Difference between revisions of "Air Marshals and Sky Pirates"

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(History of the World: Moved timeline to a new page.)
(Ships of the Line)
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There are no Psionics in this campaign, at least not for player characters.
 
There are no Psionics in this campaign, at least not for player characters.
  
===Ships of the Line===
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==Airships of the American Commonwealth==
Besides the ACS Shenandoah, there many kinds of airship plying the dangers of the Rocky Mountains and the pirates therein. Because Mexico will not grant access through the Rockies, there are no rail lines to carry goods and cargo through them. The only choice is by air. So giant airships ply the skies, some massive cargo airships, others are a train of airships, joined together end to end.
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See the following for a listing of the different type of ships that are flying the skies today: [[Airships of AMSP]]
 
 
Since the border is ill defined in the region, ships of the Aerial Constabulary sometimes find themselves in Mexican airspace by accident. (At least their log books indicate it was an accident.)
 
 
 
Here are some of the ships you'll encounter in the foothills of the Rockies:
 
 
 
[[Airships of AMSP]]
 
 
 
If you want to build your own, you'll need a copy of Savage Worlds Pulp Gear Toolkit. There are some changes to the build rules. Zeppelins can use rockets and missiles just like airplanes.  There are no airplanes in this world as of yet. Airships dominate at this time and it will take years before someone invents a feasible heavier than air aircraft. Because of that, no Airstrips, Flying Platforms, Hooks and Cranes, or Hangars can be used as modifications.
 
 
 
====New Modifications====
 
 
 
'''Airtrain Couplers:''' Cost: $200 per chassis size, Spaces 1 per chassis size. These allow zeppelins to connect to another so equipped zeppelin, forming an air train. The nose coupler doubles as a docking probe for use at an airfield or shipyard.
 
 
 
When you assemble an air train, you need a "locomotive" zeppelin and several air cars. The locomotive zeppelin's top speed and acceleration drops depending on the size of air car that is attached to the air train. For every air car of the same size as the airtrain, speed drops by 20, acceleration drops by 5. For each envelope size one smaller, speed drops by 10, acceleration drops by 2. For each envelope that is 2 or more sizes smaller, speed drops by 5 and acceleration drops by 1.
 
 
 
'''Tandem Envelopes:''' Cost $800 per chassis size, Spaces 2 per chassis size, -1 Handling (Maximum -4), ACC/Top Speed -2/-10. (The spaces required are for both airship frames) Need a bigger airship that Gargantuan? Put two of them together! However, it's not going to be as maneuverable as a single envelope airship. You can join up to three envelopes in this manner. You can also join different size envelopes together, as long as the second and third envelopes are only one chassis size different from the center airship's chassis size. Acceleration and top speed are calculated from the larger chassis size. If you add an extra engine, you must add an extra engine to all envelopes to gain the benefits of having an extra engine.
 
 
 
For example: You can mate two Huge chassis airships on either side of a Gargantuan chassis size airship. Each Huge chassis would use 8 spaces and the Gargantuan would use 20 spaces for the tandem connections. But, you'd gain a total of 270 spaces, less 36 spaces for the connections, and of those spaces, 70 can be used as weapon spaces. Handling would bottom out at -4, and speed would drop to 20, and acceleration to 1.
 
 
 
'''Grapnel Cannon:''' Cost $800, Spaces 2. This contraption is used to snare and grab other airships. Uses two different grappling heads: A '''cable grabber head''', designed to snare and grab a hold of cables, struts or other open air structures. The other head is the '''envelope ripper''', a collection of blades that can slice open the envelope of an airship and then snag the tatters, holding on to the other ship. This head can also be used to snag cables and superstructure, though the blades can slice cables and wooden or bamboo superstructure if not used right.
 
 
 
To use, you must first hit the other ship and the roll to see if the grapnel caught. Catching cannot be bennied.
 
 
 
It is a -2 to hit the cabling and open superstructure of an airship. There is no modifier for hitting the envelope of a ship. Once you hit, roll a 4 or under on a d10 when using the cable grappler head, and a 4 or under on a d8 for the envelope ripper head on cables and superstructure. On a roll of 1 envelope ripper does d6-1 points damage to the airship's structure and doesn't catch hold of the airship.
 
 
 
The envelope ripper head does 2d8+2 damage to penetrate the envelope of another ship. If it penetrates, roll a 6 or under on a d10 to grapple. If you roll a 1, the grapnel rips a bigger hole in the airship's envelope for another d8+2 points of damage.
 
 
 
:Grapnel Cannon, Range 5/10/20, Damage 2d8+2*, RoF 1, AP 2*
 
 
 
''* Envelope ripper head
 
  
 
==History of the World==
 
==History of the World==

Revision as of 12:56, 26 November 2007

SWFanWorkLogoB.jpg

Good Morning Captain

Chet Parsons watched the sun rise over the cotton ball field of clouds that lined the horizon. He sipped his chicory-flavored coffee, more chicory than coffee, and let his mind wander among the clouds. The wind whipped the steam rising from his cup about in frail little patterns, almost in time with the drone of the American Commonwealth ship Shenandoah's engines as the airship cruised the red streaked dawn skies.
Sitting, as he was, in the open cockpit of the airship's docking probe, he was able to imagine himself flying amongst the clouds as though he were a bird, to feel the flow of the wind across his wings and the bite of icy coldness as he dived between tufts of cotton.
He smiled, it was a pleasant start to what may be a very unpleasant day. He sipped his coffee from its insulated cup and wondered what this day will bring. "Red sky at night, aviator's delight," he said, repeating an old rhyme, "red sky at dawn, aviators take warn." It was a very red morning this day.
He checked his watch, noted the time and capped his coffee. He left the docking probe room and made his way along the airship's spine, a narrow corridor of aluminum struts that was surrounded by the fabric from the ballonets. Incandescent lights lit the way, with various warnings for the unwary.
Chet had to lean into a ballonet more than once, hanging from a strut, as his crew went from third watch to first watch. That is, all but the bridge crew.
They were waiting on him.
He finally made it to the bridge access. He resisted the urge to slide down the ladder like any ordinary airshipman would do, but instead deliberately climbed down, giving the sergeant at arms a chance to speak.
"Attenshun!" Gunnery Sergeant Jacobs bellowed. "The Captain is on the bridge."
Captain Chet Parson, of the American Commonwealth Air Marshals, returned his first salute of the day. The bridge was the only place he'd thought appropriate for such protocol. Inside the airship itself, it was too dangerous to take one hand off of a guy wire for a bit of military tomfoolery. But protocol had its place and the bridge was the place for it.
"As you were," he said. The crew visibly relaxed. "Mister Peary, I relieve you."
Lieutenant Charles Peary saluted Captain Parsons then stepped aside from behind the helmsman. "The helm is yours sir."
"So Charles," said Parsons as he strode over to the chart table, "anything interesting last night?"
Peary shook his head, "No sir, nothing interesting other than a thunderstorm 100 miles southwest of us. Saw some nice sprites from that, but nothing else."
The bridge of the Shenandoah was lined with tall floor to ceiling panels of armored glass. In front of the helmsmen's wheel, part of the floor was also made of the thick glass. It would stop gunfire, but 20 mm cannon rounds would go right through it.
"Have we gotten the morning report yet?" asked Parsons.
Peary looked upwards for a moment and then returned his gaze back to the captain. "Not yet sir," he said.
Parsons made a face and swore, "Damnation." The wireless operator, Hanson "Sparks" Johansen was always punctual with the morning report out of Air Marshal HQ in Providence, Colorado. Whenever Sparks was late with the morning report, it always boded ill.

Introduction

Welcome to the campaign world of Air Marshals and Sky Pirates!

Also known as AMSP, you get to play either an Air Marshal working for the crown in the American Commonwealth, or as a Sky Pirate, raiding across the border into California, Rossiyskaya Amerika, or the Commonwealth of America, attacking air convoys and air trains of their precious cargo, and then running back into the Mexican Empire, safe from reprisals, as you pay off the corrupt local governors.

This campaign uses the Savage Worlds' rules, along with the Savage Worlds Pulp GM Toolkit and the Savage Worlds Pulp Gear Toolkit. Characters will start at Seasoned level and the players get to choose which side of the law they will play on.

Character Creation

Because of the nature of this campaign world, all new characters will be Seasoned:

  1. Create a Novice character.
  2. Add 5 experience points and make adjustments to the character.
  3. Repeat step 2 three more times, until you've applied four levels of advancement from Novice to Seasoned.
  4. You get $100 Commonwealth Dollars to outfit your character. For a price list of gear at 1900 prices, see the following web site: Early 20th Century Common Gear & Expenses. For weapons use the following table:
Item Range Damage ROF Cost Weight Shots Min Str Special
Saber -- Str+d6+2 -- $10 4 -- -- --
Derringer (.44) 5/10/20 2d6+1 1 $6 2 2 -- AP 1
Colt Dragoon (.44) 12/24/48 2d6+1 1 $8 4 6 -- Revolver
Double-Barrel (12g) 12/24/48 3d6-1 1 - 2 $6 11 2 -- Special, see rules
Sawed-Off DB (12g) 5/10/20 1-3d6 1 - 2 $14 6 2 -- Special, see rules
Sharps Big 50 (.50) 30/60/120 2d10 1 $16 11 1 d8 AP 2, Snapfire Penalty
Jericho Carbine (.52) 20/40/80 2d8 1 $7 8 7 -- AP 2
Winchester ‘76 (.45-.47) 24/48/96 2d8 1 $12 10 15 d6 AP 2, uses special .45-.47 long cartridges

When creating your character, decide whether or not you want him to be an Air Marshal or a Sky Pirate. The following edges cannot be taken in this campaign:

  • Arcane Background (Except for Weird Science)
  • Arcane Resistance
  • Improved Arcane Resistance
  • Holy/Unholy Warrior
  • Mentalist
  • Power Surge
  • Soul Drain
  • Wizard

You can also use the Sample Hinderances and Sample Generic Pulp Edges that are listed in the Savage Worlds Pulp GM Toolkit.

There are no Psionics in this campaign, at least not for player characters.

Airships of the American Commonwealth

See the following for a listing of the different type of ships that are flying the skies today: Airships of AMSP

History of the World

The history of this world is quite different from that of our time line. There was the War of 1813, led by General Wellington, fresh from his campaign in Europe. The result is a balkanized North America, with 6 different nations instead of 3:

  • American Commonwealth
  • Lousiana
  • Empire of Mexico
  • República de California
  • República de Tejas
  • Rossiyskaya Amerika

For more on the history of this world, see American_Commonwealth_History