08-14-2020, 10:42 PM | #31 | ||
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: A wine-dark void (campaign idea)
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Hmm, I'd been thinking that heat rays would cause damage as a hex of flame, but mis-remembered how much damage flame caused (1d-1 rather than 1d-2). A 1d-1 heat ray would average 2.5 damage against an unarmored target, but 0.5 damage against a hull with DR 3. Which wouldn't be very effective unless it could catch the ship on fire. I would probably let a heat ray shooting at the same hex on a ship treat the DR as ablative, but once it burned through the DR it couldn't do more than 1/10 the ship's HP in damage using that one burned spot (because then you're just shining your sun beam through the hole you already burned right through the ship). Would this work? Our approaching skyreme has 200 yards to cross, moving at Move 5. Ignoring everything except for the opposing ship's heat ray, assuming the heat ray always hit, assuming the enemy ship was stationary, and giving the skyreme 170 HP, the attacker would take 20 rounds to go from 200 to 100 yards, taking (1d-1)/2 each of those turns. On average that's 1.25 damage per turn, or 25 damage over those 20 turns. The first 3 points burn through the DR, then the next 17 can actually affect the skyreme's structure, and you get one roll to set it on fire (at 6 or less, because of the low maximum damage) before going on to the next spot (with 5 damage, leading to 2 points of damage taken). Or, you could shine the beam at a spot for only 10 seconds at a time in order to maximize the chance of ignition rather than going for maximum penetration. This would give 2 ignition rolls, and cause the same total of 19 points of structural damage. Then, when the approaching skyreme got within 100 yards, it will take full damage at 1d-1 per turn. Again, it gets 20 turns to burn the approaching ship, but causes an average of 2.5 damage each turn. Huh. This leads to the curious case that the more focused heat ray won't actually ignite the ship, because it will only take 8 seconds to burn a hole through the ship but it will take 10 seconds to ignite it according to the rules. I'll need to think about that. In any event, the skyreme ends up taking 41 damage getting past its armor in those 20 turns. Or 60 points total out of 170 HP. Plus maybe a bit more from the fires that were started, but it certainly seems like an attacking skyreme could reach its target to ram and board it even under continuous heat ray fire. And that's not even counting defenses and clever use of terrain (skyrain?). Luke |
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08-15-2020, 07:07 AM | #32 | |||
Join Date: Jun 2013
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Re: A wine-dark void (campaign idea)
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Note an alternative to the above is to not roll for damage - or roll but not have the DR ablate - and instead of having the beam burn a hole through the hull and maybe start a fire, it instead serves only to start a fire. I'd suggest reducing the amount of time needed to do so compared to RAW, however. Perhaps beyond 1/2D the ship must make an HT roll every 10 hits or a fire starts, while at full damage it must make the HT roll every 5 hits. A fire would deal 1d-1 burn each second and ignore DR, and optionally every 5 seconds the fire burns the ship must make another HT roll or the fire spreads to an adjacent hex. Each hex can only burn for 10 seconds (with two risks of spreading) before the fuel is exhausted (leaving a hole in the hull). This is probably less powerful, but leads to well-maintained (and named) vessels being less likely to catch flame. Trying to work out the probabilities is a lot more complex, unfortunately, although if we arbitrarily assume each fire that starts will spread to one other hex just as it exhausts its fuel (basically meaning once one starts, it effectively keeps burning, but never gets any larger), we see damage to an HT 12 vessel is around 2.5*0.2592*(30+20+15+10+5) = 51.84, which is markedly weaker than the above (an HT 10 vessel would suffer nearly twice as much damage, putting it comparable to the above).
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08-15-2020, 09:29 AM | #33 |
Join Date: Dec 2006
Location: Meifumado
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Re: A wine-dark void (campaign idea)
I think if solar rays are widely being used as weapons that there'd be a few easy counters to them. Hulls could be covered or hung with reflectors- even a partial covering should be effective. Or they could hang bundles of wet grass over their hulls, cutting them loose when they start to burn and then dropping over a fresh bundle.
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08-15-2020, 02:31 PM | #34 | |||
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: A wine-dark void (campaign idea)
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The main thing I'm thinking now is that 40 rounds of rolling heat ray hits and damage before the real fighting will really drag the game down. I'll think about some way to break it into, say, 10 second rounds. I'll look at GURPS: Action to see if any of the abstract chase rules might help, and might look through GURPS: Spaceships to see how they do it. Other random thoughts - making rules for how fires spread (probably every 10 seconds, to make it easier to use with the longer airship combat turns). Also, while heat rays treat shots to the same hex as ablative for wood (and probably also leather, linothorax, bone, and other organic materials), metal armor would only be semi-ablative - you can melt it, but it has a rather high melting point and will take a while. Curiously, the melting temperature for common rocks are also in the same range as the melting temperature for brass, bronze, copper, steel, iron, gold, and silver (in the 1200 to 1800 K range), so rock could also be treated as being semi-ablative. A heat ray could, if given enough time, melt holes in enemy walls. Special materials like firebrick, tungsten, and graphite would be immune to heat rays - while firebrick has long been used for kilns, to get tungsten or graphite you would probably need help from Hephaestus. So wealthy cities might make their walls out of firebrick to resist heat ray attacks. Luke |
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08-15-2020, 02:32 PM | #35 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: A wine-dark void (campaign idea)
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Luke |
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08-15-2020, 07:58 PM | #36 |
Join Date: Jan 2006
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Re: A wine-dark void (campaign idea)
Skyremes that get too close to Mt. Olympus get smote with lightning.
The void is usually full of heat distortion, swirling dust, flies, and so forth so you can't see deep into it. In fact, the depths are dim and the abyss is dark. It is said that all the way down there, where sunlight never penetrates, the skydead walk. Terrible creatures live in the hot abyss come up to terrorize good Greeks on hot summer nights. Aergonauts swear they see glowing ghost dolphins in the void at night. |
08-16-2020, 12:43 PM | #37 | ||||
Join Date: Jun 2013
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Re: A wine-dark void (campaign idea)
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10-second rounds sound like about the right amount to aim for (note if using a battlemap, 10-yard hexes will work well with this). Something I've suggested in the past is to roll 3dF (a dF is a 6-sided dice with two -'s, two +'s and two blank faces) and apply the result to the effective skill level, then use the probability associated with that skill level to determine how many hits you got. For example, with an effective skill of 12, a roll of +1 (2 +'s, 1 -) changes this to 13, so 83.79% of the attacks hit; that works out to 8 hits from 10 seconds of heat ray, or 50 total arrows* out of three 20-arrow volleys, or whatever. You could probably do something similar to avoid all those damage rolls. *Arrows are a potential issue. I wouldn't expect an archer to have effective ST below 12, and higher is likely (particularly considering the Strongbow Perk, which gives any professional archer +2 to ST for using a bow), but we'll go with that. Greeks would probably use either Composite or Reflex bows (heroes, of course, use Philoctetes' bow, from Fantasy Tech), for a minimum of 1d+1 imp. This would average 1.67 Injury per hit (10 HP every 6 hits) against an Unliving target with DR 3, which can result in arrow volleys destroying enemy vessels in rather short order (102 arrows are enough to drop a 170 HP skyreme to 0 HP; depending on how many archers you have, this may well be markedly faster than trying to board). One solution is to treat the skyremes as having IT:DR against arrows and the like, cutting average Injury to something more manageable (giving them Homogenous for purposes of Injury, but keeping HP based on Unliving, could also work). Quote:
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On the topic of crashing ships... would something like etherwood actually crash? It seems like the debris would, if anything, float upward (as it's no longer weighed down by all the attached non-etherwood bits). It would be interesting if the aftermath of a battle was floating etherwood debris in the sky, with the more mundane components - including the crew - having fallen to the ground.
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08-16-2020, 02:06 PM | #38 | ||
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: A wine-dark void (campaign idea)
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From a realistic point of view, if dust or clouds kept sunlight from reaching the Mediterranean depths, you would get an inversion layer which would inhibit convection so without the adiabatic compressive heating of the descending air it wouldn't get as hot. And also without light to fuel to extremophile phototrophic microbes in the briny sea you wouldn't get the gnat clouds. But realism? In this setting? Pha! I do imagine you would frequently get stratus cloud layers across at leats parts of the Mediterranean basin, and when they clear up the heating of the Mediterranean bottomlands would evaporate water flowing in from the continents, leading to huge convective thunderstorms rising up out of the basin. So with frequent cloud cover plus vast clouds of gnats (and their attendant swarms of birds that feed on them) the Mediterranean floor might often be obscured. Anyways, neat ideas! Thanks. Luke |
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08-16-2020, 02:29 PM | #39 | |||||
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: A wine-dark void (campaign idea)
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I'm thinking that certain special heroes who are favorites of Helios could be gifted magic sunstones. If you put one of these at the focal point of a heat ray, it can operate no matter whether the sun is shining or not, or in whatever direction it is pointed. You would need to keep them in asbestos boxes, of course, from all the solar heat they put out (say 1d-1 burn damage, area effect 2 with dissipation, for the kind of sunstone that could power a skyreme heat ray. City defense heat rays would need bigger sunstones (or just operate as a skyreme heat ray while using a smaller sunstone). Sunstones would, of course, be very rare and not just the sort of thing you can buy with money - quests and the like would be needed. That would be like Perseus walking down to Ye Olde Magic shop and plunking down some drachma for his cap of invisibility or flying sandals (or even the gorgoneion, bypassing his adventure altogether). Quote:
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08-16-2020, 04:13 PM | #40 | ||
Join Date: Jun 2013
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Re: A wine-dark void (campaign idea)
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I really like this. I suggest the sunstones not work at night (they're more for when the sun is in the wrong location relative to your reflector, or hidden behind the clouds, than when Helios isn't driving it across the sky). In theory you could have them produce illumination more akin to moonlight (useful as a light source, useless for burning things), but that seems more appropriate for moonstones gifted to favorites of Selene. Some meteorological phenomena might override Helios' favor as well, such as a massive black thundercloud sent by Zeus or a solar eclipse.
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