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Liquid Awesome
Hey gang, I could use some help.
I'm putting together a set of rules for ship to ship combat for use with Warhammer FRP. I'm going to be running a Pirates of the Caribbean game as my next campaign and there will be plenty of ships blasting broadsides at each other and I want a system to handle it.
Thus far I've put together the rules for the sailing/maneuvering part of things and I've got a mechanic for ships shooting at each other. Both are fairly simple and meant to maximize fun and speed of combat. I've even got a system to determine which part of the ship was hit and whether there was a critical inflicted. Now comes the fun part.
For each part of the ship that can take damage, I want to include 10 possible critical hit effects to add variety and fun to the system. My hit locations are Crew, Cargo, Sails and Hull. So I'll wind up with a total of 40 critical hit effects. I want some creative ideas of the kind of stuff that might happen when cannon balls start hitting important stuff. I'll include a few examples below as guidelines.
You'll notice that I use a couple terms (slashed and crossed) that are meant to jibe with my damage tracking mechanic. Slashed means you put a slash across the box on the sheet where damage to the hull and crew is tracked and indicates a crewmember or point of hull that is "hurt". Crossed is when you place a slash across that box in the other direction (making an "X" in that box) and that point of hull or crew is "out of action" for the rest of the combat.
Crew Hit Example: "Shot blasts a hole in the hull sending deadly splinters flying. An additional 1d10 crew are immediately slashed."
Cargo Hit Example: "Shot hits the galley stores and destroys 1/4 of the food and water on board the ship."
Sails Hit Example: "Shot shatters the topmast. Ship's speed is reduced by 1 until a repair roll is made and any crew in the crow's nest are crossed."
Hull Hit Example: "Shot below the waterline. Ship will sink in 5 turns. For each Crew assigned to pump out the water, extend this by 1 turn. If 10 crew are dedicated to this task then the ship will remain afloat indefinately."
For anybody willing to help me out with this, I'll be happy to pass along a copy of the completed rules. Though they are being written for Warhammer FRP, they are very basic and easily adapted to d20.
Thanks in advance.
I'm putting together a set of rules for ship to ship combat for use with Warhammer FRP. I'm going to be running a Pirates of the Caribbean game as my next campaign and there will be plenty of ships blasting broadsides at each other and I want a system to handle it.
Thus far I've put together the rules for the sailing/maneuvering part of things and I've got a mechanic for ships shooting at each other. Both are fairly simple and meant to maximize fun and speed of combat. I've even got a system to determine which part of the ship was hit and whether there was a critical inflicted. Now comes the fun part.
For each part of the ship that can take damage, I want to include 10 possible critical hit effects to add variety and fun to the system. My hit locations are Crew, Cargo, Sails and Hull. So I'll wind up with a total of 40 critical hit effects. I want some creative ideas of the kind of stuff that might happen when cannon balls start hitting important stuff. I'll include a few examples below as guidelines.
You'll notice that I use a couple terms (slashed and crossed) that are meant to jibe with my damage tracking mechanic. Slashed means you put a slash across the box on the sheet where damage to the hull and crew is tracked and indicates a crewmember or point of hull that is "hurt". Crossed is when you place a slash across that box in the other direction (making an "X" in that box) and that point of hull or crew is "out of action" for the rest of the combat.
Crew Hit Example: "Shot blasts a hole in the hull sending deadly splinters flying. An additional 1d10 crew are immediately slashed."
Cargo Hit Example: "Shot hits the galley stores and destroys 1/4 of the food and water on board the ship."
Sails Hit Example: "Shot shatters the topmast. Ship's speed is reduced by 1 until a repair roll is made and any crew in the crow's nest are crossed."
Hull Hit Example: "Shot below the waterline. Ship will sink in 5 turns. For each Crew assigned to pump out the water, extend this by 1 turn. If 10 crew are dedicated to this task then the ship will remain afloat indefinately."
For anybody willing to help me out with this, I'll be happy to pass along a copy of the completed rules. Though they are being written for Warhammer FRP, they are very basic and easily adapted to d20.
Thanks in advance.
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