03-06-2021, 07:11 AM | #1 |
Join Date: Jan 2021
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Ship and naval combat
Hi! I'm making a TL 4 campaign, with a sea fairing theme. Ships, guns, pirates, the whole shebang. Now, my players also want ship combat to be involved, and I do too. The question is, where can I find rules about ship combat in GURPS? I can most likely simulate it with normal character combat rules, just give the ships lots of HP and SMs that make it easier to hit, but I wanted to know if there are rules for naval combat specifically already written somewhere.
Thanks in advance! |
03-06-2021, 08:33 AM | #2 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: Ship and naval combat
Most here will probably point you to 3e GURPS Swashbucklers for this—which is basically a variation on Mass Combat. It works well enough, but it's a little more "abstract" than I generally like.
I had plans to use an Age-of-Sail miniatures ruleset in my campaign, specifically Don't Give Up the Ship!, because it would allow me to fold in some GURPS without too much fuss—but it didn't actually come up in the first run, so I haven't had a proper test. I think Hearts of Oak is a little more popular to that end.
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03-06-2021, 09:02 AM | #3 | |
Join Date: Aug 2007
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Re: Ship and naval combat
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There are a few of those in Fantasy along with what might be enough ship's guns. You might want Low Tech for some TL4 personal firearms. You can sort of make low tech sailing ships with Spaceships. You'd need Spaceships 7 as well as Spaceships 1. There is a TL4^ sailing ship in 7 but even toguh it flies in space changing it to be water only would be a matter of altering a few stats. Things like use regular wooden armor instead of "Etherwood".
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Fred Brackin |
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03-06-2021, 10:08 AM | #4 | |
Join Date: Jul 2008
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Re: Ship and naval combat
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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03-06-2021, 11:33 AM | #5 |
Join Date: Aug 2014
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Re: Ship and naval combat
I came here to say 4e Spaceships is an excellent place to start. After all, spaceship combat is depicted as just naval combat in space. It has a really nice modular ship design system with stats for regular wooden armor and projectile weapons. The combat rules involve ship maneuvers for interception, closing range, facing, ramming, rendezvous and things like boarding, damage control. There are rules for running it on a combat map too.
You can just ignore the precise ranges given which are like 10,000 miles IIRC. Instead use the more abstract Short, Medium, Long, etc. range scale. You'll need to adjust the ranges and speeds but that shouldn't be too difficult. Maybe just pick a much larger scale to get the relative values then scale down.
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"Even a toddler with a .22 pistol could accidentally roll a critical hit." -tshiggins |
03-06-2021, 11:54 AM | #6 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Ship and naval combat
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
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03-06-2021, 11:58 AM | #7 |
Join Date: Nov 2014
Location: Near Chicago
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Re: Ship and naval combat
So the basic set goes over vehicle combat on page B467 and that goes over the different maneuvers water vehicles can take as well as how they move, attack, defend and collide in combat etc. B554 has a hit location table for all the different locations a vehicle might have.
As for the actual ships themselves Low Tech has some additional sailing rules for sailing against the wind on page LT141 The problem is the basic set lists no TL 4 ships stats, and High Tech as well as Low Tech don't actually list any Vehicles that use the Ship handling skill at all... Of course some people build vehicles as characters to get around this and the template toolkit 2 provides a meta trait: Boat: Horizontal [-10]; No Legs (Aquatic) [-10]; No Manipulators [-50]; Numb [-20]. "Notes: No Legs (Aquatic) is priced to reflect the vessel’s inability to dive and dependency for mobility on masts, oars, or propellers that can’t be armored." -90 points. |
03-06-2021, 12:13 PM | #8 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Ship and naval combat
They were shuffled into Low-Tech Companions 2 (warships) and 3 (cargo ships), presumably for page count reasons.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
03-06-2021, 12:19 PM | #9 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Ship and naval combat
If you want, pick up some age of sail naval miniature rules. The Ship to ship combat is dealt with via the miniature rules, and the role playing is done via GURPS.
Fantasy Games Unlimited has a set of rules called PRIVATEERS AND GENTLEMEN that you can pick up for about $18 - with guidelines for campaign play and reasonable rules for ship maneuvering relative to the wind. Each "Gun factor" is based upon the premise that it is 50 lbs of throw weight per factor. Thus, a crew that is handling an 18 lbr could fire roughly 4 times before their "hits" would do relative damage to the enemy ship. It isn't hard to integrate GURPS characters into P&G characters, and it isn't hard to have ship encounter rolls to determine what the next set of sails sighted over the horizon may be. Individual ships are assigned missions that may include Cruzing (not a mis-spelling of the word), Convoy protection, Mail delivery, etc. There is sufficient detail in that set of rules to get a decent age of sail campaign set up from the British point of view or the American point of view (sadly, the original author didn't try for a French point of view). There are other rules out there if you've a mind to look into it. |
03-06-2021, 03:36 PM | #10 | ||
Join Date: Aug 2014
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Re: Ship and naval combat
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"Even a toddler with a .22 pistol could accidentally roll a critical hit." -tshiggins |
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