Difference between revisions of "Naval Combat"
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'''Naval Combat''' describes a seagoing battle system based on the wiki's [[Combat|combat]] rules, enabling ships, crews and deck siege engines to engage in conflict. The system allows encounters upon lakes, rivers, coasts and open seas to possess the same importance as battles fought in dungeons, towns or wilderness. Ships become weapons, permitting fights on water to take place, while the system strives to correct the many shortcomings and also failings of the game's waterborne rules. This permits the inclusion of piracy, pursuit, boarding, blockade, escort, amphibious assault, river war and merchant defence to be part of the game's structure. | '''Naval Combat''' describes a seagoing battle system based on the wiki's [[Combat|combat]] rules, enabling ships, crews and deck siege engines to engage in conflict. The system allows encounters upon lakes, rivers, coasts and open seas to possess the same importance as battles fought in dungeons, towns or wilderness. Ships become weapons, permitting fights on water to take place, while the system strives to correct the many shortcomings and also failings of the game's waterborne rules. This permits the inclusion of piracy, pursuit, boarding, blockade, escort, amphibious assault, river war and merchant defence to be part of the game's structure. | ||
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| − | This page includes links for resolving combats between ships and aboard ships. These house rules are not meant to be complicated, but the structure of these combats themselves | + | This page includes links for resolving combats between ships and aboard ships. These house rules are not meant to be complicated, but the structure of these combats themselves necessitates a certain difficulty where it comes to evaluating ship movement under sail, turning, wind and damage done as they challenge an analog game's limitations. As well as possible, the rules have been organised so that general pages describe the broad frame of the process, with links leading to pages that provide progressively grittier and more nuanced details. Much of this detail, once in place, can be overlooked if the DM prefers to treat a given rule as optional. The purpose is to make the system available in layers, so that a battle may be managed broadly when little detail is needed, or more closely when the circumstances of ship handling, crew action, missile fire, boarding or damage require closer attention. |
I have taken the time to provide as much as I can, drawing in part from the games [https://boardgamegeek.com/boardgame/237/wooden-ships-and-iron-men Wooden Ships & Iron Men] and [https://boardgamegeek.com/boardgame/1709/trireme-tactical-game-of-ancient-naval-warfare-494 Trireme]. These have been used as practical points of reference, not as limits upon the system, which remains intended for play within the D&D campaign. | I have taken the time to provide as much as I can, drawing in part from the games [https://boardgamegeek.com/boardgame/237/wooden-ships-and-iron-men Wooden Ships & Iron Men] and [https://boardgamegeek.com/boardgame/1709/trireme-tactical-game-of-ancient-naval-warfare-494 Trireme]. These have been used as practical points of reference, not as limits upon the system, which remains intended for play within the D&D campaign. | ||
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* [[Boarding]] | * [[Boarding]] | ||
* [[Collisions]] | * [[Collisions]] | ||
| − | * [[Damage to Hull | + | * [[Damage to Hull and Rigging]] |
* [[Drifting]] | * [[Drifting]] | ||
| − | * [[Fouling | + | * [[Fouling and Unfouling Ships]] |
| − | * [[Grappling | + | * [[Grappling and Ungrappling Ships]] |
* [[Hardpoints]] | * [[Hardpoints]] | ||
* [[Line of Sight]] | * [[Line of Sight]] | ||
| Line 34: | Line 35: | ||
* [[Transparency in Logging Movement]] | * [[Transparency in Logging Movement]] | ||
* [[Turning]] | * [[Turning]] | ||
| − | |||
* [[Wind Change]] | * [[Wind Change]] | ||
| + | * [[Wind Force]] | ||
* [[Wind Effect on Movement]] | * [[Wind Effect on Movement]] | ||
| − | |||
</div> | </div> | ||
Latest revision as of 19:05, 25 April 2026
Naval Combat describes a seagoing battle system based on the wiki's combat rules, enabling ships, crews and deck siege engines to engage in conflict. The system allows encounters upon lakes, rivers, coasts and open seas to possess the same importance as battles fought in dungeons, towns or wilderness. Ships become weapons, permitting fights on water to take place, while the system strives to correct the many shortcomings and also failings of the game's waterborne rules. This permits the inclusion of piracy, pursuit, boarding, blockade, escort, amphibious assault, river war and merchant defence to be part of the game's structure.
Contents
This page includes links for resolving combats between ships and aboard ships. These house rules are not meant to be complicated, but the structure of these combats themselves necessitates a certain difficulty where it comes to evaluating ship movement under sail, turning, wind and damage done as they challenge an analog game's limitations. As well as possible, the rules have been organised so that general pages describe the broad frame of the process, with links leading to pages that provide progressively grittier and more nuanced details. Much of this detail, once in place, can be overlooked if the DM prefers to treat a given rule as optional. The purpose is to make the system available in layers, so that a battle may be managed broadly when little detail is needed, or more closely when the circumstances of ship handling, crew action, missile fire, boarding or damage require closer attention.
I have taken the time to provide as much as I can, drawing in part from the games Wooden Ships & Iron Men and Trireme. These have been used as practical points of reference, not as limits upon the system, which remains intended for play within the D&D campaign.
A strategy for learning the rules begins with the Naval Sequence of Play, which gives an overview of the manner in which naval combats are resolved, step by step. From there, the reader may proceed into those parts of the system that are needed for the immediate situation.
Links
The following is a list of links associated with naval combat:
- Anchor
- Arc of Fire
- Backing Sail
- Boarding
- Collisions
- Damage to Hull and Rigging
- Drifting
- Fouling and Unfouling Ships
- Grappling and Ungrappling Ships
- Hardpoints
- Line of Sight
- Movement Allowance
- Movement Execution
- Movement Notation
- Nautical Terms
- Naval Sequence of Play
- Ship Hexes
- Ship's Attitude
- Ship's Weapons
- Ship Types
- Sinking
- Transparency in Logging Movement
- Turning
- Wind Change
- Wind Force
- Wind Effect on Movement
See The Adventure
