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From: Andrew Tiffany <atiff@???????.?????.??.nz> Date: Wed, 7 Mar 2001 11:27:42 +1300 Subject: Re: Fwd: Sample combat scenario
At 22:16 6/03/01 -0000, you wrote: >--- In sj3e@y..., nothajoe@h... wrote: >Here's an example of combat using what I interpret ship combat to >look like under the 3E rules. Could anyone please help me flesh this >out (be brutally honest please!) If you see something, like HP or AC >or anything and don't see how I got it, please ask as I either have a >reason for it or I'm pulling it out of my arse. :) For another point of view, I did some thinking a while ago about hardness and ship hit points in 3e, and came up with this: (I haven't used it much myself - had one multi-ship fight and it seemed OK). Ship hardness = hardness of outer layer Ship Hit Points based on material used in construction. A ship has two kinds of Hit Points; Hull HP and Internal HP. Damage to the internals occurs after the hull has been breached, and damage to the internals is what will destroy a ship. A ship's Hull hit points come from the hull thickness and material. In general, a ship has a 1" thick hull (unless metal, which is 1/2" thick, and thin wood, which is also 1/2" thick), and so usually has 10-15 hit points before it is breached. Any damage which gets through the ship's hull then gets applied to the internals, which have a number of hit points equal to the 10 x internal hull points (frame hull points from Leroy's system). So in effect, the hull acts like a big damage reduction device. Hull damage can still need to be repaired and thus incurs the normal repair costs. The hull cannot really be 'destroyed' because there is so much of it, but I would suggest that there be a scale of certain levels of hull damage which make it easier to get through the hull and into the internals. Say for every [tonnage x hull HP/10] worth of hull damage it gives a cumulative 10% 'penetration chance', where the attack goes through a hole and straight onto the internals. If you want to bother with it, big holes in the hull could be targeted by weapons (in more of a role-playing style than a tactical combat style) to avoid having to go through the hull again (use the same ship AC above, but apply a different size modifier depending on the size of the hole - as a standard, use size Small, so a +1 modifier). Plating will then affect a ship by increasing the thickness of the hull, possibly increasing the hardness, but definitely increasing the hull hit points. Plating comes in slabs half as thick as the same material hull (so 1/2" for thick wood/stone, or 1/4" for metal). As an example, say we have a 20 ton ship of Wasp style (standard thick wood frame and hull). This would have a hardness of 5, with a 1" thick hull giving is 10 hull HP and a frame giving 150 internal HP. The ship is pretty much impervious to attacks which do 15 points of damage or less, as these are soaked up by the hull. If it takes 20 hull HP of damage, then shots start to have a chance to get through the holes. But a large catapult shot which does 45 hit points (about average) of damage would bash through and cause 30 HP of internal damage; five of those, and the ship is toast. Now the same ship gets thick wood plating put on. The hardness stays at 5, but the hull HP goes up to 15. Now not only does a shot need to do more than 20 to get through the hull, it also takes a cumulative 30 Hull HP before the hull has holes in it. Now the same ship replaces it's wood plating with 1/4" metal plating. Hardness goes up to 10, and hull HP are now (1/4 x 30) + (1 x 10) equals 17 (rounded down). More than 27 HP are needed to get through the hull into the internals, and a cumulative 34 is needed to make holes. Cheers Andrew Tiffany
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Month Index: March, 2001
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Fwd: Sample combat scenario | Suximalin, VE | |||
| Re: Fwd: Sample combat scenario | Andrew Tiffany |