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Combat Among the Stars

Combat Among the Stars

Accessory Combat Among the Stars

War Captain's Companion: Book 3

CREDITS

Design: Dale "Slade" Henson. Editing: Jon Pickens Cover Painting: Erik Olson Cartography & Diagrams: Diesel & Dennis Kauth Typography: Tracey Zamagne

Thanks To: Ann Brown, Timothy B. Brown, David "Zeb" Cook, Newton Ewell. Andria Heyday, Colin McComb, Bruce Nesmith, Jon Pickens, Steven Schend, James M. Ward, Dori Watry, Steve ''Old Man" Winter.

Very Special Thanks: , James M. Ward.

Play Testers: Sam Adams, The Association of Roleplaying Garners of Houston, Brian Baker. Rich Baker. Wolfgang Bauer, Bill Beggs, Tom Beggs, Dave Boddorf, Darin Brown, Timothy B. Brown, Paul Conaway, Troy Daniels, Charles Frederich, Alan Grimes, Scott Hala, Jerry Harper, Stirling Hershey, John Hinkle, Jeff Hornberger, Joseph C. Justice, Brian Kraak, Kelli McMillan, Mitchell McPherson, Mark Middleton, Brad Mongar, Brendan O'Brien. Sam Orlando, Mark R. Paxton, Robert Quillen II, John D. Rateliff, Jay Reese, Thomas M. Reid, Kip Romaine, Cameron Shellum, Lloyd Shellum, David Stowe, Michael Walter Sr., Mike Walter Jr., Heath Waugh , Mark Welch, Skip Williams, Todd Wilson, Tommy Wilson, Tracey Wilson, Dan Wood, Darrel Wood, Kim Wood, Kathryn Woods, Paul Yaeger.

ADVANCED DUNGEONS f, DRAGONS, ADCD, DRAOONLANCE, FOR001TEN REALMS, and WORLD OF are registered trademarks owned by TSR. Inc. SPELWAMMER, , and the TSR logo are trademarks owned by TSR. Inc. Copyright ~1992 TSR. Inc. All Right Reserved. Random House and Its affiliate companies have worldwide distribution rights in the book trade for English language produc:u. Dls1rlbuted to the book and hobby trade In the United Kingdom by TSR Ltd. This SPELWAMMER game accessory is protected under the copyright laws of the United States of Amerlce Any reproduction or unauthorized use of the material or art 'iiiOrk printed h~reln is prohibited without the expr~ss written permission of TSR. Inc

Printed In the U.S.A.

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ISBN 1-56076·343·4 Table of Contents

• Introduction ...... 3 • Chapter 7 : Ship and Crew Damage ...... 16 Crew Damage ...... 16 • Chapter 1: Setting Up the Game ...... 4 Saving Throws ...... 16 The Ships ...... 4 Table 7-1: Ship Saving Throws ...... 16 The Ga me Markers ...... 4 Critical Hits ...... 16 The Ship Record Sheet ...... 4 Table 7-2: Critical Hit Causes ...... 16 • Chapter 2: The Combat Round ...... 5 Table 7-3: Critical Hit Effects ...... 17 The Round Sequence ...... · . · . 5 Definition of Critical Hit Effects ...... 17 The Announcement Phase ...... 5 Fire ...... 17 Initiative ...... 5 Breaking Up ...... 17 Table 2·1: Modifiers to Initiative ...... 5 • Chapter 8: Magic and Spell Use .. • ...... 18 • Chapter 3: Ship Movement ...... 6 • Chapter 9: Optional Rules ....•...... 19 Moving A Ship ...... · · · . 6 Random Game Sel·Op ...... 19 Changing Speed ...... 6 Debris ...... 19 Reverse Movement ...... 6 The Comet Pieces ...... 19 Facing (Changing Direction) ...... 6 Weapon Specialists ...... 19 Table 3·1 : Maneuverability ...... 6 Repairs ...... 19 Stacking ...... 6 Towing ...... 19 Loss of Maneuverability ...... 6 Crash Ships ...... 19 • Chapter 4: Ramming ...... 8 Unusual Weapons and Equipment ...... 19 Ramming Restrictions ...... · . · . 8 Non·Standard Ammunition ...... 20 Ramming Damage ...... 8 Head·on Ramming ...... 8 • Chapter 1 0: Advanced Optional Rules .... 21 Heroes ...... : ...... 21 Ramming and Ship Facing ...... 9 Small Ships ...... 21 Movement After Ramming ...... 9 Pitch ...... 21 Ramming Creatures ...... 9 Random Hit Locations ...... 22 Shearing Attacks ...... 9 Table 10·1: Ship Locations ...... 22 Crashing ...... 9 Convention Games ...... 22 • Chapter 5: Missile Fire ...... 11 Large Missile Weapons ...... 11 • Chapter 11: Rules for 3-0 Play ...... 2? Three·Dimensional Movement ...... 23 Fire Arcs ...... 11 Altitude ...... 23 Table 5·1: Fire Arcs ...... 11 Maneuverability Class in 3·D ...... 23 Weapon Crews ...... 11 Altitude Facing ...... 23 How to Fire ...... 12 Changing Altitude ...... 23 Special Rules for Firing ...... 12 Table 11·1: Altitude Movement ...... 24 Small Missile Fire ...... , ... 13 Three·Dimensional Combat ...... 24 Large Missile Movement ...... 13 Fields of Fire ...... 24 • Chapter 6: Boarding ...... 14 Table 11·2: 3-D Fire Arcs ...... 24 Grappling ...... 14 Table I 1-3: Three-Dimensional Distances 25 Table 6·1: Grappling Modifiers ...... 14 Firing Distances in 3-D ...... 26 Degrappllng ...... 14 Ship Movement while Grappled ...... 14 • Chapter 12: Definitions ...... 27 Grappling Devices ...... 14 • Appendices ...... 28 Melee ...... 14 • Spellcaster Record Sheet ...... 32 Special Monsters ...... 15 Multi·Ship Melees ...... 15 MoraleSample ...... 15 file Table 6·2: Morale Checklist ...... 15 Table 6·3: Morale Modifiers ...... 15 Poor Morale ...... 15 Combat in wildspace ls much like combat between ships How to Use This Book at sea. When an enemy ship is sighted, the stronger. more Learn the basic combat game before trying lmmedi· aggressive force seeks combat, loot, and glory, while the ately to play the 3·0 game version. A training game with weaker side !lees or maneuuers grimly {or some tactical ad· two opposing ships of about the same weight and maneu· vantage. verablllty class armed with rams makes a good start. lg· The ad/on usually begins when an approaching enemy nore artillery, boarding, and missile fire at first If you are drops out o{ spelljammlng speed. At long range, the Ugh test unfamiliar with this type of game. Add these rules gradu· large weapons volley, to be joined by euer·heauler pieces as ally, and then add more optional rules as you like. For larg· che ships draw near. Vessels armed with rams maneuver to er games, a neutral referee is recommended to balance strike the enemy broadside, while those armed with greek the opening situation (the scenario), to make any tempo· {Ire projectors close co bathe their foes In lethal flame. For· rary rulings needed, and to keep play moving. mations grow ragged as ships maneuver to dodge the in· If you need to review the basic concepts of wildspace creasing number of large mlssfles and other de.bris that begin and the phlogiston, see Chapter 1 In the War Captain's to flll the field. Huge motherships launch clouds ofswarmlng Guide., the 96·page booklet. /1ftters to harry the enemy with missiles and spells. A general assumption has been made that one player Just before contact. short·ranged attacks by lndluldual will run one ship. However. eJ

Game Markers Debris Marker: These are used to mark A number of game markers have been Included on a the locotion of debris fields if that op· card in this set. This section of the rules defines what they tiona! rule is used. are and how to use them. To prepare the markers for play, cut them out with a pair of sharp scissors. If desired, the markers can be mounted Missile Marker: These represent various types of on heavier cardstock before being cut apart. Before play, large missiles that remain on the board after they sort the markers by type. Using small plastic bags to keep have been fired. Each Missile marker has the follow· the markers separated between games will speed your set· lng elements. up. Symbol: Identifies the type of missile: arrow • ballista, rock = catapult. The Ship Record Sheet Class ID: Identifies how heavy the missile is: H • The Ship Record Sheet and how to fill it out are given in Heavy, M • Medium. L • light, B = Bombard, GB the War CAptains Guide, pages 91 ·93. Ship details can be • Great Bombard. found in the Ship Recognition Manual. For the crew. either Marker ID: This number identifies the marker; use the suggested guidelines from the Ship Record Sheet each type of missile Is numbered from one upward. and Crew Summary (on the back cover of the Manual), or Range: This is the number of hexes the missile assign values to create a balanced game. moves each round. The Crew Summary lists each type's effective armor class, THACO, hit dice, and morale. Chapter 8, Magic, lists most ofSample the common damaging spells used In combat and · Class ID --- " file----Symbol describes the effects of each. Marker ID 1!2 Range "The best way co stay alive in wlldspace Is to know how to 1. Announcement Phase. maneuver out of the way ..." • Optional step used with the " Heroic Action'' op· Captain Icarus, Eluen Aeet tional rule. 2. Initiative Determination ( 1 d 1 0). Combat is fought in a series of combat rounds, or game • Initiative winner chooses to move first or last. turns, until one side has won. A combat round is made up 3. Ship M ovement, Ramming, Missile Fire. of a series of steps called the round sequence. • Ships move in order; ramming, magic, and missile fire are resolved as they happen, in initiative order. The Round Sequence 4. Large Missile Movement (and Hit Resolution). The round sequence for battling in space is similar to that • Move any large missile markers currently on the for fighting on land. Initiative order determines when the map in any convenient order. Resolve possible hits players attack and roll damage. To reduce confusion, follow as they occur. the round sequence carefully for each and every combat 5. Boarding Combat. round. Each step is explained in greater detail later. • Boarding battles are fought in initiative order. (Boarding baUies precede grappling attempts.) The Announcement Phase 6. End of Round Phase (Endphase). This phase is used with the Heroic Action optional rule. • Adjust ship status for fires, crew morale, etc. Turn and is ignored if that rule is not used. It allows players to face.down missile markers face·up. commit PCs to certain actions before Initiative is rolled.

Initiative "First strike only way to win in space. whole fleet Table 2-1: Modifiers to Initiative Is /lose when crew {ailed to attack first. .." Specific Situation Modifier ·- Grrau/e lronhand, Former Goblin Warlord ShipMC of A ' -3 Ship MC of B' -2 The initiative roll determines the order of movement Ship MC ofC' -1 and combat in the round. The ship that wins the initiative ShipMC of D1 +0 roll (that is, rolls lowest) has a distinct advantage. For ex· Ship MC of E1 +1 ample, it can position its ships to deftly rake its opponents Ship MC ofF' +2 with fire, to mercilessly ram the exposed flank of an ene· ShipMC ofG' +3 my formation, or to simply get a lead on pursuing ships. Crew, Green2 +1 Crew, Average, +0 Procedure: To determine the initiative order for the round, Crew, Trained, -1 each ship rolls 1d 10. The lowest roll (with modifiers) wins Crew, Crac~ -2 initiative. Tied scores are rerolled. The player roWng lowest Air Quality, Fresh' +0 can choose to moue first or last in the movement sequence. Air Quality, Foul1 +2 Reroll ties (without modifiers) until a round order is es· Air Quality, Poisonous' +6 tablished. Only the single ship rolling highest can choose Hasted' -2 to move last. Slowed' +2 Certain conditions will modify the initiative die roll (see Table 2· 1). Note that negative modifiers are beneficial, and 'Bonus does not opply if ship Is groppled. positive modifiers are penalties. The lower an initiative 2See crew quollty In Book 1, page 92. roll is, the better. JAir quality con be Ignored unless a Fire hos been storted, air· Thus, if Ship A rolls an adjusted 3 for initiative, and Ship fouling magic: Is used, or one or more ships have bad air by B rolls an adjusted 7, Side A can decide to move first or special gome condition. last. A ship choosing to move last still has the initiative 'Spedol spell modifier thot affects creotures only. when resolving fire or spellcasting.

How Ships M ove '-..,hq '" "' ~· po\\ c•r t•d by -.pt·llf.triH1tLill J f•c·ln1-.. wh t< h t ur ll I lh· lu·hn...,nl.Jil. "> rntJqac tll c·nPrqy 1nto rnn11V(' force· ~pt·llfdiiHIIIIHJ -..lllp-.. nto\·t · c•Lth•·r dl ,, < nll ... ldlll l(111q I .II Hit' lfl14'1pl.lfll"l,lfrl 'f-'t'•'d or ,•t •.1 ... hort f.Jfl~Jt' f,_J< ltc .Jf...,pt•t•d thdt v~.Hw~ lor t'.:Jtllll<'" ..., of d 111,,...,..., ol I 0 ton' or qr•·(t!t·r (ohwct, v. 1th lt·,...,t·r lllcl'" hct\.t' no ••fft·<·t) Tactical Speed: l.J• tu .sl "'P•'t·d ~~ d -...lo~A·t·r 'J>t·ed u-..t•J c Ins(~ to pldnet ~ - At ldpt•(·d. a ... hrp < dn 111ovt.' 500 v.ucJ.... torH· hl·\) tor t·\•·r v pnull ()t '" '-,hrp' k.ollltq('-,Ri ( ornb,JI ol!l·nt·nd' wh .. n orH· 'lei<' mo"" ?4 ht'X<'' dW.JV frorn tlw olht'r. tlwn U"'"l int<·rpldiH'idrV 'P''t'd , ..,, dlk "Get us out of here!" Special Rule: A ship can alweys change its facing by Dauida Wrenchead, Gnomish Mechanic one hex side at the end of Its movement for free, In addi· lion to eny other facing chenges made during its move. Ships move in the order determined in the Initiative phase. How far a ship can move and how often It can turn is Table 3· l : Maneuverability determined by its ship's rating (SR), maneuverability class (MC), and by its power source (most often a spetljamming Hex Face Speed Init iative Reverse Crash Save helm). These details for each ship type can be found in the MC Change Change' Modifier Speed Modifier Ship Recognllion ManuaL A 31 3 -3 3 +8 B 2' 3 -2 3 +6 Moving A Ship c 2' 3 -1 3 +4 A ship moves from hex to hex on the starfield D I 2 +0 2 +2 mapsheets. It moves one hex for every point of its ship · E 1 2 +l 2 0 ing (SR). A ship always begins and ends its move facing a F 1' 1 +2 1 -2 hex side (not an angle). G 0, 1 +3 1 ••

'A major helm can adjust Its current speed up to Its maximum SR. •Me A ships change facing at will to the direction of choice, at no SR COSL 'MC B or MC C ships spend 1 SR to change fadng. even for a two hex-side change. 'MC F ships must move forward one hex before changing facing. ' MC G Is possible only as a result of a critical hit: No turns during movement. -3 initiative penalty, must roiiJO% chance to change _/ one hex side at the end of movement If 11 turn Is desired. WRONG 'MC G saves as a 1st level wizard. Ships must point toward a hex side. Stacking Changing Speed Any number of ships con be in the same hex ot the some The ship can move less than its maximum if desired. It time. Ships in the same hex can ram, grapple, board, or can change speed according to its maneuverability class engage in missile fire or megic according to the rules In those sections. (see the Table 3-1: Maneuverability). Players should keep track of their current SR each round on their Ship Record Sheets. Loss of Maneuverability Any round that less than the minimum crew is available Reverse Movement to sail the ship, the MC is lowered by one class (B to C, etc.). "Minimum crew·· counts the helmsman, the naviga· A ship can move straight backwards. subject to the maximum limit on the Maneuverability table. If a ship can tor, and the captain, as well as any officers and sailors es· change its SR by 2, it cen trevel beckwards from a dead signed to ship·handling duties. Crew engaged in sailing the ship cannot man large weapons, fire small missiles, or stop at the rate of 2 hexes per round. Note: A ship with a major helm cen choose its speed cast spells. If the ship is engaged in a boarding action, no each round. changing by up to Its maximum SR. Further, it crew can count for ship-handling. cen freely stop or move directly beckwerds (within its Meneuverability can be lost through special damage (~ee Critical Hits, page 16). speed change allowed).

Example: A Galleon, with a minor helm and MC D. is Optional Rule: The degree of MC loss depends on the traveling at 5 hexes per round (SR 5). The first round, it fraction of the crew lost. The minimum MC possible is F. unless the ship has suffered a maneuverability critical hit can reduce its SR by two (to 3): the next , reduce SR an· that has reduced its MC to G. other two (to 1); the third, another two (to -1. a one-hex reverse): and fourth, an additional one (to - 2}, its maxi· mum reverse speed. Crew Loss MC Loss Under minimum but over '12 -] 112 or less but greater than ,,,. -2 Facing (Chang1ng Direction) 1 The direction (hex side) towerd which a ship's bow /4 or less -3 No crew left points is called its {acing. Each time a ship changes fac­ MCF Ing, It uses SR as It turns to a new hex side (except as noted)Sample. How often a ship can tum. and how many hex sides Thus e ship with MC B requiringfile 15 sailors would fall to it can tum at one lime, ere given on Table 3 · 1: Maneuver· MC Cat 14, MC D at 7, MC Eat 4, end MC Fat 1 (the ability. Players should record the appropriate information ). on their Ship Record Sheets.