Has anyone made stats for old-timey sailing ships? Warships, longships, merchant vessels, any of those. I'm not sure what to do with those. Also, has anyone made stats for siege weapons like catapults and trebuchets?
Old-Timey Ships & Siege Weapons?
No but it sounds fun to do
the siege weapons will use vehicle scale I would think. As a start here’s a stab at the Catapult:
Sli: 3, HT: 4, Armour/Defence: 0. Speed 1
Range: Medium (Planetary Scale) (with the expectation that a Trebuchet is Long Ranged and Extreme is purely for when you can see but not attack your enemies)
Damage: 3 (30 personal)
Crit: 3
Qualities: Prepare 3, Limited Ammo 1, Slow Firing 1, Breach 2, Blast 20.
Special Rules: It takes two manoeuvres to Reload a catapult, usually performed by a group of minions.
Optional Ammunition:
Burning Tar Ball: Reduce Breach to 1, Damage to 2, but add Burn 10
I'm currently working on an Age of Sail campaign but it doesn't sound like it's old-timey enough for what you're asking for. I don't know how well it'll turn out, but I'm attempting to build up the stats for a dozen sailing ships, basic hand weapons in use, as well as maneuvers that can be used during ship-to-ship combat and chases; I'm wanting to have an in-game effect of the kind of medical care aboard ship, for example, and how that may affect morale, or how the command staff could also affect morale (like having a parson aboard or if the captain is a known hard-case who loves to use the cat) and things along those lines. I'm including non-combat troubles or catastrophies while at sea or in a port and how the weather can affect travel and so on.
It might take a while yet as I'm currently running a Star Wars game using Genesys rules for my daughter and her friend.
Are you asking for around the 1700-1800's time period or much, much earlier?
5 minutes ago, theReplicant said:Are you asking for around the 1700-1800's time period or much, much earlier?
That would work. I was thinking more medieval, but it shouldn’t be too hard to alter 1700 ships to medieval ones.
Mmmm... I think that'd depend on how far back you wanted to go; at the turn of the century (the 1800's) the sailing ship was literally the most complicated device ever built by mankind; earlier versions were amazingly simpler, slower, less agile, smaller. But, as I never considered mass oar-banks before now, I might add that in my ship list.
Triremes and Viking raiders, for example, were mostly oar-powered which would make for much different tactics and maneuverability versus ship-rigged frigates. But... that's all I really know about that. Not much, in other words. I have done extensive reading and study of sailing during the time period of the Napoleonic Wars and very very little for earlier centuries.
But even having said that, the game is flexible enough that it can easily absorb little quirks or mistakes or inaccuracies very well to make for a great game nonetheless.
Lemme generate some more numbers if you can wait a little longer before you need to run your game.
8 minutes ago, theReplicant said:Mmmm... I think that'd depend on how far back you wanted to go; at the turn of the century (the 1800's) the sailing ship was literally the most complicated device ever built by mankind; earlier versions were amazingly simpler, slower, less agile, smaller. But, as I never considered mass oar-banks before now, I might add that in my ship list.
Triremes and Viking raiders, for example, were mostly oar-powered which would make for much different tactics and maneuverability versus ship-rigged frigates. But... that's all I really know about that. Not much, in other words. I have done extensive reading and study of sailing during the time period of the Napoleonic Wars and very very little for earlier centuries.
But even having said that, the game is flexible enough that it can easily absorb little quirks or mistakes or inaccuracies very well to make for a great game nonetheless.
Lemme generate some more numbers if you can wait a little longer before you need to run your game.
Thanks!
I would make ammo very important for the catapult. For example, a single big-honking rock might have Breach, but not much in the way of Blast. A pile of rocks would give more Blast, but no Breach. The burning tar ball would have more Blast then the big rock, but less Blast then a pile of rocks while adding some Breach and Burn.
P.g. 231 of the Genesys book does have a premade Three Masted Frigate if you're looking for a place to start.
I'm also working on a Pirates of The Caribbean style campaign. It will most likely be a month or more before I'm ready to do anything with it, but any ideas you come up with feel free to share.
Edited by Noahjam325Just a bump to say I haven't forgotten, just life got really busy (my schedule just got an additional nine hours per week on top of my regular stuff) and I'll post what I have come up with ASAP.