On this page are the various rules made by
myself and others
(Credited) of the Community who have made changes
to: Plane Construction, Weaponry, Maneuvers,
They are sorted according to sections, and
as more become
available, I will add them.
EXPANDED RULES SECTION
Zeppelins and Bombers(Official FASA)
The OFFICIAL FASA-approved Zeppelins and Bombers project, now
finished by Patrick Koepke, author of the Pride of the Republic
Bar-rooms and Redheaded Dames. A game of
personal combat in Crimson Skies. I developed this myself and it
is quite crude, but servicable. Meant as a base-guide, with many
player modifications for ease of play.
Raiders administrator note: I myself think it's a cruddy system.
It works "okay" for me as I prefer hex gaming, however for most
ground combat, I believe a regular gaming system such as .45 adventures
or a similar style would work better.**/
Ground Tank and infantry Combat:
Crimson Steel My own attempts at hex-bsed tank and infantry combat.
The Below Rules deal exlusively with Crimson Skies aircraft, and
Ultra Light Stick.
Some aircraft, such as the Japanese designed fighters, which
although limited by their structural integraty, are capable of pulling
mind boggling maneuvers.
To reflect this, I designed these rules
Game Effect:An aircraft with a ultra-light stick,
reduces the target number for pushing the G's by 2.
CANNOT be installed on an aircraft with a BTN of 6 or lower(4,5,etc.)
Cost:Ultra-light stick characteristic raises airframe cost by 75%
Ultra Heavy Stick.
As to Light Stick, some aircraft are extremely clumsy. Smaller cargo
aircraft such as the Grumman Goose, although capable of pulling high
G's, cannot do so easily.
Game Effect: An aircraft with a ultra-heavy stick, increases
the target number for pushing the G's by 2.
CANNOT be installed on an aircraft with a BTN of 7 or higher (8,9,etc.)
Cost:Ultra-heavy stick characteristic lowers airframe
cost by 50%
Range. Some aircraft, such as the North American F5, and the
F4U Corsair, have much longer ranges than contemperary fighters.
Game Effect: Increases the base range of the aircraft by
50%. Round off to the nearest 50 miles.
Cost: Raises engine cost 40%
Adding Hardpoints. A little something for
those few players who prefer rocket firepower over guns.
Game Effect: For 125 pounds
of space (By removing guns, armor,etc) 1 hardpoint can be
added. If you have for example 750LB of free space, you can
add 6 hardpoints.
Cost: Each hardpoint custom-added costs $200 (4X factory cost).
Carthaginian) Though serviceable, this aircraft has been far
outclassed by more modern developments in aviation technology.
Game Effect: Antique
aircraft have speed, structure and acceleration levels 1 level lower
than purchased, to a minimum of one.
Antique planes must purchase level 2 or higher in a trait.
decreases the cost of the airframe and the engine by 20%
Fire Prone/Retardent. (By Phoenix) Just thought of this, based off of some planes (like
the Zero or G4M Betty) which were prone to catching fire, and other
planes (like the Russian La-5) which are rather resistant to fire.
Game Effect:The burn time on magnesium
rounds is changed on planes with one of these qualities. On
fire-retardent planes it is decreased by one, while on fire-prone
planes it is increased by one.
So let's say you hit a plane with a magnesium round and roll a 6 for
burn time. On a normal plane, the round will burn for three
rounds. On a fire prone plane, it will burn for four rounds. In
contrast, on a fire-retardent plane, it will burn for only two rounds.
Most fire-retardent planes either have heavily armored fuel lines and
engines, a particularly effective fire extinguisher, or like the La-5
have a system which vents the exhaust into the fuel tanks to stifle
Most fire-prone planes will be made of wood, be lightly armored, or
lack a fire extinguisher.
Cost: Fire Retardent increases the airframe cost by 25%,
Fire Prone reduces airframe cost by 15%
Extra Crew Members.
Any extra crewmembers in use when building an aircraft, assume 200LB of
weight. When determining passengers, or boarders,
assume 300LB weight.
New Weaponry and Loadout Rules
Overloading Hardpoints Due to some of the Crimson
Skies Fasa planes being a little underarmed when it comes to bomb
capacity, I developed a way to carry additional bombs.
Overloading bombs: You can carry two times the standard poundage of
bombs (1,000 instead of 500,etc,). In exchange, the aircraft loses 2 of
it's speed (3 reduced to 1, 4 reduced to 2), to a minimum of speed
AND you lose ALL G's. (A bloodhawk would lose all 4G's,
reduced to 0G maneuvers).
On any G manuever there must be a piloting roll, just as if you were
pushing the G's (BTN8+G load of maneuver-Natural touch).
Overloading Rockets: A aircraft can carry two times the
standard rocket loadout. However they lose 1 speed(To a minimum
of 1). G's are halved (A Kestral(By default 2Gs) can only make 1G
maneuvers without having to make a pushing the Gs roll).
Revised Ordnance rules. I always thought FASA's application of
bomb and torpedoe damage was a bit (ALOT) flaky....I came up with
damage profile boxes, similar to the machine gun and rocket templates.
All I have changed is how the damage is applied, they all have the same
"points" of damage they had. In addition, they all still require
the same number of hardpoints.
Damage:100LB bomb does damage Flak Hit template.
Special 100LB AP bombs do AP rocket damage template but cost 2X
250 LB bomb does damage 7 boxes wide by 6 boxes deep
500LB bomb does damage 9 boxes wide by 9 boxes deep.
1000LB bomb does damage 12 boxes wide by 13 hexes deep.
Torpedoes when inflicted against a template, do a damage profile of
9 wide, by 4 deep against heavy armored targets (such as
battleships) and 9 wide by 6 deep against engine pods. Against
ground targets assume them to be 250 LB bombs, however fired as-per
aerial torpedoe rules.
Marine Torpedoes. I have also
devised a new weapon, the good old fashioned water-borne
torpedoe. Meant for use by the Japanese torpedoe bombers, and use
in naval engagements.
Torpedoes have the following rules.
#1....Before launching the carrying plane must move a (Minimum) of 6
hexes in a straight line.
#2......Upon launching the torpedoe will continue ahead at a speed of
1, for 6 turns
(7 turns for Japanese torpedoes).
#3....A torpedoe cannot be launched closer than 2 hexes from the target.
#4. It will then impact on whichever hex that it intersects with.
#5. (Of course) A torpedoe cannot move over a land hex.
#6. It does a damage 10 boxes wide by 12 deep(14 deep for Japanese
1 Torpedoe requires 4 hardpoints, and a combined weight (Free
hardpoint total) of 1700 LB PER
If there is free weight, a plane with 8 hardpoints may carry two.
Example. A Warhawk has 8 hardpoints (1,000LB weight).
And although it has the required hardpoints, does not have the weight
capacity to lift it.
The Warhawk has two options.
#1. Overload his hardpoints and fly that way.
#2. Free space.
He removes two of the 60 caliber cannons, freeing up 1200 LBs.
1200+1000LB=2200. He now can carry the torpedoe and has an extra 500LB
to use on armor or guns. OR he can remove ALL the 60 caliber
cannons, and free up 2400 LBs. 2400+1000LB=3400. He can now
carry TWO torpedoes
(1700LB+4Hardpoints is needed per torpedoe, he now has both).
have developed a set of rules for Pontoons as below. I consider
pontoons to be loadouts, they affix to hardpoints, and are not
permanently attached as the floats are.
Game Effect: 1 Pontoon takes 1 hardpoint of space, and a
aircraft MUST have 1 pontoon PER wing. It then
enables fighters to land on a water hex. A fighter cannot however
land on a ground hex, unless the pontoons are jettisoned.
A fighter carrying pontoons loses 1G of maneuverability, until the
pontoons are jettisoned, whereupon the plane's maneuverability returns
Cost: A pontoon costs $300.
External Fuel Tanks. I personally use somewhat differant rules than
FASA regarding fuel tanks.
Game Effects: A plane carrying fuel tanks loses 1G of
maneuverability. I ONLY lose 1G for the entire plane, regardless
the number of fuel tanks carried, (FASA's rules were 1G PER tank)./
Fuel Loadout. A way to increase a fighters range without external
Game Effects: For 125LB of fuel for a fighter, and 250LB
for a bomber, that aircrafts base range, is extended 25%. Some
bombers such as the B17 carry a large fuel loadout, nearly that of
their bombs, in order to achieve maximum range.
Superior Rapid Fire weapons. I devised these rules from John Pattersons
Black Zeroe's website. I created this to come up with something
similar to German weaponry, as some of their
aircraft had machine guns with scary ROF.
Game Effect: It MUST double down whenever it
fires, in exchange it gets a +1 on the result number(Because of all the
lead flying around). It is however tougher to unjam, the unjam BTN for
Superior Rapid Fire guns is 10(8+2 additional). However, it only
jams if one of the shots gets a 1 or 2 on the roll (Just missing it
will not jam, one of it's shots MUST be a 1 or 2).
These are similar to the Black Zeroes website rules, with exceptions.
They only jam when getting 1 or 2 on ONE (Not both) shots. They
are easier to unjam (8+2 instead of 8+3).
Cost: Currently they cost four times the price of a standard comparable
Weapons Pods: Weapon pods are meant to replace those pesky one-shot rockets. Are they any better? Who knows.
Game Effect: Occupy one hardpoint. Guns weight their normal weight (150LB for .30, 250 for .40,etc.)
There is a +2 TH modifier as the pods are in-accurate.
They cannot double down.
They can still jam on a roll of 1.
A pilot cannot unjam them in the middle of a round.
Cost remains the same as a normal gun.
Turrent rule changes,
and new weaponry.
Below is a list of weaponry I use, and have changed
the rules on.
Aircraft turrent rules:
Full Rotation turrents:720 LB's for powered turrents,500 LB's for
manually powered turrents. +50% of guns weight(Plus Machine guns).
Same firing modifiers apply.
I have changed jamming rules, they now jam only when a die roll for the
GUNS (Determining a hit or miss) is a 1 or 2. I didn't get the rotation
rules, and the side arc rules all seemed a little flimsy. Now I
am just saying that it is due to the turrents relative
complexity means it jams at random times (On a 1 or 2 firing
result). I have also ruled that the gunner can unjam a turrent as
per jammed gun rules).
Powered Turrent(Hydraulic/Electric)= 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.
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 changed these rules, simply because their reasoning
was RIDICULOUS. Rifle caliber machine guns, were .30 calibers,
same as aircraft are armed with.....As such, I am going to say the
reason for their limited damage, is because of the rear-mounted LMG's
low magazine capacity (20 round magazines, compared to 250 round belts).
Cost: Doubles cockpit cost
Twin Pintle Guns.
Range=4 hexes. 2 blocks damage(On a hit, apply 2 seperate
single blocks of damage.). They still have a -3 deadeye.
They weigh 25 pounds (A single pintle gun is still free
But adding a second (This variant) weighs 25 LB).
Cost: Raises cockpit cost by 250% (2 1/2 times).
Zeppelin weaponry rules.
Broadside cannons can no longer fire flak.
Zeppelins can have up to 4 flak turrents (2 bow, 2 aft),
depending on zeppelin (Optional rule.)
New Flak Cannons.
developed a new series of flak cannons, in order to add a little flavor
and danger to the game.
I have changed the damage done by flak cannons. Instead of being
a single "chunk" of damage, it is now applied: Each flak damage does 5,
.30AP and 2 .40 AP damage, applied as per machine gun hits.
#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.
Flak Auto-cannons. A new
weapon I developed that was meant to be like the 40MM Bofors and 3.7CM
German Flak cannons.
Range of 7 hexes.
Damage: When a hit is rolled, apply 5, .30 AP templates, applied
randomly over target area.
Operates as a standard machine gun, but reduces the THN by 2.
CANNOT be mounted on an aircraft. Zeppelin or ground mounts only.
Light 20MM cannons. I developed these to
have a BIG honkin
Range:2 Hexes aircraft mounted, 4 if mounted on 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
Heavy 20MM Cannons. These are
a new development in Germany and Britain. Intended to provide long
range heavy firepower.
Range: 6 Hexes aircraft mounted, 8 if mounted on zeppelin.
Damage: .60 caliber rounds.
Turrent firing rules change.
FASA, had it where a fighters (Or zeppelins) turrent could only fire in
the 3 hexes behind it, that is three straight away hexes, leaving the
"In betweeners" unable to be fire upon. I have changed them
to where they CAN be fired upon, , a distance is taken to the nearest
"Straight hex" of the aircraft, and use by that range.
NEW IN-HOUSE RULES.
These rules only apply to me, myself. I don't have a gorup
or nothing, it is just a few house rules I use.
#1 Players can abandon an aircraft due to impending
damage (Magnesium burning towards fuel tank), and do not get a
non-combat bailout penalty. Likewise the damaging plane gets that
#2. I create Squadrons with the following solution.
Squadron leader=750 points.
Squadron Leader's wingman=450 points.
The rest 450/350 as per normal.
As a bonus, I include 200 points per 6 planes, to be used among
the group as needed. This allows a little variation and
#3. Pilots are capped. Squadron Leaders at
1300 points, and normal pilots at 1100 points. Although I ain't
got any pilots there yet, a couple are so extrordinarily lucky I put in
these rules beforehand.
#4. Superior weapons only jammed on a roll of 1 on
2D10. Premium weapons only jamm on a double 1 on 2D10.
#5. I also use a number of pilot special feats from Fox
Force Five Here.
Where certain skills are bought for XP points.