Phase at Combat
      speed; only 1 turn per Phase at Noncombat speed (-1/4) - END=[1 cc]

    Tactical Systems - END=
29     [b][i]Sperry-Browning "Zephyr" .30-caliber Machine Guns[/i][/b]: RKA 2d6+1, +1
      Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 500 Charges
      (+1); OIF Bulky (-1), Activation Roll 15-, Jammed (-3/4), Real Weapon
      (-1/4), Limited Arc Of Fire (180 degrees behind; can't fire beneath
      plane; -1/4) - END=[500]
5     [b][i]Sperry-Browning "Zephyr" .30-caliber Machine Guns[/i][/b]: Another Sperry-
      Browning "Zephyr" .30-caliber Machine Gun (total of 2) - END=[500]
27     [b][i]Sperry-Browning "Gatekeeper" .40-caliber Machine Guns[/i][/b]: RKA 2 1/2d6,
      +1 Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 500 Charges
      (+1); OIF Bulky (-1), Limited Arc Of Fire (0 degrees forward; same
      horizontal level; -1), Activation Roll 15-, Jammed (-3/4), Real Weapon
      (-1/4) - END=[500]
5     [b][i]Sperry-Browning "Gatekeeper" .40-caliber Machine Guns[/i][/b]: Another
      Sperry-Browning "Gatekeeper" .40-caliber Machine Gun (total of 2) -
      END=[500]
34     [b][i]McDonnell "Bullfrog" .60-caliber Cannons[/i][/b]: RKA 3d6+1, +1
      Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 250 Charges
      (+1); OIF Bulky (-1), Limited Arc Of Fire (0 degrees forward; same
      horizontal level; -1), Activation Roll 15-, Jammed (-3/4), Real Weapon
      (-1/4) - END=[250]
10     [b][i]McDonnell "Bullfrog" .60-caliber Cannons[/i][/b]: Two more McDonnell
      "Bullfrog" .60-caliber Cannons (total of 3) - END=[500]

    Operations Systems - END=
4     [b][i]Radio[/i][/b]: Radio Perception/Transmission (Radio Group); OAF Bulky (-1 1/2),
      Affected As  Hearing Group As Well As Radio Group (-1/4) - END=0

    Personnel Systems - END=
14     [b][i]Sealed Environment[/i][/b]: Life Support  (Safe Environment: Intense Cold;
      Safe Environment: Low Pressure/Vacuum; Self-Contained Breathing) - END=0

[b]POWERS Cost: 161[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
25     Distinctive Features:  Warplane (Not Concealable; Extreme Reaction [fear];
      Detectable By Commonly-Used Senses)

[b]DISADVANTAGES Points: 25[/b]

Base Pts: 195
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 220

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Curtiss-Wright P2 Warhawk

 

[b]Curtiss-Wright P2 Warhawk - [/b]

[b][u]VAL[/u]   [u]CHA[/u]   [u]Cost[/u]   [u]Total[/u]   [u]Roll[/u]      [u]Notes[/u][/b]
7    Size   35    7             Length 5.04", Width 2.52", Area 12.7"  Mass
                                12.8 ton  KB -7
45    STR     0   45      18-    HTH Damage 9d6  END [4]
17    DEX    21   17      12-    OCV 6 DCV 2
17    BODY    0   17      12-
3    SPD     3    3             Phases:  4, 8, 12
6    RUN     0   6"             END [0]
0    SWIM   -2   0"             END [0]
0    LEAP    0   0"             0" forward, 0" upward
[b]CHA Cost: 60[/b]

[b][u]Cost[/u]   [u]POWERS[/u][/b]
    Propulsion Systems - END=
22     [b][i]Propeller-Driven Fighter[/i][/b]: Flight 22", x8 Noncombat, 1 Continuing Fuel
      Charge lasting 4 Hours (+0), Side Effects, automatically occurs when
      Flight is in use (affects the environment in front of the vehicle; KA
      1d6 to anyone who comes into contact with the propeller; +0); Takeoff/
      Landing (-1), Stall Velocity 11" (-1/4), Limited Maneuverability Only
      2 turns per Phase at Combat speed; only 1 turn per Phase at Noncombat
      speed (-1/4) - END=[1 cc]

    Tactical Systems - END=
34     [b][i]Sperry-Browning "Crusader" .60-caliber Cannons[/i][/b]: RKA 3d6+1, +1
      Increased STUN Multiplier (+1/4), Autofire (5 shots; +1/2), 250 Charges
      (+1); OIF Bulky (-1), Limited Arc Of Fire (0 degrees forward; same
      horizontal level; -1), Activation Roll 15-, Jammed (-3/4), Real Weapon
      (-1/4) - END=[250]
10     [b][i]Sperry-Browning "Crusader" .60-caliber Cannons[/i][/b]: Three more Sperry-
      Browning "Crusader" .60-caliber Cannons (total of 4) - END=[500]
59     [b][i]500-Pound Bombs[/i][/b]: RKA 7d6, Explosion (-1 DC/4"; +1 1/4); OIF Bulky
      (bomb launcher; -1), 6 Charges (-3/4), Dropped (-1/2), Real Weapon
      (-1/4), Reduced Penetration (-1/4), Side Effects (-2 to Control Roll
      and -4" Flight, no longer applies once charges are expended; -1/4) -
      END=[6]

    Operations Systems - END=
4     [b][i]Radio[/i][/b]: Radio Perception/Transmission (Radio Group); OAF Bulky
      (-1 1/2), Affected As  Hearing Group As Well As Radio Group (-1/4) -
      END=0

    Personnel Systems - END=
14     [b][i]Sealed Environment[/i][/b]: Life Support  (Safe Environment: Intense Cold;
      Safe Environment: Low Pressure/Vacuum; Self-Contained Breathing) - END=0

[b]POWERS Cost: 143[/b]

[b][u]Value[/u]  [u]DISADVANTAGES[/u][/b]
25     Distinctive Features:  Warplane (Not Concealable; Extreme Reaction
      [fear]; Detectable By Commonly-Used Senses)

[b]DISADVANTAGES Points: 25[/b]

Base Pts: 178
Exp Required: 0
Total Exp Available: 0
Exp Unspent: 0
Total Character Cost: 203

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Re: Crimson Skies Plane Conversion

 

Hmmmmm....

Might I suggest completely and utterly ignoring the Bomb stats from TUV?

A 3d6 killing explosion is an insulting write up for even a WW2 era 500 lb bomb.

The US AN-M64 General Purpose bomb carried 262 lbs of high explosives in its shell. Assuming, for the moment, that the explosive in question is standard TNT or one of its variants, just the explosive charge, according to DC would work out to...

 

let's see.....

.45 kg equals 1 pound...

TNT starts with a 12d6 Normal Explosion for 1 lb, +1d6 per pound...

well, THAT gives us 273d6 normal explosion... that doesn't sound quite right...

 

 

maybe we go exponential?

12d6 +1d6 per doubling of the charge weight?

21d6 Normal explosion?

Much closer. The extra 238 pounds worth of steel casing should warrant making the damage Killing.

7d6 Killing Explosion. Not bad. Probably Reduced Penetration, but with a couple levels of extra area for the explosion. depending on the maximum altitude you want to be able to drop it from, it might want for Increased Maximum Range as well, but I'm not totally sure its needed (As a GM, I'd let the bomb keep falling past its Max range, just with NO chance of directly hitting the target... automatic deviation)

 

Something like this perhaps...

7d6 RKA, Explosion (-1 DC/4") (+1) (210 active)

OAF Expendable(-1 3/4), Reduced Penetration (-1/4), Dropped Weapon (-1/2) 0 degree arc of fire (-3/4) 1 Charge (-2)

Minor Side Effects (-1/4: reduced maneuverablity and top speed, no longer applies onces charges are expended)

Total limits: -5 1/2 210 AP/ 6.5 =32

32 real points.

Increase bombload via Equipmemt doubling rules to allow them to be dropped in quantities using MPA rules.

 

That shows the ole 500 pounder some respect.

 

These things sink warships, destroy buildings, and leave pretty good sized craters. They deserve to do more damage than a 50 cal.

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