Ship Combat Ideas
TURN ORDER
The lookout, or whoever is the first to spot an "enemy" on sea, has the first turn. So perception as initiative as normal pf2e rules. Then all other combat rolls initiative as normal if/when combat has started. (This might get changed to Caleb's notice rules if people want to feel like they have more distinct specializations on the ship.)
2 Phase Turns
Turns will be in two phases and cannot be switched around. This is because movement of the ship is influenced by environment as well as if the person steering is still there or even conscious. So action by players taken on the ship, and general actions by your NPC crew, and hostiles onboard, ALL the micro onboard happens first. Then Macro of ship movement on the sea map.
Health
Boat have a certain HP Value, ships UNDER 1/2 their hp value will start taking on water fast and lose 1 hp a turn from taking on water. Crew or other abilities must be use to get the water out and get that HP back. Healing above 1/2 your total maximum HP will stop flooding.
Repairs
Crude repairs can be made on sea in combat. This takes about 5 crew members to make 1 repair to the ship (hull, Mast pillars, etc) or to spend time bailing water. Spells like mend and grease can be use by PCs, or Special NPCS in your crew to bring down the amount of people needed. (number may change)
COMBAT
Out at sea there's probably plenty to do then I can think of here, and as we continue I expect this section to expand from ideas everyone wants to see. For now, Ships will have low HPs that are only really effected by cannon blasts or equivalent (getting powder to blow up onboard, cutting sails, etc....) As two ships approach volleys of cannonballs, spells, and soon enough even arrows n gunfire will be blasting across decks. Until two ships are close enough to start boarding.
So normally Ships cannons range can be up to 2 miles with a long smooth bore cannon, and if we end up enjoying ship combat and actually customizing your ship sounds like fun. We can work up to having magically crafted smooth bore barrels that can do that. FOR NOW, Turns will start when ships are around 400ft away and fit in the battlemap I currently have. Until then, its just about general numbers on the ship, what you have crew doing and what offensive and defensive options you have.
There will be 3 states of combat in that case.
LONG RANGE (500ft+) ((300ft for now))
-1 round is 30 seconds.
-Assigning crew to cannons, oars, sails, and repairs as needed.
-Teams will roll 1d20 per cannon ready, adding their (DEX BONUS for now...) and -1 to the roll after every 100ft past 500ft. ANY SHOT OVER 15 (for now) will hit and do 1 damage.
-Boat will continue straight unless turned, and sails pulled. At full Mast a large boat will move about 350ft/round with our 30 second round rule. (A normal 6 second round will have a boat moving at 50ft/round) ((We will use this for now still I stat out a few extra boat speeds. The galleons max, or any grand fantasy boat will be capped at 350ft/round under its own sails.))
MID RANGE. (300ft-100ft) ((Will be up to 500ft maybe eventually))
-Round time now standard, and boat map will be used for player positions.
-Enemy location on ship scout able and in range for bows and some spells.
-Boat map now Relevant and boat will move at 50ft/round at full mast still. (Idea for movement below, subject to change)
---From 3/4 to Full Mast (full speed) Turn radius 3straight 1R/L (like a knight)
---From 1/2 to 3/4 Turn 2 straights 2 R/Ls
---From 1/4 to 1/2, a full V turn can be done, though it may take 2 rounds even in the fastest ships. ((Address this later))
--- Finally 0 to 1/4, you can go in a circle of a diameter of 1/2 your max movespeed to a square at 0.
-Ballista range
CLOSE RANGE (100ft to shipkiss)
-At this point ladders are down to cross, or ropes shot into or tied down onto the enemy ship, and people are making their moves across.
-Cannons are a huge risk at this range.
-Ballista can still be use but take a while to reload
-Turn order will focus more on player action as the ocean map will be ignored as boats are towing eachother. Until attempts are made to free the boats and pull away.
-Combat as normal.
CANNONS & WEAPONRY
- Just 1 type of cannon for now, hitting at 500ft with no penalty, deals 2 damage, and requires 2 people to use normally. Reloading the cannon take 30 seconds. (1 round is spent reloading, 1 round firing) Doing this with 1 person requires 1 minute to reload.
- Arrow Ballista take just as long to reload, but have a max range of 500ft. Only requires 1 person to crank the gears to reset the string, 30 seconds) Takes 2 actions to aim, and 1 action to fire.)
-Later we can add magical cannonballs, arrows w/ effects, and fire spitters too.
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