Seafaring
From The Hidden Room
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
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.
- Roll each side's Combat Dice.
Ranges
- Sighted: visible but beyond range of almost anything. If a ship is beyond this range at the end of a combat turn, it leaves the engagement.
- 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.
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. A character can only occupy one department each round, and can choose actions from that department or the set of General actions.
- 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.
- Reset Command Points
- End of Turn
Ship Actions
Captain
- Bolster the Crew (once per turn)
- Choose an officer. They gain 2 CP to spend on actions in their department.
- Hold the Course (once per turn, reaction)
- Negate a successful ranged attack and suffer a random Crisis instead.
- Into the Fire (once per turn)
- Your crew follows your into peril. Gain (SPT+1) CP and suffer a Crew Lost Crisis.
- If you have Commanding Presence, Tactician, or similar, this grants +1 CP.
- Your crew follows your into peril. Gain (SPT+1) CP and suffer a Crew Lost Crisis.
Helmsman
- (These actions are unavailable while the ship is grappled. A grappled ship always loses opposed sailing checks)
- Confound the Guns (2 CP)
- Make an opposed sailing check (Wits bonus) against an enemy ship. If successful, they have +D to attack this round (does not stack).
- Cross the T (2 CP)
- Make an opposed sailing check (Wits bonus) against an enemy ship. If successful, you gain +A to attack them this round (does not stack).
- Ramming Speed (4 CP, Near range, rowed ships only)
- Make an opposed sailing check (Wits bonus) against an enemy ship. If successful, you move Abreast, inflict ramming damage, and may choose to be grappled with them.
- Set Course (4 CP)
- Make an opposed sailing check (Wits bonus) against an enemy ship. If successful, you move one range closer or farther.
- If a group of ships are grouped together, you maneuver against all of them together. Each rolls sailing, and if some beat you and others don't, they must either stay together with the losers or split up.
- Make an opposed sailing check (Wits bonus) against an enemy ship. If successful, you move one range closer or farther.
Bosun
- Damage Control
- Emergency Repair
- Grapple Ship
- Step Lively
- Tend the Wounded
Gunner
- Fire All Guns (3 CP)
- All weapons and archery units fire once at targets within range.
- Fire Readied Guns (2 CP, once per turn)
- A number of weapons and/or archery units fire equal to your choice of WIT (tactical acumen) or SPT (commanding). If you have the Tactician feat or similar, +1 weapon can fire.
- Ready the Guns (1 CP)
- Grant +2 to your next gunnery attack roll. Does not stack but can be applied multiple times to different weapons.
- Target Their Guns (1 CP)
- Make a Dex or Wits attack opposed their Sailing (Wits mod) check. If you succeed, your next gunnery hit this turn deals no damage but disables one of the weapons (but not ranged units).
- Target Their Sails
- Make a Dex or Wits attack opposed their Sailing (Wits mod) check. If you succeed, your next gunnery hit this turn deals no damage but inflicts -2 Grace. If reduced to -6, their rigging is destroyed and they cannot take Helmsman actions. Rowed ships are immune.
Master-at-Arms
- Engage
- Cut Grappled
- Fight Defensively
- Press the Attack
- Death or Glory
General
- (Any officer or PC can take these actions, but only one per turn and no others from General or any office)
- Above and Beyond
- Deal with a Crisis
- Describe what you are doing to deal with a Crisis on your ship and roll.
- Do a Deed
- You undertake a personal action not covered by other options.
- Do Your Duty
- You make yourself useful, granting +1 CP. Some portion of the crew usually takes this action to pay for other actions.
- Fight
Crises
- abstracted time, longer than a normal combat round
- spells - sea creatures
- quick battle resolution