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NC Game Day VII - April 23!
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<blockquote data-quote="Rel" data-source="post: 2157441" data-attributes="member: 99"><p>No. The size of the ships in question and the ranges at which they are typically engaging is such that that degree of precision is not something I'm trying to model. Critical hits cover damage to particular systems and so forth.</p><p></p><p></p><p></p><p>Both ships take damage (the smaller one takes more than the bigger one). They are also likely to become entangled which makes boarding actions instantly viable. There are some other potential effects outlined in the Sky Galleons board game (like one ship suffering a loss of trim and dragging the other one down) that I might try and model if the issue presents itself but we'll cross that bridge when we come to it. I will say that if you enter another ship's Hex when you are "Bow to Bow" or "Bow to Stern" then you'll have less chance of colliding than entering "Bow to Broadside".</p><p></p><p></p><p></p><p>BelenUmeria covered this already but 4 Hexes is about as good as you're likely to do barring some extreme measures*. In case you're curious, that equates to about 45 miles an hour. Screw Galleys will tend to run about 2-3 Hexes per turn (around 30 MPH) and Kites will vary considerably depending on the direction of the wind.</p><p></p><p>*It is possible to make some engineering checks to push the boiler beyond recommended pressures to get some extra juice out of her, adding another bonus Hex to your movement. Doing this invokes the chance that something might blow up however. If you did this plus executed a dive then you could get 6 Hexes of movement in a single round, reaching nearly 70 miles an hour.</p></blockquote><p></p>
[QUOTE="Rel, post: 2157441, member: 99"] No. The size of the ships in question and the ranges at which they are typically engaging is such that that degree of precision is not something I'm trying to model. Critical hits cover damage to particular systems and so forth. Both ships take damage (the smaller one takes more than the bigger one). They are also likely to become entangled which makes boarding actions instantly viable. There are some other potential effects outlined in the Sky Galleons board game (like one ship suffering a loss of trim and dragging the other one down) that I might try and model if the issue presents itself but we'll cross that bridge when we come to it. I will say that if you enter another ship's Hex when you are "Bow to Bow" or "Bow to Stern" then you'll have less chance of colliding than entering "Bow to Broadside". BelenUmeria covered this already but 4 Hexes is about as good as you're likely to do barring some extreme measures*. In case you're curious, that equates to about 45 miles an hour. Screw Galleys will tend to run about 2-3 Hexes per turn (around 30 MPH) and Kites will vary considerably depending on the direction of the wind. *It is possible to make some engineering checks to push the boiler beyond recommended pressures to get some extra juice out of her, adding another bonus Hex to your movement. Doing this invokes the chance that something might blow up however. If you did this plus executed a dive then you could get 6 Hexes of movement in a single round, reaching nearly 70 miles an hour. [/QUOTE]
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