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Unread 7th of February, 2007, 12:09
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Naval Guide


Barge
Size: Colossal
Sturdiness: +0
Handling: -6
Speed: Oars 5 ft (poor)
Ram: 6d6
Mounts: 2 light, 2 heavy
Space: 100’ x 40’
Height: 10 ft
Draft: 10 ft
Complement: 120
Watch: 5 + 40 rowers
Cargo: 50 tons
Price: 6,000 gp


Caravel
Size: Colossal
Sturdiness: +4
Handling: +2
Speed: Wind 30 ft (average); Half speed if 60+ tons
Ram: 4d6
Mounts: 2 light, 1 heavy
Space: 60’ x 20’
Height: 10 ft
Draft: 10 ft
Complement: 30
Watch: 7
Cargo: 120 tons
Price: 10,000 gp


Carrack
Size: Colossal
Sturdiness: +6
Handling: -4
Speed: Wind 25 ft (poor); -10 ft if 250+ tons
Ram: 6d6
Mounts: 12 light, 4 heavy
Space: 150’ x 40’
Height: 20 ft
Draft: 20 ft
Complement: 500
Watch: 20
Cargo: 500 tons
Price: 60,000 gp


Cog
Size: Colossal
Sturdiness: +2
Handling: -2
Speed: Wind 20 ft (poor); Half speed if 20+ tons
Ram: 4d6
Mounts: 1 light, 1 heavy
Space: 40’ x 20’
Height: 10 ft
Draft: 10 ft
Complement: 20
Watch: 4
Cargo: 40 tons
Price: 6,000 gp


Dhow
Size: Colossal
Sturdiness: +2
Handling: +0
Speed: Wind 20 ft (average); -5 ft if 30+ tons
Ram: 4d6
Mounts: 1 light, 1 heavy
Space: 60’ x 20’
Height: 5 ft
Draft: 10 ft
Complement: 25
Watch: 5
Cargo: 60 tons
Price: 7,000 gp


Dromond
Size: Colossal
Sturdiness: +0
Handling: +2
Speed: Wind 20 ft (average); Oars 30 ft (average); Half speed if 75+ tons
Ram: 4d6
Mounts: 4 light, 2 heavy, ram
Space: 100’ x 20’
Height: 15 ft
Draft: 15 ft
Complement: 200
Watch: 7 + 100 rowers
Cargo: 150 tons
Price: 25,000 gp


Galley
Size: Colossal
Sturdiness: +0
Handling: -2
Speed: Wind 15 ft (poor); Oars 20 ft (poor); -5 ft if 75+ tons
Ram: 6d6
Mounts: 6 light, 3 heavy, ram
Space: 130’ x 20’
Height: 15 ft
Draft: 15 ft
Complement: 300
Watch: 10 + 160 rowers
Cargo: 150 tons
Price: 30,000 gp


Ironclad
Size: Colossal
Sturdiness: -2
Handling: -4
Speed: Wind 10 ft (poor); Oars 10 ft (poor)
Ram: 6d6
Mounts: 8 light, 2 heavy, ram
Space: 80’ x 30’
Height: 15 ft
Draft: 15 ft
Complement: 120
Watch: 5 + 60 rowers
Cargo: 20 tons
Price: 50,000 gp


Pinnace
Size: Gargantuan
Sturdiness: +2
Handling: +2
Speed: Wind 30 ft (good); Oars 5 ft (good); -10 ft if 15+ tons
Ram: 3d6
Mounts: 2 light
Space: 30’ x 10’
Height: 10 ft
Draft: 5 ft
Complement: 15
Watch: 3 + 8 rowers
Cargo: 30 tons
Price: 4,500 gp
__________________
Warning: Plot twists may cause long term side effects such as mistrust, amazement, and addiction.
  #2  
Unread 7th of February, 2007, 12:16
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LuneMoonshadow
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Propulsion
Sails: A ship sailing within 45 degrees to 90 degrees of the wind direction is reduced to half speed. Every other direction is sailing at normal speed.

Oars: A ship powered by oars may go where they see fit.

Sails and Oars: It takes three full rounds to switch methods of propulsion.


Maneuverability
Maximum Speed Change: The maximum amount a ship can change speeds in a single round.

Reverse: Only ships with oars may go in reverse. A ship wishing to reverse has to have had a speed of zero the previous round. A ship wishing to move forward again must spend a round at dead idle.

Turn: The sharpest turn a ship may make in the given distance.

Turn in Place: Only ships with oars may turn in place, with the exception of a sailed ship facing into the wind. Ships wishing to turn in place must begin the round with zero speed.

Maximum Turn: How much the vessel can turn in one space.


...................................Good.........Average.........Poor
Maximum Speed Change....20 ft...........10 ft............5 ft
Reverse.........................10 ft............5 ft.............5 ft
Turn.............................45/30 ft........45/60 ft.......45/120 ft
Turn in Place..................180..............90........ .......45
Maximum Turn.................90...............45.......... .....45


Statistics
Size: The size of the vessel.

Sturdiness: Bonus to profession(sailor) to avoid hazards, foundering, and sinking.

Handling: Bonus to profession(sailor) for the various maneuvers.

Speed: How fast the vessel can go.

Ram: Damage dealt per 10 ft of speed.

Mounts: Number of weapons a ship can have. Light mounts are for a ballista and heavy mounts are for catapults.

Space: Area taken up by the ship.

Height: Level which the deck stands above the waterline.

Draft: Level which the hull sinks below the waterline.

Watch: Number of crew necessary for general handling.

Complement: The number of crewmembers, passengers, and soldiers the vessel can hold for an extended voyage. It may hold more for a short voyage.

Cargo: The capacity of the vessel’s hold.

Price: The vessel’s cost in gold pieces.
__________________
Warning: Plot twists may cause long term side effects such as mistrust, amazement, and addiction.

Last edited by LuneMoonshadow; 27th of May, 2008 at 12:08.
  #3  
Unread 13th of February, 2007, 10:47
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Depth
1d6 damage every minute for every 100 feet underwater
Constitution Check: DC 15 + 1 per previous check

Hypothermia
Very Cold: Constitution check DC 15 + 1 per previous check; 1d6 non-lethal damage per minute
Cold: Constitution check DC 12 + 1 per previous check; 1d6 non-lethal damage per 10 minutes

Drowning
Failing the swim DC by 5 or more causes a character to begin to sink
You may hold your breath for a number of rounds equal to your Constitution modifier + 3; Every standard action taken reduces this by one; After this a Constitution check DC 10 + 1 per previous check must be made to continue holding your breath



Swim
Current Strength........Swim Speed.............Swim DC
Light...........................5 ft/round.....................10
Vigorous...................10-30 ft/round..................15
Dangerous.................40-60 ft/round.................20
Irresistible.................70-90 ft/round..................25

Spot
Height............In Water.........Small Boat......Sailing Ship......Hilltop or Peak
Swimming........3d6x20 ft............1/2 mile............1 mile...............6 miles
Deck...............1/2 mile...............2 miles............6 miles.............12 miles
Masthead..........1 mile................6 miles............12 miles............25-50 miles
Flying...............1 mile................12 miles...........25 miles...........100 miles
*DC 20 to spot at base distance



Knowledge (geography) for piloting and navigation
Profession (sailor) for ship handling
Knowledge (nature) for knowing the seas
__________________
Warning: Plot twists may cause long term side effects such as mistrust, amazement, and addiction.

Last edited by LuneMoonshadow; 27th of May, 2008 at 12:09.
  #4  
Unread 13th of February, 2007, 10:47
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Equipment

Davit, large.....................500 gp
Davit, huge.....................1,500 gp
Diving Bell.......................7,000 gp
Grappling Ramp................500 gp
Netting, large..................50 gp
Netting, huge..................150 gp
Netting, gargantuan.........300 gp
Netting, colossal..............500 gp

Davit: A davit is a special hoist and cradle designed to hold small boats on the deck of a large ship. Most ships carry a skiff or two on the deck, but a devit can accommodate a larger boat and makes launching and recovering the vessel easier. A large davit can hold a boat up to size large and requires a small mount while a huge davit can hold a boat up to huge size and requires and heavy mount.

Diving Bell: A diving bell is a sturdy wood and iron barrel fitted with thick glass portholes. The diving bell comes equipped with a davit and the assorted equipment needed to pump air into the bell. The diving bell can hold up to two medium creatures or four small creatures and descends at a rate of 10 feet per round. A diving bell can also be open or closed, allowing swimmers to enter and exit should the bell be open. An open bell can descend up to 100 feet and a closed bell can descend up to 200 feet. In order for the people inside the bell to survive air must be manually pumped down a hose which requires the effort of two crewmembers to work the air pump and four crewmembers to raise and lower the bell. The diving bell weighs 1,000 pounds, takes up a 10-foot space, and uses a heavy mount.

Grappling Ramp: This ramp is fitted to the ship much like a drawbridge, so that when an enemy ship passes within range the ramp can be dropped to form a bridge to the other vessel. The end of the ramp is usually fitted with spikes or cleats to hold it fast during the encounter. The ramp gives a bonus of +4 to Profession (sailor) checks made when initiating a grapple or to maintain a grapple from a foe who wishes to flee. The ramp takes up a space of 10-feet, weighs 1,000 pounds, and requires a heavy mount.

Netting: Designed to hinder boarders, a ship’s netting consists of sturdy tarred rope that is rigged 10 feet or more above the gunwales of the ship. A creature attempting to climb over the rail and board the ship (or even leave the ship) can’t pass through the netting but it is possible to make attacks. Piercing and ranged weapons suffer no penalties for doing so, but slashing and bludgeoning weapons take a -4 penalty on all attack rolls. Rigging a ship’s netting takes 1 hour of work and the crew members needed depends on the size of the netting: 1 for Large, 4 for Huge, 8 for Gargantuan, and 12 for Colossal.



Weaponry

Item............Cost...........Damage........Critical...........Range.........................Crew........Mount
Ballista.........500 gp............3d8..............19-20.............120 ft............................1............Light
...Bolt............1 gp
Catapult.......550 gp............4d6.................-.........150 ft. (100 ft. min.)...............2........... Heavy
Firebomb........50 gp..........3d5 fire..............-...................-...............................-...............-
Firespout.....4,000 gp........6d6 fire..............-................- (60 ft.)........................5............Heavy

Ballista: A ballista is a huge heavy crossbow fixed in place. The ballista is a direct-fire weapon that, due to its size, takes a -4 penalty on all attack rolls when a medium creature fires the ballista and small creatures take a -6 penalty. The ballista takes up 5 feet across and weighs 400 pounds. A ballista deals half damage to an enemy vessel.
  • Reload: Full-round action and DC 10 strength check to wind to half-cock; Full-round action and DC 10 strength check to wind from half- to full-cock; full round action to load a bolt. Normal rate of fire is one shot per 4 rounds.

Catapult: This is the light catapult described in the DMG. A catapult is an indirect-fire weapon that uses a tension device to throw a heavy stone. Because the catapult throws the stone in a high arc, it cannot strike a target within 100 feet. The catapult takes up 10 feet across and weighs 2,000 pounds.
  • Reload: Full-round action and DC 10 strength check to wind to half-cock; full-round action and DC 10 strength check to wind from half- to full-cock; full round action and DC 15 Profession (siege engineer) check to load stone; two full round actions to aim the catapult. Normal rate of fire is one shot per six rounds.

Firebomb: The firebomb is a special type of ammunition that is able to be fired from a catapult. It is a small cask filled with alchemist’s fire, designed to set the enemy vessel afire. A firebomb is about a foot in diameter and weighs 40 pounds. When a firebomb hits a target, it bursts open and deals 3d6 fire damage in a 10-foot radius , DC 15 reflex save for half. On the following round, all targets within the radius take 1d6 fire damage, DC 15 reflex save negates. A ship struck by a firebomb has a chance of catching on fire and creatures who fail their reflex save catch fire.

Firespout: A firespout is a long copper tube mounted on the ship that is loaded with highly flammable fuel. When fired it creates a 60-foot line of alchemist’s fire directly in front of the ship. To use a firespout you must be within 60 feet of the enemy vessel and must make a Profession (sailor) check DC 10 modified by the ship’s handling modifier. A success on this check is a hit while a failure is a miss. The alchemist’s fire deals 6d6 fire damage in a line, DC 15 reflex save for half. In the following round all creatures within the radius take 3d6 fire damage, DC 15 reflex save negates. A ship struck by a firespout might catch fire and any creature who fails the reflex save is on fire. A firespout takes up 10 feet across and weighs 1,500 pounds. It takes 25 flasks of alchemist’s fire to fill a firespout and it requires a heavy mount.
  • Reload: Five full-round actions and DC 10 Profession (siege engineer) check to clear the bellows and fill the reservoir; two full-round actions and a DC 15 Profession (siege engineer) check to ready the weapon to fire. Normal rate of fire is one shot per eight rounds.
__________________
Warning: Plot twists may cause long term side effects such as mistrust, amazement, and addiction.

Last edited by LuneMoonshadow; 18th of February, 2007 at 09:51.
  #5  
Unread 18th of February, 2007, 08:46
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Zombie Housecat [Epic GM]

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Combat

Advantage: Profession (sailor) check to determine advantage.

Advantage is lost when:
  • Captain does not spend a standard action commanding
  • Vessel is holed
  • Vessel has rigging destroyed
  • Opposing vessel comes about
  • Failure of a grapple, ram, or shear maneuver


Captain: Standard action needed each round to direct ship and crew.
Helmsman: Standard action needed to steer the ship.
Oarsmen: Full round action needed to row.
Watch: Standard action to keep the ship operational.

Heading:
  • Closing: The ship is closing the distance between the two vessels.
  • Holding: The ship is stationary.
  • Opening: The ship is pulling away from your vessel.

Movement: The ship without advantage must declare heading first.

Maneuvers:
  • Come About: Change heading rapidly and without warning. Reduce speed by 10 feet and perform a Profession (sailor) check for advantage.
  • Grapple: The vessel with advantage can close within 20 feet and perform a grapple. Perform opposing Profession (sailor) checks with the ship’s handling modifier as a bonus. Grappled ships fall to 0 speed. During the next movement phase the ships will be next to one another.
  • Escape Grapple: Make a Profession (sailor) check with a -4 penalty. The captain attempting to maintain a grapple gains a +4 bonus.
  • Ram: Perform a Profession (sailor) check with the ship’s handling modifier as a bonus. Ships receive full damage they deal on a ram unless equipped with a special ram, which they then take half damage. Shops with an opening heading take half damage from a ram. Damage is listed in terms of per 10 feet speed.
  • Shear: The vessel with the advantage may shear the oars of another ship. Perform a Profession (sailor) check with the ship’s handling modifier as a bonus.

Attacking: You may aim at a specific portion of the ship but that portion will have a higher AC than the overall ship. Damage will be calculated in terms of specific sections of the ship that are hit. The more damage you do the more holes you will open up. Once enough sections are destroyed the ship will begin to sink.
__________________
Warning: Plot twists may cause long term side effects such as mistrust, amazement, and addiction.
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