Subject: Ship Combat

Post/Author/DateTimePost
#1

zombiegleemax

Oct 28, 2003 9:03:38
Hello All

I have struggled for the last nearly 3 years to get my system of ship to ship combat to where I like it, as the years slide by I have found better ways to make ship combat more 3E and less 2E.

Finally been working on my Ship Construction system and in the process I want to make sure ship to ship combat is not a sure to hit nor want to make ship nearly impossible to destroy (or always be hit). (the first ship construction rules are good as is, but I wanted something more detailed).

Right now the system I am working on has ship weapon treated more like constructs (but not constucts) then held weapons and that makes using them less dependent of the skill of weapon crew.

Typical Huge Seige Weapon will have 0 [BAB] – 5 (Dex 1) – 2 (Size Mod). This give a total attack value of – 7.

A Hammer Ship in the new system I am working on has the following value: AC 4 [Base 10 +7 natural armor – 5 (Dex 1) – 8 size]

This means the Huge Seige Weapon needs an 11 or better to hit, which is close to what I want for a typical ship combat. Special abilities of the Spelljammer Ace and other modifiers such as Weapon Master will modify it up or down what is needed to hit ... as it should be IMO.

It also keeps ship's siege weapons from being used to hit opposing ship's crew... well most of the time anyways.

A ship's captian can also install special turrets that will increase the 'Dex' of siege weapons to allow better to hit... not to mention echanting siege weapons with enhancement bonuses.

For example: A Huge Ballista that is enchanted to +2 and has a turret that grants it +2 dex (cost 4,000 gp for +2 dex for turret). That weapon would have a Base 0 – 4 (3 Dex) – 2 (Size) +2 enhancement = –4 attack value.

I am most pleased with this approach, what say some of ya?
#2

zombiegleemax

Oct 28, 2003 9:59:29
Would piloting skill also add to the (dex) of the ship, ie.its ability to hit and avoid damage?
#3

zombiegleemax

Oct 28, 2003 23:11:20
Would piloting skill also add to the (dex) of the ship, ie.its ability to hit and avoid damage?

Not without a special feat...

EVASIVE MANEUVER [GENERAL]
Prerequisite: Pilot 1 rank.
Benefit: Once per round when your ship (vehicle) is hit in combat, you may attempt a Pilot check (as a reaction), that is modified by the ships size (example: a colossal ship imparts a –8 to pilot check), to negate the hit. The hit is negated if your Pilot check result is greater than the opponent's attack roll. (Essentially, the Pilot check result becomes the ship's Armor Class if it's higher than the ship's regular AC.)
#4

nightdruid

Oct 31, 2003 19:56:15
Interesting; question: is that how Parry works? I'd imagine the rules should be very similar (probably the case, but I'm not entirely sure )

Adam
#5

wyvern76

Nov 01, 2003 2:01:15
Originally posted by Nightdruid
Interesting; question: is that how Parry works? I'd imagine the rules should be very similar (probably the case, but I'm not entirely sure )

Um, which Parry are you referring to? I think there are about half a dozen published versions of a Parry feat that different companies have created, and probably at least that many more on various fansites. As for Evasive Maneuver, it looks to me like it was modelled after the Mounted Combat feat.

Wyvern
#6

zombiegleemax

Nov 01, 2003 2:24:53
As for Evasive Maneuver, it looks to me like it was modelled after the Mounted Combat feat.

Yep it is.

Figure why make anything more complicated then it need be, use a simular feat already in the core books.