Resembling siege weapons, these massive works of engineering (and sometimes magic) are designed to punch holes in enemy vessels. Ever since the horrors of the Blackwater War, the war that is said to have turned Blackwater Ocean black with foul magics, many of these designs are illegal in Vebedevia and Cireth, banned by the Treaty of Naval Arms Restrictions that ended the war.
Using Shipboard Weapons
These weapons are massive and usually require a team to man effectively. They are aimed with the Intelligence (Sailor [Shipboard Weapons]) Skill/Expertise against a DC set by the waves and the size of the target (see below).
Ocean Calmness Aim DCs
Wave Calmness |
Shipboard Weapons DC |
Flat Water |
10 |
Calm Swells |
15 |
Choppy Swells |
18 |
Large Choppy Waves |
22 |
Stormy Waves |
25 |
Target Size Aim Modifiers
Target Size |
Modifier |
Person |
-10 |
Dinghy |
-5 |
Small Ship |
+0 |
Galleon |
+3 |
Stats
Team
The number of crew required to effectively man this weapon. Using it takes one action for each required crewman.
Ammunition
The types of ammunition available to this weapon.
Range
Like with bows and the like, attacks beyond this range have Disadvantage.
Weapon Category
Including Anti-Personel, Siege, Anti-Air, and Precision Targeting (for targeting specific pieces of a ship). When attacking non-preferred targets, the attacks have Disadvantage.
Damage Type
Usually piercing or bludgeoning, but weaponsmiths can get quite creative.
Damage
As with any weapon.
Misfire
When an attack roll's natural result is within this range, the weapon misfires. Roll another d20 and add the Repair Cost. The result is the repair DC. On a natural 20, the misfire is catastrophic, potentially harming nearby crew or even the ship.
Cost
Value of the treasury die to purchase this item.
Repair Skill(s)
Usually Intelligence(Sailor [Gunner]), but some weapons might require Arcana or the like.