Ship Combat (Apath)
Unofficial rules compendium | |
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These are modifications to the Ship Combat rules from the Skull & Shackles Player's Guide.
Interception
Interception is run in 4 hour "watches". Make one roll on the initial sighting and one every 4 hours after that. Each turn, ships make opposed die rolls, using the highest available skill value for the relevant skill. Depending on the tactics used different skills or abilities are rolled. One of the sides has an advantage; the advantage begins with the prey. The disadvantaged side chooses the tactic employed, which decides what skills are rolled.
- Bluff: Tactics like fake flags or other subterfuge. Once only per side. Disadvantaged side rolls Bluff vs. Sense Motive.
- Cat & Mouse: Trying to use night, sun glare, mist or some such to hide. Can be used alomg range (when prey has advantage) or as dictated by the situation. Roll opposed Perception. If one side has a perception advantage the other lacks, such as lowlight vision at night or high-flying scouts in the day, it gains a +5 bonus.
- Outmaneuver: Using terrain, wind, and waves against the opponent. Each side rolls Knowledge (geography) or Survival in an opposed check. Suitable magics add spell level to the check, one spell per side.
- Race: This is the default maneuver. Both sides roll Profession (sailor), with a +5 bonus per 30 ft. of maximum speed.
- Other: As devised by the situation and ingenuity.
If the side with the advantage wins, it can either choose to lose its pursuer or enter ship combat.
Ship Combat Set Up
- Orient the map by wind direction.
- One short map edge becomes the windward edge.
- In the Shackles, assume a Sough-westerly wind.
- Place the prey at the middle of the windward edge of the map, facing downwind.
- Then make a Profession (sailor) check for the captain of the prey and move it one square ahead per 5 points on the roll and then an additional 1d6 squares downwind or sideways.
- Place the hunter at the middle of the windward edge, facing downwind.
- If the hunt ended by surprise, was 4 hours or less, or some other reason to assume a more fluid situation exists, use an alternate setup of the hunter. Roll 1d6 to see what map edge the hunter comes from, facing towards the center of the map.
1-2 Center of windward edge
3 Center of edge to the right
4 Center of the edge to the left
5-6 Center of the map, any facing desired.
- If the hunt ended by surprise, was 4 hours or less, or some other reason to assume a more fluid situation exists, use an alternate setup of the hunter. Roll 1d6 to see what map edge the hunter comes from, facing towards the center of the map.
Attacks
In the ship combat portion of the game, only ships and lone individuals away from ships can be targeted, not individual crew members on board ships. An attacker can choose to attack the target ship's hull, rigging, or oars.
Attacks must hit the ship in order to cause damage, and saving throws are allowed as normal.
Once a hit is scored or a saving throw made, subtract the Hardness of the target and then multiply by a factor depending on the type of attack used. Use the first category that applies
Attack | Hull or Oars | Rigging |
Siege engine firing burning or chain shot | x½ | x1 |
Siege engine | x1 | x½ |
Slashing weapon | x1 | x1 |
Fire arrow or bolt | x½ | x½ |
Other personal weapon | x½ | x0 |
Fire or Acid energy damage | x1 | x2 |
Cold, enervation, dessication, positive or negative energy damage | x½ | x½ |
Other energy damage | x1 | x1 |
All parts of a ship are vulnerable to area attacks. If an area attack has a radius of 15 ft. or more, is a cone of 30 ft. or more, or has a remaining length of line of 30 ft or more once it reaches the ship, it causes double damage. This doubling is made last, after all other modifications.
Effects and spells that technically cannot affect objects (such as magic missile' and cloud kill can be used in shipboard combat. Apply their damage to the ship, despite that it really affects the crew. If the effect has no damage normally, assume it does 1d6 per caster level, with a damage cap depending on spell level as normal.
Indirect fire weapons have a hard time hitting a moving target, such as a ship. There is no accumulation of attack bonus from round to round. A failed targeting roll when firing at a ship from the front has a 50% to hit the water. If the miss did not hit the water, or the attack was from the arft or stern, the shot scatters normally.
Fire
Fire attacks to a ship's hull can start fires. Each round's worth of fire arrows and each individual attack by a fire weapon requires the ship to pass a saving throw. The DC is equal to 10 + ½ the fire damage dealt. This is based on damage after Hardness but before multipliers.
A ship on fire takes 2d6 damage each round to the ship's hull, ignoring hardness.
A ship's crew can try and put out a fire, this needs a ship's officer and a fire-fighting party from the crew. A ship with several heroic officers (such as player characters) can make one attempt for each such person not otherwise engaged. This requires a Saving throw with a DC of 25, +1 for each round the ship has been burning. A ship that puts it entire crew on fire-fighting duties, taking no other actions, gains a +10 bonus on this check. These checks do not automatically succeed on a roll of 20, it is possible for a ship to be burning so badly that the fire cannot be put out.
A ship is either on fire or it is not - multiple fires are not tracked. Once fire on a ship is put out, the ship can be lit again normally, but the difficulty of putting out the fire is back to 25.
Effects of Damage
Broken Condition
Ships—and their means of propulsion—are objects, and like any other object, when they take damage in excess of half their hit points, they gain the broken condition.
When a ship or its means of propulsion gains the broken condition, it takes a –2 penalty to AC, on sailing checks, saving throws, and on combat maneuver checks. The ship’s maximum speed is halved and the ship can no longer gain the upper hand until repaired. If the ship is in motion and traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed.
For each broken section (hull, rigging, oars) ¼ of the ships crew becomes incapacitated.
Immobilized Condition
A ship whose means of propulsion is reduced to 0 or fewer hit points is immobilized. It can no longer move or take maneuvers. Half its crew is incapacitated. The means of propulsion can be repaired, but to no more than half it's normal hit points and it retains the broken condition until the ship undergoes extensive repairs on shore.
An immobilized ship has half its crew incapacitated.
Sinking Condition
A ship that is reduced to 0 or fewer hit points gains the sinking condition. A sinking ship cannot move or attack, and it sinks completely in 3d100 minutes after it gains the sinking condition. Each additional point of damage reduces the remaining time for it to sink by 1 minute. A sinking ship can still burn.
Generally, nonmagical repairs take too long to save a ship from sinking once it begins to go down, but it is not impossible if it sinks slow enough. Magic (such as make whole) can repair a sinking ship. If the ship’s hit points are raised above 0 before it sinks, the ship loses the sinking condition. A ship that has been sinking can be repaired to a maximum of half its hits points until repaired on shore, and the hull retains the broken condition.
A sinking ship will drift at 5 ft. per round and can be towed at 30 ft. speed, either to a port or onto a beach. During ship combat, it is considered immobile.
A sinking ship has half its cargo destroyed by water, and half its crew is incapacitated. As the hull is normally used to provide cover for incapacitated crew, the mortality rate among incapacitated crew increases dramatically as well, see Crew below.
Sunk Condition
A ship that sinks completely drops to the bottom of the body of water and is considered destroyed. A destroyed ship cannot be repaired—it is so significantly damaged it cannot even be used for scrap material. ¾ of its cargo is lost, as well as any crew still left on board.
Crew
Ship's crew become incapacitated as the ship takes damage. How many of these actually die depend a lot on the medical and healing abilities of the ship. Make a Heal skill check for each incapacitated crew member to save his life. A character capable of casting the stabilize spell can substitute a concentration check for the Heal check. Using healing spells or powers adds a +5 bonus; one spell or power use is required for each such roll, but the decision to use healing can be made after the roll.
The difficulty depends on the damage level the ship's hull suffered, and on whether medical attention was provided during the battle or only after the engagement was over. To provide medical attention during ship combat, the healer can provide no other function in the turn after the ship gains a damage condition. Each time he fails to do so, the DC increases. Checks are made at the end of the battle.
In general, officers, player characters, and important NPCs are not taken out by random damage like this; it is an attrition on the crew, not a way to kill plot-worthy characters. If no nameless crew members remain to suffer incapacitation or damage, the GM has to decide what happens based on the situation.
Circumstance | DC |
Base DC | 10 |
Propulsion destroyed | +5 |
Hull broken | +5 |
Hull destroyed | +10 |
Ship Sunk | +15 |
Each damage step not attended to immediately | +5 |
Escape
The prey escapes if it reaches any map edge.