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Month Index: January, 1995


From:     Michael Sandy <mehawk@?????.?????.com>
Date:     Fri, 13 Jan 95 14:33 PST
Subject:  Re: New ship ideas and fleet tactics...
The list has either been awfully silent or I'm just not getting mail from it.

How much consideration to fleet tactics do various people give out there?

What aids to wild space combat for fleets do you use:
Communications, sensors, etc...
How far away in travel time can ships detect each other?  Milliseconds?
Minutes? Days?  Is the range a lot greater if the helm is powered?

Unless the space lanes are _really_ narrow for some reason, wild space combat
seems to be a unlikely occurance compared to being jumped near bases with
air along the route.  These air stops are the oases of space, and may make
bulk transport of people and animals possible over longer ranges.


What sorts of defenses do you give ports?
Here are some ideas:
Ring of spell storing or scroll with:
Summon Air Elemental, Invisible Stalker, Create Minor Helm

A super Catapult.  Powered by a modified helm this helm lifts huge
counterweights which when released chuck a huge boulder capable of
wrecking a ship in a single hit.  The catapult is mounted on a high
point that can hit anything over the walls, anyone outside the walls can
take their chances with the shots that miss.

The principle is that anything that flies over the walls is dead, anything
that lands out of range has to come over the walls again.  A fleet
could level the place, but they'd lose a ship or to, primarily it is
used to discourage pirates and opportunists from becoming pirates.

A variation on the Super catapult is a catapult or ballista with super
ammunition.  Things like the Item spell can reduce the size of things
tremendously, a telephone pole could be shrunk into a ballista bolt which
a mage disenchants in flight.  Ballistae have a much greater range than
the typical mage, of great importance when defending a port against a
foe who can choose his timing.

In guarding a key asteroid that serves as naval and trade air/depot
enchantments could, theoreticly, be placed on the entire rock, like
hallucinatory terrain, fog cloud, plant growth and the like.  The best
defense is the ability to move, but that is usually impractical.


Other defense ideas:
Towers which increase the range of magical attacks by a factor of 10 or
more.  This puts the range advantage back in the mages' hands over
projectile artillery.

It is also a thing you don't want to see on ships any time soon.  Probably
requires too much manpower to maintain on even a very large ship...

The best defense for a port is to have continually patrolling Spelljammer
ships overhead in constant communication with the port commander.

Michael Sandy
What sorts of defenses do ports have in your campaigns?  What sorts of
discouragements do you have for would be pirate PCs?


Previous Message: Nilespace recent history
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Month Index: January, 1995

SubjectFromDate (UTC)
New ship ideas and fleet tactics...    Michael Sandy    08 Jan 1995 08:50:00
Re: New ship ideas and fleet tactics...    Michael Sandy    13 Jan 1995 22:33:00
Re: New ship ideas and fleet tactics...    Michael Sandy    15 Jan 1995 20:31:00

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