Last night Pete came up with an interesting idea for Cloud Clads, take the TooFatLardies naval idea of each ship moving on its own card, and firing on its own card.
That got me thinking about some other things I've wanted to do on our naval game, which might be a good chance to try on this one.
the main one being to get away from the idea of ships being a bunch of points that slowly get whittled away until it sinks. I want ships to be more to go down to a collection of criticals brought on by a progressive structural failure.
Shooting to be simplified (only 4 range bands, modifiers being range, target size/speed, crew quality and maybe something for gunnery).
Smaller guns to get a higher hit chance due to more shells going off round the target.
So, each ship has a structural integrity (SI) rating, which has 3 numbers. These are the minor, major and catastrophic damage levels. There are multiple SI ratings, where the numbers decrease, these can be lost by criticals, when the last one goes the ship breaks up.
When a shell hits a ship, its damage is compared against the SI rating, and depend on which number it is <=, then a count is made for a minor, major or catastrophic hit.
If the number rolled is equal to the hit number (and the hit number is greater than 1), then the hit is marked on the next higher hit type (higher from catastrophic is 2 catastrophic).
There is also a count for on-going damage.
Each side has a "Take Damage" card in the pack, when it is drawn, each ship that has at least a count of one in any category, takes possible damage.
There are critical tables against each category, numbered 20 across the top (compares to a D20 roll) and 1 to 6 down the side (compares against the category count, can have multiple rolls if more than 6 (I.e. 8 would have one against 6 and one against 2)). The critical caused in each table depends on the higher the dice roll (or lower to match up with shooting) and the category count. Obviously major hits are worse than minor, and catastrophic are even worse.
The rolls are made in the order of minor, major and catastrophic, after each one is calculated then its count is erased. This allows for results of lower categories causing higher counts.
Once those 3 categories are done, the same process is applied to on-going damage, but this is not erased.
There is also in the pack a card for damage control (one per side). when this is drawn, any possible repairs can be fixed, and the on-going damage can be reduced.
Most damageable things have 3 results, +10, +18 and destroyed. The 2 +'s are the numbers that need to be rolled on a D20 to fix the item.
There are various crew levels, this represents how much the crew have been knocked off their feet. This is increased both by criticals and by the ship taking a number of hits in a turn, this can be reduced during damage control. Each level of crew gives modifiers to shooting/damage control.
Speed is to be represented by boiler rooms, each one produces so much speed, which are added together to give the top speed.
There are 6 height levels, a ship can choose go up by 1 or down by 2 safely. Each ship has 6 lift panels. These are represented on a ship by a 6 by 6 grid, across the top is the number of panels left, down the side the current height. Each intersection has a number which represents the roll on a D20 that needs to be made to get the ship to level out there (adjust for crew levels). If a critical says drop X levels, then the number at the new level/panel intersection is checked, if made it stays at the new level, if no it drops one more. If panels are destroyed, then the ship drops a number of levels equal to the panels just lost.
When firing, if shooter is higher then the actual range is reduced by 10cm per level distance, but with an actual range blind zone of 5cm per level (I.e. with a height difference of 4, then the target appears 40cm closer for calculating the hit number, but can't be shot at within 20cm).
If the shooter is lower, then the actual range is increased by 20cm per level, once again with a blind zone of 5cm per level (I.e. with a difference of 4, then the target is 80cm further away, and can't be shot at within 20cm). Any hits occurred when shooting up count as one category higher, to represent the thinner armour that must cover the lift panels.
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