Spacejammer Combat

By Lindharin
(Lindharin@Telluri.com)

Version 0.92

11/04/00

 

Table of Contents

Introduction

Normal Scale Combat

Zero-Gravity

Spells

Missile Weapons

Attacking a Ship

Ship Scale Combat

How Combat Works

Ship Statistics

Surprise

Initiative

Order of Events

Attack Resolution

Damage Resolution

Special Ship Maneuvers

Notes and Bibliography

 

 

Introduction

This is a document is third in a series of conversion notes and house rules.  It makes references to concepts introduced in the other documents, so I recommend you read them in order.  The entire series is available at my web site.

This document represents two major changes to the standard Spelljammer rules.  First, it includes a number of conceptual changes to the Spelljammer setting, with house rules affecting a number of small but significant elements of the game.  Second, it is a conversion of that modified setting to the new D&D "3rd edition".  While I considered splitting these into two separate documents, one for changes to the setting in 2e and another to convert to 3e, I ultimately decided that was going to be too much work.  For those who intend to use Spelljammer with its original 2nd edition AD&D rules, there may still be some conceptual ideas and house rules in this document that you may find interesting, but some of them will need to be backwards-converted to 2e.

This document also contains a LOT of ideas that are not my own.  I've been influenced by several members of the Spelljammer-L mailing list and various web page authors, which I've listed in the Notes and Bibliography section.

Due to the extensive conversion information in this document, and some difficult design decisions, I've included notes about why I have converted certain elements of the game in the fashion I did.  These design notes will be separated from the normal text and placed in "sidebars".

Definition of Game Mechanic Terms

Term

Abbrev.

Definition

Spacejam, Spacejammer, Spacejamming

SJ

These terms refer to travel through space, and have no implication for the nature of propulsion being used.  More specific terms do have specific connotations, where lifejammer vessels make use of lifejamming helms, spelljammer vessels make use of spelljamming helms, etc.

Normal Scale

NS

This is a term to differentiate between Ship Scale and Normal Scale combat.  Normal Scale combat uses hit points, armor class, melee weapons, 6 second rounds, and the normal 3e rules.

Ship Scale

SS

This is a term used to differentiate between Normal Scale and Ship Scale combat.  Ship Scale combat uses Structure Points, Hardness Ratings, Evasion Ratings, heavy weapons, one minute turns, and my other modified rules for ship-to-ship combat.

Round

--

A round is a standard 3e six second round.

Turn

--

A turn is one minute, or 10 rounds in 3e.

Hex

--

A hex is 500 yards, the same as a 2e SJ hex.

Tactical SJ Speed

--

A vessel moving at tactical speeds will cover one or more hexes per turn, based on its Speed Rating.

Full SJ Speed

--

A vessel moving at full SJ speed is moving at approximately 100 million miles per day in a straight line.

Speed Rating

SR

A ship's Speed Rating is the number of hexes it can travel per turn (10 rounds).

Maneuver Rating

MR

A ship's Maneuver Rating represents how quickly, easily and accurately a vessel can turn.

Evasion Rating

ER

This is the ship scale version of armor class.  It represents size, design and maneuverability.  Unlike AC, it does not represent armor or materials used in the vessels construction.

Hardness Rating

HR

This is my implementation of the 3e Hardness concept in the ship scale system.

Structure Points

SP

This is my equivalent of Hull Points.  I changed it to Structure Points both because it is a more accurate term, and the abbreviation won't be confused with Hit Points.

Spacejammer Tonnage

Ton

An SJ Ton is a measure of size and volume, not mass or weight.  An SJ ton is 100 cubic yards, or 2,700 cubic feet.

 

Normal Scale Combat

The basic rules for normal, person-to-person combat remain the same as in 3e D&D.  Initiative, combat rounds, attack and damage rolls all remain the same.  Below are some clarifications and small modifications for normal scale combat in Wildspace and the Flow.

Zero-Gravity

Combat in weightless conditions imposes a -2 on all attacks, saves and checks, and -10 on initiative.  In addition, characters lose any dodge bonus to AC, and are therefore vulnerable to a rogue's Sneak attack, but only if the rogue is himself not weightless (for example, if he is on deck and using a ranged weapon within 30').

Characters who take the Wildspace Familiarity feat do not suffer the penalties to attacks, saves, checks or initiative, but still lose their dodge bonus to AC.  Characters who have some form of mobility in zero-gravity (for example, the ability to fly) do not lose their dodge bonus regardless of whether or not they have the Wildspace Familiarity feat.  Also, creatures that are native to Wildspace never suffer these penalties.

Spells

Keep in mind that in space, each hex represents 500 yards across, so spell ranges are quite limited.  It is recommended that the DM should be generous in judging spell ranges.  Remember that if your ship is in the center of the hex, any other ship in the same hex is probably about 300' away on average, but could be closer or further.  Giving players (and NPCs!) the benefit of the doubt, I recommend allowing any spells with at least a Medium (100'+10'/level) or Long (400'+40'/level) range to be cast on any target in the same hex.

However, regardless of the spell's range, some spells only work when the air envelopes are mixed because they can not penetrate a void.

Missile Weapons

Missile weapons within a gravity field function normally in all respects.  However, outside a gravity field, a missile will continue unimpeded in a straight line until it hits something.  Normally, thrown weapons have a maximum range equal to 5x their range increment, while projectile weapons have a maximum of 10x their range increment.  If those maximum ranges are not sufficient to propel the missile outside the gravity field, the normal rules apply. 

However, if the gravity field ends before the missile reaches it's maximum range, then the missile will continue unimpeded in a straight line.  This allows a character to theoretically attack anything that is in his line of sight, no matter how far away, provided it is outside a gravity field.  Unfortunately, given the distances involved, it is not always that straightforward, because thrown missiles travel at only 1 hex per round, while projectiles travel 2 hexes per round.

It is relatively simple to attack stationary targets in wildspace.  Treat the target as if it were at the edge of the gravity field for purposes of the attack roll's range increment penalty, and then add an additional -2 per extra hex traveled to reach the target.  If the attack roll is successful, the missile will eventually hit the target.

If the target is moving however, it becomes almost impossible to hit it at longer ranges, because you don't know where it will be when the missile reaches that range.  If the target is in the same hex, but outside the gravity field, then any missile can reach it right away, so just use the normal range increment penalty as if the target were at the edge of your gravity field.  If the target is not in the same hex, impose an additional -8 (for projectile missiles) or -12 (for thrown missiles) per hex of range to the mobile target. 

Note that these missile rules are even more of an abstraction than the normal D&D combat rules.  The movement of individual missiles across the battle field should probably not be implemented in any strict fashion. 

I strongly recommend letting missiles move their full per-round distance immediately on the character's initiative, rather than delaying it until later in the round or just prior to his action next round.

I'd also recommend that you base the number of rounds it takes to reach the target on the initial range, and disregard any subsequent movement while the missile is en route, largely because given the stop-and-go nature of how movement is represented in rounds, I don't think it is worth trying to actually track the progress of the missile on the battle grid.

In the example, Arnold's axe won't arrive until the following round.  It is quite possible that the target vessel would have moved in between.  Nonetheless, the range penalties involved are intended to take that into account:  the reason Arnold's penalties were so high is that he was trying to estimate the vessel's motion and throw the axe to hit where he thinks the vessel will be. 

Note:  Do not roll dice to resolve the attack until the missile actually reaches the destination, because you will still need to take into account any new circumstances that have occurred in the interim (for example, applying 100% cover if the target is no longer on the deck of his ship, etc).

Example:  Alain the Archer is on the deck of a Dragonfly (20' beam).  He is at the edge of the deck, attacking a vessel that is off the port side.  Since the gravity field only extends 20' in that direction, the edge of the gravity field is easily within the first range increment of his longbow (which is 100').  That means he can attack anything in the same hex without any range penalty.  However, for each additional hex of range to the target he'll suffer a -8 penalty.  The vessel is 2 hexes away, so that is a -16 range penalty, but his arrow can travel two hexes in the first round, so the attack can be resolved immediately.

His buddy, Arnold the Axeman is going to throw a throwing axe at someone else on that ship.  Unfortunately, the range increment for a throwing axe is only 10', so it automatically imposes a -4 for two range increments to the end of the gravity field, and then -12 per hex thereafter, for a total of -28!  The reason that penalty is so high, is because the axe can only travel one hex per round, so it moves half way right now and won't actually arrive until his initiative in the next round, at which point the attack roll will be made, so any additional bonuses or penalties can be included.

As a final note, this is an ideal situation to use the True Strike spell, since it allows you to predict where the target will be (ie, the +20 attack bonus offsets at least a hex or two of range penalties).

Attacking a Ship

If a character or creature, regardless of size, is attacking a ship, it should be resolved in a fashion similar to attacks on any other object.  Remember that ships, like any object, are immune to critical hits from normal scale attacks.

Melee Attacks

To make a melee attack against a ship, you are most likely standing on (or very near) it, and given it's size, it counts as an inanimate, immobile object, with an AC of 0.  Roll your damage and divide by 10 (round down).  Subtract the ship's Hardness Rating, and apply the remainder to the ship's Structure Points.

Missile Attacks

A ship that is unmoving, or is moving but is less than one range increment away, has an AC of 0.  A ship that has a helmsman, is at least one range increment away, and is moving has an AC equal to its Evasion Rating.  The attack roll suffers range penalties as described above.

If the attack succeeds, damage is determined similar to melee attacks.  However, in 3e, normal class missile weapons do half damage against objects.  So, roll the damage and divide by 20 (round down), then subtract the ship's Hardness Rating, and apply the remainder to the ship's Structure Points.

Energy Attacks

Objects take half damage from acid, fire, and lightning attacks.  Divide the damage by 20, then subtract the ship's Hardness Rating, and apply the remainder to the ship's Structure Points.  Cold deals one quarter damage to objects, so divide the damage by 40.  Sonic attacks do full damage to objects, so divide the damage by 10, as per melee attacks.

Spells

Spells that cause damage are generally treated as missile or energy attacks, whichever seems most appropriate.  For example, Magic Missiles probably count as regular missiles and do 1/20th damage, while Fireball is a fire energy attack that also does 1/20th damage, and a Cone of Cold would only do 1/40th damage.

Spells that don't cause direct damage via force or energy must be handled on a case by case basis.  Spells like Inflict Wounds will have no affect on most ships, but the DM may optionally allow it to do 1/10th or 1/20th damage to ships constructed of still-living materials (ie, not dead wood, but possibly the living plants that are used in Elven ships).

As per the 3e object rules, a ship is considered to always fail its saving throw.  Optionally, the DM may allow the ship to count as being "attended by a character" if there is a helmsman on the helm, in which case it would use the helmsman's saving throws.

The effects of some common spells will be covered in my SJ Characters conversion document (available at my web site).

Ship Scale Combat

Converting the original Spelljammer combat rules to the new D&D system is both fairly straight-forward and also very complex.  A number of issues come up due to the change in some of the basic mechanics.

In the end, I went with a hybrid system that combines some of the best elements (IMO) from both, but is therefore not 100% compatible with either.

One of the decisions that would have the most impact on the rest of the conversion was whether to use 2e's Hull Points, Armor Rating, and weapon attack rolls, or change to 3e's Hardness, Hit Points and random hit system (siege weapons don't have attack rolls, you just specify where you are aiming and then use the grenade-like missile system to see how close to the target point you actually hit).

I decided I did want to have a version of Hardness, because it makes sense to me that a small weapon or glancing strike might damage a wooden ship but not a metal or stone one, for example. 

However, if damage resistance is included in Hardness, then it shouldn't play much (if any) of a role in the target's Armor Rating, so I decided that Armor Rating just represents whether the attack connects with the target, kind of like a ranged touch attack.  That being the case, it makes no sense to call it an Armor Rating, so I went with Evasion Rating instead.

I decided to stick with 2e's Hull Points, because in 3e large objects the size of warships would have a lot of Hit Points, and ship scale weapons would need to roll lots of damage dice, and with the added step of subtracting hardness before apply damage, it just seemed like the 3e hit point route would slow things down too much.  I renamed Hull Points into Structure Points, both because it is more accurate and it would get rid of any confusion between hit points and hull points when using the HP abbreviation.

Finally, I kept attack rolls and the weapon-specific from 2e.  3e siege weapons didn't use level-based bonuses, so I decided not to either.  Certain feats can give a bonus, but it does not use the weaponeers' base attack bonuses.

How Combat Works

Normal scale combat rounds still last six seconds.  Initiative, movement, attacks, attacks of opportunity, etc., are all resolved as per the normal 3e rules.

Ship scale actions and combat is divided up into turns.  Each turn lasts one minute and is divided into ten rounds.

Note that while ship activities are defined in turns, they are often resolved in specific rounds inside that turn.  Rounds almost become like the old 1st edition AD&D concept of segments within the turn structure.  For example, if a weapon can fire twice per turn, it will normally get to attack on rounds 1 and 6 of each turn (assuming it started out loaded; otherwise, on rounds 5 and 10).

Within any given round, any normal character actions are always resolved prior to resolving ship scale activities.  See the initiative guidelines below.

Given the slow rate of fire and large distances involved, ship scale combat doesn't generally allow Attacks of Opportunity.

Ship Statistics

Speed Rating (SR)

Every ship, and most creatures native to Wildspace, will have a Speed Rating.  The SR represents how fast it can move when in combat. 

As per 2e rules, each point of SR means the ship can move one hex per turn (one minute).  A ship with SR 3 can move three hexes per turn, or 1,500 yards per minute, or just over 50 miles per hour.

However, that movement is broken up into a series of one-hex moves on different rounds within that turn.  Based upon the SR of the ship, you consult the following chart to determine on which of the 10 combat rounds in the current turn the ship gets to move a single hex.  For example, a vessel that has an SR of 4 can move up to 4 hexes each turn, by moving straight ahead 1 hex in rounds 2, 5, 7 and 9.

The vessel doesn't have to move on every specified round.  It can either skip its movement or "spend" that round's movement on turning in place (see Maneuver Rating below).  However, if it chooses to skip its movement, it does not get a "bonus" move later.  That round's movement is lost for that entire turn.

There were a number of knock-on effects from trying to convert ship movement rates into the structure of 6 second rounds, which would affect the size of hexes, cause ships to take up more than one hex each,  and shrink the effective size of a hex-covered battle map. 

That last point, the effects on the battle map, makes it more difficult to display several ships at once, conduct long range attacks, or even display enough hexes to let a ship get out to the 7-mile "escape range".

In the end, I decided to keep the minute-long structure (which I called a turn), but decided to "spread out" the ship's activities onto different rounds within that turn. 

The advantage is that movement and weapon rates of fire is much smoother than in normal 2e SJ.  A ship that has an SR of 3 moves one hex on three separate rounds, rather than 3 hexes all at once while other ships just wait for their action.

 

Rounds

 

 

1

2

3

4

5

6

7

8

9

10

 

SR 1

 

 

 

 

X

 

 

 

 

 

 

SR 2

 

 

 

 

X

 

 

 

X

 

 

SR 3

 

X

 

 

X

 

 

 

X

 

 

SR 4

 

X

 

 

X

 

X

 

X

 

 

SR 5

 

X

 

X

X

 

X

 

X

 

 

SR 6

 

X

 

X

X

X

X

 

X

 

 

SR 7

X

X

 

X

X

X

X

 

X

 

 

SR 8

X

X

 

X

X

X

X

 

X

X

 

SR 9

X

X

X

X

X

X

X

 

X

X

 

SR 10

X

X

X

X

X

X

X

X

X

X

 

SR 11

X

X

X

X

XX

X

X

X

X

X

 

SR 12

X

X

X

X

XX

X

X

X

XX

X

 

SR 13

X

XX

X

X

XX

X

X

X

XX

X

 

SR 14

X

XX

X

X

XX

X

XX

X

XX

X

 

SR 15

X

XX

X

XX