Space Combat Tested
I am still playtesting aspects of the new rules for SJ, and I learned a bit in the first big ship combat.
First, the rules recommend spells and personal weapons over siege weapons.
I'm not entirely sure I agree, at least when it comes to weapons. Melee weapons are for boarding, and you don't want to board alone (Derrin did that, sort of, and look what happened), so they must mean ranged weapons. The only such with an range are arrows and bolts. They won't overcome Thresholds, and won't really do much to weapons, so they are for anti personnel, and the guard rails add to AC.
Spells, on the other hand, if they have a range and do over 15 points regularly could be effective against hulls. If damage is lower, just against siege weapons. Until 11th level, the siege weapons do more damage than a cantrip. They may not hit as easily, however, and they take 3 or 5 people.
Spells are also limited in number (so are siege weapons, by ammo count, of course). However, the right spell with a decent range can do quite a bit. Astron used fireball twice. Each time he hit a cluster of siege weapons (check opponent deck plans on line, if you like. I won't be posting them), the weapon crews, and the ship's hull. Only the crews received saves, because Space ship stats (and the DMG) fail to give object saves (unless it's a groundling ship, then I have save info from Saltmarsh).
Gaining levels will give more spell slots and higher level spells, but you'd need a new ship and more crew for more weapons.
Also, about half the crew is just watching during ship combat with siege weapons. That's a problem.
My advice, going forward: Put all your non spell casters on one weapon, let the spell casters cast away until they are out of spell slots (or are unwilling to use any more spell slots), then they can man the other weapon. If a weapon is undermanned, it can still fire, just more slowly.
But you're going to need to work that out before hand.
All of this is to say: We can streamline ship-to-ship a bit, and get more PCs involved, but it's a joint DM/PC effort. And that means mostly PC.
Also please note: on reading the fine print, I noticed Repeating Shot (and most weapon grade Artificer Infusions) to be limited to simple and martial weapons. Siege Weapons are neither, which is best illustrated by their fixed attack value. The free ballista ammo and Loading Action with an Artificer will no longer be in effect, going forward, should you acquire another Artificer PC.
This message was last edited by the GM at 21:40, Wed 24 Jan.