Crimson Skies: Master Rules (Working Title)
Project Synopsis: Comprehensive Rules for Crimson Skies, elevating the base game to a more advanced level while maintaining the same simple mechanics.
Project Lead: Captnmartin
Graphic Artist: Foxmalcolm
For many years, fans looking for Crimson Skies rules were forced to scour the internet to add in bombers, zeppelins, and other aspects that FASA never managed to add in before shutting its doors. The Crimson Skies Master Rules looks to change this state of affairs, by creating a single go to rules reference for the community. The project also seeks to improve upon the work started by FASA, expanding the fertile Universe that they gave us, with new fluff pieces on manufacturers, planes, people, pilots, and countries.
One of the overriding goals is simple but not simplistic. The aim is to keep the same easy to understand mechanics of Crimson Skies intact. Rules for Zeppelins, Bombers, Ground Attack, and out of cockpit roleplaying should be able to be picked up and understood in 15 minutes or less. All the math (percentage chance, etc) should be invisible to the user. The focus of combat should still be white-knuckle dogfighting, so Zeppelin and Bomber actions should never overshadow the fighters. Which is not to say that two Zeppelins duking it out over Arixo isn't exciting, but the success of the attack should rest in the fighter pilot's hands.
We are also aiming to have a highly polished final product, which will be published in PDF format. Graphically we are aiming to copy the style of the Crimson Skies sourcebook format. Submissions will be edited to bring them up to the standard of the project. Rules will be extensively tested for balance, as will construction rules.
Air Warfare - Description of Fighter Combat Rules
Advanced Danger Zones - With permission from Fox Force Five, this updates danger zones
Advanced Weapons - New ammo types, rockets, and some experimental weaponry
Bombers - Rules for deploying and using Ultra-Heavy Aircraft
Zeppelins - Expanded Rules for Zeppelins, making them slightly more dynamic then there predecessors
Bombing - Ground Attack Rules, Strafing, High Altitude, Skip Bombing, Over the Shoulder
Out of plane RPG - [Rules for playing out the backroom wheeling and dealing of the Crimson Skies Universe[/i]
Construction Rules Balanced, Tested, with Prices, these rules will allow you to build anything flyable in the Universe
Fighters, Gyros, Bombers, Zeppelins, Manufacturers List with Locations
World overview '39 Nation, Pirate, Militia and other Updates, who is at war with who, etc.
New Aircraft Some new 'official' aircraft with art
Skies on Fire Full 14~20 mission dynamic campaign with branching.
Advertisements - [i]Scattered throughout the book, flavour fluff[i]
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