Tuesday, August 18, 2015

Southland: Naval Combat

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


Naval Combat

Crew:
Each ship at least needs someone manning the wheel in combat, hopefully a ship’s Captain.  Siege weapons require a full crew to operate every rd.  Those without, operate every other rd.  Soldiers need to be ready for possible boarding or repelling boarders.  Finally, those who do not allocate crew for Damage Control purposes will likely find themselves swimming home.    

Combat:
Sighting: Takes place outside of VL range.  Vessels have spotted each other (there are always crew on lookout).  If one ship wishes to Evade the other, then it’s an Opposed Captain’s check.  If the winner has a faster ship, then they automatically get away.  If the winner has an equal or slower ship, then it requires another successful check.  A ship that fails at Evasion, the next rd, the pursuer is within VL range, and the pursued will no longer be able to get away.  Once naval combat starts, there’s little chance of backing out at that point.

Long Range Combat: If one vessel has weapons of longer reach than the other, there’s no Initiative.  That vessel can fire without reply. 

Initiative: For ships within each other’s weapon’s range, roll for Initiative with each Captain’s Sailing Skill as the modifier.  From there, ships trade volleys. 

Movement: Ships may choose to move closer, move away, or stay stationary each rd.  However, whoever has the Initiative moves and fires first.  Ships move from one range level to the next in 1 rd of movement.  Ships engaged in combat at Close range cannot disengage from each other unless one of them is unable to move. 

Called Shots: May be made against specific areas of a ship, such as the Bridge, the Sails, Castles, and Siege Weapons.  They require a Natural hit.

Grappling and Boarding: The ships must be at Close range for the attempt.  This requires an Opposed Sailing Check from the Captains again (DC 12 if a ship is not piloted).  If the attacking Captain wins, they may attempt to grapple.  If they fail, then they are too far apart, though technically still at Close range.  If both Captains want to grapple, it happens.  

From this point, at least four grapples must hit in one rd the ship to hold it.  This requires a DC 12 Sailing check from at least four sailors.  (These grapples can be cut, but will require a rd apiece.)  Once grappled, Crew may jump over and board.  Anyone wanting to swing over on a rope, requires a DC 12 Acrobatics check (or end up in the drink) and they will automatically have the Initiative. 

Quick Mass Combat: (This doesn’t include PC’s or important NPC’s.)  Roll Imitative (no modifiers).  Roll rough average BAB vs rough average AC.  For a hit, 2d4 Crew deaths.  For a miss, 1d2 deaths.  At 50% losses or the loss of all of the Officers, one side will surrender. 

Damage:
10 hp damage = 1 Ship Hull Point (SHP), round up any fractions normally (0-4 rd down, 5-9 rd up).  Please use some common sense.  Siege weapons, giant monsters, and magic spells can cause SHP level damage, but some dude with a sword isn’t going to hurt a ship.  Feeling better about that sea voyage, now?  Not so fast.  There are some other issues with naval combat.  Unlike the characters, regardless of the ship’s remaining Hp, whenever it takes damage some special conditions may apply.

Crew Death: 1d4 Crew are killed per 1 SHP of damage.  This doesn’t apply to the characters or important NPC’s.  If they are in a specific area hit (like the bridge or a castle turret), DC 12 Ref Sv for 1/4 the Hp value of the damage, otherwise they take ½ damage.

Cracked Oars: For ships using oars, if they are not retracted, the oars on one side of the ship will automatically be damaged by any successful Ramming or Boarding.  (The attacking ship’s oars will be retracted and undamaged by the attack.)

Capsized: If a ship takes damage in 1 rd = to ¼ of its current SHP from a Ram or a Catapult, it may flip over.  The Captain (or whoever is manning the wheel) must make a DC 12 Sailing check to stay upright.  Failing that, everyone on deck needs to make a DC 12 Con check to get to the surface, while those inside the ship may be re-enacting the Poseidon Adventure.  

Leaks: Any Natural hit that causes 2 or more SHP of impact damage has also punctured the ship’s hull below the waterline.  A DC 12 Sailing check by a crew member involved in damage control can identify the hole and know how to patch it.  (This roll can be attempted every rd.)  At least two people are needed for 1 rd to patch for each 1 SHP of damage for the hit.  (This doesn’t repair the SHP, it just plugs the hole.)  The crew has 3 rds to patch a hole or the ship floods and will sink in rds = to remaining SHP.     

On Fire: Any fire damage that causes 2 or more SHP damage has started a fire on board.  At least two people need 1 rd per 1 SHP of fire damage to be involved in damage control to extinguish the fire.  Otherwise, in 2 rds, the ship takes another 1 SHP in fire damage, and another 2 SHP the next rd and every rd thereafter.  

Specific Damage:
-Catapults and Ballista are destroyed with any hit.
-If the Bridge is hit, the ship can no longer maneuver in combat.  It’s a DC 12 Captain’s Sailing check to Ram or Board for opposing ships.  The ship can still sail outside of combat.  This damage can be temporary repaired at sea.
-Sails: Ship’s movement is halved.  This damage can only be fully repaired in port.
-Oars: The ship can no longer maneuver in combat.  Ship’s movement is halved.  New oars will have to be obtained in port.
-Ship Hit Points: Up to half of a ship’s damage may be repaired at sea. 

No comments:

Post a Comment