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Month Index: June, 1996


From:     Jamie Cavanagh <cavanagh@???.net>
Date:     Tue, 25 Jun 1996 17:54:53 -0400
Subject:  Re: A New Class for the SJ setting...
I really like the idea put forward by Leroy Van Camp III regarding small
armed attack craft.  I'm not quite so crazy about the idea of a new class
(just a personal preference).  The idea of a new kit was put forward, and it
appealed to me.  So here's my suggestion, basically just borrowing and
rearranging other people's ideas.  I've also included a new small attack
ship to be used by the class (Designed basically with Leroy's ship design
modifications).  Ideas, comments?

Elven Imperial Navy Assault Helmsmen

The assault helmsmen is a helsmen specially trained to pilot the extremely
light elven vessels such as the flitter, Falfur class flitter and the
firefly.  The Assault
Helmsmen are masters of close ship to ship combat.  Since they are a members
of a newly organized force, they are viewed with some skeptisism by more
traditional members of the fleet.  Almost all helmsmen are young and
inexperienced and as such they have gained a reputation for recklessness.
A romantic stigma has become to be attached to these young daring pilots.

Role:  Elite and well trained, Assault Helmsmen tend to be distant from
other members of the Elven Imperial Navy.  They are a close knit group that
as a whole are out to prove themselves.  Since Assault flitter squadrons are
extremely rare and untested, their effectiveness is still in question by the
Navy.  In ship to ship combat, theAssault Helmsman is likely to be found
cutting the rigging
of larger ships, attacking crew or weapon positions or dueling with other
small ships.  This branch of the Imperial Navy is open to fighter/mages and
priests of
Corellon Larethian or Solonor Thelandira with Intellegence and Wisdom of 11
or more and Dexterity of 14 or more.

Weapon Proficiencies:  They must take proficiency in short bow and a small
hand held weapon (i.e. short sword or dagger) at first level.  Only melee
weapons of small size can be used, due to the space limitations of their
craft. The bow is required for defence the case the Helmsmen'scraft is
disabled (since the helm would have siphoned the mage or priest's spells).

Bonus Nonweapon Proficiencies:  Spelljamming, Spacemanship, Wildspace
Navigation.

Recommended Nonweapon Proficiencies:  Alertness, Signalling, Religion and
Spellcraft, Heraldry.

Equipment:  The Assault Helmsmen can begin play with no armour heavier than
chain mail.  Shields cannot be used.  For weapons, she should begin with a
short bow and a small melee weapon.  Usually, even low level Assault Helmsmen
will be assigned to an assault flitter using a tactical helm.  Note that the
assault flitter is not assigned to the Helmsmen.

Special Benefits:  Due to their specialized training with small spelljamming
craft, the Assault Helmsmen gains a +1 bonus to SR when piloting a ship of
less than 10 tons.  This bonus is in addition to that from the spelljamming
proficiency.

Assault Helmsmen can spend weapon proficiency slots to gain some special
manuevers:

Evasive maneuvers(Dex-1) On a successful check, the Helmsman can reduce his
craft's AR by 2 by weaving and turning rapidly.  During this manuever, all
passengers (including weapon crews) can do nothing but hold on and try
not to be sick.

Blindspot Attack(Dex-3) Careful piloting allows the Helmsman to approach an
enemy craft of 20 tons or more and get off one round of attack from the
enemy's blindspot.  Hence the Helmsman's craft is immune to attack for that
round.  The next round, another check is required to stay in the blindspot.
Note that not all ships have blind spots (DM's descretion) and one way or
another, as soon as the
Helmsman breaks off and pulls back, he is subject to attack.

Divebomb(Dex-4) This dangerous manuever involves diving directly towards the
exposed deck of an enemy ship, or weapon's platform an pulling up at the
last second.  If successful, this triggers a morale check of the enemy crew
in the immediate area.  If unsucessful, the Helmsman pulled up too soon and
his ship is subject to attack from the ground.  Additionally, if a 20 is
rolled on the check, the
Helmsman's ship crashes into the other ship.

Special Hinderances:  Unfamiliarity with large vessels means that the
Assault Helmsmen receives a -2 SR (to a minumium of 1) when piloting vessels
of 50 tons or more and a -1 SR of vessels of 30 tons or more.

Untrusted by the rest of the Elven Imperial Navy, the Assault Helmsmen
receives a -2 reaction roll from any  officer who has not personally
witnessed a successful
battle involving light attack craft.

Danger is the biggest hinderance of the Assault Helmsmen.  In any attack on
a larger ship, it is fair to assume that ANY successful attack by a large
weapon will destroy the Helmsmen's ship.  While the Helmsmen will likely
survive, this is not guaranteed.

Wealth Options:  The Assault Helsmen receives standard starting money for
his class.

Races:  Only elves or (with the DM's permission) can be assault pilots.  If
the elves are successful, other races may train pilots with similar skills.


Fulfar Class Heavy Flitter

Built and Used By: 		Elves (I.E.N.)
Tonnage: 			2
Hull Points: 		2
Crew: 			1 helmsman / 2
Maneuverability Class: 	B
Landing - Land: 		No
Landing - Water:		No
Armor Rating:		2(Due to maneuverability)
Save As:			Ceramic
Power Type:		Tactical Helm
Armament:		Light Catapult(crew 1,F)
			Rigging Shears
Cargo:			Personal gear only
Keel Length:		18'
Beam Length:		8'
Cost:			10,000 gp

The Fulfar class heavy flitter is a modified version of the standard all
purpose flitter of the elven fleet.  This is the most recent addition to the
selection of ships produced at the Greela shipyards in Greyspace.  Named
after Rear Admiral Fulfar, the designer of the heavy flitter, this craft is
an extremely light attack
craft.

Captain Otceri Fulfar was a hero of the Second Inhuman War.  He achieved
fame for leading the remenants of the small fleet of which he had been the
second in comand to victory over a much larger humanoid fleet.  The fleet
consisted of a mere one Armada and a three Man-o-Wars.  Desperately in need
of more ships, Fulfar ordered that all flitters be fitted with weapons of
some kind. These armaments varied from medium balistas, down to  archers
perched on the back of flitters.  To the surprise of most, these small ships
were extremely effective, if only in drawing fire away from the larger ships.

Ship Uses:  Fulfar's attack group is the first in the Elven Imperial Navy to
make use of the heavy, or assault flitter. The flitter has seen little real
combat, but has been used in its intended attack function to cut rigging,
drop Greek fire bombs on exposed enemy decks and take out enemy heavy weapons.

The heavy flitter is also used as a special operations landing craft, as it
does carry one more man than the standard flitter.

Other Configerations:  Fulfar's design team created a variety of different
variations of the heavy flitter.  The earliest models were based on the same
hull as the original flitter.  Most variations involve different weapons.
Experimention showed the light catapult to be the most versitile and overal
effective armament, but versions using a light balista, or a Greek fire
projector were tried.

A new version of the assault flitter called the transport flitter (a working
name) has no heavy weapon at all, but has one or more extra seat.  The
flitter also has landing gear legs similar to those of the frilitary class
Man-O-War.  These legs extend when in the gravity of a LARGE object (not a
ship for example), decreasing maneuverability to B, but allowing hard
landings.  For fairly long trips, one passenger can be accomodated, but for
a short trip, such as a planetary landing, up to three passengers can be
carried.  So far, the transport flitter has not proved as effective as other
light transports such as the mosquito or dragonfly.



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Month Index: June, 1996

SubjectFromDate (UTC)
A New Class for the SJ setting...    Leroy Van Camp III    22 Jun 1996 08:47:48
Re: A New Class for the SJ setting...    Thomas O. Magann Jr.    23 Jun 1996 00:32:36
Re: A New Class for the SJ setting...    Paul Westermeyer    23 Jun 1996 02:57:43
Re: A New Class for the SJ setting...    Leroy Van Camp III    23 Jun 1996 08:04:42
Re: A New Class for the SJ setting...    Leroy Van Camp III    23 Jun 1996 09:03:24
Re: A New Class for the SJ setting...    Shelby Michlin    23 Jun 1996 16:01:45
Re: A New Class for the SJ setting...    Paul Westermeyer    23 Jun 1996 15:04:54
Re: A New Class for the SJ setting...    Thomas O. Magann Jr.    23 Jun 1996 20:31:57
Re: A New Class for the SJ setting...    Leroy Van Camp III    24 Jun 1996 10:55:04
Re: A New Class for the SJ setting...    sinny@?????????.net    24 Jun 1996 12:31:30
Re: A New Class for the SJ setting...    Eugene Shumu1insky    24 Jun 1996 14:53:47
Re: A New Class for the SJ setting...    Eugene Shumu1insky    24 Jun 1996 14:55:55
Re: A New Class for the SJ setting...    Thomas O. Magann Jr.    24 Jun 1996 20:25:42
Re: A New Class for the SJ setting...    Ken Lipka    25 Jun 1996 12:06:20
Re: A New Class for the SJ setting...    Jamie Cavanagh    25 Jun 1996 15:02:20
Re: A New Class for the SJ setting...    Jamie Cavanagh    25 Jun 1996 21:54:53
A New Class for the SJ setting...    Leroy Van Camp III    27 Jun 1996 02:04:53
Re: A New Class for the SJ setting...    Ken Lipka    27 Jun 1996 12:08:02
Re: A New Class for the SJ setting...    Jamie Cavanagh    27 Jun 1996 13:09:17

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