Zeppelins and Bombers Download

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Zeppelins and Bombers Download For all the fans of Crimson Skies™ 1 Introduction 4 Heavy Bombers 61 Campaign Overview 5 Base Target Number 61 Creating a Unit 6 Bomber Armor 62 Choose Unit Type 7 Turret Rules 62 Honor Level 12 Order of Fire 63 Priorities 12 Same Hex Rules 63 Unit Special Characteristics 14 Straight and Level Flying Rule 64 Roll on Starting Income Table 19 Bombing Targets 65 Decide Starting Location/Affiliation 19 Bomber Damage 65 Purchase Goods and Personnel 21 Sharing Experience 65 Fill Out the Campaign Unit Sheet 21 Crew Members 66 Fill Out the Pilot Record Sheets 22 Bombers and Cargo Planes for Campaign Play 67 Fill Out the Flight Assignments Sheet 22 Light Bombers 67 Territory Layout 22 Heavy Bombers 68 Turn Based Combat 29 Cargo Planes 68 General Turn Architecture 29 Radio Silence 68 Ending the Campaign 49 Grumman B1 Gladius 70 Between Campaigns 49 HAC Longhorn 73 Absorbing Your Enemy 49 Boeing B-16/Hawknest Aviation "Rainer" 76 Losing the Campaign 50 General Motors Festung IV 79 Conclusion 50 Lockheed Gunslinger 81 The Pilot 51 Heinkel HE-101 84 Knights of the Sky 51 Lehi Aerocorp Wasatch 86 Aces High 51 Bristol Somerset 88 Qualification 51 Columbia Design Bureau Heron 90 Riding the Silk Elevator 52 Cargo Planes 92 Wounded Pilots 53 Cargo Planes for Crimson Skies Play 92 Repatriation 53 Cargo Plane Defenses 92 Putting Her Down 53 Crew Members 92 Parade of Aces 54 Examples 94 Bombers 55 Escorts and Other Fighter Roles 94 Grounded Bombers 55 Bomber and Cargo Plane Construction Rules 96 Into the Wrong Hands 56 Constructing Heavy Aircraft 96 What to Expect 56 Choose Aircraft Type 96 The Past and Present Role of Bombers 56 Choose Weight Class 96 Conclusion 59 Choose Maximum Speed 98 Heavy Bombers For Crimson Skies Play 59 Choose Maximum G Rating 99 Light Bombers 60 Choose Maximum Acceleration 99 2 Apply Maximum Deceleration 100 DCE Seraph 131 Choose and Allocate Armor 100 Brunswick Comet Co. Badger 132 Choose Turrets and Weapons 101 Grumman Ocelot "Creeper" 133 Choose Special Characteristics 102 L.E. Aircraft F-37 Special 134 Choose Engine Total/Range 102 Huhges Aircraft Bloodhawk "E" 135 Determine Bomb Bay/Cargo Capacity 102 Zeppelins for Campaign Play 136 Allotment of Special Characteristics 103 The Zeppelin as Your Aerodrome 136 Fill Out Record Sheet 105 Zeppelin Supply Delivery 136 Bombs and Other Weapons 106 Zeppelin Movement 137 Standard Ordinance 106 Imperial Class Passenger Zeppelin 138 Zeppelins 109 Legacy Class Military Zeppelin 140 Zeppelin Introduction 109 Stonewall Class Military Zeppelin 143 Zeppelin Dreams and Reality 109 Kyritz Class Military Zeppelin 145 Competition 109 Sealth Class Military Zeppelin 148 What to Expect 110 Chicago Class Cargo Zeppelin 150 The Past and Present Role of Zeppelins 110 Ridgerunner Class Military Zeppelin 152 Variations of a Theme 112 Zeppelin Construction Rules 154 Aircraft Control System 112 Building Zeppelins 154 Conclusion 113 Choose Zeppelin Type 154 Zeppelins For Crimson Skies Play 113 Choose Zeppelin Size 155 Record Sheets 113 Set Speed/Maneuverability 156 Blimps 114 Add Gondolas 156 Small Zeppelins 115 Add Bridge 157 Medium Zeppelins 115 Choose Hanger 157 Large Zeppelins 115 Design the Cargo Hold 157 Extra Large Zeppelins 116 Choose Armor 157 Balloons 117 Choose Turrets and Weapons 158 Gameplay Components 117 Assign Zeppelin Special Characteristics 159 Anchor Points and Movement 124 Left Over Construction Points 164 The Mooring Tower and Zeppelin Hanger 126 Assign Zeppelin Crew Members 164 Boarders 126 Fill Out Record Sheet 165 Same Hex Rules 127 Record Sheets and Counters 166 Performance and Maneuverability 127 Weather Problems 127 Written and Formatted by Patrick Koepke Civilian Airships 127 Art by Fox Malcolm, Patrick Koepke , and Doc Shirmon Military Airships 128 Parasitic Fighters 128 Blackflag Nightingale 130 3 T he following is a collection of journals that outline and discuss three facets of the "modern aero- age." These are rarely talked about in such an up front and educational way. The purpose of such a collection is to educate the common man as to the rapidly changing times that we live in. It is also to give the readers an appreciation for the less glamorous roles in aviation. It takes thousands of jobs and countless hours to coax a cargo zeppelin to its destination, or drive a formation of bombers into the skies of the enemy. While some publications prefer to glamorize only the combat pilot or the newest fighter plane, this is a straightforward thesis on what goes on behind the scenes. The first journal covers how to create a fighting unit and how ongoing campaigns are run. Everything is brought to light, from squadron special characteristics to a comprehensive list of available aircraft in North America. While no specific country or organization is highlighted here, a generic but effective unit can be created, using only time, money and resources. The second journal is all about heavy aircraft. This includes all types of cargo planes, plus light and heavy bombers. The first ever close up look at some of the most powerful bombers on the continent is included, along with the design secrets of the companies that build bombers like the Longhorn and the Gladius. The third journal explains the many uses of the zeppelins that we love and admire. From the most recognizable cargo zeppelins to the rare but impressive military dreadnought, no stone is left unturned. The time, money and resources it takes to build a zeppelin is also involved, as is the many employment opportunities that await adventuresome individuals. There are many more facets of aviation that have been neglected in this collection, but in the interest of space and future volumes, it is prudent to keep the number of entries to three. Read on with a mind of understanding. [signed] Bradley S. Gordon, Editor, Scientific Journal of Aviation, January 8, 1938 4 T he campaign rules center on any number of aircraft squadrons that are fighting each other for dominance. While each player should create their own unit, multiple players can "share" the responsibilities of a single unit if desired. Just remember that at least two different units must be created to use the campaign rules. There is also no limit to the number of units that can be involved in a campaign, but either way the campaign only lasts for 24 turns. After creating a unit in its entirety and a player's opponent(s) doing the same, the game begins with the first campaign turn. Each player does many things during the turn, including combat and resource allocation. Flight Assignments are handed out to every pilot who is flying that turn, and every conceivable mission takes place, from Reconnaissance to combat. After locating the enemy's key installations, a unit can then attempt to destroy them. Once the enemy aerodrome has fallen, that unit is out of the campaign. If there are only two units taking place in the campaign, then the other unit is victorious. If there are other units who have yet to be destroyed, the campaign continues on until the end of the twenty-fourth turn. At that time the Cumulative Victory Points are added up for each unit and a winner is chosen based on the highest total. All of this information is covered in detail throughout this book, and reading all of it will help you to be more effective (and dangerous) during campaign play. 5 Creating a Unit Using the Campaign Rules for Crimson Skies allows players to string together unrelated mission scenarios to develop and command at the squadron level. They choose missions, buy and sell resources, and try to dominate the skies. The first step in using the campaign rules for Crimson Skies is for each player to decide on what type of unit they want to play. The players do this by going over seven steps, outlined below. It is easier to create a unit if you already have a rough idea of the type of squadron that you would like to play. Then as you go through the steps, flesh the unit out as you see fit. The order that every player must follow during unit creation is as follows: Step 1) Choose unit type Step 2) Choose priorities/special characteristics Step 3) Roll on starting income table Step 4) Decide starting location/affiliation Step 5) Purchase goods and personnel Step 6) Fill out the Unit Campaign Sheet Step 7) Fill out the Pilot Campaign Sheet Step 8) Assign key installations to their zones Choose Unit Type There are many different descriptions and variations of the air unit. Almost any group of aircraft flown by pilots and crewed by personnel can be considered a squadron. That fact rings the loudest in the shattered states of North America. The smallest units might only be four aircraft, flown by family members to patrol their lands or spot trouble. Or maybe the unit is a new pirate gang or a circle of friends who decide to start troubling the fat and unescorted zeppelins that slowly crawl through their airspace. Even air security companies start out this way, as a handful of fighters that promise to escort a zeppelin during its passage. From this smallest unit size are born big hopes and dreams, and sometimes they come true. The other side of the coin houses the largest air units. Massive organizations and national militias might have numerous squadrons of every type to get the job done. Belonging to an "air force" can be nice, with supply lines steady and paychecks prompt. It can also be taxing, in the knowledge that you will never be fully in control of your destiny, while older pilots too slow or fat to fly move your squadron around as if you were a chess piece.
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