dd5b:ships
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dd5b:ships [2017/06/17 13:45] – chris | dd5b:ships [2017/07/09 14:43] (current) – [Space Fighting] tara | ||
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+ | ===== Of Ships and Such ===== | ||
+ | Yes, there are 2 tables. | ||
+ | |||
+ | ==== Glossary and Terms ==== | ||
+ | * Ships Rating (SR) : Number of movement points that can be spent in a round. | ||
+ | * Maneuverability Class (MC) : A characteristic of a ship that encapsulates maneuverability and nimbleness. | ||
+ | * Hull Points / Hit points, for ships : Unless otherwise stated, a ship has 10 HP / ton. | ||
+ | * Armor Rating / Armor class, for ships : A property that determines how resistant a ship is to being damaged | ||
+ | * Helm : A chair that allows its user to focus his or her will into moving the vehicle it is attached to through the expenditure of mental energies. | ||
+ | * Spelljamming Speed : The speed attained by a ship using any helm **when no gravitating bodies are within 30 hexes**. | ||
+ | * Tactical Speed : When near a gravitating body, the speed of a ship is dependent on the helm types and users. | ||
+ | * Gravitating body : An object or creature whose mass exceeds 10 tons. | ||
+ | * Helmsman/ | ||
+ | * Helmsman Shock : A helmsman feels damage to the ship as pain. If the pain is too severe, the pilot de-synchronizes from the ship. The ship is out of control at this point and will continue on its current trajectory, acted upon by gravity and friction. | ||
+ | * Helm Synchronization : The gradual process of a helmsman' | ||
+ | |||
+ | ==== Maneuverability Class ==== | ||
+ | |||
+ | Sails, oars and wings all serve to provide control surfaces. | ||
+ | |||
+ | Changing a z-axis facing counts against Facings / Hex, but only a jerk would do that. | ||
+ | |||
+ | ^^ Class ^^ Delta / Hex ^^ Facings / Hex ^^ AR Bonus ^^ Notes ^^ | ||
+ | || A || 5 || 3 || +4 || || | ||
+ | || B || 4 || 2 || +3 || || | ||
+ | || C || 3 || 1 || +2 || || | ||
+ | || D || 2 || 1 || +1 || || | ||
+ | || E || 1 || 0.5 || 0 || || | ||
+ | || F || 0.5 || 0.5 || -2 || Nobody flies like this on purpose. | ||
+ | |||
+ | ==== Space Fighting ==== | ||
+ | |||
+ | === Weapons === | ||
+ | |||
+ | Almost per the DMG, but a tad different. | ||
+ | |||
+ | Range is as martial weapons (range/ | ||
+ | |||
+ | Jettisons are catapults loaded with special shot that doesn' | ||
+ | |||
+ | Proficiency in siege weaponry can be applied to catapult and ballista fire. | ||
+ | |||
+ | ^^ Weapon Type ^^ Range ^^ Attack Bonus ^^ Damage ^^ Reload ^^ Crew ^^ Notes ^^ | ||
+ | || Light Ballista || 4/8 || +5 || 2d10 || 2 || || || | ||
+ | || Medium Ballista || 3/6 || +4 || 3d10 || 3 || || || | ||
+ | || Heavy Ballista || 2/4 || +3 || 4d10 || 4 || || Double Sized || | ||
+ | || Light Catapult || 3/6 || +4 || 4d10 || 3 || || || | ||
+ | || Medium Catapult || 2/4 || +3 || 5d10 || 4 || || || | ||
+ | || Heavy Catapult || 1/2 || +2 || 6d10 || 5 || || Double Sized || | ||
+ | || Light Jettison|| 3/- || - || 3d6 || 3 || || || | ||
+ | || Medium Jettison|| 2/- || - || 4d6 || 4 || || || | ||
+ | || Heavy Jettison|| 1/- || - || 5d6 || 5 || || Double Sized || | ||
+ | |||
+ | === Rams and Ramming === | ||
+ | |||
+ | Ramming requires a specially constructed ram. A ramming attempt without a ram is merely a crash (which inflicts equal damage on the rammer and rammee). | ||
+ | |||
+ | Hitting with a ram requires being in the same hex, and the attacker making a piloting check against the target' | ||
+ | |||
+ | A hit with a piercing or grappling ram requires the target helmsman (if not shocked) to make a piloting check with a DC equal to the 10 + attackers bonus. A critical hit requires this check to be at a disadvantage. Failure means the ships are locked (neither can move), success means the target can move away as it sees fit. A ship can attempt to break a grapple with a successful piloting check with the same DC (the critical hit penalty is gone after the attackers next turn). | ||
+ | |||
+ | Depending on the direction of travel, speeds, and relative sizes, course and speed may be adjusted as dramatically appropriate. | ||
+ | ==== Build Material ==== | ||
+ | |||
+ | The material a ship is built of serves to provide basic protection and MC limits. | ||
+ | |||
+ | ^^ Material ^^ AR Bonus ^^ Max MC Bonus ^^ | ||
+ | || Thin Wood || +1 || +2 || | ||
+ | || Thick Wood || +3 || +1 || | ||
+ | || Organic/ | ||
+ | || Ceramic || +3 || +2 || | ||
+ | || Stone || +5 || +0 || | ||
+ | |||
+ | Ships cannot be critically hit by anti-personnel weapon, and further, are // | ||
+ | |||
+ | ==== Movement ==== | ||
+ | |||
+ | === Helms === | ||
+ | |||
+ | A Major Helm provides an SR equal to character level divided by 2 (round up). A Minor Helm is the same, except it is divided by 3 (round up). Other helms exist and may be discovered. | ||
+ | |||
+ | It is rumored that helmsman that spend o'er much time in a helm can become attached to it, and suffer psychological problems with their senses pull back to their physical body. | ||
+ | |||
+ | Every 8 hours (or fraction thereof) of synchronization will cause a level of exhaustion. | ||
+ | |||
+ | === Helmsman Shock === | ||
+ | |||
+ | Trauma to the hull of a ship will be felt by the helmsman. | ||
+ | |||
+ | The following events will cause a check for helmsman shock: | ||
+ | * Critical Hit by a siege weapon | ||
+ | * Being struck by a ram | ||
+ | * Ship catching fire | ||
+ | * Any event that does 30 or more points of damage to the ships hull | ||
+ | * Any event that seems like it **should** cause a check, even if it causes no damage (examples obviously missing) | ||
+ | |||
+ | A shock check is much like a concentration check. | ||
+ | |||
+ | On success, the helmsman gets the clock cleaned, but is otherwise fine (assuming the ship survives the encounter). | ||
+ | |||
+ | === General === | ||
+ | |||
+ | A ship can speed up, slow down, turn, bank, roll, engage in evasive maneuvers with an active helmsman. | ||
+ | |||
+ | While space is three dimensional, | ||
+ | |||
+ | Unless a helmsman provides directions to the contrary, a ship move forward at its current speed and heading. | ||
+ | |||
+ | === Ramming, Landing and Complex Maneuvering === | ||
+ | |||
+ | General maneuvering is as simple as walking. | ||
+ | |||
+ | Ramming is always a complex maneuver. | ||
+ | |||
+ | === Drifting / Pilotless / Falling === | ||
+ | |||
+ | A ship that has lost its helmsman due to Helmsman Shock, a fireball, or being stunned is pilotless. | ||
+ | |||
+ | A pilotless ship in wildspace or the flow will lose 1 hex of forward movement per round. | ||
+ | |||
+ | As it takes a minimum of a minute to take over or reestablish control of a ship, atmospheric travel is extremely dangerous. | ||
+ | |||
+ | ==== Crew Concerns ==== | ||
+ | |||
+ | === Minimum Crew === | ||
+ | |||
+ | It takes a lot of people to run a big ship. The default minimum crew is equal to half the tonnage of a ship. Going below this provides a MC penalty of category as the workers to run the sails and oars are simply not there. | ||
+ | |||
+ | Weapon crews are not counted here. A wise captain will have sufficient crew to serve the sails, the ballistae, and have a few left over to plug holes. | ||
+ | |||
+ | === Air Quality === | ||
+ | |||
+ | A ship normally carries with its gravity well sufficient fresh air for 1 crew member per ton, for 90 days. Over or under crewing will use proportially more or less air. | ||
+ | |||
+ | After all the fresh air has been consumed, the air becomes // | ||
+ | |||
+ | After fouled air has been consumed, it becomes //deadly//, and is treated as a suffocation hazard (PHB183). | ||
+ | |||
+ | Air mixes proportionally when air envelopes overlap. | ||
+ | |||
+ | ==== Space ==== | ||
+ | |||
+ | === Gravity === | ||
+ | |||
+ | Gravity is convenient, and seems to honor traditional views of up and down, with larger gravitating bodies providing the frames of reference. | ||
+ | |||
+ | Along the barycenter of the ship there is no gravity. | ||
+ | |||
+ | Gravity is what holds the breathable air to the ship. Because gravity is directional, | ||
+ | |||
+ | === Phlogiston === | ||
+ | |||
+ | This is not the space you are thinking of. This is a multicolored, | ||
+ | |||
+ | The Flow has rivers that course through it between the spheres. | ||
+ | |||
+ | Air quality in the Flow never becomes deadly. | ||
+ | |||
+ | === Wildspace === | ||
+ | |||
+ | Is the airless void you think of when you consider " |