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PZOPDFDGMSSW002E
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Devices WEAPONS
Air Brakes: This upgraded air braking system gives Light Cannon: Use the Square die when attacking.
you the option to choose your jet’s travel distance (but
not turning angle) as though you were at the next-lowest Rocket Pods: Use the Circle die when attacking. They are
throttle setting. At High throttle you can choose a travel prone to exploding when they become damaged or ruined
distance as though you were Cruising or High speed. At while there is any ammo remaining in them. When that
Cruising speed, you can choose a travel distance as though happens, roll the Circle die and check for an explosion.
your throttle were set to Low or Cruising.
Bombs: These can only be used against ground targets
Auto Aim: When you activate the auto aim, immediately during special scenarios, but behave like Rocket Pods in
make an attack with either the Light or Heavy Cannon (or every other way. Bombs use the Circle die when attacking,
both, if linked). You don’t have to spend another action to and are prone to explosion exactly like Rocket Pods.
do so. For this attack, treat any result of “Miss” on your
combat die as though you had rolled “Damage” instead. Linkage: Linked weapons may be fired simultaneously
using one attack. (You may still choose to fire them
Hair Trigger: Before taking your movement on your turn, separately, or fire only two out of three linked weapons.)
your crew may expend 1 of its re-roll attempts and 1 action Choose a single target in range of all the linked weapons
to make a single attack. You may use the Hair Trigger once you wish to fire, and declare which weapons you’re using.
once per turn. If you have any actions remaining after your Spend an action to attack, and expend 1 box of ammo from
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movement, you may take those actions as normal. each fired weapom. Roll the attack dice of both weapons at 504938
the same time and apply their effects to the same randomly
Hand Radar: This device adds a Circle die to your determined location (roll the Hit Location die once). Apply
initiative roll. the damage from Direct Hits separately, in any order the
attacker chooses. For the purposes of taking damage, a
Maneuver Rockets: Roll the Diamond die when turning. linkage is considered a weapon, not a device.
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It had been a long day on patrol and the sunlight was fading 300 points to your team for the destruction, capture or
fast. The crews were looking forward to chow and a good forfeiture of an enemy jet.
night’s sleep, and only a little disappointed that they hadn’t
caught any action in the air. 300 points at the end of the 15th round for each Rebel jet
that has survived in a condition to fly home to base.
On the way back to base, they spotted enemy aircraft on the
horizon. There was a moment when each side seemed to Strategies
consider the oncoming darkness, their reserves of fuel, and
their rumbling stomachs. Predictably, they chose to fight The State jets start off with a clear advantage, but they
anyway. don’t have a lot of time to destroy the Rebels. They’ll need
speed and maneuverability to catch a jet that doesn’t want
The melee was confused, with little light to see by. The to be caught, and still have enough firepower to finish it.
Rebels were plagued by mechanical failures, and saw a
chance to flee into the night. The disciplined and relentless With their guns jammed, the Rebel jets should attempt re-
State fighters gave chase, determined to carry on battling pairs right away. Fighting back at the State jets is probably
until night made it impossible. futile, but if you can’t keep your distance you may have
no choice. Defensive measures such as Smoke Emitters
Setup may be useful for this mission, as would any devices that
enhance speed or turning.
Quick Play: For 2 to 4 players. Each player spends 2100
points to purchase and customize any variant of the Tigress
jet.
jet, which may be of any type. Your team may only field
one more jet than the other team, up to a maximum of four
jets per team.
Starting Positions
You may place your jet anywhere within the starting zone
for your side, but keep the facing shown on the scenario
map. You may start with your throttle at any setting.
The Rebel jets begin the scenario with each of their cannon
jammed (1 box of damage) with half of their ammo spent,
and with their rocket pods completely out of ammo.
The State jets each start with 2 boxes of fuel crossed off,
and 1 ammo spent from each of their weapons.
Ending Conditions
The scenario ends when one team is destroyed or forfeits,
or at the end of the 15th round. You can use the Mission
Record to keep track of the number of rounds that transpire.
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LARGE SCALE
3D PAPER MODEL
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LARGE SCALE
3D PAPER MODEL
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LARGE SCALE
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LARGE SCALE
3D PAPER MODEL
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SMALL SCALE
3D PAPER MODELS
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ASSEMBLY INSTRUCTIONS
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STEP 4. Carefully cut out all of your components to their edges, right along their outer black lines. You
can use your scissors for most of these cuts, but you will probably want to use your hobby knife for
some of the more difficult-to-reach spots.
STEP 5. Pre-fold along all of your score lines. All of the Wing and Stabilizer tabs are folded forward.
All others are folded backward. For now, just fold them about half way. If you find that you missed any
score-lines earlier, you can score them now.
STEP 6. Create your Wing and Stabilizer pieces. Each of these pieces is created the same way. First
apply a thin and even layer of glue to the unprinted side. A glue stick should be great for this job. Be
careful not to glue the tabs! Before the glue dries, fold the two pieces in half and press them flat. Create
each of your Wing and Stabilizer pieces, and set them aside.
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Here I am during Step 7. I’ve finished creating my Wings and Stabilizers in Step 6,
and now I’m using my hobby knife to cut the slots in the Fuselage.
ASSEMBLY TIPS: Don’t rush, and don’t expect perfection if this is your first paper model.
Find a comfortable place to work with good lighting. Put on some music or a video and relax.
Follow the instructions and take things one step at a time. If you make a mistake when gluing,
you can usually correct it before it’s permanently set. And it’s only paper, after all. If you make
a really big mistake, you can always print out another page and start over.
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After Step 8, with my Wings and Stabilizer tabs glued to the inside of
the Fuselage, my jet looks like a flattened bird, but not for long!
STEP 7. Lay the Fuselage piece flat. Using your hobby knife, carefully cut along the 4 slots for the
Wings and Stabilizers.
STEP 8. Slide the Wings and Stabilizers up through the slots you cut in the Fuselage. Double check
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that you have the correct wings in the correct slots. One at a time, apply glue the Wing or Stabilizer
tabs, and then press the Fuselage flat around the Wing or Stabilizer and give it a few moments to dry.
STEP 9. Assemble your Fuselage. Start at the nose of the aircraft. The bottom of the Fuselage will
naturally fold underneath and slip into place as you go along.
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STEP 10. Assemble the Intakes, the Cockpit, and any
weapons you want to attach to the aircraft’s wings. Glue
these components in place where indicated.
PRINTING AT OTHER SCALES: This model is designed at roughly 1/135 scale, or 8mm gaming
scale, or about N railroad scale. This should give you a benchmark for preparing this model for other
scales. To print this model at a larger scale, you’ll probably need graphics software that can open
the PDFs and edit them so that the components fit neatly on your pages. But that’s the scope of this
instruction booklet.
GLUE AND PAPER TIPS: To get the best results, experiment with different papers and glues, and
take advantage of whatever printing methods are available to you. In general, you should print on the
heaviest paper you can find. I prefer a 110# (199 gsm) matte cardstock, but any good matte photo stock
is a great choice.
The best choice of paper and glue will depend a lot on the printing method that you choose. Ordinary
white school glue should be fine. Desktop ink printers will be more likely to smear when you apply wet
glue to it, so you might look for a low-moisture, tacky glue. I’ve found that Aleene’s Original Tacky
Glue and an ordinary glue stick work well for my projects, but there are lots of others that might do.
When applying glue, a little bit goes a long way! A thin and even coat is all you need. Avoid heavy
globs of glue, and keep some scraps of cardstock around so that you can scrape off excess glue. Those
scraps can also be used as little trowels to help you spread glue evenly over a surface. It’s also good
idea to keep some slightly-damp tissue if you need to wipe up extra glue, but be careful about this if
you’re using ink-based prints.
FINISHING TIPS: You can really make your models stand out by using a fine-line marker along their
white folded edges. A thin black marker will work fine, but you could try out other colors for more
dramatic results.