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Ship to Ship Hits & Crits (Paging FRANCISCA)
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<blockquote data-quote="FrostedMini1337" data-source="post: 3027727" data-attributes="member: 42882"><p>I'm not familiar with Warhammer FRP, but I would like to help. (Also, how is that? What's it like?) I'm vaugely familiar with warhammer so I assumed there were psychology and fear effects, so i tried to avoid those sorts of saves.</p><p></p><p></p><p>Crew- </p><p>Resounding Hit- 1d10 crew are throw in to the wash.</p><p>Cravening Hit- 1d10 crew are unharmed but refuse to fight.</p><p>Exact Hit- All crew slashed this round are crossed instead.</p><p>Belching Hit- Double the number of crew crossed by this shot.</p><p>Important Hit- The First Mate is crossed. All cannon firing time is doubled and the crew attacks at -1.</p><p>Captain Hit- The Captains been shot. The crew attacks at -2.</p><p>Oarsman Hit- This shots damage is dealt solely the oarsman, along with an addition 5. Slow ship speed and manueverability by 1 for every 10 lost.</p><p>Crewman Hit- This shot does damage only to Crewman, plus an additional 2 are slashed. For every 2 crewman lost it takes 1 more round to turn,up, or lower sail.</p><p>Cannoneer Hit- Each cannon slashes 1 man. For ever 1 man missing, that cannon takes 1 more round to fire.</p><p>Limb Shot- Any crewman crossed by this hit lose a limb even if they survive.</p><p></p><p></p><p>Cargo-</p><p>Perilous Hit- A non-vital food store is wiped out. Incease chance disease/sickness by 2. (or 5%)</p><p>Food Hit- 1/4 the food and water is destroyed.</p><p>Rum Hit- 1/2 the rum(or some other item non-vital but still needed for moral,) is destroyed. Incease chance of mutiny by 2. (or 5%)</p><p>Treasure Hit- 1/4 of the treasure on board is destroyed. If less than 1/4 of the crew is lost in combat, increase the chance of mutiny by 4 (or 20%)</p><p>Gunpowder Hit- Cross 6 crew, and roll again twice on this table.</p><p>Charter Hit- Any writs of passage or marque, maps, journals, and the deed to the boat not on the capatain are destroyed. (Ganked from Mark)</p><p>Flaming Hit- Some gunpowder or oil are struck and start a fire. Every round the fire is unchecked it grows. Roll % every round. Below 30=roll on this table again. It takes 5 crew to hold the fire when it starts and 2 more for every time it grows. If a fire is not completely check it takes 2 rounds to grow.</p><p>MacGuffin Hit- The McGuffin is hit, and destroyed is possible. If not, then something valuable (painting, sculpture, something real expensive) is lost. If not, then treat as a Treasure Hit.</p><p></p><p>Sails-</p><p>Up Sail- This critical is always and the only critical used when the sails are up. The masting for the sail is shot loose, and falls to the deck, crossing 3 crew, and breaking the mast.</p><p>Netting Hit- The ship may not use ropes to board with, may not use them to load or unload cargo or cannons, and the fall to the deck creating a lot of rubble. Slash one sailor. They hit him on the head.</p><p>Rope Hit- The sails can not be raised, and you may not use sails to steer, and lose its bonus to your manueverability.</p><p>Mizzen Hit- Reduce manueverability by 2.</p><p>Shearing Shot- This sail may not be repaired. The sail must be replaced.</p><p>Swiss Shot- The shot makes swiss of all the sails, but they can still be used. Increase penalties to manueverability, and speed by 1, and all checks made to use the sails increases by 2.</p><p></p><p></p><p>Hull-</p><p>Brig Hit- Any prisoners on board are freed, but each has a 1/4 chance of being hatched.</p><p>Quarters Hit- 1/4 of the pirates sleeping quarters and personal effects are destroyed.</p><p>Cannon Hit- Lose 1-6 cannons, and cross that many sailors x4.</p><p>Sundering Hit- Any repair rolls made are made a -4 penalty.</p><p>Oh Snap- The chain from helm to rudder's been hit. The ship can't be steered using the helm. (Hope you have oars and good crewman buddy)</p><p>Tearing Shot- The shot tears through the ship. Roll once on one of the other tables, and once again on here.(Choose randomly)</p><p>Neutering Shot- The ships ram and anything cool they may have on the front of the ship is blasted off.</p><p>Rocking Shot- The ship rocks violently. Any cannons not at full crew roll to the opposing wall, and must be pushed back which takes 5 rounds-1 per man pushing. All boarding platforms between the 2 ships are knocked off and anyone standing on them goes in to the wash.</p><p></p><p></p><p>I think some cool ones wouldn't be readily apparent like the kitchen one. During battle no one would know or care but afterwards its like "Oh crap".</p><p></p><p>Also, have tou taken in to account the different shots? instead of cannonballs they load gunpowder or a chainshot? then you could modfiy which table or the % based on the shot used.</p></blockquote><p></p>
[QUOTE="FrostedMini1337, post: 3027727, member: 42882"] I'm not familiar with Warhammer FRP, but I would like to help. (Also, how is that? What's it like?) I'm vaugely familiar with warhammer so I assumed there were psychology and fear effects, so i tried to avoid those sorts of saves. Crew- Resounding Hit- 1d10 crew are throw in to the wash. Cravening Hit- 1d10 crew are unharmed but refuse to fight. Exact Hit- All crew slashed this round are crossed instead. Belching Hit- Double the number of crew crossed by this shot. Important Hit- The First Mate is crossed. All cannon firing time is doubled and the crew attacks at -1. Captain Hit- The Captains been shot. The crew attacks at -2. Oarsman Hit- This shots damage is dealt solely the oarsman, along with an addition 5. Slow ship speed and manueverability by 1 for every 10 lost. Crewman Hit- This shot does damage only to Crewman, plus an additional 2 are slashed. For every 2 crewman lost it takes 1 more round to turn,up, or lower sail. Cannoneer Hit- Each cannon slashes 1 man. For ever 1 man missing, that cannon takes 1 more round to fire. Limb Shot- Any crewman crossed by this hit lose a limb even if they survive. Cargo- Perilous Hit- A non-vital food store is wiped out. Incease chance disease/sickness by 2. (or 5%) Food Hit- 1/4 the food and water is destroyed. Rum Hit- 1/2 the rum(or some other item non-vital but still needed for moral,) is destroyed. Incease chance of mutiny by 2. (or 5%) Treasure Hit- 1/4 of the treasure on board is destroyed. If less than 1/4 of the crew is lost in combat, increase the chance of mutiny by 4 (or 20%) Gunpowder Hit- Cross 6 crew, and roll again twice on this table. Charter Hit- Any writs of passage or marque, maps, journals, and the deed to the boat not on the capatain are destroyed. (Ganked from Mark) Flaming Hit- Some gunpowder or oil are struck and start a fire. Every round the fire is unchecked it grows. Roll % every round. Below 30=roll on this table again. It takes 5 crew to hold the fire when it starts and 2 more for every time it grows. If a fire is not completely check it takes 2 rounds to grow. MacGuffin Hit- The McGuffin is hit, and destroyed is possible. If not, then something valuable (painting, sculpture, something real expensive) is lost. If not, then treat as a Treasure Hit. Sails- Up Sail- This critical is always and the only critical used when the sails are up. The masting for the sail is shot loose, and falls to the deck, crossing 3 crew, and breaking the mast. Netting Hit- The ship may not use ropes to board with, may not use them to load or unload cargo or cannons, and the fall to the deck creating a lot of rubble. Slash one sailor. They hit him on the head. Rope Hit- The sails can not be raised, and you may not use sails to steer, and lose its bonus to your manueverability. Mizzen Hit- Reduce manueverability by 2. Shearing Shot- This sail may not be repaired. The sail must be replaced. Swiss Shot- The shot makes swiss of all the sails, but they can still be used. Increase penalties to manueverability, and speed by 1, and all checks made to use the sails increases by 2. Hull- Brig Hit- Any prisoners on board are freed, but each has a 1/4 chance of being hatched. Quarters Hit- 1/4 of the pirates sleeping quarters and personal effects are destroyed. Cannon Hit- Lose 1-6 cannons, and cross that many sailors x4. Sundering Hit- Any repair rolls made are made a -4 penalty. Oh Snap- The chain from helm to rudder's been hit. The ship can't be steered using the helm. (Hope you have oars and good crewman buddy) Tearing Shot- The shot tears through the ship. Roll once on one of the other tables, and once again on here.(Choose randomly) Neutering Shot- The ships ram and anything cool they may have on the front of the ship is blasted off. Rocking Shot- The ship rocks violently. Any cannons not at full crew roll to the opposing wall, and must be pushed back which takes 5 rounds-1 per man pushing. All boarding platforms between the 2 ships are knocked off and anyone standing on them goes in to the wash. I think some cool ones wouldn't be readily apparent like the kitchen one. During battle no one would know or care but afterwards its like "Oh crap". Also, have tou taken in to account the different shots? instead of cannonballs they load gunpowder or a chainshot? then you could modfiy which table or the % based on the shot used. [/QUOTE]
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