Today, we have a guest post from one of our readers, Tupper. He has taken a whack at putting together a conversion hack to bring cloudsps and aerial flyers across from the old Space: 1889 system onto Ubiquity, which powers the new game. For those who like more “crunch” or more tactically-oriented games, Ubiquty can feel very hand-wavy. It’s bult for speed of narrative, not as a tactical simulator. Toby gives a good account of why he chooses to do things the way he does, and fans very familiar with the Size rules may chafe at some of his choices. That said, he’s done a lot of work on this, so have a look!

In this blog post, I’m going to reason through how to convert old (“Sky Galleons of Mars”) Space 1889 ships into the Clockwork Ubiquity system. In doing this, I’m going to make use of “Secrets of the Surface World”, which presents more vehicle rules for Hollow Earth Expedition.

Before I start calculations, one difference between “Sky Galleons of Mars” and the Clockwork Ubiquity system is the treatment of gun crews. In the Clockwork equipment section, a Nordenfelt machinegun, for example, has a crew of 5, as was the case historically, whereas in “Sky Galleons of Mars” one gunner is sufficient for this gun. With this in mind, for Ubiquity gaming, I suggest a revision of some of the gun crews, and, for smaller guns, a revision of their weight (larger guns have sufficient extra weight to account for large crews). To obtain gun crew sizes, I examined two documents. The “Ordnance Instructions for the United States Navy” (1866) gives crew numbers for smoothbore guns, while the “Manual for Victorian Naval Forces” (1887 and 1889) gives crew numbers for breach-loading cannons. I summarise some common guns below
Gun Crew Weight Cost

5 barrel NF. 5 15 200

1 pdr HRC. 3 10 220

3 pdr HRC. 3 11 240

6 pdr HRC. 3 13 280

3-4″ RBL. 6 see SGoM see SGoM

5-6″ RBL. 7 see SGoM see SGoM

8″ RBL. 10 300 3000

Sweeper 1 6 200

Light 5 20 400

Heavy 7 40 1000

Rod 7 30 800

Rogue 21 60 2000

Lob 25 200 2000
Note that the changes in weight for machine guns above may make some original designs (such as the Aphid) invalid. To get around this, a ship can reduce its number of gunners, saving 2.5 tons and £20 for each gunner removed. This was common practice on many ships, where sufficient gunners were carried to handle only one broadside’s guns. In the event of being engaged on both sides, guns would have to be operated short-handed.

In thinking about vehicle stats, the first consideration is how to handle size. To do this, I’m going to base my calculations on some observations from Clockwork’s Space 1889 and “Secrets of the Surface World”. A tramp steamer (size 8) with no armour, and presumably a steel hull, has defence of 8, and structure 24. In contrast, a size 4 yacht, presumably wooden, has a defence of 4, and structure 14. Assuming structure is the sum of passive defence and some structure level, this gives a “base structure” for size 4 vehicles of 10, and size 8 vehicles of 16. Moving further up the scale, a MacKenzie’s leviathan, which weighs around 1400 tons (scaling its size from a 12′ pleisiosaur weighing 992 lbs gives a fair amount of heft to a 170′ monster), has a size of 16, and a “base structure” of 23. At the highest end of the scale, the 29,000 ton USS Arizona has a “base structure” of 28, and the 37,000 ton IJN Kirishima has a base structure of 30.
Using these numbers as a starting point, we can construct a table for weights, base structures and sizes:

Weight Size Base Struct. Weight Size Base Struct.

20+ 4 10 1000+ 14 22

25+ 5 12 1200+ 15 23

30+ 6 14 1400+ 16 23

40+ 7 16 5000+ 16 24

50+ 8 18 10000+ 16 25

100+ 9 19 15000+ 16 26

200+ 10 20 20000+ 16 27

400+ 11 21 25000+ 16 28

600+ 12 21 30000+ 16 29

800+ 13 22 35000+ 16 30
I’d calculate a zeppelin’s stucture as above, but treat it as having a size of 16 otherwise, on account of its huge balloon.

The next piece of the puzzle is passive defence. Here we know that the steamer (steel) has passive defence 8, the yacht (wood) has passive defence 4, and (from “Secrets of the Surface World”) the Graf Zeppelin has passive defence 2. The Arizona has a passive defence of 20, which, given that Space 1889’s pre-Dreadnought battleships (see “Ironclads and Ether Flyers”) have armour at most 7, makes 1 point of “Sky Galleons of Mars” AV being equivalent to 1 point of Ubiquity passive defence seem reasonable.
Speed is measured in 200 yard hexes per half minute in “Sky Galleons of Mars”. Converting that to miles per hour gives one point of speed being 3.4mph.
Lastly, to calculate handling, “Sky Galleons of Mars” ships have a maximum altitude between Low and Very High, so Medium or Low gives -2 handling, High gives -1, and Very High gives 0.
In terms of weaponry, “Secrets of the Surface World” gives gun sizes ranging from Light (8L) to Massive (24L). I’m going to assume a 3″ gun is light, and a 16″ gun is Massive. Spreading the increments of damage as best I can gives some typical Space 1889 guns as:

Gun Damage ROF Range Gun Damage ROF Range

1pdr HRC 6L A 1300′ 8″ RBL 12L 1/8 4500′

3pdr HRC 6L A 1500′ Light Gun 6L 1/4 1000′

6pdr HRC 6L A 2000′ Heavy Gun 8L 1/4 1500′

3″ RBL 8L 1/4 2500′ Rod Gun 8L 1/8 2500′

4″S RBL 9L 1/4 2500′ Rogue 9L 1/8 2500′

4″L RBL 9L 1/4 3000′ Lob Gun 10L 1/8 1300′

5″ RBL 10L 1/4 4000′ Drogue 13L — —

6″ RBL 11L 1/4 4000′ Liquid Fire 3L/hit — —
Rates of fire are based on the observation that a Sweeper has rate of fire 1/4, so a gun that fires each round in “Sky Galleons of Mars” can fire every fourth round in Ubiquity. For ranges, I’ve extrapolated from the performance of the 1 pdr HRC given in the Clockwork Space 1889 rulebook. With the rod gun, I’ve given it the same damage as the heavy gun since it has higher penetration but lower damage in “Sky Galleons of Mars”. With Liquid Fire, one could assume that the dropper makes a touch attack on the target (ignoring passive defence) and then each hit starts a 3L fire, causing caustic damage to the attacked ship (which can ignore half its size in dice each round).

To see how this works in action, let’s draw up some ships. I’ll do two, the Aphid, and the Hullcutter.

Aphid Gunboat SIZE: 9 (160 tons) DEF: 10 STR: 27 SPD: 20 HAN: 0 CREW: 14 gunners, 4 bridge crew, 2 engineers, 2 deck hands, 1 officer, and 2 petty officers (25 total) PASS: n/a PRICE: £23,380; WEAPONRY: 4″ short cannon (forward sponsoon; 6 crew) — Dmg: 9L Rng: 2500′ Rate: 1/4 Spd: S Defence: 8; 2 x 1 lb. Hotchkiss Rotary Cannons (wing sponsoons; 3 crew ea.) — Dmg: 6L Rng: 1300′ Rate: A Spd: S Defence: 8; 2 x Nordenfeldt machineguns (broadsides; 5 crew ea.) — Dmg: 5L Rng: 1000′ Cap: 40 (m) Rate: A Spd: S Defence: 8. ENDURANCE: 20 days.
Note that the guns are unarmoured, so have a lower defence than the rest of the ship. Comparing this to Black Campbell’s scores, my version racks up a heftier defence and structure, along with a longer range. However, on the flip side, the ship’s main gun packs less punch, and the vehicle is a bit slower. The ship has a reduced gunnery complement, meaning that it can man its 4″ short cannon and both HRC cannons with no difficulty, or the 4″ short cannon one HRC and one Nordenfelt (a broadside).

The Hullcutter illustrates the diminishing gains from size in terms of structure in the Ubiquity system, coupled with the dangers of being wooden with no armour:

Hullcutter Screw Galley SIZE: 12 (700 tons) DEF: 5 STR: 25 SPD: 10 HAN: -1 CREW: 74 gunners, 4 bridge crew, 21 turncranks, 7 deckhands, 6 officers (112 total) PASS: 10 marines PRICE: £52,820 WEAPONS: 2 x Rogue (forward sponsoon; 21 crew ea.) — Dmg: 9L Rng: 2500′ Rate: 1/8 Spd: S Defence: 5; Lob Gun (amidships; 25 crew) — Dmg: 10L Rng: 1300′ Rate: 1/8 Spd: S Defence: 5; 2 x heavy guns (wing sponsoons; 7 crew ea.) — Dmg: 8L Rng: 1500′ Rate: 1/4 Spd: S Defence: 5; Rod Gun (aft sponsoon; 7 crew) — Dmg: 8L Rng: 2500′ Rate: 1/8 Spd: S Defence: 5.
It has a hefty set of ordnance, but its structure and defence are less than the Aphid. My design is again a bit more kind to its defence and structure than Black Campbell’s. I give its bigger guns more punch, but at the expense of having a very low rate of fire. In a battle with the Aphid, the Hullcutter has to fire its guns, and then ram and board, or it will face getting ripped to shreds by the Aphid’s more rapid fire. Similar to the Aphid, some compromises are needed to keep the weight to 700 tons, and the Hullcutter can only operate one of its heavy/rod guns at a time, if both its rogues and lob gun are in action.

Thanks, Tupper, for sharing your conversion thoughts with us. A pdf of these rules is archived here. SCR

Born in 1903 in Strasbourg to a doctor and Lutheran missionary, Carl Hassenfeldt, and his wife, Maria, Gustav is an only child. The family moved to German East Africa in 1907 and had a farm on the shores of Lake Tanganyika. During the Great War, his father was conscripted into the schutztruppen as a medical officer. Maria and Gustav were placed under house arrest, and a company of the King’s Royal Rifle Corps occupied the farm. After the end of the war, the family were allowed to remain in the colony until they were expelled by the colonial governor in 1922.

The family moved to Germany during the height of the political and economic instability. Their home was now in French hands, and they lived in Berlin for a few years before his parents left for America, settling in New Braunfels, Texas in 1926. Gustav did not go with them, but instead struck out as a guide and hunter, eventually returning to Africa.

For the last six years, he has developed a reputation as an excellent guide, an impeccably honest man, and a tremendous shot. He has climbed mountains and hunted on four continents, but is best known for his work in Africa.

Archetype: Hunter   Motivation: Fame   Style: 4   Health: 6

Body: 3   Dexterity: 3   Strength 2   Charisma: 2   Intelligence: 2   Willpower: 3

Size: 0   Move: 5   Perception: 5   Initiative: 5   Defense: 5   Stun: 3

Resources: Contacts 1: +2 social tests with hunting community; Fame 1: +2 social tests adventuring communities

Talents: Long Shot, Rapid Shot, Robust

Flaws: Cautious, Danger Magnet, Honorable

Languages: German (native); English, Swahili

Skills: Animal Handling 3/5, Athletics 3/5, Brawl 3/5, Bureaucracy 2/4, Diplomacy 2/4, Drive 1/4, Firearms 3/6 (Rifle +1), Linguistics 3/5, Ride 2/5, Stealth 2/5, Streetwise 2/4, Survival 3/5 (Hunting +1)

Weaponry: Westley-Richards .452 Double Rifle — Damage 5L   Rng: 250′   Cap: 2   Rate: M   Spd: A; Griffin & Howe .375 Magnum Mauser w/ 5x Heinsoldt scope — Damage 5L Rng: 400′   Cap: 5(c)   Rate: M   Spd: A; Winchester M1912 12 gauge pump shotgun cut to 15″ barrel — Damage: 4L   Rng: 25′   Cap: 5(i)   Rate: M   Spd: A

 

While similar to its successor, the S-38, the Sikorsky S-36 is featured in our current campaign, so here it is in all its subdued glory…

Bernadette, a 1927 Sikorsky S-36 Air Yacht

The S-36 is an eight-seat flying boat first debuted in 1927, and produced for Pan American Airlines. The S-36 improved on the S-34 with room for two more passengers, double the range (with a typical range of about 750 miles, although this can be extended with extra gas tanks lashed under the wings, on top of the cabin), and Wright Whirlwind J-5 radial motors producing a total of 400hp. Like the S-34 and its successor, the S-38, these airplanes featured a boat hull fuselage that was connected to the wing and tail structure by a trellis frame. The S-36 features retractable wheels for ground landings.

Only six of these craft were built before the improved S-38 entered service in 1928.

817-1

Passengers face each other in bench seats, which face fore and aft. Bernadette began life as a Pan Am short hop airplane — she is #5 of six built, and has registry number G-AAER. Her owner, Lady Ansom-Bose, has pulled one of the bench seats to make room for a drinks cabinet near the back of the cabin, so the aircraft can only hold four passengers, now.

Size: 8   Def: 4   Str: 8   Speed: 120mph   Ceiling: 15,000′   Range: 750mi.**   Han: -2   Crew: 2   Pass: 4   Cost: $5,000 (used)

** With the external tanks for fuel, Bernadette has a range of 900mi. and a ceiling of 14,500′.

The daughter of Colonel Lord Athlestan Ansom of the Survey Corps of the Indian Army,  and his wife Emma neé Devon, Margaret was born in 1905 and raided in India until 1918, with end of the Great War. Her father had served in the war in the Palestinian Campaign and was killed in action. Her mother died a few months after they arrived in England from the Spanish Influenza. She was send to live with her eccentric uncle, Lord Trevor Ansom, a lecturer in antiquities at Oxford, and a veteran of the Great War (he served in France.) She was a student of Miss Wimplecote’s School for Girls.

Trevor dragged her all over the world looking into folklore, rumors, and myths — Egypt, India, Mexico, and South America. As a result, Margaret — who styles herself “Zara” — is a woman of action and independence, often given to wanderlust. She is a “modern woman” — a product of the ’20s flapper era: sex, drugs, booze, and music. In 1925, she learned to fly from a handsome Italian chap while living in Africa. She began her career as an aviatrix with the purchase of a used, surplus Sopwith Pup until she crashed it in 1929 during a bad landing at Croydon Airfield.

All this came to an end with the Crash of 1929, which cleaned out the Ansom fortunes. To preserve their lifestyle, Zara married American oil tycoon George Bose of Texas in 1930. He bought her a used Sikorsky S-36 “air yacht” she calls Bernadette. The marriage quickly came apart between her constant traveling and carousing, and his intense work schedules and philandering. They recently divorced (amicably) and are still friendly. (She especially appreciates that alimony check every month!)

Archetype: Adventuress     Motivation: Escape     Style: 6     Health: 5

Body: 2   Dexterity: 2   Strength: 2   Charisma: 4   Intelligence: 3   Willpower; 3

Size: 0   Move: 5   Perception: 6   Initiative: 5   Defense: 4   Stun: 2

Resources: Artifact 2: Bernadette, a Sikorsky S-36; Follower 0: Rigoletto, a capuchin monkey; Refuge: Higgsdown House, Sussex; Status 1: +2 social tests in English society; Wealth: $400 [£80]/mo.

Traits: Attractive

Flaws: Curious, Deep Sleeper, Loyal, Scandalous, Thrillseeker

Languages: English (native); French, German, Hindi, and Spanish

Vehicle: Bernadette, Sikorsky S-36 — Size: 8   Def: 4   Str: 8   Speed: 120   Han: -2   Crew: 2   Pass: 6   Ceiling: 16,000′ Rng: 750 mi.;

Austin Seven — Size: 2   Def: 4   Str: 6   Speed: 50   Han: 0   Crew: 1   Pass: 3   Cost: $500 [£100]

Weapon: Astra “Ruby” .32 — Damage: 2L   Rng; 25′   Cap: 7 (m)   Rate: M   Spd: A

Rigoletto

Archetype: 3 yr. old Capuchin monkey   Motivation: Survival

Body: 1   Dexterity: 3   Strength: 1   Charisma: 0   Intelligence: 1   Willpower: 3

Size: -1   Move: 4   Perception: 4   Initiative: 4   Defense: 6   Stun: 1   Health: 2

Style — Zara can use style points for Rigoletto

Skills: Acrobatics 2/5, Brawl 2/3, Larceny 1/4, Stealth 2/6, Survival 3/4

Flaws: Near Human — cannot communicate, but can use tools

Weapons: Bite 2L, Claws 1N

One of the featured toughs in our game this week drove a 1930 Mercedes Manheim 370 six-seater, four door saloon. Presented here is the beast, herself…

Built on the W10 platform, the Mannheim n 3689cc straight-six engine producing 75PS (73 bhp) of power through a three speed gearbox, with a top speed of 63mph!

1929-w10-typ-370-mannheim-2a

Size: 2   Def; 6   Str: 8   Spd: 60   Han: 0   Crew; 1   Pass: 5   Cost: $1000 (used), $6000 (new)

 

There’s plenty of secret societies in the Hollow Earth Expedition and Secrets of the Surface World books. We just introduced the Terra Arcanum and Thule Society into our current campaign, and we’ve used the Green Gang in Shanghai before, and of course, the Ahnenerbe… One of the groups our intrepid explorers has crossed paths with is a Jewish Relief Society in Istanbul that is working s an underground railroad to get Jews out of the Ukraine. So here we go…

The Bosphorus Hebrew Relief Agency

This “secret society” is hardly that — registered in 1925 with the Turkish government, the BHRA has been instrumental in aiding many Ukrainian Jews escape from the Soviet Union since the post-war pogroms began. More recently, they have been bringing in many of the German scientists and entertainers currently settled in Istanbul.

The head of the BHRA is Rabbi Chaim Riger, a charming, middle-aged man from Odessa, who fled his country in 1922. He is the public face of the legitimate organization aiding jews throughout the Soviet Union and Europe.

The BHRA, due to their work, is tied tightly to organized crime, and specifically the Rabinowitz Group — led by Cantor Werner Rabinowitz, late of Warsaw. His arrival in 1930 saw the disparate Jewish gangs in Istanbul pulled together to help fund the BHRA and other Jewish groups. While the cantor is not involved in day-to-day criminal enterprises, he is the undisputed “boss”, making sure a cut of the various illicit activities goes to the various aid groups. His brother, Pavel, is his right hand, and is known for his “object lessons” doled out to those that would operate outside the Rabinowitz Group’s direction.

Mostly, the group is involved in smuggling — people out of Europe and the USSR, guns, opium and hashish into Europe through Greece (Turkey is not a signatory to the International Opium Convention), as well as gambling and prostitution, and the protection thereof. They are known for delivering swift and violent retribution on Turkish and Greek gangs that cross them, and they have a tight relationship with Armenian gangs.

Sample character: Nathan Baum

Nathan is one of the Rabinowitz go-to toughs. Born in the Crimea in 1910, his teen years were shaped by the violence and hardships of the post-revolutionary Ukraine. He is a strange man, highly loyal and sympathetic, yet willing to commit grave acts of violence. He has been known to cry over people he has had to kill, and even paid for burials and the support of widows. He drives a 1930 Mercedes Manheim 370 saloon, and his favored weapon is the Luger P08 9mm. I described him as a sort of Daniel Craig-esque fellow.

Ally 2

Archetype: Criminal     Motivation: Survival   Style: 3   Health: 8

Body: 3   Dexterity: 2   Strength: 3   Charisma: 2   Intelligence: 2   Will: 4

Size: 0   Move: 5   Perception: 6   Initiative: 4   Defense: 5   Stun: 4

Skills: Athletics 2/5, Brawl 2/5, Bureaucracy 2/4, Con 2/4, Drive 2/4, Firearms 2/4, Intimidation 2/4, Linguistics 3/5, Melee 2/5, Stealth 2/4, Survival 2/4

Talents: Iron Jaw

Resources: Artifact 1: Mercedes 6-seater saloon, Rank 2: Rabinowitz Group (+2 social bonus and Artifact resource)

Flaws: Loyal, Vow

Weapon: Luger P08 — Dam: 3L   Attack Rating: 7L   Cap: 7   Rng: 50′   Rate: M/A   Spd: A(this is one of the few artilery select-fire versions that uses a wooden shoulder stock to activate automatic fire. If he knows he’s going into real trouble, he has a 32 round drum for the pistol.)

The characters left Switzerland after an altercation with men, possibly sent by the Gestapo, to stop them in their quest to find the Eye — a mystical or superscience device left behind by…they don’t really know who. (See here for the first episode, and here for the second..) After a tense night where Lady Zara fell asleep at the yoke of their plane, Dr. Guld as able to wake her just as the lane stalled out. A few tense minutes of plummeting to the ground later, they were able to limp into Istanbul and land.

While a local mechanic was trying to suss out the damage they’d done to the motors, the band got a hotel room and started looking for the whereabouts of Rudolf von Sebottendorf. Zara checked in with the British Embassy, Gustav with the Germany, and Gould touched base with the local Jewish relief group that was aiding Jews escaping the communists in the Soviet Union. They quickly learned the address for Sebottendorf, but found they’d picked up a Gestapo tail while in the Grand Bazaar.

Gustav, rather that eluding them, engaged the men in conversation (they wouldn’t admit they were following them, but he was able to keep them busy) while Gould and Zara (who had bought a money she named Rigoletto) secured a taxi with some difficulty. The driver of the vehicle that picked them knew they were being followed, as well, and quickly, expertly, lost the Germans. Nathan, it turned out, had been sent by Cantor Rabinowitz to aid them.

At Sebottendorf’s house, the old man who started the Thule Society, only to be cast out, was shocked to hear they had discovered another “Eye” in Africa, and that they had gotten it to work! He figured out Gould was the key — an actual descendent of the Thule! He brought out a scroll with runes similar to Linear A, hoping he could read it. (He could not.) But when he had him hold a spear with the runes, Gould could feel it wake.

That’s when four men burst in, armed to the teeth. They wanted the spear, but also to stop them from their mission. Gould knocked Sebottendorf down to save him, Gustav threw himself on top of Zara, but before Gould could hand over the spear to prevent violence, the ir masked attackers realized the runes were glowing — he was a child of Atlantis! Zara has secretly given her wee Astra .32 to Gustav, who took the opening and dropped two of the men. For two style points, Rigoletto suddenly became useful and jumped on another of the men; he is now a full-fledged “follower” for Zara and will get statted out. Gould let fly with a blast of electricity or something from the spear, dropped the last man.

With a shot in the ass for good measure from Zara, they questioned the two men still conscious — they were all carrying a pendent: a triangle with the All-Seeing Eye. They learned they were members of a secret organization bent on protecting dangerous bits of knowledge and ancient technology like the spear — and the children of Atlantis, like Gould — from forces that would misuse them. They are the Terra Arcanum!

Knocking at the door might be Gestapo, or reinforcements for the Terra Arcanum people, or the police, but they quick made their get-away down a secret staircase to the Istanbul catacombs with the aid of Sebottendorf (who kept the spear.) His last words were that the Eye — last he knew — was in a cave under the Northern Chapel of the Potala Palace. After retiring to their hotel with the aid of Nathan (who had been the man at the door, it turns out), they find out the plane still has a day left until fixed, and they get an invitation to see one of Zara’s old friends who is here in Istanbul.

Her husband is a member of the India Survey (also the Indian Army’s intelligence corps), and it turns out Terra Arcanum. They had no knowledge of Gould’s nature, but now that they do, they are eager to help them get to the Eye in Lhasa before the Germans do. A contact in Simla, a member of the Survey, who knows Lhasa…

The race continues!

Here’s a video of the Google Hangout session of Triple Ace Games’ Leagues of Gothic Horror using the Ubiquity system (the same used for Space:1889 and Hollow Earth Expedition.) Here the GM is Runeslinger, a regular commenter on these pages, and Andre Martinez, in addition to yours truly. I’ve been sick for several weeks, so my voice is a bit quiet in the video.

Here you’ll see examples of use of style points, how to “take the average”, which I do quite a bit.

Next up, the ubiquitous steam-powered aerial flyer, and the Aphid-class aerial gunboat of the Royal Navy on Mars:

Aerial Steam Launch

SteamLaunchRightThese little craft are made by a few different purveyors in the colonized cities of Mars, and there are a few making these liftwood craft for Earth, as well. They are typically about the size of a water-bound steam launch.

SIZE: 4   DEF: 6   STR: 12   SPD: 20   HAN: 0   CREW: 2   PASS: 4   PRICE: £4,000

Aphid-class Aerial Gunboat

space-1889-lThe first of its kind, the Aphid class is the workhorse for the British Empire’s holdings in the Syrtis Major region. 65 feet in length, well armed for her size, and caable of speed up to 30mph, these small craft conduct aerial treasury activities throughout the colony.

SIZE: 8   DEF: 4   STR: 14   SPD: 30   HAN: -2   CREW: 15   PASS: n/a   PRICE: £23,000; WEAPONRY: 4′ short cannon (fore) — Dmg: 10L   Rng: 500′   Rate: 1/2   Spd: S   Size: 2; 2 1 lb. Hotchkiss Rotary Cannons (side mount) — Dmg: 8L   Rng: 500′   Rate: 1/2   Spd: S Size: 2; 2 Nordenfeldt machineguns (broadside) — Dmg: 5L   Rng: 250′   Cap: 40 (m) Tate: A   Spd: S

German Passenger Zeppelin

These lighter-than-aircraft are held aloft by hydrogen cells inside a rigid framework. The passengers reside in a car that is attached at the bottom of the hull.

SIZE: 16   DEF: 2   STR: 18   SPD: 50   HAN: -2   CREW: 15   PASS: 10   PRICE: £20,000

One thing Space:1889 fans might be interested in is actually using your aerial flyers and cloudships for the game. The basic rulebook covers just that — basics — but does not give the full statistics for even basic types of ships. So let’s rectify that, shall we?

1889_06Most of the stats for Ubiquity are based on size, and you can find similar vessels to model the other stats on, save speed — the old Space:1889 or Cloudships rules use a speed rating that is roughy 2 cables for a turn, but I didn’t want to bother with a ton of math and findingout what a round was in the board game aspects of theold rules. I used the travel times in the core book where a steam flyer could go 300 miles in a day. Assuming they don’t stop, that gives us roughly a speed of 12-15mph. Most of the ships have a speed rating of 4-6. Assuming that estimate of 300 miles is at a leisurely pace I’m giving the ships a speed in Ubiquity of 5mph/speed point in the old game mechanics.

Martian Screw Galley, Small

The typical example of this type of ship is the Small Bird or Fleetfoot-class galley. Manned by up to a crew of 20, these small vessels are driven by a man-powered crank in the lower deck and are slow and not especially maneuverable.

Small Bird Screw Galley —  SIZE: 8   DEF: 4   STR: 14   SPD: 10   HAN: -2   CREW: ~20 PASS: n/a   PRICE: £13,000

Fleetfoot Screw Galley — SIZE: 8   DEF: 4   STR: 12   SPD: 10   HAN: -2   CREW: ~10

Typically, these ships have little or no armaments, save for sweeper guns (essentially big blunderbusses: DMG: 6L   RNG: 250′ RATE: 1/2   SPD: S   SIZE: 0

Martian Screw Galley, Large

These mammoth screw vessels are typically between 90 and 130 feet in length, and have a draught of up to 50′, with crews of 60-100 personnel (about half of those yoked to the crankshaft.) Here we present a Hullcutter-class as the typical example:

Hullcutter

SIZE: 8   DEF: 4   STR: 20   SPD: 15   HAN: -2   CREW: ~60   PASS: n/a   PRICE: £50,000 WEAPONS: Rouge Gun (foreward) — Dmg: 8L   Rng: 250′ Rate: 1/2   Spd: S   Size: 1; Lob Gun (amidships) — Dmg: 10L   Rng: 250′   Rate: 1/2   Spd: S   Size: 2; 2 heavy guns (wing mounted) — Dmg: 8L   Rng: 250′   Rate: 1/2   Spd: S   Size: 2; Rod Gun (aft) — Dmg: 8L   Rng: 500′   Rate: 1/2   Spd: S   Size: 2

Martian War Kite, Small

The Bloodrunner is the smallest class of warkite likely to be encountered on Mars. At only 50′ in length, with a single deck, these are fragile, but agile, things.

SIZE: 4   DEF: 6   STR: 10   SPD: up to 25   HAN: 0   CREW: ~10   PASS: n/a   PRICE: £7000; WEAPONS: sometimes they will carry a pair of heavy guns fore and aft: Dmg: 8   Rng: 250′   Rate: 1/2   Spd: S   Size: 2

Larger and more typical is the Swiftwood-class light warkite:

SIZE: 8   DEF: 4   STR: 16   SPD: up to 25   HAN: -2   CREW: ~40   PASS: n/a   PRICE: £20,000; WEAPONRY: Rouge gun (fore) — Dmg: 8L   Rng: 250′ Rate: 1/2   Spd: S   Size: 1; 2 light guns (wing mounted) — Dmg: 6L   Rng: 250′   Rate: 1/2   Spd: S   Size: 1; 2 sweepers — DMG: 6L   RNG: 250′ RATE: 1/2   SPD: S   SIZE: 0; Grapnel gun — Dmg: 4L   Rng: 250′   Rate: 1/4   Spd: S   Size: 2

Martian War Kite, Large

Here is the Whisperdeath-class warkite as an example. These ships are roughly the size of a 18th/19th century sailing frigate:

Whisperdeath

SIZE: 8   DEF: 2   STR: 26   SPD: up to 25   HAN: -2   CREW: ~40   PASS: n/a   PRICE: £60,000; WEAPONRY: Rod gun (fore) — Dmg: 8L   Rng: 500′   Rate: 1/2   Spd: S   Size: 2; 4 heavy guns (2 aft, 2 wing-mounted) — Dmg: 8L   Rng: 250′   Rate: 1/2   Spd: S   Size: 2; 1 Drogue Torpedo — Dam: 12L   Rng: up to 500′   Rate: 1/2   Spd: S   Size: 1; 2 Fire Racks — Dam: 6L*   Rng: 20’**   Rate: 1/2   Spd: S   Size: 2

* Drogue torpedoes are dropped on a line from the underside of a ship, and must be maneuvered into the path of another vessel. ** Fire racks drop incendiary liquid onto the deck of a ship below. Wind and other effects can carry this up to 100′ out from the rack. If hit, the fire will continue to do damgage at a die less/turn vs. the STR of the ship.

Martian Merchant Kite

These massive merchantmen are represented here by the Warm Winds class of kite.

SIZE: 16   DEF: 4   STR: 30   SPD: up to 30   HAN: -2   CREW: ~50   PASS: ~10   PRICE: £113,000

Typically, these ships are not armed, but very well could be, if one were to sacrifice the extensive cargo capabilities.