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Scenario Master-list. Scenarios originally posted on the CS WizKids forum website.

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Scenario: PITCH BLACK-originally posted by Woelf

Background:
A fierce dogfight has broken out on a moonless night, with nothing but the stars to light up the sky. Visibility is nil, but
thanks to a revolutionary new invention called “radar”, one squadron thinks they have an edge on their opponent. Little do
they know, their opponent has a working radar prototype too.

Radar is a brand new technology and is still quite crude, so all it can reveal is the positions of other planes. Knowing the
speeds and bearings of your opponents is a luxury you’ll be forced to live without.

Additional Items Required:


One pair of matching markers or tokens to designate each plane in play. Each pair of markers must have a different
color/shape/etc. than all other pairs. Markers should be smaller than a standard movement tile.

Setup:
Each player selects a squadron using a predetermined build limit. When deploying squadrons, each player places one
movement tile per plane in the starting area but does not place any of their planes on them. Instead, place an extra movement
tile arrow side down, on top of each movement tile, and mark each with a different token. Each player places their planes
directly in front of them, without movement tiles, and marks each plane with a token matching one they placed in their
starting area.

Play:
Follow the normal rules for the Air Action game, with the following exceptions:
-Players are not required to reveal their throttle (speed dial) settings to other players, except when the corresponding speed
is called.
-Final Movement markers should remain hidden from opposing players at all times, except when placing tiles for a
maneuver. After completing a maneuver, cover the final movement marker with an unused tile (arrow side down), and place
the marker indicating the plane on top.

Miscellaneous:
-All planes get +1 to their Silhouette values (to a maximum of 6).
-All maximum range values are reduced to 3. If this value is increased beyond 3 by the use of Rockets or Aerial Torpedoes,
the target plane gets +1 to its silhouette value (to a maximum of 6).
-When making a pilot check for a collision, subtract 2 from the result. If the modified result is equal to or less than 2, treat it
as a critical collision.
-The rear arc gunnery bonus is not used, because the rear arc of a target plane cannot be determined without removing the
covering marker.
-Light and Dark Weather cards cannot be used.

Objective and Scoring:


-Standard victory and scoring conditions apply.

Optional:
-All non-active planes receive an additional +1 to their silhouette values for a total of +2 (up to a maximum of 6).
-Pilot checks must be made for all collisions, regardless of the squadron symbols shown on the plane base. Add 4 to the
result when checking for collisions between friendly planes with the same squadron symbol.
-If any plane involved in a collision fails the pilot check, all planes involved in the collision receive one click of damage.
-Collisions between planes cause 2 clicks of damage instead of 1.
-If a plane collides with an object, a successful pilot check causes 2 clicks of damage instead of 1. If the check fails, remove
that plane from the game, bailout value of 12.

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The scenario cards (from a limited set of WizKids promo cards that were made available to the fan base)

13 Aces Over Eights


Game: Air Action Build Total 200 points
Recommended Figures: Nathan Zachary, Paladin Blake
Overview: The word on the street is that all the big aces are meeting for a free-for all battle. It's time to show them who
really controls the skies! Rules: Use normal game rules, except each player may use Aces game Ace figures without cost.
Victory Conditions: Tally victory points as normal. Aces game figures do not count towards victory point totals.
14 The Political Machine
Game: Air Action Build Total: 200 points
Recommended figures: The Broadway Bombers, The Red Skull Legion.
Overview: The future of the Empire State is in question as two powerful political opponents square off. Neither one is aove
dirty tricks, and both have hired pilots to drop propaganda leaflets smearing their opponents on New York City! Of course,
these pilots brought backup, and they both happen to be over the City at the same time. Only one candidate will win, but
which one?
Rules: Before deploying their squadrons, each player chooses one plane on his or her squad to drop leaflets. That plane must
sruvive for six rounds in order to drop all of its leaflets. During those six rounds, that plane may not take a shot or fly out of
the play area.
Victory Conditions: Tally victory points as normal, with the following wxceptions: if a player's plan dropped all of its
leaflets, that player gains 100 extra vicotry points. If a player shot down his or her opponent's plane before it could finish
dropping its leaflets, that player gains 100 extra victory points.

15 Flight School
Game: Air Action Build Total: 200 points
Recommended Figures: The Black Swans, The Fortune Hunters.
Overview: Practice makes perfect, and flying is no exception. While trying out some new maneuvers, your squad is attacked
by your enemies-who have learned some new tricks of their own!
Rules: During the Flight School scenario, all players may use Ace-specific navigation cards in their decks without using the
Aces themselves.
Victory Conditions: Tally victory points as normal.

16 The Flying Circus


Game: Air Action Build total: 200 points
Recommended Figures: The Black Swans, The Hollywood Knights.
Overview: Stunt flying makes news stories more interesting, and a wily magazine editor has convinced you and your
enemies to try to make your next fight as outrageous as possible. That day has arrived, and it's time to make some headlines!
Rules: During the Flying Circus scenario, all pilots may perform daring feats.
Victory Conditions: During the game, keep track of how many daring feats your pilots perform. Do not tally victory points
for shooting down opponents or for your surviving planes; instead, add 1 victory point for a Winged 'Em feat, 2 victory
points for a Timely Distraction feat, and 3 victory points for an Enjoy the Ride feat.

17 For Love or Money Part 1: The Chase is On


Game: Aces Action Build Total 200 points
Recommended Figures: Nathan Zachary, Genghis Kahn.
Overview: One of your squad members has fallen in love with a millionaire's daughter. Your enemies got wind of it, and
now they want to kidnap her and hold her for ransom! Your friends are behind you, but your enemies are on their way.
Rules: Use the airfield map with the bar. Place a neutral character token (use the Starlet, Leading Lady, Dazzling Socialite,
or Femme Fatale token) in the bar section to represent the millionaire's daughter. Designate one player as the kidnapper, and
the other player as the "defender." the neutral character does not move, and is not considered part of either player's team.
Victory Conditions: Whichever team captures the neutral character token first wins (or, if one player is eliminated before
capturing the neutral character, the surviving player wins). If playing the scenario as part of the For Love or Money
campaign, this counts as one "win."

18 For Love or Money Part 2: The Ransom Notes


Game: Air Action Build Total: 200 points
Recommended figures: The Fortune Hunters, The Red Skull Legion.
Overview: One side or the other has the millionaire's daughter and just escaped in their planes! You'll have to force her to
bail out so you can either ransom her for money or save her from the kidnappers! Rules: Before deploying your squads,
decide which player's squad has the millionaire's daughter. If playing The Ransom Notes as part of the For Love or Money
campaign, the player who won the first game should control the millionaire's daughter. Whichever player controls the
millionaire's daughter chooses one plane from his or her squad-this plane contains the millionaire's daughter.
Victory Conditions: If the plane containing the millionaire's daughter survives, its controller wins the scenario. If the plane
is shot down, the opposing player wins.

19 For Love or Money Part 3: Do or Die


Game: Air Action Build Total: 200 points
Recommended Figures: Nathan Zachary, The Red Skull Legion
Overview: The millionaire has called the police to report his daughter missing, and they are on their way and armed to the
teeth. You'll never survive a direct confrontation, but you still have a chance to get the girl-your enemies also realize this,
and are hot on your tail Rules: Before deploying your squads, decide which player's squad has the millionaire's daughter. If
playing Do or Die as part of the For Love or Money campaign, the player who won the last game should control the
millionaire's daughter. Whichever player controls the millionaire's daughter chooses one plane from his or her squad-this
plane contains the millionaire's daughter. The game ends in ten rounds when the police zeppelin arrives.
Victory Conditions: If the plane containing the millionaire's daughter survives, its controller wins the scenario. If the plane
is shot down, the opposing player wins. If you played the For Love or Money campaign, add you wins together; the player
with the most wins, wins the campaign

20 Black Moon Rising Part 1: The Doctor is Out


Game: Aces Action Build Total: 100 Points
Recommended Figures: Charlie Steele, Nathan Zachary.
Overview: One of your informants has brought you some disturbing news: a fascist spy is operating in your country! The
only thing worse than a Unionist is a fascist-and your enemies agree! You've trapped the spy on a passenger zeppelin, but so
have your enemies, and whoever kills the spy gets the glory. Time to go to work!
Rules: Use the zeppelin map interior map. Place a neutral character token (use the Scientist or the Evil Genius token) in the
bar section to represent the fascist spy. The neutral character does not move, and is not considered part of either player's tem.
Treat the spy as if its defense value is 6. Victory Conditions: Whichever team KOs the spy token wins the scenario

21 Black Moon Rising Part 2. Plots Within Plots


Game: Air Action Build Total: 200 points
Recommended Figures: The Fortune Hunters, The Hollywood Knights.
Overview: You've managed to kill the spy, but hidden in his papers where plans for a bomb-and his diary indicates the timer
is running! You don't have much time to defuse it, but your enemies will want to stop the bomb and grab the glory for
themselves! You rush to your planes and hit the skies, but they took off at the same time.
Rules: Place an 8.5: x 11" piece of blocking terrain with one short edge on the side of the play area to represent the
zeppelin's tail. all other rules are as normal. Victory Conditions: Tally victory points as normal. If playing Plots Within Plots
as part of the Black Moon Rising campaign, whichever player has more victory points wins the scenario

22 Black Moon Rising Part 3: Belly of the Beast


Game: Air Action Build Total: 200 points
Recommended Figures: The Fortune Hunters, The Hollywood Knights.
Overview: The fascist bomb plot has failed, but the President of Empire State contacts you and tells you that documents
containing state secrets were stolen at the same time-the bomb was a feint! If the fascists leak the information, it could topple
the Empire State and allow fascist sympathizers to take control. There's not a moment to lose-the fascist plane is getting
away,, and it needs to be brought down now!
Rules: Before deploying squads, choose a neutral plane and place it at the edge of the map between the two deployment
zones. At the end of each turn, the plane moves four movement markers directly ahead, towards the other side of the map.
The plane does not take a shot, and does not move in any direction other than straight ahead (a "Cruise" maneuver at speed
4.) Treat the plane as if its silhouette is 6. Victory Conditions: Tally victory points normally, but award 100 extra victory
points to the player that shoots down the fascist plane. If playing Belly of the Beast as part of the Black Moon Rising
campaign, the player with the highest victory points wins the scenario. If playing the Black Moon rising campaign, add your
wins together; the player with the most wins, wins the campaign.

23 Red Sky at Night, Khan's Delight


Game: Air Action Build Total: 200 points
Recommended Figures: The Red Skulls, The Black Swans.
Overview: the Red Skulls have issued a call-out to the Black Swans-a final battle for air supremacy in the ISA. Of course,
the press has been invited, and even if this isn't a "final battle," it is good media attention.
Rules: Place several small, square pieces of blocking terrain to represent skyscrapers. Increase the silhouette of each plane
by 1, to a maximum of 6, to represent fighting in twilight. Victory Conditions: Tally victory points normally.

24 40 mm’s at Dawn
Game: Air Action Build Total: Variable
Recommended Figures: Paladin Blake, Genghis Kahn.
Overview: What sets an ace apart from the rest of the flying community isn't just kills and style, its substance. And
sometimes, you have to prove it to the upstarts.
Rules: Each player fields one Ace plane with the Ace figure, and nothing else. The point values of the planes should be
within 20 points of each other (experience levels can be adjusted for this). It's a duel, so be merciless. 40 mm's at Dawn is
best played as a campaign event with several battles to determine an overall winner.
Victory Conditions: The first Ace to down the other Ace wins!

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Publicity Drive -official scenario
http://www.wizkidsgames.com/crimsonskies/documents/CSPublicityDrive.pdf

Background For whatever reason, business has slumped lately. What’s the best way to make headlines? Assault a superior
force!
Objective If you’re the attacker, fight against great odds to victory, both on the ground and in the sky. Or, if you’re the
defender, stop the pathetic upstart from eating into your business. Team Size • Attacker: 100 points for the Aces game,
and 200 points for the Air Action game. • Defender: 120 points for the Aces game, and 250 points for the Air Action game.
Time Limit: 60 minutes (for the Air Action game) Rules Sets: Crimson SkiesTM Aces and Air Action
Preparing the Battlefield Determine which player is the attacker and which player is the defender. Start with the Aces game.
When finished, move to the standard 3' by 3' Air Action game.
Special Rules For the Aces game, each team must have at least one Ace figure. The defender may place his or her tokens
and figures anywhere on the map; the attacker then places his or her tokens and figures in any starting area. The defender is
not expecting the attack, and his or her tokens and figures may be given only move actions for the first five rounds of play.
After that, play proceeds as normal until the attacker knocks out at least half of the defender’s point total or fifteen minutes
has passed. At this point, begin playing the Air Action game.
Victory Conditions As normal, except use only tokens removed and planes shot down to determine victory points; award no
points for surviving tokens, Aces, and planes. This is an all-or-nothing shot at the limelight!

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Diamond Heist -official scenario
http://www.wizkidsgames.com/crimsonskies/documents/CSDiamondHeist.pdf
Background A member attending an exclusive resort is carrying a diamond worth millions. Steal it—then get away quick!
Objective Find the diamond, get off the map, and take to the skies. If your opponent gets to it first, try to get it back by
completing a daring feat, and then make him or her crash and burn. Team Size: Two-player game; each player should have
one Ace character and a 200-point squadron. Time Limit: 60 minutes
Rules Sets: Crimson SkiesTM Aces and Air Action
Preparing the Battlefield The Aces game should be played on the Bar map. Place an Adventurer, Dazzling Socialite,
Leading Man, Millionaire, and Starlet in the bar area at random. For the Air Action game, use the standard 3' x 3' area.
Aces Special Rules Each Ace should start 7 squares away from an entrance to the bar. Aces cannot attack one another or
character tokens until after the diamond is discovered. Instead, when an Ace is adjacent to a character token, roll one six-
sided die. On a result of 1–5, the character token is determined not to have the diamond. Once a character is checked, he or
she cannot be checked again by any player. On a result of 6, the Ace adjacent to that character token has found the diamond.
Put a scenario objective token on the Ace. If the diamond is not found and there is only one character token left, that
character is considered to have the diamond, and the first Ace to become adjacent to that character token finds the diamond.
Once the diamond has been found, the following conditions apply to this scenario: • Aces can attack each another. • Aces
still cannot attack character tokens. • The Ace with the diamond can escape by moving into a square along the edge of the
map farthest from the bar. • If the Ace carrying the diamond is knocked out, the opposing player gets the diamond and
automatically escapes. • Once the Ace with the diamond has escaped, begin the Air Action game.
Air Action Special Rules The player with the diamond must assign the scenario objective token to one of his or her planes.
Both players then fight in the skies. The player who does not have the diamond can make an Enjoy the Ride daring feat
attempt against the plane with the scenario objective token. The player against which the attempt is made does not lose
control of his or her plane, but must transfer the scenario objective token to the plane that successfully completed the Enjoy
the Ride daring feat. If the plane with the diamond is shot down, the diamond is considered lost (neither player scores points
for the diamond). If the plane with the diamond survives to the end of the game, that player receives an additional 50
points. Victory Conditions Per standard Crimson Skies rules. The player who controls the diamond receives an additional
50 points.

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Widow’s Peak: Dash against Death Crimson Skies: Air Action Scenario -official scenario
http://www.wizkidsgames.com/crimsonskies/documents/DashAgainstDeath.pdf

Deep in the Free Colorado mountains, far from the prying eyes of law enforcement, the best and brightest pilots from across
the continent gather for the fame and fortune of competing in a dangerous air race called Widow’s Peak: Dash against
Death. These brave aviators, some of whom have never flown in combat before, are willing to risk life, limb, and plane for
the cash prizes and endless glory of the Death Waltz championship.
Objective A player wins a race in one of two ways: 1) being the first to cross the finish line or 2) being the last plane on the
race course. For a first-place finish, a player receives 4 “purse” points. Second place garners 3 points, third place 2 points,
and fourth place 1 point. No points are awarded for fifth-place and below finishes. The envoy runs three heats (any damage
dealt to a plane is removed between heats) and adds up purse points after the final heat. The player with the most points is
the champion. In the case of a tie, the tied players face each other one final time in a grand bid for glory. Determine a
Fellowship winner as normal. Team Size We suggest a maximum of six planes on the course, although the Death Waltz
can support up to 10. Each player deploys one plane; it is recommended that players use planes on their Rookie experience
levels in order to create a balanced game. No Ace figures or navigation cards are allowed. Time Limit Fifty minutes per
heat. If there isn’t a winner after the time has elapsed for a heat, the player with the plane closest to the finish line is the
winner, and he or she receives 4 purse points. The player with the plane next-closest to the finish line is second for that heat,
and so on.
Rules Set: Crimson SkiesTM: Air Action
Preparing the Course Each player deploys his or her plane behind a starting line, as shown on the race course diagram,
below. Use a die to determine who places his or her plane first; all planes must begin behind the starting line, and all planes
begin the game with a movement of 4. A plane cannot take a shot at another plane until both have passed the
immunity/finish line located at the first buoy (see diagram). A plane must pass all four buoys (in order) before crossing the
finish line to win. Note that the finish line will be crossed twice before the race ends: once to end immunity, and once to
win, even though there is only one “lap” around the track. Layout Suggestion You can use tape to mark the starting and
finish lines, the blocking terrain, and the ring of fire. You can use dice to mark the buoy mines, with a 1 showing for the
first buoy, a 2 for the second, and so on.
Special Rules 1. Blocking Terrain: The two triangular pieces of blocking terrain on either side of the map represent two
mountains around which the players race. In addition, the sides of the play area also represent blocking terrain—a player
cannot disengage during the Death Waltz! 2. Buoy Mines: Each plane must circle each buoy in order. Passing through a
buoy counts as circling it. If a plane’s flight path crosses a buoy, the plane automatically takes 1 click of damage from the
mine; after applying damage, the pilot must make a pilot check to avoid taking an additional 1 click of damage. 3. The
Ring of Fire: In the center of the map, between the tips of the two triangular pieces of blocking terrain, is a ring of fire
through which the planes must fly. When flying through the ring, each player must make a pilot check; if the check fails, the
plane takes 1 click of damage and increases its current speed by 1 after completing the maneuver. If the plane’s final
movement marker lies within the ring, the player must make another pilot check at the beginning of his or her next
maneuver to avoid taking another 1 click of damage and increasing the plane’s speed by 1 again.

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Scenario & Fiction: The Entropy Cannon- originally posted by GunAce

Chapter One: The Midnight Movie Horror Feature

“Herr Zachary. Fraulein Steele. If you are ready, we will commence, hien?”

With a snap, the Venetian blinds closed, and the darkness filled the room like thick smoke of a hundred Turkish cigarettes.
Next came a ‘click’ and the light from a thin flashlight summoned a ghostly glow to the chamber, illuminating the few
occupants. The back room of the abandoned speakeasy was featureless except for a handful of crude chairs, a film projector,
and a three inch layer of dust. A slight man with a wire-thin mustache stood next to the projector, his fingers quickly and
delicately threading the film. The way his fingers twitched and rolled reminded Nathan of the antennae of an insect.
Thinking back to a Surrealist painting he had seen while in school in England, he imagined that the arms of the projectionist
ended not in hands but crickets. Nathan dismissed the grotesque notion immediately.

While Nathan displayed his interest and curiosity openly, the demeanor of Charlie reflected nonchalance bordering on
narcolepsy. But her mind was racing faster than a sailor fleeing a bar tab. She remembered the phone call from Howard
Hughes that started this journey. He had requested that she attend this clandestine nighttime meeting at a remote saloon. Of
course, a request from Howard Hughes was similar to the Earth ‘requesting’ the immediate presence of a pilot who had just
bailed out of an airplane. So she was here, and for reasons the millionaire would not divulge, Charlie had come alone. And
she had brought along a briefcase that Mr. Hughes provided, the contents of which he would not disclose. But she had been
wrangling with air pirates long enough to know the feel of gold bullion when she came across it. She knew she was being
sent to buy something.

Not buy, she mentally amended, but bid. The presence of Nathan Zachary indicated that whatever the thin man in the Italian
suit was about to show them, it was valuable, and the price was negotiable. But what was hidden within the celluloid she
could only guess.

Her speculations were interrupted as someone knocked on the door. “Pardonne, Monsieur, but my friend and I, we ‘ave not,
as you say, ‘missed the boat?’”

Charlie could hear Zachary groan, and in walked the flamboyant ace from the Rajin’ Cajuns himself, Louis Thibodeaux.
However, if Zachary was disappointed with the first guest, Steele was furious at the appearance of the second.

“Khan!” she spat as she jumped up from her chair. “You have a lot of nerve showing you face anywhere near me.”

“Well, if it isn’t the prettiest girl who ever thought she was a real pilot.” Jonathan Khan forced a smile across his face, but it
was obviously only skin deep. “I know you had to fly much further to get here, so if you want to step outside, I’ll save you
the trouble of the long flight back to Hollywood.”

Before Charlie could answer, the slight man spoke, his voice as full of authority as a whip crack. “You will sit down! Time
is of the essence, and what I am about to show you is more important than any petty feuds you may have.”

There was a puff of air and the clicking whirr of the projector. Without preamble, the thin man brought the grainy images
into focus, and the pilots watched as the blank wall before them served as an impromptu screen.

The footage on the film was incredible. There was no soundtrack, but the visual content of the movie needed no narration.
Four laborers, armed with sledgehammers, were systematically demolishing a classic automobile. Maybe a model T, guessed
Nathan silently to himself. An unheard command off camera caused the laborers to stop pounding on the battered heap.
Then, a small metal box was placed next to the wreck. The box had two notable features: a series of cords trailed from one
corner and out of the scene, and a small cylinder, maybe four inches in diameter and a foot long extended from the side
opposite the cords. Someone reached from off-screen to point the tube at the heap of crumbled metal and shattered glass.
After a few seconds pause, a milky white cloud of light poured out of the cylinder and slowly moved over the automobile.
Tires returned to their circular shapes, metal panels flattened and assumed to their original positions, and the remnants of the
glass windshield flew from the ground, hovered in mid-air and fell into ranks. The army of shards straightened and pulled
into tighter formation, until a cracked panel of glass sat where the windshield should be, and as the film continued, the cracks
vanished one by one. Then, the white glow from the box stopped, leaving behind an automobile that could have rolled off the
assembly line yesterday. A figure climbed onto the vehicle while another cranked the engine, and less than a minute later,
the automobile drove out of view.

The film went dark for a few seconds, then light flooded the screen and the burst of light resolved itself into a bucolic
covered wooden bridge. Next to the bridge sat the small box from the previous scene. Again, an amorphous cloud of light
crawled from the tube until it enveloped the covered bridge entirely. Charlie expected the covered bridge to go from rustic to
pristine, but instead it deteriorated quickly. Shingles dropped a few at a time into the stream. Planks fell off the side of the
bridge, revealing the interior of the structure. Soon, the shallow brook below churned as a steady torrent of lumber and nails
plunged down, until the whole bridge collapsed into the stream.

The film abruptly cut to a shot of an interior of a hangar or barn. The place was filled with tall banks of mechanical devices
covered in dials and lights. The camera quickly panned over to the box, and focused on the device itself. At this, the strange
gentleman stopped the film, leaving a shot of the mysterious box on makeshift screen. He then walked up to the wall,
standing next to the projected image, bathed in the eerie glow from the projector.

“You are the first individuals outside the Bauhaus to see this device. My employer has studied for years at some of the most
prestigious universities across Europe, where he was drawn to the phenomena of entropy. The chemical and physical
processes of decay, as you have seen, can be manipulated, and the Doctor is about to perfect a device which will allow this
manipulation to extend hundreds of meters. There are a few final instabilities he will most likely resolve, but the completed
device will be a potent weapon to those who possess it. This weapon will have the ability to hasten the demise of the marvels
of modern technology, or to reverse the ravages of time on anything mankind has ever constructed. My friends, this device is
unparalleled in the annals of scientific progress. The bidding begins at a million dollars, with half the winning bid due
tonight. The delivery of the device will be in two weeks, with the remaining half of the payment due then. Now, herren und
fraulein, who would care to open the bidding?”

“You expect us to give you millions based on a piece of film with a few fancy camera tricks. You’re a lousy cheat.” Khan
stood up as he barked the accusation at their host. “You could have reversed the film or taken pictures of the bridge over
months to make it collapse. If you’re selling this entropy box or whatever, why don’t you have it here to show us?”

Charlie had seen enough of what the film industry labeled ‘special effects’ to detect any obvious fakery, and she detected
none. She glanced quickly at both Thibodeaux and Zachary and could see a hint of eagerness, not incredulity. But as she
listened to their host, she realized something: this strange man was not offering the device on the behalf of the inventor! The
thin man clearly intended to steal the contraption and keep the proceeds for himself.

“The device is not complete yet but soon will be. If you feel that you are being duped, then you...” started the wiry
auctioneer, but he never finished his offer to Khan. Instead, the wall crashed forward on the thin man, splinters of wood
showering the occupants of the room. When the dust settled a little, the pilots could see a monstrous figure silhouetted in the
starlight. He was easily seven feet tall, and twice as wide as Khan, who had remained standing despite the falling debris.
Several other attackers ran through the gaping hole in the wall, looking like ghosts as they ran through the light from the
projector. Holding the crumpled form of the auctioneer by the collar, the horrific assailant bellowed, “Doctor say you die
now!”

Scenario Rules

Two to four Aces may play. Each player picks a unique Ace as their figure.
Use the Bar Map. Place two Mission Objective tokens in the bar. One represents the film/projector and the other represents
the injured auctioneer.
For two Aces, gather together a team of Assailants intent on recovering the film. The team should include the Monstrous
Henchman and both Ruffians. The team should total 50 points, plus another 25 points for each additional Ace. All the
Assailants start outside the bar, on the side away from the cars, except for the Monstrous Henchman, who starts inside the
bar, next to the tokens for the projector and auctioneer. The entire back wall of the bar is considered hindering terrain for the
purposes of ranged attacks, but open terrain for movement purposes.
The objective is to survive the assault and retrieve either the auctioneer or film. Each has special rules associated with them.

The Fallen Auctioneer


To move this token, you must ‘capture’ the token per the rules. The auctioneer begins uncaptured, and the first adjacent Ace
to make a capture attempt will automatically succeed. However, while carrying the auctioneer, that Ace may not make any
attacks.

The Projector and the Film


The film and projector sit on the floor. They are small enough that the first Ace adjacent to their token may pick it up. While
carrying the film token, the Ace may attack as normal. This is good, since all the Assailants are trying to recover the film.
After all Aces have acted during the turn, before starting the next turn, all the Assailants will either attack the Ace holding
the film or move as best they can to pursue the Ace. If after the first turn no Ace has collected the film, the Assailants move
towards and attack the Ace closest to them.

Special Rules
An Ace may not hold both tokens at the same time.
To escape with either token, the Ace figure must move off the map via the map edge opposite the bar.
If another Ace want to get either token from the Ace that currently possesses them, the Ace attacks the burdened Ace
normally. However, to successfully take the token away, the Ace must score two hits. However, this attack does no damage
to the Ace, regardless of the number of hits rolled.

Scoring the Scenario


Players do not score any points for knocking out other Aces. Players score points as normal for knocking out tokens.
Additionally, score 25 points for escaping from the map with either the film or the mysterious auctioneer.

Epilogue

Nathan Zachary could hear the groans subsiding from the seat behind him. The mysterious host for this evening was
probably dying. Given the volume of blood already on his flight outfit, Nathan couldn’t explain why the injured man hadn’t
died already. But the leader of the Fortune Hunters, almost by reflex, was counting on his luck to see them through. Khan
managed to grab the whole projector, and wielding this improvised club, he had fought his way out of the speakeasy. Khan
had flown into the night with both Steele and Thibodeaux hot on his trail, and Nathan wondered just how far he could get
with the film. Of course, that assumed that Khan had played fair and come to the auction alone. Nathan guessed (and later
verified) that at least two of the Red Skulls would be grounded just over the horizon, waiting for word from their boss to
discourage any pursuers.

‘After all,’ Nathan thought, ‘that’s what I would do,’ as he radioed the Pandora, which gracefully emerged from the clouds
over the speakeasy.

Nathan sighed. It had been a long night. Time to go home.

To be continued...
Scenario & Fiction: The Entropy Cannon Part Two – originally posted by GunAce

Before I begin, I must submit this apology to the fans of Chapter One. I am sorry to have kept everyone in suspense for any
longer than I had originally intended, but describing air combat in writing is harder than I expected, and I am still not quite
satisfied with my effort here. Regardless, without further delay, let us rejoin the heroes and villains of my tale as we begin...

Chapter Two: Death Reigns over the Farm

“Form up, cap’n. You’re startin’ ta drift.” With a voice sharp and quick as a desert rattlesnake, Ellen Sue ‘Tex’ Ryder of the
Fortune Hunters chastised her commander.

“Sorry,” muttered Nathan Zachary absently. “I’m just thinking.”

“Well, that’s all good and well, I suppose,” Ellen Sue drawled, “comin’ from the man who always told me that thinkin’ too
much was the sures’ way for a pilot to get a rudder blown off a plane and inta nex’ week.”

“That’s just when the shooting starts,” Nathan corrected. “No, I’m just trying to convince myself that this isn’t a wild goose
chase that we’re on right now. If the Bauhaus is not out here somewhere, then I’m just wasting my time.” He fell back into
formation with the squadron, and Nathan then resumed scanning the vast expanse of Midwestern wheat fields. Overlooking
the perfectly cultivated squares arranged like a giant chessboard, Nathan imagined his planes as levitating chess pieces. He
wondered, when all was said and done, would people remember the leader of the Fortune Hunters as a king or a pawn?
His daydream was interrupted by a voice heartier than a cup of joe from a campfire coffeepot. “Well, that explains what
you’re doing out here. But exactly what have we been doing for the last few hours?” John Washington sounded like he’d
have been much happier staying on the Pandora. The stalwart pilot preferred manning the helm of the Pandora to flying
combat aircraft, but Nathan enjoyed great reassurance from his company. Whether piloting zeppelin, cargo plane, or fighter,
“Big John” was possibly the most competent and unshakeable flyer Nathan had even known. With such an uncertain mission
ahead of them, Nathan wanted the best pilots in the air with him. To this end, Nathan had picked out a Vampire for himself,
similar to the one piloted a few yards away by Maria Sanchez, while Big John and Ellen Sue flew a pair of armed-to-the-
teeth Devastators.

Watching the sun sink towards the horizon, the commander of the Fortune Hunters briefly entertained the notion of calling
off the search, but decided to persevere for the moment. However, he did feel the responsibility of leadership on his
shoulders, and rather than ignore it, as was his habit, he knew he should impart his concerns to his fellows. “Our good friend
Jonathan ’Genghis’ Khan has the whole movie reel from the other night,” explained Zachary, “and there may be any number
of clues hidden on the film. Remember, I saw only the first part of the movie, but I was able to figure out the rough location
of this farm where the scientist has been working. All I had was just the receipts from the unfortunate auctioneer’s pockets
with which to work.” Nathan deliberately omitted any mention of the bureaucratic contacts he had tapped in his effort to find
a farm bought recently by a foreign gentleman that required massive amounts of electricity. “It is entirely possible that Khan
may also deduce the location of this Bauhaus, in which case he could be on his way to acquire the entropy cannon at this
instant.”

Big John indulged in a deep guffaw. “Remember, Khan’s not as stupid as he looks.”

Nathan started to laugh with the rest of the pilots when something in the lengthening shadows far below caught his eye. He
immediately exclaimed, “Look, I think that’s the bridge!”

“What bridge? There’s a stream that woulda made a nice spot for a bridge, say, where those roads meet up on the opposite
sides of that creek, but I don’t see any bridge.” The sarcasm dripped off Ellen Sue’s voice thicker than syrup off a
lumberjack’s flapjacks.

“That’s what I meant,” Nathan replied with a hint of exasperation. “Just stay up here while I check out that stream.”

His Vampire peeled off to get a closer look at the incomplete roadway beneath the squadron. The rustic thoroughfare
reached a spot on each bank that definitely looked like a bridge of some kind should be poised there. Zachary made a second
pass before opening up a channel to the other pilots again.

“There are pilings and some bricks resting in the creek bed, so this must be the stream from the movie.” Nathan was
repeating the obvious to reassure himself more than the other pilots.

“If you say so, Nate. None of us were at the matinee.” Ellen Sue was the polite voice of dissension, but the leader of the
Fortune Hunters found his confidence renewed.

Nathan eased his aircraft skyward to rejoin his companions. “Nah, I’m absolutely sure of it. The Bauhaus must be
somewhere nearby.”

Maria Sanchez, languishing to the rear of the pack in her own Vampire, chose this moment to break her silence, “I would
bet that this Bauhaus is off to the southwest.”

Nathan checked the sun for his bearings out of habit. “What makes you say that, Maria?”

With just a hint of urgency, Maria immediately replied, “Because the Red Skulls are vectoring in from that direction!”

As his Vampire leveled out of its climb, Zachary looked to the southwest, almost directly towards the sun. The sinking sun
glinted menacingly off the sanguine fuselages of Khan and his air pirates.

Immediately, Nathan cursed at himself silently as his thoughts raced faster than lightning. ‘The Red Baron freely admitted
that most of his kills were pilots who he caught by surprise using the sun as cover. How could I let Khan get the drop on me?
I really didn’t expect him to find any clues from the movie. Why didn’t I conduct an aerial search from the Pandora? Where
is the Pandora now? Stop thinking!’

Now he was ready. Nathan threw the throttle on his Vampire wide open and dove towards the ground. The Red Skulls were
high enough that if they also dove to take a quick shot at him, it would end badly. Sure, Nathan thought, they would
perforate his fuselage like a roll of player piano paper, but the victorious pilot would be in too steep a dive to avoid auguring
into the dirt.
Nathan swiftly but cautiously climbed away from the treetops. He had been right. The Fortune Hunters had peeled off, Big
John taking position in his Devastator just behind Ellen Sue. Two Peacemakers were quickly narrowing the gap between the
two formations. Nobody was on his six, but a Peacemaker and Kestrel were boxing in Maria from both sides, and the
crossfire of hot lead had already removed the end of the left aileron from her Vampire. She was still heading towards the
southeast, and the low altitude, high stakes game of chicken ended quickly. Nathan was closing on Maria at top speed to
examine the damage to her plane when he saw the barnyard far below.

Nathan shot past Maria, and signaled for her to follow him quickly. She fell in formation, and the two Fortune Hunters made
one brief pass over the secluded farmhouse before the pair of Red Skull aircraft finished turning themselves around. Nathan
saw no obvious evidence that they were passing over the Bauhaus, but the presence of Jonathan ‘Genghis’ Khan and his
band of rogue pilots was all the proof Zachary needed.

The Peacemakers finished their turns and sped towards Nathan and Maria. She quickly zigzagged her Vampire to the left as
the telltale puffs of smoke spouted from the wing pods of the pursuing aircraft. Rockets tore through the air, and Nathan
jerked the stick to the left side, pulling away from Maria and flipping up and around in a barrel roll. Hanging upside-down
for a fraction of a second, Nathan watched the missiles streak harmlessly beneath him. From this inverted perch, however, he
noticed movement around the farmhouse far below. Nathan saw the doors of the barn open, and at least a half dozen people
came out, carrying a metal box with a shiny tube extending from one end. They began to aim the device up into the sky
and...

An explosion from his immediate left told Nathan that he had let himself get distracted. While he had watched the crew far
below, a rocket had hit his left engine. As the Vampire returned to an upright position, several things happened at once. First,
his left engine gave a loud THUNK and sputtered out of commission as it came to rest on its support. Second, the Red Skulls
had pulled sharp turns and were trying to line up a shot from his left. Finally, a white cloud vaulted into the air from the
device far below, and hung suspended like a glittering snowbank directly in front of Nathan.

The cloud crackled with a menacing red tinge, but Nathan couldn’t steer away. Veering left would present a broader
silhouette to the combined firepower of two Peacemakers. And any attempt to turn right would probably dislodge his left
engine completely. Hoping for a miracle, or at least some cover to shake his pursuers, he plunged his plane into the
flickering discharge of the entropy cannon.

Suddenly the jarring vibrations from his left engine subsided, and if his gauges were to be believed, the oil pressure and air
flow had both returned to nominally acceptable levels. Risking a quick look back, he saw the engine frame knitting itself
securely back onto the wing. With a puff of burning oil, it coughed back to life. Never one to look a gift horse in the mouth,
Zachary quickly nosed his plane into a steep right bank. Not only did the engine hold on, but the Red Skulls had not
expected that maneuver from the ailing Vampire, and so Zachary emerged from the cloud on the opposite side of the two
Peacemakers.

With renewed confidence, Nathan turned his Vampire to face off against the two Peacemakers. He saw that several clouds
from the mysterious device now lingered in the air, reminding Nathan of some hovering Portuguese Man-o’-War, a giant
glowing jellyfish waiting to devour some incautious airplane. The Peacemakers were uncertain of these new, airborne
obstacles, and Nathan took advantage of their hesitation. He lined up his shot and fired. With precision not seen since
William Tell, his harpoon soared across the sky and pierced one of the rocket pods under the wing of the closer Peacemaker.
The resulting explosion nearly tore off the wing, and the injured plane immediately began pulling left, leaving a trail of
smoke and debris.

At first, Nathan thought the pilot had just instinctively reacted to an explosion by steering away from the blast. However, the
Peacemaker was deliberately aiming for one of the clouds from the strange entropy cannon. Apparently, the Red Skulls also
hoped to take advantage of the curative properties of the flashing entropy clouds. As it flew below Nathan, the Peacemaker
was belching out huge columns of smoke, but it was pointed directly at the glowing azure mass suspended in midair. Nathan
tried to squeeze off a shot at the wounded bird before it reached the sanctuary of the cloud, but his bullets futilely lanced the
empty air.

But as the mists swallowed the plane, the aircraft disintegrated before his astonished eyes. Nathan understood immediately.
The brilliant scientist had definitely increased the range of his entropic device, but he had sacrificed the ability to control the
flow of entropy either into or out of the mechanical systems that were targeted. Flying into one of these clouds could return
an aircraft to pristine condition, or send a disjoint collection of scrap metal hurtling earthward like the mythical Icarus.

Nathan suddenly had to jerk his stick back as the Kestrel pulled across his path. Nathan felt his right wing scrape against the
fuselage of the interloper, and he heard the disheartening sound of metal bending as the frame separated ever so slightly.
Nathan spat out a curse as he saw Khan, smugly grinning at him from the cockpit of the passing aircraft. Nathan fired at
Khan, and while he saw some of the shots hit home, he knew he hadn’t hurt Khan nearly as bad as Khan had damaged
Nathan. To add insult to injury, the Red Skull following Khan managed to get a few shots into the impaired wing and his tail
rudder, worsening the airworthiness of the stricken bird significantly.

Nathan saw another electrified cloud materialize about twenty yards off his left wing. Ahead of him, the wings on the
Kestrel dipped as well, and Nathan knew that Khan had also seen the cloud. Nathan pulled back hard on the stick. His
Vampire objected to the tight turn as best it could: Nathan could hear control wires snap, and he was certain that the sheer
had all but dislodged his tail rudder. He lost sight of Khan on his six, a maneuver that was idiotic under the best of
circumstances. But Nathan was certain that he recognized the familiar red hue darting throughout the entropy cloud. As the
first shots from Khan’s guns tore through his right wing, Nathan lined his plane up towards the cloud. The Vampire
approached swiftly, when the windshield abruptly shattered, showering Nathan with shards of glass. Was the cloud
disintegrating his aircraft, or was that simply a stray bullet from the hostile Kestrel?

‘Too late to guess now,’ Nathan thought as his ailing craft plunged completely into the iridescent haze.

The Scenario

Time Limit
60 minutes, unless one squadron is eliminated before time expires.

Number of Players
Two. Each player builds a team of 250 points for the Air Action game. Ace figures are allowed.

Set Up
Each player places two movement markers (for a total of four) face down on a 4 foot by 4 foot playing field (the direction of
the arrows is of no consequence; placing the markers face down prevents confusion with movement markers on the field).
These markers represent cloud bursts from the entropy cannon on the ground below. There are no other obstacles on the
map.

One player sets the planes from their squadron within an inch of one edge of the air map, and then the opponent places their
planes within an inch of the opposite side of the playing field.

The Entropy Clouds


When the movement path of any plane touches an entropy cloud, the plane will be either damaged or repaired. (A plane is
affected by the cloud if any movement marker along its flight path overlaps one of the face-down movement markers.) Flip a
coin once the plane completes its maneuver and apply the results immediately.

If the coin comes up ‘heads’, then the plane repairs one click of damage, but not above its initial setting. Additionally, the
plane will speed up by one unless the pilot makes a piloting check.

If the coin comes up ‘tails’, then the plane will take one click of damage, and special equipment will not alter or reduce this.
The current speed of the affected plane will also drop by one unless a successful piloting check is made.

If a player wishes to either gain or lose speed as a result of triggering the entropy cloud, then the player may voluntarily fail
the piloting check.

Regardless of the result of the coin flip, record the number of times each plane passes through an entropy cloud.

After the player has applied the effects of the entropy cloud, the other player moves the marker. The entropy cloud may be
placed anywhere on the board as long as it is at least two movement markers away from all aircraft.

Scoring the Scenario


When the time expires, score Victory points for downed and surviving planes as usual.
Additionally, a player scores 10 points for each time a plane from their squadron touched an entropy cloud. A bonus of 50
points is scored for the plane(s) that interacted with the most clouds individually, reflecting which pilot(s) learned the most
about this strange phenomenon.

Epilogue
The Fortune Hunters were chasing the last Red Skull plane from the vicinity. Nathan knew his pilots could easily handle the
combat. He turned his attention to the scientist and his coterie on the ground.

The entropy cannon had been rolled back into the barn. Even from this height, Nathan could see the lackeys securing the
doors. Unable to destroy his foes in the air, the mysterious Doctor was possibly planning to finish them off when the Fortune
Hunters entered the unfamiliar lab.

That was fine by Nathan. He would track down the inventor and his strange entropy manipulation device, wherever he chose
to hide. Nathan just hoped that the freshly plowed field next to the farmhouse was suitable for setting down a plane with no
landing gear.

To be continued...
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Scenario: Defector! – originally posted by Buhallin

One of your pilots has had a better offer from a competitor, and the lousy dog's making a run for it! The defector could make
your life very difficult if he starts singing, so you'd better clip this canary's wings fast!

Squadron Selection
Attacker: Select 200 points of planes from the same squadron. Your selection must exclude at least one standard (non-Ace)
plane from your squadron.

Defender: Select 200 points of planes. These 200 points must include at least one standard (non-Ace) plane from the
Attacker's squadron (the defector). The rest of your planes must be from the same squadron, which must be different from
the Attacker's.

Setup
The attacker sets his planes up along one edge of the board. The defender sets up on the opposite edge of the board. The
defector is placed in the center of the map, facing the defenders.

Special Rules
It's time to make a stand and stop running! The defector may not disengage from the battle. If he hits the edge of the board,
stop his movement as if he had hit blocking terrain, but do not apply any damage. All other planes may disengage normally.

If the defender's squadron contains an Ace, the Ace's navigation card may not be given to the defector as an order.

When the defector is shot down, make a bail-out check. If the check is unsuccessful, the defector is considered killed. If the
check is successful, each player should roll a D6 and add the number of planes they have flying. The higher total captures the
defector.

Scoring
If the attacker kills down the defector, he scores 4x the point value of the plane.

If the defector survives to the end of the battle, the defender scores 2x the point value of the plane.

If the defector is shot down, but bails out, whichever side captures him scores 2x the point value of the plane.

All other points for kills, survival, and disengagement are scored normally.

Variants
Narrow Escape: The defector was discovered as he was taking off, and damaged by ground fire! Apply 1d6 clicks of
damage to the defector at the beginning of the game.

Ambush!: The defection was a ruse to get the defenders in the air! The defector's plane flies for the attacker instead, and the
defenders must simply try to survive. Score this variant normally, except the defender scores 2x points for each of their
surviving planes.

Multiplayer: The defector is planning to sell his knowledge to the highest bidder. One player should play the defector only.
He will go with the last man standing, or the one that captures him on a bailout. Score normally.

Campaign: If playing a campaign game, the knowledge provided by the defector gives the defenders an edge (if they capture
him). The next time these two squadrons meet, the defenders are +50 points.

--------------------------------------------------------------------------------------
Scenario: Hornet's Nest – originally posted by ape2020

I haven't tried this one yet, but its been in my head for awhile. So any comments or reports if any one tries it. I will try to run
it soon.

Scenario:
After days of deadly skirmishes, two factions plan for their final battle.
Scouts for one group have located the temporary base of their enemies. Unfortunately for the scouts they have been spotted.
If they go back now, the base will surely be deserted. So they attack hoping to cause enough damage too seriously cripple
their enemies.

The attack has caught the base by complete surprise. The defenders must fight off not only the enemy scouts but total chaos
as everyone tries to scramble to the air.

Setup:
Attacking scout group consist of 110 point squadron. Planes can be of any experience level but may not include Ace figures.

Defending base group consist of 300 point squadron. Planes can be of any experience level and may include Ace figures.

Playfield 3’ X 3’. With up to three pieces of terrain to be placed by defender, with all players to agree to the size of terrain
pieces. Attacker places it’s squadron on one edge of the playfield, no more 6” in. Now the defender places its squadron
anywhere on the playfield at least 18” away from any edge and all planes at least 2” from each other.

Next the defender must assign a number between 2-12 for each plane in their squadron. One plane may be assigned two
numbers. This number will be the turn the plane launches once that number is rolled during initiative.

Play:
Players roll initiative, but the defender’s roll is also the launch turn for their planes. If they roll a number that has been
assigned to one of their planes that plane may launch.

Launching planes start with there lowest speed. They may launch at one speed higher then there lowest speed but must make
a pilot check as if they were throttling up two speeds. High Performance will negate this and if the plane has Nitro it may
start at any speed (but still must make Nitro pilot check after moving).

Planes attacking stationary targets on the ground (not including launching planes), don’t use the targets SI. Instead they use
the speed their plane as the SI of the target Max 6 Min 3.

Objective:
Attackers goal is to destroy twice the number of points of defenders planes before leaving the playfield with at least one
plane.

Defenders goal is to destroy or drive off all the attacking planes.

Options:
Multi-player games. Increase the number of attacking squadrons up to 4. The set up is the same but the attackers start on
different edges. The defender may assign an additional number to each of its planes for each extra attacker. Objectives are
the same for the attackers but they get no points for destroying other attackers.

Launch Alternative. Assign a number between 1-6. When the defender rolls initiative use each die separately to determine
which planes launch.

Unionist Nest! The defender my use planes from any faction. The defender may ignore collusion checks for planes of
different faction in their squadron. Attackers get 25 points extra for each defender plane destroyed.

-----------------------------------------------------------------------------
Scenario: New Eagles -originally posted by ape2020
Here is another little scenario that I thought might be good for both one shots and campaigns.

Scenario:
The skies over fractured America are both thrilling and deadly for those who fly them. As militias, pirates, and private
groups strike at each other, there becomes a constant need to fill the vacancies of those pilots shot down. And despite the
great risk there seem to be an unending supply of young recruits dreaming of adventure.

Setup:
One player the Prospect may choose any plane they want and set it to rookie level.

The other player the Faction must choose four planes from the same faction and set them at different levels: Rookie,
Veteran, Ace. The fourth plane is sets to either Double Ace or Legendary. The levels of the planes should remain unknown
to the Prospect.

The Faction then chooses a d8, d10, d12, or d20 depending on how long the want the test to be and place it with it highest
value up.

The test site is the standard 3’x 3’ with standard deployment areas. Blocking terrain is up the Faction player. The Faction
deploys all their planes first then the Prospect. All planes start at any speed 3-5.

No Ace Figures for either side.

Play:
The lowest ranking Faction plane in the air is the only one that my engage the Prospect. If the lowest ranking Faction plane
leaves the field then the next lowest ranking Faction plane can engage the Prospect.

The Prospect may only engage the lowest ranking Faction plane in the test area. The Prospect may not look at the dial a
Faction plane until it has been engaged by that plane so they don’t know what the ranking of the plane is. At the end of the
turn reduce the time die by one.

Objective:
Prospect - To score as many points as possible before being shot down.

Faction – To score as many points possible while shooting down the Prospect.

Scoring:
Prospect –
1 point for each turn they survive the test.

Points equal to the level of the Faction plane shot down or forced off the field.
Rookie = 2, Veteran = 4, Ace = 8, Double Ace = 16, Legendary = 32

Points equal to twice the amount over if the Prospect make it's bailout roll.

Faction -
Points equal to the amount of left on the time die once the Prospect has been shot down.

Points equal to twice the number of Faction planes left in the air once Prospect is shot down.

Points equal bailout number the Prospect must roll to successfully bailout.

Options:
Multi-player games – Have the Faction play more then one Prospect at a time, but the Prospects don’t score points for
number of turns they survive. The Faction doesn’t get points for turns left in the test until all the Prospects are shot down.

Militia Recruitment – Only count the scoring for the Prospect and not the Faction. Once the test is over have players switch
roles.

Cutthroat Gauntlet – The Faction may choose any level plane to engage the Prospect, but still only one plane at a time. The
Prospect can only engage the plane that engages it first.

Dawn of a Legend – The Prospect may use an Ace figure. But only scores points for shooting down or force off Faction
planes.

Promote from Within – The Prospect must be from the same faction as the Faction. Don’t worry about having the same
pilots. The Prospect is just a younger sibling.

----------------------------------------------------------------------------------
Scenario: Into the Tempest – originally posted by ape2020

Okay with all the rage going on about Hailstorm I stopped and thought whoa there is a great scenario here. As always any
comments, suggestions, or reports on how it runs would be greatly appreciated.

Scenario:
Legends (heroes and villains alike) of the skies, defy the odds as a matter of course. They take on missions that would send
lesser pilots home to mommy. This is one such mission.

Alone deep in enemy territory, a legendary pilot has been sent to “escort” a VIP out. The plan was simple. Slip in and slip
out, too bad nothing ever goes as plan. The enemy has uncovered the plan and sent a whole squadron to stop it. Even worst
the plane the VIP is on is an old civilian plane, slow and no guns.

To buy some time the legend must make a stand. Ah, storm ahead and it’s a whopper.

Setup:
One player chooses any Ace figure and their matching plane. Set the plane to its highest level.

The other player has 250 points to spend on a squadron. All planes in the squadron must be set to ace level or lower. It may
not include Ace Figures or Signature Maneuver cards.

The play area is the standard 3’x 3’ with standard deployment areas. The legend is placed in the center of the play area. The
squadron is deployed at one of the deployment area. All planes can be set at any speed.

Play:
The player playing the legend always wins initiative.

The Storm
Hail the size of baseballs is coming down, coming down really hard. After each plane competes it movement, the pilot must
make a pilot check. If the check fails, the plane takes 1 click of damage from the ice and wind.

If that wasn’t enough there is deadly lighting too. After placing maneuver cards roll a d6 for each active plane.

On a roll of 6 the plane is struck directly by a huge bolt of lighting. Roll 6 dice against the SI of the plane and on rolls of
equal or higher count as a hit. SE has no effect on this roll or damage including Additional Armor, Armored Components,
Evasive Maneuvers, Beeper-Seekers. Fate on the other hand works just as it would against a regular attack.

Objective:
Legendary player tries to last as along as possible. Gain 10 points for each turn they survive.

The squadron player is trying to shoot down the legendary player as fast as possible.

Options:
Valley of Death – Add two pieces of blocking terrain about 6”X 6” each to represent two mountain peaks. Plus the Gusting
Winds are really strong. Randomly chose a direction of the wind. During the game after a plane finish it maneuver and
before it takes its shot, roll one die. On a result of 1, 2, or 3, the Wind Shift is 1. On a result of 4 or 5 the Wind Shift is 2. On
a result of 6 the Wind Shift is 3. The plane’s final movement marker shifts a number of movement markers towards the wind
direction equal to the Wind Shift.

Short Storm – At the end of the turn roll 2d6. On a result 2 the storm clears and all weather effects stop.

-----------------------------------------------------------------------------
Scenario: "Race O' Death" – originally posted by Woelf

Race O' Death

Background:
A wealthy aviation enthusiast has devised a contest to determine once and for all who is the best pilot in all of the former
United States. A complex race course has been built around a number of obstacles, and the first pilot to complete three full
laps will be declared the winner. To the victor goes a substantial cash prize of several million dollars and the bragging rights
that go along with being the “best of the best”.

The catch: Since this is a test of piloting skills and not combat ability, so all aircraft in the race will have their ammunition
removed prior to takeoff. Race officials will be inspecting all aircraft to ensure that all front and rear weapons are indeed
empty.

Simple enough. Unfortunately, most of the pilots have smuggled handguns onboard their planes in an attempt to gain any
advantage they can get.

Setup:
Each player selects one plane and a matching pilot. Planes that do not have an associated Ace figure may instead use any
Character Token to represent the pilot, with the exception of (11) Monstrous Henchman and (12) Mad Scientist. Starting
point values for all planes should be within 20 points of eachother (ignore the cost of Ace figures and Character Tokens).

The playing area can be of any size or shape, and should include a number of checkpoints equal to or greater than the
number of participants, to a minimum of 5. A checkpoint is composed of two identical markers/tokens/etc. placed between
two and five movement markers apart. Players take turns placing checkpoints one at a time until the agreed upon number is
reached. The first checkpoint placed is denoted as the Start/Finish line, and must be a minimum of three movement markers
wide. All subsequent checkpoints should be numbered in the order of placement.

Each player sets their current speed to 3, and places their plane behind the Start/Finish line.

Play:
--Players roll for initiative, and adjust their current speeds to desired values (Exception: players cannot adjust their speeds
until after their plane crosses the Start/Finish line for the first time).
--Do not call out speeds. Starting with the aggressor, all participants play Navigation cards according to the normal rules,
regardless of their plane’s current speed. When the navigation cards are revealed, all planes move simultaneously, and
players roll for collisions as necessary. If the movement markers of two or more planes are overlapping and there is no
collision, Daring Feats may be attempted, starting with the aggressor.
--Follow the standard rules for Daring Feat attempts, by adding the dice roll to the Attack Value of the appropriate Ace
Figure or Character Token.

Miscellaneous:
--Ace Signature Maneuver cards may be used by the associated Ace only. Non-Ace pilots can use only the standard set of
Navigation cards, even if an Ace of the same squadron is present.
--All planes are treated as if they have front and rear gunnery values of zero.
--Usage of Fate is not allowed. The Ace figures and Character Tokens are used only for Daring Feats, and are not factored
into the initial point cost of the plane. Ace Figures must remain on their starting click for the duration of the game.
--Duplicates of the same plane, ace figure, or character token are not allowed, even if they are controlled by opposing
players.
--There is no time limit to the game. This is an all or nothing event.

Objective:
--Players must navigate through the checkpoints in the order they were placed, and the first to complete three full laps (or
the last surviving player) is declared the winner.
--If two or more players complete their third lap in the same turn, it is considered a tie. The winners split the pot and share
bragging rights.
--If all remaining planes are destroyed on the same turn, the race is declared a draw (no winner) and all participants go home
empty handed.

Optional:
--Blocking Terrain is not required, but is recommended. If any blocking terrain is used, it should be placed prior to
determining the position of the checkpoints.
--To increase the difficulty in subsequent laps, add the effects of the ‘Heavy Winds’ card when the lead plane begins their
second lap, and add ‘Gusting Wind’ when starting the third lap.
--If the race layout proves to be too difficult, remove a few checkpoints or reduce the number of laps.

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Scenario: Kidnapped! -originally posted by Woelf

Background:
A famous celebrity has been kidnapped by a squadron of air pirates. Local militia and rival squadrons scramble to intercept
the pirates before they can escape and hold the celebrity for ransom.

There is a substantial reward for the safe return of the celebrity, and everyone wants to cash in. Even if the pirates are
stopped, the battle isn’t over.

Setup:
Each player creates a squadron using a minimum of three aircraft (If there are more than three players, the minimum number
of planes is two). There is no build limit, but the overall point values of opposing squadrons should be within 20 points of
eachother. Do not include the point values of Ace Figures.

One squadron is designated as the kidnapper, and all other squadrons are designated as rescuers. The kidnapper may place
their planes anywhere on the playing field at any speed. The rescuers must begin in a normal starting area, and sets all of
their planes to the lowest speed values.

The kidnapper selects one of the following Character Tokens as their hostage: (4) Actor, (4) Dazzling Socialite, (5) Starlet,
(6) Damsel in Distress, (6) Femme Fatale, (7) Leading Lady, (7) Leading Man, or (8) Millionaire. The kidnapper then places
that token next to one of their planes to indicate which plane is carrying the hostage.
Place all Ace Figures next to their associated planes. Planes that do not have an associated Ace Figure should be assigned
one Character Token each to indicate the pilot, from the following suggested list: (7) Trusty Sidekick, (8) Pilot, (8) Pirate,
(8) Pirate, (9) Smuggler, (9) Tail Gunner, (10) Enemy Pilot, (10) Adventurer, (11) Vigilante, or (15) Evil Maverick. Players
take turns selecting and assigning Character Tokens to their own planes, starting with the kidnapper.

Play:
Follow the normal rules for the Air Action game, with the following exceptions:
--The player controlling the plane with the hostage automatically wins initiative.
--All planes may attempt Daring Feats, using the attack value of the Ace Figure or Character Token assigned to that plane.
--Instead of attempting a Daring Feat, players may declare a “skyjacking” attempt. Roll for a Daring Feat as normal, and add
3 to the result. If the result is not “Enjoy the Ride”, treat it as a “No Effect”.
--When a pilot successfully performs an “Enjoy the Ride” Daring Feat, move the figure or token representing them to the
target plane to indicate the change in ownership.
--If the target of a successful “Enjoy the Ride” feat already has a figure or token to indicate the pilot, that pilot is displaced
by the attacker. The displaced pilot may attempt to commandeer the attacking plane by rolling two six-sided dice and adding
the result to their attack value. If the result is equal to or greater than 10, they take control of the attacking plane. If the result
is less than 10 that pilot must hit the silk, bailout value of 6.
--If the pilot of a plane with a rear gunnery value of zero successfully performs an “Enjoy the Ride” daring feat, their
original plane is placed on autopilot. Reduce that plane’s speed by 2. That plane is considered neutral to all players and can
only perform cruise maneuvers (no navigation card is required).

Miscellaneous:
-Ace Figures cannot use Fate. Ace Figures must remain on their starting click for the duration of the game.
-Pilots may perform Daring Feats while Shaken.
-There is no limit on the number of times a pilot can perform an “Enjoy the Ride” daring feat.
-The hostage cannot be moved to a different plane once the game begins.
-If a neutral plane reaches the edge of the playing area or strikes an obstacle, remove it from the game.
-All planes must perform a collision check with neutral planes, even if they share the same squadron logo. Neutral planes
automatically succeed at collision checks with other planes.
-If there is no collision, a pilot may take control of a neutral plane without making a Daring Feat roll.

Objective:
-The kidnapper attempts to retain and/or regain control of the hostage until all rescuers have been shot down or chased off.
-The rescuer(s) attempt to take control of the plane carrying the hostage, shoot down all of the kidnapper’s planes, and fend
off the other rescuers.
-If the plane carrying the hostage is destroyed, the game immediately ends (the hostage doesn’t have a parachute).

Scoring:
-If the kidnapper controls the hostage at the end of the game, that player gains 300 victory points.
-If a rescuer controls the hostage at the end of the game, that player gains 150 victory points.
-If the hostage-carrying plane is destroyed by a rescuer as the result of an attack roll or a Daring Feat, that player loses
victory points equal to triple the value of that plane. All other rescuers lose victory points equal to double the value of that
plane.
-If the hostage-carrying plane is destroyed as a result of a collision or a failed pilot check, the controlling player loses
victory points equal to the value of the plane.

Optional:
-Any Character Token may be used to represent the hostage. Take care not to confuse the hostage with an actual pilot.
-Any Character Token may be used to represent a non-Ace pilot, with the exception of (11) Monstrous Henchman and (12)
Mad Scientist.

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Scenario: Time Trials –originally posted by GunAce

From East to West and Back Again


A Two Player Scenario for the Air Action Game

With a fractured patchwork of nations spanning the continent, the concept of setting long distance speed records has been
forgotten for the better part of a decade. However, the Hollywood Knights and Broadway Bombers have recently accepted a
challenge to test the abilities of their respective aircraft. Each squadron hopes to earn bragging rights from this competition.
However, a band of air pirates has decided to make the race more challenging, and the competing squadrons must band
together to thwart this assault.
Set Up

For the first part of the scenario, the two players will undertake the last leg of the westward race. One player is the Escort
player, while the other player is the Intercept player. Each team is built with 300 points, and Ace figures are allowed. The
planes for the Intercept player cannot include planes from either Hollywood Knights or Broadway Bombers. Additionally,
for the Escort player, one plane (henceforth called the Racer) is selected from the Broadway Bombers, and the remaining
planes are chosen from the Hollywood Knights. If the Escort player chooses to play with any Ace figures, one must be
assigned to the Racer before any other plane may have an Ace figure.

The playing field is twelve feet by four feet with no obstacles. The Racer begins with its movement marker touching one of
the short edges (aka Starting Line) and will try to reach the opposite short edge (aka Finish Line). The opposite map edge is
not the actual finish line of the race, but rather represents the ability of the Racer to elude pursuit, and the condition of the
Racer when it reaches that edge will determine how well it fared in the race. The other Escort planes must be set up within
four inches of the Starting Line. The Intercept planes are placed at least six feet from the Starting Line, leaving a distance of
about half the field before the planes will reach each other. The initial speed of the Racer is set to its Maximum Current
Speed setting. The other planes may be set to any speed the players wish.

The Racer attempts to leave the map by flying over the Finish Line. The Intercept planes will try to destroy or at least
disable the Racer. Additionally, there are two factors to consider. First, remember that planes from different squadrons must
make collision checks when their final movement markers overlap (Air Action Game, 17). Furthermore, in order to give the
Racer more fuel, all ammunition and weapons were removed, so the Racer cannot take shots regardless of the Gunnery
ratings of the aircraft.

Scoring

The scenario ends once the Racer either leaves the map, or the Racer’s airplane is either hijacked (Enjoy the Ride!) or shot
down. Victory points are scored normally for planes that have been shot down or remain on the field with the following
exceptions.

If the Racer was shot down or hijacked, the Intercept player scores three (not two) times the value of the plane. If the Racer
leaves the map by an edge other than the Finish Line, the Intercept player scores double the value of the Racer. If the Racer
leaves by the Finish Line, the Escort player scores points for the plane based on the condition of the Racer.

Racer Maximum Speed gives Points Scored by Escort


7 speed gives 4 x Racer plane value
6 speed gives 3 x Racer plane value
5 speed gives 2 x Racer plane value
4 speed gives 1 x Racer plane value
3 or less gives (Racer plane value/2)

The Return Trip

For the eastward leg of the trip, repeat the scenario above with the following changes:
The Intercept player and Escort player change roles. The Escort team is now composed of Broadway Bombers, with one
plane from the Hollywood Knights selected to be the Racer.
Points are scored as above, and added with the total from the westward leg, the higher Victory Point total wins the whole
scenario.
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Scenario: The Uninvited Guests – originally posted by GunAce

An Air Action scenario for three players

Two squadrons engaged in a dogfight are ambushed by a third squadron! How can the weakened combatants survive the
merciless onslaught of this fresh, unharmed opponent?

Build Total
200 point squadrons (Planes Only, No Aces Figures)
Ace Navigation cards are legal

Map Set Up
The playing area is a 4’ x 4’ unobstructed air map.

The Play
All players bid secretly in writing for the privilege of being the third team, listed hereafter as the Gatecrasher. The bid must
be a multiple of ten (i.e. the bid amount must end in a ‘0’ (30, 100, and 270 are all examples of legal bids; 88, 125 and 499
are illegal bids)). If two players tie for the highest bid, the third player wins the auction at the lower amount bid. If all three
bids are for the same amount, all three players resubmit bids. The value of the bid becomes Victory Points at the end of the
game session, split evenly between the first two teams.

The Gatecrasher does not participate in the first part of the scenario. The remaining two teams set up their squadrons on
opposite edges of the air map. Play out a dogfight between these two squadrons according to the Air Action rules as normal.
However, any planes that Disengage during the dogfight are scored for the Gatecrasher. The dogfight continues until one
squadron has fewer than 100 points of viable planes in the air. To be viable, the plane must not be shot down and the pilot
cannot be Shaken.

Once a squadron of planes is reduced to less than 100 points of viable planes, the Gatecrasher indicates from which edge of
the air map the squadron will enter. Before the beginning of the next turn (when Rolling for Initiative) the Gatecrasher places
his planes along that edge and rolls for initiative with the original two players. The dogfight then continues until one
squadron is completely eliminated (all planes from that squadron either Disengage or are shot down).

Scoring
Each player scores Victory Points for planes shot down by their squadron.
VPs = 2x point value of downed plane
The Gatecrasher scores Victory Points for all planes that disengaged (even those that left the air map before the Gatecrasher
shows up).
VPs = point value of disengaged planes
The other two teams score half the opening bid of the Gatecrasher.
VPs = half of the value of that bid
The two players with planes left flying and not Shaken score those planes.
VPs = point value of ‘combat ready’ planes
All players add up their Victory Points and the high total wins!

Addendum
I wrote this back before such things as weather cards or squadron abilities existed. The squadron abilities don't strike me as
unbalancing to this scenario. But one weather card in particular strongly alters how the scenario plays out. Hailstorm should
probably not be allowed, since the chance of damage every turn greatly favors the Gatecrasher. However, that may just result
in higher bids from the outset...

Confederate Air Demolition Derby – originally posted by Dax

Last night my local venue game birth to the Conferderate Air Demolition Derby (or CADD). I'm from Missouri...Missouri is
part of the Confederacy of Dixie...you get the idea.

It was extremely well received!! You win games by how many successful collisions you had over your opponent (successful
meaning they took damage and you didn't or you survived a critical collision). Otherwise the game is played per norma
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The Guns of Navajo - originally posted by donalbain.

The Navajo Nation in an attempt to expand it's borders has made a anti-aircraft gun emplacement atop a mesa along a key
air route, extorting a high toll for any to pass unfired on. No one else is very happy with this arrangement and everyone has
decided they have to be the ones to take out the guns first. Naturally they decided to do it at the same time. You mission is to
take out the gun emplacements and any other pilots that get in your way.

Each squad will consist of 200 pts of planes. No weather cards may be used but Squad Ability Cards are permissible There
will be five anti-aircraft guns on a piece of blocking terrain approx 10" dia in the middle of the board. Each gun has a range
of 5 and a rear arc type of firing area. Each gun has a gunnery value of four, takes five hits to destroy and has a silhouette of
four. Each round a die will be rolled for each gun and one added to the result, this is the guns speed for that turn. One
initiative roll will be made for all the guns each turn. Every gun will fire each turn as long as the have a target in range. If
there is more than one target, a target will be chosen by die roll. Each gun will have a different gunnery special ability. The
winner is the player that destroyed the most guns and still has plane on the board.

This scenario went pretty well. There were two players and the first game only one cannon was taken out and many planes
went down. The second game they wised up on approach and a couple cannons went quickly. If you have only a couple
players, I'd sugget a few more terrian pieces to keep it interesting. I like this one especially since I got to control the cannons
during the game instead of just standing around watching. It may seem like a short scenario once all the guns are taken out,
but the winner is the one with the most cannons AND a surviving plane. That keeps it interesting.
-------------------------------------------------------------------------------
CS Scenario "The Courier"- originally posted by promuso
A Squadron of aircraft (Bogeys) are flying a briefcase of sensitive papers across the border to secure the prosecution of a
Bandit leader. The Bandits have been able to intercept the Bogeys' course with the object of shooting down the courier plane.

Players: 2
Squadron build: 200pts
Game time: 60 minutes
Bids Each player bids for the Bogeys side in secret and in writing. When bids are revealed, the highest bidder gets the
Bogey side and the bid is awarded as bonus VPs for the Bandit side. No bids below zero are allowed. Drawn bids are
resolved by a dice roll with the higher roller getting the side they want and no bonus VPs are awarded to any side in this
situation.

Set Up:
The Bogey player secretly allocates one of his/her planes to be the 'courier'. This is the aircraft that is carrying the briefcase
of documents that the Bandits are after. The Bogey player does this by clearly writing the name of the pilot on a piece of
paper and then folds it and places it under a movement marker to the side of the play area. When the game is over, the
courier will need to be identified. Play now commences with the 'hit the skies' dice rolls.

Play Variations:
(1) No bogey aircraft may leave the play area by disengaging or by any other voluntary movement. The bogey player has
orders to try and mislead the bandits as to which of his planes really is the courier and any obvious movement of the courier
plane disengaging will alert the bandits.
(2) If the courier is shot down, all is not lost. He/she may try to bail out with the briefcase by performing a heroic act of
grabbing one memento and will score special Vps instead of the regular score.

Victory Conditions:
At the end of play, total all Vps are per the rules with the following additions:
(1) The Bandit player gets the Bogey bonus Vps as bid upon at the start of the game.
(2) The Bogey player reveals the courier pilot and the following bonus Vps are scored:
(a) Courier has not been shot down by the end of play - Bogey player scores 50vps.
(b) Courier is shot down & manages to bail out with one memento (ie. the briefcase).
Bandit player gets 50vps - nice try, however the courier will probably get the documents into safe hands.
Bogey player gets 30vps - documents will probably get into safe hands, but you never know!
(c) Courier is shot down and fails to bail out or bails out without the briefcase.
Bandit player gets 80vps - nice work!

Tournament Victory Conditions:


The player(s) with the highest VP total is the tournament winner(s).
---------------------------------------------------------------------
CS Scenario "The Bounce" - originally posted by promuso
A squadron of aircraft (Bandits) are in a position to surprise a group of enemy planes (Bogeys) from out of the sun.

Players: 2
Squadron build: 260pts each side
Game time: 60 minutes
Bids: Each player bids for the Bandits side in secret and in writing. When bids are revealed, the highest bidder gets the
Bandit side and the bid is awarded as bonus VPs for the Bogeys side. No bids below zero are allowed. Drawn bids are
resolved by a dice roll with the higher roller getting the side they want and no bonus VPs are awarded to any side in this
situation.

Set Up:
Bogeys set up first by placing the CS quickstart rules sheet in the center of the play area. The player then deploys the
Bogeys squadron within its confines so that no movement marker may overlap its boundaries (ie. all defending planes are
placed on the sheet). All defending aircraft must face the same direction and have throttles set at a speed of three. Bogey
planes will not place maneuver cards until they manage to 'spot' opposing aircraft and up until then must only execute cruise
maneuvers at a speed of 3.
Bandits set up last by placing his/her CS quickstart rules sheet within the rear arc of any one Bogey plane. The player then
deploys the Bandits squadron within its confines so that no movement marker may overlap its boundaries (ie. all defending
planes are placed on the sheet). Finally, the Bandit player adjusts his/her position (ie. the quickstart rules sheet) so that the
nearest Bandit aircraft is not less than 8 movement markers from the nearest Bogey plane. (You may need to adjust the play
area to fit).
Play Variations:
1. The Bandit player is the aggressor and therefore has the initiative for the first game turn but otherwise plays as usual with
no other variations.
2. The Bogey player must (until spotting an opposing plane):
(a) Stay at throttle setting 3
(b) Execute only cruise maneuvers
(c) Not fire any ordnance
3. Spotting rules:
A Bogey aircraft will 'spot' all opposing planes under any of the following conditions:
(a) Any Bandit plane strays out of the rear arc of any Bogey aircraft.
(b) Any Bandit plane takes a shot during combat.
(c) Any opposing planes collide.
(d) If non of the above have taken place after all Bandit aircraft have moved, the Bogey player makes a piloting roll for each
plane to check whether a pilot is able to 'spot' the opposing aircraft. Use the following results:
2D6 is equal or larger than piloting value then enemy not spotted.
2D6 is smaller than piloting value then enemy is spotted.
As soon as any Bandit planes are spotted then all Bogey restrictions are lifted and he/she plays as usual.

Victory Conditions:
At the end of play, total VPs as per the rules. Additionally, the Bogey player gets the bonus VPs awarded by the Bandit bid
at the start of the game if bids were not tied.

Tournament Victory Conditions:


The player(s) with the highest VP total is the tournament winner(s).

*Remove the rules sheeets once all planes have moved off them!

---------------------------------------------------------------------
Steal the Booze - originally posted by swalton

Scenario:

Someone has been building a stronghold to distribute illegal alcohol. This will surely help you make more money to buy
more planes and put you on top of the speakeasy racket. No one is going to stop you from making this haul…or are they.

Forces:

Squadrons are picked with a point cost up to 200 points. All planes must be from the same faction. Remember, you can use
different levels of planes. Aces are allowed.

Special rules:

In order to capture the booze, you must land your plane next to the warehouse. To land, make a pilot check at -1 to die roll
due to fighting going on around you. Each turn afterward that you stay on ground you collect 50 extra victory points. Planes
can only collect for two subsequent turns.

Shooting at planes on ground makes stationary planes –2 to silhouette value. Like shooting fish in a barrel.

Taking off is also pilot check –1. If failed, plane remains on the ground.

Game lasts 1 hour or until opposing squadron is destroyed.


------------------------------------------------------------------------------
CS Scenario – The Traitor. - Originally posted by promuso, credit given to Rob 'Genghis' Harradine from our CS
player group for this one.

A month ago, one of your squadron members ‘sold out’ and left to join a rival outfit. You and your compadres have been
looking forward to meeting up with the Traitor in the skies, to teach him/her the folly of leaving – especially with the
missing squadron petty cash box. Now you have your chance, as your wingman reports that the Traitor and his new squadron
have been spotted in the distance. It is now time for the Traitor to die!

‘The Traitor’ is a Crimson Skies Air scenario for two players.


Squadron build = 250pts per side.
Play area = 3’ x 3’
Time = 60 mins of game play.
Bidding – Both players secretly bid to kill the Traitor. Only bids higher than zero are allowed (no fractions), drawn bids are
re-bid. The highest bidder awards his/her bid as victory points to the opponent and now has the side which will oppose the
Traitors’ squadron.
The Traitor is chosen from amongst the lower bidders’ squadron by the owner. It can’t be the lowest or the highest build
value plane in the squadron. The traitor is known by all, so inform your opponent which aircraft is being flown by that pilot.
Play commences as normal with the exception of rule changes and scores for killing the Traitor as shown below:
(a) Any attack that takes the number of required clicks past any parachute value (ie. three bullet holes are shown on the dial
with no bail out value after all damage is taken), then the Traitor is deemed blown out of the skies and perishes for his/her
infamy. In this situation the opponent will score the usual 2xs vps for the downed aircraft plus that planes’ single build value
added again for the loss of the pilot (for a total of 3xs the aircraft build pts). These extra vps are also scored in a situation
where the traitor is shot down and fails the bail out roll or flies off the playing area.
(b) In any other situation where the traitor is removed from play (collision, damage etc), and the pilot fails the bail out roll,
the opponent scores 2xs vps. If the pilot survives the bail out, then the usual 1xs vps are scored instead
(c) The Traitor is a new recruit and so will collide with all aircraft on the play area. This includes members of his/her own
squadron or side.

The winner of the duel is the side with the most victory points after time is up.

Raid on the aerodrome - originally posted by Deniper

Set up ground obstacles as you see fit - a radio tower is an good idea. The only thing necessary is an hanger and some
representation of tarmac, plus 4-6 small paper buildings to shoot up.
Points allocation:
Defender = 300. The defender may have 1-2 barrage balloons with the following stats.: stationary, silhouette of 3, 360 arc of
fire, range 4, gunnery 3, the balloons are 10pts each.
The defender may also have 1-2 gun-trucks with the following stats.: move 1 in any direction silhouette of 4, 360 arc, range
3, gunnery 2 (armor piercing ) the trucks cost 15 pts each.
The two above units move after all planes, and fire after all planes have moved.
Attacker = 200
Last special rule: the defender starts the game on the ground (deployed on the tarmac terrain) and during take off, their
silhouette is increased by one (they are harder to see) and must start the second turn moving at their slowest
speed...preferably heading down the runway to take off.

Experience: each balloon shot down nets 10 pts & each truck 15.
Each building destroyed nets 10 - buildings have an silhouette of 4 and reduce damage taken by one hit. One hit destroys
any small building. The radio tower takes 2 damage and hanger takes 3 damage. To mark hits, just use counters of some
sort.

---------------------------------------------------------------------
Scenario: "Those aren't weather balloons!" – originally posted by Dax for a friend
Post #1 of 12

Alright, before I get started I must say that I can take NO responsibility for this scenario. A friend of mine came up with it
and hasn't been able to post it here, so I'm taking that liberty.

OVERVIEW
Due to an abundance of pirate raids, air militia's have started to place weighted hydrogen filled balloons in the skies as
mines!

SET UP
Before placing any planes, roll 4d6. This is how many mines there will be in the sky. Try your best to randomize mine
locations and NEVER place them in any starting area (this is just mean to do ).
Feild planes as normal.

OBJECTIVE
Shoot down all the mines (and possible any enemy planes)!!
Mines have a Si5 and only one click (use any of the "pog" tokens with the CS logo face up for mines). Mines are treated like
blocking terrain (If you hit one, take a click. Make a pilot check...if it failed, take another click). Also if you failed your Pilot
Check you've set off the mine!!! The blast radius for the mines equal one movement marker!! Anything within that radius
takes a click of damage...this could set off several other mines as well! (the weighted parts of the hydrogen balloons are
filled with explosives!)

VICTORY POINTS
Earn 50pts for every balloon shot down (no points for setting them off, so keep track). Tally other points as normal.
-This is a great scenario for solitaire games (it'll improve your "feel" for manuevering and allows for targets to shoot at).

----------------------------------------------------------------------------
Scenario - Catch the Pigeon – originally posted by Lonehawk

Top secret plans for a new engine have been stolen and attached to the enemies top carrier pigeon which is right now
heading home. You must retrieve the plans which means you must catch that pigeon.

Setup
Each player builds a 200 point team and sets up on opposite sides of the map. Roll dice to determine sides - high roll
chooses. The defender must catch the pigeon and return the plans, the attacker must catch the pigeon to steal the plans!

Place a movement marker in the middle of the board, facing the attacker start area, This represents the pigeon, the arrow on
the marker is its direction.

Moving the Pigeon


After all speeds have been set roll 2d6 to determine the pigeons movement

2 - no move. Pigeon tries to regain bearings.


3 - change facing (CF)3 turns left and move 3
4 - (CF) 2 turns left and move 3
5 - (CF) 1 turn left and move 3
6-8 - move 3 towards attacker starting edge
9 - (CF)1 turn right and move 3
10 - (CF)2 turns right and move 3
11 - (CF)3 turns right and move 3
12 - move 2 towards defender starting edge

Move the pigeon according to the roll. If a the pigeon moves into blocking terrain then stoop the pigeon at the edge. It had
landed and is doing what pigeons do when they land. If the pigeon tries to leave the map form either neutral edge then it
stops at the edge.

Catching the pigeon.


To catch the pigeon a plane's marker must end their move overlapping the pigeons marker. Make a piloting roll. If
successful then the pigeon has been grabbed. On a roll of double 1 however the poor pigeon has been caught up in the prop
and fies in a flurry of feathers.

Releasing the pigeon


Once a pigeon has been captured you can release him by shooting at his captor, or he can be shaken free by a plane taking
damage from collisions or failed pilot rolls.
Whenever the captor takes any damage roll a single die. If the roll is less or equal to total number of clicks of damage then
the pigeon gets free. Place the pigeon marker under the plane facing towards the attackers starting line.
Destroying the captor plane automatically frees the pigeon.

Shooting the pigeon


You wouldn't want to that would you. Yes? OK then. The pigeon has a SIL of 8(!) and 1 click! If you actually manage to hit
the pigeon (dead-eye from point blank will do it I believe) then roll 1d6. On a roll of 2-6 the plans are destroyed with the
pigeon. Add +1 to the roll if using rockets or magnesium ammo.

Ending the game


1)If the pigeon is killed then the game ends immediately in a draw. Neither side has the engine plans - of course these were
the only copy!
2) If the pigeon leaves the map via either players start line then that player wins. The pigeon pigeon can either do this under
its own power or as a captive on a plane.
3) If neither player is able to get the pigeon off the map before time is up then score victory points normally.

Variations
It's a mad, mad, mad, mad pigeon hunt.
This version is multi-player. The pigeon carries a map to buried treasure and only the bravest pilot can get it. To win a
player must get the pigeon of his stating area.
In this version a roll of 6-8 means the pigeon flies 3 markers straight ahead.
------------------------------------------------------------------
CRIMSON SKIES TEAM TOURNAMENT. -Originally posted by Promuso

Definitions:
ELEMENT One pilot plus one wingman
SECTION Two elements usually commanded by a lieutenant
SQUADRON Four sections usually commanded by a squadron leader

Equipment needed: A standard pack of playing cards. A full set of CS aircraft models & Aces is preferable, if not, at least
two different Aces are needed.

Sequence of events:
1. Decide how many rounds (games) the teams will play - each round lasts 60mins of game play.
2. Place face down, playing cards equal to the number of players participating (eg. There are eight players, place A/2/3/4
hearts & A/2/3/4 clubs face down). Place an equal number of red & black cards as the number of players participating, with
the odd player added to either colour and including a red and black ace. The ace, when randomly drawn, nominates that
player as the squadron leader.
3. Next, all the different Ace manoeuvre cards are laid out face down (using only one of the two ace cards and grouping
them into pirate aces and militia aces ie. ‘goodies & baddies’) and each squadron leader picks one at random, sight unseen,
depending on whether his side is pirate or militia. This is an ace figure that must be included in that sides’ squadron build.
The squadron that this ace belongs to defines the side that will be played by the owning team. All planes picked by players of
that side will be of that squadron regardless of the squadron that is shown on the planes base. Example: The pirate squadron
leader randomly picks up the Bob ‘Ghengis’ Khan ace manoeuvre card, all other players that picked red playing cards up
will be members of the Red Skulls squadron and will be able to field any of their models as Red Skull aircraft regardless of
what squadron is depicted on the model base (of course they may deploy the actual Red Skulls planes if they wish). Note that
the rules of collisions not applying to planes of the same squadron are valid in this situation also.
4. The squadron leader allocates PVs for builds to each trusty lieutenant (player). The total build points allowed for each
side is tabulated below. Lieutenants each build two elements (4 aircraft). As stated below, each element must consist of a
pilot who is at least one experience level higher than his/her corresponding wingman. The squadron leader similarly builds a
section (2 elements), but must include the ace figure and corresponding plane in one of his elements. The ace navigation
cards will only be available to this section only. In the case of an odd player on a side, one mission (game) will be shared by
two of his team – the squadron leader will therefore allocate PVs for these players to build one element only.
5. Next, the missions are generated (see below). Then the squadron leader secretly allocates the generated missions to his
team-mates and himself by using the playing cards his/her side drew earlier to match the sequence of missions generated
(mission no.1 = ace, mission no.2 =2 etc.). In the case of an odd number of players being on a side, the leader will have to
allocate two of his/her players to play one mission of his/her choice.
Example: There are a total of six players in the game, therefore three missions must be generated as three players from each
side will participate in this round. All the players gather round and a d6 is thrown three times. The first throw (mission no.1)
is a 6 – it’s the air race, the second roll (mission 2) is a 4 – hit the skies, and the last (mission 3) is a 1 – Bar room brawl. The
leader of the pirates decides to secretly give the red ace to Dave, since he did particularly well in the last Dash Against Death
game they played, takes the red three for himself (as he wants to participate in the Aces game) and lastly, allocates the red 2
to Mick, a new player in the group.
6. Play commences with the first round. As each mission is called, the players with the same value playing card will be
matched to play this game together.
7. Use the victory point schedule as shown on page 18 of the air action rules. In addition use the following additions:
Successful bailout = 25vps
Winged ‘em = 10vps.
Timely Distraction = 15vps
Enjoy the Ride = (50 + 2 x target plane PV if still in play at game end)vps.
Heroic acts = as shown on page 21 of the rules as vps.
Air Race – 1st place (50vps); 2nd (40vps); 3rd (30vps); 4th (20vps); 5th (10vps); 6th (no vps).
Aces Game – vps as indicated on page 19 of aces rules.
8. The winner of the event will be the side with the most victory points and the end of the set rounds of play. The individual
highest pilot score may also be acknowleged.

Sides:
Red playing card drawn: Militia side (Ace denotes squadron leader status).
Black playing card drawn: Pirate side (Ace denotes squadron leader status).

Militia:
Broadway Bombers leader = Crawford
Hollywood Knights leader = Steele
Blake Aviation Security leader = Blake
Pirate:
Red Skulls leader = Kahn
Rajin’ Cajuns leader = Thibodeaux
Fortune Hunters leader = Zachery or Sanchez

Build table:
4 – 5 players = 511PVs each side/one ace/2 missions
6 – 7 players = 738PVS each side/one ace/3 missions
8 – 9 players = 967PVS each side/one ace/4 missions
note: Pilots must always be at least one rank higher than wingman.

Mission Generator: (roll 1d6 – all missions last 60mins)


1 = Aces game (Bar room brawl) – randomly pick 3 aces for each side (do not include the aces already participating in the
other missions) or 100 points worth of characters.
2 = Down & dirty (hit the skies with obstacles)
3 = Hit the Skies – standard game
4 = Hit the Skies – standard game
5 = Heavy Weather (hit the skies with heavy cloud) – see cloud rules below.
6 = Air race (Dash against Death) – two teams of three planes
note: Only one air race and one aces game may be generated in a round. Roll again until a different mission comes up.
In the air race each player alternates placing a plane behind the start line – higher dice roller places first.
When missions are generated give them a corresponding numbered playing card. Each squadron leader secretly gives those
numbers to each player he wishes to participate in that particular mission.
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