Naval combat

AH RQIII had some pretty good naval combat rules that were adopted almost entirely in MRQ1. Don't see any reason to deviate from them myself...
 
Antalon said:
I do think, however, that a small pdf with updated / MRQII specific rules should be produced, maybe sold via drivethru rpg etc.

Sounds more like an appropriate subject for an S&P article.

Simon Hibbs
 
There's a lot of stats for ships in Arms and Equipment, but the rules in that link will complement it nicely. Thank you Antalon.

Can you tell that the ocean voyages are in the party's future, Ultor? This ought to be fun.

Right now my group is travelling to the western coast of Britain to sail the Irish sea. I need to do a little more reseach on Roman era and Dark ages ships.
 
RQ Pirates has rules on sailing, ships and naval combat. It's more medieval and later but the basic concepts could be used in any setting.
 
I just looked closer and it turns out there is more stuff in the AandE guide on naval stuff. All the stuff in the link and more. I've heard critisism about that book but I swear every time I look at it it keeps getting better. I like it.
 
I think the complaints are about the editing rather than the substance. There's a lot of really good stuff in there but there are just too many RQ1 references that went unnoticed in the editing. I really like the magic items rules, which answered my question about where long duration sorcery had gone. It's the same with Necromantic Arts, which has some fantastic rules and ideas in it, but suffers from bad editing (like, where's the map, guys?)
 
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