I gave this character (3.5)
http://www.silverblades-suitcase.com/wi ... rtilus.htm
the "Ballista" proficiency, as, alas, in 3.5 folk don't get neough proficiencies and he'd need 1 in each seige wepaon type: catapult, ballista, greek fire projector. hm.
4th ed has "Superior" weapons, same as "exotic" in 3.5 basically
so for 4th ed, i think seige wepaons should have such a rule: a proficiency for them.
I think, IMHO, 4th ed should have kept damage reduction/hardness.
Anyway, 4th ed rules *must be simple*, that's vital. They have to be quickly, easily applied, witht he player having to work out any attacks/damage, not the DM.
I'd suggest in 4th ed, ships get a big AC boost, as actually being able to do
damage to them, is a hell of a lot harder than merely hitting them, and Reflex Defence is for touch and area attacks and similar. No damage reduction so use AC as means of showing how hard they are to damage, about the same as hitting a decently equipped fighter of same level IMHO.
And also they ignore damage from creaturesof less than Large size..since ship weapons are Large size, this doesn't bother them.
Some spells MAY ignore that, I'd think Area Effect, and Disintegrate?
In a 4th ed combat, a player is just *not* gonna do much damage to a squidship hull, for example! You'd just say that "In 10 rounds you cna do 1 hull point damage with a suitable weapon, or in 5 rounds with a 2 handed weapon" or some such.
you don't have ot be so fiddly precise simulationist in 4th ed, that's not what 4th ed is about
Ok this is my rough idea for 4th ed ship rule:
SQUIDSHIP (Level defined by PC or NPC captain: same with role)
Gargantuan natural construct
Initiative: same as captain, with a penalty if poor manouverability class.
Senses: same as average of the lookouts, or a PC.
HP: double the helmsman's, helmsman takes damage as the ship does (simple rule this links how tough a ship is, to level of encounter!), healing the helmsan does NOT repair the ship though.
AC: this is based off captains level (1/2 level as a bonus), a penalty for poor manouverability, and a bonus for type of material and quality of construction (rules needed! 1' thick timber walls are strong, so say at least equal to plate armour?)
Speed: Ship's tactical Speed should be 1/2 Helmsman's rating + bonus for helm type
Action Points: As per helmsman (helmsman IS the ship, effectively)
(ranged attack) Heavy Catapult (standard: recharge 6) * Siege Weapon
+ (bonus same as weapon master for that weapon) vs AC, 7d6+15,
Secondary attack on impact against those creatures near impact, same attack bonus, burst 2 1d10+4 vs Ref (burst doesn't harm ship)
(ranged attack) two Medium Ballistae (standard: recharge 5-6) * Siege Weapon
+ (bonus same as weapon master for that weapon) vs AC, 5d6+10
Secondary attack on impact against those creatures near impact, same attack bonus, burst 1 2d4+2 vs Ref (burst doesn't harm ship)
(melee attack) Ram (standard recharge 6) * Seige weapon
+ (bonus same as Helmsman for that weapon) vs AC, 2d6 x ship's rating (ramming should be brutal, but you cnano ram anything less than Huge size, except by accident)
Secondary attack, all on enemy ship, Ref or knocked prone.
Alignment: Unaligned Languages: as crew
Skills: as Crew
STR: 30 DEX: varies on manouverability Class (rules needed!) wis: as Helmsman
Con: 30 Int: as helmsman Cha: as helmsan
What ye think?