Wednesday, October 8, 2014

Ships of the Line

Swift Class Aerial Monitor (200 tons)
click image to download a PDF version.
The Swift gunboats are an experimental attempt to increase safety for British shipping in the Oenotrian border regions, especially near the foothills of the Shistomik Mountain range. While it bears a resemblance to the slightly smaller Aphid class, it learns from the lessons taught by previous Martian experience. It has the same armor, allowing it to ignore the effects of the smaller Martian cloudship guns, but in addition, it also armors all its guns, including its complement of four Nordenfelts. This was done to protect the relatively small crew complement from damage that the ship would otherwise ignore. Aphids have a poor reputation for crew safety, sometimes limping home in good condition, but with decimated crews, the open gun mounts making them easy prey to hostile fire. The Swift also uses the new forced draught steam engines, which allow it sufficient speed to evade almost all ramming attempts, as well as being able to pursue and overtake all known vessels in the colonies. Three Hale rocket batteries provide short range firepower, and the 3" HRC's, while small, have a high rate of fire, and are sufficient to wreak havoc on the poorly protected Martian vessels which the Swift was designed to combat.
Critics of the Swift complain that it does not have enough long range weaponry, and its altitude limitations render it vulnerable to attacks by the Martian Fire so common on larger vessels. Also, since it has only one Marine observer, it is especially vulnerable to being boarded. These criticisms are largely ignored at this point, since it is not designed to assault the crag keeps of the High Martians, and its batteries of Nordenfelts should be sufficient to discourage all but the most suicidal of boarding parties. Also, if this should become a problem, the Hale batteries can be easily dismounted, which would provide sufficient room for a temporary complement of six more Marines, quite enough for a vessel of this size.
Impenetrable Class Aerial Monitor (1000 tons)
click image to download a PDF version.
The Impenetrable is largest vessel currently under construction at the Syrtis Major shipyards. While not the largest vessel in Martian use, she will be the most heavily armored. In fact, the armor plating of the hull is too complex for the limited facilities on Mars, and the vessel is being shipped piece by piece from Birmingham, and assembled on site. As expected, this is a very costly undertaking, and the Foreign Office has drawn considerable fire from the liberal press for this "escalation of warlike tendencies" and "waste of money". The official rationale for the Impenetrable is that a vessel impervious to Martian weapons will prove the futility of native resistance, and once and for all stop the insurrections and piracy on British shipping that are now a major problem. Indeed, only the heaviest of Martian weapons can penetrate the hide of this vessel, while her complement of weapons is sufficient to destroy many Martian vessels in a single broadside. While not the awesome guns of water-bound ironclads, they are able to penetrate the armor of any foreign naval vessel currently in use. It is exactly these qualities which makes it such a destabilizing influence. Many fear that a vessel impenetrable by Martian weapons will drive the rebellious factions into the arms of some other nation which can supply them with heavier weapons, leading eventually to all-out warfare.
Critics of the design note its lack of heavy armament, altitude restrictions, and small complement of marines, all necessary sacrifices to achieve the extraordinary level of armor on the vessel. To its credit, it has a normal 20 day steaming range, a highly respectable top speed, and sufficient staying power to survive battles against more heavily armed opponents.
On the current construction schedule, observers note that it will be approximately 18 months before the Impenetrable can be launched, not counting delays due to public sentiment, economics, or potential problems with demagnetizing such a large mass of metal to avoid premature liftwood deterioration.
Swiftwing Courier (83 tons) - Screw galley
click image to download a PDF version.
Oenotrian factions battling the British are hampered not only by the tenacity of the Colonial army, but also by the age and tradition of their race. Unable or unwilling to change to more modern technologies, they require vastly superior numbers in any sort of military engagement, and still take frightful losses on occasion. However, not all Martians are hidebound by the ancient traditions, and some very few are learning lessons from colonial forces. Some of the first signs of this are shown in the Swiftwing, a ship built solely for high speed transport of cargo or important persons. Some seventy-five percent of the vessel is taken up with slave turncranks, giving the Swiftwing an extraordinary burst speed of 25 knots. This is also partially due to improvements in their airscrews, the design appearing a direct copy of the latest British vessels. The sole armament of the Swiftwing is a stern mounted sweeper, although up to 5 marines or an important personage and their bodyguards can also be carried.
Swiftwings are currently being used as scouts and transports, and sightings have preceded attacks on at least two occasions. While not quite as fast as some British vessels, superior knowledge of terrain and local sympathy have allowed almost all Swiftwings to escape capture by colonial forces. The only one that has been captured so far was also equipped with facilities for mounting a mast and sails, a feature which would greatly extend its cruising range and long-term speed, but expert analysis indicates that the extra weight of rigging would mandate a reduction of the extra crew, removal of the stern gun, or a sacrifice of maximum altitude.
Cleansing Wind (400 tons) - Screw galley
click image to download a PDF version.
The Cleansing Wind is another disturbing development of cloudship design, showing that more and more, new ideas are gaining acceptance in the traditional quarters of the Martian military. Others claim it is a sign of covert foreign support, but cooler heads say it seems unlikely the Oenotrian forces are desperate enough to join one set of "Red Devils" to repel another. The expert opinion at this time is that the design is an independent pirate vessel, but there is no proof one way or the other. Both the name and the style of this new ship have caused concern in diplomatic and military circles, although as yet, only one example has been seen.
The Cleansing Wind has almost abandoned the traditional screw galley design and armament in favor of a more modern outlook, and at range can be mistaken for a British vessel. Whether this is by design, or just simple plagiarism has yet to be determined. It does not mount any of the heavy rod or lob guns usually found on the larger screw galleys, and is not equipped with that most traditional of Martian weapons, the ram. Instead, it mounts three heavy guns, two lights and four sweepers, along with a single rack of the deadly Martian Fire. All these weapons are effective against the lighter of Her Majesty's ships, and especially so against civilian shipping. For a Martian vessel, it is singularly well armed, in quantity if not quality, and with a top speed measured at 20 knots, able to maintain distance from most heavy vessels, and close with the relatively slow merchants it may encounter. The size of the vessel is also disturbing. It is not a large vessel in Martian terms, and is seems very likely it was designed to accompany larger vessels or operate with large groups of similar sized ships.
The only sighting of this vessel to date was from H.M.S. Bellerophon, an Aphid class gunboat operating out of Srytis Major. The Cleansing Wind was encountered on a routine patrol, and refused to heave to. After an inconclusive engagement, both vessels turned and delivered point-blank broadsides. Bellerophon, crippled by a magazine explosion, made it home only by jettisoning her coal reserves, while the Cleansing Wind was unable to pursue due to heavy screw damage. However, it was seen to leave the area under its own power before Bellerophon disappeared from sight, and is presumed to be fully repaired by this time.
Scenario - Surprise Encounter
HMS Warrior, a Swift class monitor, was engaged in towing home HMS Firefly, an Aphid class gunboat which had been damaged in a scuffle in the Shistomik lowlands, when they encountered two Oenotrian vessels searching for prey. In hostile territory, with one crippled vessel, Her Majesty's ships decide to flee to friendly territory rather than get into a protracted engagement.
The Martian vessels, surprised by the appearance of the British vessels, nonetheless seized the opportunity, and attempted to cripple or destroy the Red Devils without taking any losses themselves.
Setup - Martians get the Cleansing Wind and a Small Bird screw galley, which they set up anywhere in the three hexes between the crags on the mountain map. One vessel is allowed per hex, and both must be facing along that row of hexes. Cleansing Wind has Canal Martian marines, armed with muskets. Initial altitude is High.
British start with the Warrior, and an Aphid class gunboat. Warrior starts in the hex with "1889" in it, facing NW, and Firefly is in the hex immediately behind it. Initial altitude is Medium. Firefly may start the game towed, in which case the vessels move at speed 4, or may be cut loose, in which case they move separately. The tow line may be cut at the start of any British movement, but the Firefly does not get to move at all on that turn.
Special Rules - Firefly has been damaged. The 1 pound HRC and Nordenfelt on the starboard side have been destroyed, and their crews killed. Mark them off. In addition, she is missing one deck crew, one engine crew, and three hull boxes. Due to engine damage, Firefly can only move intermittently. Each turn, right before British movement, roll 1d6. This is the number of MP the Firefly has for that turn. Initially, Warrior may assign some of her crew complement to Firefly, in which case these crew are subtracted from those on the Warrior. If either ship is forced to lose altitude due to damage, the stress will immediately sever the tow line, leaving Firefly immobilized for a turn.
Victory Conditions - Martians get 2 VP for each British ship destroyed or grounded, and 1 VP for each ship de-crewed or de-weaponed. British get 2 VP for each Martian ship destroyed or grounded, and 1 VP for each ship de-crewed or de-weaponed. In addition, the British get 1 VP per ship for exiting Warrior or Firefly off any edge of the NW map quadrant at an average speed greater than any Martian pursuit, at the instant the ship leaves the map. The base average speed of the Firefly is 3.5MP.
Optional Rule - Ballast dumping. British ships may, in an emergency, dump 90% of their coal reserves through chutes in the bottom of the hull. This reduces their cruising range to six strategic hexes, but lightens the ship enough to offset liftwood loss, temporarily erasing the last row of hull damage. This is announced at the start of movement, occurs during combat, and takes effect at the start of the next movement. It is only done when a crash is the inevitable result of severe damage. It also acts as an anti-personnel weapon, doing 1d6-3 "P" hits to anyone beneath the deluge of fist-sized coals, with additional minuses to the roll based on range, as per Martian Fire rules, and +1 per 2 hull sizes (round down) of the jettisoning vessel. Martian screw galleys can do much the same, jettisoning food, water, and dead turncrank slaves, but only get half (round up) a row of hull boxes, and their range is reduced to 4 hexes. This does not do damage to vessels below them. Kites may jettison cargo, gaining half a row of hull boxes for each twenty percent of their loaded mass they discard. Martian jettisoning requires at least one crew per 2 hull sizes to jettison the extra weight in one turn. Otherwise, it takes proportionately longer (round up).
Strategy - Both sides are hampered by altitude limits, and the rocky crags hamper visibility as well as movement. Of the numerous Martian guns, only the heavy and rogue guns can hurt the Warrior, while the Aphid is also vulnerable to these, and especially vulnerable to antipersonnel weapons with her reduced crew. However, the Cleansing Wind should not present her bow to either British ship at any time. Although all three heavy guns can fire into the bow arc, they are the only guns that can do so, and any gun hits will always take out a big gun. The Small Bird is capable of inflicting heavy damage with its rogue gun, and this should be used on the Firefly first, at close range. Already damaged, three hits of any type are likely to be crippling.
The best British course is probably to split up. While in theory, the average speed of Firefly is reduced, the average fleet maneuverability is increased, and Warrior can now take full advantage of her top speed. With starboard guns damaged, the Firefly's best broadside potential is only realized if a course is charted due north, skirting the crags and then going west, while Warrior, with its superior speed, is best served by going west, then north. All in all, the north-then-west option allows a fast exit, while still being able to take advantage of crag cover. The high rate of fire of all the Warrior's guns and rockets is murderous on both the unarmored Martian vessels, but the temptation to deliver a point-blank broadside should be tempered with the knowledge that one good roll from the Martian Fire can utterly destroy either British ship. The British can do a sacrifice play by destroying the Small Bird, and then exiting the Warrior (leaving the Aphid to its fate), but this is a marginal victory, and not very sporting. Likewise, the Martians can destroy the Firefly, and then attempt to exit the map for a victory, but would likely be pursued unless the Warrior was immobilized.

by Greg Porter, ©1991. This article originally appeared in issues #7 and #8 of The Game Oracle. It is used here with the permission of the author.


Wednesday, October 1, 2014

Influence of Air-Ships on War

The art of war keeps constant pace with the sciences, taking advantage of all discoveries and inventions, which may be found of use. Money without limit is spent to obtain the most efficient results in steam and electrical engineering, in chemistry, optics and metallurgy. The demands which modern war makes upon science are usually more imperative than those made for civil and commercial purposes. It may be readily understood, then, that, should a successful air-ship be constructed, it would find immediate occupation in the armies of the different nations who are rivaling each other in warlike preparations.
But is the success of the air-ship probable? Eminent engineers and scientists have for some time conceded that many of the important obstacles in the way of artificial flight have been removed, and it now seems probable that within a few years all problems connected with it will be solved, and a machine capable of sustained flight and entirely under control will be an actual fact.
Langley's Aerodrome
The many failures of attempts at flight have made people skeptical in regard to success, and the ridicule commonly accorded experimenters has doubtless deterred many scientific investigators and withheld the capital necessary to make experiments, but within the last decade exhaustive experiments in regard to the sustaining and resisting power of the air have been made by several scientists, notably by Mr. Hiram Maxim and Mr. S. P. Langley. It is now known what weight the air will sustain, what power is necessary to support a definite weight, and other facts, which before were only guessed at. Experiments have also been made to determine the best material and the best form for the sustaining planes and the propellers.
To secure a satisfactory motor has long been regarded as the most difficult problem to be solved in obtaining flight, and until within a few years no motor had been constructed capable of sustaining, in addition to its own weight, that of the aeroplane or other means of support, the supply of fuel and the engineer, etc., but within that time, improvements in the quality of metals, and especially the advances made in steam engineering, have made such an achievement possible.
The power necessary to sustain a man in the air has been variously estimated by several experimenters. Mr. S. P. Langley, in his experiments with planes on a whirling table, found that one horse-power, rightly applied, would support over 200 pounds in the air at velocities over forty-five miles per hour. Mr. Maxim found, in a similar series of experiments, that with a plane moved at an angle of one on fourteen, one horse-power would support 133 pounds. Mr. 0. Chanute, in "The Progress of Flying Machines," states that as a general conclusion it may be said that, including the resistance of the machinery and framing, 100 pounds per horse-power is about the maximum that can be lifted, and he estimates that, in small aeroplanes capable of lifting one man, fifty pounds per horse-power is the greatest amount that can be allowed for the weight of the motor.
Motors have been constructed which will more than fulfill these demands. Mr. Langley has made a steam engine which, without the boiler, weighed only six pounds per horse-power. Mr. Hargrave, of Australia, has constructed a small engine which weighs only 10.7 pounds per horse-power. Mr. Maxim's engines of 300 horse-power weigh, with boiler and condensers complete, only eight pounds per horse-power, while the engines alone weigh only two pounds per horse-power. He considers it practicable to build an engine, boiler, condenser, etc., complete, which will weigh only five pounds per horse-power. Mr. Mosher, who built the steam yacht " Norwood," has stated that he can supply engines for experimental flying machines of less than ten pounds per horse-power.
The question of a suitable motor being disposed of, the most important difficulties remaining are successful alighting after flight and a satisfactory method of retaining equilibrium during flight. It is not probable that these will long remain obstacles in the path of the many investigators now interested in the work.
During the last twenty-fire years the French have been interested in the dirigible balloon, and have had partial success with it. The "La Prance," which attained the greatest success, was cigar-shaped, 165 feet long, and, with a nine-horse-power electric motor, attained a speed of fourteen miles per hour. A larger one is now projected that will make twenty-five miles per hour. While the dirigible balloon would be very useful, in the absence of anything better, the most experienced investigators claim that the aeroplane presents greater prospects of complete success. Many inventors are now experimenting with different forms of supporting and propelling machines. One of the most interesting is that of Mr. Otto Lilienthal, of Berlin, who, with a pair of bat-like wings twenty-six feet from tip to tip, has succeeded in flying 400 yards down the slope of a hill. In a recent model he uses a small motor, driven by compressed carbonic acid gas, to assist him in moving his Wings.
Mr. Phillips, of England, has constructed a flying machine weighing 330 pounds, which has a record of having flown 2,000 feet at the rate of forty miles per hour. While this machine was not absolutely free from the ground, it demonstrated its ability to raise more than its weight. The peculiar feature of it is the aeroplane, which resembles a Venetian blind eight feet high and twenty-two feet wide.
Mr. Maxim's aeroplane, which is one of the few air ships that have ever succeeded in getting beyond the model stage, and the only one of its size that has shown itself capable of rising from the ground, offers great promise. It has 5,400 square feet of aeroplane. Its extreme length is 125 feet; width, 104 feet; weight, 8,000 pounds, and its lifting power at a velocity of about fifty miles per hour is 10,000 pounds. Its record of actual free flight is over 500 feet. Mr. Maxim says that after having been so successful in constructing this machine, "it only remains to continue the experiments with a view of learning the art of manoeuvring it."
Since the perfecting of the air-ship in the near future seems so probable, it is certainly not out of place to speculate as to what would be its effect on warfare, since it would probably first be used for that purpose. The advantages to be gained by their use in war are so evident and so important that when once perfected they will form just as necessary a part of the defenses of a nation as is now furnished by a navy.
Air-ships may be used in war for observation of the enemy, for reconnaissance, for carrying dispatches, and for offensive attack.
Zeppelin's LZ-1 makes its first ascent.
Balloons, usually captive, have often been used for observation of the enemy, and they now form part of the equipment of almost .all nations. An air-ship, completely under control, would be an ideal means of observation and reconnaissance. It could penetrate far into the enemy's country, and return promptly with intelligence. The most minute information of an enemy's numbers, disposition and movements could be obtained, which from its accuracy would be of incalculable importance to the commander of an army.
The general in command of an army could, from a position on an air-ship, make better disposition of his forces and, having better knowledge of how a battle was going, could meet emergencies more promptly.
For topographical work an air-ship would be a valuable auxiliary. By instantaneous photography of the underlying country, accurate maps could be made and multiplied for circulation.
For carrying messages the air-ship might be useful in the absence or interruption of electrical communication.
The most important field, however, for the operation of the air-ship would be its use in offensive operations. For this purpose it is eminently adapted, and will far surpass any weapon or means of offence that man has heretofore invented. An air-ship could, by rising beyond the range of the enemy's guns, or by moving rapidly in irregular or zigzag directions, prevent guns being trained and fired upon it, while its own guns would still be effective. The high angle of elevation required to fire at an air-ship would make the artillery of the present day useless, with the exception of mortars. The concentration of mortar fire might be attempted, but only a chance shot, while the air-ship was at a low altitude, could have any effect.
Air-ships will probably be armed with light rapid-fire guns for attack upon other air-ships, and with guns of low power, possibly pneumatic, for firing at objects beneath. In many cases guns could be dispensed with and projectiles of all kinds could simply be dropped. By coming up against the wind and making certain adjustments of the rudders and aeroplanes, the velocity could be diminished, possibly almost to a full stop, with-out the air-ship falling, and thus give the gunners an opportunity to do more accurate firing. A handful of bullets thrown from the height of a half-mile or so would be very destructive upon reaching the earth. Shell or shrapnel could be used with good effect. The greatest use of the air-ship, however, would be to drop torpedoes containing a high explosive. One torpedo exploded in the vicinity of a man-of-war would annihilate it. The ship would be entirely powerless to protect herself. No matter what her speed, she could not run away or conceal herself in any way, so that the destruction of an entire fleet would be a comparatively short matter. The bombardment of a city or a fort would be much more easily accomplished since the target would be larger and stationary.
An air-ship, then, hovering over the capital of a country would, unless a more powerful similar antagonist were brought against it, soon bring the government to favorable terms.
Land fortifications would be tenable only if provided with proper overhead protection for guns and men, and would be powerless against an air-ship. An army, when a hostile air-ship appeared, would be forced to adopt the most open kind of extended formation, since a closed mass would offer a good target for the aerial gunners.
The ability of an air-ship to hover over and threaten the headquarters of the commander of an army might have a vital effect upon the result of a battle.
The only method of attacking an air-ship that would offer a reasonable hope of success would be by other air-ships. The battle between them would be in some respects similar to one between naval vessels, with the additional features of much higher speed and of its not being confined to one plane. Each would endeavor to cripple the other. Their light construction would allow them to be easily damaged. The sustaining aeroplane destroyed, gravity would do the rest. Ramming would probably be impracticable. In a conflict between an aeroplane and a dirigible balloon, the latter would be at a decided disadvantage.
The possession of an air-ship, or the successful termination of a battle between air-ships, will thus quickly decide a war. We may look forward, then, to shorter wars in the future, and since the conflict of the air-ships will be the decisive factor of a battle, the relative importance of large armies and navies will be diminished. It would be absolutely necessary, therefore, that a nation engaging in war with another nation owning air-ships, should herself possess a sufficient number of them. To be without would be certain defeat, even though her antagonist were a small nation with an insignificant army and navy.
We may say, then, that the invention of a successful air-ship will cause an entire revolution in the art of war more stupendous than that caused by any invention since that of gunpowder, and even surpassing that, since it only increased the distance between the lines of the combatants, while the principles of attack and defense, strategy and supply, remained unchanged, or were only slowly modified. A flying machine, however, will nullify strategy, make vital changes in the principles of attack and defense, diminish the importance of navies and sea-coast fortifications, and by bringing the theatre of operations to the doors of palaces and legislatures, render speedy settlement of national grievances imperative.

by Lt. John K. Cree, U.S.A., ©1896; This article originally appeared in the January 1, 1896, issue of the North American Review.


Tuesday, September 30, 2014

A View from the Bridge


Month three of Paleotechnic Press is under my belt, and I remain pleased with both the reception of the website and my progress in making it a useful tool for Victorian SciFi enthusiasts. 
Those who are observant will notice some changes to the bottom of the template. I added the Blogger and Google+ follower widgets. I am open to changing those widgets and welcome suggestions. I also added the poll widget and invite everyone's participation. To that end the first poll is about what kinds of articles readers would like to see. I've got several more old magazine (Challenge and others) articles that I have permission to use, as well as a few new ones including a campaign scenario for Ironclads & Ether Flyers that I ran back in the 1990s. But what types of articles are you most interested in?  Check out the poll and/or leave a comment.
I am also happy to announce that the PDF edition of Chronicle City's edition of Space 1889 was released to Kickstarter subscribers today, I hope that the physical copies will not be far behind (along with the other modules and sourcebooks)! In a tangentially related development, Brigade Games, in the UK, released a new model of a 2mm scale airship hanger, as a scenery item for their Aeronef & Land Ironclads lines of miniatures. The model looks like it will work well with the classic GameTech and Houston's Ships zeppelin models, so plans for a "build-up" article are underway.
Finally, following this editorial, I plan to post another "historical" article, The Influence of the Air-Ship on War (from an 1890s edition of the North American Review), and early next month should have Greg Porter's original Ships of the Line article up as well.  Continue to check this space for future developments, and happy gaming!
~Joe


Saturday, September 27, 2014

Fire and Movement Variants

Phased Movement & Defenisve Fire Rules for Space: 1889 Aerial Combat

A common complaint about Sky Galleons of Mars has been that with sequential movement it is difficult, if not impossible, to have anything like a fair or balanced game. To that end, a proposal to divide movement into phases is laid out, herein. During each phase of a turn, every ship expends a number of movement points depending on its set speed for the turn (editors note: initiative determination is handled normally). Additionally, at the end of each phase, each ship should be allowed to fire its guns, assuming that the gun fired has a target within its arc of fire, and within its range, AND the gun has not already reached its maximum rate of fire (ROF) for the turn.
Basically, any gun that hasn't fired yet, may shoot. For guns with a ROF more than 1, they can fire up to their rate of fire for the whole turn. OR, they can fire part of their allowed ROF and save some for later.
As an example, a 6pdr Hotchkiss Revolving Cannon (HRC) has an ROF of 3. If the HRC has a target in its firing arc at the end of phase one; it could fire 1, 2, or 3 rounds. If the gun fires 1 round, then it has 2 rounds left for the remaining two phases, assuming it has a target within its firing arc during the following phases. IF it fires 2 rounds, then it has 1 round left to use. IF it fires all three (max ROF) then it cannot fire for the remainder of the turn.
Defensive Fire: May take place at the end of any phase in which a ship was fired upon; assuming the defending vessel still has weapons with which to return fire, and the enemy vessel that fired upon them is within the firing arc, and range, of those weapons.
Naturally, these variants entail a little more bookkeeping for the players, however they should prove less cumbersome than trying to graft, and execute, a plotting and simultaneous move system onto Sky Galleons of Mars. In the end, initiative will still rule the day, but these modifications should provide some measure of balance for all players.
As with any rules, these variants are not written in stone. They are simply meant as guidelines, and the reader is free to modify them to suit their personal tastes.
Speed Phase 1 Phase 2 Phase 3
0:  0 0 0
1:  0 1 0
2:  1 0 1
3:  1 1 1
4:  1 2 1
5:  2 1 2
6:  2 2 2
7:  2 3 2
8:  3 2 3
9:  3 3 3
10:  3 4 3
11:  4 3 4
12:  4 4 4
Higher speeds, if needed, can be extrapolated by continuing the linear progression of the chart. The author, and the editor, welcome your comments, questions, and short speeches about these variants in the space below...—the editor.

by Albert Lowe ©2001; this variant originally appeared on Mr. Lowe's Space: 1889 website, and it is used here with his permission.



Sunday, September 21, 2014

Sky Galleons of...Venus?!

Dirigible Battles Using the Sky Galleons of Mars Rules.

On Venus the imperial powers have begun using dirigibles, and colonial ambitions inevitably create conflict. Dirigible battles can be fought using Sky Galleons of Mars, with a few minor changes.
AIRSHIP DESIGN
The rules for hydrogen dirigible design given in Ironclads and Ether Flyers are somewhat unrealistic, as the airships created are all vastly bigger than anything Victorian technology could produce. A 200-ton airship of Hull Size 2 would be the size of the giant dirigibles of the 1930s, and a 1000-ton Zeppelin would be three times the size of the Hindenburg! The following rules allow the creation of more realistic airships.
Italian dirigible RA Umberto displaying its distinct "kite" tail.
Hull Size: When designing a gas-filled dirigible, choose the Hull Size normally. Each Hull Size number represents a gas bag volume of about 300,000 cubic feet. Most airships weigh only 10 tons per Hull Size number, instead of the 100 tons possible for liftwood flyers. Non-rigid airships can be built up to Hull Size 2; larger than that they must be rigid. Rigid airships are an invention, requiring a Flight knowledge of 10, with a Reliability modifier of 2. At present, only the Zeppelin company has the secret of building rigids. They can be constructed up to Hull Size 10. Giant Airships are another invention, requiring Flight knowledge of 20, with a Reliability modifier of 3. Giant Airships can be built up to Hull Size 20. Finally, Super Airships require a Flight Knowledge of 30 to create, with a Reliability modifier of 4. Super Airships can be as big as Hull Size 30. All dirigibles cost £5,000 per hull size number. Rams may not be used, and airships cannot be armored.
Engines: Propulsion follows the Sky Galleons rules, but petrol-burning forced-draught boilers or turbine engines are favored.In determining engine size it is useful to employ fractional hull sizes. A 15-ton dirigible would count as hull size 1 1/2, and consequently would need an engine of size 1 1/2 to drive it at speed 6. Fuel consumption should also be worked out to fractional values. Airships often have much smaller cruising ranges than liftwood vessels, with only a few days' fuel on board.
Weapons: Armament follows the standard rules, but use only half the listed weight for all gun mounts (dirigibles don't have large magazines, and everything on board is specially modified for lightness). Liftwood devices such as Tether Mines or Smutts Torpedoes are not available on Venus, but can be mounted on airships in use on Earth or Mars. Drogue Torpedoes and Spike Droppers may be used normally. Incendiary devices are out of the question.
Other Features: Additional crew or passengers require 1 ton each. Since airships tend to have cramped accommodations, the designer must add features like a galley, promenade or lounge (1 ton each).
AIRSHIP COMBAT
There are few differences between airship combat and the Sky Galleons rules. Because a gas bag is so easily punctured, all shells pass through the envelope without detonating, so all Hull hits inflict only 1 point of damage. Fires automatically destroy hydrogen airships. If one catches at Low or Very Low altitude, the crew may try to ride the flaming wreckage to a safe landing. Each crewman who rolls a 6 on one die survives; the remainder perish.
The damage rules for targets at different altitudes are reversed for airships, since the bulk of the hull is above the crew compartment - the reverse of the usual arrangement for liftwood flyers. If one fires at a dirigible at a lower altitude, then all Crew hits count as Hull hits. If one fires at a target which is at a higher altitude, then all hits are resolved normally on the damage table.
AIRSHIPS IN USE ON VENUS
German Zeppelin Gunboat: Though flimsy compared with gunboats on Mars and Earth, the Zeppelin is a veritable battleship on Venus. The armament is chiefly for use against dinosaurs and Lizard-men. The German air fleet on Venus includes four such vessels, the L ("Luftschiff")-16, L-19, L-20, and L-24.
The gunboat is a hydrogen-filled rigid Zeppelin of Hull Size 4, with an oil-fired forced-draught engine of size 2.7 and a 4-day petrol supply. The ship is armed with a 3-pounder Hotchkiss forward, a pair of 5-barrel Nordenfelts in wing mounts, and a Maxim gun astern. It has space for 3 passengers and carries a ton of cargo. The Zeppelin costs £26,570. It has a speed of 4, and can reach Very High altitude. If the ship carries fuel for an additional 5 days of flight (or 7 tons of cargo), its maximum altitude is High. At medium altitude it can haul another weeks worth of fuel or 11 more tons of cargo.
Italian Dirigible: The Italians have pioneered the semi-rigid dirigible, of which this is a good example. It has a rigid keel along the base of the gasbag, to which the engines and gondola are attached. It is a multipurpose patrol craft, not a warship. There is currently one such ship on Venus, the RA ("Regia Aeronave") Umberto.
The RA Umberto is a hydrogen-lift airship with a Hull Size of 2. It has an oil-fired forced-draught engine (ES=1) and 3.5 tons of fuel (enough for 7 days). It is armed with two wing-mount 50-caliber Gatlings and a Gardner gun forward. It has space for 5 passengers. The ship can reach Very High altitude, has a Speed of 3, and costs £19,330. With an additional 3.5 tons of cargo or week's fuel it is limited to High altitude, and carrying 5 tons more of cargo or petrol it can reach Medium.
An Italian patrol blimp over Venus.
Italian Patrol Blimp: This smaller craft is a non-rigid blimp; it is cheap and fast. The Italians presently operate two blimps, the RA Roma and the RA Venezia.
The blimp is Hull Size 1, with a total weight of 8 tons.It has an oil-fired turbine engine and carries 2 tons of oil   (burning1/2 ton per day). The blimp mounts a pair of Gardner guns. It can carry 3 passengers at Very High altitude, adding 2 tons of cargo or fuel at High, and another 2.5 tons of payload at Medium. The patrol blimp has a Speed of 6, and costs £9,160.
British Royal Navy Airship: The British have had difficulty translating their expertise in liftwood flyer design to dirigibles. This blimp is essentially a copy of an Italian design, but with heavier armament. The British have three blimps in their colony, the NA.3 ("Naval Airship"), NA.5, and NA.6.
The blimp is Hull Size 1, weighing 8 tons. It has an oil-fired steam turbine engine with 2 tons of fuel, giving it a 4-day endurance. Armament consists of a single 1-inch Gatling gun forward, and three Maxim guns in wing and stern mounts. Maximum altitude is Very High, but the blimp can carry no cargo at that height. Speed is 6; cost is £9,520.
Russian Post Stamp depicting an Army Blimp.
Russian Army Blimp: The Russian blimp sacrifices speed and altitude for armament and carrying capacity. It can transport a squad of soldiers to a trouble spot and provide fire support, or carry vital cargo. The Russians currently have two blimps, the Alexander and the St. Petersburg.The Russian blimp is of Hull Size 2. It has an oil-fired forced-draught engine of size 1, and 4.5 tons of fuel (enough for 9 days' cruising). The armament consists of a single Mitrailleuse mounted forward. The blimp has space for 8 passengers, and at Medium altitude can carry 5 tons of cargo. It can reach High altitude, and has a top speed of 3. Cost: £12,220.
SCENARIO 1: LINES ON A MAP
In the spring of 1888, the Zeppelin L-19 was sent to survey the Venusian Alps northwest of the Italian colony. The Italian governor got word of the mission, and feared that the Germans were trying to secure a colonial claim in Italian territory. The newly-completed Umberto and a patrol blimp were sent to chase away the L-19 and protect Italy's rights to the area.
Rules: Use the mountain map from Sky Galleons of Mars. The contour lines mark the different altitude levels. The Germans start at any height in the center of the map; and the Italians enter from one side at any altitude.
Victory: The Italians win if the German ship is destroyed or forced to leave the map. The Germans win if they withstand the Italian attack.
SCENARIO 2: HEARTS AND MINDS
In August 1889, Russian and Italian blimps were sent to establish relations with the coastal tribes north of the Hestia Highlands. Both states hoped to overawe the natives with their flying ships. The two blimps arrived with in a week of each other, and the captains began shooting at one another shortly there after.
Rules: Each side gets one blimp. The desert map is used, ignoring surface features. The two ships enter from opposite sides of the map at any altitude.
Victory: The victor must destroy his enemy and still be able to return home. To return home, an airship must have a working screw and rudder, and must be able to reach low altitude.
click to download a copy of the blimp charts
SCENARIO 3: VICTORY AT SEA
William Sigerson, a British spy in the Italian colony, was discovered and had to flee. With the help of sympathetic Lizard-men, he reached the coast and sailed toward British territory. Sigerson was pursued by the Umberto. In mid-ocean however, a British blimp arrived just as the Italians began to attack the raft.
Rules: The British get a blimp, the Italians get the Umberto. Either map is used, ignoring surface features. A marker in the center of the map represents the raft which moves one hex toward the right hand edge each turn. The Italians start within 4 hexes of the raft at Medium or higher altitude; the British enter one side of the map at any altitude.
Victory: The British win if they can finish one turn at ground altitude on the raft (and pick up Sigerson) and leave the map, or else destroy the Umberto. The Italians win if they sink the raft before Sigerson is rescued, or destroy the blimp. To sink the raft, the Italians must score a total of 30 hits on it.
SCENARIO 4: A SCIENTIFIC DEBATE
The feud between Kaptanleutnant Freitag of the L-19 and Lieutenant MacRoss of the NA.5 began because both were amateur naturalists. MacRoss repeatedly beat Freitag into publication with descriptions of Venusian flora and fauna. Freitag claimed plagiarism. When the L-19 encountered the NA.5 over German territory, Freitag decided to end the feud once and for all.
Rules: Use the desert map. The contour lines mark different altitude levels. The British get a blimp; the Germans get a Zeppelin. The NA.5 begins at any altitude in the center of the map; the L-19 enters at Very High from the right hand edge. The German player automatically gets the initiative on the first turn.
Victory: The British player must escape off the left-hand edge of the map, or destroy the L-19. The German player wins if the captain of the NA.5 is killed.
About the Author
James L. Cambias is Chief Game Architect at Zygote Games. Jim began writing games in 1990, and worked for Game Designers' Workshop, Steve Jackson Games, HERO Games, and Iron Crown Enterprises before joining Zygote. He is also the author of the SF novel A Darkling Sea, and the forthcoming Corsair (Tor Books, Spring 2015)

by James Cambias, ©1993; the article appeared in Transactions of the Royal Martian Geographical Society, Vol. 1, No. 6. It has been updated, and is used here with the author's permission.


Friday, September 19, 2014

HMS Imperieuse

WAR SHIPS OF THE BRITISH ROYAL NAVY.

RECENTLY COMMISSIONED-H.M.S. IMPERIEUSE
As an example of one of the latest additions to the Royal Navy, we give an engraving of H.M.S. Imperieuse. for which we are indebted to the Illustrated London News. The Imperieuse and her sister ship, the Warspite, were launched in 1883 & 1884, receiving their commissioning pennants in 1886 & 1888 respectively. The ships are designed as fast cruisers, carrying four heavy revolving guns in barbette towers, capable of being fired in any direction, besides six lighter guns. Each ship will be able to carry 900 tons of coal, and to steam at the rate of sixteen knots per hour. The ships are brig-rigged, with a large spread of canvas for cruising.
The dimensions of the ship are: Length, 315 feet; displacement, 7,300 tons; horse power, 8,000.—Engineering
Technical Specifications:
Class
Year
MS
Ram
Spd
Hs
Blt
Bty
Blk
Trt
Deck
Armament
AC
1886
34
N
3
6
M5
-
4
4
4
F,A,P,S: [1x9B], FS,AS: 1x6B, BS:3x6B; BT-2, ST-2, MT-1, 4QF

Click image for a PDF copy of the ship chart.


Monday, September 15, 2014

Hallmarks of Civilization

The various departments of science are so closely interlinked that achievements in each throw light upon the problems of the others, often in vary unexpected ways. It is for those who, taking the worlds as they are, are concerned to make them as better as they can; for those who can see, without elaborate explanation, that sanitary savagery does not well accord with clean living which is a distinguishing mark of civilization; for those who are not too indolent or engaged to look fairly at the reasons which have given rise to the general demand, so frequent today, for clean surroundings, and the physical and mental vigor which these conditions foster.
Clean water is one of the hallmarks of civilization. Today, like never before, we can utilize science and technology to turn the brackish canal waters of Mars, the steamy swamp waters of Venus, as well as less-desirable quantities of water here on Earth, into potable water. Further, once purified, that water can be turned to ice for all manner of purposes, from the preservation of food to the cooling of dwellings. Truly we live in a gilded age.—editor

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HIJMS Kotaka

TORPEDO BOAT FOR THE JAPANESE GOVERNMENT.

THE JAPANESE NAVY'S SEA-GOING TORPEDO BOAT KOTAKA.
We give a photograph of the Japanese Government's new torpedo boat, HIJMS Kotaka, lately completed by Messrs. Yarrow & Co., of Poplar, which is of more than usual interest, as she is a distinct departure from the now stereotyped form of torpedo boat. Not only is she the largest that has hitherto been built, but she embodies several new features. The principal novelty is that vulnerable parts of the the vessel, including the machinery, are all protected by one inch steel armor which may be considered as an almost perfect defense against machine-gun fire, having in view the distance at which a torpedo boat attacks and the acute angle of fire at which it would be hit. The dimensions are 166 ft. long by 19 ft. beam, and she will be propelled by twin screws driven by engines indicating 1,400 horse power, from which a speed of nineteen to twenty knots, or about 23 miles an hour, maybe reasonably expected. The vessel has already been shipped in pieces to Japan, where she was put together; and if the trials come up to the expectations formed, there is no doubt that this type of torpedo boat will find much favor with many governments. For not only is good protection obtained, but the vessel, from her large size, offers great and very comfortable accommodation for the officers and crew, and is undoubtedly deserving of being considered thoroughly sea-going. How far the advantages gained by the one inch of steel armor will counter-balance the disadvantages of reduced speed and increased cost in consequence is for naval authorities rather than for engineers and shipbuilders to determine.
The Kotaka's armament consists of two torpedo tubes placed forward for direct firing ahead, the torpedoes being ejected by gunpowder. There will also be amidships and aft, on the deck, turntables, upon each of which will be mounted two torpedo guns, placed at an acute angle with one another and arranged for firing over the side. These guns, by being nearly, but not quite, parallel with each other, if fired simultaneously, will clearly very materially increase the probability of the vessel aimed at being hit. It is a remarkable fact that the Japanese were the first to introduce sea-going torpedo boats into their navy, Messrs. Yarrow & Co. having, some eight years ago, constructed a number of such craft for the Japanese Government, under the superintendence of Sir E. J. Reed. Again they have taken the initiative, in conjunction with Messrs. Yarrow and Co., in adopting a vessel of such an entirely new type and possessing such evident advantages over their predecessors. —The Engineer.
Technical Specifications:
Class
Year
MS
Ram
Spd
Hs
Blt
Bty
Blk
Trt
Deck
Armament
TB
1888
(4)
N
3
3
-
-
-
-
-
BT-2, DT-4, 4QF

Click image to download a PDF copy of the chart.


Monday, September 1, 2014

Surprise at Clearwater

Red Captain Ronald Whitfield is a source of constant irritation to the Oenotrian Empire.
Ever since Ronald Whitfield first became a Red Captain, he and his kite, the Cloud Leopard, has been a source of constant irritation to the merchants of the Oenotrian Empire. To date, the Cloud Leopard has captured a dozen prizes, all Oenotrian, and caused great damage to the sky fleets of the empire. As well, Whitfield's old first mate, Andrew Phillips, soon became a Red Captain in his own right, commanding the Sky Lynx, a small screw galley refitted with a steam engine. By working together, the two Red Captains have been able to defeat more dangerous opponents than ever before.
Before the arrival of the humans on Mars, Martian culture had reached a point of stagnation in which innovation had nearly died out. In the years before the onset of this stagnation, Martian engineers developed a number of interesting and innovative weapons, which have never entered common usage for one reason or another. Two of these items are listed below.
Thunderbolt Quick-firing Light Gun
The thunderbolt is a variation on the theme of Earth's 15th century Veuglaire, which uses a removable firing chamber. This removable canister allows the Thunderbolt to have a longer barrel than standard light guns, since the weapon need not be muzzle-loaded. The canister is held in place by one or more wedges in primitive models. After firing, the crew loosens and removes the expended cartridge, replaces it with a loaded one, and tightens it in place.
This means of loading raises the gun's rate of fire somewhat, although three gunners are required to crew the weapon. The canister must be loaded with powder and shot in conventional fashion, but a number can be prepared ahead of time, at leisure, ensuring a better measured charge than is possible in the heat of battle. The increased rate of fire is achieved at a loss of range, however, because the seal at the breach is usually poor (due to corrosive effects of Martian gunpowder), and considerable pressure is lost, with consequent reduction in range. Despite this, Thunderbolts are still popular with some captains.
Thunderbolt Table
Weapon Wt Pen Dv ROF Crew Rng Cost
Thunderbolt 30 0 1 2 3 1/2 600
click image to download the PDF ship chart
Lob Gun Incendiary Projectile
The incendiary round for lob guns is a projectile that combines some of the impact damage of the normal lob gun round with the incendiary traits of Martian liquid fire. In form, the incendiary round consists of approximately a dozen small, stone containers of Martian liquid fire, banded together with iron to form a projectile nearly the same size as a normal lob gun round. The containers are scored to make them fracture upon impact, even with a wooden-hulled ship. The round is loaded into a lob gun in the same manner as a normal lob gun round. When the projectile is fired, one of the stone containers sometimes fractures in flight, which gives the round the appearance of a fireball as it flies through the air. The remaining containers burst and spill liquid fire when the round strikes its target. The fire level suffered by the target is determined by rolling 1D6 and subtracting the range in hexes from the gun to its target.
The incendiary round also causes impact damage: A lob gun firing such a round is considered to have a penetration of 1 and a damage value of 3 (rather than the standard values of Pen 2 and DV 4). As well, there is some chance of a loss of trim critical being caused by an incendiary round, but because of the projectile's lighter weight, that chance is not so great as with a normal round. When an incendiary round hits a target from a lob gun, roll 1D6: on a roll of 1-3, a loss of trim critical occurs.
Because of the difficulty involved in constructing incendiary projectiles for lob guns, each round is considered to have a cost of £5. Players should be careful to keep track of exactly how many incendiary rounds a ship carries. If a hit occurs on a lob gun magazine containing incendiary projectiles, roll 1D6 for each such projectile to determine the level of fire that breaks out on the ship.
The Oenotrian Empire responded to this increased threat by stepping up efforts to locate and destroy the Cloud Leopard and its companion vessel. With great numbers of Oenotrian warships searching for them, Whitfield and Phillips recently headed north to prey upon High Martian pirates until the ire of the Oenotrians had cooled a bit. Unfortunately for the two Red Captains, a number of Oenotrian warships pursued them all the way to the Meroe Badlands.
A few days before the beginning of the scenario, the Cloud Leopard and the Sky Lynx stumbled upon a pair of Sky Runner class vessels. The Red Captains heavily damaged the two ships, but in the fighting, the Sky Lynx took a boiler hit, and the Sky Runners were able to escape.
Most of the drinking water on both Red Captains' ships went to replace that lost from the Sky Lynx's boiler. With the crews on short water rations, Whitfield and Phillips decided to set a course for the city of Mylarkt to replenish water and pick up other supplies.
While heading for Mylarkt, however, the Red Captains discovered an abandoned High Martian kraag and stopped to explore it. Upon entering the kraag, they found a spring at its bottom. With the Cloud Leopard keeping watch overhead, the Sky Lynx set down and replenished its water supply. Then, the two ships switched places, and the Sky Lynx kept watch. While the Cloud Leopard was thus occupied, a violent sandstorm swept through the region. Unable to climb above the turbulence, the Sky Lynx was forced to set down as well. Once the storm passed, the two vessels prepared to get under way, but a trio of Oenotrian warships had followed close on the heels of the storm. Spotting the two ships on the ground, the Oenotrians closed in for the kill. At this point the scenario begins.
The Red Captains' Vessels
The Cloud Leopard is simply a Swiftwood-class kite that has been refitted with British weaponry. The Sky Lynx was originally built in a Martian yard, but was later refitted with a British steam engine and weapons.
The Cloud Leopard has Crack crews on its four-inch long gun and the spar-mounted six-pounders. Its other gun crews are Trained. The Sky Lynx has Crack crews on all of its guns. Marines on both vessels have modern rifles and are Trained.
Both ships have a number of smoke screens and spike droppers, as indicated in their respective ship record forms.
The Oenotrian Vessels
The three Life's Ends in this scenario are new designs, not encountered by the Red Captains before. One of these vessels is equipped with Thunderbolts and has exchanged its forward heavy gun for a rouge gun.
Each of the three ships has one Crack, two Trained, and one Green gun crew (to be distributed, as the Martian player desires). The marines on all three ships carry muskets and are Trained.
Setup
Ship record forms for all ships in this scenario are included with this article, as is a map of the terrain over which the battle takes place. To play this scenario, you will need to reproduce this map on a two-inch hex grid (if this is not practical, the Kraag Barovaar map from Sky Galleons of Mars may be substituted in which case the starting points will have to be changed). The Cloud Leopard begins at Low altitude at point 4. The Sky Lynx begins on the surface (one step below Very Low altitude) at point 5.
Martian 1 begins at point 1, at Medium to High altitude. Martians number 2 and 3 enter the map at points 2 and 3 respectively, during the Martian player's movement phase of the second game turn. They also begin at Medium to High altitude.
Victory Conditions
The Oenotrians get 1 victory point for driving the Sky Lynx from the map, 2 points for destroying the vessel and 4 points for capturing it. They get 2 victory points for driving the Cloud Leopard away, 3 points for destroying it, and 6 points for capturing it.
The Red Captains get no points for driving an Oenotrian vessel off the map, but they get 1 point for each ship they destroy and 2 points of each one they capture.
Model Conversions
You can easily make specific models for the ships in this scenario using the standard Sky Galleons of Mars sprues.
Extra sprues of these ships were available from GDW in the packages of Martian Cloudships and Aerial Gunboats.
To make a Life's End, simply replace the forecastle of a large screw galley model with the forecastle of a small kite model, then carve or sand off the lob gun mount.
The Sky Lynx can be built from the hull of a small kite and the tail of an Aphid. Remove the fore gun from the kite and glue the tail of the Aphid in its place to create a quarterdeck. Finally, fill in the mast hole and sand it smooth.
The Cloud Leopard is built as if it were a Swiftwood, following the instructions included with Martian Cloudships. Paint the ships to your individual taste, and enjoy the game.

by Bret Foland and Lester W. Smith, ©1990; the article originally appeared in Challenge, #40 & #41, GDW's magazine of science fiction gaming. It is used here with the permission of Mr. Smith.




 

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