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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fields of Blood - Naval Combat?
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<blockquote data-quote="Tulon" data-source="post: 1448909" data-attributes="member: 17446"><p>Yep, I know. But since at least my FoB-campaign uses a homebrew setting and background, complete with own civilizations and technologies, that is no problem for me. Also, I will have different ship-class names than the ones mentioned above. Those I stated were just for orientation in the size.</p><p></p><p>To keep things general, I suggest to just refer to the classes as "light", "medium", "heavy" and "superheavy", with the last size being optional whether the individual's campaign setting allows it or not.</p><p>The type of movement (rudders, sails or magical, we could even add steam for optional usage) will also be depending on the background of the world where the group plays in. I'm just aiming for a general rule here, which I can then use in my own game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>By the way: Here are the stats I want to use for every ship-class.</p><p>The things noted with a "-" are general ones, while the "+" ratings get important if two or more enemy ships engage into combat.</p><p></p><p>- Speed (the movement rating on the hexes)</p><p>- Cost + Upkeep Cost (including all equipment and the basic crew)</p><p>- Cargo Space (one "slot" can carry either one unit of troops or food for one week)</p><p>+ Maneuver Rating (the ability to outmaneuver enemy ships)</p><p>+ Hull Rating (armor and hull ratings, the "ship's health points")</p><p>+ Ranged Weapons Ability (how good the crew is able to hit an enemy target)</p><p>+ Damage Factor (the overall damage done by the ship's armaments)</p><p></p><p>All stats should be fully compatible to FoB, meaning ships receive "wounds" when hit. The damage dealt should also be able to be easily converted to damage done to enemy coastal targets, thus a city (see: FoB rules for siege weapons), a fortification or even enemy army units roaming around the beach.</p></blockquote><p></p>
[QUOTE="Tulon, post: 1448909, member: 17446"] Yep, I know. But since at least my FoB-campaign uses a homebrew setting and background, complete with own civilizations and technologies, that is no problem for me. Also, I will have different ship-class names than the ones mentioned above. Those I stated were just for orientation in the size. To keep things general, I suggest to just refer to the classes as "light", "medium", "heavy" and "superheavy", with the last size being optional whether the individual's campaign setting allows it or not. The type of movement (rudders, sails or magical, we could even add steam for optional usage) will also be depending on the background of the world where the group plays in. I'm just aiming for a general rule here, which I can then use in my own game. :) By the way: Here are the stats I want to use for every ship-class. The things noted with a "-" are general ones, while the "+" ratings get important if two or more enemy ships engage into combat. - Speed (the movement rating on the hexes) - Cost + Upkeep Cost (including all equipment and the basic crew) - Cargo Space (one "slot" can carry either one unit of troops or food for one week) + Maneuver Rating (the ability to outmaneuver enemy ships) + Hull Rating (armor and hull ratings, the "ship's health points") + Ranged Weapons Ability (how good the crew is able to hit an enemy target) + Damage Factor (the overall damage done by the ship's armaments) All stats should be fully compatible to FoB, meaning ships receive "wounds" when hit. The damage dealt should also be able to be easily converted to damage done to enemy coastal targets, thus a city (see: FoB rules for siege weapons), a fortification or even enemy army units roaming around the beach. [/QUOTE]
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Fields of Blood - Naval Combat?
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