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Post by jonas on Feb 7, 2016 3:19:04 GMT -8
Hi.
I'm currently running a pirate campaign and a ship battle came up.
I kinda winged it and just handled the two ships as two huge characters with skills, toughness, etc.
But does anyone have suggestion for good rules for combat between ships? Shall I try to use the chase rules? Some abstract variant of mass combat?
I've heard some good things about the rules in 50 Fathoms. Shall I look there?
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Post by Deleted on Feb 8, 2016 15:11:55 GMT -8
When I played 50 Fathoms we came up against the problems of great rolls...I say problem because with a few lucky hits we could blow up feared legendary ships in only a few hits. That powder magazine practically leapt in the way of our cannon fire so it could explode. Convenient for us but ridiculous after the second ship explosion...positively ludicrous after that (I think we ended up one shot-ing 5 ships in total that campaign). I would suggest looking at the critical hit table and adjusting as necessary...i personally think my GM was misusing it.
Vehicular combat (ships, cars, jets, etc) can be handled by using modified chase rules. Perhaps allow those without advantage to make reaction fire at a negative. Crew can fire multiple cannon utilizing group rolls with Captain making boating rolls to position the ship. Remember that even if a ship may have 12 cannon on board they can only fire half at a time if you can position yourself for a broadside attack, less most times.
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Post by Deleted on Feb 8, 2016 15:20:56 GMT -8
I don't know if it is helpful but for an anime space western game I split up the chase mechanic beyond Long, Medium, and close ranges to 5 ranges when figuring advantage.
Too far: no attack possible long: -4 medium: -2 short: -0 Close: -0, boarding actions possible
This is for space combat so there is no unstable platform modifier, but ocean combat would have to put that into account.
Keep in mind that while your crew is dealing with most things, having activities for PCs is important; whether it is leading the gunning crew (including their skill in averaging the group rolls), repelling boarders, battening hatches or securing things after successful hits (perhaps with boating or repair skill; loose barrels and sails can add complications to future rolls and can be a problem after a successful hit, even without wounds). Thinking about complications and critical hit rolls, remember horrible things can happen to crew beyond the powder keg exploding. Dramatic tasks can happen for crew members or extras that are thrown overboard.
Hope this helps or at least gives some ideas.
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Post by jonas on Feb 17, 2016 22:43:47 GMT -8
Something I don't like with using the chase rules for combat is that vehicles only can attack each other when they draw exactly the same card.
Sure, vehicles firing at each other at the same time maybe isn't that common in a ww1 dogfight, but huge vehicles (like sailing ships) fire volleys simultaneous all the time. One ship is often better positioned, but the other ship often can respond to the attack in some inferior fashion.
Could it be a good idea to let you attack even if you draw a lower card than your opponent, but at an disadvantage?
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Post by Deleted on Feb 18, 2016 9:37:02 GMT -8
Something I don't like with using the chase rules for combat is that vehicles only can attack each other when they draw exactly the same card. Sure, vehicles firing at each other at the same time maybe isn't that common in a ww1 dogfight, but huge vehicles (like sailing ships) fire volleys simultaneous all the time. One ship is often better positioned, but the other ship often can respond to the attack in some inferior fashion. Could it be a good idea to let you attack even if you draw a lower card than your opponent, but at an disadvantage? The Chase rules as written only allow the combatant with advantage (the higher card) to attack anyone with lower cards. The Sci Fi companion added reaction fire to space combat which allows combatants with disadvantage to still attack but at a -2, which is closer to what you are looking for. you may want to check the 50Fathoms setting for cannon fire rules as I am a bit rusty. I think you could only fire 1/4 of your cannon at any given time unless the pilot got a raise on their boating so you could maneuver for a broadside which fired 1/2 of your cannons.
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Post by jonas on Feb 19, 2016 1:46:05 GMT -8
Sci Fi Companion, you say?
Thanks for the tip. I will check it out. :-)
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Post by ilina on Feb 19, 2016 2:43:39 GMT -8
Science Fiction companion has it. it also has rules for Starship combat you could tweak if you wished. but there are also ship modifications you can use, the robot making system could also be tweaked for generic soldiers if you wished.
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Post by OFTHEHILLPEOPLE on Feb 19, 2016 10:26:10 GMT -8
The Sci-Fi companion is definitely worth picking up especially for these expansions to the Chase Rules.
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Post by ilina on Feb 19, 2016 21:24:10 GMT -8
The Sci-Fi companion is definitely worth picking up especially for these expansions to the Chase Rules. Fantasy Companion is also a decent companion, it has rules for Raiding Fortresses, it has a sweet bestiary, and nice variations on Arcane Backgrounds. also some sweet edges and races for a lower tech level Horror and Superpowers companion have some great toolkits for altering the tone and feel of the setting, from the character options to the bestiary. Science Fiction has expanded chase rules, excellent implant rules, nice ship modification rules. nice character options for high tech.
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Post by savagedaddy on Feb 25, 2016 5:47:57 GMT -8
If you want a more 'abstract' cinematic approach to Ship Combat, I'd suggest the Mass Battle rules from Savage Worlds Deluxe core rules. It is not highly 'tactical', but it does provide opportunities for the player characters to get involved.
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