Difference between revisions of "Seafaring"

From The Hidden Room
Line 26: Line 26:
** Near range, 3d4
** Near range, 3d4
*** With only 1 crew, a firing opportunity must be taken to load the weapon.  With two, loading is part of firing.
*** With only 1 crew, a firing opportunity must be taken to load the weapon.  With two, loading is part of firing.
** Upgrade to 3d6 with blast pellet or alchemist's fire bolts.
** Hullbreaker Shot: 3d6 damage
** Cannister: 1d6 vs crew


* Archers (200 gp, 5 crew, 1 weapon slot, small ship)
* Archers (200 gp, 5 crew, 1 weapon slot, small ship)

Revision as of 22:33, 12 August 2023

Red Age > Rules > Exploration > Seafaring

Voyaging

Ships & Crew

Hulls

  • Pinnace (500 gp, small hull)
  • Cog (5000 gp, medium hull)
    • Crew (4 / 30), Grace +2, 45 hp, defense 15, 25 tons cargo, 10 slots weaponry
  • Frigate (10,000 gp, medium hull)

- half minimum crew allows limping along at half speed for half the day, min crew allows sailing half the day, and double min crew allows continuous sailing - add Grace to sailing checks for maneuverability and handling

- upkeep: 200 gp / season; 1 week of maintenance per season - crew costs - repair


Weapons

  • Ballista (250 gp, 2 weapon slots, 2 crew, small ship)
    • Near range, 3d4
      • With only 1 crew, a firing opportunity must be taken to load the weapon. With two, loading is part of firing.
    • Hullbreaker Shot: 3d6 damage
    • Cannister: 1d6 vs crew
  • Archers (200 gp, 5 crew, 1 weapon slot, small ship)
    • Near range, 1d4 vs crew
  • Arquebusiers (1000 gp, 5 crew, 1 weapon slot, small ship)
    • Near range, 1d6 vs crew
  • Ram (1000 gp, 2 weapon slots, medium ship)
    • Rowed ships only, Abreast, 3d10)


- fittings

Naval Combat

- spells - sea creatures

- quick battle resolution