Vehicle Combat: Difference between revisions
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[[Category:Epic Path]] | [[Category:Epic Path]] | ||
[[Category: | [[Category:Vehicles]] | ||
<small>[[Epic Path]] \</small> | |||
==Vehicle Combat== | |||
These rules are intended to provide a fun, interesting means of simulating vehicular combat, whether a sailing ship on the high seas, an armored horse-drawn carriage, or a sleek flying vessel which uses ley lines to propel itself. These rules are optional, since some campaign settings will have no use for them. | |||
The primary purpose of these rules is to provide a crew role for each player character, allowing them to contribute, as a team, to the success or failure of the vehicle's combat prowess. One way to imagine this is that the vehicle itself is run like a character, where each of its primary attributes are modified by the individual actions of the player characters. | |||
These rules are focused only on combat between vehicles. Outside of combat, vehicles should be fairly easy to handle, with only the occasional skill check to see if the vehicle remains on course and how quickly it can arrive at its destination. | |||
. , and maneuverability is abstracted. | |||
===The Basics=== | |||
At the start of combat, each PC declares which station of the ship he or she wishes to occupy. PC's may change which station they are at, but it requires a full turn to change stations. | |||
Each station has a profession skill associated with it, which determines expertise at that particular station's duties. On your turn, you make a skill check against this skill. If you do not have any ranks in this skill, you may instead use any bailiwick skill in its place. | |||
If you used the appropriate Profession skill, you divide your skill check's result by 5 (round down), and take this many d6 dice into your action pool for the round. If you used a bailiwick skill instead of the appropriate Profession skill, you divide your skill check's result by 10 (round down) instead. No matter how poorly you roll on your skill check, you always get a minimum of 2d6 for your action pool. | |||
You then roll your action pool of d6's, and may spend the resulting pips of those dice on actions appropriate to your station. A PC in the Ship's Channeler role can grant power to other PC's, either for a single round, or, if they spend even more pips from their action pool, can increase a PC's power for the remainder of the encounter. A captain can reduce the cost of actions for other stations. A gunner can fire on enemy vehicles, and a navigator can oppose the enemy navigator to alter the distance between the two vehicles. Other crew positions are Spotter and Repair Crew. Each of these stations is described in more detail below. | |||
In the event that you don't have enough pips in your action pool to perform an action, or you have left over dice which you weren't able to use this round, you can also bank those unused dice until the next turn, adding their existing pips to your next round's action pool. | |||
Note that pips from d6's in your action pool cannot be split up. That is, you must use all of the pips on a single die if you use any of them. This means if you wish to purchase an expenditure which costs 12 pips, and you have three 5's on your action pool dice, you must spend all three dice to pay for the 12 pip cost. Alternatively, you could bank your dice until next turn, and hope that your next turn's action pool dice allow you to divide your results less wastefully. | |||
No matter how poorly you roll on your skill check, you always get a minimum of 2d6 for your action pool. | |||
===Vehicle Ranges=== | |||
* Long (horizon from the deck; 1 to 15 miles) | |||
* Medium (barely within the max range of spells or bows; 1001 feet to 1 mile) | |||
* Short (50 feet to 1000 feet) | |||
* Close (adjacent; within 50 feet, can be boarded or rammed; also the range where docking at port happens) | |||
Ships with good maneuverability or good speed can move up one or more range bands with a single roll | |||
Similarly, ships with bad maneuverability or speed might require more than one roll to move through one or more of the bands. | |||
of , that ship may declare that combat is over. | |||
There is that, . | |||
of Range is equal to . Note, however, that a ship with a spotter station, but no PC manning it can still spot ships at Out of Range, as the NPC can spot on the . | |||
===Vehicle Weapons=== | |||
Weapons on ships are siege weapons, which do sunder attacks. Depending on the siege weapon, the range, damage | |||
Attacks always hit one of the stations of the ship, and each station has its own durability score. If a station has its durability reduced to 0, it can no longer generate dice on its own. | |||
However, the channeler may grant dice to that station to allow it to function. This includes any dice the channeler has already given to that station | |||
When a station gets hit, any PC acting in that area also takes hit point damage. | |||
Half of all damage dealt is irreparable until the vehicle can be put into dock for repairs. However, this only applies to single hits which deal 2 or more durability damage. damage is halved, round down, to determine how much, if any, of the damage is irreparable. Thus, a bunch of 1 point hits are all repairable, but a 3 point hit causes one point of irreparable damage. | |||
Damage is repaired by the Repair Crew | |||
If any three of a ships stations are reduced to 0 durability, the ship is considered destroyed. | |||
In general, low-level siege weapons will deal 1-2 base damage, which can be upgraded by a talented gunner | |||
High level siege weapons deal up to 10 base damage, which can be modified higher by talented gunners | |||
===Length of Turns=== | |||
The length of each turn varies by what range the ships are at in relation to each other. | |||
* Turns at Short range are 1 minute each | |||
* Turns at Close range are 3 minutes each | |||
* Turns at Medium range are 5 minutes each | |||
* Turns at Long range are 10 minutes | |||
* Turns at Out of Range are 1 hour each | |||
Boarding actions take place with normal 6-second rounds, as with normal combat, however, boarding actions always take a minimum of 5 minutes. | |||
Note that boarding merely gives you control of the vessel. Clearing, searching and looting a . Typically, looting takes a minimum of 1 hour. | |||
==Crew Stations== | |||
Not all vehicles will have all stations available to them. A flying carpet may only have a navigator station, and nothing else. Furthermore, some vehicles will have limitations on how many crew can occupy a given station. | |||
==Ship | ===Ship's Channeler=== | ||
* '''Skill Required:''' Profession (Ship's Channeler) | |||
All vehicles have a motive source/power source: | |||
* Can be sails or rowers or horse-drawn | |||
* | * Can be dweomer-crystals or turning stones | ||
* | * Can be lay sigils or channeled magic | ||
* | |||
A ship's channeler is responsible for making the motive force of the vehicle as efficient as possible. This could be as mundane as beating a drum to keep time for the rowers, cropping the horses to make them go faster, or tweaking the magical matrix of the vehicle to coax a little more power out of it. | |||
A Ship's Channeler may apply the pips of his action pool for the following expenditures: | |||
* any number - improve next turn (allocate dice to next round's rolls) | |||
* 12 - buy temporarary d6 to grant to someone on the ship | |||
* 25 - buy permanent d6 to grant to someone on the ship | |||
* '''If Unmanned:''' A vehicle which has a ship's channeler station, but is not crewed by a PC will grant no benefits to other stations. | |||
A ship's | |||
===Ship's Captain=== | |||
* '''Skill Required:''' Profession (Ship's Captain) | |||
A ship's | A ship's captain issues orders to the crew to make them operate more efficiently, or pay attention to something important. | ||
* | A Ship's Captain may apply the pips of his action pool for the following expenditures: | ||
* | * any number - improve next turn | ||
* | * 12 - temporarily lower the cost of one ability for someone on the ship by 2 | ||
* 25 - permanently lower the cost of one ability for someone on the ship by 2 | |||
* '''If Unmanned:''' A vehicle which has a ship's captain station, but is not crewed by a PC will grant no benefits to other stations. | |||
===Ship's Gunner=== | |||
* '''Skill Required:''' Profession (Ship's Gunner) | |||
A ship's gunner is responsible for firing the siege weapons of the ship against enemy ships. | |||
A Ship's Gunner may apply the pips of his action pool for the following expenditures: | |||
* any number - improve next turn | |||
* enemy ship's hardness - fire a shot at the ship | |||
** For each 5 by which the gunner exceeds the enemy ship's hardness (target DC), he inflicts 1 additional sunder. | |||
* 12 - a shot this round inflicts a penalty on one role of the enemy ship | |||
* 25 - all shots rest of the encounter inflict a penalty | |||
A Gunner may only fire once per round, and only at a single target per round, regardless of how many siege weapons are equipped on the vehicle. A vehicle with multiple siege weapons deal additional durability damage on successful hits. | |||
Note, however, that if multiple PC gunners are present, and multiple siege weapons, they may split the siege weapons between them, and each of them may select a different target, or fire separately on the same target, as they wish. | |||
A | * '''If Unmanned:''' A vehicle which has a ship's gunner station, but is not crewed by a PC will fire no more than once per 3 rounds, assuming the enemy vehicle is in range. | ||
===Ship's Navigator=== | |||
* '''Skill Required:''' Profession (Ship's Navigator) | |||
* | |||
A Ship's Navigator may apply the pips of his action pool for the following expenditures: | |||
* any number - improve next turn | |||
* any number - close distance, open distance or hold steady, in relation to the enemy ship. Opposed by the enemy navigator's expenditure of pips this round. | |||
The navigator has to guess how much of his action pool to spend to maneuver his vehicle in relation to the enemy vehicle. Each round, he records how many of his pips he is spending as well as whether he is attempting to close, open or hold his position, and the GM records the same for the enemy vehicle (or vehicles). Both sides reveal their results simultaneously, and the highest total gets their way, if the chosen actions are opposites. That is, if the PC's vehicle wishes to close the distance, and the enemy vehicle wishes to open the distance, the winner of this bidding war will succeed in moving 1 success closer to the next range band (see maneuverability classes below). However, if the chosen actions are not contradictory, like both ships wish to close, they both succeed, as long as they each spent any pips at all to perform the action. | |||
* '''If Unmanned:''' A vehicle which has a ship's navigator station, but is not crewed by a PC will generate 2 pips of action dice per campaign level (so 20 pips at campaign level 10, etc.). These can be banked or spent as needed, for use on navigation-related expenditures. | |||
===Repair Crew=== | |||
* '''Skill Required:''' Profession (Ship's Repair Crew) | |||
A Ship's Repair Crew may apply the pips of his action pool for the following expenditures: | |||
A | * any number - improve next turn | ||
* 12 - reduces existing damage | |||
* 12 - removes penalties to roles | |||
* 25 - can harden one role against one shot's worth of damage | |||
* '''If Unmanned:''' All vehicles have a repair crew station. If it is not manned by a PC, and the vehicle has an NPC crew available, the repair crew will remove 1 point of (repairable) durability damage from the ship every 5 rounds. | |||
===Ship's Spotter=== | |||
* '''Skill Required:''' Profession (Ship's Spotter) | |||
A | A Ship's Spotter may apply the pips of his action pool for the following expenditures: | ||
* 12 - can assess target ships' Hardness/Durability and which roles are present, and whether or not the ship appears hostile (has gone to battle stations) | |||
* 12 - can lower the gunner's next shot's target number by 2 (helps with aim) | |||
* 25 - can make the | |||
* '''If Unmanned:''' A vehicle which has a ship's navigator station, but is not crewed by a PC can still spot vehicles in the Out of Range range band, and can still assess the target ship, per the first action above. However, an NPC spotter cannot provide any other bonuses to the vehicle. | |||
=== | ====== | ||
the same station, there are diminishing returns. | |||
* Each person must declare who is primary, secondary, tertiary, etc. before any die rolls are made. | |||
* The secondary halves all of his pips rolled at that station | |||
* The tertiary divides his rolled pips by 1/3rd | |||
* (quaternary is quartered, etc.) | |||
The sum of all pips, after division, may be used on expenditures for that station | |||
===Ship Maneuverability Classes=== | |||
Maneuverability describes how many expenditures are required to move into a particular range from the one adjacent to it. For example, for maneuver class 0, it costs 3 expenditures to move from Long Range to Medium Range. | |||
Maneuver class 1 requires 3 expenditures to change each of the 5 ranges. This is represented by 3 3 3 3 3. | |||
Maneuver class 2 requires 3 expenditures to change 4 of the 5 ranges, but only 2 to change one of them (selected at the time the maneuver class of the ship . This is the 2 may be in any of the slots. The order of the . | |||
Maneuver class 3 = 3/3/3/2/2, and in the 5 slots. | |||
Maneuver class 4 = 3/3/2/2/2 | |||
Maneuver class 5 = 3/2/2/2/2 | |||
Maneuver class 6 = 2/2/2/2/2 | |||
= | Maneuver class 7 = 2/2/2/2/1 | ||
Maneuver class 8 = 2/2/2/1/1 | |||
Maneuver class 9 = 2/2/1/1/1 | |||
= | Maneuver class 10 = 2/1/1/1/1 | ||
Maneuver class 11 = 1/1/1/1/1 | |||
= | Maneuver class 12 = 1/1/1/0/1 - the range which is a zero can be skipped if desired, when changing ranges. This means that a ship with 1/1/0/1/1 can go from long range to short range, skipping medium, with only 1 expenditure. (They can still move into medium range if they wish, but it costs 1 expenditure to do so. | ||
Maneuver class 13 = 1/1/0/0/1 | |||
Maneuver class 14 = 1/0/0/0/1 - this means you can cover 50+ miles in 1 minute, equal to approximately 3,000 miles per hour. Wow! | |||
== | ==Enemy Vehicles== | ||
enemy ships should have as few stats as we can get away with, but should be capable of being better or worse, depending on the CR of the encounter. A ship 5 cr's higher than the player level should crush them, while a ship 5 cr's lower should be trivial. | |||
Stats we know we need: | |||
* Ship's hardness (target DC to hit the ship with siege weapons) | |||
* Durability for each station (and which stations exist) | |||
* Maneuverability Class | |||
* Weapon Range | |||
* Weapon Damage (number of sunders it performs) | |||
* Navigation pool (how many pips it generates each turn to use for maneuvers; can be banked) | |||
* Gunner's pool (how many pips it generates each turn to use for attacks; can be banked) | |||
* Captain's pool (a rolled action pool which grants the GM additional pips to apply to expenditures that turn; can be banked) | |||
===rules for crashing=== | |||
===rules for boarding=== | |||
===rules for destroying target ship, instead of merely disabling it=== | |||
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