Naval Combat: Stats & Abilities

PIRATE BORG · p.73

Open source p.73

# NAVAL COMBAT

N A V A L C O M B A T
Stats & Abilities
HP Represents the vessel's condition and crew's health & morale.
HULL Like armor (pg. 30), but for vessels.
AGILITY How nimble and maneuverable the vessel is.
SPEED Distance the vessel can move each turn.
SKILL The crew's skill and training.
BROADSIDES Damage the main cannons deal.
SMALL ARMS Damage the swivel guns and muskets deal.
RAM Damage dealt when involved in a Ram action.
CREW The min/max crew the ship can carry without penalty.
CARGO Number of slots of cargo the vessel can carry.
Crew Range &Arc of Fire
Ships without enough crew can only Standard range of fire: 12 hexes.
take one crew action, regardless of
how many PCs are on board. Ships can only fire their broadside
cannons at a 45° angle from their side.
Ships can carry double their max crew They can always fire their small arms
for short distances (less than a day). (muskets, swivel guns).
Damage Scaling
Ship HP and damage is not the same
as PC HP and damage. Use a ratio of
1:5 if you need to convert.
Ex: A ship with 20 HP would have 100 HP
if a PC shot it with a musket, and a cannon
would deal x 5 to a skeleton.
How long Is a Round?
Ship combat rounds are dynamic in
length, but typically last around 30
seconds. PCs still only take 1 action
each round.