Difference between revisions of "Seafaring"

From The Hidden Room
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* Each Ship's Round
* Each Ship's Round
** Reset Command Points
** Reset Command Points
*** If a ship has >0 CP, reset them to 0.  If <0, they stay negative.
** Plain Ship Actions
** Plain Ship Actions
*** Players decide the actions their characters will take.
*** NPC ships will usually just gain a certain number of CP based on their skill / leadership, and spend these.
** Resolve Ship Actions
** Resolve Ship Actions
*** PCs take their ship actions in the order designated by the captain.  They can change actions based on circumstances.  Actions continue until all CP are spent or the players choose to proceed.
*** Checks are made by the officer who oversees the department.  Attack rolls are made by the PC or crewmember manning the weapon.
** Resolve PC Actions
** Resolve PC Actions
 
*** PCs who took the Do A Deed or Resolve A Crisis actions handle these now.
* End of Turn
*** PCs who take the Fight action are dropped into a round or two of combat.  Casualties they inflict or enemies they distract or lock into fighting them do not contribute to enemy Crew Strength (neither does the PC), and there may be additional effects based on the situation.
** Resolve Crew Combat
** Resolve Crew Combat
*** Ships locked in boarding combat resolve it now.
** Check Morale
** Check Morale
*** If a ship's crew is at half Crew Strength or lower, they must make a Morale check.  If they fail, they seek to disengage and save themselves.  Other dramatic events may provoke a check as well.
*** If a ship's crew is at half Crew Strength or lower, they must make a Morale check.  If they fail, they seek to disengage and save themselves.  Other dramatic events may provoke a check as well.
** Sink or Sail
** Sink or Sail
*** If a ship has been reduced to 0 hp, roll d6.  On a 1-3, it begins sinking.  On a 4-5, if wallows uselessly for the rest of the combat, but stays mostly afloat.
*** If a ship has been reduced to 0 hp, roll d6.  On a 1-3, it begins sinking.  On a 4-5, if wallows uselessly for the rest of the combat, but stays mostly afloat.
* End of Turn





Revision as of 04:43, 17 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

Crew Strength

  • Each crewman to the ship's Crew Strength according to their level and level of martial skill.
    • Combat Dice (d6s) = Crew Strength / 10, rounding up.
  • Skill Multiplier
    • Civilian: 0
    • Common Sailor: (level / 2)
      • Merchantman, pirate rabble
    • Martial: (level)
      • Hardened pirates / privateers, marines,
    • Skilled: (level x 2)
      • veteran marines, non-combat focused PCs and villains
    • Warrior: (level x 3)
      • combat focused PCs and villains (warriors, brutes, martial theurges / rogues / abhumans, etc)
  • Crew Combat
    • Roll each side's Combat Dice.
      • 1s cancel out 6s. For each extra 6, roll an additional 6 (this can explode; fresh 1s can prevent explosion of these extra 6s). Once all dice are rolled, sum the highest (Combat Dice) of the dice rolled.
    • Each side loses Crew Strength equal to the enemy's (Combat Dice).
      • The loser also loses Crew Strength = (winner's total - loser's total).
    • Loses are applied to NPCs according to the DM's judgement and the player's actions. They may try to shield their crew, leading from the front and taking hits.
      • Every 1 point of lost Crew Strength absorbed by a PC deals 4 hp.
    • After combat, 1d10 x 5% of lost Crew Strength represents actual deaths ("incomplete casualties" never die, such as a 3rd level marine who absorbed 2 only Crew Strength of damage)
      • Reduce the loses by 5% for each Skilled Healer and 10% for each Expert Healer. Every 2 Power worth of healing spells expended reduces the losses 5%.
      • The rest return to duty after a Long Rest.

Ranges

  • Sighted: visible but beyond range of almost anything. If a ship moves beyond this range, it leaves combat.
  • Far: beyond reach of anything except powerful siege weapons or line-of-sight spells.
  • Near: close enough to be hit with ballistas and arrows and spells with at least 100' range.
  • Abreast: adjacent or almost so. Able to be grappled or rammed. Attacks with at least 30' range can reach.

Naval Combat Round

  • Initiative
    • 1d8 + captain's WIT + ship's Grace
  • Each Ship's Round
    • Reset Command Points
      • If a ship has >0 CP, reset them to 0. If <0, they stay negative.
    • Plain Ship Actions
      • Players decide the actions their characters will take.
      • NPC ships will usually just gain a certain number of CP based on their skill / leadership, and spend these.
    • Resolve Ship Actions
      • PCs take their ship actions in the order designated by the captain. They can change actions based on circumstances. Actions continue until all CP are spent or the players choose to proceed.
      • Checks are made by the officer who oversees the department. Attack rolls are made by the PC or crewmember manning the weapon.
    • Resolve PC Actions
      • PCs who took the Do A Deed or Resolve A Crisis actions handle these now.
      • PCs who take the Fight action are dropped into a round or two of combat. Casualties they inflict or enemies they distract or lock into fighting them do not contribute to enemy Crew Strength (neither does the PC), and there may be additional effects based on the situation.
    • Resolve Crew Combat
      • Ships locked in boarding combat resolve it now.
    • Check Morale
      • If a ship's crew is at half Crew Strength or lower, they must make a Morale check. If they fail, they seek to disengage and save themselves. Other dramatic events may provoke a check as well.
    • Sink or Sail
      • If a ship has been reduced to 0 hp, roll d6. On a 1-3, it begins sinking. On a 4-5, if wallows uselessly for the rest of the combat, but stays mostly afloat.
  • End of Turn


- abstracted time, longer than a normal combat round

- spells - sea creatures

- quick battle resolution