Redmoon • Sea Rules (Public Access: RO Owner:dargus)
Movement type of boats:
Normal: Boat moves at normal listed speed
Advantage: Boat moves at 1.5 listed speed.
Sails: Boat moves at this speed with a normal wind and 1/2 speed against.
Oars: Boat moves at this speed with oars.
Advantage: A boat gains the "advantage" when it is moving with the wind or in highly favorable circumstances. If one boat was moving against the wind and another with it then one would clearly be in the advantage. In boat combat the wind will be clearly marked with an arrow on the board. Extra Speed requires a crew check DC 15 and the DC goes up by 1 for every 5 rounds.
Manuvers:
*Oars: oars can turn at a price of 1/2 speed and may extreme turn with a Crew Check DC 10. To stop a boat simply stop rowing and it will move at 1/2 speed, 1/4 speed then slowly drift at a rate of 1 ft a round. An Sudden stop can be done with a Crew Check DC 10.
Crew checks: Used to keep your men in line and make them do things. Crew checks are either CHA checks or intimidate or diplomacy.
Turn: Turn requires 1/5 the boats normal movement Per 90 degrees - move action
Slicing: This is when a boat travels perpendicular with the wind. To do this correctly requires a profession sailor check DC 5. The boat moves at normal speed as long as it is slicing. Should the crew fail a check then the boat will lose movement causing it to move at 1/2 speed for a round.
Extreme turn: The boat can attempt to turn at a larger angle for the same cost of speed. DC 10 - may make 2 turns as a single move action.
Sudden Stops: The crew wishes to stop the boat suddenly without making it a huge hassel to get the boat moving again. To do this requires a DC 10 check if it fails the boat continues to travel as normal. DC 15 if traveling with the wind. The boat will continue to move at 1/4 speed for 1 round if the check is made.
Preperation: The boat can be prepared to sail in 10 minutes.
Combat preperation: If the boat is not in a state of sailing and the crew wishes to ready it quickly it can do so with a DC 5 check. If the check passes the time it takes to ready the boat is 2 minutes
Extra Speed: In any circumstance the boat can try to travel +1/2 speed if the crew makes a DC 15 check else it moves as normal. The check must be made every 5 rounds and should it fail after one is made the speed continues for 1 round thereafter.
Boarding: To board a vessel boats must be broadsiding each other and close enough to each other for crew to make it across. To get close enough for a 10 ft plank to be set across a DC 10 sailing check must be performed.
Types of crews:
Loyalty: Represents the hardships the crew is willing to go through with you.
Expectations: Represents the need for the crew to have succseful adventures, to get paid and to have high moral. Should expectations not meet the crews requirements they will begin to lose loyalty.
Experienced: Prof Sailing 10 Navigation 10 Loyalty High Expectations High
Good: Prof Sailing 8 Navigation 8 Loyalty Medium Expecations High
Basic: Prof Sailing 5 Navigation 5 Loyalty Low Expections Medium
New: Prof sailing 5 Loyalty Low Expectations none
Types of boats:
Rowboat: 8-12 foot long boat. 2-3 Passangers moves 15 feet/rnd or 1-1/2 miles per hour. 12 miles per 8 hour days. AV 10(10) STRUC 1 AC 8 Weapon slots: 0 50 Marks
Keelboat(Standard Galley Fishing Vessel): 50-75 foot long boat 15-20 feet wide. Crew 8-15 with a single mast. Carries 40-50 tons of cargo or 100 soldiers. Capable of making sea voyages as well as sail down rivers due to its flat bottom. 10 feet/rnd or 1 mile per hour. 8 miles per 8 hour days. AV 100(33/34/33)(20) STRUC 3 AC -2 Weapon slots 1 300 Royals
Galley - 130 foot long and 20 feet wide. 3 mast ship with a crew of 200. Equiped with 70 oars on either side. 150 tons of cargo or 250 soldiers and can fitted with a ram. This vessel is not fit to travel the seas and stays close to coasts when traveling. Moves at a rate of 40 feet sailing or rowing. 4 MPH 32 Miles/day. AV 500(125/125/125/125)(100/100/100) STRUC 4 AC -5 Weapon slots 0 3000 Royals
Longship: 75 foot long with forty oars and a crew of 50. Single mast carries 50 tons of cargo or 120 soldiers. Capable of sea voyages. Moves 30 feet a round when sailed or rowed 3MPH 24 Miles/day. AV 120(40/40/40)(24) STRUC 3 AC -3 Weapon slots 2 1000 Royals
Sailing Ship: 75-90 foot long and 20 feet wide crew of 20. Two masts and no oars. Carries 150 tons of cargo or 250 soldiers. Moves at 20 feet a round 2 MPH or 16 miles/day. AV 150(50/50/50)(30/30) STRUC 3 AC -3 Weapon slots 2 1000 Royals
Warship: 100 foot long with a single mast and has oars. Crew of 60-80 and a maximum number of 160 soldiers for short distances due to supply issues. can hold up to 70 tons of cargo. Capable of Sea voyages and moves 25 feet a round or 2 1/2 MPH 20 miles/day. AV 500(125/125/125/125)(100) STRUC 4 AC -4 Weapon slots 4 2500 Royals.
Structure: This represents the number of sections, not counting rigging, that the ship has. Once the ship is reduced to 0 structure it can no longer move.
Increased Armor: A ships armor can be further increased, except for rowboat. Additional armor takes up 5 tons of cargo up to 3 times. Each time it is purchased it grants the ship an additional 50 AV and costs 1500 Marks.
Weaponry: To add a weapon slot to any vessel except rowboat it costs 500 marks. Maxmimum of 2 additional weapon slots.
Weapons:
Catapult: to shoot this device use BAB + int modifer
Heavy Catapult - 1 full action to reload, 6d6 DMG 200ft RI 100ft minimum CREW 4 800 Marks (10 marks for amunition groups of 20)
Light Catapult - 1 move action to reload, 4d6 DMG 150ft RI 100 ft minimum CREW 2 550 Marks ( 10 marks for amunition groups of 20)
Ballista (-4 to use for medium creatures) 1 full round to relaod 3d8 DMG 19-20 crit 120ft RI CREW 1 500 Marks (15 marks for amunition groups of 20)
Ram - requires you to ram your ships into each other 3d6 + 1 per 10 foot of movemnt to both ships. (1000 marks)
What weapons/spells can hurt a ship?:
When laying seige on an enemy vessel the above weaponry is effective. However, if you find yourself without them than here is a list of what other weapons/spells do to a ship.
Arrows/bolts - Nothing
Flaming arrows/bolts - can damage rigging
Melee weapons - Any that can exceed the hardness of the ship. Hardness is equivelent to the AV of one of the ships sections.
Spells under 3rd level - All spells under 3rd level have no affect on the ship but may affect the rigging.
Spells 3rd level and over - Fire: x1.5 Lightning: 1/2 Ice: 1/4 Phsyical/force: Normal
Special Amunition:
Catapult -
Fire: fire does no inital damage but sets the ship on fire. Heavy catapults do 3d6/rnd while light do 2d6. To put out the flames requires a crew check DC 10 and a full round action or for PCs it requires something to put it out with plus a full round action. 15 marks for groups of 10
Multi-shot: Aimed at hurting the crew rather than the ship the multi-shot delivers a load of smaller stones to assault the enemy vessel. Area effect 10ft radius REF DC 12 2d6 10 marks for groups of 20
Ball and chain: Designed to do more damage to the ship. Crit 17-20 4d6 dmg Heavy, 3d6 Light. 15 marks for groups of 10
Balista-
Fire: does inital damage plus sets the ship on fire for 1d6 dmg a round. Can be put out with a crew check DC 5 or 1 full round action from PCs 15 marks for groups of 10
Chain: A chain is attached to the ship and if it hits the enemy ship it connects the two. The two ships automatically match speeds when moving in different directions the larger ship is capable of towing the other.17 marks for groups of 20
Damage Effects:
A ship that loses a structure point suffers 5 foot movement penalty and gets a -4 to all sailing checks.
Targeting:
Rigging - If the rigging of a given ship is targeted it has the ship's AC + 4. The rigging has an equivlent HP of (1/5 the ships normal AV)x # of Masts regardless of the ships current damage. If the rigging is brought to 1/2 life all sailing checks suffer a -5 and the ship moves 5 feet slower. If it is destroyed, the ship is dismasted and loses and aditonal 5 feet of movement and suffers a -10 to all sailing checks. If the ship has more than one mast the speed can not be reduced to less than 5 ft due to rigging damage unless it is destroyed.
Hull- A standard hull is split into 3 sections but larger ships may have more sections. Each section has an equivlent AV of 1/3 (for a 3 section ship) the ships maximum. Front/Middle/Back. Anytime a ship is attacked it will hit one of these 3 sections or the rigging. If a section is reduced to 0 AV than the ship is "holed"
Holed:
The ship has a hole in it and is at risk of sinking. The DC is 15 +4 for every additional hole. If the check is failed the ship will begin to sink, if it is made than the ship can continue for an hour before another check need be made. If all sections have been destroyed a check can be made to try to keep the ship from sinking at a DC of 25 +(4x# of sections). This check needs to be made every hour.
Repairs:
After combat a ship often requires repairs.
Repairing a damaged section: This requires a craft check (carpentry for wooden ships and armorsmithing for metal ships or a profession sailor check for rigging). The check restores 1d10 + roll to damage section in AV and takes time to perform. It is possible for a skilled crew to keep the ship in working order but requires supplies and people with the appropriate skill. Aside from special materials the ship requires 10 marks worth of supplies per AV point repaired, if the supplies are lacking the ship can not be repaired.
Repairing a destroyed section: This is much more difficult to perform and requires a lot more money. To stabilize the section the DC is 20, doing so will give a +5 on all sinking checks and in the case of rigging a repairing damage section check would have to be made to make it useable. To stabilize requires a number of marks equivelent to the AV of the particular section. After the ship is stabilized a repair damage check can be made to continue the work.