7th Sea Campaign

Chat logs and other postings related to the 7th Sea Roleplaying Campaign.

Tuesday, October 17, 2006

How To: Ship-to-Ship Combat, Round Seven

For demo purposes, we are now going to move forward in the combat to simulate boarding actions. All stats to this point shall remain the same. Boarding actions are resolved using the Open Mass Combat System, adapted from the Ultimate Games Designer Companion.

From the six rounds run so far, you already have a basic understanding of the Open Mass Combat System, as you will soon see.

Prior to boarding actions, the ships must be within 20' of each other. Since Captain B does not wish to be boarded, there would normally be a check required of the pilot of the boarding ship. This check would be made by the advantaged pilot as a Profession (sailor) roll against the AC of the non-advantaged ship. Modifiers due to sail position applies. If the pilot has Knowledge (piloting) of 5 or more ranks, he may add a +2 synergy bonus.

Assumptions for this Round
In order for this round to be the start of boarding actions, some assumptions must be made. Let us assume...
  • ...that the advantaged ship is Ship A, and that on the special maneuvers phase, Captain A ordered boarding actions.
  • ...that the pilot of Ship A has made the required check against Ship B's AC.
  • ...that Crew B was not able to cut the grapple lines. (Standard 1 in 4 chance to do so prior to boarding actions)
Entering this Round
Additional statistics need to be revealed entering this round. Let's take a few moments to review them.
  • Unit Size: This is a record of how many members are in a unit.
  • Unit Type: Either archers, infantry, skirmish or cavalry
  • Unit Hit Points: This is determiend by combining the Hit Dice of every unit member.
  • Initiative: As usual, using the Dexterity modifier of the majority of the unit.
  • Attacks, Damage and AC: Determined by simple majority.
  • Feats: Again, only list the ones the majority of the unit has. There are some exceptionsthat do NOT apply to this style of combat: Cleave, Combat Reflexes, Deflect Arrows, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Trip, Mobility, Spring Attack, Sunder and Whirlwind Attacks.
  • Ability Scores and Saves: Determined by (you guessed it) the majority
Crew A
Unit Size: 50
Unit Type: Skirmishers
Unit Hit Points: 200, Wounds: 9
Initiative: +0
Attack: +4 ranged, +4 melee (1d6 rapier)
AC: 14
Feats: Unarmored Defense Prof.
Ability Scores: All are 10

Crew B
As above, except for the following
Unit Size: 70
Unit Hit Points: 280, Wounds: 12

From here, combat will look relatively similar to standard combat.

Initiative
We are no longer using Ship Combat rules. Both crews must roll initiative.

  • Crew A rolls 1d20+0, for a 5 total
  • Crew B rolls 1d20+0, for a 2 total

Initiative results: Concerned and distracted by the sinking, crumbling ship, Crew B does not react in time to the boarding actions. Crew A latches onto the opposing vessel. Boarding marines leap across, swords drawn. Others remain on the ship, firing pistols or throwing other weapons.

Crew A Attacks
The majority of Crew A uses fencing blades, and so the unit will roll a melee attack. This does not mean everyone is using blades; some could be firing, punching or grappling. The system generalizes the attack and damage for ease of use.

The difference in unit size will be reflected in the rolls, just as it was when numerous cannons were firing on a single ship. Crew A is outnumbered by Crew B 50 to 70. Consult the chart under in the Swashbuckling Adventures Book, Other Rules: "Open Mass Combat". This chart looks similar to the one in the Nautical Handbook: Attack Actions, only now it has provisions to account for being outnumbered, too.

  • Crew A is 71% of Crew B's size (50 divided by 70). Penalties for being outnumbered begins at 50% or lower. No penalties are applied to this combat.
  • Crew A will 1d20+4 (+4 melee attack), and needs a 14 to hit (Crew B's AC)
  • Crew A rolls a 15, for a 19 total. A hit!

Attack Roll: Crew A tears into Crew B, slicing and stabbing with their sharp blades.

Recording Damage on Crew B
Damage is rolled as normal (in this case a 1d6), but the roll is modified depending on the Unit Size of the attackers. Refer to the Open Mass Combat rules in the Swashbuckling Adventures, Other Rules section for the chart breakdown of unit size and damage modifiers.

Looking at this chart, we can see that units of 21-50 size have no damage modifier. Note that units of 51-100 have a x2 modifier; Crew B will be able to answer this boarding action! Modifiers to damage in these cases have nothing to do with the unit sizes compared to each other; only the size of the unit by itself. (Larger units can deal more damage then smaller ones.)

  • Crew A rolls 1d6, for 1 point of damage.
  • Crew B records 1 point of damage.

Crew B Attacks
Crew B, aboard their sinking ship, continues to fight. The DM has not yet called for any Obedience or Loyalty checks for Crew B, but he would certainly be within his right to do so.

  • Crew B will roll 1d20+4 (+4 melee), and needs a 14 (Crew A's AC)
  • Crew B rolls a 13, for a 17 total, a hit

Attack Roll: Drawing blades, Crew A braces for the boarding marines to leap onto their deck. The battle is joined, as steel meets steel!

Recording Damage on Crew A
Due to the numerical size of Crew B, they will roll their damage and multiply this by 2.

  • Crew B rolls 1d6 x 2, getting a 6 and multiplying it by 2 for a 12 total.
  • Crew A records 12 points of damage, for a total of 21 wounds.

While we are not in Ship-to-Ship combat, it could be important to note that Ship A's crew has suffered enough damage to leave it with 80% of it's total hit points (21 wounds of 200 HP). This means the ship is now operating under a Reduced Crew. This will not affect any boarding actions, unless Ship A voluntarily ceases boarding actions and attempts to flee.

End of Round Seven
The battle has turned into Boarding Actions, using the Open Mass Combat System. Both ships are grappled, and only Ship A can release the grapple, since Crew B did not successfully cut the lines. Both crews are of similar size compared to each other, so neither gets a bonus to Attacks, Damage or Morale. However, due to the standalone size of Crew B, all damage checks are multiplied by 2. (It doesn't matter how big it is compared to Crew A, just how big it is by itself!)

Crew A is down to 80% of its total hit points (remember the earlier damage from cannon shots). This means that Ship A is operating under Reduced Crew. This doesn't affect Boarding Actions, but if the ships return to Ship-to-Ship combat, this will be important.

Ship B will sink in 9 rounds. All other ship statistics stay the same.

GM Thoughts
The Open Mass Combat System looks to be fun! It's more streamlined then the previous Mass Combat System that we worked with in our Mock Battles. I will eventually have these rules added into the Swashbuckling Adventures book, but that is a task for another time.

For now, I will mention there are a few other rules to be cognizant of, such as Unit Charges, Withdraw, and Morale. There are also rules for recovering casualties. We will also take a look at the various unit types: infantry, archers, cavalry and skirmishers (the default type for boarders).

I hope you've enjoyed the rules thus far. If you have any questions or comments, please let me know.

0 Comments:

Post a Comment

<< Home