The Pride of Seaham! |
A simple scenario linker for grouping coastal forces games. A chart of Patrol areas linked to mission briefings. Keeping it simple seems like a good idea.
My back of a postcard rules, so far... Work in Progress.
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1 inch = 5 knots
Weapons roll multiple d6 spotting within 12".
Vessels moving half speed heard, and bearing detected at 36"
Vessels firing or planing at full speed with a plume are visible.
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Two sixes are a critical hit, roll 2d6
2. Life belts,
3. Raft
3. Command,
4. Waterline hull,
5. A weapons point
6. Rudder,
7. Props,
8. Engines
9. Wireless Transmitter
10. Aldis lamp
11. Command
12. Fuel fire
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To Hit dice 5 or 6.
Machine gun 1d6
HMG 2d6
20mm 3d6
4cm/2pdr 4d6
Over 12" 6 needed for hit.
Within 3" 4,5,6 hits
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Damage dice
1 Through the woodwork
2 Into the upper hull
3 Sheer off
4 Sheer off
5. Hit
6. Hit
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Captain`s Character
6 Inspirational Hero 6 Crew points
5 Bold Brass Balls 5 Crew points
4 Solid and Dependable
3 Sound Chap. 3 Crew Points
2 Wobbly and Losing it 2 crew points.
1 Pretty Piss Poor. 1 Crew Point.
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HM Armed Trawler Pride of Seaham
I diced up Lt Johnny Stiff-Rodde as a sound chap. He recruits a skilled Coxswain P/O William Allcock (+1) and an exceptional Gunner (+1) Leading Seaman Wankum.The Patrol
Pride of Seaham is conducting a patrol out to the Broad Fourteens. Primarily an AS mission the boat is also under orders to look out for downed aircrew
1. The Swept Channel
The vessel enters the swept channel and rolls 6. E-boats, everywhere E-boats. I must be more careful of what I include in an encounter table!
Two pairs at 10 and 2 o'clock.
The enemy box the trawler. |
The view of the target from my scratch built E-boats. |
The E-boats close in |
But the fire from the trawler is accurate and my skilled gunner hits them. |
A rookie error, the E-boats are moving too quickly to coordinate |
The Pride of Seaham turns away but the E-Boat fire continues and the rusty old girl is hulled badly. |
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