Ship Combat Fast Start
Ship Combat Fast Start
Ship Combat Fast Start
Introduction
This is a paired down version of my full ship to ship combat rules. The main difference is that we are not using the wind and PCs are only
directing ship movements and firing ship weapons. In other words, no personal weapons or spells.
Turning
A ship must move a number of hexes equal to its
maneuverability rating before it can turn by one hex face. If it was
moving at the end of the previous turn, you can consider the total
distance traveled in a straight line when calculating in which hex it
can change its direction this turn.
Ships with a “good” maneuverability rating (a
maneuverability rating of 0) don’t have to spend move action
points to turn, but must move at least one hex forward before they
can turn by one hex face.
Ship to Ship Combat – Fast start rules
Weapon Modifier
Some weapons are more accurate than others. Each ship
weapon has an attack modifier that is added to all attack rolls.
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by Ronny Hart
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Ship to Ship Combat – Fast start rules
Ramming Statistics
The basic attack roll is: Each of the vessels presented here includes a short statistics
block describing the vessel. A ship’s statistics block includes the
1d20 + Shiphandling Modifier + Profession (sailor) Modifer ±
following entries.
Size Modifier
Size: The size of the vehicle, see Table 3: “Ship Size”.
The total is compared to one-half the target ship’s Armor Seaworthiness: The ship’s overall sturdiness. This modifier
Class; if the roll is equal to or greater, the ramming attempt is is applied to any Profession (sailor) checks the captain or master
successful. Otherwise, there is no ship damage. You missed the makes in order to avoid hazards that large, well-built vessels avoid
other ship entirely or glanced off without any significant damage to more easily than small and frail ones.
either ship. A 20 is always a hit and a 1 is always a miss. A natural Shiphandling: The ship’s agility and nimbleness. This
20 is also a threat—a possible critical hit. Rams threaten on a 20, modifier is applied to Profession (sailor) checks the captain or
and a critical hit does x2 damage. master makes in order to avoid situations that small, swift vessels
avoid more easily than large and clumsy ones.
When one ship rams another both ships take damage. The Speed: The ship’s speed and its nautical maneuverability
attacking ship receives half the base damage it inflicts on the other rating. A ship gets to use one move action point for every 5 feet of
ship. The base damage dealt by the vehicle is listed in that speed, which relates to moving one 5 ft. square in one round (6
vehicle’s statistics. seconds), or moving one 50 ft. hex in one turn (one minute).
Hardness is subtracted from all ram damage as normal. Any hp: The number of hit points, hardness and AC of the ship’s
time a ship being rammed is reduced to zero hit points the hull.
attacking ship takes half the normal damage he would otherwise Ram: The damage dealt by the vehicle if it rams another
take. object.
See “effects of hit point damage” above. Mounts: The number of weapons the ship can mount. A light
When one ship rams another both ships come to a stop, unless mount is suitable for a ballista or stonethrower; a heavy mount is
the ramming ship reduces its target to zero hit points, in which case suitable for a catapult.
it can move normally. Space: The length and width of the area taken up by the ship.
Height: The height of the main deck above the waterline.
Shearing Most large vessels will have deckhouses, forecastles, or
sterncastles that are above this level. Draft is how far under the
If you enter the defenders hex, you can attempt to shear off water the ship’s hull extends.
her oars, if she has any. You must equal or beat her Profession Watch: The number of crewmembers necessary to make
(sailor) check, modified by the ships’ respective shiphandling
course changes, adjust for wind changes, and generally handle the
bonuses.
ship. On an oar-powered vessel, the watch includes the number of
If you successfully shear your opponent’s oars, her speed is
rowers necessary for the ship to make use of its full oared speed.
reduced to zero, and she cannot change speed until she puts out
Complement: The number of crewmembers, passengers, and
new oars, which takes one full turn. The ship can still change
soldiers who can be carried by the vessel for extended voyaging.
heading, but it is spinning in place and not making any headway. For a short voyage (a day or less) a ship might be able to cram two
or three times this number of people on board.
Cargo: The capacity of the vehicle’s hold, in tons (1 ton =
2,000 pounds). Most ships are slowed to 3/4 normal speed if
carrying half this load or more.
Cost: The vehicle’s cost in gold pieces.
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by Ronny Hart
Table 6: Boats and Ships
Maneuverability
Vessel Ship Size/ Space Complement Rating Speed Cost
Caravel (sailing ship) Medium / 60’x 20’ 30/7 1 average sail 30ft (6) 10,000 gp
Dromond (warship) Huge / 100’ x 20’ 200/7/100 1 average sail 20ft (4) or oars 30ft (6) 25,000 gp
Galley Gargantuan / 130’ x 20’ 300/10/160 2 poor sail 15ft (3) or oars 20ft (4) 30,000 gp
Greatship Colossal / 150’ x 40’ 500/20 2 poor sail 25ft (5) 60,000 gp
Pinnace Small / 30’ x 10’ 15/3/8 0 good sail 30ft (6) or oars 5ft (1) 4,500 gp
Rowboat Diminutive / 10’ x 5’ 4/1 0 good oars 10ft (2) 50 gp