KawangaKid Posted March 20, 2006 Author Report Share Posted March 20, 2006 Re: Crimson Skies Plane Conversion I can see a weapons table slowly developing here too! Is there any other resource for flight manuevers? I'm currently examining this link to determine the effects of the maneuvers both on combat and on the individual characters... Quote Link to comment Share on other sites More sharing options...
AlHazred Posted March 20, 2006 Report Share Posted March 20, 2006 Re: Crimson Skies Plane Conversion Fixed based on AmadanNaBriona's suggestion. Quote Link to comment Share on other sites More sharing options...
AmadanNaBriona Posted March 20, 2006 Report Share Posted March 20, 2006 Re: Crimson Skies Plane Conversion I can see a weapons table slowly developing here too! Is there any other resource for flight manuevers? I'm currently examining this link to determine the effects of the maneuvers both on combat and on the individual characters... Cool site! Quote Link to comment Share on other sites More sharing options...
AlHazred Posted March 20, 2006 Report Share Posted March 20, 2006 Ravenscroft Coyote [b]Ravenscroft Coyote - [/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] 20 DEX 30 20 13- OCV 7 DCV 3 17 BODY 0 17 12- 4 SPD 10 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: 76[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] Propulsion Systems - END= 23 [b][i]Propeller-Driven Fighter[/i][/b]: Flight 21", 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) - END=[1 cc] Tactical Systems - END= 38 [b][i]Durango Arms .70-caliber Cannons[/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] 5 [b][i]Durango Arms .70-caliber Cannons[/i][/b]: Another Durango Arms .70- caliber Cannon (total of 2) - END=[250] 27 [b][i]Durango Arms .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] 10 [b][i]Durango Arms .40-caliber Machine Guns[/i][/b]: Three more Durango Arms .40-caliber Machine Guns (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: 121[/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: 197 These are starting to look somewhat similar. Part of the problem is that I have nothing to go by for details on handling; I can pick out references to "poor maneuverability" and such in the descriptions, and try to modify the DEX and SPD based on those, but I'd normally prefer to have the original game's statistics to go by for reference. Quote Link to comment Share on other sites More sharing options...
AlHazred Posted March 20, 2006 Report Share Posted March 20, 2006 Re: Crimson Skies Plane Conversion Another idea I've had is to convert the vehicles from Gear Krieg into Hero System terms. I can think of a number of interesting Crimson Skies/Gear Krieg crossover scenarios. Quote Link to comment Share on other sites More sharing options...
KawangaKid Posted March 20, 2006 Author Report Share Posted March 20, 2006 Re: Crimson Skies Plane Conversion Another idea I've had is to convert the vehicles from Gear Krieg into Hero System terms. I can think of a number of interesting Crimson Skies/Gear Krieg crossover scenarios. Excellent Idea! Quote Link to comment Share on other sites More sharing options...
Air Pirate Posted March 20, 2006 Report Share Posted March 20, 2006 Re: Crimson Skies Plane Conversion I can see a weapons table slowly developing here too! Is there any other resource for flight manuevers? I'm currently examining this link to determine the effects of the maneuvers both on combat and on the individual characters... You mean like this? AlHazred, definitely like your plane designs, You made me make some definite changes in mine, so I'm gonna return the favor. 1) Size (this is just my opinion), I think the planes should be Size Class 6 or 7, with the Valiant maybe being Size 5 and the Vampire maybe being Size 8. The Ultimate Vehicles book lists the A6M Zero fighter as being Size 6. Also according to my source material, the loaded weight of the planes in Crimson Skies being from 5,750 lb. (Valiant) to 13,250 lb. (Vampire). 2) I would probably drop Sealed Environment as a standard feature. It ruins the picture I have in my mind of pilots dressed in furlined leather jackets and wearing oxygen masks (watched too many old World War II movies, I guess). 3) Finally, you've been missing one important piece of equipment! here you go: Zeppelin Gear: 35 STR Clinging; OAF Bulky (-1½), Limited: (Only Usable on Zeppelin Hook; -1); A/R Cost 12/3. These are starting to look somewhat similar. Part of the problem is that I have nothing to go by for details on handling; I can pick out references to "poor maneuverability" and such in the descriptions' date=' and try to modify the DEX and SPD based on those, but I'd normally prefer to have the original game's statistics to go by for reference.[/quote'] I know what you mean. I'm using the board game as my source material. In translating to Ulimate Vehicles, a lot of flavor is lost. Plus, in the board game supplement Behind The Crimson Veil, there a list of optional special characteristics you can give your planes like Superior or Inferior Engine, Heavy Stick, Poor Landing Gear, etc. that I'm also trying to work in. See my next posting for the Valiant I've been working on. Another idea I've had is to convert the vehicles from Gear Krieg into Hero System terms. I can think of a number of interesting Crimson Skies/Gear Krieg crossover scenarios. Interesting idea. Crimson Skies is set in 1937 and Gears Krieg is set in the 1940s. Definitely would make for two different flavors of Pulp Hero campaigns. ============================================== "You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?" "Forgive us, we're doctors." Quote Link to comment Share on other sites More sharing options...
Air Pirate Posted March 20, 2006 Report Share Posted March 20, 2006 Re: Crimson Skies Plane Conversion Here we go: [font=Fixedsys]BELL VALIANT MK II (2nd Draft)[/font] [font=Fixedsys]VAL CHAR COST NOTES 5 Size 25 3.2" x 1.6"; 2.6 ton; -5 KB; -3 DCV 25 STR -10 Lift 800 kg; 5d6 HTH [0] 15 DEX 15 OCV: 5/DCV: 5 15 BODY 0 4 DEF 6 3 SPD 5 Phases: 4, 8, 12 [/font] [font=Fixedsys]TOTAL CHARACTERISTIC COST: 41[/font] [font=Fixedsys]MOVEMENT: Ground: 6"/48" Flight: 33"/264" (300 mph/480 kph)[/font] [font=Fixedsys]ABILITIES & EQUIPMENT COST POWERS END PROPULSION SYSTEMS 30 Propeller-Driven Fighter: Flight 33" x8 Noncombat; 1 Continuing Fuel Charge (easily-obtained fuel; 2 Hours; -0), Side Effects (KA 1d6 to anyone who comes into contact with the propeller, automatically occurs when flight is in use, only effects environment in front of vehicle; -1/4), Stall Velocity (14"; -1/4), Takeoff/Landing (-1) [1cc] 10 Running, x8 Non-combat Move -2 Can Only Fly: Swimming (-2") (0" total) TACTICAL SYSTEMS 30 Springfield Mark IV .30-caliber Machine Gun: RKA 2d6+1, STUN Mod +1 (+1/4), Autofire (5 shots; +1/2), 500 Charges (+1); OIF Bulky [/font] [font=Fixedsys] (-1), Real Weapon (-1/4), Limited Arc Of [/font] [font=Fixedsys] Fire (0 degrees forward, same horizontal [/font] [font=Fixedsys] level; -1) [500] 15 Springfield Mark IV .30-caliber Machine Gun: five more (for a total of 6) [500] OPERATIONS SYSTEMS 4 Radio: Radio Perception/Transmission (Radio Group); OIF Bulky (-1), Affected As Hearing As Well As Radio Group (-1/4) 3 Zeppelin Gear: 35 STR Clinging; OAF Bulky (-1 1/2), Limited: (Only Usable on Zeppelin[/font] [font=Fixedsys] Hook; -1)[/font] [font=Fixedsys]SKILLS 4 Highly Maneuverable: +2 with Flight 10 Gunsight: +2 Skill Level with Forward-[/font] [font=Fixedsys] firing Weapons[/font] [font=Fixedsys]TOTAL ABILITIES & EQUIPMENT COST: 104 TOTAL VEHICLE COST: 145[/font] [font=Fixedsys]VEHICLE DISADVANTAGES 25 Distinctive Features: Warplane (Not Con- cealable; Causes Extreme Reaction [fear]) 10 Physical Limitation: Pusher Propeller (-2 with Landing/Take-off Rolls)[/font] [font=Fixedsys]TOTAL DISADVANTAGE POINTS: 35 [/font][font=Fixedsys]TOTAL COST: 110/5 = 22[/font] So which ones are we still missing? And back on a previous topic, I think it would be a good idea to create some frameworks to work with. So here are my suggestions for vehicle sizes Valiant. SIZ 5 3.2"x1.6" 2.5 ton DCV -3 STR 35 -5 KB 15 BODY 25 pt. Avenger, Bloodhawk, Devastator, Defender, Fury. SIZ 6 4"x2" 3.0 ton DCV -4 STR 40 -6 KB 16 BODY 30 pt. Brigand, Coyote, Firebrand, Kestrel, Peacemaker, Raven. SIZ 7 5"x2.5" 5.0 ton DCV -4 STR 45 -7 KB 17 BODY 35 pt. Warhawk, Vampire. SIZ 8 6.4"x3.2" 6.0 ton DCV -5 STR 50 -8 KB 18 BODY 40 pt. Airship SIZ 18 64"x32" 75 ton DCV -12 STR 100 -18KB 28 BODY 90 pt. Small Zeppelin SIZ 19 80"x40" 85 ton DCV -12 STR 105 -19KB 29 BODY 95 pt. Medium Zeppelin SIZ 20 100"x50" 100 ton DCV -13 STR 110 -20KB 30 BODY 100 pt. Large Zeppelin SIZ 21 125"x64" 120 ton DCV -14 STR 115 -21KB 31 BODY 105 pt. In general, I reduced the listed mass for these size classes approximately by half for no points and in general buy off 10 points of STR to better represent airplanes masses and maximum payloads respectively. For airships, reduce mass by approximately by an order of 100 to 1000 and buy off 50-60 points of STR for their payloads. Any thoughts? ============================================== "You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?" "Forgive us, we're doctors." Quote Link to comment Share on other sites More sharing options...
AlHazred Posted March 20, 2006 Report Share Posted March 20, 2006 Re: Crimson Skies Plane Conversion Mass is not necessarily based on Size characteristic, according to UV. Quote Link to comment Share on other sites More sharing options...
Captain Obvious Posted March 23, 2006 Report Share Posted March 23, 2006 Re: Crimson Skies Plane Conversion Looks like you guys are saving me some work. I was just about to start doing this... Quote Link to comment Share on other sites More sharing options...
AmadanNaBriona Posted March 23, 2006 Report Share Posted March 23, 2006 Re: Crimson Skies Plane Conversion In general, I reduced the listed mass for these size classes approximately by half for no points and in general buy off 10 points of STR to better represent airplanes masses and maximum payloads respectively. For airships, reduce mass by approximately by an order of 100 to 1000 and buy off 50-60 points of STR for their payloads. Any thoughts? I started a thread ("Ironmongers, unite!") do brainstorm construction ideas for vehicles & gear, and to banter around options. My first post included my notes for a different approach to Zeppelins. Check it out and then we can roll. Quote Link to comment Share on other sites More sharing options...
AmadanNaBriona Posted March 23, 2006 Report Share Posted March 23, 2006 Re: Crimson Skies Plane Conversion Mass is not necessarily based on Size characteristic' date=' according to UV.[/quote'] Yeah, but the dichotomy is just too vast, IMHO, when it comes to Zeppelins. There are issues involving STR damage, for instance, that end up not making much sense. Quote Link to comment Share on other sites More sharing options...
AlHazred Posted March 23, 2006 Report Share Posted March 23, 2006 Re: Crimson Skies Plane Conversion True. In certain cases ("lighter than air vehicles") they fail to work properly, being as they are based on more-or-less solid objects of homogeneous makeup. Perhaps extra Size, bought Limited (much like the Chronoportation Box in UV) to represent their extra volume? Quote Link to comment Share on other sites More sharing options...
Air Pirate Posted March 23, 2006 Report Share Posted March 23, 2006 Re: Crimson Skies Plane Conversion Yeah' date=' but the dichotomy is just too vast, IMHO, when it comes to Zeppelins...[/quote'] True, and the same problem exists when you try to build certain types of superheroes in Champions. I.e. a character who has levels in Growth, but wants to keeps his mass the same as when he normal sized. (Slightly OT mini-rant: I always felt Desolidification should have been sort of a reverse of Density Increase power. Instead of suddenly having no substance and 'ghosting' thru walls, there should have been levels in the power where you effectively have less mass, which means less weight, until you're 'floating'. One or two levels of this would have been a great power for representing Lighter-than-air ships in Utimate Vehicles.) Okay, now getting back on topic. I'm thrashing through some builds for the hardpoints weapons in Crimson Skies and I have a question for you. In going through the Ultimate Vehicles book, it makes two suggestions for creating rockets. The first is as a power (in which case I guess the best way to go, is with AmadanNaBriona's suggestion for some kind of framework like a variable power pool) The second suggestion is to create them as mini-unmanned vehicles! This suggestion I find intriguing but it adds complexity. The rockets as an attack power would be a lot more simpler IMHO. What do you guys think is the best way to go? ============================================== "You sent all the way to Chicago for ribs and sauce, but you forgot the the 'slaw?" "Forgive us, we're doctors." Quote Link to comment Share on other sites More sharing options...
Captain Obvious Posted March 23, 2006 Report Share Posted March 23, 2006 Re: Crimson Skies Plane Conversion Unguided rockets (like most of those in CS) are best represented by an attack power, possibly with a limitation to the effect that the attack takes place a segment or so after launch to account for travel time. The vehicle rules should only be used for guided missiles, IMO. Quote Link to comment Share on other sites More sharing options...
KawangaKid Posted March 24, 2006 Author Report Share Posted March 24, 2006 Re: Crimson Skies Plane Conversion Some of the Crimson Skies missiles / rockets did have some sort of guidance trickiness to them, so I guess the vehicle rules would be used for those. In the absence of a hexmap-based combat, I suppose the interception combat rules could be used as well. Quote Link to comment Share on other sites More sharing options...
AlHazred Posted March 28, 2006 Report Share Posted March 28, 2006 William and Colt Peacemaker 370 Sorry for the long wait - I had to do some work on my home game, which I'm sure everyone will agree takes precedence. Anyway, I've incorporated some of the other ideas in this thread, and encourage people who have played this game to modify my designs. Things like "Inefficient Engine" and "Poor Maneuverability" are important elements to consider for minor modifications to the designs, and I don't have any of the books to figure out what those might be. [b]William and Colt Peacemaker 370 - [/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] 16 DEX 18 16 12- OCV 5 DCV 1 21 BODY 4 21 13- 3 SPD 4 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: 62[/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 2 Hours (+0), Side Effects, automatically occurs when Flight is in use (affects the environment behind 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= 34 [b][i]Colt Industries "Cheyenne" .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]Colt Industries "Cheyenne" .60-caliber Cannons[/i][/b]: Three more Colt Industries "Cheyenne" .60-caliber Cannons (total of four) - 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: 91[/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: 128 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 153 Quote Link to comment Share on other sites More sharing options...
AlHazred Posted March 28, 2006 Report Share Posted March 28, 2006 Marquette PR-1 Defender [b]Marquette PR-1 Defender - [/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] 21 DEX 33 21 13- OCV 7 DCV 3 16 BODY 0 16 12- 4 SPD 9 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: 73[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] Propulsion Systems - END= 20 [b][i]Propeller-Driven Fighter[/i][/b]: Flight 30", 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; -1), Takeoff/Landing (-1), Stall Velocity 15" (-1/4), Activation Roll 15- (only at speeds above 26" per Phase; -1/4) - END=[1 cc] Tactical Systems - END= 31 [b][i]Czech .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] 5 [b][i]Czech .50-caliber Machine Guns[/i][/b]: Another Czech .50-caliber Machine Gun (total of two) - END=[250] 24 [b][i]Czech .30-caliber Machine Gun[/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] 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: 98[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 2 [b][i]Highly Maneuverable[/i][/b]: +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) 10 Physical Limitation: Rear-Lifting Canopy, -2 to Sight Group PER Rolls to the rear of the aircraft (Frequently, Slightly Impairing) [b]DISADVANTAGES Points: 35[/b] Base Pts: 138 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 173 Quote Link to comment Share on other sites More sharing options...
Air Pirate Posted March 31, 2006 Report Share Posted March 31, 2006 Re: Crimson Skies Plane Conversion Hello again. Sorry I haven't been able to respond till now. There was this thing called "having a life" that kept getting in the way. Anyway, here's another design to keep this tread going. This time a fighter-bomber. [font=Fixedsys]BRISTOL TYPE 140 BALMORAL VAL CHAR COST NOTES 8 Size 40 8" x 2"; 5.0 ton; -8 KB; -5 DCV 30 STR -20 Lift 1.6 ton; 6d6 HTH [0] 15 DEX 15 OCV: 5/DCV: 5 18 BODY 0 6 DEF 12 3 SPD 5 Phases: 4, 8, 12 TOTAL CHARACTERISTIC COST: 52 MOVEMENT: Ground: 6"/48" Flight: 34"/136" (152 mph/245 kph) ABILITIES & EQUIPMENT COST POWERS END PROPULSION SYSTEMS 22 Propeller-Driven Airplane: Flight 34" x4 Noncombat; 1 Continuing Fuel Charge (easily-obtained fuel; 6 Hours; -0), Side Effects (KA 1d6 to anyone who comes into contact with the propeller, automatically occurs when flight is in use, only effects environment in front of vehicle; -¼), Stall Velocity (45" (34"); -½), Does Not Work Above Altitude of 3048"; -½), Takeoff/ Landing (-1) [1cc] 10 Running, x8 Non-combat Move -2 Can Only Fly: Swimming (-2") (0" total) TACTICAL SYSTEMS 47 Sperry-Browning .70-caliber Autocannon: RKA 3½d6, STUN Mod +1 (+¼), Autofire (4 shots; +½), 250 Charges (+1); OIF Bulky (-1), Real Weapon (-¼), Limited Arc Of Fire (0 degrees forward, same horizontal level; -1) [250] 5 Sperry-Browning .70-caliber Autocannon: one more (for a total of 2) [250] 42 Sperry-Browning .60-caliber Autocannon: RKA 3d6+1, STUN Mod +1 (+¼), Autofire (5 shots; +½), 250 Charges (+1); OIF Bulky (-1), Real Weapon (-¼), Limited Arc Of Fire (0 degrees forward, same horizontal level; -1) [250] 5 Sperry-Browning .60-caliber Autocannon: one more (for a total of 2) [250] 41 Sperry-Browning .30-caliber Machine Gun: RKA 2d6+1, STUN Mod +1 (+¼), Autofire (8 shots; +1), 500 Charges (+1); OIF Bulky (-1), Real Weapon (-¼), Limited Arc Of Fire (turret: 60 degrees rearward; -½) [500] 10 Sperry-Browning .30-caliber Machine Gun: two more (firing 60 degrees forward, for a total of 3) [500] 146 Hardpoint Weapons: 125 point Variable Power Pool, OAF Bulky (-1), Can Only Be Changed At Base (-½), Limited Class of Powers - Hardpoint Weapons (-½) OPERATIONS SYSTEMS 4 Radio: Radio Perception/Transmission (Radio Group); OIF Bulky (-1), Affected As Hearing As Well As Radio Group (-¼) 3 Zeppelin Gear: 35 STR Clinging; OAF Bulky (-1½), Limited: (Only Usable on Zeppelin "Trapeze"; -1) SKILLS 10 Gunsight: +2 Skill Levels with Forward-firing Weapons 10 Bombsight: +2 Skill Levels with dropped Weapons TOTAL ABILITIES & EQUIPMENT COST: 353 TOTAL VEHICLE COST: 405 VEHICLE DISADVANTAGES 25 Distinctive Features: Warplane (Not Con- cealable; Causes Extreme Reaction [fear]) TOTAL DISADVANTAGE POINTS: 25 TOTAL COST: 380/5 = 76[/font] May a couple of overall design changes. Added hardpoint weapons as a variable power pool. Still not too happy with it. I was also always bother by how stall speeds for airplanes was way too slow (20 mph for an A6M Zero?). I gave the Balmoral a more realistic stall speed but I'm still evaluating how it will effect combat having to move at NCM. More later. ============================================== Those hard points haunt me ... haunt me! Quote Link to comment Share on other sites More sharing options...
Air Pirate Posted March 31, 2006 Report Share Posted March 31, 2006 Re: Crimson Skies Plane Conversion Great job on the Defender, Alhazred! But I still say real men don't use Sealed Environments! Actually, the only real comment I have is, according to the information I have, the Defender is suppose to suffer from a weak engine, and inferior weapons and airframe (Hard to find good workers in the Collective I guess:rolleyes:). Might I suggest some Activation rolls for a little added flavor? ============================================== Those hard points haunt me ... haunt me! Quote Link to comment Share on other sites More sharing options...
KawangaKid Posted February 7, 2007 Author Report Share Posted February 7, 2007 Re: Crimson Skies Plane Conversion I'm not too clear on what's been coming out for Crimson Skies recently, but I've been looking at what I can mine from the Ace Combat series of games for Crimson Skies. Here's a link to the Wikipedia entry. Quote Link to comment Share on other sites More sharing options...
Thia Halmades Posted February 7, 2007 Report Share Posted February 7, 2007 Re: Crimson Skies Plane Conversion the best way to simulate poor manueverability is the limited maneuverability limitation on the flight' date=' I suppose you could also give it a disadvantage concerning this[/quote'] Don't forget that many vehicles are purchase as Agile, +X with Piloting Rolls. A poorly manuevering vehicle (say, the old Wing Commander Scimitar) can pick up Neg. CSLs. Apologies if this was mentioned earlier. I would also (again, apologies if mentioned prior) skip out on the whole "Base BODY" thing and really enforce hit locations on vehicles with individual BODY based on the 5ER rules (i.e., a Wing might have 1/3rd or 1/4th the total BODY). This is something I'll be doing for vehicular combat in my own campaign, because the generic HP of vehicles drives me as bat-sh-t here as it did in d20. Quote Link to comment Share on other sites More sharing options...
Torque2100 Posted February 16, 2007 Report Share Posted February 16, 2007 Re: Crimson Skies Plane Conversion Glad to see I'm not the only person who is planning this. I just ordered the books for Hero and I already own the CS boxed set and the Airman's Gazetteer supplement (an atlas of the world, great for any Crimson Skies Role Play) Thanks for the write ups and the stats for the guns, that's going to save me some time. I'll judge the plane stats once I get to know the Hero system. Thanks again and good luck. EDIT: Stupid question removed, i should wait until the Sidekick get here. Quote Link to comment Share on other sites More sharing options...
AlHazred Posted January 28, 2009 Report Share Posted January 28, 2009 Bell Valiant Mk II Hmmm... I never posted the rest of them. [b]Bell Valiant Mk II - [/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] 23 DEX 39 23 14- OCV 8 DCV 4 18 BODY 1 18 13- 3 DEF 3 3 5 SPD 17 5 Phases: 3, 5, 8, 10, 12 6 RUN 0 6" END [0] 0 SWIM -2 0" END [0] 0 LEAP 0 0" 0" forward, 0" upward [b]CHA Cost: 93[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] Propulsion Systems - END= 38 [b][i]Propeller-Driven Fighter[/i][/b]: Flight 40", x4 Noncombat, 1 Continuing Fuel Charge lasting 1 Hour (+0), Side Effects, automatically occurs when Flight is in use (affects the environment behind the vehicle; KA 1d6 to anyone who comes into contact with the propeller; +0); Takeoff/Landing (must approach a runway at shallow 10 degree angle or risk damage or destruction; -1), Stall Velocity 20" (-1/4) - END=[1 cc] Tactical Systems - END= 24 [b][i]Springfield Mk IV .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]Springfield Mk IV .30-caliber Machine Guns[/i][/b]: Another Springfield Mk IV .30-caliber Machine Gun (total of 2) - END=[350] 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: 85[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 4 +2 with Flight [b]SKILLS Cost: 4[/b] [b][u]Value[/u] [u]DISADVANTAGES[/u][/b] 25 Distinctive Features: Warplane (Not Concealable; Extreme Reaction [fear]; Detectable By Commonly-Used Senses) 5 Physical Limitation: Limited Vision To Port And Starboard; -2 to PER Rolls to see to left and right (Infrequently, Slightly Impairing) [b]DISADVANTAGES Points: 30[/b] Base Pts: 152 Exp Required: 0 Total Exp Available: 0 Exp Unspent: 0 Total Character Cost: 182 Quote Link to comment Share on other sites More sharing options...
AlHazred Posted January 28, 2009 Report Share Posted January 28, 2009 Hughes Aviation Bloodhawk [b]Hughes Aviation Bloodhawk - [/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 50 STR 5 50 19- HTH Damage 10d6 END [5] 20 DEX 30 20 13- OCV 7 DCV 3 18 BODY 1 18 13- 3 DEF 3 3 4 SPD 10 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: 82[/b] [b][u]Cost[/u] [u]POWERS[/u][/b] Propulsion Systems - END= 24 [b][i]Propeller-Driven Fighter[/i][/b]: Flight 25", x8 Noncombat, 1 Continuing Fuel Charge lasting 1 Hour (+0), Side Effects, automatically occurs when Flight is in use (affects the environment behind the vehicle; KA 1d6 to anyone who comes into contact with the propeller; +0); Takeoff/Landing (-1), Stall Velocity 25" (-1/2) - END=[1 cc] Tactical Systems - END= 24 [b][i]Barrett Arms "Mustang" .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]Barrett Arms "Mustang" .30-caliber Machine Guns[/i][/b]: One more Barrett Arms "Mustang" .30-caliber Machine Gun (total of two) - END=[500] 27 [b][i]Barrett Arms "Ranger" .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]Barrett Arms "Ranger" .40-caliber Machine Guns[/i][/b]: One more Barrett Arms "Ranger" .40-caliber Machine Gun (total of two) - 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: 103[/b] [b][u]Cost[/u] [u]SKILLS[/u][/b] 4 +2 with Flight; Limited Use (see text; -0) [b]SKILLS Cost: 4[/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 Quote Link to comment Share on other sites More sharing options...
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