Difference between revisions of "Seafaring"

From The Hidden Room
Line 6: Line 6:


=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
Line 11: Line 20:
- repair
- repair


- hulls
 
- weapons
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.
  • 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