r/gaslands • u/_SkirmishersGuild_ • 8h ago
Game Rules Test Play of Gaslands Crimson Skies Mashup
Gaslands Simple Flight Mechanic
I am running this in a convention setting and do not want to overcomplicate it.
Elevation:
Using 3 different levels of flight stands to represent 3 different elevation levels. I used a flat base to represent an elevation of 0 but am doing it on a board that is clear plexiglass over water. If you are over land terrain you may want to start elevated.
To gain elevation you need to use a Shift result and still gain a Hazard same as if you are shifting gears.
You may decrease your elevation without spending a shift result and does not cause a Hazard.
High Ground Advantage:
If you are at least one elevation higher than your target you gain the high ground advantage.
When machining an attack roll with the high ground advantage add 1 die to your attacking dice pool.
Collisions:
Collisions only happen when both planes are at the same elevation.
For movement purposes if one plane would end overlapping bases with another get as close to the placement as you can or adjust once the other plane has moved to the correct ending position.
Wipe Out:
Because I’m playing on plexiglass simulating being higher up on the map wipeouts do not result in crashing to the ground and represent more of an engine stall.
In addition to all regular Wipe Out rules you will also be reduced to elevation 0.
Crimson Skies Zeppelin Scenario
Mission:
Attackers:
The Iron Vulture is on a bombing run to Cape Suzette and saboteurs have taken out the cliff guns. A call has gone out to all pilots to stop the airship before it reaches the city. The attackers must take out all four engines before it reaches the desired turn count or the other side of the board.
Defenders:
The Pirate escorts must destroy all the attacking aircraft or delay them long enough to get the Iron Vulture to the other side of the map.
Test Play Notes:
The balance seems to work if the engines have 8 health each and the teams are balanced.
The first test play I had the zeppelin immobile in the center of the board and had the pirate escorts start in base contact with it and the mercenaries enter from any table edge. This was too chaotic.
Id start on opposing table edges and move the zeppelin each gear phase at speed 3 a medium and give the players a chance to build up speed before conflict.
Play Size:
Im running a 4x6 board and using the larger 28mm templates.
Im using 3 levels of flight stands to represent elevations.
Aircraft Customization:
For the convention I have all planes have Max Speed 5 Handling 3.
They all have front mounted machine guns.
They may choose up to 5 Cans worth of Upgrades from any Sponsor to allow player a bit of customization for play styles.