USS Eagle
Aerial Rocket Sloop
by Thomas C. Harris
Copyright
©1994
The Eagle is an unusual class of vessel, easily recognizable
by its large outrigger-like racks of rocket batteries. Normally a small
vessel of this type would be unable to accomodate more than a quarter of
the rockets carried on the Eagle, but the ingenious design (and a
50% inflation of the vessel's basic cost) enables it to carry an
intimidating ordanance load.
The principal disadvantage of the design is the likelihood that an
explosion will set off a chain reaction of detonating rocket batteries.
Technical Specifications
- Armor: 2
- Hull: 4
- Speed: 6
- Engine: 6
- Tonnage: 400
- Cost: 67,410 pounds
- Endurance: 10 days
- Armament:
- 2x 3lb (fore and aft)
- 2x 6lbHRC (front left and right)
- 4x 1" Gatlings 2 each side
- 2 bomb racks with 1 reload each
- 12 downward firing hales batteries
- 4 upward firing hales batteries
- Crew:
- Captain, Helmsman, Trimsman, Signalman, Extra Officer
- 5 deckhands (1 is petty officer)
- 4 engineers
- 10 gunners
- 20 marines
Note: the above stats are reworked from the GDW original to correct any
mistakes in the design rules and use up any spare space.
I also rewrote the hales hit rules as follows since I actually like to
watch the Eagle break up and/or give it a chance to survive:
Determine any gun/mag hit location on the Eagle as follows:
Hit Location
Firing Aspect
| Die Roll
| Hit Location
|
forward/ stern
| 1:
| port boom
|
| 2-5:
| hull
|
| 6:
| starboard boom
|
| broadside
| 1-2:
| nearest boom
|
| 3-6:
| hull
|
Magazine Critical Hits:
If the Eagle takes a magazine critical hit on a boom battery
there is a 1-2 on 1d6 chance that an adjacent battery will go up:
Include diagonal batteries as adjacent.
All adjacent batteries that go up, will roll again for surviving batteries.
Hull batteries and batteries on the opposite boom do not count as adjacent.
Roll for damage effects as normal i.e. roll 1d6 for number of hits and then
resolve damage for each hit. Resolve damage as follows:
Hull hits caused by these magazine explosions ignore the armor.
Gun hits cause a hull hit instead.
Critical and crew hits are resolved normally.
After all damage is calculated if the hull damage is greater than
4 the boom is considered to have blown off. The effect of losing a boom
is:
There is an immediate trim critical hit, resolved as one roll with a
damage level equal to the number of batteries that fired off.
If the Eagle survives that the Eagle's speed is halved for the rest
of the game, all future trim critical hits will be treated as double the
damage and all remaining rocket batteries on the boom will be lost.
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