Does anyone have MRQ Pirates and have opinions on it?
I'd probably use a series of opposed rolls straight out of the current system:
Scan to determine at what range the enemy is spotted.
Luck for location of enemy vs. yourself (direction, wind, currents, etc.).
A series of opposed Shiphandling roles to determine if the ships close or not:
- Identical successes keep ships at same distance.
- Different levels open or close range.
- In either case, I'd provide hefty bonuses for ship/sail/crew.
If they do close, the continue with Shiphandling to bring guns to bear.
Use a gunnery skill (perhaps rank the crew as a group?) to determine accuracy. Roll damage.
That's my idea without sitting down and reading what's actually there. Btw, I could pass on the entirety of the RQIII ship rules pretty easily if you want them. My understanding is that Elric! had better rules, but I've never used them. I'll look into them.