Tuesday, August 18, 2015

Baseball Blog 05-31-15 Josh

[Just a little sidebar, the El Paso Chihuahuas were on national TV for ASN’s inaugural Minor League Showcase game right after the Rangers’ game described here.  Dad came over and watched the game with me.  While the dogs were trounced by the Iowa Cubs, the hosts have been mentioning that El Paso visit all season.  They were as impressed as I was by the stadium.]

I was actually dancing Sunday evening.  It was a little “happy” dance, a jig.  Josh Hamilton had just doubled in the winning run in the bottom of the 9th with two outs.  I was listening to the game on the radio and would have to wait for a local sports report that night to see Prince Fielder charging all the way from first to belly-flop across home plate to win the game.  The Rangers beat the Red Sox 4-3.

From here, I have to rewind to explain the absolute improbability of my outburst.  Let’s remember how Josh played his way off the Rangers.  He virtually single-handedly knocked his team out of the playoffs in his final year with them.  Josh didn’t even care, since he knew he’d be getting a big free agent contract in the off season.  Then he goes to the Rangers’ division rival, the Angels and takes a pot shot at Rangers fans on the way out the door.  Bridges burned.

Almost predictably, Josh didn’t live up to his huge contract.  It wasn’t like anything other than a World Series championship with him being named MVP would have made it worth it, but what the Angels got was a whole lot less.  He was mostly injured, struck out a lot when healthy, and proceeded to alienate himself from the rest of the team.

What happened next was not as predictable; Josh Hamilton giving the Angels a reason to get rid of him on a silver platter.  After announcing he was going to have surgery that would coincidentally force him to miss Spring Training (no, no, don’t bother having that procedure earlier in the off season, so you could have still worked out with the rest of your team.)  Josh followed that up by “self-reporting” his own relapse using drugs.  He couldn’t have told the team more forcefully that he wanted out.

I hate the Angels (okay, mostly Albert Pujols, the team simply being the vehicle of my hatred for him), but unlike the rest of the sports media, I have more empathy for them than Josh in what happened next; the Angels essentially paying another team to take him off their hands.  You see, his massive contract is all guaranteed money.  Josh could just about do whatever he wanted and still get paid.  As much as I want to see the Angels screwed, this just doesn’t seem right.

Josh Hamilton is clearly a troubled soul and a tragic hero at best.  He does need help, constant and ongoing.  You can feel sorry for him in his personal life as he’s undergoing a divorce.  You can even feel sorry for him as the divorce will cost him half of his massive contract.  However, his addiction problem was self-inflicted.  He didn’t volunteer to be an addict, did volunteer to do the drugs.  Given the support system surrounding him, there was no excuse for a relapse.  Of course, since his money is guaranteed, why not deliberately violate league drug policy?  Why not self-report if you know its going to show up on your next league drug test?  You’re going to get paid anyway.

Arte Moreno, owner of the Angels, has been somehow portrayed as the villain in this affair.  All he did was overpay Josh, watch him fail, and then pay him to leave.  Since Moreno didn’t stand by the guy who was doing everything he could to leave (and still get paid), he was a cold, heartless bastard.  One could legitimately ask if he would have treated Albert the same way if Al were exposed for, say, massive steroid use.  I think I can assure you that Arte booted Josh from the team with likely the full consent of his teammates, if not their urging.

The interesting twist was Hamilton wanting to go back to the Rangers.  He had already pissed off everyone in Texas.  Yet even with reportedly better offers from a couple of National League West teams (I wonder who?), Josh took a bit of a pay cut to come back.  Pretty much only the owner was the same from when he was there.  If Wash was still there as the manager it’d make more sense.  Since the Rangers weren’t going anywhere at the time and the Angels were essentially paying them to take him, why not?

So Josh joins a sub 500 Ranger team, but one that had just won a couple of close games versus the Red Sox in Boston and then dropped a bomb on the Yankees, sweeping them in the Bronx.  The most remarkable thing Josh did when he joined the team in Cleveland was that, in spite of the attention, he did not disrupt the team’s chemistry, as they took the series against the Indians.  If he didn’t make much of a contribution, at least he didn’t hurt them.

Josh’s arrival in Arlington was met by cheers and supporting signs by the fans.  Whatever he deserved, Josh got more than he probably expected.  In turn, he gave Rangers fans what they wanted in his first game back with the team, a pair of home runs and a Ranger victory.  All this lead to that sweet, golden moment of Josh driving in the winning run on Sunday afternoon.  How unlikely was it that Hamilton could rejoin a team playing well and contribute, and much less have me rooting for him? 

Josh is already injured again from that hit for a month, along with Adrian Beltre from another incident during the game (talk about a costly victory).  Meanwhile, rookie phenom, Joey Gallo, has been called up and all he did in his debut was hit a home run and drive in four runs.  For all the statistics and projections, who can predict this game of baseball?     


[Update: Josh has been oft injured and sat out a bunch of games.  His stats have not been impressive.  However, the late game heroics described here were not a fluke.  Josh has had about five game-winning hits since.  Who knows how this season turns out, but if Josh can keep clutch hitting, the Rangers have a chance and even Josh Hamilton can redeem himself in Texas.]  

Southland: Naval Combat

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Naval Combat

Crew:
Each ship at least needs someone manning the wheel in combat, hopefully a ship’s Captain.  Siege weapons require a full crew to operate every rd.  Those without, operate every other rd.  Soldiers need to be ready for possible boarding or repelling boarders.  Finally, those who do not allocate crew for Damage Control purposes will likely find themselves swimming home.    

Combat:
Sighting: Takes place outside of VL range.  Vessels have spotted each other (there are always crew on lookout).  If one ship wishes to Evade the other, then it’s an Opposed Captain’s check.  If the winner has a faster ship, then they automatically get away.  If the winner has an equal or slower ship, then it requires another successful check.  A ship that fails at Evasion, the next rd, the pursuer is within VL range, and the pursued will no longer be able to get away.  Once naval combat starts, there’s little chance of backing out at that point.

Long Range Combat: If one vessel has weapons of longer reach than the other, there’s no Initiative.  That vessel can fire without reply. 

Initiative: For ships within each other’s weapon’s range, roll for Initiative with each Captain’s Sailing Skill as the modifier.  From there, ships trade volleys. 

Movement: Ships may choose to move closer, move away, or stay stationary each rd.  However, whoever has the Initiative moves and fires first.  Ships move from one range level to the next in 1 rd of movement.  Ships engaged in combat at Close range cannot disengage from each other unless one of them is unable to move. 

Called Shots: May be made against specific areas of a ship, such as the Bridge, the Sails, Castles, and Siege Weapons.  They require a Natural hit.

Grappling and Boarding: The ships must be at Close range for the attempt.  This requires an Opposed Sailing Check from the Captains again (DC 12 if a ship is not piloted).  If the attacking Captain wins, they may attempt to grapple.  If they fail, then they are too far apart, though technically still at Close range.  If both Captains want to grapple, it happens.  

From this point, at least four grapples must hit in one rd the ship to hold it.  This requires a DC 12 Sailing check from at least four sailors.  (These grapples can be cut, but will require a rd apiece.)  Once grappled, Crew may jump over and board.  Anyone wanting to swing over on a rope, requires a DC 12 Acrobatics check (or end up in the drink) and they will automatically have the Initiative. 

Quick Mass Combat: (This doesn’t include PC’s or important NPC’s.)  Roll Imitative (no modifiers).  Roll rough average BAB vs rough average AC.  For a hit, 2d4 Crew deaths.  For a miss, 1d2 deaths.  At 50% losses or the loss of all of the Officers, one side will surrender. 

Damage:
10 hp damage = 1 Ship Hull Point (SHP), round up any fractions normally (0-4 rd down, 5-9 rd up).  Please use some common sense.  Siege weapons, giant monsters, and magic spells can cause SHP level damage, but some dude with a sword isn’t going to hurt a ship.  Feeling better about that sea voyage, now?  Not so fast.  There are some other issues with naval combat.  Unlike the characters, regardless of the ship’s remaining Hp, whenever it takes damage some special conditions may apply.

Crew Death: 1d4 Crew are killed per 1 SHP of damage.  This doesn’t apply to the characters or important NPC’s.  If they are in a specific area hit (like the bridge or a castle turret), DC 12 Ref Sv for 1/4 the Hp value of the damage, otherwise they take ½ damage.

Cracked Oars: For ships using oars, if they are not retracted, the oars on one side of the ship will automatically be damaged by any successful Ramming or Boarding.  (The attacking ship’s oars will be retracted and undamaged by the attack.)

Capsized: If a ship takes damage in 1 rd = to ¼ of its current SHP from a Ram or a Catapult, it may flip over.  The Captain (or whoever is manning the wheel) must make a DC 12 Sailing check to stay upright.  Failing that, everyone on deck needs to make a DC 12 Con check to get to the surface, while those inside the ship may be re-enacting the Poseidon Adventure.  

Leaks: Any Natural hit that causes 2 or more SHP of impact damage has also punctured the ship’s hull below the waterline.  A DC 12 Sailing check by a crew member involved in damage control can identify the hole and know how to patch it.  (This roll can be attempted every rd.)  At least two people are needed for 1 rd to patch for each 1 SHP of damage for the hit.  (This doesn’t repair the SHP, it just plugs the hole.)  The crew has 3 rds to patch a hole or the ship floods and will sink in rds = to remaining SHP.     

On Fire: Any fire damage that causes 2 or more SHP damage has started a fire on board.  At least two people need 1 rd per 1 SHP of fire damage to be involved in damage control to extinguish the fire.  Otherwise, in 2 rds, the ship takes another 1 SHP in fire damage, and another 2 SHP the next rd and every rd thereafter.  

Specific Damage:
-Catapults and Ballista are destroyed with any hit.
-If the Bridge is hit, the ship can no longer maneuver in combat.  It’s a DC 12 Captain’s Sailing check to Ram or Board for opposing ships.  The ship can still sail outside of combat.  This damage can be temporary repaired at sea.
-Sails: Ship’s movement is halved.  This damage can only be fully repaired in port.
-Oars: The ship can no longer maneuver in combat.  Ship’s movement is halved.  New oars will have to be obtained in port.
-Ship Hit Points: Up to half of a ship’s damage may be repaired at sea. 

Monday, August 17, 2015

Baseball Blog 8-11-15 Take me out to the ballgame!



Yeah, that’s me holding the mitt, filling out the scorecard, listening to the radio call of the game, and wearing the team shirt just purchased from the team store.  The total fanboy look.  After listening to almost two seasons of Chihuahuas’ games on the radio (and watching one on a national broadcast), I finally got to go out to one of their games. 

Earlier this year, I actually got out to two NMSU Aggie baseball games that, since I’m able to blog again for the moment, I should mention.  Thanks to an endowment, Presley Askew Field got a major upgrade with seats in the grandstand and a canopy overhead.  At some point, it suddenly dawned on me that the stadium was just down the street and that I should check out the improvements.  It was $5 to get in and the concessions, while not exotic, were at least tasty and reasonably priced.  In short, it was a great place to see a ballgame.

Unfortunately, the Aggies themselves were having a down year, really down.  They went something like 0 – 11 to start the season and never really improved.  The best thing I can say about the two Sunday afternoon games I saw is that the team was at least very competitive in losing and showed lots of heart. 

I have hand out two special commendations.  The new radio voice for the baseball team was really good and given how bad the team was that’s quite an accomplishment at least in persistence.  Unfortunately, I can’t remember his name, which is truly embarrassing, since I went up to the press box and congratulated him on the job he was doing.  I also must, strangely, praise one of the Aggies’ opponents, North Dakota.  For the Aggies’ emotional Senior Day ceremonies, the opposing team, with their buses running outside the stadium, stayed late to applaud them as well.  The previous day, they had spontaneously joined in in honoring a little girl with cancer that threw out the first pitch.  Talk about good sports.

Flash forward four months, I’m invited by a couple of co-workers, Jacob (in the picture) and Chuck (who took the picture), to go out to a Chihuahuas’ game.  The El Paso team actually does have a really good draw here in Las Cruces.  I was amazed by how easy it was to get to the stadium from Cruces.  Here’s the directions: go south on I-10 to El Paso, take the Sunland Park exit, continue straight at the overpass going down the Border Highway, turn left at San Antonio street, and you’re there, literally.

The parking garage across the street from the stadium is $10 and is probably your best option, unless you want to try the stadium buses departing from various points around town.  There’s a bridge to cross over to get to the stadium which trains run under.  One came by while we were crossing that blew its horn, adding to the unique ambiance.  There were also planes occasionally flying overhead, which is odd, since the stadium is nowhere near the airport flight path.  Car traffic is also clearly visible through the fenced gaps in the outfield wall. 

Inside, Southwest University I-really-need-a-clever-nickname Ballpark (The “U”?  The “SUB”?) is really small and yet fully functional.  Because of the confined space that they had to build on, the park went vertical.  There’s two decks of seating in the grandstand.  The outfield features an elevated picnic lawn and kid’s area and a pair of buildings with club seating.  Fair warning, the lower grandstand is in the shade, some of the upper level and the outfield areas are in direct sunlight until sundown. 

The concourse runs gambit of food vendors.  I got confused and never found the hot dogs or the ice cream or the nachos (served in a souvenir dog bowl).  Yes, you read that right.  I couldn’t find ballpark food at the ballpark.  Consult the vendor map on their website and carefully note what section they’re in next time.  The wandering vendors were selling items that I couldn’t identify.  I’m told the Mexican food items were really good, but that doesn’t help someone who isn’t into spicy food.  Jacob found the Jumbo Hot Dog Meal looking for his dinner.  Frankly, for $8 I wasn’t expecting a stale bun, and I would have preferred regular chips to whatever those things were on the side.  Jacob said his Barbecue Pulled Pork was good at least.  My best food recommendation is the Kettle Corn. 

The team shop, also on the concourse, was crowded and expensive.  However, I found the camo jersey I’d been wanting since I’d seen the players wearing them.  That item isn’t on the website and there’s probably other exclusive stuff there.  If I’d had more time, I probably would have bought some souvenirs for some other people, but Jacob and Chuck deserted me while I was loitering around, so I paid for my shirt and hopped out.  

Our section was in the lower level along the third base line.  I swear that we were closer to the action than I was in the grandstand at the much small Aggie venue.  Really, I don’t think there’s a bad seat in the house because of the small, intimate, vertical nature of the stadium.  We were in the shade and a cool breeze kept the proceedings from ever being uncomfortable.  The people in the club buildings in the outfield and on the grassy knoll were squinting and rather warm for a couple of innings, but were probably pretty comfortable after that. 

I might mention that the newly implemented pitch clocks are plainly visible, but not any sort of distraction.  Except for pitchers issuing walks (more on that later), the game moved at a good pace, probably thanks to time limits.  I brought a mitt, but wasn’t in line for any foul balls.  Those in the upper deck along the third base line, watch out!  There were several screamers in that area.  Those along the first base line need to watch for ricochets and balls hitting the roof and then falling back into the grandstand.  You can easily identify people who’d been to the ballpark before; they were still looking up after a foul ball had passed overhead.  

Our section included the lovely Anthem singer.  The couple in front of me made out for most of the game.  There’s a beverage holder on the seat in front of you, but note that if there’s a woman with long hair sitting there, it’s going to get in your drink constantly.  There was also a pair of young women wearing the tightest, smallest “Daisy Dukes” imaginable that created an unacceptable distraction every time they got up.   

Credit to the marketing department.  As questionable as the “Chihuahuas” are as a cool, not-embarrassing brand, they do sell well.  At least half the crowd, including myself, was wearing either a hat or a shirt with some form of the dog on it.  Further, I don’t think there were even more than two people wearing the same design.  There was even more than one “camo” style shirt.  The team themselves has like four or five uniforms and logos, not including the special dog face and Star Wars-Yoda uniforms.     

It didn’t seem like there were a lot of kids in the stands, though there looked like plenty in the play area.  Not sure if it was a school night or not.  Regardless, the crowd was 8,000+, a sell-out or close to it.  The fans in general were still filing in during third inning, so you won’t get a good sense of the crowd until well after the game has started.  They also started filing out in 8th and there was a mass exodus in 9th even though the game was tied.  Jacob and Chuck looked at each other at the end of the 9th.  I was worried I wasn’t going to get to see the end of the game, but wasn’t going to say anything since I didn’t have to get up early in the morning like they did.  They both were okay with staying thankfully.

Whatever the size, the crowd was loud and enthusiastic.  The design of the grandstand likely amplifies the sound.  They cheered, groaned, jeered, gasped, and laughed with great emotion.  That last one occurred as the San Diego Chicken was there entertaining the crowd.  I won’t describe any of the bits, since some of them seemed a bit familiar, and I don’t want to spoil them for anybody who hasn’t seen them.  The Chihuahuas’ own “Chico” mascot got into the act a bit, but generally put in his appearances before and after the Chicken did his thing.  Judging by the people wanting pictures with him, his popularity wasn’t hurt at all.  (I wanted a picture myself, but the action in the 9th and 10th took precedence.)  This has to be one of those rare times where the Chicken was actually upstaged by the game itself.    




Something I should have learned from the Aggie games, “If you’re going to the eat nachos (I had no trouble finding nachos, ice cream, and hot dogs at the Aggie game, then again there was only one food trailer there) and keep a scorecard, you’d better get a couple of napkins.”  In this case, I ending up spilling Pepsi on my miserable, scribbled Chihuahuas’ scorecards, since I couldn’t find the nachos.  This is why being able to hear the radio call of the game is so essential.  When there’s two errors in the field that score a run, you’ll be right on top of it.  Unless, you accidentally pull the plug on your radio at that critical moment and end up scratching your head on how to score that play.  There’s a reason why there’s a guy at the ballpark called, “the official scorer.”  It’s an art.

The game was a titanic battle between division rivals, the Chihuahuas and the Las Vegas 51’s (they didn’t get a cool name or logo either frankly).  The dogs went into this homestand trailing the aliens by five games, but not out of the race yet.  The game played out with both teams trading the lead a couple of times, but neither being able to deliver a knockout blow.  You could have watched this game in the old Dudley “Dome” and been entertained.  All the amenities are nice if the game sucks. 

A few high-and-low-lights.  The 51’s got the scoring started in the 3rd on a play where the Chihuahuas made two errors.  Travis Jankowski would make a great diving catch in the outfield in the 7th to redeem the defense.  Rymer Liriano hit the only home run in the game in the 8th, though a couple of other batters flirted with the warning track.  I also had to explain the Infield Fly rule in the 8th as the second baseman dropped the ball with two men on, but an out was still recorded.  I don’t think my explanation was understood though.

Tayron Guerrero came in to close out the 9th firing at 94 mph, the hardest thrower of the game.  The Aggies had a 90+ pitcher and in both cases, you can really hear and see the difference.  Unfortunately, Guerrero was also the most inaccurate pitcher as well, loading the bases and walking in a run.  The 51’s would tie it before a timely double play kept them from taking the lead.  The Chihuahuas got in the position to win in the bottom of the frame before the 51’s shortstop made a great play to take out a runner at third.  All of this was just the emotional low before the final triumph in the bottom of the 10th as Ramiro Pena hit a sacrifice fly to swallow center and Jake Goebbert slapped home plate just under the tag.  Dogs win 9-8!      

I visited the bathroom after the game and have to issue another warning.  Apparently the Men’s bathroom was designed by a woman.  There’s a shelf over each urinal where you can put your purse.  It’s also perfectly placed to whack your forehead or face on while doing your business.  It was after 11:00 pm before we got out and another half-hour before getting back into town.  While I work in the afternoons, my co-workers had to be at work in the morning.  “Are you guys going to be okay tomorrow?” I asked.  “Sure,” said Chuck, “I’m calling in sick.”


Southland: Naval Combat-Naval Weapons

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Naval Weapons
A fully crewed weapon may be fired every rd.  Those without a full crew can only fire every other rd.  It should be noted that Commonwealth Naval vessels, having the proper trained personnel, favor Fire weapons to destroy enemy vessels.  Pirate ships favor impact weapons and carrying more than the maximum crew to cripple vessels and then board and possibly capture them.

Castle:
A turreted emplacement on a ship (obviously expecting combat).  It may hold 2 Ballista and 1 Light Catapult, or 1 Heavy Catapult.  An Aft Castle must include the Bridge and will not accommodate any Catapult, unless specially modified.  Individuals inside the Castle have cover against small arms fire, requiring at least a Natural 12 to hit. 

Heavy Catapult:
Crew 4 (gunner, 2 operators, 2 loaders), Cost 800 gp
Solid Shot 6d6 damage, Range Max VL, Min S
Flaming Pitch 4d6 damage, 2d6 continuing damage until extinguished, Range Max L, Min S

The gunner must be skilled in the use of the weapon in order to fire it.  The gunner’s skill is (Int bonus + Wis bonus)/2 + 1/2 level (figured the same as their Sailing Skill).  Normally all of the ship’s officers are trained as gunners.

The rest of the crew is essentially unskilled for Solid Shot, but must be trained to ignite Flaming Pitch rounds (or unintentional comedy results, roll 1d4 for each attempt, on 1, start a 2d6 fire on board that destroys the Catapult first).  Any hit on a Catapult destroys it. 

Light Catapult:
Crew 3 (gunner, 1 operator, 1 loader), Cost 550 gp
Solid Shot 4d6 damage, Range Max L, Min S
Flaming Pitch 3d6 damage, 2d6 continuing damage until extinguished, Range Max M, Min S

Works as a Heavy Catapult.

Ballista:
Crew 2 (gunner, loader), Cost 500 gp
Heavy Bolt 3d8 damage (Hammerhead Rounds), Range L
Fire Bolt 3d6 damage, 2d6 continuing damage until extinguished, Range S

Large, mounted crossbow.  While anyone could likely fire one, it is difficult to aim accurately without the proper skill (½ of the gunner’s Ranged attack).  With the Ballista skill, it is the same as their Ranged attack.  Normally all of the ship’s officers and petty officers are trained to use them.  The loader position can be unskilled, unless they are firing Fire Bolts (again roll 1d4 for each attempt, on 1, start a 2d6 fire that destroys the Ballista first).  Any hit on a Ballista destroys it.

Ram:
1,000 gp to add to a new Galley construction
Impact 6d8 damage

The ramming ship must move into Close range with momentum.  Requires at least 1 rd of movement towards the opposed ship.  The ramming Captain (must be an officer making the attempt) makes an opposed Sailing check against the Captain of the other vessel (DC 12 if the ship’s wheel isn’t manned).  If both ships are attempting to ram, whoever wins the check, rams the other.

If the ramming Captain fails, it takes 1 rd to turn around and another rd to build up speed for another attempt.  If the rammed ship has oars and the initiative in the encounter, they may call to retract oars to avoid their breaking by the ramming, otherwise, they are badly damaged.

Alchemist (Greek) Fire:
Crew (4 Specialists, trying to operate this weapon without the necessary skill will immediately set the ship on fire.)  (Not available for purchase)
Fire Blast 4d6 damage, 3d6 continuing damage until extinguished, Range C
Greek Fire requires twice the normal Damage Control crew to put out (4 people/1 SHP of damage).

To use this weapon, the ship must be within Close range, and the Captain must make a DC 12 Sailing check to maneuver upwind first.  The Chief Specialist then fires the weapon using their Alchemist Fire skill, (Int + Wis Bonuses)/2 + ½ level (Typically +5.) vs. the SAC of the target vessel.  The Captain must continue to make the Sailing check each rd for additional shots to be taken.  (The Specialists know to not fire into the wind.)

The Alchemist Fire furnace and bellows are highly specialized and regulated equipment, as well as the Greek Fire formula.  Commonwealth Naval Warships and Galleys are capable of being specially outfitted into Fire Ships.  The entire Fore Castle of the ship is taken up by the apparatus.  The Castle is reinforced (SAC 14, slows the ship down by ¼ movement), as a direct hit will blow up the ship.  (PC’s will have to cough up XP to survive the blast.)  Obviously, no Ram is attached to the bow either.  The Specialists and Officers are also ordered to destroy the equipment at all costs if the ship is in danger of being taken. 

There are no known Fire Ships in the area.  If a Commonwealth armada ever enters the Southland for action, they’ll bring over the materials and specialists to convert a few Southland Warships into Fire Ships.  Pirate Captain Hobart is currently attempting to acquire the ingredients and skills necessary to operate one.

Massed Arrows:
Regular bows, crossbows, and even heavy crossbows won’t damage a ship.  However, massed fire arrows, at least ten, that hit will do the equivalent of 1 SHP/10 fire arrows.  Must be within S range for such an attack.  Make one attack roll for the group (the rough average) vs the SAC.

For regular massed arrows against the crew, make one attack roll for the group (the rough average) vs the average Crew AC.  For a hit, kill 2d4 Crew.  For a miss, kill 1d2 Crew. 

Friday, August 14, 2015

Southland: Naval Combat-Ships

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


NAVAL COMBAT
[Wow, is this section misplaced.  It never occurred to me in making up the rules for Fantasy Core, I’d really need naval combat rules.  Hopefully, while not any sort of true simulation, these will be easy and dramatic to use.  This section will be linked to the main rules page.]


Ships
SHP-Ship Hit Points, SAC-Ship Armor Class

Rowboat:
SHP 1, SAC 13, Move (rowed) 1-1/2 miles/hr, 15 miles/day, Cost 50 gp
Emplacements: none
6’ life boat that holds up to four occupants.  Two people may work the two oars.

Longboat:
SHP 1, SAC 12, Move (rowed) 2 miles/hr, 20 miles/day, Cost 75 gp
Emplacements: none

12’ boat, usually kept aboard military and passenger ships.  Can hold up to 12 occupants (uncomfortably).  Up to eight can be rowing, working the four oars.    

Keelboat:
SHP 4, SAC 11, Move (wind-aided rowing) 1 mile/hr, 10 miles/day, Cost 3,000 gp
Emplacements: Up to 4 exposed Ballista (fore, aft, 2 mid) and 1 exposed Light Catapult (mid)

This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom).

These ships ply the coastal waters along the eastern side of the continent, run by small independent companies.  They are usually armed with a couple of Ballista and perhaps a group of mercenaries (like the Player Characters), especially those running anywhere near the Bass Strait.  A few run the main rivers.  The Southland Navy maintains several fully armed keelboats as harbor interdiction vessels, also carrying a squad of Marines abroad (11).

Sailing Ship:
SHP 12, SAC 12, Move (sail) 2 miles/hr, 48 miles/day, Cost 10,000 gp
Emplacements: (8,000 gp each) 2 Castles (fore, aft SAC 13) and up to 4 exposed Ballista along the sides

This larger, seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages.

These are the vessels of inter-continental shipping.  Southland is a destination for homeland Commonwealth ships bringing various manufactured goods and passengers of all types.  It is a point of departure for ships loaded with gold, diamonds, Philosopher’s Stone, processed eucalyptus, and other valuable cargos from the Southland.  Southland is also a weigh-station for ships heading to and from the Oriental Empire.  Because of the dangers in the Southland waters, most of the ships carrying valuable cargo will attempt to convoy together, and with Navy vessels if possible.

The Commonwealth Navy extensively uses these vessels, fully armed (8 Ballista, 1 Light Catapult or 6 Ballista and 1 Heavy Catapult) and with at least a platoon of Marines (25).  The Southland fleet doesn’t have any sailing ships attached to it, but there are always several in the area and can be brought into operations quickly under the Admiral’s command. 

Sailing ships are also the main vessels of the Crossbones Pirate fleet.  They are also fully armed and swarming with pirate raiders (up to 50) for boarding operations.  Captain-Emperor Hobart’s flagship is the Manta.  She is a monster with 6 Ballista, 1 Light and 1 Heavy Catapult, and SHP 14 (SAC 11 though, weight had to be stripped to keep it moving at nominal sailing speed).

Warship:
SHP 12, SAC 12, Move (sailed and rowed) 2-1/2 miles/hr, 60 miles/day,
Cost 25,000 gp
Emplacements: (8,000 gp each) Ram, 2 Castles (fore, aft SAC 13), and up to 4 exposed Ballista along the sides

This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers.  These are often shackled prisoners, who volunteered in exchange for a shorter sentence.  In the event of the ship’s sinking, they’re probably going down with it, unless someone with the keys takes pity on them.  There are some poorly paid Commonwealth citizen rowers, who are obviously down on their luck.  These groups are kept segregated.

This ship can carry 160 soldiers, but not for long distances, since there isn’t room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast.  It is not used for cargo.

The Commonwealth Southland Naval fleet maintains a squadron of these vessels to patrol the continent’s coastline.  They have the full number of emplacements with 8 Ballista and 1 Light Catapult and a ram.  They normally carry a platoon of Marines (25).  The Crossbones have a couple of captured Warships in their fleet.  Their rowers are often unsuspecting individuals “press ganged” into service, then shackled to their station.    

Longship:
SHP 6, SAC 11, Move (sailed and rowed) 3 miles/hr, 72 miles/day,
Cost 10,000 gp
Emplacements: 1 exposed (SAC 11) Ballista fore ship, cannot fire to the rear

This 75-foot-long ship with forty oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages.

[Okay, honestly this vessel is a little out-of-place here.]  This ship can serve as a foreign cargo vessel, perhaps from the Hegemony (maybe carrying a load of Raiders **link**) or from the Oriental Empire.  These would be frequenting the Perth and Darwin ports.  The oars on these ships would be manned by shackled slaves.

Galley:
SHP 8, SAC 11, Move (rowed and sailed) 4 miles/hr, 96 miles/day,
Cost 30,000 gp
Emplacements: (8,000 gp each) Ram, 3 Castles (fore, aft, mid, SAC 13), up to 4 exposed Ballista along the sides

This three-masted ship has seventy oars on either side and requires a total crew of 200.  A galley is 130 feet long and 20 feet wide, and it can carry 150 tons of cargo or 250 soldiers. This ship cannot make sea voyages and sticks to the coast.

Several Southland intra-continental shipping companies use Galleys as their main transport, making runs between the eastern side to Perth or Darwin.  At most, they might have an Aft Castle with two Ballista, along with a small force of mercenaries (like the Player Characters, for example).  The oars are often manned by poorly paid Oriental “coolies.”  

The Commonwealth Southland Naval fleet maintains one Galley as a fleet flagship, HES Gallant.  She has the full number of emplacements with 8 total Ballista, 1 Light Catapult, and 1 Heavy Catapult.  She normally carries a company of Marines (50), and the ship has longboats for landing them for assault.  The Southland Admiral may also be aboard.  Pirate ships will normally run from the Gallant, when identified.  (HES is His Emperor’s Ship, of course.  Alternately, Her Empresses’ Ship.)  

Thursday, August 13, 2015

Southland: Colonial Defense-Commonwealth Navy

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


COLONIAL DEFENSE
There are several main groups providing defense for the Commonwealth colony in the Southland.


Commonwealth Navy
The Navy is the pride of the Commonwealth military.  They are the direct instrument of the Commonwealth’s world-spanning power.  This pride is palatable from the lowest deck hand seaman to the strutting, full feathered peacocks in the admiralty.  There is an espirit de corps here that no other service enjoys.  Because the officers must be experienced seamen before they can even apply to the Academy for a commission, they engender an unusual level of respect from the sailors.

The Commonwealth Navy rules the seas.  The Southland presents a challenge however.  As dangerous as interior travel is, the sea lanes are not much better.  Large monsters, Gillmen raiders, and pirates trawl about the entire continent.  The admiralty has often advocated an armada to go in and at least clean out the Crossbones pirate den in Tasmania.  So far, the Commonwealth Emperor has resisted, as the pirates have so far been kept in check with minimal losses, but more importantly, no one has been able to gauge the strength of the forces present on the island, especially the giant monsters.  It has also been suggested that there is some international politics involved.  As many of the Crossbones are technically Hegemony and Oriental Empire citizens, a large scale action might start a much larger war.  (And just to make things more complicated, their leader, Hobart, is a former well-connected Commonwealth nobleman.)         

Sailor
+1 Dex, +1 Wis
HD 1 (d8), Hp 4, AC 11 (None)
Fort +0, Ref +3, Wis +1
Melee: Cutlass (Short Sword) +1 to hit 1d6
Ranged: Light Crossbow +2 to hit 1d8, M

Sailing Skill +2 [(Int bonus + Wis bonus)/2 + 1/2 level]
Climb +2

Not strong warriors, but a ship doesn’t run without men.

Petty Officer
+1 Dex, +2 Wis, +1 Int, +1 Str
HD 5 (d8), Hp 20, AC 11 (None)
Fort +1, Ref +5, Wis +3
Melee: Cutlass (Short Sword) +6 to hit 1d6+1
Ranged: Light Crossbow +6 to hit 1d8, M

Sailing Skill +5
Climb +4
Intimidate (Physical) +4

Generally there’s one Petty Officer per 10 Sailors.  Somebody has to keep the Sailors in line.

Officer (Mate)
+2 Dex, +3 Wis, +1 Str, +1 Int, +1 Cha
HD 7 (d8), Hp 28, AC 14 (Leather, worn if expecting combat)
Fort +2, Ref +7, Wis +5
Melee: Long Sword +8 to hit 1d8+1
Ranged: Light Crossbow +9 to hit 1d8, M

Sailing Skill +6
Climb +6
Intimidate (Psychological) +5

Most large ships have three Mates (First, Second, Third).  A smaller vessel may have two.  Their primary duty is to man the wheel in nominal operations and to command the ship’s main weapons during combat, and to generally terrorize the rest of the crew.  Their job is to keep crew trouble from becoming an issue involving the Captain. 

Ship Captain
+2 Dex, +3 Wis, +1 Str, +2 Int, +2 Cha
HD 8 (d8), Hp 32, AC 14 (Leather, worn if expecting combat)
Fort +2, Ref +8, Wis +5
Melee: Long Sword +9 to hit 1d8+1
Ranged: Light Crossbow +10 to hit 1d8, M

Sailing Skill +6
Climb +6
Intimidate (Psychological) +6
Charm +7
Haggle +6

The Captain always mans the wheel in combat and in heavy weather.  (Admirals usually defer to the Captain if aboard.)  The Captain must also be the one to order corporal punishment to offending crewmen.  It’s a difficult job to balance the ship’s condition, the ship’s stores, keeping track of the weather, completing the mission, and to getting the most out of crew without driving them to mutiny.     The Captain is ultimately responsible for the ship and its crew.  There’s always a court martial after the loss of a ship.  Many Captains would prefer to go down with the ship than face the Admiralty in court. 

There is one admiral in the Southland, who is headquartered at the Sydney Naval Base.  He commands a squadron of warships dedicated to coastal defense and protecting shipping around the continent.  He can put any visiting warship, and indeed any Commonwealth vessel, in the Southland theater under his direct command if necessary.  Any larger scale action involving a full fleet would have to come from Commonwealth mainland and would have its own commander.

Wednesday, August 12, 2015

Southland: Alice Springs

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Alice Springs
“The Alice,” as it’s called by the locals is the most dangerous post in the Commonwealth.  This settlement was placed far inland, in the center of the continent, no where near any of the rest of the colonial settlements.  Further, it is smack in the middle of several pilgrimage and major living sites of the Humanoids (and worse monsters). 

Against all recommendations from those who knew the Outback, the Alice Springs outpost was established by the Emperor’s direct order.  The reasons for this haven’t been forthcoming, so speculation is rampant.  This is a military outpost.  The associated town is simply there to supply the troops.  There’s no industry, and the initial rumors of the gold in the area were a rouse to draw in more settlers.  However, many of the town’s rumors swirl around the possibility that there’s something even more valuable in the area. 

Alice Springs contains the largest garrison and is the most fortified position in the Southland.  It is attacked nightly and daily by Humanoid forces, like waves crashing on breakers.  The outpost is still standing only because the attacks are so disorganized.  (Indeed, the Humanoids have even been observed fighting one another for the right to be the next to attack.)  Most of the troops here are in the Frontier Service, along with a regiment of Regular Army (two battalions).  Rangers are continuously patrolling outside the outpost.  Marine units have also been dispatched, escorting deliveries to the fort and conducting raids from it.  This mix of services is usually volatile, but here, there’s no time for such nonsense. 

This area is viable farm and ranch land, something of a large oasis in the middle of the desert.  It has been developed out of necessity as re-supply of the outpost is only via a very long, dangerous treks from Brisbane and Adelaide.  The farmers and ranchers have learned to accept some losses, but they’re paid well by government contract.  There’s a host of other services needed that keep civilians well employed.  Adventurers and prospectors also straggle in in good numbers, looking for treasure in the area. 

Camels would be very useful in the Outback, but are hard to come by for the Commonwealth.  There is a small herd of them in Alice Springs.  They’re still in training for combat and not enough for a full company.  The most anticipated event of the year is the Camel Cup race conducted by the best jockeys in the force.  Even the Humanoids relent to watch and make bets amongst themselves.