Travel At Sea
Traveling The Sea.
The ship has a miles per hour speed representing the time and distance it can sail. This ship's mph is 5 mph at full crew. The Condition of the ship's Crew and method of Propulsion could damage the ship's ability to travel in general.
Sailing Ship | Sailing Ship | Sailing Ship | Sailing Ship |
Crew Threshold
|
Crew Amount
|
At 5 MPH, Miles Per Day
|
Continental Square's traveled Per Day
|
Full Crew |
More Then 30 Crew |
120 MPD |
3 1/3 Squares per Day |
Three Quarters Crew |
22 Crew |
90 MPD |
2 2/3 Squares per Day |
Half Crew |
15 Crew |
60 MPD |
1 2/3 Squares per Day |
Quarter Crew |
8 Crew |
30 MPD |
2/3 Squares per Day |
Skeleton Crew |
Less Then 5 Crew |
2 MPD |
2/30 Squares per Day |
Damage To Sails | -10ft | -20ft | -30ft |
Penalty To Travel Pace.
|
The Ships Travel Pace drops by 1 MPH, 24 MPD, the ship travels 2/3 less Squares per Day. The ship may travel on Three Quarters Crew as if it were at full crew and so on. |
The Ships Travel Pace drops by 2 MPH, 48 MPD, the ship travels 1 1/3 less Squares per Day. The ship may travel on Half Crew as if it were at full crew and so on. |
The Ships Travel Pace drops by 3 MPH, 72 MPD, the ship travels 2 less Squares per Day. The ship may travel on Quarter Crew as if it were at full crew and so on. |
Activates While Traveling
DURING COMBAT
All ship's involved in the encounter rolls their own Incitive checks with the ships Dexterity modifier + It's crew's quality score. Each ship proceeds with its turn in the appropriate order and each creature aboard the ship takes their actions during the ships turn.
The Ships Actions During Combat.
During the ships turn, it may take actions until it runs out of crew to preform it's actions. This is represented by the Crew Cost or number of crew whose actions have been expended for the turn doing the ships action.
The Ship's Movement During Combat.
When an Officer takes their action to sail the ship, it can generally move 15ft, 45ft or 60ft on it's own propulsion. However, it's more often that the map representation is 20ft Instead of 5ft per Squares. On a 20ft scale, the ship can move one to three squares on its turn.
All players take their respective actions during the ship's Incitive that they are aboard. A player may choose to do their own basic actions at this time or may use their action to fill one crew member's crew cost.
The player/acting officer of the ship manning the helm must use their action each turn to do so, in order for the ship to move during its turn in combat. While technically any charter with water vessel Proficiency can pilot the boat, however its common place that only the quartermaster or officer of Equal responsibility do so.
The crew will most the time use their actions to power the ship unless they become discouraged and attempt to flee or carry out a special order.
When the ship is struck by a devastating attack such as the ship being rammed or struck by wild artillery such as a Connan ball, The DM will roll a D6 to determine how many Crew were hurt during that event.
While abord the ship and operating it, the Crew have 3/4 cover and have +5 to their AC. If the Crew is surprised they only have 1/2 cover and have +2 to their AC.
SAILS
The Sailing Ship has a three masted Braque rig, The Main Deck having the main mast Equipped with 2 square sails and a crow's nest. The Forecastle mast is Equipped with one Square Sail and two Bermuda sails connected to the bow of the ship. The Quarter Deck mast is Equipped with one large Bermuda sail braised by the main mast used primarily to aid turning sharp maneuvering.
Armor class: 12
Hit points: 100, -5ft. speed per 16 Damage taken.
Speed(water): 45 ft. In Natural Wind Direction, 15 ft. In Contested Wind Direction, 60 ft. In Aliened Wind Direction.
Crew Cost: 5 crew per mast to operate the sails (Crew cost: 15). The Crew Cost may increase with certain officer actions.
HULL
Armor Class: 15
Hit Points: 300 (damage threshold 15)
HELM
Armor Class: 18
Hit Points: 50
The captain or other Qualified personal my use their action on the ships turn to move the ship at its crew cost. If the Helm is destroyed the ship will not be able to steer.
The crew's passive perception
SHIP SATS
Stat | STG | Dex | Con | Int | Wis | CHA |
Score
|
20 |
7 |
17 |
0 |
0 |
0 |
Modifyer
|
+5 |
-2 |
+3 |
N/A |
N/A |
N/A |
Damage resentences: lightning
Damage Immunities: Poison, Psychic
Damage vulnerabilities: Fire
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious.
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