Based on Izzys Guide to Fight and Flight
Term | Meaning |
---|---|
Tonnage | Weight of the vessel in tons |
Speed | feet per round = overland mph * 10 |
Crew | Minimum #crew required for no penalties. |
Passengers | #passengers at a poor accomodation level |
Cargo (tons) | max carry capacity for no penalties |
Damage Threshold | damage done <= DT has no effect |
Keel | total length of the ship body |
Beam | total width of the ship body |
-
Crew Penalties (DMG p119.)
- <90% crew = top speed - 1mph
- <50% crew = no attack actions, reactions
- <25% crew = slowed, DISCHK
-
Cargo Penalties above max cargo
- speed reduced to half
- land vehicles require repairs = 1/4hp
- water vehicles sink 5ft per round
- air vehicles descend at 60ft per round
- vehicles performance is usually unaffected by damage until 0hp
- at 0hp vehicle is incapacitated, and may not take actions or reactions
- at 0hp air vehicle descends 60ft per round (unless 'wreck'd, which falls at 400ft per round)
- at 0hp water vehicle will sink only once 'wreck'd, floundering for 1d12mins then descending at 5ft per round
- at -1/2max hp vehicle is a wreck "beyond repair"
- at <50% hp = top speed - 1mph and roll on Damage Complications Table
- at <25% hp = top speed - 1mph and roll on Damage Complications Table
- non-fire based Damage Complications can be removed by +5hp healing
- fire based Damage Complications can be removed by extinguishing the fire
- same complication cannot occur twice. reroll
d10 | Result |
---|---|
1 | The ship's propulsion is damaged, it is now slowed |
2 | One of the ship's weapon systems has failed. If the ship has no weapons, it suffers no complication. |
3 | The ship's cargo hold has been ruptured, (2d20)% of its cargo is lost or damaged beyond repair. |
4 | The rudder is locked. The ship may no longer change its course. |
5 | A small oil fire has ignited on the deck. The helm is now obscured by a thick black smoke. |
6 | The rudder is damaged. The vessel can only veer starboard. |
7 | The vessel's hull is damaged. Its damage threshhold is reduced by 3. |
8 | A munitions magazine has caught fire. The ship takes 2d6 fire damage per round until extinguished. |
These saving throws, immunities and resistances do not apply to crew
- for saving throws, use the better of either the ships, or the commanders modifier
- vehicle has DISSAV vs damage (except during Brace for Impact)
- saving throw damage cannot be mitigated
- vehicle is immune to
- dmg: poison, psychic
- conditions: blinded, charmed, deafened, fatigued, petrified, poisoned, prone, surprise
- vehicle is resistant to
- dmg: cold
Commander
- must have appropriate proficency
- must start turn behind the helm
- crew must be >= indifferent toward commander
- crew must be willing to obey
- uses their actions to instruct the vehicle on their initiative
Attack Action | Effect |
---|---|
Attack | fire prepared ordinance |
Full Speed Ahead | move +1/2(set speed) this round |
Brace for Impact | until SONT GRANTDISATK, Normal SAV vs damage |
Hard to Port/Starboard | rotate 45deg in addition to course adjustment |
Ready | same as usual readied action |
Move Action | Effect |
---|---|
Set Speed | vehicle moves its speed at end of turn |
may only change speed by +/- 1/4 max speed each turn | |
movement must be in a straight line | |
max reverse speed is 1mph | |
Ramming | at >= 20ft speed, ram as a free action |
if tonnage > double target tonnage, ADVATK and damage is doubled | |
if tonnage < half target tonnage, DISATK and damage is halved | |
after ramming, opposed STRCHK. | |
- if target succeeds, ramming vehicle move speed becomes 0 | |
- if target fails, target pushed equal to 1/2 set speed and ramming vehicle move speed halved | |
- if target fails by >=10, ramming vehicle move speed unaffected | |
after attack, ramming vessel bay adjust course as a free action with DM allowance | |
if speed remaining after ram >= 20ft additional ram attacks may be made | |
at < 20ft speed, no attack, vehicle move speed becomes 0 | |
Cast or Raise Anchor | while anchor cast |
- ADVSAV vs movement | |
- move speed becomes 0 | |
- changing takes effect at SONT |
- Adjust Course (B)
- rotate +-45deg before, after or any time during move
- set speed must be >0
- Reactions
- only used for Readied action
- vehicle cannot make opportunity attacks
- spells and attacks which deny reactions have no effect on vehicle (but can effect commander)
-
Man Weapon Station
- ship no longer controls weapon on its turn
- PC may operate weapon on their turn
- Attack uses the better modifier between ship and crew
- No special proficency is required
-
Damage Control
- character may grant vehicle 5 temp hp
- temp hp increased to 10 if character has prof with appropriate tool set