Home-Rules for Weaponry

Expanded/Home Rules for Crimson Skies
Phoenix
PostsCOLON 164
JoinedCOLON Wed Jan 21, 2009 11:16 pm

Home-Rules for Weaponry

Postby Phoenix » Sat Jan 24, 2009 6:12 pm

Same deal as before.

MINI-ROCKETS
These are exactly what the title says they are!
Mini-rockets are very small, armour-piercing rockets fired from an underwing pod fitted to a hardpoint. Instead of punching deep into a plane's armour like a normal AP rocket, or causing fragment damage like an HE rocket, mini-rockets pepper their target like a large shotgun blast!
GAME RULES
A mini-rocket pod takes up one hardpoint and the rockets have a range of four hexes. When firing, calculate the hit number as if using a normal AP rocket, remembering to include the usual -1 penalty for rockets. For each mini-rocket firing, throw ONE DICE to determine whether a hit has been achieved. If the target plane is hit, roll for the damage location in the normal manner, remembering to check for the location of each rocket.
The damage from each mini-rocket hit depends on the size of the target and is equal to fourteen minus the target plane's base target number of 30-calibre AP rounds. The column number of each of these hits is then determined in the normal manner. Given the random nature of the hits from this weapon, pilots with a Steady Hand skill of six or higher who could normally elect to move damage columns ARE NOT allowed to move mini-rocket strikes.
An example might be the best way to illustrate the use of mini-rockets.
A Pacifica Air Militia Hammerfist finds itself going head-on at a Black Zeroes Fury at a range of 4 hexes. This is outside of the range of the Hammerfist's three 70-calibre cannon (luckily for the Fury) but just in range for the Hammerfist's single remaining rocket - a mini-rocket. The Hammerfist pilot has a Dead-Eye skill of six. To hit the Fury, the pilot needs to roll:
7 (base target number for the Fury) + 2 (deflection modifier for head-on) + 4 (range) + 1 (rocket) - 6 (Hammerfist pilot's Dead-Eye) = 8
The Hammerfist player rolls a 9, so the mini-rocket has hit the Fury! Rolling again for location, the Hammerfist player gets an 8, which is a hit to the Fury's starboard wing. This wing now suffers the following number of 30-calibre AP hits:
14 - 7 (base target number for the Fury) = 77 hits
The Hammerfist player rolls seven dice as follows:
3, 3, 4, 8, 8, 8, 9
and applies the damage using the 30-calibre AP round template (I actually threw seven dice and got the numbers above, which are much better than I can manage in a game). The combination of three 8s damages the forward wing spar and a rocket hardpoint on the Fury.
From the Black Zeroes web site. I would say that these cost $200 (A little more than three flak rockets).

SEMI-AP ROCKETS
Early experience with solid armour-piercing (AP) projectiles against warships and tanks indicated that, although a target may have been penetrated, it was not necessarily critically or even severely damaged. Whereas high explosive (HE) projectiles could generally severely damage lightly armoured targets, such rounds were less capable once thicker armour started being used to protect ships and tanks. So a compromise round was developed - an armour piercing round carrying a small high explosive charge, the latter detonating once the round had penetrated the target. Referred to as either Semi-AP or APHE, in comparison to AP rounds these rounds had a reduced armour piercing capability but caused significantly more damage once they did penetrate.
So why not use these rounds as rockets in Crimson Skies!
GAME RULES
A semi-AP rocket takes up one hardpoint and the rockets have a range of four hexes. When firing, calculate the hit number as if using a normal AP rocket, remembering to include the usual -1 penalty for rockets. If the target plane is hit, roll for the damage location in the normal manner, remembering to check for the location of each rocket.
Instead of the normal AP rocket damage, a semi-AP rocket inflicts the damage shown in the diagram below (the arrow indicates the strike point as usual):
Image
This damage is fairly easy to apply without the use of a damage template - it's basically a 40-cal AP round with a 3 boxes by 3 boxes square on the end of it and an extra damage box either side of the impact point!
From the Black Zeroes Website. I would say that this would cost about 250$ (a rough average between the cost of the AP and HE Rockets).

HIGH EXPLOSIVE ROUNDS
In comparison with armour-piercing (AP) rounds, high explosive (HE) rounds lack the armour-piercing performance but cause much more damage once a target has been penetrated. However, the need to fit HE rounds with fuzes usually precludes their use in smaller weapon calibres - these rules therefore cover the use of HE rounds in Crimson Skies from 60-calibre and 70-calibre guns only.
GAME RULES
Guns firing HE rounds fire in exactly the same manner as guns with normal ammunition natures, remembering that only 60-calibre and 70-calibre guns can use HE rounds. The damage inflicted by HE rounds is as shown below (the arrow indicates the strike point as usual):
Image

The shaded boxes refer to damage boxes on the plane diagram and this damage is fairly easy to apply without the use of a damage template!
In comparison to AP and dum-dum ammunition, HE rounds do not penetrate anywhere near as far but cause damage over a wider area. Game experience has shown that fighters with 60-calibre guns benefit greatly from the provision of an HE round, so planes such as the Cutlass become much more potent!
However, it wouldn't be quite right to permit the use of such powerful ammunition without there being some disadvantages with it! Due to their delicate nature and small size, there is a chance that the fuzes will detonate the rounds early and cause damage to the firing plane! Any guns firing HE that jam after doubling-down may cause damage to the firing plane - in such cases there is a 50% chance that a round detonates immediately after firing. When this happens, apply damage to the firing plane as if it had been hit by its own HE round on the first available undamaged box in the same column as the gun which has just fired/jammed. If both rounds missed when the gun jammed, apply the damage twice! This risk element tends to make pilots think very carefully about whether they really want to double-down or not!
From the Black Zeroes web site. I have house ruled that these cost 50% more than MG rounds of the same caliber.

Flechette Rounds [FE]
This is a new type of ammunition suitable for use against zeppelins. Actually, it is a reintroduction of a very old type of ammunition, used since the first days of black-powder cannon; the canister round. In the more modern development, the projectile is pre-fragmeneted to shatter when it hits air, and to fly at the target in a swarm or small projectiles. It is not much use against planes, but great against zeppelin gas cells, parachutes and civilians. Understandably, many pilots won't use it, and others shoot users on sight.
Flechette rounds do damage using the Magnesium template, but with no burn time. They ignore normal maximum range of the gun and range penalties to-hit; instead, they lose one caliber of damage for each hex of range beyond one; a fifty caliber round at three hex does the damage of a 30 caliber round.
Against soft targets, such as zeppelins, people, and parachutes, they have additional effect. Any hit on a parachute ruptures it, dropping the user to his death. On a zeppelin gas cell, quadruple damage is inflicted (only double damage against a military zeppelin).
Flechette Costs
.30/.40/.50/.60/.70 20/20/25/30/35
From the Wings of Honor Website.

Dual Feed Guns
Guns load from a magazine; commonly a belt, hopper or drum. It is possible to link a single gun to two different magazines, thus allowing the pilot to switch ammo types during combat.
Dual feed guns increase the cost of guns by 20%, and allows the gun to have two types of ammunition, that the pilot can switch between at will during battle.
Because the dual ammo feed system is over-complex, it is harder to unjam. When it jams, the type of ammunition currently fired is the only one that can be fired for the rest of the battle.
From the Wings of Honor website. I have ruled that these add 25% on to the cost of guns.

Gun Pods
Gun pods replace one-shot deployed weapons munitions on all or some of the hardpoints of a plane.
Caliber Hard Points
30 2
40 3
50 4
60 6
70 8
Rules for Gun Pods:
1. When any of the rocket location assigned to the pod is hit the gun stops working.
2. Gun pods are wildly inaccurate, and always have a range of only three hexes.
3. Gun Pods cannot double down, but still jam on an attack roll of 1.
From the Wings of Honor Website. I have house ruled that these cost the same as a gun(for the pod and gun itself) PLUS the cost of the ammo. Gunpods can be stored after a mission like rockets, and to be used again, a pilot need only pay for the gun's ammo (they don't need to pay for the gun again).

RAPID-FIRE GUNS
Depending on their calibre, design, ammunition and recoil method, some machine guns and cannon are capable of much higher rates of fire than others, so why not introduce this into Crimson Skies guns.
GAME RULES
Rapid-fire guns weigh the same as normal guns and are mounted on the plane in the normal manner. They may also be mounted in turrets.
When rapid-fire guns are fired, pilots and gunners get a +1 bonus to their Dead Eye skill - this is to represent the fact that, with all that lead flying about, there must be a better chance of hitting the target.
Now the bad news! Rapid fire guns MUST ALWAYS double-down and any gun will jam if either of its dice rolls misses the target (as per the normal rules for jamming). This isn't as bad as it sounds, since rapid-fire guns have a better chance of hitting anyway. However, rapid-fire guns require an extra +3 to the die roll to un-jam them i.e. un-jam on a roll of
8 + 3 - Steady Hand Skill
Overall, against heavy fighters and large targets, rapid fire guns are probably better than normal guns doubled-down. Against lighter fighters they are less useful, since there is more chance of them jamming when used against lighter, more difficult to hit small fighters.
Here's an example showing the difference between normal and rapid-fire guns.
A Black Zeroes Fury pilot has encountered a Pacifica Air Militia Rifleman, which he decides to tackle head-on at a range of four hexes. The Black Zeroes pilot has a Dead Eye skill of five and a Steady Hand skill of three and he's replaced his standard 40-calibre guns with rapid-fire 40s. To hit the Rifleman with his two standard 30-calibre guns, the pilot needs to roll:
6 (base target number for the Rifleman) + 2 (deflection modifier for head-on) + 4 (range) - 5 (Fury pilot's Dead Eye) = 7
To hit the Rifleman with his two rapid-fire 40s, the pilot needs:
6 (base target number for the Rifleman) + 2 (deflection modifier for head-on) + 4 (range) - 6 (Fury pilot's modified Dead Eye for rapid-fire guns) = 6
The Fury's 70-calibre cannon is out of range, so the pilot decides to double-down with the 30-calibre guns to maximise damage (he MUST double-down with the two rapid fire guns). He rolls the following dice:
For the two 30s - 1, 8 for the first gun and 5, 10 for the second gun (against a hit number of 7)
For the two rapid fire 40s - 9, 9 for the first gun and 5, 9 for the second gun (against a hit number of 6)
The Rifleman has been hit by two 30-calibre bursts and three 40-calibre bursts, but the Fury pilot has jammed both of his 30s and one of the rapid-fire 40s. Next turn he banks away from the Rifleman and tries to clear his guns - for the two 30s he needs to roll:
8 (base number) - 3 (Steady Hand skill) = 5.
For the rapid-fire 40, he needs:
8 (base number) + 3 (rapid-fire jamming modifier) - 3 (Steady Hand skill) = 8.
He rolls 3 and 6 for the two 30-calibre guns, clearing one of them, and a 6 for the rapid-fire 40, which remains jammed.
From the Black Seroes site. I have ruled that these also add 25% to the cost of a gun.

REAR-FIRING GUNS
Rather than being moveable guns aimed by a rear-facing gunner (which are discussed under the turret rules), the subject here refers to fixed weapons firing backwards that are aimed by the pilot! Impractical though these might seem, they were tried on some aircraft during World War Two, although with what success I don't know. Both the German Dornier 217 and British Blenheim IV were fitted with rear-firing guns aimed and fired by the pilot.
GAME RULES
The rules for these guns in Crimson Skies are simple. The guns are mounted normally on a plane and weigh the same as conventional fixed forward-firing weapons. They may only be used against targets directly behind the plane that's carrying them (i.e. targets in the rear hex line) and they can be fired at their normal ranges. The -1 Gunner's modifier to both Dead Eye and Steady Hand is applied even though it is the pilot who fires these guns - this is to represent the difficulty in aiming at a target behind the plane. If the pilot is using rear-firing guns against a target behind him, he CAN NOT use his forward firing guns at another target (and vice versa) although he can use rear-firing rockets if any are carried. Any gunners on the plane can fire at their targets normally.
Rear-firing guns can be mounted in any of the normal plane locations and it is not necessary to use the damage sheet for planes with rear turrets (in the case of the above-mentioned Blenheim IV, the guns were mounted under the nose in a rear-facing chin fairing).
In all the Crimson Skies games I've played, I've only come under fire from rear firing guns on one occasion!
From the Black Zeroes Site. I've ruled that these add only 10% to the cost of a gun.

Magnesium Rockets
As the name implies, these are rockets that use the same principle as the magnesium rounds used in machine guns. The ceramic warhead, filled with magnesium, is designed for maximum coverage, and can almost cover an entire wing or other surface with the burning material. These rockets are volatile and hard to make, and are therefore quite expensive, about $450 each.
Rules
Magnesium rockets work much like regular magnesium rounds. When the rocket hits, role for the location as usual, then count 4 boxes on either side of the point hit, and fill those boxes in. Roll for the number of turns it will burn as usual, but then add one to the final result (6 turns is possible). Mark these boxes off for the remaining turns as usual. All other magnesium rules are the same.
Magnesium rockets take up one hardpoint, and use a +1 to-hit modifier.
From the Chronicles of the Arixo Air Defense Force. Cost included in description.

Extended Radio Gear
Derived from deep-sea planes, this equipment allows for radio signals to be sent over much longer distances, an asset in the often sparsely populated southwest. All planes in a flight group can patch in to the radio of the plane carrying this equipment. It can also be used as a relay to boost incoming signals and rebroadcast them. Since these planes tend to be under gunned, they usually need an escort. This radio gear costs around $225.
Rules
This extra radio equipment weighs 200 lbs. The cargo space on the record sheet is now considered part of the radio; if any part of this area is hit, the radio goes out. Also, the spaces for guns 1 through 4 are used for antennae, and cannot mount guns. The radio is also considered inoperative if three of these antennae are destroyed.
This equipment has little effect to an actual game, but the destruction of or protection of it could be considered an objective in a scenario.
From the Chronicles of the Arixo Air Defense Force. Cost Included.

REAR-FIRING ROCKETS
Rear-firing rockets were considered as a defensive measure for light bombers by the Russians during World War Two but not adopted for service. Many Russian fighters, light bombers and ground attack aircraft were fitted with rocket racks as a matter of course, so modification of these racks to launch the rockets rearwards would probably not have presented too many technical problems. The main problem would have been aiming the rockets, but the Russians seem to have used rockets in an air-to-air role mainly to break up enemy aircraft formations rather than to destroy individual aircraft - as such, rear-firing rockets would be used more to deter enemy fighters from making rear attacks.
GAME RULES
This site already contains rules for fixed rear-firing guns and the rules for rockets are similar. The rockets are mounted normally on a plane's hardpoints and the plane record sheet should indicate that they are rear-firing. Aircraft can carry a mixture of normal and rear-firing rockets. The latter may only be used against targets directly behind the plane that's carrying them (i.e. targets in the rear hex line) and they can be fired at their normal ranges. The -1 Gunner's modifier to both Dead Eye and Steady Hand is applied even though it is the pilot who fires these guns - this is to represent the difficulty in aiming at a target behind the plane. If the pilot is using rear-firing rockets against a target behind him, he CAN NOT use his forward firing weapons at another target (and vice versa) although he can use any rear-firing guns if these are fitted. Any gunners on the plane can fire at their targets normally.
If you try these out, good luck! I haven't tried them yet.
From the Black Zeroes Website. Costs the same as a normal rocket of its type.

The "Scorcher"
The "Scorcher" is a large, rear-firing flame-thrower, that is installed on a pair of rocket hardpoints. An early, forward-firing version proved, well, untenable (the flame could not outfly the plane), so Arixo went with the current version. Targeting is very difficult, though, since it does fire toward the rear, without benefit of a manned turret. While the fuel for the flame is limited, it usually lasts the length of an average dog-fight. "Scorchers" cost $200 each.
Rules
The "Scorcher" uses two rocket hardpoints, has a range of 2, and a to-hit number of +2. It fires into the rear hex only. The damage the flame does when it hits depends on the distance from the target: use one flak rocket damage template at 2 hexes distance, and use two flak templates in the same location at distances of 0 and 1.
From the Chronicles of the Arixo Air Defense Force. Cost Included.

Wing Turrets
We got the plans for these for a few crates of cotton shirts; word's still out whether we got the better part of the deal. These aren't the classic, manned turrets at the back of a plane like on the Brigand. A wing turret replaces some of the rocket slots on a wing, and allows a single gun of any caliber to swivel as much as 60 degrees from forward. The pilot controls each wing turret with an independent joystick installed in the cockpit. We tried fitting a couple onto one of our planes, but found that it really helps to just build the plane around this system. Even though targeting with these turrets is quite difficult, the increased firing arc can make up for this. Its especially useful for strafing runs against zepps. I believe these could be used on autogyros, in the nose, but its never been tested. Each turret costs $175.
Rules
A single wing turret takes up two rocket spaces; rockets 3 and 4 for the port wing, 5 and 6 for the starboard. Only the outermost gun on the wing can use a wing turret. Each turret weighs 100 lbs., plus one-fifth the weight of the gun. In order to maintain balance in flight, if one wing mounts a turret, the other must have one as well, with the same caliber gun.
The wing turret's default position is straight ahead, and can be fired as a normal gun. If a pilot decides to use a turret, he can only use that one turret, and no other gun. The turret gun fires into the hexside to the right or left of the forward hexside, depending on which turret is used. Apply a +2 modifier when calculating to-hit number when targeting in the left or right firing arcs.
From the Chronicles of the Arixo Air Defense Force. Cost Included.

"Pole Vaulter"
This one's pretty strange. An explosive charge is attached to one end of a sharpened, seven foot steel pole. When you ignite the charge, the pole "vaults" fast at your target. If you hit it, the pole crashes through the layers of armor, and hopefully hits an important component. Unfortunately, the pole itself basically replaces the armor it just crashed through. The "pole vaulter" isn't so good against heavily armored targets, and surprisingly ineffective against the gas cells of zeppelins. You can put a couple of these on a rocket mount. McGee's asking a hefty $600 per.
Rules
Each "pole vaulter" takes up half a hardpoint, and has a to-hit modifier of +2. When the pole hits, find the location as usual, then count in 6 spaces. For anything other than armor that falls in this line, fill in the boxes and apply damage effect as usual, except for fuel tanks. A fuel tank hit by a pole drains at the end of the following turn. For game purposes, the armor remains unaffected.
From the Chronicles of the Arixo Air Defense Force. Cost Included.

Here we get into the pulp-style weapons, use at own risk:

Tesla V1.1
The Tesla Gun was designed by Charles E. Gerner, if you have any questions feel free to contact him. A good follow-up to AP rounds. Not so good on smaller planes. Two I think would give a pair of 70-cals a run for their money. BTW, this weapon was designed by a joint effort of myself and my alter-ego, Dr. Evil, inventor, Scientist and mad genius. In the works from the factories of Dr. Evil (who operates within the Empire State) are the flame cannon, the buzz saw launcher and the enigmatic 'magneto ray'.
Weight - 800 lbs.
Range - 2 and up
Damage - Use stress template and see below
Special Rules - You cannot overfire this weapon. Roll a D10/2, this gives 1-5 hits. Then subtract your
range that exceeds two. A range of three would give -1 hits, four -2, etc. Negatives do not count. You cannot shift the location of the hits regardless of your skills. A strike in column six and seven means a
strike in column six and seven.

Sonic Cannons
The Sonic Cannon was designed by Me, if you have any questions feel free to contact me at the link provided. The Sonic Cannon was designed for a pulp style campaign that I am creating. It is a good close range weapon, but a bit bulky. The Cannon emits a very high carrier wave the produce stress fractures in most planes.
Weight - 900 lbs.
Range - 1 to 2, see below
Damage - Use stress template and see below
Special Rules - Due to the bulkiness of this weapon it takes up two gun positions. Resolve To-Hit normally. For a range of 1 roll a D10 to determine the number of stress fractures caused, roll location individually. For a range of 2 roll a D10/2 to determine the number of stress fractures caused, roll location individually. Beyond the range of 2 the sound wave dissipates and causes no damage.

All guns below function normally as to doubling down and hamming unless otherwise noted. Also, unless noted, they need no ammo.
Electro Gun
Discharging a blast of electricity, the electrogun causes no real damage, but can fuse components and cause aircraft controls to freeze up.
The Electro Gun hits just like a regular weapon. It uses a HE rocket damage template. Boxes under the template are not actually crossed out, but any aircraft component under the template is damaged and ceases to function, just as if it was hit. Fuel tank hits cause the tank to spill in the normal manner.
Weight: 600
Cost: 1800
Code: EG
Range: 4
To-Hit Modifier: -
Damage Template: HE Rocket

Magneto Gun
This weapon uses magnetic waves to tear the target apart. It causes fractures to appear in the target. Wood, plastic or fabric hulls still contain enough ferrous structural bracing to be affected.
Weight: 400
Cost: 1200
Code: MG
Range: 4
To-Hit Modifier: -
Damage Template: Stress Fracture

Vibro Gun
Using Nicolai Tesla's electric induction theory, the Virbo Gun set's up vibrations in the target plane that can cause damage to components deep inside the plane. Cumulative effect is scant, but lucky hits can cause a great deal of damage on the first shot.
Use the 30-caliber magnesium template (a single box of damage). When a hit is scored, roll 1d10. Move the template that many rows inwards, past armor and components and possibly beyond the plane entire.
Weight: 400
Cost: 1800
Code: VG
Range: 4
To-Hit Modifier: -
Damage Template: .30-cal MG[/img]
Good judgement comes from experience. Experience comes from bad judgement.
"Is it heavy?" "Yes." "Then it's expensive - put 'em back." -Jurassic Park
With me surprises are rarely unexpected. - Any Pink Panther movie

setbb.com
PostsCOLON 70
JoinedCOLON Fri Jan 23, 2009 4:11 am

Re: Home-Rules for Weaponry

Postby setbb.com » Sun Jan 25, 2009 6:29 pm

Grant Wrote
Aircraft Turrent Rules:

Powered Turrent(Hydraulic)= Weight 400 LB's. Plus 50% of the machineguns weight.(Plus machine guns). Same -1 to deadeye

Manual Turrent(Hand cranked)=Weight 250 LB's Plus 50% of machineguns weight(Plus machine guns). -2 to deadeye.

Waist guns (Swivel mount) Gun weight. Thats it. -3 to deadeye.(More, if skilled gunners are used).

Pintle Guns. I have changed the rules. Range=4 hexes, 1 block damage, and have a -3 to deadeye. They are still "Free" costing no weight.

I did this because Fasa states they are "Rifle caliber machine guns" ... WHAT DO YOU CALL A .30 CALIBER????

The US's .30 armed fighters used the standard (Albeit heavier bullet),
.30-06/30 Government/30'06 used by Infantry. And the British's .30 Machine guns were standard .303/.30 enfield Rifle rounds used by infantry.

SO I compromised, instead saying the rear-mounted guns are only handicapped by magazines, instead of regular turrents having belts of ammunition neccesiatating frequent magazine change (20 round magazine VS 600 round belt).
---------------------------------------------
Zeppelin guns.


Broadside cannons: No longer can fire flak. Only usable for combat between zeppelins (Coming soon)

Flak turrents: Now divided into 4 classes.

#1 Light flak cannon. The one that is in use now. Can fire 1 round of flak. The target hex takes two flak hits, surrounding hexes take 1 flak hit. Range of 8.
#2. Twin light flak cannon. Flak does 2X damage(4 Flak hits to target hex, 2 Hits surrounding hexes), but turrent can only move one hex right or left per turn from current position. Has a range of 8 Hexes.
#3. Heavy flak cannon. Flak does 2X damage (4 flak hits target hex, 2 hits surrounding hexes) range 6 hexes.(Operates as per standard flak cannon rules, except reduced range)
#4. Twin Heavy flak cannon. Operates the same as Twin Light cannons. Flak does following damage; Target Hex=4 flak hits, surrounding hexes=2 Flak hits, next surrounding hexes=1 Flak hit.
-----------------------------------
New weapons.
FLAK-AUTOCANNONS. 3.7CM (German), 40MM(British) Basically flak-firing Machine guns (Like the US 40MM Bofors).

Range of 7 hexes. Does 8 Damage. If a hit is inflicted, it uses 4, .30 AP template, damage added randomly over target area. Operates as standard Machine gun. Reduces to-hit number by 2, being a flak gun.
-----------------------------------------------
20MM cannons.Weight, 950 pounds (I figured that the reduced range is enough of a handicap to preclude raising weight more) Range of 2 hexes if plane-mounted 3 if mounted on a zeppelin.
Damage=. AP rounds use .70 AP template. Add 2 boxes on each side of the single row of 4 boxes(Total 16 damage).
HE rounds=first row 3 boxes damage, 2nd row 5 boxes damage, 3rd row 6 boxes damage(middle, would be 7th box left un damaged), Total 14 damage.
----------------------------------
FULL MACHINE GUN TURRENT CHANGES.
I have changed the firing patterns of Machine gun turrents.
Before (As per FASA rules), only three hexes in front of (Zep turrent), or behind (Fighter) could be fired upon. I am now allowing the turrents to fire at the hexes between the 3 rows of firing hexes. Mainly because a real turrent would be able to swivel and cover all area's in between.

However because this gives zeppelins an advantage (Being able to bring an entire broadside of guns into use). I no longer give zeppelin guns a range advantage. ONLY on 20MM cannons is there one (1 extra hex if fired from a zeppelin turrent).


Phoenix Wrote
Interesting...I saw another rule that makes the Pintle guns not do damage (they almost never did anyways) but instead increased the planes BTN by one against attacks from the rear as it is somewhat distracting to have someone shoot at you, even if they can do almost nothing.

In regards to zeppelin cannons, I've ruled that they can fire either flak rounds at fighters, or if shooting at another zeppelin, they use AP rounds.


Grant Wrote
I guess I wanted Pintle guns to do SOME damage, considering they were the same caliber as the wing-mounted guns (Most of them).


Phoenix Wrote
Good point. I've tried it both ways. It's nice that to know that you have the capability to do damage rearward, but with the normal rules it's just so ineffective except as a deterrent (and not much at that, the Brigand's turret is much scarier).


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