Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
EN Publishing
Writing house rules for N.E.W. ship combat, need advice
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="m1017242" data-source="post: 7494128" data-attributes="member: 6971960"><p>I am new to this system, in fact no one has ever mention this within a 200 km perimeter of me.</p><p>After a read, I like the system and the fact that it feels like real life where you change career and stuff (and also no magic, I hate magic in any settings that is not swords and magic).</p><p>So I decided to introduce this to a few of my friends, who are interested or experienced in GMing, but as a wargamer, I found the ship combat rules not quite up to my taste.</p><p>Hence I started to draft a set of house rules out of the four sets of space naval wargame rules that I have and this is what I have came up with thus far.</p><p>Please comment on it so that I can further improve on it.</p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Starship Weapons Custom</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">When designing a ship facing of the weapons should be clearly stated, unless in turret mount, each weapon bank/ mount can only fire into one arc of the ship.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Each bank/ turret/ mount is counted as one unit for the purpose of critical damage table. </span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">TurretsÂ’ arc of fire is reduced to 270 degrees as a result of protruding superstructures on the ship, the -1d6 to hit is removed, but the hit modifiers when firing into forward and aft applies when firing into those arcs.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Weapons of the same profile/ name can be grouped into one central fire control system in additional to independent localised control, this implies an additional 50% cost and CPU just as banking the weapons, however, this is disabled when suffered from a Bridge Hit critical.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Starship Combat Criticals</span></span><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span><span style="color: #000000"><span style="font-family: 'Arial'">Upon inflicting a critical hit (three 6s), roll 2d6 and consult the following table.</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">2 System shutdown:</span></span><span style="color: #000000"><span style="font-family: 'Arial'"> the command and control system suffer critical damage by the hit, reduce one randomly selected C&C system’s CPU to 0, can be repaired as written in core rules</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">3 Engine damaged:</span></span><span style="color: #000000"><span style="font-family: 'Arial'"> the engine suffered critical damage from the incoming fire, one randomly selected engine is marked as damage, deduct the damaged engine’s power from the ship’s power, damaged engine upon receiving second damage mark the engine is destroyed</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">4 FTL drive malfunction:</span></span><span style="color: #000000"><span style="font-family: 'Arial'"> the hit has disrupted the delicate components of the FTL drive, one randomly selected FTL engine is marked as damage, deduct the damaged FTL engine’s power from the ship’s power, damaged FTL engine upon receiving second damage mark the engine is destroyed</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">5 Weapon damaged: </span></span><span style="color: #000000"><span style="font-family: 'Arial'">the hit has disabled a weapon bank/ turret/ mount, one randomly selected weapon bank/ turret/ mount is marked as damage, it cannot be fired until it is repaired, damaged weapon bank/ turret/ mount upon receiving second damage mark the engine is destroyed</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">6 Hull breach: </span></span><span style="color: #000000"><span style="font-family: 'Arial'">the incoming fire has punctured the hull, causing additional superstructure damage, the hit deals an additional 1d3 superstructure damage that cannot be SOAKed</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">7 Fire: </span></span><span style="color: #000000"><span style="font-family: 'Arial'">the hit has started a fire somewhere on the ship, all checks and attacks suffer -1d6 penalty and if the fire is not put out by the end of the next turn with a challenging (13) engineering check, the ship suffer an additional 1 superstructure damage</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">8 System damaged: </span></span><span style="color: #000000"><span style="font-family: 'Arial'">the impact of the hit has damaged some of the circuit of the onboard computers, the hit deals an additional 1d3 damage CPU damage that cannot be SOAKed</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">9 Facility damaged: </span></span><span style="color: #000000"><span style="font-family: 'Arial'">the hit has damaged an onboard facility, one randomly selected facility is damaged, deduct its luxury value from the shipÂ’s luxury until the next dock</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">10 Bridge hit: </span></span><span style="color: #000000"><span style="font-family: 'Arial'"> the bridge suffer a direct hit, all checks and attacks suffer -1d6 until next dock</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">11 Shield collapse: </span></span><span style="color: #000000"><span style="font-family: 'Arial'">the hit has disabled the ship’s shield generator, one randomly selected shield generator is destroyed until the next dock, deduct its power from the ship’s shield and adjust the SOAK accordingly</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">12 Reactor meltdown:</span></span><span style="color: #000000"><span style="font-family: 'Arial'"> the hit has destabilised the reactor, if the ship’s crew cannot pass a difficult (16) engineering check within a quick countdown, the ship will explode after the next quick countdown</span></span></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Damaged modules can be repaired with a successful challenging (13) engineering check unless stated otherwise.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p></blockquote><p></p>
[QUOTE="m1017242, post: 7494128, member: 6971960"] I am new to this system, in fact no one has ever mention this within a 200 km perimeter of me. After a read, I like the system and the fact that it feels like real life where you change career and stuff (and also no magic, I hate magic in any settings that is not swords and magic). So I decided to introduce this to a few of my friends, who are interested or experienced in GMing, but as a wargamer, I found the ship combat rules not quite up to my taste. Hence I started to draft a set of house rules out of the four sets of space naval wargame rules that I have and this is what I have came up with thus far. Please comment on it so that I can further improve on it. [COLOR=#000000][FONT=Arial]Starship Weapons Custom[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]When designing a ship facing of the weapons should be clearly stated, unless in turret mount, each weapon bank/ mount can only fire into one arc of the ship.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Each bank/ turret/ mount is counted as one unit for the purpose of critical damage table. [/FONT][/COLOR] [COLOR=#000000][FONT=Arial]TurretsÂ’ arc of fire is reduced to 270 degrees as a result of protruding superstructures on the ship, the -1d6 to hit is removed, but the hit modifiers when firing into forward and aft applies when firing into those arcs.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Weapons of the same profile/ name can be grouped into one central fire control system in additional to independent localised control, this implies an additional 50% cost and CPU just as banking the weapons, however, this is disabled when suffered from a Bridge Hit critical.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Starship Combat Criticals[/FONT][/COLOR][COLOR=#000000][FONT=Arial] [/FONT][/COLOR][COLOR=#000000][FONT=Arial]Upon inflicting a critical hit (three 6s), roll 2d6 and consult the following table.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]2 System shutdown:[/FONT][/COLOR][COLOR=#000000][FONT=Arial] the command and control system suffer critical damage by the hit, reduce one randomly selected C&C system’s CPU to 0, can be repaired as written in core rules[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]3 Engine damaged:[/FONT][/COLOR][COLOR=#000000][FONT=Arial] the engine suffered critical damage from the incoming fire, one randomly selected engine is marked as damage, deduct the damaged engine’s power from the ship’s power, damaged engine upon receiving second damage mark the engine is destroyed[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]4 FTL drive malfunction:[/FONT][/COLOR][COLOR=#000000][FONT=Arial] the hit has disrupted the delicate components of the FTL drive, one randomly selected FTL engine is marked as damage, deduct the damaged FTL engine’s power from the ship’s power, damaged FTL engine upon receiving second damage mark the engine is destroyed[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]5 Weapon damaged: [/FONT][/COLOR][COLOR=#000000][FONT=Arial]the hit has disabled a weapon bank/ turret/ mount, one randomly selected weapon bank/ turret/ mount is marked as damage, it cannot be fired until it is repaired, damaged weapon bank/ turret/ mount upon receiving second damage mark the engine is destroyed[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]6 Hull breach: [/FONT][/COLOR][COLOR=#000000][FONT=Arial]the incoming fire has punctured the hull, causing additional superstructure damage, the hit deals an additional 1d3 superstructure damage that cannot be SOAKed[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]7 Fire: [/FONT][/COLOR][COLOR=#000000][FONT=Arial]the hit has started a fire somewhere on the ship, all checks and attacks suffer -1d6 penalty and if the fire is not put out by the end of the next turn with a challenging (13) engineering check, the ship suffer an additional 1 superstructure damage[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]8 System damaged: [/FONT][/COLOR][COLOR=#000000][FONT=Arial]the impact of the hit has damaged some of the circuit of the onboard computers, the hit deals an additional 1d3 damage CPU damage that cannot be SOAKed[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]9 Facility damaged: [/FONT][/COLOR][COLOR=#000000][FONT=Arial]the hit has damaged an onboard facility, one randomly selected facility is damaged, deduct its luxury value from the shipÂ’s luxury until the next dock[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]10 Bridge hit: [/FONT][/COLOR][COLOR=#000000][FONT=Arial] the bridge suffer a direct hit, all checks and attacks suffer -1d6 until next dock[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]11 Shield collapse: [/FONT][/COLOR][COLOR=#000000][FONT=Arial]the hit has disabled the ship’s shield generator, one randomly selected shield generator is destroyed until the next dock, deduct its power from the ship’s shield and adjust the SOAK accordingly[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]12 Reactor meltdown:[/FONT][/COLOR][COLOR=#000000][FONT=Arial] the hit has destabilised the reactor, if the ship’s crew cannot pass a difficult (16) engineering check within a quick countdown, the ship will explode after the next quick countdown[/FONT][/COLOR] [COLOR=#000000][FONT=Arial]Damaged modules can be repaired with a successful challenging (13) engineering check unless stated otherwise.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] [/FONT][/COLOR] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
Writing house rules for N.E.W. ship combat, need advice
Top