Difference between revisions of "Seafaring"
From The Hidden Room
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** 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. | ||
** | ** 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
- Near range, 3d4
- 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
- spells - sea creatures
- quick battle resolution