Naval Combat

Ship Combat

By Sage T. Young   Ship combat acts similar to how traditional 5e combat acts, each ship is considered an entity that gets its own initiative, and acts each round based upon what has occurred thus far. The characters aboard their vessel receive their own initiative as normal and act as normal; however, there are a number of special ship actions that they can take to influence how their ship acts on its turn, as well as actions that they can take to influence how they react based upon another ship action taken.
   

Ship Roles

Captain

Only the Captain of a vessel can use these abilities.   Inspire the Crew
The captain of a vessel can make a DC 15 Charisma (Persuasion), or Charisma (Intimidation) check as a bonus action to grant advantage on one action of their choice. This ability can be used once each round, and refreshes at the start of the captain’s turn. Only the Captain of a vessel can use this ability.   When the crew is at full complement, the captain can use their Inspire the Crew ability at a DC 20, instead of DC 15 to Perform any of the following actions: Ready the Guns (Master Gunner), Salvo (Master Gunner), or the Rally the Crew (Boatswain) special actions.   Board
  • The captain can prepare their ship to board, or prepare it to receive a boarding party.

  • As an action you call to your allies ordering them to board the enemy vessel. All allies on your vessel that wish to board the defending vessel can use their reaction to move up to their speed towards the defending vessel.
    The character must take the most direct path to the defending vessel. A character can gain 10 feet of movement if they succeed at a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to swing across to the defending vessel using the rigging aboard your vessel.
    Failure to reach the other vessels deck, but ending adjacent to the vessel means that the failed character must immediately make a Dexterity save, DC based upon the ships Overboard score, or suffer from the overboard condition, success means they are able to grab ahold of a rope or a piece of the vessel and are hanging at the edge of the defending vessel.   Brace
  • The captain can call for all allied creatures aboard their vessel within 60 feet to brace themselves for impact. As an action you call for your sailors to ready themselves, all sailors aboard your vessel can use their reaction to gain the Braced condition until the end of your vessels next turn.
  • A character must be adjacent to railing, rigging, or similar secure device to gain this condition.   Receive
    The captain can also prepare their ship to receive a boarding party defensively. As an action, all allies on your vessel that wish to can use their reaction to make an attack of opportunity against an enemy that enters their threatened squares, until the start of your next turn.  

    Master Gunner

    Ready the Guns
    The master gunner of a vessel can make a DC 15 Wisdom (Martial), or Strength (Athletics) check as an action to muster their sailors into a rapid frenzy of work, instantly reloading, aiming, or firing a single section of siege engines on their vessel. This ability can be used once each round, and refreshes at the start of the master gunner’s turn. Only the Master Gunner of a vessel can use this ability.   Salvo
  • The master gunner can spend their action to call for a single section of ranged weapons to fire, sailor’s manning the siege engines on the desired section can expend their reaction to fire off the siege engine they are controlling against the target vessel. These ranged weapons can only fire upon a target within their predetermined arc, but otherwise act as a normal ranged weapon attack, rolling to hit, and dealing damage.

  • Whenever you would successfully strike an enemy vessel, all those aboard must make a Dexterity save DC equal to the vessels Overboard score or suffer from the Overboard condition, a Braced character is immune to this check.
    Most siege weapons require additional actions to reload and aim, for these weapons, the appropriate action must be taken to load it before it fires, and an additional action must be taken to aim it, otherwise the siege weapon cannot fire (lack of ammunition loaded), or suffers disadvantage on its attack roll (did not aim the weapon).  

    Boatswain

    Quick Repair
    The boatswain of a vessel can make a DC 15 Intelligence (Investigation), Wisdom (Carpenter's Tools), or Wisdom (Smith's Tools) check as a bonus action to rapidly repair a section of their vessel. This ability otherwise acts as a standard Repair action. This ability can be used once each round, and refreshes at the start of the boatswain’s turn. Only the boatswain of a vessel can use this ability.
      Rally the Crew
  • The boatswain can call for all allied creatures aboard their vessel within 60 feet to begin repairs. As an action you call for your sailors to ready themselves, all sailors aboard your vessel can use their reaction to attempt repairs on one section of your vessel. Make a DC 20 Intelligence (Investigation), Wisdom (Carpenter’s Tools), or Wisdom (Smith’s Tools) check as a part of this action, success means that you succeed in repairing the section with the help of your crew. You expend a repair charge, and restore your Repair value in d8s to that section of your vessel, with an additional d8 for each crewman who used their Reaction to aid in repairs.
  • Helmsman

    Swift Maneuvers
    The helmsman of a vessel can make a DC 15 Wisdom (Vehicles), or Intelligence (Navigator’s Tools) check as a bonus action to increase their vessels speed by one step until their next turn, or to turn their vessel 90° in the direction of their choice. This ability can be used once each round, and refreshes at the start of the helmsman’s turn. Only the helmsman of a vessel can use this ability.   Maneuver
  • The helmsman can attempt to gain speed, lose speed, adjust their angle, weigh anchor, or drop anchor as an action. The helmsman taking this action must make a DC 10 Wisdom (Vehicles) check to weigh or drop anchor. A DC 10 Wisdom (Vehicles) check to gain or lose speed. A Wisdom (Vehicles) check to rotate their ship 45° in the direction of their choice, with the DC of this being listed under that vessel’s maneuverability score. Or a Wisdom (Vehicles) check to rotate their ship 90° in the direction of their choice, the DC of this is listed under that vessel’s maneuverability score. A helmsman that does not perform this action on their turn causes the ship to slow, losing one step of speed.
  • Ram
    -A vessel that enters into the square of another vessel performs a ram maneuver against the defending vessel. This does not take an action; other than the movement it took to reach the defending vessel.
    This acts like a melee weapon attack, rolling to hit, dealing damage, and causing those aboard the struck vessel to make a Dexterity save or suffer from the Overboard condition.
    Each ship has its own ramming damage dice, which increases based upon the momentum of your ship upon impact. The momentum damage dice are subtracted or added, depending upon the speed of the ship.    

    Action Types

    The following is a list of actions that any character aboard a ship can take in addition to their normal actions, assuming their ship is properly outfitted to take the listed action.   Aim
    -A character can spend their action to aim the siege engine that they are controlling against the target vessel. An aimed siege engine does not suffer disadvantage against the target vessel. Using this action also allows the character to change the firing arc of their siege engine, if it allows.   Brace
    -A character can brace themselves against offensive actions; as an action the character does not suffer from the Overboard condition until the start of their next turn.
    A character must be adjacent to railing, rigging, or similar secure device to gain this condition.   Fire
  • A character can spend their action to fire off the siege engine they are controlling against the target vessel. A ships siege engine can only fire upon a target within their predetermined arc, but otherwise act as a normal ranged weapon attack, rolling to hit, and dealing damage.

  • Whenever you would successfully strike an enemy vessel, all those aboard must make a Dexterity save DC equal to the vessels Overboard score or suffer from the Overboard condition, a Braced character is immune to this check.
    Most siege weapons require additional actions to reload and aim, for these weapons, the appropriate action must be taken to load it before it fires, and an additional action must be taken to aim it, otherwise the siege weapon cannot fire (lack of ammunition loaded), or suffers disadvantage on its attack roll (did not aim the weapon).   Recover
  • A character can attempt to recover sailors or supplies that have been knocked overboard, becoming increasingly more difficult the longer they have been overboard. A character can spend their reaction to on the first round to make a DC 10 Dexterity (Acrobatics), or Strength (Athletics) check to recover a single character or object that has been knocked overboard. On subsequent rounds they can use their action to perform this check, although at a higher DC.

  • The DC for this check increases to 12 after the first round, 16 after the second round, 22 after the third, and 30 after the fourth.
    If the character is knocked overboard on an airship without a safety harness attached to the vessel the initial DC is 22, the following round they are no longer in range of being recovered, and possibly suffer from Certain Death, depending on the height of the vessel.   Reload
  • A character can reload a siege engine that they control. As an action, the chosen siege engine is loaded using one action. For most siege engines this means the weapon is fully loaded, but for greater siege engines this could require more than one reload action to fully load the siege engine.
  • Repair
  • A character can attempt to repair their vessel using Carpenter’s Tools, Smith’s Tools, or through magic.

  • A character taking this action must make a DC 15 Intelligence (Investigation), Wisdom (Carpenter's Tools), or Wisdom (Smith's Tools) check to expend a repair charge from their vessel and restore a number of hit points from the designated section based upon the repair score of the vessel, this can repair no more than half of the damage dealt from the last attack the vessel suffered.
    To repair a vessel over half of the damage dealt, the vessel must be brought to a drydock for repairs.    

    Vessels Initiative

    A ship moves each round at the start of its turn a number of feet equal to its current speed score, depending on its acceleration.  

    Conditions

    Broken
    A section of a vessel that suffers from the Broken condition begins to take on water. Each round at the start of the vessels turn it begins to fill with water equal to the damage dealt that caused the broken condition, should the water taken equal or exceed that sections hit points, the ship gains the Sinking condition. A character may use the Repair action without expending a Repair charge to remove water from the vessel, removing a number of water damage equal to the repair value listed for the vessel.   Overboard
    A character who suffers from the Overboard condition must make a Dexterity saving throw versus the Overboard score of the vessel they are on or fall overboard. Failure indicates the overboard character is no longer aboard their vessel, is in the water (if a sea-faring vessel), or falling (if an air-faring vessel), and that they drift the current speed of the ship in the opposite direction of the vessel (if a sea-faring vessel), or fall 500 feet., continuing to do so each round until you land, or are able to prevent the fall.   Sinking
    A section of a vessel that suffers from the sinking condition begins to lose altitude, dropping the ships slow speed in elevation each round at the start of the vessels turn for an air-faring vessel, or sinking one-half of the slow speed of the ship each round for a sea-faring vessel. This is per section that is suffering from the sinking condition. Should an air-faring vessel have more than half of its sections sinking it begins to plummet at 500 feet per round.  

    Vessel Statistics

    HP: The Health or Hit Points of a section of the vessel, with particularly small vessels only possessing one section. A vessels base Hit Points is equal to its Constitution score x 20. A large vessel gains an additional amount of Hit Points equal to its Strength score x 10.
    Once a section reaches one-half of their HP, that section gains the Broken condition, and if a water-faring vessel, will start taking on water.
    Once a section reaches 0 health, that section is destroyed, and the ship gains the Sinking condition. This also lists the number of sections that vessels possesses.
    A masted vessel’s mast has Hit Points equal to one-quarter of its section Hit Points. Once a mast reaches 0 hit points it is destroyed, and the vessels wind speed is reduced to 0 for a vessel that has only one mast, for a vessel that has more than one mast, its maximum speed is reduced by one step.
    A vessel powered by oars has each section of oars possessing a number of hit points equal to one-eighth of the vessels hit points. Once a sections oars reach 0 hit points they are destroyed, and the vessels oar speed is reduced by half, when both sections oars are destroyed its oar speed is reduced to 0.
    A vessel powered by an alchemical engine begins to plummet as if sinking if the engine is destroyed. An engine has a number of hit points equal to one fifth of the vessels hit points, but its AC is two points higher, and often has cover bonuses to AC. If a vessel has more than one engine, each engine destroyed reduces the max speed of a vessel by one step.   AC: The Armor Class of a vessel, this is the value that an attacker must hit or exceed when making an attack roll against it to determine whether they pierce the hull enough to deal damage to the vessel. A vessels Armor Class is equal to 10 + its Strength, Dexterity, and Constitution modifier. An additional + 2 for small or medium vessels, +4 for a tiny vessel, +0 for a large vessel, or -2 for a huge vessel. Do not apply a negative Strength or Constitution modifier.   Abilities: This lists the Strength, Dexterity, and Constitution score of the vessel. These scores determine the other core values of the vessel.   Damage Threshold: This lists the Damage Threshold of the vessel. A vessel is immune to any damage that is below this value, but suffers full damage should an attack meet or exceed this value. A vessels damage threshold is equal to one-half of its Constitution score +5 if the hull is made from wood, or +10 if the hull is made from steel.   Defenses: This lists any vulnerabilities, resistances, or immunities that the vessel possesses.   Offense: This lists the attacks of any siege engines upon the vessel, as well as the DC that those siege engines have to suffer from the Overboard condition for ease of reference.
    Each vessel has a number of armament slots which are used to determine the maximum siege engines a ship can house on each of its sections. The bow and stern sections are one-third of the value of the other sections, and are treated as small slots rather than medium. A medium siege engine requires two small slots, or one standard slot, a large siege engine requires four two standard slots, and a huge siege engine requires four standard slots. For each standard armament slot or for every two small armament slot not filled, a ships maneuverability DC is reduced by one. A large vessel gains this reduction in its maneuverability DC for every two standard armament slots not used, and for every four small armament slots not used.
    • A tiny vessel does not have any armaments slots.
    • A small vessel holds two standard armament slots.
    • A medium vessel holds six standard armament slots, and two small armament slots at the bow and stern of the vessel.
    • A large vessel holds twelve standard armament slots, and four small armament slots at the bow and stern of the vessel.
      Overboard Score: This value determines the DC required to catch hold of a rope or the like when knocked overboard, when rolling a Dexterity save to see if you are knocked overboard, check the DC of your own vessel. Success means the individual is flung overboard, but is not flung off vessel, rather they are dangling off of the edge of the vessel, but still holding on. A vessels overboard score is equal to 5 + one half of its Strength score + one half of its Constitution score – its Dexterity modifier. On a small or tiny vessel, a negative Dexterity modifier applies an increase to this score. On a Medium vessel a negative Dexterity modifier is doubled and then reduced. While on a Large vessel a negative Dexterity modifier is tripled and then reduced.   Repair: This lists the dice used when attempting to repair a vessel of damage. A successful repair check means this value is rolled and restored to the vessel as per the Repair action. Beating the DC by 10, allows the current repair check to restore up to the value rolled, rather than up to half of the damage dealt. A natural 20 restores double the amount of damage. A vessel uses a number of d8s per repair charge equal to one-half of its Constitution score.   Repair Charges: This value lists the number of repair supplies the vessel currently possesses, once this value runs out, a ship cannot be repaired using the Repair action, or through a Boatswains special action. A vessel has a number of repair charges equal to its Constitution score.   Initiative: This value lists how fast the ship is, which is depicted by a modifier to the ships Initiative check. This value is equal to ten + the dexterity score of a ship, which is then added to a d20 roll, rolled by the Helmsman to determine when their ship acts in initiative.   Speed: This value lists the stop, slow, medium, fast, and very fast speed of a vessel. For ships that are wind- or muscle-powered, this value increases or decreases by one step depending on whether the vessel is going with or against the wind or current. A speed marked in Parenthesis, can only be attained by going with the current or wind.   Maneuverability: This value lists the DC to turn the vessel using the Maneuver action, the first number listed is the DC to turn a vessel 45°, while the second number listed is the DC to turn a vessel 90°. A vessels maneuver DC is equal to its Constitution score + one half of its Strength score – double its Dexterity modifier. A Large vessel with a negative Dexterity modifier has it tripled instead of doubled, and then reduced. A Medium vessel with a negative Dexterity modifier has it quadrupled instead of doubled, and then reduced. A small or tiny vessel treats a negative modifier as a positive instead.   Ram Damage: This lists the dice used when attempting to ram another vessel, this damage is halved and then applied to your own vessels bow section.   Ram Momentum: This lists the dice added when moving at fast, and the very fast speed, or the dice removed when moving at slow speed, a stopped vessel cannot deal ram damage. This is in addition to the ram damage listed, but is not applied to your vessels bow section.  

    Sample Ships

     

    Tiny Vessels

    Dinghy

    HP: 80 (1 section oars (10hp)
    AC: 13
    Strength: 8 || Dexterity: 8 || Constitution: 4
    Damage Threshold: 7
    Defenses: Immune to Poison and Psychic damage.
    Offense: N/A
    Overboard Score: DC 12
    Repair: 2d8
    Repair Charges: 4
    Initiative: 18
    Speed: 0ft. | 20ft. | 40ft. | (60ft.) | N/A
    Maneuverability: DC 10 | DC 14
    Ram Damage: 2d4
    Ram Momentum: Stop: 0d6 | Slow: 1d4 | Medium: 2d4 | Fast: 4d4 | Very Fast N/A
     

    Launch

    HP: 120 (2 sections; stern, bow oars (15hp)
    AC: 15
    Strength: 8 || Dexterity: 6 || Constitution: 6
    Damage Threshold: 8
    Defenses: Immune to Poison and Psychic damage.
    Offense: N/A
    Overboard Score: DC 14
    Repair: 3d8
    Repair Charges: 6
    Initiative: 16
    Speed: 0ft. | 20ft. | 40ft. | (60ft.) | N/A
    Maneuverability: DC 14 | DC 18
    Ram Damage: 2d6
    Ram Momentum: Stop: 0d6 | Slow: 1d6 | Medium: 2d6 | Fast: 4d6 | Very Fast N/A
     

    Small Vessels

    Cog

    HP: 160 (2 sections; stern, bow 1 mast (40hp oars (20hp)
    AC: 14
    Strength: 10 || Dexterity: 14 || Constitution: 8
    Damage Threshold: 9
    Defenses: Immune to Poison and Psychic damage.
    Offense: two Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
    Overboard Score: 12
    Repair: 4d8
    Repair Charges: 8
    Initiative: 24
    Speed: 0ft. | 30ft. | 60ft. | 90ft. | (120ft.)
    Maneuverability: DC 9 | DC 13
    Ram Damage: 3d8
    Ram Momentum: Stop: 0d8 | Slow: 1d8 | Medium: 3d8 | Fast: 5d8 | Very Fast 7d8
     

    Small Airship

    HP: 240 (3 sections; stern, middle, bow 1 engine (48hp)
    AC: 14
    Strength: 8 || Dexterity: 12 || Constitution: 12
    Damage Threshold: 11
    Defenses: Immune to Poison and Psychic damage.
    Offense: two Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
    Overboard Score: 14
    Repair: 6d8
    Repair Charges: 12
    Initiative: +22
    Speed: 0ft. | 30ft. | 60ft. | 90ft. | (120ft.)
    Maneuverability: DC 14 | DC 18
    Ram Damage: 3d8
    Ram Momentum: Stop: 0d8 | Slow: 1d8 | Medium: 3d8 | Fast: 5d8 | Very Fast 7d8
     

    Snow

    HP: 240 (3 sections; stern, middle, bow 1 mast (60hp)
    AC: 14
    Strength: 8 || Dexterity: 12 || Constitution: 12
    Damage Threshold: 11
    Defenses: Immune to Poison and Psychic damage.
    Offense: two Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
    Overboard Score: 14
    Repair: 6d8
    Repair Charges: 12
    Initiative: +22
    Speed: 0ft. | 30ft. | 60ft. | 90ft. | (120ft.)
    Maneuverability: DC 14 | DC 18
    Ram Damage: 3d8
    Ram Momentum: Stop: 0d8 | Slow: 1d8 | Medium: 3d8 | Fast: 5d8 | Very Fast 7d8
     

    Medium Vessels

    Barge

    HP: 360 (4 sections; stern, middle stern, middle bow, bow Oars (45hp)
    AC: 14
    Strength: 10 || Dexterity: 6 || Constitution: 18
    Damage Threshold: 14
    Defenses: Immune to Poison and Psychic damage.
    Offense: six Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
    Overboard Score: 15
    Repair: 9d8
    Repair Charges: 18
    Initiative: 16
    Speed: 0ft. | 25ft. | 50ft. | 75ft. | (100ft.)
    Maneuverability: DC 15 | DC 19
    Ram Damage: 4d10
    Ram Momentum: Stop: 0d10 | Slow: 2d10 | Medium: 4d10 | Fast: 6d10 | Very Fast 8d10
     

    Barque

    HP: 320 (4 sections; stern, middle stern, middle bow, bow 2 masts (70hp)
    AC: 15
    Strength: 14 || Dexterity: 7 || Constitution: 16
    Damage Threshold: 13
    Defenses: Immune to Poison and Psychic damage.
    Offense: four Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
    Overboard Score: DC 16
    Repair: 8d8
    Repair Charges: 16
    Initiative: 17
    Speed: 0ft. | 30ft. | 60ft. | 90ft. | (120ft.)
    Maneuverability: DC 15 | DC 19
    Ram Damage: 6d10
    Ram Momentum: Stop: 0d10 | Slow: 3d10 | Medium: 6d10 | Fast: 9d10 | Very Fast 12d10
     

    Brigantine

    HP: 320 (4 sections; stern, middle stern, middle bow, bow 2 masts (80hp)
    AC: 15
    Strength: 14 || Dexterity: 6 || Constitution: 16
    Damage Threshold: 13
    Defenses: Immune to Poison and Psychic damage.
    Offense: four Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
    Overboard Score: DC 16
    Repair: 8d8
    Repair Charges: 16
    Initiative: 16
    Speed: 0ft. | 25ft. | 50ft. | 75ft. | (100ft.)
    Maneuverability: DC 13 | DC 17
    Ram Damage: 4d10
    Ram Momentum: Stop: 0d10 | Slow: 2d10 | Medium: 4d10 | Fast: 6d10 | Very Fast 8d10
     

    Longship

    HP: 240 (4 sections; stern, middle stern, middle bow, bow 1 masts (60hp)
    AC: 14
    Strength: 14 || Dexterity: 8 || Constitution: 12
    Damage Threshold: 11
    Defenses: Immune to Poison and Psychic damage.
    Offense: three Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
    Overboard Score: DC 16
    Repair: 6d8
    Repair Charges: 12
    Initiative: 18
    Speed: 0ft. | 30ft. | 60ft. | 90ft. | (120ft.)
    Maneuverability: DC 12 | DC 16
    Ram Damage: 4d10
    Ram Momentum: Stop: 0d10 | Slow: 2d10 | Medium: 4d10 | Fast: 6d10 | Very Fast 8d10
     

    Medium Airship

    HP: 320 (4 sections; stern, middle stern, middle bow, bow 2 engines (64hp)
    AC: 15
    Strength: 14 || Dexterity: 6 || Constitution: 16
    Damage Threshold: 13
    Defenses: Immune to Poison and Psychic damage.
    Offense: three Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
    Overboard Score: DC 16
    Repair: 8d8
    Repair Charges: 16
    Initiative: 16
    Speed: 0ft. | 25ft. | 50ft. | 75ft. | (100ft.)
    Maneuverability: DC 12 | DC 16
    Ram Damage: 4d10
    Ram Momentum: Stop: 0d10 | Slow: 2d10 | Medium: 4d10 | Fast: 6d10 | Very Fast 8d10
    -Alchemical Burst: The helmsman can spend their action to cause the engine of the airship to surge with power, allowing their ship to move again this round. This causes the ship to suffer 5d10 points of damage to the section where the engine is located. This ability can be used by expending 3 repair charges.
     

    Schooner

    HP: 280 (4 sections; stern, middle stern, middle bow, bow 2 masts (70hp)
    AC: 15
    Strength: 14 || Dexterity: 8 || Constitution: 14
    Damage Threshold: 12
    Defenses: Immune to Poison and Psychic damage.
    Offense: four Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard
    Overboard Score: DC 16
    Repair: 7d8
    Repair Charges: 14
    Initiative: 18
    Speed: 0ft. | 25ft. | 50ft. | 75ft. | (100ft.)
    Maneuverability: DC 15 | DC 19
    Ram Damage: 5d10
    Ram Momentum: Stop: 0d10 | Slow: 3d10 | Medium: 5d10 | Fast: 7d10 | Very Fast 9d10
     

    Large Vessels

    Caravel

    HP: 540 (8 sections; stern, middle stern, middle bow, bow starboard and larboard sides.
    AC: 16
    Strength: 14 || Dexterity: 4 || Constitution: 20
    Damage Threshold: 15
    Defenses: Immune to Poison and Psychic damage.
    Offense: eight Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard; four Small Ballista (3d6 Piercing, 80ft./240ft., 1 action reload, 1 action aim) stern and bow.
    Overboard Score: DC 13
    Repair: 10d8
    Repair Charges: 20
    Initiative: 14
    Speed: 0ft. | 20ft. | 40ft. | 60ft. | (80ft.)
    Maneuverability: DC 16 | DC 20
    Ram Damage: 4d12
    Ram Momentum: Stop: 0d10 | Slow: 2d12 | Medium: 4d12 | Fast: 6d12 | Very Fast 8d12
     

    Dragonship

    HP: 480 (8 sections; stern, middle stern, middle bow, bow starboard and larboard sides.
    AC: 14
    Strength: 16 || Dexterity: 6 || Constitution: 16
    Damage Threshold: 13
    Defenses: Immune to Poison and Psychic damage.
    Offense: eight Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard; four Small Ballista (3d6 Piercing, 80ft./240ft., 1 action reload, 1 action aim) stern and bow.
    Overboard Score: DC 15
    Repair: 8d8
    Repair Charges: 16
    Initiative: 16
    Speed: 0ft. | 25ft. | 50ft. | 75ft. | (100ft.)
    Maneuverability: DC 16 | DC 20
    Ram Damage: 5d12
    Ram Momentum: Stop: 0d10 | Slow: 3d12 | Medium: 5d12 | Fast: 7d12 | Very Fast 9d12
     

    Frigate

    HP: 600 (8 sections; stern, middle stern, middle bow, bow starboard and larboard sides.
    AC: 15
    Strength: 16 || Dexterity: 2 || Constitution: 22
    Damage Threshold: 16
    Defenses: Immune to Poison and Psychic damage.
    Offense: ten Medium Ballista (5d6 Piercing, 100ft./300ft., 1 action reload, 1 action aim) port and starboard; four Small Ballista (3d6 Piercing, 80ft./240ft., 1 action reload, 1 action aim) stern and bow.
    Overboard Score: DC 17
    Repair: 11d8
    Repair Charges: 22
    Initiative: 12
    Speed: 0ft. | 20ft. | 40ft. | 60ft. | (80ft.)
    Maneuverability: DC 17 | DC 21
    Ram Damage: 6d12
    Ram Momentum: Stop: 0d10 | Slow: 3d12 | Medium: 6d12 | Fast: 9d12 | Very Fast 12d12
       

    Sample Ship Powers

    Alchemical Burst

    The helmsman can spend their action to cause the engine of the airship to surge with power, allowing their ship to move again this round. This causes the ship to suffer 5d10 points of damage to the section where the engine is located. This ability can be used by expending 3 repair charges.

    Deflective Shields

    The helmsman can spend their reaction to cause the engine to surge with power, doubling the Damage Threshold of the ship until the end of their next turn. This ability can be used by expending 5 repair charges.

    Comments

    Please Login in order to comment!
    Sep 6, 2019 01:05

    Throw Throw Throw your boat~ I mean row >.>