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[Konv] Savage Napoleonic Wars - jetzt auch Deutsch
Markus:
Hallo ich bastle an einer Konversion für eine Kampagne während der Napoleonischen Kriege in Spanien. Die SCs sollen als Sondereinheit (von Scharfschützen) agieren. Im zweiten und dritten Post habe ich mal eingestellt, was ich schon habe, im ersten die Dinge, bei denen ich eure Hilfe, Meinung, Kommentare brauche.
(Leider auf English, weil ich die SW:GE nicht habe, und alle meine Quellen Englisch sind. Wenn ich was übersetzen soll, sagt Bescheid.)
Ziele:
- Taktische Kämpfe die (a) bis auf 1000 Mann skalieren ohne die Mass-Battle-Regeln anzuwenden, gegenüber den Skirmish Regeln aber schneller in der Abwicklung sind. Normalfall sollen kleinere Gefechte (12 gegen 50) sein.
- Dabei zumindest soweit historisch korrekt sein, dass die Taktik der Zeit mechanisch sinnvoll ist.
Probleme:
- Ungleichgewicht bei dem Abilities & Skills: Für eine Scharfschützeneinheit sind Agility & Shooting unverhältnismäßig wichtig. Die meisten SCs werden sich ziemlich ähnlich sein.
- Waffen, Reichweiten, Trefferwahrscheinlichkeiten. Wenn man nah an den SW-Regeln spielt ergeben historische Taktiken wie langsames Vorrücken mit rotierenden Schützen (mit Musketen: 2" pro Runde, jede Runde schießt ein Drittel der Einheiten) keinen Sinn mehr. Es wäre dann viel sinnvoller möglichst schnell in den Nahkampf überzugehen. Das Problem dass ich dabei unbedingt lösen möchte (und wofür ich andere Ungenauigkeiten in Kauf nehme) ist folgendes: Historisch konnten gut gedrillte Truppen 3 Mal pro Minute schießen. Bei 6 Sekunden pro Kampfrunde entspricht das hinreichend genau der Nachladezeit von 2 Aktionen nach SW:EX. Auch die Reichweiten wären historisch annähernd korrekt, wenn man sie um eine vierte Spalte ergänzt. ABER SW-Charactere schaffen die 100 Meter in weniger als einer Minute. (6" = 12 yards, etwa 11,5 Meter in sechs Sekunden) auch ohne zu laufen. Heranrückende Truppen würden demnach weitaus weniger häufig beschossen als sie das eigentlich sollten. Nachdem ich an Pace nicht herumschrauben möchte habe ich das dadurch ausgeglichen, dass die Waffenreichweiten unrealistisch hoch sind.
- Skirmish & Formationen
Größere Gefechte:
- Die Kolonnentaktik sollte der Linientaktik zumindest gleichwertig sein. Nach Skirmish Regeln empfiehlt es sich aber eher, die Feuerkraft zu maximieren und Truppen so breit wie möglich aufzustellen. Ob Kavallerie etwas daran ändert müsste man ausprobieren (Nachteil der Line, dass dann für Cohesion einige sich bewegen müssen) Dem entgegen steht die größere Verwundbarkeit durch Artillerie bei der Kolonne. Historisch kein großes Problem, weil die Franzosen in der Regel die weitaus bessere Artillerie haben.
> Auf den Punkt: Die Kolonne muss eine sinnvolle Formation sein.
Kleingefechte:
- evtl. mit Moral, aber erstmal vertraue ich den Regeln in SW:EX, also ohne.
- Verwaltungsaufwand beim Vorrücken von 20 NSCs auf eine Stellung der SCs: Nachladen für 20 Leute verwalten ist eben nicht FFF. > farbige Counter, rot-grün-(feuerbereit)
- Dazwischen:
Bei Großgefechten wird nur auf die Gruppe gezielt, bei Kleingefechten schießt jeder einzeln. Dummerweise sind Musketen so ungenau, dass erst ab einer Fläche von 30 auf 2 Meter auf 75 Meter eine Trefferchance von 50% besteht. Wenn ich für Schüße auf Formationen Boni vergebe wird's kompliziert. Nicht zuletzt, weil das dann gegen Formationen spricht (in-game Logik).
Markus:
Weapons:
The following weapons supplant the black powder weapons in SW:EX. To capture the extraordinary reach of rifles compared to muskets a fourth range beyond long is used. Shots in this range are at -6.
Baker Rifle
Range: 20/40/80/160
Damage: 2d8 (for larger battles use 1d8 + 3 for extras), AP 2
Cost: 300 (standard issue for rifle companies)
Weight: 9
MinStr: -
Reload: 5 actions
Musket
Range: 15/30/60/120
Damage: 2d8 (for larger battles use 1d8 + 3 for extras), AP 2
Cost: 200 (standard issue for infantry)
Weight: 9
MinStr: -
Reload: 4 actions
Bayonet
Affixing the bayonet to a weapon takes one action. Firing a rifle or musket with the bayonet affixed incurs a penalty of -1 to the Shooting roll.
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Hindrances:
The Poverty hindrance is replaced by Gutterscum. Arcane hindrances such as Doubting Thomas are not available. Illiterate can only be taken by characters with a d8+ in Smarts. The Outsider hindrance works a little differently and pretty much everyone gets it for free.
Gutterscum (Minor)
You're a bad seed, says so in the Scripture, 's nothing you can do about it. Your charisma is lowered by 2 and you're always among the usual suspects if a crime was comitted or anything goes wrong.
Outsider (Minor)
Since pretty much everyone is an Outsider to either the English, the French or the Spanish you might as well write it down on your character sheet to keep it in mind. You do not get any points for it however. Not even if you're Irish. Spaniards who fully joined the King'sArmy are more likely to be distrusted by both the English and Spanish partisans than to be accepted by both.
Since the penalty to persuasion and the like is an essential part of the setting, characters do not get Bennies every time it comes up. They get Bennies when they failed a roll and suffer substantial disadvantages such as being denied shelter or information.
Edges:
Versatile Fighter: (siehe Änderung beim Fighting-Skill im nächsten Beitrag. Ist aber eigentlich eher unwichtig.)
Requirements: Fighting d8
The character may use his fighting skill with any weapon and unarmed.
Trained Infantryman
Requirements: Current or past member of an army
Characters with this edge subtract 2 from the reload time of their pistol, musket or rifle. They also learn to fight with a bayonet.
Partisan Semi-regular
Requirements: Partisan with experience in a regular army
Characters with this edge subtract 1 from the reload time of their pistol, musket or rifle. They also learn to fight with a bayonet. The benefit is lost when the character joins a regular army and aquires the Trained Infantryman edge. At the GM's discretion characters may upgrade this edge to Trained Infantryman for free after having fought alongside regular troops for a suitable amount of time. (e.g. an Agility roll after the third, fourth, fifth, ... encounter and an automatic pass at Seasoned rank.)
Prone Loader
The character may reload while prone.
Trademark Weapon Reloader
Requirements: Seasoned, Agility d8, Shooting d8, Trademark Weapon
Characters with this edge are able to reload their trademark weapon 1 round faster.
Weighted Shot
Requirements: Seasoned
If he does not move at all while reloading the character may spend an additional round carefully adjusting the amount of powder in his weapon to better account for distance and wind conditions. If the target is stationary or moves very little (e.g. no faster than 6" perpendicular to the shooters line of sight) the character may then add +3 to his shooting roll if he spends one round Aiming. If he also has the Marksman edge he may add +3 instead of the Marksman Edge bonus.
Improved Marksman
Requirements: Seasoned, Marksman
Characters with this edge reduce the penalty for Called Shots by 1.
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Setting Rules:
Officers and Gunners aren't easy
All officers and the Head Gunner of a cannon crew have three wound levels even if they're not WWild Cards PCs are meant to take them out but it should be hard.
Reloading:
Unless they have the Prone Loader Edge, characters mustn't reload while prone. They may crouch.
Characters adjacent to each other may exchange weapons as a free action on the slower character's turn.
Called Shots:
For the purpose of sniper duels and similar situations assume that a character hit by a Called Shot to the arm no longer benefits from his Marksman and Improved Marksman edges. He may still Aim normally. Don't bother tracking this during normal combat.
Incapacitation:
Apply _all_ wounds a character has taken to their roll on the Incapacitation Table. If a character was at -2 and takes another 4 wounds he rolls at -6. For a more heroic game, use the rules in SW:EX.
Healing:
During the hour after a battle a healer may not reattempt to heal the same character after a failed attempt. A second medic can try.
Natural Healing:
In camp, characters with the Connections edge may spend their use per session on getting the regiment surgeon's attention without having to roll for it. This adds +1 to their natural healing roll.
In hostile territory characters left behind in the care of friendly locals decide whether to stay or move on after each Healing roll. If they stay the GM should ask for either a Stealth roll (if enemy troops search houses) a Streetwise roll (to get wind of a tell-tale or a Persuasion roll (if the hosts themselves are unwilling) to see whether the character is discovered and taken prisoner or shot on the spot.
Markus:
Infantry formations and tactics:
Charge:
The unit moves forward at a pace of 6" + 1d6".
Steady advance
The first two rows of a formation take turns firing and reloading. The whole formation moves at 5" per round and does not fire every third round (assuming muskets). In other words, they fire, fire, reload, fire, fire, reload etc.
Platoon (peleton) fire
The English commonly fight in 2 lines of 3 rows each. The front row of a line kneels down, the other two rows step up, and then all three rows fire at once. While the first line reloads, the second line moves forward, and fires. Then the second line reloads, the first moves forward etc.
SW assume there are three lines of two rows each. The whole formation is 6" deep and can fire and move at a speed of 2" every round if they're using muskets.
Skillregeln (eher unwichtig)
(Klicke zum Anzeigen/Verstecken)Skills:
Driving and Piloting are not used in this setting, the former is folded into riding. Boating and investigation will likely be useless as well. Before taking streetwise, swimming, climbing or lock picking players should check with the GM how these could figure into the campaign.
Fighting: To reflect the setting, the fighting skill does not cover all weapons. Characters are assumed to be familiar with those weapons suitable for their social station in life. Specifically: Nobles are familiar with swords, but not with bayonets. Partisans and Commoners are familiar with neither. They can learn to use bayonets with the Trained Infantryman edge. Upstarts who obtained a commission need the Versatile Fighter edge if they want to settle matters of honour with a blade.
Languages (Smarts)
Languages are tracked as free skills depending on the character's Smarts die. A characters knows his native tongue at the level corresponding to his Smarts die. A character with a d6 in Smarts knows a second language at d4. A character with a d8 knows a second language at d6 and a third at d4. Characters who increase their Smarts later also get an additional free skill point to be spent on language skills. Regular skill points may be spent on languages as well.
A d4 means the character speaks the language, a d6 means he can read/write, a d8 is required for dialects, producing effective propaganda, forging documents and passing as a native speaker.
Interrogation (Smarts)
If you just want to get a specific answer from a captive, a good beating and a successful Intimidation roll will serve you well. If you can't touch them or want them to really spill the beans and tell you stuff you didn't ask about, you need Interrogation. It's resisted by a Spirit roll and benefits from previous Tests of Will using intimidation even if that test was made by another character.
Horatio:
Wie kein „Raised from the Ranks“ als Hindrance für Leftenants ;D.
Zornhau:
--- Zitat von: Horatio am 17.03.2010 | 15:22 ---Wie kein „Raised from the Ranks“ als Hindrance für Leftenants ;D.
--- Ende Zitat ---
Das ist ein Trapping für "Outsider".
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