Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
Ship to ship combat in REIGN basically works like this. Every turn
of combat each ship involved has 4 main options: Manoeuvre, Attack,
Dodge, Pursuit. The ship does one of these things while the the other
characters on board can do other things. Note that naval combat rounds
tend to be longer than hand to hand combat rounds (the distances are a
lot bigger).
Okay, here we go. Naval combat. These rules are based on the Aircraft Combat rules for Godlike (Detwiller and Stolze).
1) Manoeuvre:Knowledge+Sailing vs the ship's difficulty
This is the meat and potatoes of ship combat. Before you can board
or attack another ship you need to get yours into position. Some ships
are easy to control. Others are beasts. This is represented by the
ship's difficulty. Nimble ships have a lower difficulty, lumbering
warships/river barges have higher. For normal activities, if the
Captain's Knowledge+Sailing is equal to or greater than the Difficulty
of the ship you don't have to roll unless the circumstances are
extraordinary. If there are other difficulties being imposed for some
reason they get added to the ship's difficulty. Combat, of course
always requires rolls.
To successfully manoeuvre into position for an attack against
another ship you roll the Captain's Knowledge+Sailing vs. the Ship's
difficulty. The captain declares which manoeuvre she's making in the
Declare phase. There are three basic manoeuvres corresponding to three
abstract distances involved: Boarding, Shooting or Evading. The Captain
with the lowest Sense declares first. If tied, the GMC ship declares
first.
If the captain succeeds (beating the difficulty of the ship she's
sailing) the ship is in position to do what she wants *after* the
Sailing roll is resolved. Usually the opposing captain will be rolling
to manoeuvre his ship as well. These two manoeuvres interact for
different effects. What each ship can do is determined by the success
and the ranges listed below. These positions are maintained (without a
roll) until one side successfully executes a different manoeuvre, or a
Dodge or a Pursuit action.
Boarding vs Boarding - The ships are close enough to launch hand to hand fighting. Both ships can send PCs/followers to fight hand to hand
Boarding vs Shooting
- The ships are within grappling hook/swinging from yardarms range.
Both ships can attack in their chosen ways (boarders attack crew and
shots attack the ship but boarding attacks knock dice out of shooting
and vice versa)
Boarding vs Evading/Pursuit/Dodge - The target ship has put some distance between the two. The Boarding ship cannot board.
Boarding vs failed roll - The Boarding ship can send followers on attack next turn, defenders can only use their sets to dodge/parry attacks
Shooting vs Shooting - The ships are within optimal weapons range. Both ships can shoot each other.
Shooting vs Boarding
- The ships are within grappling hook/swinging from yardarms range.
Both ships can attack in their chosen ways (boarders attack crew and
shots attack the ship but boarding attacks knock dice out of shooting
and vice versa)
Shooting vs Evading/Pursuit/failed roll - The target ship is out of position to fight back. The Shooting ship can fire at the target ship.
Evading vs Evading
- Pursuit is broken off/begun (If they're going in different directions
pursuit is over. If they're going the same direction it's just begun) Evading vs Shooting - The Evading ship gets +1d on pursuit rolls or dodge rolls next turn
Evading vs Boarding - The Evading ship gets +1d on pursuit rolls
Evading vs failed roll - The Evading ship gets its first Pursuit success
2) Attack: 2a) ShootingWeapon Pool
Naval shooting isn't the same kind of hand eye coordination that
most weapons are, thus the skill of the user isn't as important, what
counts is the Attack pool. Determine the number and type of weapons the
ship has and consult the table below.
Weapon - Rating per weapon
Archers - 1d per 5 archers
Ballista - 1d
Catapult - 2d (Ignores 1 point of Armour)
Flaming/Magical Catapults - 3d+Area 2 (Ignores 2 points of armour)
Catapults and Ballistas can only fire from one side of the ship so
you have to manoeuvre into position before you can attack. Then you
count up the number of each weapon you have in position to fire. Maybe
your standard Ob-Lob ship has three catapults per side. After a
successful manoeuvre into position it could roll 6d to attack.
Every point of width in the attack pool inflicts 2 points of
Superficial damage and 2 points of structural damage to the target
ship. Area attacks do 3 superficial and 3 structural damage per die
thrown.
If a PC makes an Expert: Warmachines or Student: Artillery (or
something similar) roll before the fighting begins you can add +1 to
the attack pool for as long as the PC is helping. (If the PC has an ED
or MD in the skill that can be added instead.)
Archers do their normal damage (not the each point of width does 2
damage), but the armour values of the ship are doubled vs such weapons.
Archers can move from one side of the ship to the other, or even fire
from the stern or bow, so they don't need to be manoeuvred into
position. They're best for firing at enemy crew.
2b) BoardingLoyal Followers vs Unworthy Opponents
If they're in range to board use the Unworthy Opponents rules for
the fierce fighting on deck. And if PCs are involved, well, there you
go, start fighting. This stuff goes a bit faster than normal ship
combat, so if you'd like maneuvers and other actions could only happen
every 5 rounds or so.
2c) Ramming
I haven't figured out good ramming rules yet.
3) Dodge:Captain's Knowledge+Sailing (vs Ship's difficulty) to gobble attack dice.
This can be used against boarding and shooting attacks. A success
means the opponent must also manoeuvre into position before attacking
on following rounds. (Of course if they've already gotten their
bloodthirsty pirates on board your ship, that might not be so
incredibly useful.) Next round you can manoeuvre or flee.
4) Pursuit:Captain's Sailing skill + Ship's Speed vs opposing Captain and ship's Attack/Maneuver/Pursuit.
Pursuit successes become Gobble dice. If the fleer manages to foil
all the opposing sets, he's gotten away - if the fleeing ship is faster
than the pursuer. You need 2+the difference in speed (so 2+2 if the
fleeing speed is 2 and the pursuer's speed is 4) successes to escape
(with a minimum of 1 Success if the fleeing ship is faster). (Note that
the Captain's stat is not added to this pool, only the skill.)
Ship stats:
Every ship has three things: Speed, Difficulty and Structure.
Speed:
0 rowboat or anything else human powered
1 fishing boat
2 riverboat/small yacht
3 heavily armed warship
4 normal largish trader vessel
5 unladen top-of-the line pirate ship
6 ship built for speed
7 fastest Opetkan pursuit ship
10 the fastest damned ship in the world (yet to exist)
Ob-Lob ships get +1 speed for their type
Difficulty:
0 small nimble ship
2 medium attack ship (frigates et al)
3 large lightly armed
4 large ship
5 large heavily-laden ship
6 Heavily armed Helusan warship
Ob-Lob ships get -1 difficulty for their type
Structure:
Instead of hit points ships have Structure points. They're
basically exactly the same. You can do Superficial (Shock) damage and
Structural (Killing) damage to a ship. As with bodies, if you fill up a
location with Structural damage, the excess goes into the hull.
Big boats tend to be armoured. Or at least thick. A fast boat
probably has less armour than indicated below. As mentioned in the
Attack section, these AR values are doubled against normal scale
weapons. But not against magical attacks.
Guidelines for number of Structure Points
small boats 36SP AR 0
large river boats 48SP AR 1
medium ocean going boats 60SP AR 2
large ocean boats 66+SP AR 3
My gut says (depending on the ship of course) put about 1/2 of the
SP in the hull, 1/4 in the masts and then more in the decks than the
bridge. So for The Helusian Spirit
a medium sized ocean vessel, we'd be looking at Hull 30 Masts 14 (seven
per mast, which would be split into separate hit locations) Port
Weapons 6 Starboard Weapons 6 and Bridge 4
Damage effects on ship locations differ if a location is filled with superficial damage or filled with structural damage.
Starboard/Port Deck Weapons
Superficial: Lose all bonuses, -1d crew actions, 1/2 weapons value
Structural: Begin sinking
Hull
Superficial: Begin sinking
Filled: sunk
Bridge
Damaged: weapons hit command crew in highest Waste Die location
(this happens whenever a hit gets through the Bridge's armour, not just
when it fills with superficial damage)
Structural: x2 difficulty, begin sinking
Sinking: every (naval) turn add one structural damage to the hull
location. If you are sinking as a result of multiple hit locations
being pulped that is cumulative.
Other things people can do in naval combat:
Damage control:Knowledge+Student: Shipbuilding
Success repairs 1 point superficial damage/reduces 1 point of
sinking damage to superficial in whatever location they're working on.
You generally need a bunch of guys helping with this.
Inspire the crew:Command+Inspire
Success gives crew a +1 Threat rating OR a +1 bonus on their next action.
Spotting targets:Sense+Sight
Normally in naval combat, called shots are for targeting the sails
or the weapons. Sometimes you have more specific targets. To hit these,
you need a spotter to find them. This can be used for shooting at
flying mages or other much smaller than ship sized targets.
If the spotter declares what she's looking for and succeeds, in the
next turn the ship can make a called shot on that location. This is
more along the lines of "Shoot at the brazier they're lighting those
flaming arrows with" than "Shoot the masts" which anyone can do.
Success does normal damage to the location and has extra fun effects as
determined by the GM.
Spotting trouble: Sense+Sight
Spotters can also give benefits to Sailing rolls for treacherous
waters. Success gives the captain a +1 bonus for such navigation.
Example:
Out on the Icy Sea The Helusian Spirit runs into an Ob-Lob ship they
know as the Mitos. The Mitos are looking for revenge from the last time
the Spirit raided their harbour.
The Mitos ship has the following stats: Speed 5, Difficulty 3, 66SP
AR2. She has three catapults to starboard and three to port. Her
captain is Bakinu, who has a Sailing pool of 6+ED (3+ED is skill, the
other 3 is his Knowledge)
The Spirit has these stats: Speed 4, Difficulty 3, 60 SP AR2. She's
got 4 Ballistae per side. Her captain isn't as skilled as the Ob-Lob
with a Sailing pool of 4 (2 skill 2 Knowledge).
So battle is joined.
Round 1
Mitos: Manoeuvre Shooting
Spirit: Manoeuvre Shooting
The Spirit rolls 4d and gets 2x3 (just making the difficulty) and
the Mitos get nothing on 6d+ED. So now the Spirit can shoot at the
Mitos without the danger of being fired upon. The Spirit's captain
declares they're shooting with their starboard weapons.
Round 2
Mitos: Manoeuvre Shooting
Spirit: Attack Shooting
The Mitos get 2x5 on their manoeuvre while the Spirit missed with
its shots. The Spirit is now out of position, and will need to
manoeuvre next turn.
Round 3
Mitos: Attack Shooting
Spirit: Manoeuvre Shooting
The Spirit gets a 2x7 on the manoeuvre and The Mitos get a 2x9 and
a 2x7 (though the Mitos didn't declare Multiple attacks). The 2x9 hits
the Spirit for 4 Superficial and 4 Structural damage in the hull, but
that's reduced to 3 and 3 by the effective AR of 1 (remember catapults
ignore 1AR). It also knocks 1 out of the Spirit's Manoeuvre set, so
they're still out of position.
Round 4
Mitos: Attack Shooting
Spirit: Manoeuvre Shooting
The Mitos get a 2x5 and the Spirit gets a 2x3. The deck weapons of
the Spirit are open and unarmoured so that does 4 Superficial and 4
Structural damage to the Starboard Ballistae, filling the location
(6SP) with Structural damage. This isn't looking too good for the
Spirit. Her manoeuvre set got wrecked, she's lost 1/2 her weapon rating
and is starting to sink. It's time for her to try fleeing.
Round 5
Mitos: Attack Shooting
Spirit: Pursuit (flee)
The Spirit gets to roll 6d for the fleeing attempt (Sailing skill +
Ship Speed) and gets 2x8 and 2x4. The Mitos hits with the attack of
3x9, doing 5 Structural and 5 Superficial damage to the hull (after
AR). It knocks one out of the 2x4 set, but the Spirit does get a
success, so the Mitos will have to manoeuvre back into position next
turn. That's also success number one of three needed for the Spirit to
escape. The Spirit takes 1 Structural damage from sinking.
Round 6
Mitos: Manoeuvre Shooting
Spirit: Pursuit (flee)
The Spirit gets a 2x3 and breathes a sigh of relief when the Mitos
rainbow their manoeuvre roll. One more success and the Spirit will
break away! She takes another Structural damage from sinking.
Round 7
Mitos: Manoeuvre Shooting
Spirit: Pursuit (flee)
The Mitos get a 2x10 with their ED, but the Spirit gets a 2x10 and
a 2x3. The Spirit gobbles the Mitos success and the crew bares ass at
the Ob-Lobs while they catch the right breeze to get them the hell away
from there. They are still sinking, but some damage control teams can
start bailing out the hold.