Crew Actions
PIRATE BORG · p.75
Open source p.75Crew Actions
Each action can only be chosen once* per ship's turn. Each ship gets
at least 2 actions (or more if there are PCs on board). PCs taking crew
actions add the bonus in parentheses.
Test Ship CREW SKILL (+PC PRESENCE) DR12:
FIRE BROADSIDES
Attack with each of the ship's broadside attacks*.
Target must be in the ship's arc of fire.
Test Ship CREW SKILL (+PC PRESENCE) DR12:
FIRE SMALL ARMS
Attack with each of the ship's small arms attacks*.
Test Ship AGILITY (+PC AGILITY) DR12:
FULL SAIL
Move one extra hex.
Test Ship AGILITY (+PC STRENGTH) DR12:
COME ABOUT
Rotate one extra hex face.
DROP ANCHOR Reduce the ship's speed to zero.
WEIGH ANCHOR The ship is no longer anchored.
Test Ship CREW SKILL (+PC PRESENCE) DR12:
REPAIR
Ship recovers HP or repairs misfired cannons.
A ship can only recover up to 50% of its maximum HP using
this action.
BOARDING PARTY If touching another ship, the crew may board and
attack. Switch to melee combat.
RAM A ship that ends its movement touching another
ship can ram. All ships involved roll ram damage.
Add for each hex that ship traveled on its last
move. A ship that rams cannot take any other crew
actions on its turn.
SOMETHING ELSE Use Relic or Ritual, inspire the crew, hide, etc.
*Larger ships have attack actions that may be taken multiple times. If the attack action is only taken by one
PC, they may roll all of that ship's attacks, but they only add their Presence to the first roll. If multiple PCs
take the attack action, each may add their Presence to one roll. Limit one PC per attack roll.