|
|
|
|
|
#1 | |
|
Join Date: Aug 2004
Location: Wellington, NZ
|
Quote:
If the GM doesn't like this they can also rule that it's very hard (or impossible) to teleport into open air, because you can't 'see' the exact spot, and you need to teleport onto something visible. Also, you're casting at a -6 to skill, and that means unless you've got a very skilled caster there will be many bombs ending up who-knows-where. As it's a common theme for mis-teleports to go to similar-seeming places, I don't think I'd want to be on friendly ships when this form of attack was underway. Given that IQ13, Magery 3 mages are most likely quite a rare commodity, I don't think this is the best use of their talents. Wizard Eye, used to create an eye that's sent straight up will let a ship see much further, especially with other vision enhancing spells. There are many other knowledge spells that would be very useful as well. I think that this sort of magic will be a more useful of mages' talents than direct offensive uses.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
|
|
|
|
|
#2 |
|
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
The 1866 Battle of Lissa is a good example of naval warfare at this TL, and shows how disastrous wilful player characters in charge of a fleet can be.
The naval part of the War of the Pacific was on a fairly small scale, but illustrated the unchanging parts of naval warfare. The Battle of Santiago de Cuba is early TL6, without many of TL6's innovations, and is also worth a look. The beasts are actually easier to believe in. Dirigibles are really large and quite fragile. Getting them in and out of a hangar at sea, where there's always a wind and truly calm seas are very rare will be very hard, and accidents extremely destructive. A dirigible that can lift significant weaponry is larger than any sane ship.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 06-10-2023 at 06:40 AM. Reason: Dirigibles |
|
|
|
|
|
#3 | |
|
Join Date: Aug 2004
Location: Pioneer Valley
|
Quote:
__________________
My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
|
|
|
|
|
|
#4 | |
|
Join Date: Apr 2005
|
Quote:
Heck, cut out the middleman and have flying ironclads like Space:1889. |
|
|
|
|
|
|
#5 | |
|
Join Date: Feb 2008
Location: The Athens of America
|
Quote:
Of course Base Magic has quite a bit of weather magic. If your dirigible has a weather mage or six as the officers...quite a bit of historical incidents with weather might be avoided. A offensive/defensive arms race around weather magic might develop if dirigibles and other forms of airships come to be. Without higher TL powered aircraft, the dirigible is hands down the best fleet scout that can be had. Superior range, superior speed, superior visible horizon; if the weather problem can be solved. With communication magic to relay observations to the fleet the concept might be workable.
__________________
My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman Last edited by Witchking; 06-10-2023 at 01:05 PM. |
|
|
|
|
|
|
#6 | |
|
Join Date: Aug 2004
Location: Austin, TX
|
Quote:
Accurate fire from naval artillery at long distance - or for casting Teleport Other spells at moving targets, I suppose - still requires all the machinery of a mechanical range keeping calculator, but historically, the hardest part was getting the range readings correctly and rapidly. Tell Position and Tell Time can be enchanted in jewelry with a Power enchantment, and then anyone (they're not mage only items) with the jewelry can be providing constant but correct ranges. It's not quite as good as late WWII radar, because it doesn't provide blind-fire capability, but it's supremely better than the early optical rangefinders. Somewhat fortunately, Scryguard is a relatively cheap enchantment for large ships (500 energy * 1 + SM) and protects against Tell Position. I'm mixed on the effects of 40 lb LE teleport bombs. They're trivially easy to make, and even at a 25% hit rate they are significantly more accurate than late TL5 and early TL6 naval artillery. They have to be teleported outside of the armor, but 40 lbs of LE can still wreck a ship's superstructure. On the other hand, Teleport Shield isn't that expensive for covering 30-50 yards of radius, which should be enough to cover the most vulnerable parts of the superstructure. So they end being closer to 6" or 8" non-armor piercing explosive shells, and well made ships survived a surprisingly large number of such hits. It looks like it would be possible to use Water Vision to see under a ship, and if water doesn't count as a solid object, that would be where I would be sending my teleport bombs. Preferably larger ones - 250 lbs of LE would be a decent torpedo warhead until the start of the 20th century. Though re-reading the failure effects of Teleport make me think teleport bombs are not going to work. A 25% chance of success is a 75% chance of failure, and having 2/3rds of the bombs going somewhere is not really acceptable.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com Last edited by mlangsdorf; 06-10-2023 at 05:51 PM. |
|
|
|
|
|
|
#7 |
|
Join Date: Aug 2004
Location: Pioneer Valley
|
No idea off the top of my head -- this sort of thing is Witchking's wheelhouse -- but what's the hit ratio of naval gunnery generally? I can't imagine the percentages are that outrageously different.
__________________
My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
|
|
|
|
|
#8 |
|
Join Date: Aug 2004
Location: Austin, TX
|
The accuracy of naval gunnery is really complicated. As far as I know, we only have good records for 20th century attacks, and those were generally made at much longer ranges than earlier attacks. Better fire control offsets that some, but fire control systems were constantly evolving. Radar range finding, for instance, dramatically increased accuracy and engagement range.
Anyway, the best documented fight I'm aware of was the Battle of Jutland, which was mostly fought at moderately long range using some early fire control systems. And the hit rates were around 2-5% overall, with brief moments of higher or lower accuracy. I'm not arguing about the overall accuracy - as I said, 25% accuracy is enormously superior to naval artillery. I'm concerned about the effects of failed teleport spells: "If you miss your roll by more than 1, you suffer no physical injury – but you go somewhere else. The location is up to the GM! A critical failure with this spell can send the caster anywhere the GM likes – make it interesting! – and cause physical injury, as long as it doesn’t kill the caster outright." Having 0.5-2% of your teleport bombs appear within your own ships' armor envelopes is not acceptable, nor is having 2/3rds of them going somewhere undesirable, even if you're getting 25% hits overall. Making attacks that rarely hit is acceptable, if you make enough attacks, but not if some of those attacks hit your own ships. And of course, if the enemy ships have partial protection of Teleport Shields, that both decreases the potential hits and increases the dangerous misfires. I'd expect teleport bombs to be forbidden by any sensible navy. But Tell Position/Tell Time, especially if the caster has Air Vision and Dark Vision, effectively gives radar range finding decades before it was historically available.
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com Last edited by mlangsdorf; 06-12-2023 at 02:07 PM. |
|
|
|
|
|
#9 | |
|
Join Date: Aug 2004
Location: Pioneer Valley
|
Quote:
HMS Warrior, as an example of late TL5 naval technology, had a 15-gun broadside, which guarantees a critical failure a little better than once every three broadsides. So ... do we put a higher failure rate on military magic than anyone IRL would accept with military machinery? According to High-Tech, TL5 runs to 1880, which is why I figured on the Warrior-class ironclads as representative of "late" TL5. I'd be interested in the OP clarifying that.
__________________
My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. Last edited by RGTraynor; 06-10-2023 at 04:46 PM. |
|
|
|
|
|
|
#10 | |
|
Join Date: Dec 2007
|
Quote:
Also few of the critical failure results are actually dangerous instead of just annoying and useless. But there are things that you can do with magic at sea that TL 5 gear can't do. Divination. Long distance communication. Finding the enemy. Creating favourable weather conditions. Turning small vessels invisible and making them fly. These are things where the occasional misfired spell isn't going to outweigh the strategic and tactical advantages of being able to do things that can't be done any other way. Last edited by David Johnston2; 06-10-2023 at 10:39 PM. |
|
|
|
|
![]() |
| Tags |
| campaign design, magitech, tl5 |
|
|