Rules of Engagement: Sea Battles

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Rules of Engagement: Sea Battles

Postby Rixy » Tue Aug 23, 2011 12:54 am

Obviously, battles at sea will be a bit different and we had no real choice but to house-rule a lot of it. Here are the rulings that we've elected to make after a bit of playtesting. *Please* ask questions if you have them, we know there's a lot of data here.

Segments
The pacing of battle at sea is a bit slower than land combat. Outside of actual boarding and across-the-rails combat (see below), we will be using Segments, not Rounds. GM's will tell you when it's time to make the change. For those among the crew who might be priests with spells that have range or who , use the following as guidelines for how many spells you can cast per segment:

Rank 1 spells: can cast up to 3 in a segment
Rank 2 spells: Can cast up to 2 in a segment
Rank 3 spells: one in a segment
Rank 4 spells: One takes two segments
Rank 5/6 spells: One takes three segments.

Please note: Making raises to speed casting still applies, just adjust the effective Rank of the spell accordingly

Example: When casting a ML 3 spell, Asahina Jane makes two raises and successfully makes her roll and thus it counts as a Rank 1 spell for the purpose of time. Had she failed, however, it would have taken the whole segment.

Maneuvering and the Battle Skill
Each Segment, PC's may choose to make a Battle (INT) Naval roll if they are not engaged in any Complex actions in that Segment. This will be a cumulative roll amongst all members of the crew who choose to make it. There are two levels of success based on the total score, each of which will give your Captain a marked advantage in choosing how to maneuver the ship for battle. The ability to maneuver is dependent on the number of sails still operational so protecting them and masts is going to be the main focus of ship battles.

Flames in Combat
Fire is, as has been pointed out elsewhere, the bane of any ship. Should fire break out, it will continue to spread unless it is doused. Normal fire (from flaming arrows and the like) simply requires a Simple action to be put out. Magical or alchemical fire, however, will require a Summon: Water spell to be cast (possibly more than one) that exceeds the initial roll cast by the opposing caster before the fire can be extinguished. The spell 'Extinguish' works as printed.

Example: An enemy caster casts 'Wrath of Osano Wo' at the Half Moon, doing a total of 19 damage and lighting the lowest Mizzenmast sail on fire. Iuchi Joe, being beloved of water, easily gets a 25 on his Summon: Water roll and the flame is put out before it can spread and do more damage to the ship.

Ballista
The Half Moon is equipped with several miniature Ballista. These are fired using Engineering (INT)Siege (only one PC per crew actually needs this skill). It takes a crew of four to fire them at full capacity and they cannot be fired without at least two. Operating with three adds a round between firings, operating with only two adds two rounds.

Range: 250 Ft
Damage: 4k4 (ignores 5 points of reduction in wooden structures and living targets)
Area: The damage applies to the point of impact. If the target is not sufficient to stop the bolt, it applies 3k3 to everything in a 10 foot line beyond, then 2k2 for another 10 foot line beyond that.
Rate of Fire: 1 shot per 3 Segments

Boarding
Boarding can occur when two ships grow close enough for contact. To attempt to board, you must be in the Full Attack stance. Then the PC may make an Athletics (AG) check as a Simple Action. The base TN for this is 15 but will be altered by weather, distance between ships and other such factors...please consult a GM before making this attempt for the current target TN!

Overboard
Failing to board means you fall into the sea. This puts you in the Prone position as far as enemies are concerned. As a Complex action, you may try to climb back out using Athletics (STR) Climbing, TN 25. Should an ally think to throw you a rope as a Simple action, this check drops to TN 15.

Attacking Across Decks
As an alternative to Boarding, those who wield a Spear/Staff may instead attack over the rails, as may archers. Engaging an opponent who is engaged with one of your own crew requires a certain degree of finesse, however, due to the roll and pitch of both ships: You must make an attack against an enemy so engaged with one raise to avoid hitting your shipmate.

Example: Hida Joe, berserked, leaps onto an enemy ship and is immediately swarmed. Tsuruchi Meg, determined to keep him alive if at all possible, picks out two members of the opposing crew and lets fly, raise called. One strikes and seriously wounds an enemy. The other, missing, skitters past them both and instead gets imbedded in the gunwhale, just barely missing getting Joe in the leg.
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