Tuesday, March 12, 2019

Ship's Weapons

As explained on the ship types page, different makes and models of ships are fitted with hardpoints. These are strengthened, open places upon the deck of a ship. These weapons can be used to attack other ships at a distance during the ship battle, destroying hulls, rigging, crew or other hardpoints.

There are two forms of siege engine that can be mounted on a ship’s hardpoint: the ballista and the catapult. These each have a heavy and a light configuration. All configurations require one hardpoint when emplaced, but the number of heavy emplacements may be limited by the ship’s cargo capacity.

Each hardpoint allows the weapon to be turned using a system of pulleys connected to rings set into the deck.  Each position allows only a 30° arc of fire, the specifics of which depend upon the design of the ship, its length and distribution of its hardpoints. Prior to firing, line of sight must be established. If an enemy ship passes into the siege weapon’s arc of fire and the weapon has line of sight on that target, and presuming the target is in range, the weapon is free to fire.

Range is determined by counting counting the number of combat hexes ~ or where convenient, the number of ship hexes and then multiplying by four.

Firing

Prior to throwing a die, the artillerist MUST specify whether the shot is aimed at the enemy ship’s hull or rigging. If neither is specified, the default target will always be the ship’s hull. The artillerist MUST also specific the specific ship hex being targeted. If this hex is not specified, the default target will be the nearest ship hex occupied.

When firing, the artillerist in charge of the crew rolls to hit with a d20, according to their THAC0 but not including dexterity bonuses. Treat the enemy ship’s hull as AC 3; treat its rigging as AC 0.

The artillerist receives penalties and bonuses as follows: when firing against an enemy’s broadside (+1); when the firing ship is at anchor (+2); strong breeze (-2); near gale (-3); gale (-5); medium range (-2); long range (-5). Ship’s weapons cannot be effectively loaded or fired if the wind force is greater than 8.

Treat all rolled 1s as a misfire, with no other results except the weapon will need to be reloaded from scratch. A natural 20 indicates a critical hit (see below).

When a successful hit is made whether against the hull or the rigging, consult the correct table, either Hits Targeting the Hull or Hits Targeting the Rigging.



These tables are then adjusted according to the type of siege engine being fired, according to the Ship’s Weapon Table:



Resolution
For non-critical hits, roll a d20 on the Standard Hit Table upon either the hull or rigging chart. Standard hits are resolved as follows:
Hull or rigging hits. Record damage to hull & rigging on the ship’s damage sheet, kept by ship’s captain. See critical hits, below.
Crew. Causes h.p. damage to a random combatant/crew/passenger located in the targeted ship hex or above it. Determine skipping or shrapnel damage as applicable.
Hardpoint. Result automatically wrecks, damages, impairs or offsets the enemy ship’s weapons according to the fired weapon’s effect as listed on the Ship’s Weapons Table.

For critical hits, roll on both the Standard Hit Table AND the Critical Hit Table upon either the hull or rigging chart. Critical hits are resolved as follows:
Anchor winch destroyed. Causes no additional damage, but the anchor cannot be used. If the anchor is lowered when the winch is hit, this cuts the anchor cable, releasing the ship. See rules under anchor.
Calculate crew falling. Crews hit on the rigging table give priority to hit crew working in the rigging. Hits that stun lock require a dexterity check. Failure indicates the crew member has fallen and addition damage needs to be calculated.
Double hit damage. Describes damage done to the hull or rigging. Apply adjustment from weapon to damage before multiplying. For example, if a light ballista rolled ½ standard damage, the ½ would be subtracted before doubling, so that no damage was caused. However, if the same standard damage was done by a heavy catapult ball, +½ would be added to the damage and the result would be doubled for a total of 2 damage.
Escalate hardpoint effect. Increase the effect against hardpoints normally done by the weapon, from offset to impair, damage, wreck and ultimately to destroy (indicating the weapon cannot be rebuilt)
Fallen rigging. Coils and ropes snarls hardpoints in the section of the ship associated with the targeted ship hex: the fore, stern or amidships. No ship’s weapon in the affected section may load or fire for 2 to 5 rounds as the weapons are clear.
Hits player character, officer or captain. Assumes said person is located in the targeted hex.  Randomly determine if necessary.
Mast is hit and falls. If the ship still has a mast standing, reduce the yare of the ship by one degree. If the ship has no mast remaining, the ship is set adrift.
Punches through deck. Missile penetrates to crew quarters, galley or captain’s quarters, skipping within space or scattering shrapnel. Roll item saving throws for delicate items vs. normal blow.
Roll morale checks. All crew members in the targeted ship’s hex make a combat check. Sympathetic checks may spread to other ship’s hexes according to the rules on the morale page. Individuals will freeze or move to the safest places aboard ship (never below!) and cannot participate in combat, loading or firing weapons or acting as crew members. See “restoring fails” on the morale page.
Shrapnel to artillerist crew. All members of the artillerist crew actively loading the weapon or waiting to fire suffer 2-8 damage.
Starts fire. Lamp or other combustable material, either above or below decks (see punches through deck) causes a fire to start. Assign 2 to 3 persons (rolled) to fight fighter. Once the fire is reached and a full round of movement has been committed by the needed persons, roll a d6: fire put out (1-3); fire destroys point of hull (4-5); fire out of control (6). If the fire begins to burn out of control, it will consume one hull point per round thereafter unless doused by spell or other comprehensive means.
Steering damaged. The ship cannot be turned to a different heading with respect to the wind for 3-6 rounds; crack and elite crews reduce this trouble by -1 and -2 rounds respectively. Time needed is predictable and can be provided for the captain when the damage occurs.
Waterline damage. The ship’s hull has been hit near enough the water line that 2 to 5 crew members (rolled) must be assigned to keep the ship from sinking. Failure to provide the full complement of crew required will reduce the ship’s yare by one degree every 4 rounds, while the ship will be reduced to drifting in 16 rounds. Waterline damage hits are culmulative.

See Naval Combat

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