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SUPPLEMENT: GUIDE TO ZEPPELINS


Tactics and Construction of the flying Leviathans
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Crimson Skies 2003 Microsoft, Distribution of FASA Boardgames in Germany by Fantasy Productions GmbH This is an unofficial Rulebook Preview Version - Revised 1.1 English

REFERENCES ..................................................................................................................... 3
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INTRODUCTION ................................................................................................................. 4
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THE NEW ZEPPELIN RECORD SHEET ............................................................................................. 5


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Overview .............................................................................................................................................. 5 Symbols ............................................................................................................................................... 6 Damage Charts at a Glance ........................................................................................................... 6


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ZEPPELIN BLUEPRINT ............................................................................................................ 8


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Overview .............................................................................................................................................. 8 Additional Symbols .............................................................................................................................. 8 Making a Blueprint .............................................................................................................................. 8


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TRAVELLING VIA ZEPPELIN ....................................................................................................... 9


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THE ZEPPELIN CREW ............................................................................................................. 9


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Crew Quality ........................................................................................................................................ 9 The Captain ....................................................................................................................................... 10 Experience Points ............................................................................................................................. 10


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ZEPPELIN IN ACTION .......................................................................................................... 11


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Maximum Speed ............................................................................................................................... 11 Maneuver Overview .......................................................................................................................... 11 Accelerate / Decelerate ..................................................................................................................... 12 Redlining Engine ............................................................................................................................... 12 Turning .............................................................................................................................................. 12 Drifting ............................................................................................................................................... 13 Fire Weapons .................................................................................................................................... 13 Plotting and Moving ........................................................................................................................... 14 Emergency Landing .......................................................................................................................... 14 Docking on/off ................................................................................................................................... 15 Starting and Landing with Airplanes .................................................................................................. 15
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Supplement: Guide to Zeppelins

ATTACKING A ZEPPELIN ........................................................................................................ 16


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Possible Targets .............................................................................................................................. 16 Shocking the Zeppelin Crew ............................................................................................................. 17 Internal Hits ....................................................................................................................................... 18 Magnesium and Gas Cells ................................................................................................................. 18
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FURTHER ZEPPELIN ACTIONS ................................................................................................. 19


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Emergency Exit ................................................................................................................................. 19 Towing (Zeppelin with Zeppelin) ....................................................................................................... 19 Towing (Zeppelin with Airplanes) ...................................................................................................... 20 Boarding ............................................................................................................................................ 20 Fighting On-Board ............................................................................................................................. 20
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CONSTRUCTION RULES ...................................................................................................... 21


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Airframe ............................................................................................................................................. 21 Gas Filling .......................................................................................................................................... 21 Hull Plating ........................................................................................................................................ 22 Component Overview ........................................................................................................................ 22 Propulsion and Armament ................................................................................................................. 22 Interior ............................................................................................................................................... 24 Carrier Gear ....................................................................................................................................... 25 Cargo Components ........................................................................................................................... 26 Special Equipment ............................................................................................................................ 28
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EXPENSES ..................................................................................................................... 30
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Construction costs ............................................................................................................................. 30 Upkeeping Costs ............................................................................................................................... 31 Repairs .............................................................................................................................................. 32


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WHAT THE FUTURE BRINGS ....................................................................................................... 33


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Twin Bull ............................................................................................................................................ 33 Dragonfly ............................................................................................................................................ 33


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SCENARIO IDEAS .............................................................................................................. 34


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APPENDIX ...................................................................................................................... 35
Damage Diagrams ............................................................................................................................ 35 Crew Counter .................................................................................................................................... 38 Table and Action Index ........................................................................................................................ 39
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Supplement: Guide to Zeppelins

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REFERENCES
Air Action Weekly Warriors of the Air Crimson Skies Boxed Set Air Action Weekly Rules of Air Combat Crimson Skies Boxed Set Air Action Weekly Planes of North America Crimson Skies Boxed Set Behind the Crimson Veil Wings over Manhattan Airmans Gazetteer Aircraft Manual Blake Aviation Security Pride of the Republic

References to official Rulebooks: AAW WotA AAW RoAC AAW PoNA BtCV WoM AG AM BAS PotR

References to unofficial FF5 Rulebooks: FF5 AaG FF5 SG FF5 ZG Aces and Gunslingers Stunt Pilot Guide Zeppelin Guide

Supplement: Guide to Zeppelins

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INTRODUCTION

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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THE NEW ZEPPELIN RECORD SHEET


Overview

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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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Symbols
Figure 3 Symbols of the Zeppelin Record Sheet

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Damage 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.

Supplement: Guide to Zeppelins

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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ZEPPELIN BLUEPRINT
Overview

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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.

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Additional Symbols

Next to the icons of already known of the Record Sheet, there are still more to internal components 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.

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Making 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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TRAVELLING 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.

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THE 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).

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Crew 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
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Group
NT

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Standard values for Redshirts


SS DE SH CO QD

Type of Crew

Green Seasoned Veteran

4 5 6

3 3 3

5 6 6

4 4 4

2 3 4

3 4 5

Junior officers, gunners, possible common pirate crews, mercenaries (cheap) Senior officers, captains, pilots (wingmen), simple security people, mercenaries (expensive) special security troops (military), ace pilots

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The 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.

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Experience 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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ZEPPELIN IN ACTION
Maximum Speed

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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.

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Maneuver 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 engine MobMod Mobility modifier depends on engine D10 Result of a roll with a 10-sided dice Table 2 Engine Overview Modifier: Acceleration / Mobility Inferior Normal Superior 3/5 3/4 3/3 2/3 2/2 2/1 1/3 1/1 1/0 2/3 2/1 2/0

Engine Diesel, slow Diesel, normal Diesel, fast Gas turbine

Max. Speed 1 1.5 2 2

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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Accelerate / 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.

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Redlining 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.

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Turning

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 [04] 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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Drifting

During a drift the zeppelin doesnt 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.

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Fire 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 Arc Gun Turrets

Figure 6 - Fire Arc Bow/Stern Turrets

Figure 7 - Fire Arc Rockets

Figure 8 - Fire Arc Gun Turrets

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Plotting 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 forward 1F means an hex to front and a twist to left 1Ds 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.

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Emergency 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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Docking 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.

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Starting 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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Supplement: Guide to Zeppelins

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ATTACKING A ZEPPELIN
Possible Targets

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

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.

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Shocking 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 Brckencrew 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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Internal 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 1-4 5-6 7-9 10-11
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Effect

12+

light structure damage in the airframe Additional D10 % repaircost from the airframe construction cost. Normal structure damage in the airframe. Blackout of one energy generator. Internal and airframe damaged for 2D10 % Heavy structure damage in the airframe. Loss of all technical systems in the area (like grappling hooks, generators...) Internals and airframe to 20% damaged. Heavy explosion D10 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 Complete destruction, the zeppein crashes 90% internals, cargo, etc. are damaged. All crew members lose D10+2 constitution. Half of the result is permanent.

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Magnesium 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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FURTHER ZEPPELIN ACTIONS


Emergency Exit

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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 Passenger/crew outside the Zeppelin (e.g. motor gondola) Passenger/crew in the Zeppelin Aircraft emergency startup* each destroyed gas cell from a section destroyed gas cell Base/modifier 10 12 14 +1 +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.

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Towing (Zeppelin with Zeppelin)

To tow zeppelins, you need a Zeppelin drag device, which consists of 4 Harpunengeschtzen. 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 the towed zeppelin is carried out in the next round.

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Towing (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.

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Boarding

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 Harpunengeschtze. 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.

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Fighting 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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CONSTRUCTION RULES
Airframe

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

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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 Hexes Length (m) Beam (m) Airframe (35%) He+Militr 2800 2300 1880 1500 1180 910 690 500 350 240 150 90 45 20 5 Weight (Tons) Full Payload

16x2.5 15x2.5 14x2 13x2 12x2 11x2 10x2 9x1.5 8x1.5 7x1 6x1 5x1 4x1 3x1 2x1 1

800 750 700 650 600 550 500 450 400 350 300 250 200 150 100 50

130 125 115 110 100 90 80 75 65 60 50 40 35 25 15 10

8000 6600 5350 4300 3375 2600 1950 1425 1000 675 425 250 125 50 16 2

5200 4300 3470 2800 2195 1690 1260 975 650 435 275 160 80 30 11 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

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Gas 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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Supplement: Guide to Zeppelins

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Hull 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%.

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Component 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.

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Propulsion 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: ton & 2 crew* for 30 cal 1 ton & 2 crew* for 40 and 50 cal 2 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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Supplement: Guide to Zeppelins

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: 2 tons & 2 crew


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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: 5 tons & 1 crew


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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: 10 tons & 2 crew*


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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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Supplement: Guide to Zeppelins

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Interior

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.

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Rooms:

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

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Lounge:

Construction Stats: 2 tons & 1 crew


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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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Supplement: Guide to Zeppelins

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Carrier 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

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Interneral Sky Hook:

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Construction Stats: [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.

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External Refuelling Rig:

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


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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.

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Launch Pad:

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


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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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Supplement: Guide to Zeppelins

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Hangar 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: [2*size] tons & 5 crew*


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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.

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Cargo Components

Provisions: Construction Stats: ton per person per month* 1 ton per plane per fight mission (includes fuel, rockets, bombs and ammunition) 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 Diesel, slow Diesel, normal Diesel, fast Gas turbine Consumption per week in tons Volumehex / 5 Volumehex / 3 Volumehex / 1,5 Volumehex / 2

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Supplement: Guide to Zeppelins

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Cargohold:

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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Supplement: Guide to Zeppelins

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Special 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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Supplement: Guide to Zeppelins

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 fields Hit modifier: +2 Description: Only able to fire from zeppelin tow mechanisms. Not reusable. Cost: Basic harpoon firing mechanism: Harpoons:

2000 Dollar each 200 Dollar each (usable for one shot)

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Supplement: Guide to Zeppelins

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EXPENSES
Construction costs

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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 Cal 30


Engine Pod Weapons Bow-/stern weapons Flak weapons Bomb rack Rocket rack
* Price for single mounting ** Price for double mounting

Cal 40
820*/1340** --

Costs in Dollar Cal 50


1100*/1900** -3500 3000 4000

Cal 60
1480*/2660** 1680*/2860**

Cal 70
2100*/3900** 2300*/4100**

760*/1020** --

Rooms and lounges: Description


Luxury cabin (one person)

Costs in Dollar per ton


1000+ 500+ 500+ 400+ 500+ 300 100 200 100 100+ 300+ 200+ 600+ 200 200 5000+

Cabin for 2 persons in tourist class Cabin for 4 persons in the economy class (also for the maintenance and security crew) Cabin for 2 technicians, pilots or junior officers Cabin for a pilot ace, officer or the captain Cell for up to 8 prisoners Chart room Radio room
Kitchen Dining room Lounge Library Arboretum Lookout deck

Command center / briefing room Science laboratory

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Supplement: Guide to Zeppelins

Carrier Gear: Description


Internal sky hook External sky hook External refuelling rig Launch pad Hangar Repair bay

Costs in Dollar per Ton


200 100 150 250 50 75

Freight and Miscellaneous: Description


Crew provisions Plane provisions Zeppelin ammunition provisions Cargo hold Cargo winch Security zones Secret rooms
* first number for external cargo hold (platforms), second for internal cargo hold ** first number without emergency mechanism

Costs in Dollar per Ton


10 20 25 10 / 30* 200 / 250** Base cost * 2 Base cost * 2,5

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Upkeeping 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.

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Fuel:

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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Supplement: Guide to Zeppelins

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Repairs

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.

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Bridge 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.

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Internal 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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Supplement: Guide to Zeppelins

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WHAT THE FUTURE BRINGS


Twin Bull Dragonfly

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Supplement: Guide to Zeppelins

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SCENARIO IDEAS

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

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Supplement: Guide to Zeppelins

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APPENDIX
Damage Diagrams

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To print out and cut out.

Gun Turrets

Flak Guns

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Supplement: Guide to Zeppelins

Rocket Rack

Bomb Rack

Engine Pod

Cargo Winch

Cargo Platform

Launch Pad

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Supplement: Guide to Zeppelins

Harpoon

Sky Hock External

Sky Hock internal

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Guide to

Crew Counter
To print out and cut out.

Supplement: Guide to Zeppelins

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Table and Action Index


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Table 1 Crew Stats .............................................................................................................................. 9 Table 2 Engine Overview ................................................................................................................... 11 Table 3 Overview of Possible Zeppelin Targets ................................................................................ 16 Table 4 Internal Zeppelin Damage .................................................................................................... 18 Table 5 Emergency Exit from the Zeppelin: ...................................................................................... 19 Table 6 Zeppelin Hull ......................................................................................................................... 21 Table 7 Fuel Consumption ................................................................................................................. 26
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Roll 1 Absorption Internal Damage .................................................................................................... 18 Roll 2 Appointment with Boarding Harpoons: ..................................................................................... 20
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Maneuver Roll 1 Accelerate/Decelerate ............................................................................................ 12 Maneuver Roll 2 Redlining Engine .................................................................................................... 12 Maneuver Roll 3 Turning .................................................................................................................... 12 Maneuver Roll 4 Drifting .................................................................................................................... 13 Maneuver Roll 5 Emergency Landing ................................................................................................ 14 Maneuver Roll 6 On-/Undocking: ........................................................................................................ 15
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Formula 1 Zeppelin Volumehex Calculation ...................................................................................... 21 Formula 2 Calculating Airplane Size .................................................................................................. 25
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Figure 1 - Record Sheet Page 1 ............................................................................................................. 5 Figure 2 - Record Sheet Page 2 ............................................................................................................. 5 Figure 3 Symbols the Zeppelin Record Sheet ..................................................................................... 6 Figure 4 Internel Symbols .................................................................................................................... 8 Figure 5 - Fire Arc Gun Turrets ............................................................................................................. 13 Figure 6 - Fire Arc Bow/Stern Turrets ................................................................................................... 13 Figure 7 - Fire Arc Rockets ................................................................................................................... 13 Figure 8 - Fire Arc Gun Turrets ............................................................................................................. 13 Figure 9 - Launch/Landing Arc .............................................................................................................. 15 Figure 10 - Shocking the Bridge Crew .................................................................................................. 17
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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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