These rules create abridge between the roleplaying and boardgaming aspects of the campaign.
Difficulty Numbers
In Crimson Skies there are not attributes; all rolls are skill rolls. Hence, attribute rolls from Feng Shui translate differently from skill rolls.
Crimson Skies to Feng Shui
|
Type of roll |
|
Feng Shui difficulty |
Skill Roll |
|
CS target number +3
Target number modifier +11 |
Attribute Roll |
|
CS difficulty -3
Target number modifier +5 |
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|
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Feng Shui to Crimson Skies
|
Type of roll |
|
Crimson Skies Target Number |
Skill Roll |
|
FS difficulty -3 |
Attribute Roll |
|
FS difficulty +3 |
|
|
|
Crimson Skies Boardgame Values
The characters values in Crimson Skies boardgame are calculated from their T3 values as follows.
- Natural Touch is your Drive -8
- Sixth Sense is your Perception -2
- Dead Eye is your T3 Gunnery -8
- Steady Hand is either your Fix-It -8, or determined from Gun Schticks, whichever is greater
- Constitution is your T3 Constitution -2
- Quick Draw is your T3 Speed -2
Steady Hand from Gun Schticks |
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|
|
|
|
|
|
|
|
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Gun Schticks |
- |
- |
1 |
2 |
3 |
4 |
6 |
7 |
9 |
11 |
Steady Hand |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
Fortune in the Boardgame
Fortune points can be used in the boardgame for rerolls. A single reroll can be made on each roll by each character that is directly involved. You can reroll combat rolls where you shoot or is the target, and you can reroll your own maneuver rolls.
Pilot Damage in the Boardgame
Damage to pilots is measured in Crimson Skies damage points. This is the kind of damage inflicted to the pilot in Crimson skies.
A pilot that has taken damage, but not in excess of his Crimson Skies Constitution lands in T3 with Wound Points equal to five times the damage taken. No Death Test is required.
A pilot that takes damage matching his Crimson Skies Constitution value is assumed to have failed a Death Test in T3, failing by five plus twice the excess damage taken. |