Documente Academic
Documente Profesional
Documente Cultură
Remember Me?
New Posts FAQ Calendar Community Forum Actions Quick Links Advanced Search
Forum Board Games, Card Games, & RPGs Iron Kingdoms Roleplaying Game
Fatebreaker's Guide to Naval Surface Warfare
If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to
register before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
Results 1 to 10 of 10
07-16-2015, 11:09 PM #1
Fatebreaker
Fatebreaker's Guide to Naval Surface Warfare
Warrior
So! You want to run a naval game. Great! After all, who doesn't
love pirates? And, of course, those awesome pirates get to go
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
with you everywhere! Huzzah! Plus, you and your built-in cast of
recurring characters have an awesome ship to sail around in, and
let's be honest, you can find adventure just about anywhere in a
Join Date: Nov 2012 party boat stuffed with explosives and rum. How can this possibly
Posts: 45 go wrong?
Well, quite easily, actually. There actually aren't any rules for
larger ships. There are some very fine rules for smaller ships (in
Bitter Medicine), plus rules for chase scenes (in the
aforementioned smaller ships), but nothing yet for full-blown
warships.
"That's okay," you say, "we'll just handwave everything and let
the GM figure it out." And that is totally a fair response. I want
you to have fun in the way which works best for you and your
group. So waste no more time, get out there, and get on with
the high seas hijinks!
But maybe you want something just a little more detailed. Not
too detailed, mind you, just a little bit more. Something that lets
your ship play a role just as your warjack does. Something that
lets you leave your fate in the hands of fickle dice when your
"privateer" frigate pulls alongside that Mercarian League galleon,
just in time to watch all their gunports open and unleash a hellish
barrage of smoke and fire and steel. And if you want that little bit
of extra detail, just enough for that spice of uncertainty, then
welcome to Fatebreaker's Guide to Naval Surface Warfare!
Table of Contents:
1. Rules for Sailing
2. Ship to Ship Combat
3. Who's Who at Sea
4. Historical Ships As Inspiration & Guidelines
5. Ships of the Iron Kingdoms
A few quick points before we move on. Life at sea is hard, and
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
the crew around you matters a great deal. So social checks and
command checks are probably going to be important. A major
warship has more crew and guns than is feasible for most groups
to actually roll for, so a great many things are simplified for the
sake of getting on to the action. If you're looking for a
standalone sailing simulator, then... this is not it. But if you want
your players to be influential characters in a naval-themed game,
then maybe this is for you! Any feedback is always welcome, so I
can update and refine these rules over time. In the meantime,
enjoy!
07-16-2015, 11:10 PM #2
Fatebreaker
Warrior
Rules for Sailing
The rules for sailing are set out on page 191 of the Iron
Kingdoms: Full Metal Fantasy core ruleboook. There's no real
need to reinvent the wheel here, but there is one major change I
would recommend. The rules say that, "when working as a team
Join Date: Nov 2012 to sail a boat or ship, the players must select one character to
Posts: 45 captain their efforts. For each character trained in Sailing
(including an non-player sailors), add 1 to the captain's result."
That's fine on a riverboat or a sloop, but on a warship with
hundreds of crew, that rapidly gets out of hand. As such, I use
the following modifications for ships of the line.
Key skills aboard ship could include sailing, navigation, rope use,
mechanikal engineering, artillery, detection, and of course,
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
mechanikal engineering, artillery, detection, and of course,
various command and social checks as appropriate. Wise players
may also be interested in gambling. Hopefully, neither swimming
nor medicine will ever be required.
Sailors By Nation:
Cygnar: +1 to Artillery RAT & Mechanikal Engineering
Ord: +1 to Sailing & Command
Khador (Khardstadt "volunteer"): -1 to Sailing & Command
Khador (Patriot): +2 to Command
Cryx (Satyxis): +2 to Sailing
Cryx (Pirate): ???
Pirates & Other: ???
Chase Scenes:
While the phrase "chase" conjures up a high-speed pursuit, a
chase might be equally suitable for two groups of ships
attempting to beat each other to a location, or a ship attempting
to reach somewhere within a time limit. A sea-chase is a great
opportunity for tension. Remember, at sea, it's hard to hide, so
chases can be long, slow affairs compared to what takes place
on land. Ships might attempt to gain enough of a lead during the
day to run dark and change course at night, then hope that the
enemy loses you. Ships also contain very few guns capable of
firing fore or aft, which lets you play up the tension with
intermittent fire.
Once the two ships are on the same space on the tracker, the
chase is over. If the two ships were hostile, the predator has
caught the prey, which must now resort to ship to ship combat
or perish on the high seas!
07-16-2015, 11:10 PM #3
Fatebreaker
Warrior
Ship to Ship Combat
Once two ships have engaged one another in combat, a tense
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
seagoing artillery duel follows. If one side is fortunate, the other
ship will strike its colors and surrender. If not, the pair will have
to go on hurling iron at one another until one ship sinks, escapes,
Join Date: Nov 2012 or closes for a boarding action. If a ship escapes, resume a chase
Posts: 45 scene (if necessary). If a boarding action takes place, commence
with a normal combat encounter where the two ships become the
environment. However, so long as neither ship escapes or boards,
then it's time to give 'em a broadside!
Guns
All ship guns count as artillery, and can therefore damage other
ships.
Deck Guns: Small, lightweight cannons, deck guns are great for
hammering smaller vessels or delivering canister at pesky crews!
Deck guns have a range of 2 sea units and a POW of 13.
Heavy Guns: Reliable, deadly, and accurate. Heavy guns have a
range of 3 sea units and a POW of 15.
Royal Weight Guns: Royal weight cannons are the kings of the
sea, with massive power. Royal weight cannons have a range of
2 sea units and a POW 18.
Ammuntion
Roundshot: Roundshot adds +1 to the range, allowing it to be
fired during the final stages of a chase, and +1 to the POW of
the gun.
Canister: If canister deals any damage, an additional point of
damage is assigned to the crew subsystem.
Chainshot: If chainshot deals any damage, an additional point of
damage is assigned to the sails subsystem.
Alchemical: Alchemical rounds are a catch-all category, and
could consist of incendiary or corrosive shot, explosives, or any
number of other wacky effects. Be creative, have fun. Alchemical
rounds do not affect the range or POW of a gun battery unless
they gain an ability which does so.
Subsystems
Guns: When the gun system is disabled, the ship rolls one less d6
for damage.
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
Crew: When the crew are disabled, the ship suffers -2 to all
sailing, artillery, and mechanikal engineering rolls.
Sails: When the sails (and/or the engines & paddle wheel) are
disabled, the ship cannot maneuver in combat. Once out of
combat, it may attempt to limp back to port.
07-16-2015, 11:11 PM #4
Fatebreaker
Warrior
Who's Who at Sea:
Cryx:
In many ways, Cryx is the premier naval powerhouse of the Iron
Kingdoms. Cryx maintains a vast and diverse fleet, ranging from
Join Date: Nov 2012 the legendary Blackships to the haunted vessels of the Ghost
Posts: 45 Fleet, and the Scharde Isles swarm with hundreds upon hundreds
of lesser pirate ships. Cryx combines occult strength and
necromantic power with diverse swarms of vicious and merciless
killers. To sail the seas of Cryx is to court death.
Cygnar:
Commanded by Navarch Govan Trent from the Sentinel Point
Naval Fortress, the Cygnaran Navy is highly advanced, highly
trained, and thoroughly overstretched. Three distinct fleets
handle the three broad theaters in which Cygnaran admirals can
expect to operate, with the threat of Cryx predominant. While
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
Ord maintains a stronger cultural sailing tradition, Cygnar is
forever pushing the boundaries of naval science, compensating
for enemies on all sides with newer and more fantastic
technologies.
Ord:
The Ordic Navy is Ord's claim to military fame. While their army
has learned to do a lot with a little, the Ordic Navy receives
relatively ample funding, resources, personnel, and training. Still,
this is Ord, and its relative poverty (compared to its larger
neighbors) means that the navy has had to practice a long
tradition of retrofitting older vessels to bring them up to modern
standards in order to stay competitive. That said, the Ordic love
of the sea has also allowed them to focus on naval technologies
and training. The first true ironclad vessel was Ordic (the
Sprightly). Ord is also known for its exceptional fleet tactics,
thanks in part to the combination of the scholarly education its
officers receive at the Royal Naval Academy and the practical
on-the-job training they receive at sea. Ord also trains
warcasters & naval arcanists at the Trident School. At this time,
Ord can field 90 ships of the line, and twice as many smaller
vessels.
Khador:
Both in cultural and geopolitical terms, Khador is predominantly a
land power. As such, its navy receives neither the support nor
the acclaim of the army. However, Fleet Admiral Donekev is
determined to rebuild, revitalize, and modernize the Khadoran
Navy after its near-total destruction at the hands of Cryx. The
new Khadoran Navy emphasizes aggression when selecting
officers for promotion, suggesting that Fleet Admiral Donekev
envisions a naval expansion to match the conquests in Llael and
the Thornwood. Aside from the traditional military and merchant
navies, Khador also maintains a whaling fleet.
Others:
Pirates & privateers, merchants & the Mercarian League -- the
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
sea is crawling with folks who owe allegiance to coin over cause.
The Mercarian League in particular is wealthy, powerful, and
ruthless, maintaining strong connections across the Iron
Kingdoms and beyond to the distant continent of Zu. However,
the wealth of the Mercarian League attracts enemies, in
particular the shipping concerns of House Mateu of Ord.
Meanwhile, the port of Five Fingers (and lesser ports of dubious
nature, such as Clocker's Cove and Carre Dova) plays host to
"independent operators" of all stripes, including famous pirate-
warcasters like Captains Phinneus Shae and his frigate, the
Talion.
07-16-2015, 11:12 PM #5
Fatebreaker
Warrior
Historical Ships As Inspiration & Guidelines:
So, you want to run a game at sea. But what kind of ships exist
at sea in the Iron Kingdoms? The Iron Kingdoms, Warmachine,
and Hordes deal mostly with land-based conflicts, which makes
sense given that many factions are entirely land-locked or simply
Join Date: Nov 2012 unconcerned with the ocean. Kings, Nations, & Gods touches on
Posts: 45 naval matters here and there, and both Forces of Warmachine:
Cryx and Forces of Warmachine: Mercenaries each discuss the
subject, but if you're looking for more detail, where do you look?
Age of Sail: Age of Sail warships ("ships of the line") were triple-
masted, with one to three decks of various types of cannons
along their flanks for delivering broadsides at relatively close
range. Given the technological progress of the Iron Kingdoms, the
addition of steam-powered paddle wheels means that, strictly
speaking, the age of sail is over (outside of the Ghost Fleet and
assorted older vessels). However, judging from artwork, fiction,
and descriptions, even the steam-augmented ships of the Iron
Kingdoms draw heavily from ships of this era. the rating system of
the Royal Navy is shared (in spirit, if not exactly) by the
Cygnaran Navy.
So, given that none of the three categories truly fit, what can
we learn?
As far as actual details, first, I presume that most ships are some
combination of steam-and-sail hybrid. If a ship lacks steam-
power, I presume that it is either an older vessel whose owners
are too poor to afford better, or else a pleasure yacht of the
eccentrically rich. If a ship lacks sail power, I presume that it is
very advanced. Since I cannot find any in-game examples of a
steam-only ship of the line which is not Cygnaran, I also presume
that it is part of the Cygnaran ironhull fleet, or else an
experimental craft from another nation. Certain Cryxian vessels
(the ships of the Black Fleet and the spectral vessels of the
Ghost Fleet) are able to either control the weather or sail
regardless of mortal winds, and so are treated as "steam only"
even they have sails.
Third, I presume that most ships still fight with broadside tactics:
sail alongside the enemy and blast them into sharkbait.
Engagements are close-range affairs, and true turret-mounted
weapons are usually found only on newer (or extensively
retrofitted) vessels.
Lastly, I presume that ships of this size are simply too powerful
to be hurt by anything less than artillery, some warjack weapons,
or magic. On-hit effects may still work (huzzah for fire!), but your
repeater pistol just isn't going to cut it.
07-16-2015, 11:12 PM #6
Fatebreaker
Warrior
Ships of the Iron Kingdoms:
So, taking both the information available from Privateer Press,
and filling in the gaps with historical influence, let's look at the
ships for my naval warfare rules. Unless otherwise specified, I am
only discussing ships of the line, rather than smaller riverboats,
Join Date: Nov 2012 sloops, schooners, etc. Privateer Press has already provided rules
Posts: 45 for smaller ships in Bitter Medicine, which work just fine. Larger
ships, however, are on an entirely different scale; you could play
a game of Warmachine on a table designed to be two frigates in
a boarding action against one another.
I use the Royal Navy rating system as a rough guide for ranking
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
I use the Royal Navy rating system as a rough guide for ranking
the size and power of different ships. As discussed earlier, the
Cygnaran Navy and the Royal Navy do not always agree, but it's
convenient enough for quick comparisons and rough adaptations.
For our purposes, I've only put together the odd-numbered rates,
as the remaining ships represent a distinction without a
difference. Most GM's will probably only need these three here,
and tweaking the numbers to make the rest is easy enough.
First Rate:
Description: The first-rate warship is a monster: big, dangerous,
and tough. However, it sacrifices some speed and
maneuverability in exchange for raw firepower. A first-rate ship
makes an excellent flagship for a fleet, where other ships can
help cover for its weaknesses, and its firepower and survivability
can keep an admiral afloat and in command.
DEF: 7
ARM: 18
Gun Decks:
1x Deck Gun Battery (port, starboard)
1x Heavy Gun Battery (port, starboard, fore, aft)
3x Royal Weight Gun Batteries (port, starboard)
Skill Modifiers: -2 to Sailing, +2 to Command
Damage Capacity: 125
Damage Threshold: 10
Guns: 10
Crew: 10
Sails: 10
Special Rules:
Ship of the Line
Rolling Thunder: All Royal Weight Gun Batteries adds +1d6
to damage rolls
Third Rate:
Description: The third-rate warship is a balance between
firepower, survivability, speed, and handling. It is the workhorse
of the fleet, the solid backbone of the navy. It mounts cannons
on three decks, along with both fore and aft chasers for pursuit
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
work.
DEF: 7
ARM: 18
Gun Decks:
1x Deck Gun Battery (port, starboard)
1x Heavy Gun Battery (port, starboard, fore, aft)
2x Royal Weight Gun Batteries (port, starboard)
Skill Modifiers: None.
Damage Capacity: 100
Damage Threshold: 10
Guns: 10
Crew: 10
Sails: 10
Special Rules:
Ship of the Line
Rolling Thunder: All Royal Weight Gun Batteries adds +1d6
to damage rolls
Fifth Rate:
Description:
DEF: 7
ARM: 16
Gun Decks:
1x Deck Gun Battery (port, starboard)
1x Heavy Gun Battery (fore, aft) & 1x Royal Weight Gun
Battery (port, starboard)
Skill Modifiers: -1 to Sailing
Damage Capacity: 75
Damage Threshold: 10
Guns: 5
Crew: 5
Sails: 5
Special Rules:
Ship of the Line
Rolling Thunder: All Royal Weight Gun Batteries adds +1d6
to damage rolls
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
Ship of the Line Special Rules:
Structure At Sea: Due to scale, a ship of the line is immune to all
damage which does not result from artillery, an AoE, fire or
corrosion damage, magical attacks, magical weapons, or a POW
14 weapon. A GM may choose to ignore this rule if circumstances
warrant; for example, if a character has the opportunity to
directly attack the helm or rudder of a ship, the GM may allow
the character to impair the ability of the crew to control the
vessel. Weapons may still apply on-hit effects.
Flammable: Fire damage and the continuous fire effect roll an
additional die on the damage roll against ships of the line.
Sturdy: A ship of the line cannot be knocked down, slammed,
pushed, or thrown. A ship of the line is immune to effects which
make it stationary. A ship of the line instead suffers a -2 to any
sailing checks the next turn. At the GM's discretion, characters
aboard a ship may suffer these effects.
Fighting Platform: While aboard a ship of the line, characters can
still move and take their actions.
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
Reply With Quote
07-16-2015, 11:13 PM #7
Fatebreaker
Warrior
Final Thoughts
I've posted quite a bit tonight, and there's a lot to review. If you
have any thoughts or feedback, I'd love to hear it. I'll be adding
to this over time, whether with more ship stats, revisions, new
special rules, and all sorts of fun things. If there's something y'all
Join Date: Nov 2012 are interested in seeing, let me know!
Posts: 45
Until then, clear skies, flowing seas, and good hunting!
07-16-2015, 11:39 PM #8
Munindk
Destroyer of Worlds
Join Date: May 2007 This looks amazing!
Location: Denmark
Posts: 1,156 So far the only thing I'm missing is how many sailors it takes to
crew a ship.
Is it by rating or X number of sailors per gun?
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
Last edited by Munindk; 07-16-2015 at 11:43 PM. Reason: I should have
read the WIKI too...
07-17-2015, 10:53 AM #9
Fatebreaker
Warrior
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
There's a bit of a rabbit hole here in terms of detail and
assumptions, but I would use the Royal Navy rating system as a
rough guideline, then adjust that figure if necessary. Fortunately,
most of the listed ships have a range of crew, and there's any
number of reasons why that number might fluctuate. Maybe a
ship is undermanned after a prior battle. Maybe a pirate captain,
looking to cut down on how many folks get a cut of the loot, only
has enough gunners to man the port or starboard guns at any
one time. Maybe changes to technology allow for more efficient
control of a ship. Maybe it's a Cryxian ghost ship and it can do
whatever it wants. As a random assumption from out of a hat, I
would figure that the minimum crew would be no less than two-
thirds of the "minimum" listed on the rating system. Below that,
it's time to start imposing penalties to sailing checks and the like.
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
Fatebreaker's Guide to Naval Surface Warfare
Arasaka
C onqueror
Damn fine work!
/salute
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com
« Previous Thread | Next Thread »
Posting Permissions
All times are GMT -8. The time now is 05:17 PM.
open in browser PRO version Are you a developer? Try out the HTML to PDF API pdfcrowd.com