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60BSUPPLEMENT: GUIDE TO ZEPPELINS Tactics and Construction of the flying Leviathans Crimson Skies ©2003 Microsoft, Distribution of FASA Boardgames in Germany by Fantasy Productions GmbH This is an Uunofficia l U Rulebook Preview Version - Revised 1.1 English UREFERENCESU ......................................................... ............................................................ 3 UINTRODUCTIONU ...................................................... ........................................................... 4 UTHE NEW ZEPPELIN RECORD SHEETU ............................................................... .............................. 5 UOverviewU.................................................................. .......................................................................... .. 5 USymbolsU ................................................................... .......................................................................... .. 6 UDamage Charts at a GlanceU .......................................................................... ................................. 6 UZEPPELIN BLUEPRINTU ............................................................... ............................................. 8 UOverviewU.................................................................. .......................................................................... .. 8 UAdditional SymbolsU .......................................................................... .................................................... 8 UMaking a BlueprintU .......................................................................... .................................................... 8 UTRAVELLING VIA ZEPPELINU ............................................................... ........................................ 9

CS_ZeppelinGuide_en - A Crimson Skies Fan Supplement (English Translation)

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60BSUPPLEMENT: GUIDE TO ZEPPELINSTactics and Construction of the flying Leviathans

Crimson Skies ©2003 Microsoft, Distribution of FASA Boardgames in Germany by Fantasy Productions GmbH This is an Uunofficia l U Rulebook

Preview Version - Revised 1.1 English

UREFERENCESU .................................................................................................................... . 3

UINTRODUCTIONU ................................................................................................................ . 4

UTHE NEW ZEPPELIN RECORD SHEETU ............................................................................................ . 5UOverviewU.............................................................................................................................................. 5USymbolsU ............................................................................................................................................... 6

UDamage Charts at a GlanceU ........................................................................................................... 6

UZEPPELIN BLUEPRINTU ........................................................................................................... . 8UOverviewU.............................................................................................................................................. 8UAdditional SymbolsU .............................................................................................................................. 8UMaking a BlueprintU .............................................................................................................................. 8

UTRAVELLING VIA ZEPPELINU ...................................................................................................... . 9

UTHE ZEPPELIN CREWU ............................................................................................................ . 9UCrew QualityU ........................................................................................................................................ 9UThe CaptainU ....................................................................................................................................... 10UExperience PointsU ............................................................................................................................. 10

UZEPPELIN IN ACTIONU ......................................................................................................... . 11UMaximum SpeedU ............................................................................................................................... 11UManeuver OverviewU .......................................................................................................................... 11UAccelerate / DecelerateU ..................................................................................................................... 12URedlining EngineU ............................................................................................................................... 12UTurningU .............................................................................................................................................. 12UDriftingU ............................................................................................................................................... 13UFire WeaponsU .................................................................................................................................... 13UPlotting and MovingU ........................................................................................................................... 14UEmergency LandingU .......................................................................................................................... 14UDocking on/offU ................................................................................................................................... 15UStarting and Landing with AirplanesU .................................................................................................. 15

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UATTACKING A ZEPPELINU ....................................................................................................... . 16UPossible TargetsU .............................................................................................................................. 16

UShocking the Zeppelin CrewU ............................................................................................................. 17UInternal HitsU ....................................................................................................................................... 18

UMagnesium and Gas CellsU ................................................................................................................. 18

UFURTHER ZEPPELIN ACTIONSU ................................................................................................ . 19UEmergency ExitU ................................................................................................................................. 19UTowing (Zeppelin with Zeppelin)U ....................................................................................................... 19UTowing (Zeppelin with Airplanes)U ...................................................................................................... 20

UBoardingU ............................................................................................................................................ 20UFighting On-BoardU ............................................................................................................................. 20

UCONSTRUCTION RULESU ..................................................................................................... . 21UAirframeU ............................................................................................................................................. 21UGas FillingU.......................................................................................................................................... 21UHull PlatingU ........................................................................................................................................ 22

UComponent OverviewU ........................................................................................................................ 22UPropulsion and ArmamentU ................................................................................................................. 22

UInteriorU ............................................................................................................................................... 24UCarrier GearU....................................................................................................................................... 25UCargo ComponentsU ........................................................................................................................... 26USpecial EquipmentU ............................................................................................................................ 28

UEXPENSESU .................................................................................................................... . 30UConstruction costsU ............................................................................................................................. 30UUpkeeping CostsU ............................................................................................................................... 31URepairsU .............................................................................................................................................. 32

UWHAT THE FUTURE BRINGSU ...................................................................................................... . 33

UTwin BullU............................................................................................................................................ 33UDragonflyU ............................................................................................................................................

33

USCENARIO IDEASU ............................................................................................................. . 34

UAPPENDIXU ..................................................................................................................... . 35UDamage DiagramsU ............................................................................................................................ 35UCrew CounterU .................................................................................................................................... 38

UTable and Action IndexU ........................................................................................................................ 39

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0BREFERENCES

References to official Rulebooks:

AAW WotA AAW RoAC AAW PoNA

–––

Air Action Weekly „Warriors of the Air“ Crimson Skies Boxed SetAir Action Weekly “Rules of Air Combat” Crimson Skies Boxed SetAir Action Weekly “Planes of North America” Crimson Skies Boxed Set

BtCV WoM AG AM BAS PotR

––––––

Behind the Crimson Veil Wings over Manhattan Airman’s Gazetteer Aircraft ManualBlake Aviation SecurityPride of the Republic

References to unofficial FF5 Rulebooks:

FF5 AaG – Aces and GunslingersFF5 SG – Stunt Pilot GuideFF5 ZG – Zeppelin Guide

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1BINTRODUCTION

Dominate the sky in the world of Crimson Skies, large zeppelins, cargo, passengers and transport aircraft in the furthermost regions of the world.

This manual expands the Zepplins air combat rules. In the basic window and BtCV basics about zeppelins were shown though, but nevertheless, many questions were left open. The Zeppelin's Guide is meant to answer these questions and to create more sophisticated Zeppelin scenarios.

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2BTHE NEW ZEPPELIN RECORD SHEET

14BOverview

The new Zeppelin record sheet is used to plot the Zeppelin and to highlight the external damage to the Zeppelin. Every Zeppelin needs at least the first two pages, all other pages are for the optional damage charts.

The first page is divided into 2 main sections, the layout area and the plot area. Also, you can record still the stats of the captain and the Zeppelin in the header.

Figure 1 - Record Sheet Page 1 Figure 2 - Record Sheet Page 2

Page 1 Layout Area:

With the help of the blue witch grid you can specify which components are where on the Zeppelin. Also, the black dashed zones mark the gas cells. The red dashed zones mark the rudder and the bridge. All other components are marked with symbols.

Page 1 Plot Area:

Similar to when aircraft here can hold the maneuvers of the Zeppelin. The line moves diehnt to the plot, here to write on the next manoeuvre. An overview of all maneuvers is starting on page error! Bookmark not defined., "Error!" "Reference source not found." to find.

The line speed is used to hold the actual speed of the round if a the acceleration or deceleration times failed. Is moved to the mark in which round the Zeppelin last has moves (this is handy for the.5 speeds).

The remaining fields are to the tick and serve the overview when manoeuvres are allowed to run again. "Accel" is ticked if succeeded in speeding up. "Pushed" is ticked if you have successfully covered the maximum speed. "Rotate" is crossed every time if a rotation failed to determine so the bonus for the next attempt. "Dirft" is ticked if a drifting is managed.

Page 2

Here, the damage charts for gas cells, the bridge can be found the rudder and engines.

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15BSymbols

Figure 3 – Symbols of the Zeppelin Record Sheet

16BDamage Charts at a Glance

All damage charts are located in the annex to the copy and cut out. Here all effects will enter explains that when special zones are hit on the charts.

Generally once the line has been reached, is available in the "destroyed" the component is also destroyed and must be repaired after the mission or completely renewed.

At hits on "Gunner" fields of the Zeppelin armament the gunner as the pilot of an aircraft must put a roll of shock. But the gunner considered until death if his field was completely shot out.

Engine Pod

If the field of "Engine Burns" was taken, placed it on the Hex the motor cable and the behind (1 Hex against the direction of travel of the Zeppelin) a Smoke Rocket Marker which has also the same effect (see FF5 AaG). On the motor cable a huge Zeppelin gun this 2 points will get penalty on the attack roll.

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Gun Turrets

Hits on the "Gun" corresponding MG or anti-aircraft guns can be shot with the no longer fields. Killed one of the two "Gunner" can either rotate the turret or no longer shoot both at the same time. Once both gunners are death is no longer fired the gun. Was "Rotation Engine" hit so should no longer turn the gun and shoots only in the direction in which it scored last.

Flak Guns

Made the field of "Flak Gun Dmg" so the flak shells of the gun have only half range (so 4 Hex).

Rocket Rack

For the fields of "Gunner" and "Rotation Motor" is the same as when the Zeppelin Gun Tower. The fields R1 to R8 are slots for the individual rockets of the carriage. Is a field made the corresponding missile is destroyed.

Bomb Rack

Fields B1 to B8 are available for the individual bomb slots of the carriage. Is a field made the corresponding bomb is destroyed.

Skyhook

Both charts for docking hook have the field "Hook Dmg", it was taken to the sabotage on this hook is complicated by 1. The internal docking hook has yet the field of "Motor", this was taken of hooks can be moved anymore. That is, when it was extended then it can be retracted no longer and vice versa.

Launch Pad

Made the field of "Launch Pad Damaged" only a plane can start at the same time.

Cargo Winch

The "Engine" field the same effect as when the internal Zeppelin docking hook.

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3BZEPPELIN BLUEPRINT

17BOverview

The blueprints are needed for the internal results and boarding actions. For this purpose, you should draw which internal zones under which gas cells lie in the blueprint.

18BAdditional Symbols

Next to the icons of already known of the Record Sheet, there are still more to internalcomponents to highlight.

Figure 4 – Internel Symbols

Entry/Exit Symbols mark additions to the inner of the Zeppelin. These can be found for example in the engine nacelles. Power generator, security zones, and secret rooms can be interesting for specific scenarios.

19BMaking a Blueprint

There are no rules for the layout itself, the rooms and corridors must be also not to scale, it is important how one must move, and where relevant points for the mission are can be seen.

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4BTRAVELLING VIA ZEPPELIN

Zeppelins can reach while not the top speed of an aircraft, but they have a long range and provide enough room for equipment and cargo. A journey from the East to the West coast of North America is between 5 and 10 days, this is because that you rarely a direct flight rod can choose because pirates or hostile militias.

In a campaign the Zeppelin is often used as a mobile base of players and enables an easier withdrawal after completing a mission.

The cruising speed of a Zeppelin is higher than the one he has in the fight. This one certainly must speed up once an hour fully the Zeppelin and he must have reached also a certain minimum height.

At full speed, a Zeppelin can be used but not all of his weapons. As soon as a Zeppelin opens hatches to shut protected Flak guns or aircraft from the body start to leave, he slows down to its maximum speed within a short time. This is because that the aerodynamics is no longer optimal and there is air turbulence which slow down the Zeppelin.

5BTHE ZEPPELIN CREW

First, the crew has to be distinguished between fighting and non-fighting members. In any case the captain, officers, gunners, pilots and security members count towards the fighting crew. Usually any maintenance crews, technicians or passengers do not fight. However armed technicians have been seen on some pirate zeppelins and under certain circumstances there are special passengers (i.e. "undercover" cooks) who will join a fight, depending on the given game scenario.

Calculating how many crew members are on board is possible using the zeppelin construction rules. On standard issue zeppelins it is assumed one crew member in five is a junior officer, and one junior officer in five is a senior officer (minimum one captain).

20BCrew Quality

In "BtCV" boarding parties are divided into groups of "green", "seasoned" and "veteran" and it is rolled how many fighters are on board. The rest should be attuned to the given scenario.Here another table to assign crew members to the different quality groups:

Table 1 – Crew Stats

77BGroup 78BStandard values forRedshirts

Type of Crew

NT SS DE SH CO QD

Green 4 3 5 4 2 3 Junior officers, gunners, possible common pirate crews, mercenaries(cheap)

Seasoned 5 3 6 4 3 4 Senior officers, captains, pilots (wingmen), simple security people,mercenaries (expensive)

Veteran 6 3 6 4 4 5 special security troops (military), ace pilots

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21BThe Captain

Since the Captain has a special role on the Zeppelin it is advisable to treat him as a pilot. So, it starts with 300 EP that can be distributed on stats and feats.

22BExperience Points

When you play a campaign with Zeppelin the crew should win also experience. Applies to the normal crew that survived any of the 10 missions (where the Zeppelin also was set up) rising to a rank.

The master you can award lump sum EP Yes for each mission in which he took part that he can then distribute to stats or feats.

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6BZEPPELIN IN ACTION

23BMaximum Speed

The maximum speed of a Zeppelin is dependent on the number of intact engines and is normally 1-2 hex. The maximum speed of fully intact engines is the Table 2 - engine Overview column max speed (see &) to refer to.

24BManeuver Overview

In the following paragraphs describes the maneuvers that can be performed with a Zeppelin. Unless it is not otherwise described, it performs a necessary maneuver throw always with the values of the Zeppelin captain.

Used abbreviations in the maneuver toss formulas:ZepHex – Length of hexfields of the zeppelin (see Error! Reference source not found.)AccelMod – Acceleration modifier depends on engineMobMod – Mobility modifier depends on engineD10 – Result of a roll with a 10-sided dice

Table 2 – Engine Overview

Modifier: Acceleration / Mobility

Engine Max. Speed Inferior Normal SuperiorDiesel, slow 1 3 / 5 3 / 4 3 / 3Diesel, normal 1.5 2 / 3 2 / 2 2 / 1Diesel, fast 2 1 / 3 1 / 1 1 / 0Gas turbine 2 2 / 3 2 / 1 2 / 0

Diesel engines are there in three types of torque (slow, normal, fast) and in three stage quality (inferior, standard, superior). The gas turbine is relatively new on the market and is divided only into the production quality level.

Diesel Engines and Gas Turbines

Gas turbines can use Zeppelin gas as a fuel (hydrocarbon containing), which is just as difficult as the lift it creates. It is carried in separate gas cells in the Interior of the Zeppelin. It needs more considerably more volume than diesel, but volume is not a problem in a Zeppelin. However, diesel fuel reduced the payload of a Zeppelin. Zeppelin gas can not single sulzen also like diesel.

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25BAccelerate / Decelerate

The speed can be lowered or raised by half a point each round. This means a zeppelin may have following speed: 0, 0.5, 1, 1.5 or 2. At the speeds 0, 1, 2 is clearly the Zeppelin to the appropriate boxes of witch moves forward. In 0.5 it moves each round 2 to a hex to the front. At a speed of 1.5, the 1.Runde 1 hex and the hex then 2, etc. A Zeppelin can have a speed of 0 several rounds without a problem.

Maneuver Roll 1 – Accelerate/Decelerate

D10 >= ZepHex + AccelMod - 2 - Natural Touch

The Zeppelin may attempt each round to decelerate. Acceleration can only be done after 2 rounds since the last successful acceleration. Which means if the acceleration roll failed the zeppelin may attempt an acceleration roll in the next round, otherwhise the captain has to pause on round until the next try.

26BRedlining Engine

For a short time the zeppelin captain is able to redline engines by one point. This maneuver may be tried every fourth round after the last redlining tryout and after he reached the maximum speed of the zeppelin.

Maneuver Roll 2 – Redlining Engine

D10 >= ZepHex + AccelMod + 4 – Natural Touch

With a successful roll the captain is able to use the air stream with great ability and is allowed to move the zeppelin one hex more. If he fails his roll, he has to roll with a D10 again. At 1-3 one engine will fail because of overheating and needs 8 rounds to get active again.

27BTurning

The Zeppelin can be turned one hex to the left or right if the roll is successful. The Zeppelin is turned around its center.

Maneuver Roll 3 – Turning

D10 >= ZepHex + MobMod – Natural Touch – [0…4]

A turning can only be done after 4 rounds since the last successful turning. If he fails the roll, he gets a bonus point of +1 (which can go up to +4, if he failed 4 times before).

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28BDrifting

During a drift the zeppelin doesn’t change its angle, but its center-line is moved by one hex to the left or right.

Maneuver Roll 4 – Drifting

D10 >= ZepHex + MobMod – 2 - Natural Touch

This maneuver may be tried every second round after the last successful drift.

29BFire Weapons

A Zeppelin can have the following guns: gun turrets, bow gun, rear gun, anti-aircraft of guns, rocket mount and/or a bomb shedding device. Gondel-, bow and stern guns can be protected fitted with machine guns and/or a flak.

The official rules say that the Zeppelin as last shoots (AAW RoAC page 47).As the Zeppelincrew about now also has a quick draw value (see error!) Bookmark not defined., "Error!" ("Reference source not found."), which applies to all guns with gun pods fitted are now the quick draw rule. Only the Flaks, missiles, and bombs are fired last.

Each gun may fire only a shot per battle phase. Double tipped machine guns cannot fire course 2 shot, but only on a target. Gondola guns and bow/stern guns be turned only and then firing in the direction. The values of the corresponding on-board protection used for the attack roll.

Gondola guns and bow / stern guns which are equipped with machine guns, as well as with Flaks must decide what gun they fire. With the flak has shot the gun may shoot only at the end of the combat phase.

Stunned gun crews may not shoot as in the official rules. Also reach and Firearcs remain as in the official rules. Only missiles and bombs have no range bonus.

Figure 5 - Fire ArcGun Turrets

Figure 6 - Fire ArcBow/Stern Turrets

Figure 7 - Fire ArcRockets

Figure 8 - Fire ArcGun Turrets

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30BPlotting and Moving

Zeppelins are much more unhandy and slower than planes. This is why the movements of the zeppelins are carried out after all planes have been moved. Furthermore the zeppelin has to announce his maneuver before the airplanes plot their course. An exception is for shocked pilots they have to plot without knowing where the zeppelin moves.

When printing, the Zeppelin captain in the game round his Zeppelinsheets enters the speed of the next round. After the new facing (F, A, or B) for a turn or DS (drift starboard) or DP (Drift port) for drifting on.

Examples:1A means an hex straight forward1F means an hex to front and a twist to left1Ds means an hex before and rightward drift

Since the witch fields offset to each other are you has a problem with the forward movement an odd number of hexane. That is why must you hex the Zeppelin for each alternately to the left or move right.

After also all planes have plotted, and the plot phase temporarily is, comes as we know the movement phase and the Zeppelin rolls whether his maneuver succeeds. In contrast to the aircraft Gets the Zeppelin at one of the above moves no stress damage but does not execute the manoeuvre failed.

.

Example:A Zeppelin has plotted 1F, which litter has not managed to rotate moves while a hex to the front but is not.

Fail the throw for speeding up or slowing down the Zeppelin retains its old speed.

31BEmergency Landing

An emergency landing of an airship is intended to happen only during a combat operation and is only necessary after the destruction of the third gas cell. The zeppelin crashes immediately if the last gas cell is destroyed and the damage has then to be determined on the "Internal zeppelin damage table". Between missions it is assumed that a damaged zeppelin is able to find a suitable landing ground and therefore no emergency landing roll is needed.

Most important is to find a suitable landing place. Thus a plain field or an airfield is best. The roll to land on a forest area is modified by 4 and trying to land in a canyon or steep hill is modified by 8 points. With different terrains in the landing zone, the most difficult one sets the rolling modifier. Landing on an obstacle (see FF5 SG) is not possible, which means it is automatic heavily damaged.

Maneuver Roll 5 – Emergency Landing

W10 >= Terrain modifier + number of destroyed gas cells- Natural Touch

On a failed roll the damage is rolled on the "Internal zeppelin damage table". However any destroyed gas cells need to be added as a doubled modifier.

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32BDocking on/off

Usually the arrival or undock a Zeppelin takes quite some time, and this maneuver throwing is also not necessary. In aerial combat, it can but by a part of the mission be to dock briefly to cargo or to take up.

Maneuver Roll 6 –An-/Abdocken:

W10 >= ZepHex + MobMod - Natural Touch

The roll fails so the Zeppelin at a random gas cell receives the damage of an AP rocket. An arrivals or Abdocken maneuver takes a round each, but the speed of Zeppelin must be 0.

33BStarting and Landing with Airplanes

The master roll no maneuvers in the launching and landing of aircraft. To land on German continues to use the official rules (see AAW RoAC page 30f). External and internal snap hooks, can be used both for take-offs and landings. Aircraft main ramp can be used only for take-off.

At landing during a mission the pilot needs to stop train on the witch box its in a snap hook is located. Rather than shoot, he can then make his country roll.

An internal snap hook needs to pull the complete next round to the plane in the inner of Zeppelin. During this time, he can be bombarded. Then, the flyer can be taken from the playing field.

When you start an aircraft shall have a round before it can plot for the first time on the witch box of Zeppelin. An airman who starts from an internal snap hook may be bombarded again during this time (such as when landing). Aircraft that launch from an aircraft main ramp may not be fired on.

Aircraft starting from docking hook out rounded out as startup speed is the current Zeppelin speed,.5 values always. Of the aircraft main ramp the startup speed is the current Zeppelin speed + 1 (here is rounded off).

Aircraft to external docking hook remain all the time on the pitch. Flyer hanging on the snap hook are easier to meet 1 and it is counted no attack angle modifier.

Figure 9 - Launch/Landing Arc

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7BATTACKING A ZEPPELIN

34BPossible Targets

From the basic window, there were only on gas cells, you can shoot guns or engine nacelles. Because Yes our Zeppelin rules offer many more possibilities to equip the Zeppelin, there are now also more zones you can attack. Also engine nacelles and whose guns are now now considered as separate targets.

Table 3 – Overview of possible zeppelin targets

Target BTNCommand bridge 7Rudder 3Gas cell 1Engine pod 6Gun turret 7Bow/Stern turrets 7Flak gun 6Rocket rack 6Bomb rack 3Skyhook (external) 6Skyhook (internal) 7Launch pad 6Cargo winch 3Zeppelin towing/grappling Harpoon 6External cargo platform 3

For the most goals there is damage diagram in the hits as be removed from the aircraft. Exceptions are gas cells, the navigating bridge and the oars, here the points be deleted off that depend on the damage template as "Zeppelin".

It continues to apply the rule that you at the shoot over to one of the small targets possibly meets the gas cell behind it. Except for the navigating bridge and the rudder, this rule applied also to the new targets.

The effects that occur when destruction of certain fields in the damage charts were explained above (see page 6 "claims diagrams overview"). The following effects are can occur through destruction or damage.

Damage on the Command Bridge:

The navigation bridge has 50 points that can take damage. Half of the bridge was destroyed so 25 points, so the radio installation fails and the Zeppelin loses communication with his aircraft (this applies to the feat of "Fleet Comander" see FF5 AaG). 35 Points of damage are hindered from immediately all Zeppelin maneuver by one point. Destroyed all the points the bridge is unusable and the Zeppelin flies only still straight and the speed cannot be changed.

Damage on the Rudder:

The rudder has 50 points which it can take damage. It destroyed 30 points so all Zeppelin maneuver around a point are more difficult now. Destroyed all the points the Zeppelin may fly only still straight or drift.

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Damage on Gas Cells:

Gas cells have as you know 60 points which can take damage. All other rules for gas cells which were completely destroyed are on page 18 "internal" to find.

Destroying Engine Pods:

Destroyed half of the engines, the Zeppelin has only half-maximum speed. All engines were destroyed so the Zeppelin can no longer move. The Zeppelin has in the higher speeds comes into force the round in which one of the two effects, so the speed is reduced each round automatically by half a point, until either the half-maximum speed has been reached or the Zeppelin stands still.

35BShocking the Zeppelin Crew

The rules from AAW RoAC page 48 are supplemented here. The on-board protection have KO now different values (see page error!) Bookmark not defined., "Error!" ("Reference source could be not found.").

The Brückencrew can also be shocked, here the values of the master will be used. The captain will get a bonus of + 3 on its Constitution for the shock toss also the Gunshield. All maneuvers rolls are more difficult in the next phase of motion for him by 2 points (shock modifier anlog as in airplanes).

A panel rocket in the field of vision from the Zeppelin bug must be shot to shock the crew on the bridge of the Zeppelin. Or a sound rocket on or adjacent to the hex with the bridge.

Flak batteries (main guns) and bomb shedding devices can be not shocked, because they are controlled by the navigating bridge.

With smoke rocket (see FF5 AaG) where neither protect the Board nor the bridges shock crew.

Figure 10 - Shocking the Bridge Crew

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36BInternal Hits

The construction of the zeppelin allows the loss of one gas cell to be without much consequences (providing the airship is without overloaded cargo). Loosing a second gas cell still enables it to land safely. This is why almost all zeppelins have 5 gas cells regardless of their size. The gas cells are constructed to blast upwards at an explosion to avoid the least minimal internal damage as possible.

However a part of the explosion will always have effect on the internal structure. To find out which internals are affected at which gas cell a blueprint is needed.

Roll 1 – Absorption Internal Damage

D10 >= (ZepHex / 2) + Number of destroyed gas cells

Every time a gas cell is destroyed an absorption roll is needed to handle the internal hits. Nothing happens if the roll successful. If failed, another one with the D10 is rolled with the number of destroyed gas cells added. The result is then read off of Table 4 - Internal zeppelin damage.

Table 4 – Internal Zeppelin Damage

Dice Result 61BEffect1-4 light structure damage in the airframe

Additional D10 % repaircost from the airframe construction cost.5-6 Normal structure damage in the airframe.

Blackout of one energy generator. Internal and airframe damaged for 2D10 %7-9 Heavy structure damage in the airframe.

Loss of all technical systems in the area (like grappling hooks, generators...) Internals and airframe to 20% damaged.

10-11 Heavy explosionD10 roll for every sector in the gas cell area:1-5 : Sector is destroyed by 60%. Crewmember inside lose D10/2 constituion

(Sector not accessible for rest of mission)6-10: Sector is destryed by 40%. Crew members lose 1 constitution

12+ Complete destruction, the zeppein crashes90% internals, cargo, etc. are damaged. All crew members lose D10+2 constitution. Half of the result is permanent.

37BMagnesium and Gas cells

The official rule to the magnesium fire on gas cells that are filled with hydrogen (see AAW RoAC, page 46) is changed here.

Hit with magnesium ammunition on a hydrogen filled gas cell is the Zeppelin not completely destroyed but only the gas cell and it is carried out a throw on the table - internal damage of Zeppelin and adds additional 1 point to the litter.

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8BFURTHER ZEPPELIN ACTIONS

38BEmergency Exit

Crew members located in the exit zones, can try to leave the sinking ship, such as for example the gun crew on an engine gondola, which tempted with parachutes to jump off just before the crash of a Zeppelin.

For the emergency exit, the well-known throw from AAW RoAC is page 29 and 31. The base number and the modifiers to read from the table.

Table 5 – Emergency exit from the Zeppelin:

Situation Base/modifierPassenger/crew outside the Zeppelin (e.g. motor gondola)

10

Passenger/crew in the Zeppelin 12Aircraft emergency startup* 14each destroyed gas cell +1from a section destroyed gas cell +1

* The litter is for action to enter the aircraft. The start is automatically. The aircraft must be in readiness, so hang on a hook of docking or in start position on the start ramp of the aircraft.

39BTowing (Zeppelin with Zeppelin)

To tow zeppelins, you need a Zeppelin drag device, which consists of 4 Harpunengeschützen. All 4 harpoons must meet the other Zeppelin, for this one is necessary an attack roll with the base 4.

While towing it is only possible to move half of the maximum speed. All maneuvers are hindered by 3 points and delayed a round for the towed zeppelin. This means that everything other than a straight forward movement has to be carried out for the towed zeppelin one round after the towing zeppelin did his move.

Example:A zeppelin wants to do a drift while towing another airship - The maneuver roll is a success - The movement of the towing zeppelin is carried out in the same round - the drifting of thetowed zeppelin is carried out in the next round.

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40BTowing (Zeppelin with Airplanes)

In order to tow a zeppelin with planes all engines of the airship have to be inactive. The towing is only possible with several heavy fighters or bombers. Every plane needs to successfully fire 2 harpoon rockets at the airship. The harpoons are anchored if a roll against a base target number of 4 is successful.

The bulk of the planes need to be twice as large as the "space volume hexes" of the zeppelin. The bulk of planes are the sum of (12 - base target number for each plane). The space volume hex of a zeppelin is determined by the "Hexes" row in the "Zeppelin Hull Table" found under the zeppelin construction rules in this handbook.

All towing planes need to plot the same maneuver. They are only able to fly straight maneuvers with a facing of F, A or B and a speed of 1.

41BBoarding

The well-known boarding rules from BtCV, page 66 explain how you with the help of aircraft Enterman properties on a Zeppelin sets off.

Troops directly from a Zeppelin allow a variant of the Zeppelin drag device, the boarding harpoons to land. Enter harpoons are in contrast to the their standard execution not at the rear mounted but side of the fuselage. So must the Zeppelin this manoeuvre parallel to the other Zeppelin and be in the range of Harpunengeschütze.

Here too you must make an attack roll to the base number 4 anchor the harpoons. Then can troops that are harness equipped with a boarding, a hex per turn drain on the ropes on the other Zeppelin. As soon as they have arrived at the hull of the other Zeppelin, you can try to penetrate into the Zeppelin.

If it is connected to at least 4 harpoons with the other Zeppelin Zeppelin with the boarding harpoons can be on the other Zeppelin per round a hex pull (always the smaller to the larger Zeppelin moved to it), to the roll is below beschriebne is necessary.

Roll 2 – Appointment with boarding harpoons:

W10 >= 6 + ZepHex victims - ZepHex attacker – Natural Touch

As long as the zeppelins with up to 2 Harpoon rope are connected, they can dissolve. Each cable that is more than 4 hex apart draws tears off automatically or the crew attempted to solve the ropes.

As soon as 2 zeppelins with 3 or more ropes are chained together they can still just fly out.

42BFighting on Board

For fighting in the Interior of the Zeppelin, the blueprint FF5 AaG be used as floor plan and the ground combat rules out. We have used up to now always the section rules for fighting in the Zeppelin.

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9BCONSTRUCTION RULESbased on the rules created by Carl Cramér, Oct. 2000 from the "Wings of Honor" page found at:http://hastur.net/abbe/crimsonskies/index.html

43BAirframe

The airframe is the skeletal structure of every zeppelin. Besides the light alloys are gas cells, electric generators, maintenance walks, ventilation systems, helium/hydrogen processors and outer hull platings counting towards the airframe. The airframe needs 3 maintenance crew members for every hex in length.

Table 6 – Zeppelin Hull

Weight (Tons)Hexes Length (m) Beam (m) Airframe

(35%) He+Militär

Full Payload

16x2.5 800 130 2800 8000 520015x2.5 750 125 2300 6600 430014x2 700 115 1880 5350 347013x2 650 110 1500 4300 280012x2 600 100 1180 3375 219511x2 550 90 910 2600 169010x2 500 80 690 1950 12609x1.5 450 75 500 1425 9758x1.5 400 65 350 1000 6507x1 350 60 240 675 4356x1 300 50 150 425 2755x1 250 40 90 250 1604x1 200 35 45 125 803x1 150 25 20 50 302x1 100 15 5 16 111 50 10 — 2 2

This table shows the weight of the airframes with helium and military armor.

Small zeppelins (between 50 to 100 meters) are pretty much useless and should only be used for reconnaissance missions. Most used and efficient zeppelins are between 300 and 450 meters. The zeppelin used in the basic rules is equivalent to one with 450 meters in lenght. Zeppelins with a lenght above 450 meters are hardly seen, as their maintenance - mainly regarding fuel and gas cells - is very costly.

Formula 1 – Zeppelin Volumehex Calculation

Volumehex = Hex width * Hex length

44BGas Filling

Although hydrogen (H) has a better ascending force, Helium (He) has established itself as filling for gas cells in zeppelins of the world of crimson skies. Some drawbacks of hydrogen are explained in the basic rules of the game. The advantage however is the airframe which only needs 30% of the overall weight and therefore allows for 5% more loading capacity.

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45BHull Plating

As known from official Rules there are standard platings and military platings. While civilian airships prefer the lighter standard plating, the military and many pirates use the much more sturdy military platings. Using normal instead military plating reduces the airframe weight by 5 %. Therefore a zeppelin with hydrogen and standard plating only has airframe weight of 25%.

46BComponent Overview

Every component needs the stated room in tons and the according crew count. If the crew count is smaller than the needed one (if, for instance, technicians are used for airframe upkeeping and at the same time for the engines maintenance) the repairs will take longer to complete. It is assumed that on military and passenger zeppelins there is a junior officer for every 5 crew members , a senior officer for every 5 junior officers and at least one captain. All components marked with a * are needed to be installed, all other are optional.

The weight for each component is subtracted form the zeppelins payload. If the payload reaches 0 than no further components can be added to it.

47BPropulsion and Armament

Engine Pods (*):

Construction – Stats:1 ton & 1 crew (slow Diesel engine),3 tons & 1 crew (normal Diesel engine)5 tons & 2 crew (fast Diesel engine)5 tons & 2 crew (gas turbine)

One engine pod is needed for every hex length of a zeppelin (rounded down).

Gun Turrets:

Construction – Stats:½ ton & 2 crew* for 30 cal1 ton & 2 crew* for 40 and 50 cal2 tons & 2 crew* for 60 and 70 cal+2 tons & 1 Crew* for flak cannon

The gun turrets can be double or single turrets. The only difference lies within the acquisition costs. Turrets with mounted flak cannons may only have single mounted Guns. The crew for this gun gets a gunshield modifier of +3 for shock rolls.

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Bow-/Stern Turrets:

Construction – Stats:2 tonnes each & 2 crew* (MG always 60 or 70 cal)+ 2 tonnes each & 1 crew* for a Flak Cannon

These cannons are only used on military zeppelins. The turrets can be double or single mounted turrets. The only difference lies within the acquisition costs. Turrets with mounted flak cannons may only have single mounted Guns. The crew for this gun gets a gunshield modifier of +3 for shock rolls.

Flak Guns:

Construction – Stats:62B 2 tons & 2 crew

These cannons are only used on military zeppelins. These cannons are mounted on the side of the zeppelins body and can be pulled in for better aerodynamics. They have rooms for 5 flak projectiles, which automatic reload. They are fired with controls on the bridge.

Bomb Rack:

Construction – Stats:63B5 tons & 1 crew

Bomb racks are only used on military zeppelins. These are mounted underneath the airship and may only attack ground targets. A bomb rack hold bombs for 8 hardpoints. It can not be used to fire rockets. Further cargo hold is needed to stock the bombs. Bombs are fired with controls on the bridge.

Rocket Rack:

Construction – Stats:64B10 tons & 2 crew*

Rocket racks are only used on military zeppelins. Respectively one rack can added to the bow or stern of a zeppelin, the same hex as the bow/stern turrets are. They can hold 8 hardpoints worth of rockets, but no bombs. Additional ammunition needs to be stored in the cargo hold. The crew for this gun gets a gunshield modifier of +3 for shock rolls.

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48BInterior

The Bridge (*):

Construction – Stats:[Length of hexes of the zeppelin / 2] tons and [Length of hexes of the zeppelin] crew with captain

The bridge includes a chart room and a radio room. Sometimes more than one of these rooms can be found on reconnaissance and military zeppelins. These rooms are always included in the bridge on passenger zeppelins.

65BRooms:

Construction – Stats:1 ton & 1/4 Crew (only necessary with passenger cabins)

This equals any one of these:• one luxury cabin (one person)• one suite (however every person uses up 1 ton, so a suite with room for 5 peoples equals 5 tons)• one cabin for 2 persons in tourist class• one cabin for 4 persons in the economy class (also for the maintenance and security crew)*• one cabin for 2 technicians, pilots or junior officers *• one cabin for a pilot ace, officer or the captain*• one cell for up to 8 prisoners

66BLounge:

Construction – Stats:67B2 tons & 1 crew

Note: The 1 crew is only needed on military and passenger zeppelins. It is assumed there is a cook on pirate zeppelins, but no service crew for a dining room, lounge or the likes. In return some luxury liners have huge ballrooms with much more personnel.

This equals any one of these:• the chart room• the radio room• the kitchen for every 10 rooms *• the dining room for every 10 rooms *• the lounge for every 10 tourist class passengers or 2 first class passengers• a library (can be bigger)• a arboretum (can be bigger)• the observation deck• the command center / briefing room• the science laboratory (can be bigger)

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49BCarrier Gear

Most supporting components are limited by the size of the planes. Transport beams on the ceiling are mounted on all internal supporting structures and hangars in order to be able to move the planes inside the zeppelin. Several pulleys are attached to the beams which allow movement of the planes.

Formula 2 – Calculating Airplane Size

Size of plane = 12 – Base target number of plane

68BInterneral Sky Hook:

Construction – Stats:69B [3*size] tons & 5 crew (2 to use)

A traditional docking hook to pull planes inside the hangar of the zeppelin with a winch. Also used to release them. The size specifies the biggest possible plane that can be hoistet on board.

External Sky Hook:

Construction – Stats:[2* size] tons & 1 crew

These docking hooks are mounted outside and are used by many zeppelins for emergency exits or emergency docking hooks. However, the plane is unprotected outside the zeppelin and is an easy to hit target. The pilot can reach the inside of the zeppelin with use of a small ladder. Hauling big cargo with the external docking hook is therefore impractical. The size specifies the biggest possible plane that can dock on the external hook.

70BExternal Refuelling Rig:

Construction – Stats:71B[2* size] tons & 1 crew*

The refulling rig is like an external sky hook with fuel filler for refueling the plane. It is possible to refuel a plane in one round with a external refuling rig. This device is mainly used by the military for long distance missions.

72BLaunch Pad:

Construction – Stats:73B[5* size] tons & 15 crew (2 to use)

Launching pads are used in big military carriers. They allow launching 2 planes per round from each platform. Internal sky hooks allow only one plane to launch every round. However launching pads can not be used for docking, this works only with internal sky hooks. The size specifies the biggest possible plane which is able to launch from the pad.

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74BHangar Bay:

Construction – Stats:[Total Size of All Flyers] Tonnes & for every 10 tons / 1 crew member is required

A hangar is inside the zeppelin. This is the place for planes to be stored and prepared. Every ton of the hangar is able to store one size unit of a plane. Half of a hangar is able to be used as a cargo hold. All airships with internal docking hooks and launching platforms require a hangar.

A part of a hangar is used for supplies and spare parts of every plane on board.

Repair bay:

Construction – Stats:75B[2*size] tons & 5 crew*

Is used for on-board repairs of planes. A hangar and internal docking hooks are prerequisites. The size specifies the biggest possible plane which is able to be repaired in this bay.

50BCargo Components

Provisions:

Construction – Stats:½ ton per person per month*1 ton per plane per fight mission (includes fuel, rockets, bombs and ammunition)½ ton per plane per deployment (for transport- and passengerplanes without weapons, thus fuel only)1 ton per gun of the zeppelin in ammunition

With provisions it is assumed that the planes are already equipped with ammunition and fuel as the airship leaves dock. If a plane finishes a mission and there are no more provisions left on board it is not possible to be used again unless the zeppelin refills its provisions.

Fuel storage (*):

Construction – Stats:any size

Is used for the zeppelin, but can also be used as a fuel supplement for planes, except if you are using gas turbines.

Table 7 – Fuel Consumption

Engine Consumption per week in tonsDiesel, slow Volumehex / 5Diesel, normal Volumehex / 3Diesel, fast Volumehex / 1,5Gas turbine Volumehex / 2

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76BCargohold:

Construction – Stats:any size + 2 tons for Shipping Handling Devices

One ton of cargo can be transported for every ton of cargo hold space. The cargo hold is mostly found inside of the zeppelin.

External Cargo Platform:

Construction – Stats:any size + 2 tons for Shipping Handling Devices

Some smaller freight zeppelins have an external cargo platform mounted underneath the zeppelin. These have the advantage of being much cheaper and also can be used as emergency hangar for small planes. The disadvantage for them is to be easy targets for harpoon rockets or attacks.

The cargo you may store on a plattform is the size * 1.5.

Cargo Winch:

Construction – Stats:[2 or 3 tons + cargo weight] & 2 crew

With a cargo winch it is possible to lower a section of the cargo hold floor to be able to transport cargo inside the cargo hold without the need of using ramps. This allows for hauling in the cargo even over difficult terrain.

The platform is also usable as cargo hold. A special cargo winch is usable to let a plane land. The size of the winch needs to be twice as big as the plane.

The winches need another ton in size for the emergency mechanism. Emergency landing automatically does one stress damage on the nose of the landing plane.

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51BSpecial Equipment

The presented extras are partly very special, even unique and are meant for some more spiced up zeppelin scenarios. These are not for your standard zeppelin. The special equipments like the security zone and secret rooms are of course usable for any buildings too.

Security Zones:

Construction – Stats:Any size & Crew s.u.

Security zones are on zeppelins with prisoner cells or laboratories or high security freighters. On a zeppelin blueprint they have to be marked as such zones.

It is also recommended to guard these zones with a security guard (number of crew by your own measure). Enemy boarding parties are only able to get into these zones by deactivating any alarm systems. They also have to go against any security members. Every zone has a base target number between 5 and 10. A roll with a D10 has to be equal or higher to get into the zone. Buying information to access for these systems could be a possible part of a scenario and would give a bonus to the roll.

Secret passageways and –rooms:

Construction – Stats:any size

Every zone which is not needed to be included into a zeppelin can be declared as a secret room. They have to be marked on the blueprint.

These zone are hard to find for boarding crews without any insider information. This is why zones like security zones are not possible to be entered just like that. A secret second cargo hold is very popular with smugglers. If a room is entered which has access to a secret room or passageway and no enemy is within the room, a roll on the D10 is allowed to check if the secret access is found or revealed. The base target number should be between 8 and 10.

After that another roll is needed to check if it is possible to open the access. The same rules as for the security zones apply. It is also possible to buy more information as a scenario feature. Finding the access should take one round, opening any locked or barred doors should be measured by the scenario.

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Zeppelin towing/grappling harpoons:

Construction – Stats:[5+lenght of hexes of biggest zeppelin which is possible to be towed] tons and 4 crew*

A zeppelin towing machanism is intendend to tow zeppelins with destroyed engines, but there are pirate zeppelins that use modified versions with the ability to use them as grappling harpoons.

The zeppelin towing mechanism consists of 4 rocket firing rigs with winches which can fire extra big harpoon rockets to be able to catch the zeppelin. Usually the rigs are found on 4 different point on the stern of the zeppelin, with the modefied pirate version on the port and starbord.

Technical data of the towing harpoon:Range: 4 hex fieldsHit modifier: +2

Description:Only able to fire from zeppelin tow mechanisms. Not reusable.

Cost:Basic harpoon firing mechanism: 2000 Dollar eachHarpoons: 200 Dollar each (usable for one shot)

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10BEXPENSES

52BConstruction costs

Airframe:

Normal airframe costs volumehex * 10.000 Dollar.Military airframe with reinforced plating costs volumehex * 15.000 Dollar. Included are maintenance, fuel storage, power generators, lighting and bridge.

Engines:

Slow diesel engine costs volumehex * 250 Dollar each Normal diesel engine costs volumehex * 500 Dollar each Fast diesel engine costs volumehex * 750 Dollar each Gas turbines cost volumehex * 800 Dollar each.

10% less for inferior engines and 20% more for superior engines.

Arms:

Description Costs in DollarCal 30 Cal 40 Cal 50 Cal 60 Cal 70

Engine Pod Weapons 760*/1020** 820*/1340** 1100*/1900** 1480*/2660** 2100*/3900**Bow-/stern weapons -- -- -- 1680*/2860** 2300*/4100**Flak weapons 3500Bomb rack 3000Rocket rack 4000* Price for single mounting** Price for double mounting

Rooms and lounges:

Description Costs in Dollar per tonLuxury cabin (one person) 1000+Cabin for 2 persons in tourist class 500+

Cabin for 4 persons in the economy class (also for the maintenance andsecurity crew)

500+

Cabin for 2 technicians, pilots or junior officers 400+

Cabin for a pilot ace, officer or the captain 500+

Cell for up to 8 prisoners 300

Chart room 100

Radio room 200Kitchen 100Dining room 100+Lounge 300+Library 200+Arboretum 600+Lookout deck 200Command center / briefing room 200

Science laboratory 5000+

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Carrier Gear:

Description Costs in Dollar per TonInternal sky hook 200

External sky hook 100

External refuelling rig 150

Launch pad 250Hangar 50Repair bay 75

Freight and Miscellaneous:

Description Costs in Dollar per TonCrew provisions 10Plane provisions 20Zeppelin ammunition provisions 25Cargo hold 10 / 30*Cargo winch 200 / 250**Security zones Base cost * 2Secret rooms Base cost * 2,5* first number for external cargo hold (platforms), second for internal cargo hold** first number without emergency mechanism

53BUpkeeping Costs

Crew and Provisions:

This point is very variable. With pirates and mercenary zeppelins the crew gets a part of the loot and with passenger and military zeppelins the crew gets a fixed salary. However the provisions have to be paid by the owners in all cases.

79BFuel:

1 ton fuel costs between 5 and 20 dollars, according to the area and sources. 5 dollars can be charged if in areas with oil production. In industrial areas which do not have any own crude oil the ton can cost between 8 and 16 dollars. In remote areas or in pirate and civil war zones the price per ton can reach up to 20 dollars.

Helium / Hydrogen:

From time to time it is possible one has to replenish the helium or hydrogen of the gas cells. This is the case when gas cells have been destroyed or 1 - 3 times a year while maintaining the zeppelin. The refuelling costs always 1% of the airframe.

Ammunition:

The same cost frame can be used as described in "BtCV" page 55.

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54BRepairs

Airframe and gas cells:

Besides the internal damages 2% of the airframe costs have to be paid for every destroyed gas cell.

Engines and armament:

Engines always have to be replaced fully, i.e. for the original price.With armament it is the same as with the planes. If you repair them, they hit for 1 point less. The repairs cost per destroyed box 1/7th of the original cost of the weapon. Or you can buy a completely new weapon.

80BBridge and Rudder:

0.5% of the original airframe costs have to be paid for up to 25% damage. 1% with up to 50%damage, 1,5% with up to 75% damage and 2% for more than 75% damage.

Hull Plating:

Every box destroyed on the damage table costs 5 dollars. This is not usable for the bridge, rudder or gas cells. These costs have already been described.

81BInternal components:

With internal hits which have been rolled on the "internal hits table" it is possible to have damaged equipment/machines or rooms. For these purposes, see on the zeppelin blueprint which areas have been damaged. All rooms in the damaged area cost the rolled percent of their original price as repair fee.

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11BWHAT THE FUTURE BRINGS

55BTwin Bull

56BDragonfly

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12BSCENARIO IDEAS

If I have time, here I will put a few cool scenario ideas, or even excerpts of our scenarios.

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13BAPPENDIX

57BDamage DiagramsTo print out and cut out.

Gun Turrets

Flak Guns

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Rocket Rack Bomb Rack

Engine Pod

Cargo Winch Cargo Platform Launch Pad

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Harpoon

Sky Hock External Sky Hock internal

SupplementGuide to Zeppelins

Crew CounterTo print out and cut out.

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59BTable and Action Index

UTable 1 – Crew StatsU .............................................................................................................................. 9UTable 2 – Engine OverviewU ................................................................................................................... 11UTable 3 – Overview of Possible Zeppelin TargetsU ................................................................................ 16UTable 4 – Internal Zeppelin DamageU .................................................................................................... 18UTable 5 – Emergency Exit from the Zeppelin:U ...................................................................................... 19UTable 6 – Zeppelin HullU ......................................................................................................................... 21UTable 7 – Fuel ConsumptionU ................................................................................................................. 26

URoll 1 – Absorption Internal DamageU .................................................................................................... 18URoll 2 – Appointment with Boarding Harpoons:U ..................................................................................... 20

UManeuver Roll 1 – Accelerate/DecelerateU ............................................................................................ 12UManeuver Roll 2 – Redlining EngineU .................................................................................................... 12UManeuver Roll 3 – TurningU .................................................................................................................... 12UManeuver Roll 4 – DriftingU .................................................................................................................... 13UManeuver Roll 5 – Emergency LandingU ................................................................................................ 14UManeuver Roll 6 –On-/Undocking:U ........................................................................................................ 15

UFormula 1 – Zeppelin Volumehex CalculationU ...................................................................................... 21UFormula 2 – Calculating Airplane SizeU .................................................................................................. 25

UFigure 1 - Record Sheet Page 1U ............................................................................................................. 5UFigure 2 - Record Sheet Page 2U ............................................................................................................. 5UFigure 3 – Symbols the Zeppelin Record SheetU ..................................................................................... 6UFigure 4 – Internel SymbolsU .................................................................................................................... 8UFigure 5 - Fire Arc Gun TurretsU ............................................................................................................. 13UFigure 6 - Fire Arc Bow/Stern TurretsU ................................................................................................... 13UFigure 7 - Fire Arc RocketsU ................................................................................................................... 13UFigure 8 - Fire Arc Gun TurretsU ............................................................................................................. 13UFigure 9 - Launch/Landing ArcU.............................................................................................................. 15UFigure 10 - Shocking the Bridge CrewU .................................................................................................. 17

Author:Herbert Veitengruber

Playtesting, Ideas and Co-Authoring:Frank Guthmann, Daniel Kinzer, Andreas Nutz, Michael Orova, Michael von Berg, Dominic Krautwurst

Translation: Andreas Nutz

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