Alto Banor wrote:
I am looking for Airship combat rules. It's for a RPG but I can use boardgame rules as well. I am planning to use it in an upcoming game.
Thanks!
Alto
Give each ship hull points, movement and an armor class (based on overall toughness and maneuverability), and ballistas, harpoons, or even catapults for weapons. If you want hit locations, use something like: "1=hull (could include fore, aft, starboard, port, midship), 2=sail (could be subdivided into boom, jib and main sail), 3=cabin (could include forecastle, galley, bilge, and captains quarters), 4=special.
Special would be: weapon, steering, rutter, keel, longboat, crows nest, etc.
If you want a longer battle that's more complex, assign each section separate hit points.
I'd use a hex map. Each turn (changing direction) is 1 movement unit as is moving to another hex.
Each weapon is either fixed in place so it only fires in 1 direction or has a range of attack (how many different sides of the hex for direction of aim). Weapons also need a range in hexes with 0 meaning adjacent (i.e. for grappling hooks). Note that some ships only have weapons on one side so they must attack from that side. When flying above or below each other, ships can't attack each other unless their weapons are designed or positioned to be able to fire vertically or they tilt the ship for the attack.
Modifiers for attacks could include short, medium and long range.
How to handle fires is about the only other thing to worry about.
Well, that should be more than enough info to have a decent battle.
Or was this for space vessels with sci-fi weapons? If so, the rules can easily be adapted.
Brian Miller