The Sword Will Rise Again!

By

Michael Chumbler

 

 

This adventure can be the lead off to a campaign or a simple one shot. It is meant for 5-8 PCs of fair experience, but the GM can adjust this for PCs of higher or lower levels. It is fairly long and will require several nights to complete even as a one-shot. The nominal date for this adventure is 1936, but this can be adjusted to suit the GM.

 

The GM has several options to introduce the PCs to the scenario. They can simply be on vacation on one of North Carolina’s many beaches, they could read a small newspaper report almost buried at the back of the paper, they could be doing some historical research, or in a more sinister version, they could get a call from a friend that has stumbled onto something, it’s really a matter of personal choice and what works for the GM.

 

What is important is that one of the PCs finds a reference to the Civil War Blockade Runner the Fanny and Jenny. This ship tried to slip past the Union cordon on 8 February 1864 and was run aground by the USS Florida during the attempt. The Florida managed to capture several of the Fanny and Jenny’s crew, and while a few did escape, the Captain and the purser drowned before Confederate shore batteries drove the Florida away.

 

There are several Blockade Runners wrecked on the out banks of North Carolina, but three things make the Fanny and Jenny unique: one, in addition to her cargo of coal, she was it was carrying a solid gold and jewel encrusted sword to be presented to General Robert E Lee; two, that sword was never found; and three, she sank in only twelve feet of water. Imagine what such a relic would be worth for either a large metropolitan museum, or if the PCs are less scrupulous, on the black market?

 

Map of Wilmington, NC and the location of the wreck of the Fanny and Jenny.

 

If the PCs learn about the wreck while in their base city they will have to travel to Wilmington North Carolina. They have the options of taking the train, bus, or private car. Air travel will get the PCs as far as Raleigh where they can switch to bus or train. The PCs can find out about the sword while on vacation in the Wilmington area while visiting the local library.

 

No matter how the PCs learn of Lee’s sword, once they go anywhere near Masonboro inlet where the wreck of the Fanny and Jenny came to rest, they will meet a harmless old beach comber going by the name of One-eyed Jack. The man looks old enough to match his claim “to have been aboard the USS Florida.” At 86 he is old enough, but in actuality he was the 14-year-old cabin boy of the Fanny and Jenny. He was captured when his ship was lost, so technically he isn’t lying by saying he was aboard the Florida. If the GM adjusts the date of the scenario, he will have to adjust Jack’s age to keep him 14 in 1864. One-eyed Jack plays the role of a half senile old fool, but is really the eye and ears for a group of die-hard Confederates.

 

The Sons of the Confederacy consist of a handful of Civil War veterans, some of their children, and their most trusted allies. Numbering only 32 core members (six veterans including One-eyed Jack, ten sons, and sixteen local businessmen) they are a powerful and ruthless group that have been looking for the sword ever since it was lost on the fateful day in 1864. Once the PCs know of the sword, successfully recovering the priceless artifact will set in motion an encounter with this group determined to restore the glory of the Confederacy.

 

After One-eyed Jack’s release from a POW camp, his attempts to locate the sword came to attention of a few local businessmen that had managed to survive the war and the carpetbaggers with some money. Realizing what a powerful symbol the gold sword would be for their fellow Confederate sympathizers, they trolled the beach and searched the entire length of Masonboro inlet using nets from fishing boats with no luck. They lead astray or scared off anyone that showed the slightest interest in the wreck of the Fanny and Jenny. After five years of searching, the Sons were forced to concentrate on building a fortune large enough to finance the rebirth of the South. It took them thirty years to build that fortune and another three years to build the influence for their first flexing of their newfound wealth that resulted in an event that came to be known as the Spanish-American War.

 

A small dynamite charge placed in the USS Maine’s coalbunker placed by a Son that swam aboard the Union ship at night and then escaped. The resulting loss of the Union battleship was the catalyst that the Sons used to have William Randolph Hearst whip the populace into a frenzy with his yellow journalism. It was a Son of the Confederacy that inspired the anarchist to assassinate President McKinley who was, as far as the Sons were concerned, too reluctant to use imperialism. The Sons needed an imperialist administration that would be focused on foreign affairs so that the Sons could expand their power base without “Union” army interference.

 

The typhoid outbreak that broke out shortly after the McKinley assassination caused a crushing setback for the Sons, since all their contacts were secret personal ones, the death of half of the war veterans crippled the Sons timetable. It took fifteen years to fully re-establish the contacts that could quietly deliver weapons and critical war supplies they would need to overthrow the hated Yankees, but by that time it was 1916 and the Great War was in full swing and those contacts dried up again.

 

The Sons had to wait for the end of the war before a reliable supplier of weapons could be secured. However, the end of the war brought access to a wealth of war surplus equipment that might not otherwise be available. Even with this treasure trove of weapons, it took twenty years to quietly amass enough rifles, mortars, artillery pieces, machine guns for 20,000 men, plus a dozen tanks, four dozen planes and enough ammunition for them to fight for 90 days. This cache is hidden beneath Fort Strong south of Wilmington. The veterans and their sons have done the trading, purchasing, and planning, while the businessmen provided the storage space, shipping, and front companies needed to acquire the supplies without drawing attention. The discovery of Lee’s sword will be taken by the Sons of the Confederacy as the sign that the time has come for the South to rise again.

 

In 1864, when it became obvious that the Fanny and Jenny would not escape, Captain Coxetter along with the purser ran the ship aground and attempted to escape through the pounding surf with the sword. The surf proved to be too strong and Coxetter lost his grip on the sword case. Both men drowned trying to recover the case. As they were the only two to know that the case was no longer aboard the ship, searchers concentrated on the hulk of the Fanny and Jenny to no avail, as the surf drove the sword southward. A powerful wave forced the case open, freed of the weight of the sword, which immediately sank 150 yards south of the wreck, the case washed up near the First Masonic Hall of Wilmington the next morning.

 

There are several clues to the location of the sword, but it will take some careful detective work to find them.

 

The case was found, dried, and used to hold a sword once owned by General Robert Howe, on display in the Wilmington museum. The case was cleaned and cataloged by the then curator’s assistant in 1864. The information of when the case was found, where, and the name of the silver smith that made the new nameplate are in the museum’s files, under Howe, General. If the lining in the case is opened, the original nameplate inscribed “To the Honorable Gentleman from Virginia, Robert E. Lee” will be discovered. The surf knocked off the nameplate and it cut the lining and got tangled on the inside of the lining. The curator’s assistant just sewed up the damaged lining without looking inside. The museum’s file has an entry stating: “Aside from having to dry and polish the case, I had to sew up a four inch rip in the lining.”

 

If the PCs follow up on the information on the silversmith, they will find that it is still in business right here in Wilmington. In the attic there are old files that mention a nameplate made for a sword case for the Wilmington museum on February 10, 1864.  

 

As soon as the PCs meet the garrulous One-eyed Jack, he will mention several of the local landmarks in an attempt to feel out what the PCs know and will try to lead them off to other sights away from the wreck site, including Howe’s Point, named after a local Revolutionary War hero. He will mention that the local museum has a fine exhibit of his belongings including the General’s sword. If the PCs go to see the Howe exhibit they can ask to see the files on the items on display.   

Any mention of Lee’s sword while at the museum will put the museum curator on his guard, as he is a Son of the Confederacy and one of their local allies. He will say the records of that time were destroyed by fire long ago and immediately report to his co-conspirators. The PCs will have to make Shadowing –5 rolls to detect that they are being followed.

     

The local paper archives have copies of the issue printed on February 8, 1864 recounting the status of the Fanny and Jenny’s crew: twelve captured, three escaped and two drowned. The article also has a survivor’s account. “I followed the Captain and the purser when they made their bid to escape. They got caught in the surf and were dragged due south by the tide. I was luckier and made it to shallow water. The Captain and purser tried to make for shore, but then lingered as if they were going to try and swim back to the ship. They began to founder and both we lost.” 

 

The paper from February 9 1864 mentions that the Captain Coxetter’s body washed ashore on the southern tip of Masonboro Inlet and the purser washed up on the tip of Myrtle Grove Peninsula. Not even One-eyed Jack is aware of this bit of information as when the paper was originally printed, he was in custody and after the war, Jack was only barely literate at the time and doing research never occurred to him. 

 

If the PCs try to visit the Masonic Hall and are not Masons, gaining access to their files will require Fast-talk –5, Sex appeal –3, Streetwise –3 and a $10 bribe, or a simple late night Lock picking. Going through the old files will require an Administration roll or IQ –2 to find a record that says: A fine sword case was found floating on Irvin Creek the day after the Fanny and Jenny ran aground. The case was given to the curator of the museum as the head mason knew of the forth coming Howe exhibit needed a sword case.” The file mentions that one of the Masons watched the whole encounter including the deaths of the Captain and the Purser stating: “At first they were swimming for shore, when halfway to safety, they started swimming parallel to the shore. The Captain foundered first with the Purser making it 150 yards south of the wreck before he actually dove, but he never surfaced.”

 

The local city archives will have records of the Civil War shore batteries and their after action reports. Most just mention the Fanny and Jenny in passing, but an Administration –3 will find one account that says the captain drowned some 100 yards south of the wreck and the purser south of that.

 

Using this clues to the sword’s resting place, the PCs should be ready to make an actual attempt to find the relic. The waters off Wilmington are extremely murky. Visibility is usually 1D6+4 feet rolled every round as the PCs passage stirs the sediments. The PC can hold their breath for HTX2 seconds at a time. The water depth is a fairly uniform four yards. Use standard rules for swimming speed based on encumbrance. It will take three Swimming rolls and a Vision –5 roll to find the sword. The sword will require a Strength roll to free it from the encrustation of barnacles holding it in place. As soon as the PC frees the sword, if they make a Vision roll –3, they will see the barracuda before it strikes. The fish is ST 3, DX 14, IQ 2, HT 13/3, Speed 10. Skin is too thin to count as armor. Weight 25 lbs, size <1 hex, slashing teeth do 1D-2 cutting. PC is unlikely to be armed underwater, but they do have the sword, which can be used as normal, but is –1 due to the encrustations that have accumulated on the hilt. One critical factor to keep track of is, the heavy exertion of combat reduces the length of time the PC can hold their breath to HT seconds. GM has to prorate the amount of non-combat time remaining once combat starts to the new number. IE PC has HT 14. Non-combat time PC can hold breath is 28 seconds. After 11 seconds he finds sword. Once barracuda attacks, the time remaining changes to 17 + 2 8.5 rounded down to 8 seconds of combat. If fight ends before the PC starts drowning, GM must prorate back to the original HTX2 endurance. IE continuing the above example, the PC has a tough time defeating the Barracuda as is down to 3 seconds when he finally kills the fish. His time remaining that he can hold his breath changes to 6 seconds. On reaching the surface, if the PC makes an IQ roll they can choose to make a Holdout –4 to at least minimize the chance this word is seen by onlookers.

 

If the sword is spotted, or the PCs announce their find, the Sons of the Confederacy will find out very quickly. They will either visit the PCs in their hotel room that night or will ambush them as they try to leave town be it via plane, train, bus or car. They will be in force with three men per PC and heavily armed with every man carrying either a M1903 Springfield bolt-action rifle or a M1911 automatic pistol roll 1-4 rifle, 5-6 pistol. They will not hesitate to shoot and surrender is the PCs best option. If by chance the PCs had their own airplane, the interception will be by three PW-9C biplane fighters.

 

PCs are bound, gagged, blindfolded, and roughly loaded into a truck. The PCs are taken to the main underground cache at Fort Strong, but the PCs have no way of knowing this. They are man handled off the truck and a short way through a large complex making several turns. IQ –5 to retrace steps if PC specifically mentions they are trying to keep track. When their blindfolds and gags are removed, they are in a well-appointed office and facing a man in a Confederate General officer’s uniform.

 

He looks the PCs over and then speaks in a very gentlemanly fashion. “I am General Elton Ridgewood Beuttell. I must thank you for recovering our long lost property. Thanks to your efforts on behalf of the South, we can now begin our plan to strike back for the way you Yankees have treated or forefathers. You see, the word of the sword’s recover has gone out to our sympathizers who are now massing to strike, at midnight, the blow that will allow us to throw off the shackles of Yankee oppression of the South. I again thank you for making this long awaited moment possible.”

 

Beuttell turns to the guards and orders the Yankees eliminated. Since they are doomed, the guards don’t bother with the gags and blindfolds. As they are lead through the complex they see the huge arms cache including the tanks and aircraft hanger. They are thrown back into the truck and driven to a cave roughly several miles from the main entrance. The guards lead them into the torch lit cave and they are forced into a sitting position. A six-pound keg of black powder (18D6X2 Damage per keg) is tied to the chest of each PC with a modem fuse leading out of the cave. The guards bid them a quick death and leave trailing the fuses behind them. The resulting overlapping blast radii ensure certain death just from the explosion, but to add insult to injury, the cave will collapse doing an additional 10D6 damage and will permanently seal the cave. The fuses will burn 30 seconds before exploding. Getting free in time will require an Escape roll –3 or DX –8 and 2D3 seconds per attempt and the PC will need three successes to get completely free (arms, legs, keg). PCs can try to bite through the fuse to keep it from reaching the powder. This requires a DX –2 attack roll with teeth doing 1D6-4 damage per success. The fuses are DR 1 PD 0 and have 5 hit points. Biting will leave 1D6+3 seconds of fuse. PCs are welcome to assist each other, but are at a further –2 penalty at any of the above rolls to assist another escape. If the PCs can think of anything else to escape, by all means let them, as narrow escapes from death traps are classic for the genre.

 

The two remaining guards have moved their truck a hundred yards perpendicular to the mouth of the cave as they wait for the fireworks. They aren’t watching the exit closely as they aren’t expecting anyone to exit. They are only waiting to make sure the explosives detonate properly. It will be a simple matter of two Stealth rolls to reach the truck unnoticed. The guards are ST 12, DX 11, HT 11; Speed 5.5, Move 5, Dodge 5; Skills: Guns: Pistol 12 and Brawling 14 and are armed with M1911 pistols. If explosion doesn’t occur after 30 seconds, they will wait 30 more seconds before entering the cave together to see what went wrong. If the explosives go off, the two guards will simply start up the truck and drive away.

 

The PCs also have the option of simply sneaking away through the woods and moving on foot. Backtracking the guards back to the main cache is very easy because of the single lane road and the obvious truck tracks. The PCs are six miles from the main cache and it will take nearly two hours to cover the distance of foot.

 

Beuttell boasted the attack would start at midnight. At the point the PCs escape, they have five hours to stop the Sons of the Confederacy’s attack. If the PCs thought of it, they may have escaped with some of the explosives and now have the means to destroy the Son’s life’s work. With or without the explosives, penetrating the old fort is relatively easy task as all of the Son’s are busy with the upcoming attack and are not on guard for infiltrators.

 

The main entrance to the cache has two guards. ST 12, DX 11, HT 11; Speed 5.5, Move 5, Dodge 5; Skills: Guns: Rifle 12 and Brawling 14 and are armed with M1903 Springfield rifles. The vegetation around the cave has been cleared back giving the guards a 10-yard field of fire. Moving around to the backside of the abandoned fort reveals an easily climbed cliff face. It will only take one DX roll to reach the top. They see two more rifle armed guards on either side of a section of the old stone wall that was quietly tunneled through and covered with a wooden framework and carefully painted canvas hanger door. There are 36 PW-9 fighters and a dozen Condor bombers all fully armed visible from the edge of the cliff.

 

The planes are going to land at other airfields hidden throughout the South, as the fort has no means to land aircraft after they leave. The planes were brought in crated and assembled in place in the greatest secrecy. The planes will begin their take off run inside the fort and launch out over the Cape Fear River before turning Northward to attack Washington DC.

 

The PCs have a couple separate ways of attacking the fort. If they saved any of the black powder from their escape from the cave, they can sneak inside and plant them to set off the substantial ammunition dump hidden inside. They can sneak into the fort and use the tons of ammunition already in the fort, or they can bomb the ammunition dump with one of the Sons of Confederacy’s own bombers.

 

Subduing either set of guards must be done quietly as any gunfire will result in an alarm being sounded and a rapid response by a full platoon of Rifle armed guards. Due to the activity, sneaking around the fort is much easier than normal. PCs will have to make three Stealth rolls to reach the main ammunition dump. A Demolition roll will set the black powder charges in the best possible place to completely destroy the fort. If the PCs do not have any of the black powder, they will have to make an IQ roll to locate time fuses for the artillery rounds in the ammunition dump. A Demolition roll will get them properly set.

 

Sneaking into the hanger will require subduing the guards silently just as in the front of the fort, or the PCs face the same consequences. Getting to one of the bombers will only take one Stealth roll to get into the plane. It will take a Piloting roll to get the plane started and a second Piloting –2 to successfully take off in the confines of the hanger and out the narrow hanger door. The bomber carries four five hundred pound bombs giving the PCs four tries to hit the fort. Use the standard bombing rules from GURPS: Vehicles or a base of 8 to score a telling hit. To add even more excitement, you can have one of the Son’s fighters to take off in pursuit of the stolen bomber. The pilot will have Pilot 13 and Gunner 13.

 

The stats for these two planes are included at the end of the adventure under equipment and the GM can use the full movement, combat and bombing rules from GURPS: Vehicles to fight out this desperate sky battle, or to keep the action going at the fast pace the Pulp genre demands, the GM can use the following rules. Use the Quick contest of skills rules between the PC pilot and the Fighter Pilot’s skill determine who gets to shoot for that round. Success gives that pilot a tail position and the chance to shoot. Give the PCs manning the guns on the bomber a base of 8 to hit the fighter. The bomber can take 500 points of damage before being forced down, the fighter can has 250 hit points.

 

To hit the fort with one of the planes four bombs, use a base 5 or less to hit, unless the PC doing the bombing actually happens to have the skill Gunner: Bombardier. If the PC does have this skill then give them a base of 8 to hit. The bomber cannot maneuver to avoid the fighter for the three rounds prior to each bomb run. The bombs can all be dropped at once or one at a time.

 

If the PCs sneak into the fort and set charges in the ammunition dump, they will have 30 seconds to escape before the whole place explodes. On the way out, the PCs run into a group of guards. The number of guards will be equal to the number of PCs. The guards will either brawl if the PCs are unarmed or they will have rifles if they are armed.

 

Some PCs will try to seek out General Beuttell in an effort to recover the sword. If they do it will also take three Stealth rolls to reach Beuttell’s office. However, the second roll is –1 and the third is at –3. There are two guards outside the door leading to his office. In a surprise for the PCs these guards are better than the average ones. ST 13, DX 14, HT 13; Speed 6.75, Move 6, Dodge 6; Skills: Guns: SMG 14 and Brawling 14 and are armed with Thompson submachine guns. Beuttell will have cleaned the sword and has it in his scabbard and he is also armed with his father’s Colt .36 revolver. If the PC can subdue the guards quietly, Beuttell will be behind his desk when the PCs enter. Gunfire will draw 3-18 normal guards in 1D3+2 seconds and Beuttell will be alerted and waiting with his revolver drawn. PCs will have to defeat Beuttell to recover the sword.

 

The GM can make this a one shot and have the entire group wiped out in the resulting blast. Beuttell makes a classic recurring villain and, unless the PCs kill him directly, it is suggested that the GM have him disappear during the explosion to return, horribly scared making a nice twist, and bent on revenge. The explosion will completely destroy the entire life’s work of the Sons of the Confederacy and kill all the original veterans, all their sons (except for Beuttell as mentioned above) and twelve of the sixteen businessmen. This will cripple the Sons dreams and will save Washington DC.

 

Unless the GM runs this as a one-shot, the surviving Sons will never give up and will begin slowly accumulating the wealth and weapons to try again. However, this will take time, but given enough time the South will rise again!


NPCs

General Beuttell (100 points)

ST 12, DX 12, IQ 14, HT 12

Speed 6, Move 6, Dodge 6, Parry 6; Confederate General Officer’s uniform, Lee’s golden sword.

Advantages: Charisma, Hard to Kill (3 levels), Military Rank (7 levels), Status (+1), Wealthy: Very Wealthy (x20)

Disadvantages: Duty (Sons of the Confederacy Quite often 12 or less), Code of Honor (-2), Major Delusion (South will rise again), Fanaticism, Glory Hound, Intolerance (-2), Obsession (-2), Secret Identity (Possible Death), Sense of Duty: Patriotism

Skills: Acting 14, Administration 12, Area Knowledge (South) 14, Axe/Mace 10, Boxing 11, Broadsword 12, Diplomacy 12, Driving (Car) 12, Escape 11, Fast-Talk 14, Gunner (Artillery) 14, Guns (Pistols) 14, History 13, Leadership 14, Orienteering 13, Piloting (PW-9) 12, Savoir-Faire 17, Shadowing 12, Stealth 12, Strategy 11, Tactics 12.

One-eyed Jack (-25 points)

ST 8, DX 10, IQ 12, HT 8

Speed 4.5 Move 4, Dodge 4 Ratty sailor’s clothes, knife.

Advantages: Military Rank (4 levels), Patron (Sons of the Confederacy 9 or less)

Disadvantages: Age 86, One Eye, Secret Identity (Imprisonment or Exile)

Skills: Acting 14, Area Knowledge (Wilmington, NC) 18, Brawling 11, Detect lies 12, Escape 11, Guns (Pistols) 13, History 14, Holdout 12, Knife 12, Knife throwing 12, Lockpicking 11, Pickpocket 11, Savoir-faire 14, Scrounging 14, Seamanship 14, Shadowing 14, Stealth 12, Streetwise 14

 

Equipment:

 

Weapons                         Type   Dmg   SS   Acc    ½D Max      Wt     RoF   Shots ST   Rcl  

M1903 Springfield rifle      Cr        7d+1 14    11   1000  3710     9.5     1/2     5+1    12     -3

M1911 Colt pistol              Cr        2d     10      2     175 1700   2.75     3~      7+1    10     -2      

M1921 Thompson SMG      Cr        2d+1 11      7     190 1750      12     20        30    11     -3

 

Aircraft

Condor CT-32 Bomber TL6

Manufacturer: Curtiss-Wright

Cost: $103,564.80

 

Subassemblies and Body Features: Body with fair streamlining, Biplane Right Wing (right side of Body), Right Pod (#1 between upper and lower Right Wings), Biplane Left Wing (left side of

Body), Left Pod (#2 between upper and lower Left Wings), Open mount top front, top rear, and lower rear, and retractable wheels (3 wheels, retract into body & wings).

 

Propulsion: Two TL6 561 kW aerial propeller with 1,683 lbs of thrust

 

Weaponry: 5 - 7.7mm Machine Guns: One top front, two each top rear and bottom rear with 500 rounds per gun at 28.5 lbs per gun (HP 2, 20 lbs each) Bomb racks under wings and body: 14 hard points. capable of carrying   120 lbs, 300 lbs, 600 lbs, or 1,100 lbs bombs load 2,500 lbs.

 

Instruments and Electronics:

Communications: TL6 radio communicator with long range (HP 10, 10 lbs 100 mile range).

Sensors: TL6 headlights, 1-mile range (Right and Left Wing HP 1).Navigation: TL6 navigation instruments (HP 4, 20 lbs 0.01 kW), TL6 autopilot (HP 1, 5 lbs), Targeting: TL6 optical bombsight (HP 2, 5 lbs). 

 

Vehicle Controls: TL6 duplicate mechanical controls.

 

Crew Stations: "Pilot" controls flight controls, Navigation Instruments, and Radio from a normal crew station. "Co-Pilot" controls flight controls and optical bombsight from a normal crew      station, plus controls top front machine gun from an exposed mount. "Top gunner" controls top rear machine gun from an exposed mount. "Rear gunner controls bottom rear machine gun from an exposed mount. Crew stations (HP 60, 30 lbs each)

 

Occupancy: Short. Crew: Four, although another dozen people could crowd aboard in an emergency and empty wing tanks.

   

Power Systems: Two TL6 600 kWs lead-acid battery (Pod #1 and #2, HP 2, 15 lbs). Two TL6 562 kW HP gasoline engine (Pod #1 and #2, HP 100, 3,402 lbs uses 25 gph aviation gas each). The gas engines power all systems aboard.

 

Fuel: eight TL6 112.5 gal. Standard fuel tank (Four in the body and four in the upper center wing, HP 40, 675 lbs fire 11 each). Total fuel holds 450 gallons of gasoline with full bomb load and       wing tanks empty or 900 gallons and zero bomb load. 5 hours duration with full bomb load. 10 hours duration with wing tanks full and zero bomb load.

 

Access, Cargo, and Empty Space: Empty space (Body 150 cf, Right wing 120 cf, Left wing 120 cf).

 

Volumes: Body 346.11 cf, left wing 128.65 cf, right wing 128.65 cf,    right pod 68.12 cf, left pod 68.12, wheels 17.31 cf.

 

Surface Area: Body 300, Right Wing 175, Left Wing 175, Wheels 40, Total 630.

 

Structure: Body, wings, pods and wheels have medium frame with standard materials.

 

Hit Points: Body 450, Wings 262, Pods 150, Wheels 40.

 

Armor: All locations except wings have PD2, DR3 standard metal (540 lbs. Wings have PD2, DR2 standard non-rigid (Cloth) 12lbs per wing.

 

Statistics: Empty weight:11,762 lbs. Payload: 2,500 lbs. Loaded weight: 18,500 lbs (9.25 tons). Volume 758.25 cf.  Size modifier +4. Structural HT 8.

 

Performance:

Ground: Speed 160 mph, gAccel 8 mph/s, gDecel 10 mph/s, gSR 4, gMR 0.25, Extremely high ground pressure (Off road speed 0 mph/s).

Air: Stall Speed 80 mph, Aerial motive thrust 1,683 lbs, Aerodynamic drag 356.67, Top speed 188 mph, aAccel 2.00 mph/s, aMR 4.5, aSR 1, aDecel 18 mph/s.

 

The Condor was an actual transport used by several American airlines during the 30s. It was also produced in a bomber version for the Chinese air force. In the transport role it could carry fifteen passengers.

 

PW-9 Fighter TL 6

Manufacturer: Boeing

Cost: $ 74,078.38

 

Subassemblies and Body Features: Body with fair streamlining, Biplane Right Wing (right side of Body), Biplane Left Wing (left side of Body), Fixed landing gear (2 wheels, 1 tail skid)

 

Propulsion: One TL6 325 kW aerial propeller with 975 lbs of thrust

 

Weaponry: 2 - 7.7mm Machine Guns fixed forward with 500 rounds per gun at 28.5 lbs per gun (HP 2, 20 lbs). Bomb racks under body: 2 hard points capable of carrying 120 lb bombs, bombs load 240 lbs.

 

Instruments and Electronics:

Navigation: TL6 navigation instruments (HP 4, 20 lbs 0.01 kW.

 

Vehicle Controls: TL6 mechanical controls.

 

Crew Stations: "Pilot" controls flight controls, navigation instruments, and weapons from a normal crew station (HP 60, 30 lbs).

 

Occupancy: Short. Crew: One

   

Power Systems: One TL6 350 kWs lead-acid battery (HP 1, 8.75 lbs), One TL6 326 kW HP gasoline engine (HP 75, 402 lbs uses 14.67 gph aviation gas per hour). The gas engine powers all systems aboard.

 

Fuel: One TL6 40 gal. Standard fuel tank (20 HP, 240 lbs, 11 fire) 2.75 hours duration

 

Access, Cargo, and Empty Space: Access Space: Body 79.44 cf, Empty space: Right Wing 100 cf, Left Wing 100 cf).

 

Volumes: Body 171.76 cf, left wing 100.0 cf, right wing 100.0 cf, wheels 17.18 cf, skid 8.59 cf.

 

Surface Area: Body 200, Right Wing 150, Left Wing 150, Wheels 40, Skid 27 Total 567.

 

Structure: Body, wings, wheels and skids have medium frame with standard materials.

 

Hit Points: Body 300, Wings 225, Wheels 60, Skid 40.

 

Armor: All locations PD2, DR2 standard non-rigid (Cloth) 68 lbs.

 

Statistics: Empty weight: 1,936 lbs. Payload: 240 lbs. Loaded weight: 3,170 lbs (1.59 tons). Volume 397.53 cf. Size modifier +4. Structural HT 12.

 

Performance:

Ground: Speed 135 mph, gAccel 7 mph/s, gDecel 10 mph/s, gSR 2, gMR 0.5, Very high ground pressure (Off road speed 16.88 mph/s).

Air: Stall Speed 45 mph, Aerial motive thrust 975.0 lbs, Aerodynamic drag 293.5, Top speed 159 mph, aAccel 3.00 mph/s, aMR 11, aSR 1, aDecel 44 mph/s.

 

The PW-9 was Boeing’s first attempt at a fighter. The US Army Air Corps ordered a total of 84 of the fighters. It was not remarkable and set no records, but it paved the way for a very long line of successful Boeing military aircraft.

 

Guns and Ordnance

 

Weapon           Malf      Type    Dmg     SS        Acc      ½D       Max      Wt       RoF      Shots   

30 caliber MG    Crit       Cr        7d        17        13        700       3900     20        10        500  

600-lb bomb      Crit       Exp       6dx870

120-lb.bomb      Crit       Exp       6dx234