Sidran said:Have either of you looked at the ship rules from the Fantasy Flight Games Seafarer's handbook ( it is chapter for Ship construction is all open game content)
It talks about common forms of ships
Barge, Caravel, Cog, fishing boat, Great Galley, and Longboat.
This is something I think should be mimiced have examples of different vessels based off the rules.
Ships stat groups are
Size
As with a creature size
Propulsion
Speed
Crew
Cargo
Hull
Armor Class
Hardness
Hit Points
Deck
Armor Class
Hardness
Hit Points
Weapons:
Ship qualities: (like feats for the ship)
Cost and Construction time
The size of the ship can be Tiny small medium large huge and colossal, and for ours we could add titanic, or whatever to the size
And the Vehicle can have a type modifer
Example
Huge Vessel ( Submarine)
Spitfire Mk. II
Tiny Vessel (Aeronautical)
Tech Level 4 Arcane Level; 1
Propulsion; Fusion engines
Speed 70 ft ( Aerial) 80 ft. ( Space)
Crew 1 pilot
Cargo Personal compartment only
Hull :
Armor Class 14 (+2 Maneuverability, +2 Size)
Hardness 10
Hit Points 50
Weapons; Twin Laser arcs (fore), 2 torpedo tubes (fore)
Design Merrits Battle Tested, Speed Demon
Special Qualities Fighter Qualities
Cost and Construction time: 8,605 GP, and 2 months, 3 days.
Fighter Qualities As a tiny vessel the Spitfire Mk. II gains the following abilities. Docking (DC 17) As a fighter the Spitfire can dock with vessels of the huge or larger size range, in some instances the Spitfire may be able to dock with large vehicles (DC 25 ) if they have a docking port. Quick Stop In space a Spitfire can reverse its vector of thrust and hover in one place this is a special stunt and requires a successful pilot check (DC 16), or the vessel will spin out of control. Manueverability as a tiny vessel the Spitfire gives the pilot a +2 circumstance modifier to the Hulls AC while manuevering the vehicle. If a Pilot is knocked unconcious the vessel looses the bonus to AC, and has the potential of going out of control. Afterburn Fighters are built with a special throttle that allows for short bursts of speed to give it advantages in combat. Fighters are able to serge up to +20 ft per round for a sustained period of three consecutive rounds before the afterburner will flame out. After flaming out the afterburner takes four rounds to cool enough to be used again.
Modification notes The Spitfire Mk. II can be modified to use Magic Missiles as replacements for the Twin Laser cannons, or [insert name of our Magical ranged weapon ability here], and the Torpedo tubes can be replaced with spells such as cone of fire, or fireball. This would change the tech level to 1 and the Arcane level to 4
Design Merrits
Battled Tested
Your vessel has taken the baptisim of fire, and survived
Benefits: The Vessel's hull gains a resistance save of +10 against heavy hitting weapons such as plasma cannons, or other weapons of highly technological vessels.
Speed Demon
This vessel is a racer, its sleek, its fast, and its furious.
Prerequisite: Medium, small or, tiny vessels only
Benefits: The vehicle moves faster than standard examples of its class. Vessels with this Merrit move at +5 in atmospheric, or undersea terrain, and at +10 in 0 gravity.
Their is a good example of my use of the Creation rules from FFG, and my own hack it rules for the Tech, the Magic, other mods I did.
It has the convienience of being easy to use and you could go through and write up Tech level Weapons, and Arcane Level Weapons in Charts for the vehicles
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