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.
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