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Ship combat

Basic: A ship can only move forward in the direction it is facing. How fast it move depends on
the pilot/captain. We will ignore % crewmate in this scenario to simplify combat.

Pilot: Every round, the pilot of the ship will roll a d20 to determine how well the ship operate.
This will give the ship speed between 4 8 and 1 6 32 squares (1-5 => 4 8; 6-10 => 8 16; 11-15
=> 12 24; 16-20 =>16 32). A ship requires a 4 diagonal square movement to turn 90 degree, so
in order for one to do a 180 degree turn, this has to happen:
First 90 degree turn: Turn the ship in place 90 degree in place, then move it up 4,
sideway 4
Second 90 degree turn: Turn the ship in place 90 degree more, then move it down 4,
sideway 4
If there is enough movement, turn the ship in place 180 degree and move it over 8, this
will represent the ship making a u-turn

Ship status: To simplifly combat, ship HP will be 200 HP and this will represent the ship survival
as a whole, we do not separate the rudder, sail, hull etc

Non-pilot member: these members will control ship weapon, attack other ship using other
means (spells, range weapon etc These attack will not do much vs ship hull), fending off
boarding action or forcing boarding action of their own.

Ship weapon: Balista are standard range weapon for ship, in this particular case, have 50hp of
their own, attack will get dex mod and prof for all character, reload will take a total of 36
strength. What this mean is if a character have 18 strength, it will take him 2 turns to reload the
weapon; while someone with 15 strength will take 3 turns. Multiple people can reload a single
weapon, the strength can be add up. The weapon can be fired as soon as it is reloaded. There
two type of ammunitions:
Javelin: 2d10 3d10 range 10 25 square that will aim for ship hull, with attack roll depends
on the enemy ship angle
Grapeshot will deal 23d4 damage in a 25 by 25 feet cone to whatever it hit on board that
fail a DC 16 Dex save. Use with caution due to close range, it could open up for enemy
boarding action
Other ammunition will be considered, launch your own member against ship is allowed,
just not recommend
It is possible to attack other ship weapon, this will generally be a tough shot and attack
required will be higher

Boarding action: Grapple and pulling enemy ship closer toward your ship, this action can be
performed with superior manuver or simply have 3 member with strength above 15 pulling the
other ship toward you, str contest will determine if there is enough grapple, at least 2 has to
pass for the grapple to stick. Enemy can roll a d20+half move speed (in square) each naval turn
to break away. 15 and above will be successful and the ship will be separated. During boarding
action, the ship will continue to get fired on by the enemy, every 4 rounds = 1 round of naval
combat. However, the attilery will only come from the open side (non-boarding side). Should all
combatant be cleared from on board a ship, that ship is considered captured and can be used
by the victor.

Ramming action: Dangerous manuver as it will damage enemy ship as well as your own. This
will deal 5*remaining movement (in square) to the enemy and half (round down) to your own
ship. After a successful ram, the two ship will stick together if the enemy ship survive the ram
(the ship that perform the ram will float even if it has 0 hp at this point). The ship that was
rammed into will move at minimum speed every turn until it roll d20+4 and got 19 or above. At
the point, if the ship that perform ramming action still has 1 hp, naval combat continue;
otherwise it sinks

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