View Full Version : Close Combat Range
CPJ
December 28th, 2024, 13:18
Is there a way to stop the "Close Combat Range" switching to "Parry" when vehicles (space ships) are close together on a map?
I know of the Ignore # effect but don't know the syntax if it exists... something like Ignore #CloseCombat?
Thanks!
Mike Serfass
December 28th, 2024, 20:30
No, there's no way to do that.
You could change space and reach to 0. That should allow you to have one square/hex between them without attacks reverting to melee.
(Keep in mind that space / reach is not the same as how large the icon is on the map.)
Even with vehicles, the assumption is they're ramming or making melee attacks (like mecha).
There's no Effect to force attacks to be treated as ranged or melee.
That said, I'll be making changes to how vehicles are handled in the SWADE ruleset.
Please share how you use vehicles in your games. The more I know about how GMs use vehicles, the more useful I can make the ruleset.
CPJ
December 28th, 2024, 21:09
Hi Mike,
Thanks for the reply...
With a rather simplistic answer:
We handle vehicle, in particular starship, combat by populating the vehicle sheet with Pilot (Piloting), Gunners (Shooting) and, in the case of Seven Worlds, Engineers (Ship Ops).
The Ship Ops is created as a dummy weapon, and then all combat rolls are done from the Combat Tracker shared ship sheet.
We also use Chillhelms Combat and Chase Collection extension which allows us to add effects for Wounds and (Heat) Fatigue penalties as per Seven Worlds.
All of this greatly aids the PCs in not having to calculate modifiers for all the bonuses and penalties on the fly.
I have a much longer explanation in a Word document which if I could work out how to attach I'd send you!
Chris.
Mike Serfass
December 29th, 2024, 15:22
You could put the document on a shared drive.
CPJ
December 29th, 2024, 15:38
https://1drv.ms/w/c/32f3222c8b33adbd/EW8PujrP0z9Bh-gxaxNBOPgBIczTsSvjaxmcpKFDTzUxvg
Hopefully you can see this and it makes sense Mike?
Obviously it's mostly related to Seven Worlds, but the usage of the ship sheet and everything rolled from there is equally applicable.
Chris.
Arsilon
December 30th, 2024, 13:26
Hi Mike,
Thanks for the reply...
With a rather simplistic answer:
We handle vehicle, in particular starship, combat by populating the vehicle sheet with Pilot (Piloting), Gunners (Shooting) and, in the case of Seven Worlds, Engineers (Ship Ops).
The Ship Ops is created as a dummy weapon, and then all combat rolls are done from the Combat Tracker shared ship sheet.
We also use Chillhelms Combat and Chase Collection extension which allows us to add effects for Wounds and (Heat) Fatigue penalties as per Seven Worlds.
All of this greatly aids the PCs in not having to calculate modifiers for all the bonuses and penalties on the fly.
I have a much longer explanation in a Word document which if I could work out how to attach I'd send you!
Chris.
I'm looking through your word document to see what you have done and if there are things that might be added to the Seven Worlds ruleset. Your mention of Ship Ops being a default weapon is interesting but I will move discussion of that and other things over to the Seven Worlds feedback thread.
CPJ
December 30th, 2024, 13:44
I'm looking through your word document to see what you have done and if there are things that might be added to the Seven Worlds ruleset. Your mention of Ship Ops being a default weapon is interesting but I will move discussion of that and other things over to the Seven Worlds feedback thread.
Sure... as I say, it works for us but it won't for everybody... The DM is required to do a little more prep but has less to do at game time, particularly with those players who haven't read the settings book or who may be suffering the effects of alcohol mid way through a session :confused:
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