Eurik de vieze Goth
Villager
Greetings everyone!
I was trying to knock up a system for age of sail ship combat using the existing starship and vehicle combat rules. Borrowing elements such as turning circles and crit tables from regular vehicle combat, and classes and the like, plus firing and other travelling operations from NEW.
I'm however looking for input on a few things. I don't know if there are people here with more historical backgrounds details that might be worth fitting in, such as travel increments and the like.
Personally, I thought setting each gun deck on a broadside up as a weapon bank under the command of a gunner crew member/ gunnery officer/ ... could potentially work to keep rolling to a minimum, and ensure that ships with smaller class could still pop of all their shots.
Any kind of raking fire would get added damage and attack bonuses ...
And for speed and wind gauges I was thinking of using some of the rules of Warhammer dreadfleet ... with wind during traveling being a second roll next to random weather, and weather shifting every few turns in tactical battles. Navigation, medicinal stuff, discipline and the like would use normal extended star travel rules.
But I also wanted to add in a difference between carronades, cannonades and cannons of varrying throw for the player to diversify (ideally, the PC's will have two ships for their ... operations ...
).
Extra armour, maneuverability, potential early ironclad-style heavy casemates or topside cannons/turrets could be upgrades and enabled using the starship construction manual.
But I'm having a little trouble putting it all together - slow progress. Does anyone else have other ideas that might fit in?
Or suggestions for armament diversification?
I was trying to knock up a system for age of sail ship combat using the existing starship and vehicle combat rules. Borrowing elements such as turning circles and crit tables from regular vehicle combat, and classes and the like, plus firing and other travelling operations from NEW.
I'm however looking for input on a few things. I don't know if there are people here with more historical backgrounds details that might be worth fitting in, such as travel increments and the like.
Personally, I thought setting each gun deck on a broadside up as a weapon bank under the command of a gunner crew member/ gunnery officer/ ... could potentially work to keep rolling to a minimum, and ensure that ships with smaller class could still pop of all their shots.
Any kind of raking fire would get added damage and attack bonuses ...
And for speed and wind gauges I was thinking of using some of the rules of Warhammer dreadfleet ... with wind during traveling being a second roll next to random weather, and weather shifting every few turns in tactical battles. Navigation, medicinal stuff, discipline and the like would use normal extended star travel rules.
But I also wanted to add in a difference between carronades, cannonades and cannons of varrying throw for the player to diversify (ideally, the PC's will have two ships for their ... operations ...

Extra armour, maneuverability, potential early ironclad-style heavy casemates or topside cannons/turrets could be upgrades and enabled using the starship construction manual.
But I'm having a little trouble putting it all together - slow progress. Does anyone else have other ideas that might fit in?
Or suggestions for armament diversification?
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