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Saturday, July 29, 2017

Skyship Combat Mechanics IX

Previously Posted Sections

1. Introduction
2. Wind Direction & Strength
3. Maneuvering
  3.1. Movement Rates
    3.1.1. Sailing Skyships
    3.1.2. Other Skyships
    3.1.3. Ramming Speed!

    3.1.4. Monsters
    3.1.5. Powering Through

  3.2. Maneuverability
  3.3. Turning
    3.3.1. Basic Turning Capability

    3.3.2. Tight Turns
    3.3.3. Caught In Irons
    3.3.4. Slowing Down
    3.3.5. Emergency Maneuver

  3.4. Climbing & Diving
    3.4.1. Ascending
    3.4.2. Descending
    3.4.3. Effects of Altitude
    3.4.4. Gales & Storms
  3.5. Collisions & Boarding Maneuvers

4. Combat
  4.1. Deck Weaponry
    4.1.1. Weapon Types
    4.1.2. Armor Ratings

  4.2 Hitting a Target
    4.2.1. Skyships
    4.2.2. Monsters
    4.2.3. Combat Modifiers
    4.2.4. Fighting in the Great Vault 

  4.3 Damage
    4.3.1. Structure Rating (SR)
    4.3.2. Damage Location & Effects
    4.3.3. Boarding Attacks
    4.3.4. Area of Effect Attacks
    4.3.5. Fire Damage
    4.3.6. Swarm Attack
    4.3.7. Proportional Damag
    4.3.8. Defense Checks (DC)

The Vagabond is a steam-powered paddleboat fitted with five masts (5th vertical below the hull).
4.4. Combat Sequence

This section helps determine when things happen during a Battle Round.

A. Initiative
  • A1. Check for shifting winds (see Chapter 2).
  • A2. Sailing ships may lower, drop, hoist, or give sail in order of initial MV rates, highest declaring first (see 3.3.4. Slowing Down and 4.3.2. Decimated Crews).
  • A3. Check for damage when sailing in gale conditions or inside a storm cloud (see 3.4.4.).
  • A4. Roll 1d20 for each vessel, monster, or party of individual heroes, to determine who takes action first during the remainder of this Battle Round, low scores being quickest to react. If tied, vessels/monsters with the highest initial MV rates gain the initiative. Ships that performed an emergency maneuver during the previous Battle Round receive a +5 penalty to their rolls (see 3.3.5.) Apply modifiers for commanders’ skills and decimated crews (see 3.3.2. and 4.3.2.). Place a d20 with the relevant score up next to each vessel/monster.

B. Heroes Combat Actions 1 & 2
  • B1. Individual heroes take their first action, in order of their initiative scores. Use regular RPG mechanics.
  • B2. Individual heroes take their second action, as above.

C. First Battle Phase
  • C1. Roll for any ongoing boarding attacks (see 4.3.4.).
  • C2. Attempt to put out existing onboard fires; apply damage from persisting onboard fires (see 4.3.5.).
  • C3. Skyships and monsters may hold or perform their attacks, in order of initiative scores (see Phase A4). All damage takes effect immediately.

D. Movement Phase
  • D1. Skyships and monsters with the highest initial MV rates move first. Ties are resolved according to initiative, lowest score moving first. Ramming speed and powering through must be declared before moving (see 3.1.3. and 3.1.5.).
  • D2. Make exhaustion checks for rowers or monsters racing ahead, and engine checks for mechanically powered vessels (see 3.1.3. and 3.1.5.).

E. Heroes Combat Actions 3 & 4
  • E1. Individual heroes take their third action, in order of their initiative scores (see Phase A4).
  • E2. Individual heroes take their fourth action, as above.

F. Final Battle Phase
  • F1. Roll for any new or ongoing boarding attacks (see 4.3.4.).
  • F2. Attempt to put out existing onboard fires; apply damage from persisting onboard fires (see 4.3.5.).
  • F3. Skyships and monsters that have not performed their attacks during the First Battle Phase may perform them now, in order of initiative scores (see Phase A4). All damage takes effect immediately. Remove d20s from the playing surface.

Individual heroes are assumed to be on a skyship. If not on a skyship, heroes can move during Phase D according to the spells, devices, or creatures they ride. Moving in this manner does not prevent heroes from taking their four individual combat actions during Phases B and E.

©2017 Bruce A. Heard. All Rights Reserved.

Coming Up Next:
5. Appendix
  5.1. Crew Allocation
    5.1.1. Sailors
    5.1.2. Artillerists
    5.1.3. Marines
    5.1.4. Officers
    5.1.5. Rowers
  5.2. Unusual Vessels
    5.2.1. Dirigibles & Aeroliths


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