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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

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