Difference between revisions of "Seafaring"
From The Hidden Room
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=Ships & Crew= | =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 | - upkeep: 200 gp / season; 1 week of maintenance per season | ||
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- repair | - 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. | |||
** Upgrade to 3d6 with blast pellet or alchemist's fire bolts. | |||
* 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 | - fittings | ||
Revision as of 22:30, 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.
- Upgrade to 3d6 with blast pellet or alchemist's fire bolts.
- 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