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Month Index: May, 2006
From: Dreamer <dreamer@??????.?????.??.uk> Date: Sat, 13 May 2006 08:17:49 +0100 Subject: Re: 3rdEd SJ Ship Size rules
In <URL:news:local.spelljam> on Tue 09 May, Dreamer wrote: > These are the rules that I used to calculate the Size stat for > 3rdEd SJ ship's hulls. They are based on the standard 3rdEd > object size rules. The problem with the standard 3rdEd object size rules is that at the point where they start becoming useful for SJ: Huge, Gargantuan, and Colossal; is where each step stops giving a -2 AC. Using -2 per step seems to be the pattern that 3rdEd combat uses elsewhere, so I thought that it made sense to extend the object sizes on this basis, and subdivide Gargantuan into two, so that you get steps of -2 throughout. I only came to consider doing this after trying to use the standard sizes for ship hulls, and finding that only the Flitter was Huge, and almost all the others were Gargantuan or Colossal. It didn't seem to make sense there being only two sizes for almost all ships, with AC Modifiers of -4 and -8. Comments? > Using these rules it will be possible to calculate a Size stat for > ship hulls for which just dimensions exist, and then use this to > help calculate the ship's AC. > > The table can be reduced to a (given) formulae, which could be > used in ship conversion macro in Excel, or say a 'C' program. > > > Spelljamming Ship Size - 09/May/06 > > Base Limit AC > Size KL x BL KL x BL Mod > Large 10x 4 15x 6 -1 > 1 20x 8 30x 12 -2 > 2 40x 16 50x 20 -4 > > 3 60x 24 70x 28 -6 > 4 80x 32 90x 36 -8 > 5 100x 40 110x 44 -10 > > 6 120x 48 130x 52 -12 > 7 140x 56 150x 60 -14 > 8 160x 64 170x 68 -16 > > 9 180x 72 190x 76 -18 > 10 200x 80 210x 84 -20 > 12 240x 96 250x100 -24 > > 14 280x112 290x116 -28 > 16 320x128 330x132 -32 > 20 400x160 410x164 -40 > > 24 480x192 490x202 -48 > 32 640x256 650x260 -64 > > Base, Limit: measured in feet > Size x 20 = KL, Size x 8 = BL, Size x 2 = AC Modifier > Keel Limit = Keel Base + 10, Beam Limit = Beam Base + 4 > Note: Size 1 is Huge, 2+3 is Gargantuan, 4+ is Colossal > > To convert a ship multiply together the KL and BL (after removing > any KL which corresponds to a ram) and find the closest Size, for > which the KL x BL is less than or equal to the Limit KL x BL, and > greater than the Limit for the previous Size. This is the ship's hulls with Size and hull point Hardness (and 3rdEd AC): ----------------------------------------------------------------- 3rdEd Spelljamming Ship Hulls - 09/May/06 These are all the ships from CoAS, with details for Mindspider and Armada added from LotV. Name KL BL Size T/HP Crew MC AC Hard Ram SA Land Cost Flitter 20 5 1 1 1 B 7 1 - - L+W 10 Longship 75 15 3 4 4/ 4 E 7 - opt 1 W 10 Mosquito 100 15 3 6 1/ 6 C 10 - - - L+W 15 Caravel 70 20 3 10 8/10 F 6 - - 1 W 10 Coaster 60 20 3 10 8/10 F 6 - - 1 W 5 Drakkar 100 20 4 10 20/10 F 8 - - 1 W 25 Dragonfly 100 20 4 10 3/10 C 7 - - 1 L 40 Damselfly 100 20 4 10 2/10 D 11 1 - 1 L 50 Dromond 175 15 4 16 10/16 E 6 - P 3 W 15 Wasp 80 20 4 18 8/18 D 9 - - 1 L 20 Cog 90 20 4 20 10/20 F 6 - - - W 10 Great Galley 130 20 5 20 15/20 F 8 - P 3 W 30 Tyrantship 100 100 8 23 15/23 C 15 1 - - - 100 Tradesman 120 30 5 25 10/25 D 10 - - 2 - 15 Sidewheeler 120 25 4 30 20/30 E 8 1 - - L?W? 40 Nautiloid 180* 30 5 35 10/35 D 11 - P 5 W 40 Mindspider 40 15 2? 40 3/40 C 11 1 G+P 3 - 120 Galleon 130 30 5 40 20/40 E 8 - opt 3 W 50 Squidship 250* 25 5 45 12/45 D 10 - G/P 3 W 45 Dragonship 150 20 4 45 20/45 D 10 - opt 3 W 60 Hammership 250 25 6 60 24/60 D 9 - B 3 W 50 Man-o-War 200 20 5 60 10/60 C 8 1 - 4 - 100 Deathspider 175- 50 7 100 30/100 E 10 1 G 6 - 75 Armada 300 30 7 100 40/100 D 10 1 - 14 - - Citadel 250 250 24 300 100/300 E 15 1 B 10 L 100 KL: Keel Length in feet, *= including ram, -= excluding arms BL: Beam Length in feet Size: see Size table; if KL includes ram, assume it is a third of the length T/HP: Tonnage/Hull Points Crew: minimum/safe in human-equivalents MC: Maneuverability Class AC: Armour Class; includes Size modifier Hard: Hardness of hull material; reduction in hull points damage; -= zero Ram: opt= Optional, P= Piercing, B= Blunt, G= Grappling, -= None SA: Standard Armament in large weapons; -= None Land: L= Land, W= Water, L+W= Land&Water, L?W?= Land 50%/Water 50%, -= Can't Cost: is in tens of thousands of gold pieces; -= not for sale Substance Hardness Thin Wood 0 Thick Wood 0 Leather 0 Bone 0 Stone 1 Crystal 1 Ceramic 1 Metal* 1 Mithral 1 Adamantite 2 Substance: *= includes Glassteel Hardness: measured in hull points ----------------------------------------------------------------- I note that hulls with a Hardness of more than zero are the substances which are not likely to catch fire, from any normal, or even standard magical, fire. Even in an immensely hot fire only Metal is likely to burn; I don't think that I've ever seen any rules on what it takes to make Mithral or Adamantite burn (melt, yes, burn, no). -- Dreamer dreamer@??????.?????.??.uk http://www.romsys.demon.co.uk/
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Month Index: May, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| 3rdEd SJ Ship Size rules | Dreamer | |||
| Re: 3rdEd SJ Ship Size rules | Dreamer | |||
| Re: 3rdEd SJ Ship Size rules | Alexander James | |||
| Re: 3rdEd SJ Ship Size rules | Buddy Murphy | |||
| Re: 3rdEd SJ Ship Size rules | Dreamer | |||
| Re: 3rdEd SJ Ship Size rules | Dreamer | |||
| Re: 3rdEd SJ Ship Size rules | Buddy Murphy |