New Zeppelin Combat Rules

 
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Marcus Brody
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PostPosted: Thu Apr 25, 2013 8:35 pm    Post subject: New Zeppelin Combat Rules Reply with quote

You have six skills -- here's what they do:

[AP]Airship Piloting -- An opposed AP roll is used at the beginning of combat to establish initial Weathergage (see below). In non-combat situations, this is used in a similar manner to a pilot's Precise Maneuvers (piloting an airship through a canyon, etc).

[AM]Airship Maneuvers -- This can be used as an opposed action in combat to either increase your own Weathergage bonus or decrease that of your opponent.

[CS]Cannon Strike -- This is an attack with your guns. Pretty straightforward.

[DC]Damage Control -- When attacked, this roll opposes an enemy's CS roll. If the DC roll wins, the airship takes half damage.

[AS]Airship Systems -- This can be used as an action in combat to regain airship HP.

[AT]Airship Tactics -- This represents your ability to extended your own personal competence to areas of the ship that you're not presently occupying. The bonus toward any actions outside of your station on the ship are capped by your AT.

Weathergage
Weathergage -- In the days of sailing ships, this term was used to describe the advantage of position relative to wind direction. Wind is not as important to zeppelins since they move themselves via propellers rather than sails, but in the modern era of airships the term is still used to describe advantageous positioning in an airship battle.

In terms of game mechanics, Weathergage can be affected by the initial opposed Airship Piloting roll and by opposed Airship Maneuvers rolls during combat. Weathergage is a fixed bonus that applies to all airship skill rolls. From the initial opposed roll, for every five points that one airship beats the other by, one point of Weathergage comes into play. Thus, if one combatant wins a roll by less than 5, nothing happens. 5-9 counts for 1 point, 10-14 is 2, 15-19 is 3, etc.

Example:
Ship A gets an AP roll of 28 to start combat
Ship B gets an AP roll of 10 to start combat
Thus, Ship A has won by 18, and gets a Weathergage bonus of 3.

Later in combat, Ship A chooses to use Airship Maneuvers to improve this further. Ship A rolls a 20 and Ship B rolls a 13. With a difference of 7, Ship A gets 1 more point, and now has a Weathergage bonus of 4.

If at any point one ship has a Weathergage bonus of 10, the other ship cannot make CS rolls against it. In that case, the ship with the bonus has moved into such an advantageous position that the enemy cannot even bring its guns to bear. The maximum bonus is 12.

Actions in Combat:

Every properly-crewed airship gets three actions per round of combat. In a basic sense, you have three possible choices per action -- fight, fly, or fix.

Fight -- Make a CS roll to attack an enemy airship. This can only be done once per turn, unless you are taking command from the Gundeck, in which case you can use your second action to reload and then fire again on your third action.

Fly -- Make an opposed AM check against the enemy airship in order to try to improve your Weathergage situation. This can be done on all three actions, if you wish. You cannot hurt your own Weathergage situation by losing the AM contest.

Fix -- Make an AS roll to regain some airship HP. This can be done on all three actions, if you wish.

Choosing Your Position on the Airship:

You can command an airship in combat from one of three positions. Each position allows you to use your full bonus for different skills, with the others being capped by your AT.

The Bridge -- AP and AM
The Gundecks -- CS
Engineering -- DC and AS

It may seem like it is disadvantageous to fight from the Gundecks, but they also give the advantage of a reloading action, which can only be done if you are taking command there, and allows a second cannon strike in the same turn.

Up to three player characters on the same airship may make rolls in combat (one occupying each Position).
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Marcus Brody
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PostPosted: Fri Jun 28, 2013 8:25 pm    Post subject: Reply with quote

New updates:

Airship Maneuvers will be eliminated as a skill -- Airship Piloting will absorb its function. A new skill, Airship Defense, will be used to control anti-aircraft turrets.

Zeppelins will still have three main actions (called Ship Actions), and up to three player characters may roll for these. When a player opts to take a Ship Action, one of their actions is used, and the next action of anyone else making the roll is also used. If there is contention regarding who is to make the rolls, the decision will be made by the ranking officer on the ship (either player or NPC/GM). The same three do not have to roll for every action. Generally speaking, there's not much of a reason not to use the player(s) with the highest bonus.

In addition to these Ship Actions, the individual players on the zeppelin may use their normal actions for a few other things:

1. Plane Spotting -- Call a target for a friendly plane by rolling Airship Defense and dividing your roll by 10 (rounded down). That plane's next successful attack this round adds that result to every d6 of damage it deals to an enemy aircraft.

Example: Choose friendly pilot, roll AD, get a final result of 29. Your chosen pilot adds +2 for every d6 on their next damage roll this round (2d6+4, for example).

2. Reaiming order -- Roll Cannon Strike and divide result by 5 (rounding down); add this result to the next CS roll that round against an enemy ship (Ship Action). All players opting into the Ship Action may make use of this bonus.

Example: Roll CS, get a result of 24. Add +4 to your next attack roll against another airship this round.

3. Adjust Engines -- Roll Airship Systems and divide result by 5 (rounding down); add this result to the next Airship Piloting roll that round against an enemy ship. All players opting into the Ship Action may make use of this bonus.

Example: See above.

4. Ready Turrets (choose section) -- Roll Airship Defense and divide the result by 5 (rounding down). Turrets in your section gain a preemptive strike against the next attacking plane, and a bonus equal to your roll result. If the attack is successful, the plane's strafing run has no effect.

For all items on the list above, the final bonus does not stack with itself, but another player may roll for a better bonus before the affected roll occurs.

Planes vs Zeppelins:

Pilots may choose to use actions to make strafing attacks against various areas of a zeppelin, causing different effects. All of these attacks require a strike roll against a difficulty of 15, followed by an optional evasion roll against the area's turrets (this also uses an action).

Bridge -- Causes attacked zeppelin to lose one point of Weathergage bonus.

Gundecks -- Causes attacked zeppelin to lose discipline on its next Cannon Strike roll this round.

Engineering -- Causes attacked zeppelin to lose discipline on its next Damage Control roll this round.
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Harrypeaches
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PostPosted: Sat Jun 29, 2013 7:04 am    Post subject: Reply with quote

Hmmmm, interesting. I like the way this sounds. It seems like combat will be a bit more varied in a zep now. I appreciate you putting some time into this.
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Marcus Brody
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PostPosted: Sat Jun 29, 2013 12:19 pm    Post subject: Reply with quote

Yeah, I think it'll give everyone a bit more to do (pilots included), which will be nice.

And now there's actually a reason to send out fighters when encountering another airship other than to just see if your pilots are better than theirs... Razz



Next up -- mass-combat-style rules for boarding actions.
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Silverhand
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PostPosted: Sat Jun 29, 2013 12:41 pm    Post subject: Reply with quote

Heroic opportunity!?

A battle skill!?

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Marcus Brody
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PostPosted: Sat Jun 29, 2013 2:30 pm    Post subject: Reply with quote

...a use for Leadership? Wink
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Dr. SexBot
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PostPosted: Sat Jun 29, 2013 5:16 pm    Post subject: Reply with quote

I like it. I'm excited to try it out. We need to get back to rping on a regular basis.
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Viscount
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PostPosted: Sat Jun 29, 2013 9:56 pm    Post subject: Reply with quote

agreed... its the end of the 4th week of summer vacation and no rp's to speak of
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