Monday, August 17, 2015

Southland: Naval Combat-Naval Weapons

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Naval Weapons
A fully crewed weapon may be fired every rd.  Those without a full crew can only fire every other rd.  It should be noted that Commonwealth Naval vessels, having the proper trained personnel, favor Fire weapons to destroy enemy vessels.  Pirate ships favor impact weapons and carrying more than the maximum crew to cripple vessels and then board and possibly capture them.

Castle:
A turreted emplacement on a ship (obviously expecting combat).  It may hold 2 Ballista and 1 Light Catapult, or 1 Heavy Catapult.  An Aft Castle must include the Bridge and will not accommodate any Catapult, unless specially modified.  Individuals inside the Castle have cover against small arms fire, requiring at least a Natural 12 to hit. 

Heavy Catapult:
Crew 4 (gunner, 2 operators, 2 loaders), Cost 800 gp
Solid Shot 6d6 damage, Range Max VL, Min S
Flaming Pitch 4d6 damage, 2d6 continuing damage until extinguished, Range Max L, Min S

The gunner must be skilled in the use of the weapon in order to fire it.  The gunner’s skill is (Int bonus + Wis bonus)/2 + 1/2 level (figured the same as their Sailing Skill).  Normally all of the ship’s officers are trained as gunners.

The rest of the crew is essentially unskilled for Solid Shot, but must be trained to ignite Flaming Pitch rounds (or unintentional comedy results, roll 1d4 for each attempt, on 1, start a 2d6 fire on board that destroys the Catapult first).  Any hit on a Catapult destroys it. 

Light Catapult:
Crew 3 (gunner, 1 operator, 1 loader), Cost 550 gp
Solid Shot 4d6 damage, Range Max L, Min S
Flaming Pitch 3d6 damage, 2d6 continuing damage until extinguished, Range Max M, Min S

Works as a Heavy Catapult.

Ballista:
Crew 2 (gunner, loader), Cost 500 gp
Heavy Bolt 3d8 damage (Hammerhead Rounds), Range L
Fire Bolt 3d6 damage, 2d6 continuing damage until extinguished, Range S

Large, mounted crossbow.  While anyone could likely fire one, it is difficult to aim accurately without the proper skill (½ of the gunner’s Ranged attack).  With the Ballista skill, it is the same as their Ranged attack.  Normally all of the ship’s officers and petty officers are trained to use them.  The loader position can be unskilled, unless they are firing Fire Bolts (again roll 1d4 for each attempt, on 1, start a 2d6 fire that destroys the Ballista first).  Any hit on a Ballista destroys it.

Ram:
1,000 gp to add to a new Galley construction
Impact 6d8 damage

The ramming ship must move into Close range with momentum.  Requires at least 1 rd of movement towards the opposed ship.  The ramming Captain (must be an officer making the attempt) makes an opposed Sailing check against the Captain of the other vessel (DC 12 if the ship’s wheel isn’t manned).  If both ships are attempting to ram, whoever wins the check, rams the other.

If the ramming Captain fails, it takes 1 rd to turn around and another rd to build up speed for another attempt.  If the rammed ship has oars and the initiative in the encounter, they may call to retract oars to avoid their breaking by the ramming, otherwise, they are badly damaged.

Alchemist (Greek) Fire:
Crew (4 Specialists, trying to operate this weapon without the necessary skill will immediately set the ship on fire.)  (Not available for purchase)
Fire Blast 4d6 damage, 3d6 continuing damage until extinguished, Range C
Greek Fire requires twice the normal Damage Control crew to put out (4 people/1 SHP of damage).

To use this weapon, the ship must be within Close range, and the Captain must make a DC 12 Sailing check to maneuver upwind first.  The Chief Specialist then fires the weapon using their Alchemist Fire skill, (Int + Wis Bonuses)/2 + ½ level (Typically +5.) vs. the SAC of the target vessel.  The Captain must continue to make the Sailing check each rd for additional shots to be taken.  (The Specialists know to not fire into the wind.)

The Alchemist Fire furnace and bellows are highly specialized and regulated equipment, as well as the Greek Fire formula.  Commonwealth Naval Warships and Galleys are capable of being specially outfitted into Fire Ships.  The entire Fore Castle of the ship is taken up by the apparatus.  The Castle is reinforced (SAC 14, slows the ship down by ¼ movement), as a direct hit will blow up the ship.  (PC’s will have to cough up XP to survive the blast.)  Obviously, no Ram is attached to the bow either.  The Specialists and Officers are also ordered to destroy the equipment at all costs if the ship is in danger of being taken. 

There are no known Fire Ships in the area.  If a Commonwealth armada ever enters the Southland for action, they’ll bring over the materials and specialists to convert a few Southland Warships into Fire Ships.  Pirate Captain Hobart is currently attempting to acquire the ingredients and skills necessary to operate one.

Massed Arrows:
Regular bows, crossbows, and even heavy crossbows won’t damage a ship.  However, massed fire arrows, at least ten, that hit will do the equivalent of 1 SHP/10 fire arrows.  Must be within S range for such an attack.  Make one attack roll for the group (the rough average) vs the SAC.

For regular massed arrows against the crew, make one attack roll for the group (the rough average) vs the average Crew AC.  For a hit, kill 2d4 Crew.  For a miss, kill 1d2 Crew. 

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