Naval Combat: Movement, Initiative & Damage
PIRATE BORG · p.74
Open source p.74Movement
- Play on a hex grid. 1 inch ~ 50 feet. Double damage, then the hull is
- Ships can rotate twice during each reduced one tier.
movement (60° or 1 hex face), but Example: - > -.
only once per hex.
- Ships must move at least 1 hex each Ship hulls cannot be repaired at sea.
turn unless in close combat, ramming, See Shipwright (pg. 77).
anchored, or In Irons (pg. 78).
GM decides outcome for other crew
actions, if any.
Cannons or small arms misfire.
A damaged weapon must be repaired
before it can be fired again.
Ships can rotate at any point along their path.
GM decides outcome for other crew
Initiative actions, if any.
Roll + SHIP AGILITY for each ship.
Highest goes first, PC ships win ties.
Zero HP or Less
All ships reroll every round. The ship is derelict. Its speed is
reduced to zero and it cannot take any
On Each Ship's Turn
crew actions while in combat.
When a Derelict Takes More
1. The Captain uses their action to
Damage []
move the ship its speed in hexes.
1-2 No effect.
2. Non-captain PCs take 1 crew action
3
each.
4
5
3. A ship that hasn't taken at least 2
6
crew actions can take up to 2 crew
actions total.
7
4. Switch to close combat when
appropriate. Ships involved in close 8
combat are considered anchored and
cannot take crew actions.
Crit (Nat 20)
Fumble (Nat 1)
Sinking
Sinks in rounds.
Sinks next round.
Sinks now.
Minor Explosion. All aboard test
Agility DR12 or take damage.
Major Explosion. Ship sinks, all
aboard take damage.
Magazine Explosion. Instant
death to all aboard.