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Air Pirate

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Everything posted by Air Pirate

  1. Re: Empire Club map. Have you checked out the Explorers Club website? I believe it was one of the inspirations used by Mr. Allston for his Empire Club. x (edit to correct typos because I was too lazy to proof-read the first time.)
  2. Re: Hero System for Horror gaming Have you seen the movie Van Helsing? Cheesy. Over the top. But I think that movie defines what a Horror Hero game can be.
  3. Re: Espionage I'm afraid there not much out there for premade adventures at the moment.The spy gengre is not that popular at this time. I would definately suggest checking out Dark Champions. It's has a lot of good ideas for an espionage game. I would suggest checking the Spycraft website for published adventures as they are the latest entry in the espionage RPG category. Other than that you could try the Millenium's End and Modus Operandi websites. they have lots of stuff you can easily convert. For out-of-print stuff, I would look for modules for TSR's Top secret and Top Secret/SI games from the 1980s and 1990s. Also Hero Games' Danger International is a good source book. It was 3rd editions rules and also currently OOP. Other than that, you're on your own I'm afraid. Good luck.
  4. Re: In honor of PotC: Dead Man's Chest.... Dunno. I hope they explain it all in the third movie. But peeoples in this movies don't seem to die very easy or stay dead. Look at Barbossa. (How can you tell its a Disney movie?) Well, they are undead creatures of the sea... Since this only happens once, I think this a power that only Davy Jones has. What I want to know is what type of undead are they? For the most part they seem to be animated corpes, but with that teleporting certainly makes them more ghost-like. Probably yes. I think the Summoner on his ship would be to call the Kraken, no matter how far away it is. But Once it is close enough, Davy Jones can use his power. Then again that capstan could his only focus to control the beast. Remember the scene where Will first meets Davy Jones, aboard that wrecked ship? Where one sailer refused to join Davy Jones' crew and was thrown overboard? You have to accept the curse willingly. That pact would make for the basis of a very powerful binding and your mystic may have to defeat Davy Jones himself to break it (or get him to release the bound soul, anyway). IMHO anyway.
  5. Re: U-Boat Deck Plan Nice!. But that whole site is a great resource. I would rep you if I could.
  6. Re: In honor of PotC: Dead Man's Chest.... LOL. I think you sank that line of reasoning with the word "working". The only exercise I saw Jack do in these two movies was a lot of running and lifting a bottle of rum. But I see what you mean. That's what I was thinking, perhaps the phrase "That Got To Be The Greatest Pirate I've Ever Seen" would be more appropiate. Yeah, and you would also have to add Increased Range (how much to be able to sense the entire world) and Extra-Dimensional, may-be (to find those islands that like to remain lost). Anyway these are all minor quibbles. It's still all a very good build. Being too lazy to do it myself, I can wait to see your version of Will, Elizabeth and hopefully, old Davy Jones himself? And speaking of islands. What was that fog-shrouded island with the fortress Jack escape from in the beginning of the film?
  7. Re: In honor of PotC: Dead Man's Chest.... I agree - a very good build. I would only question giving Jack a 15 STR. He does not look like he should be lifting 200 kg. easily. Perhaps an 11-13 STR would be more appropiate? Jack Sparrow seems to me to be more of a lover than a fighter - lover of rum, gold, women,... Now Will Turner being a swordsmith all those years would have a STR 15... "Not Impossible, Merely Improbable..." I think this would be due more to luck (3D6 Luck?) than skill. I consulted my hero books and came up with these stats for his weapons. Flintlock pistol: 1D6+1 RKA, Increase Stun Modifier (+1; +1/4), +0 OCV, -1 Range Modifier (Active Cost: 19); OAF (-1), Real Weapon (-1/4), STR Min 10 - Cannot Add/Subtract Damage (-1), 1 Shot (-2). Total Cost: 4. The pistol given to Jack by Barbosa is one of the smaller caliber pistols. It looks to be about .40 caliber. Something in the .45-.50 caliber range would have 1 1/2D6 (based on the Colt .45 in FRED). It has only one shot because the promised Jack has made. Otherwise I'd give it 10 shots (-1/4) and Extra Time (9 phases to reload; -1 1/4). And here's his sword. I don't think what he uses is a cutlass. Small Sword: 1D6 HKA, +0 OCV, Ranged (can be thrown; +1/2), Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Range Based On STR (-1/4), STR Minimum 10 (-1/2), Real Weapon (-1/4). Total Cost: 10 points. Now, how would you write up a compass that "points to your heart's desire"?
  8. Re: High Plains Hero With Hero System, I would definitely go cinematic. Sort of along the lines of a John Wayne western or Young Guns. Not wanting to hi-jack (and please let me know, I will remove the following), but this thread is reminding me of a scene in an old western movie I saw a long time ago. For the life of me I cannot remember much about it, except for this scene. It involves a gang of three (outlaws? saddle bums?). One of them has had a case of the clap , and so his companions takes him to local doctor for treatment. They reassure the character that he needs is "a little white pill". Anyway, the patient is ushered into the doctor office and is told to drop his pants. The patient ask "what for? what does this have to do with the a little white pill?" The doctor pulls a long heated silver wire from a stove and informs him that you cure the clap the same way you got it! Switch to a scene of the outside of the doctor's office where one of his buddies is waiting for him. Theres an agonized scream and he staggers out a few moments later and decks his buddie. Does anyone remember this movie and it's name?
  9. Re: Pulp Hero Resources Here a nice page! It has a series of bird's eye view maps of American towns and cities from the 1860s to 1920s. http://memory.loc.gov/ammem/pmhtml/panhome.html It's from the Library Of Congress's American Memory site. a great site in itself, full photographs and the like. I been wandering around here for over a week and still making cool discoveries like this! (I feel like I'm wandering around that government warehouse at the end of Raiders of The Lost Ark)
  10. Re: Victorian Hero Resources It's amazing what you find, when you are not even looking for it Anyway here's some nice information if you're basing your campaign in New York City: Lower Eastside Tenement Museum There's also a lot of great material here for a Pulp Hero, Dark Champions, or street-level Champions campaign.
  11. Re: 600 Ton subsidized liner book Cool. thank's for the info. Got you own 600 ton liner now, eh? ... ARGH! THERE'S PIRATING TO BE DONE! Also, isn't 600 tons about the size of the ship Jack Denton and crew used to find Skull island? Now there's an idea for a one-shot adventure. Set course for the planet of the giant space apes!
  12. Re: Pulp Hero Resources It's amazing what you find, when you are not even looking for it (But man, try searching the internet for something you need right away! ) Anyway here's some nice information if you're basing your gangbusters campaign in New York City: Lower East Side Tenement Museum There's also a lot of great material for a Victorian Hero, Dark Champions, or street-level Champions campaign.
  13. Re: Star Fleet Battles Well, let's see, the boardgame for Traveller was called Mayday, not a bad little game using a two-dimensional vector movement, good for 2-4 ship battles but the keeping track of movement got a tad intensive when you had a fleet of ships firing missiles at each other Then there was Battle Lances and Battle Riders for Traveler, the New Era (never played them). Finally there was an old SPI game ... Delta Vee? (I think?) I really like the space combat system for Knighthawks, Simple, clean, and fun, just right for a Space Operic-style game.
  14. 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!
  15. 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!
  16. Re: Crimson Skies Plane Conversion
  17. 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."
  18. Re: Crimson Skies Plane Conversion 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. 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."
  19. 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."
  20. Re: Crimson Skies Plane Conversion 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? Wow, I wish I could read french. this site looks very interesting. 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."
  21. 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! 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.
  22. 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
  23. Re: Swashbucklers & Sorcery Also don't forget Pirates, from I.C.E. (now OOP), a pirates sourcebook for Hero System, third edition and Rolemaster. Lots of good stuff there.
  24. Re: Zeppelin versus Pterodactyls Don't be too sure. German zeppelins had one or two machine-gun nests on top to protect from enemy fighters. The US Akron and Macon mention earlier, were designed to mount seven machine guns. two in the command car, two in the bottom rudder, and one in the bow and two along the top spine.
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