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Month Index: May, 2006
From: Dreamer <dreamer@??????.?????.??.uk> Date: Mon, 8 May 2006 10:46:12 +0100 Subject: Re: 3rdEd SJ Ship's Weapons
This is my first hack at converting ship's weapons to 3rdEd.
The hull damage is unchanged, which if we stick with existing
ship hull points makes sense, as is critical hits. Personal
damage and the rest of the stats are from 3rdEd DMG Chapter 5
Campaigns, Seige Engines, interpolated and looking at Heavy
Crossbows. Where there is no equivalent seige engine existing
stats are used; they look basically compatible.
A big change is the slower ROF for catapults, which I also apply
to jettisons (as they are sawn-off catapults; Heavy Jettison is
Light Catapult, etc.).
Another big change is that there are now two attack types -
direct and indirect. Direct attacks use an unmodified (except
for range) D20 roll to hit. Indirect attacks use a Profession
(siege engineer) check (DC 20), followed by using the Indirect
Fire tables and rules, in the DMG Chapter 3.
Where there is conflict about crew numbers I used the SJ rules.
Unfinished is the range increments to be used for ship-to-ship
fire in wildspace; I include the range increments for use in a
gravity field, say fighting above a planet. Any ideas?
Also included are the Great Bombard and the Accelerator, which we
don't need to convert if we are strictly sticking to CoAS, and
which I have mislaid my full specs for, anyway!
Spelljamming Ship's Weapons - 07/May/06
Hull Personal
Weapon Range Damage Damage ROF #Per Attack CH
Light Ballista 9000 - 2d6 1/2 1 D -
Medium Ballista 6000 1d3 3d6 1/3 2 D 20
Heavy Ballista 3000 d4+2 4d6 1/4 4 D 19+
Light Catapult 7500 1d2 3d6 1/5 1 I 20
Medium Catapult 6000 d3+1 4d6 1/6 3 I 19+
Heavy Catapult 4500 2d4 5d6 1/8 5 I 18+
Bombard 3000 1d6 3d6 1/3 3 D 20
Light Jettison 4500 - 1d6 1/3 2 I -
Medium Jettison 3000 - 2d6 1/4 3 I -
Heavy Jettison 1500 - 3d6 1/5 4 I -
Greek Fire Projector 1500 1d3 4d6 1/4 3 D 18+
Range: is measured in feet
Hull Damage: is measured in hull points
ROF: Rate Of Fire, in attacks per full round
#Per: Personel required for full crew; if missing crew third ROF (if possible)
Attack: D= Direct, I= Indirect (use Indirect Fire rules)
CH: Critical Hit; number needed to roll on ship Critical Hits table
Range
Weapon Increment Crit
Light Ballista 80 x3
Medium Ballista 120 x3
Heavy Ballista 160 x3
Light Catapult 150 -
Medium Catapult 175 -
Heavy Catapult 200 -
Hull Personal
Weapon Range Damage Damage ROF #Per Attack CH
Great Bombard 3d12 5d6
Accelerator 1d2 2d6
--
Dreamer
dreamer@??????.?????.??.uk
http://www.romsys.demon.co.uk/
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Month Index: May, 2006