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22:23, 9th May 2024 (GMT+0)

Naval Combat (OOC)

Posted by CaptainHellrazorFor group 0
CaptainHellrazor
GM, 156 posts
Tue 26 Dec 2023
at 07:01
  • msg #1

Naval Combat (OOC)

Sequence of Play
The game is played in a series of game turns. Each game turn is divided in half. The first half is Side A's turn and the second haIf is Side B's turn. During Side A's turn, Side A is the moving side and Side B is the non-moving side. During Side B's turn, Side B is the moving side and Side A is the non-moving side. During each side's turn, players do the following things in order:

1. Player A's Turn
a. Movement


Player A moves each of his ships, making sure that no ship moves a longer or shorter distance than its speed from the previous turn will allow. The player writes down each ship's new speed after it moves.

b. Combat

The non-moving player (player B, in this case) announces which of his ships will shoot at moving ships, and which weapons they will use. The non-moving player then resolves all of these attacks and their effects are applied immediately.
The moving player (player A, in this case) announces which of his ships will shoot at the non-moving player's ships, and which weapons they will use. He then resolves all of these attacks, and their results are applied.

2. Side B's Turn --- The steps described above are repeated, but Side B becomes the moving side and Side A becomes the non-moving side.

Dice RollShot(Heated+10 or 32lb -10,24lb -5)ChainGrape
-20to10Hull Hit 1d10Hull Hit0Hull Hit0
11to45Hull Hit 1d4Hull Hit0Hull Hit0
46to49Mast Minor Hit 1d4Mast Minor Hit 1d4Mast0
50to52Mast Major Hit 1d10Mast Major Hit 1d10Mast0
53Main Mast 2d10Main Mast 2d10Mast0
54to58Crew 1d4Crew 1d4Crew 1d4
59tto60Quarterdeck Crew, serious 1d10/-1MRQuarterdeck Crew, serious 1d10/-1MRQuarterdeck Crew, serious 1d10/-1MR
61to62Forward GunSail Hit 1d4Crew 1d4
63to64Upper Deck GunSail Hit 1d4Crew 1d4
65to66Middle Deck GunSail Hit 1d4Crew 1d4
67to68Lower Deck GunSail Hit 1d4Crew 1d4
69to70Aft or Quarterdeck GunQuarterdeck Sail Hit 1d4Quarterdeck Crew 1d4
71to74Sail Hit 1d4Sail Hit 1d4Sail Hit0
75to77Sail Hit 1d4Sail Hit 1d4Sail Hit0
78to80Sail Hit 1d4Sail Hit 1d4Sail Hit0
81to84Poopdeck Sail Hit 1d4Poopdeck Sail Hit 1d4Poopdeck Sail Hit0
85to91Main Sail Hit 1d10Main Sail Hit 1d10Main Sail Hit 1d4
92to97Quarterdeck Officers/Crew Hit 1d4/-1MRQuarterdeck Officers/Crew/-1MRQuarterdeck Officers/Crew/-1MR
98to105Fire: 1d6 Hull, Sail & Crew per turnFireFire
106to116Serious Fire: 1d10 Hull, Sail & Crew per turnSerious FireSerious Fire
117to120Magazine Fire: Explosion 5d10 Hull, Fire & Crew Damage, Ship sinks 1d10 turnsMagazine FireMagazine Fire


Naval Gunnery Skill

Base Chance: Half DEX of Gun Captain + Skill Level
Range: -10% per hex
Damage: 1d100 (Damage Table)
Damage Type: Solid Shot, Canister, Chain Shot, Heated Shot (Damage Table Modifier)

NAVAL GUNNERY

Success Rate: 1/2 DEX + 10%/skill level

A ship's weapons can be fired by the ship crew if no characters with Gunnery skill are aboard, but ship gunners increase a ship's effectiveness in combat. The gun commander may attempt to coach unskilled gun crew members with a successful LDR check. This skill applies to all Naval Guns including Mortars, Carronades and Howitzers.

The gunnery subskills are: Improve Accuracy and Selective Targeting.

IMPROVE ACCURACY Modifier: +10% x skill level

This subskill gives a gunner a better chance to hit a target with ship-mounted weapons. A gunner can apply this subskill to only one weapon per turn. This bonus can be combined with the pilot's Forward Firing Weapons bonus.

SELECTIVE TARGETING Modifier: -30%

This subskill lets a gunnery expert shoot at a specific system on an enemy ship. External systems only (those visible from outside the ship) can be attacked, so the galley, navigation, pumps and anchor winch cannot be targeted selectively.

To use this subskill, the attacking ship and its target must be in the adjacent hex. The gunner declares what system he is targeting, and rolls to hit with a -30% modifier, in addition to all other modifiers that apply. The gunner can use his Improve Accuracy subskill with Selective Targeting. If the shot hits, the damage is applied directly to the targeted system as described on the Advanced Game Damage Table.
If the shot misses, it is considered a clean miss and causes no damage.  If the system that is hit can receive several grades of damage on the Advanced Game Damage Table, a random die roll should be used to determine how badly the system is damaged. If the ship's hull is hit, there is a 50% chance it will suffer double damage.

EXAMPLE: A gunnery expert using selective targeting hits the drive of an enemy ship. According to the damage table, this can reduce the ship's ADF by 1, by half of its total, or completely to 0. In this case, the referee decides that the gunner must roll 1d10. A result of 1-3 means 1 ADF is lost, 4-6 means one-half of the ship's ADF is lost, and 7-9 means the entire ADF is lost. A 0 is ignored and re-rolled.
This message was last edited by the GM at 05:04, Tue 09 Jan.
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