Kane0
2021-02-03, 06:01 PM
So long ago when the Naval Combat UA was released I took a copy and made some adjustments. Then promptly put it in my 'under development' folder and forgot about it.
But now I'm DMing a game that is most likely going to involve pirates and island hopping, so I pulled it out from the backburner and started tinkering again in anticipation for the inevitable day the party decides to take on another vessel.
Of course since then Saltmarsh has been published with few if any changes to the UA, so at this point what I have is pretty divergent.
Anyways, here is my current draft! I've run a quick playtest but hoping to get some more opinions before the party gets keelhauled.
Please note this assumes you are using a hex grid and in this case one hex = 25 feet instead of the usual 5 to portray the greater distances involved.
The basics:
Your vessel has a few stats: Size, Hull, Propulsion, Crew, Handling and Weaponry. Cargo capacity is not directly factored in but may become important.
Size: Determines the number of dice you roll for Hull/Propulsion/Crew (see below), how well your ship handles (its ability to turn) and its cargo/weapons capacity
Hull: determines vessel AC, Hull HP and Threshold
Propulsion: determines top speed, Propulsion HP and Threshold
Crew: determines bonuses to attacks/checks/saves, Crew HP and Threshold
Handling: How many hexes forward you have to move before you can turn one hex face. Eg 'Handling 1 per 2' means 'Can turn one hex face for every two hexes moved', ie you need to move forward 2 spaces in order to turn one face left or right
Ship Size
Hull
Propulsion
Crew
Handling
Weapons
Tiny
3dx
2dx
1dx
1 per 0
1
Small
6dx
4dx
2dx
1 per 1
2
Medium
10dx
8dx
6dx
1 per 2
4
Large
12dx
10dx
8dx
1 per 2
6
Huge
16dx
14dx
12dx
1 per 3
8
Immense
20dx
18dx
16dx
1 per 4
10
The quality of hull, Propulsion and crew determines their die size and damage threshold. Threshold is taken straight from the UA, if damage taken falls below the threshold it is ignored.
Taking turns
- First you roll initiative for each vessel, as usual in D&D. Use the captains Initiative bonus if the captain is a PC, otherwise use the ship's Crew Bonus (attack/ability bonus, not save bonus).
- When your vessel takes its turn it can perform its movement (see speed and handling), which may be impacted by weather and other conditions, and can take one action at any point during movement
Attack Action: Fire any available weapons the vessel has (and has ammo for), using the attack bonus of the PC manning it or otherwise the Crew attack/ability bonus
Board Action: Attempt one opposed check against another vessel adjacent to your vessel. PCs leading the boarding attempt can make the check otherwise use the Crew attack/ability bonus. Three successes before three failures are required to successfully board and pacify an enemy vessel
Evade Action: Your vessel gains an additional 2 movement and enemy attacks (not boarding attempts) are made at disadvantage until the start of your next turn
- During a vessel's turn, if a PC aboard the vessel has not taken part in any of the above actions they can take one action or bonus action, such as casting a spell
Taking Damage
Ship weaponry deal Hull (H), Propulsion (R) or Crew (C) damage instead of Bludgeoning/Piercing/Slashing, which ignores the Threshold rules. B/P/S damage is subject to Threshold values.
- A vessel reduced to 0 Hull HP begins to sink, which usually takes about 1d6 rounds
- A vessel reduced to 0 Propulsion HP is immobilized and cannot move nor take the Evade action. It can still fire weapons and attempt to board/fend off boarding attempts if another vessel nears it
- A vessel reduced to 0 Crew HP has been reduced to insufficient manpower and morale and suffers disadvantage on all rolls, half movement speed and must start making death saving throws to continue taking actions or fend off boarding attempts
Sample Weapons
Range
Damage
Ram
0
{Movement}d8 (H)
Ballista
6/18
1d6 (R or C)
Catapult
8/24 (min 3)
1d8 (see ammo)
Cannon
10/30
1d8 (H or R)
Bow/Crossbow
1 = 25'
1d2 (R or C)
Spell
1 = 25'
Ask your DM
Ammunition types:
Solid: Hull or Propulsion damage
Cluster: Propulsion or Crew damage
Toxic: Crew damage
Alchemists Fire: Hull, Propulsion or Crew damage
Alchemists Frost: Hull or Crew damage
Smoke: No damage, instead obscures surrounding area
Powder bomb: Propulsion or Crew damage
Defoliant: Hull damage
Hull Quality
Die Size
Armor Class
Threshold
Rotten
d4s
AC 12
5 Damage
Standard
d6s
AC 14
10 Damage
Reinforced
d8s
AC 16
15 Damage
Alchemical
d10s
AC 16
20 Damage
Magical
d12s
AC 18
25 Damage
Propulsion Quality
Die Size
Move Speed
Threshold
Rotten
d4s
3
4 Damage
Standard
d6s
4
8 Damage
Reinforced
d8s
5
12 Damage
Alchemical
d10s
5
16 Damage
Magical
d12s
6
20 Damage
Crew Quality
Die Size
Attacks, Checks & Saves
Threshold
Skeleton
d4s
+2 / +2
3 Damage
Rough
d6s
+4 / +3
6 Damage
Standard
d8s
+6 / +4
9 Damage
Veteran
d10s
+8 / +5
12 Damage
Elite
d12s
+10 / +6
15 Damage
Sample Statblock: Trading Carrack
Size Medium (Standard Hull, Propulsion & Crew)
Movement: 4 (turn 1 per 2)
AC 14
Hull HP: 45 (10d8), Threshold 10
Propulsion HP: 28 (8d6), Threshold 8
Crew HP: 27 (6d8), Threshold 9
Crew Attack/Check: +6
Crew Saving Throw: +4
Weapons: 2x Ballista (Range 6/18, 1d6 R/C damage)
Cargo Capacity: 100 Tons
But now I'm DMing a game that is most likely going to involve pirates and island hopping, so I pulled it out from the backburner and started tinkering again in anticipation for the inevitable day the party decides to take on another vessel.
Of course since then Saltmarsh has been published with few if any changes to the UA, so at this point what I have is pretty divergent.
Anyways, here is my current draft! I've run a quick playtest but hoping to get some more opinions before the party gets keelhauled.
Please note this assumes you are using a hex grid and in this case one hex = 25 feet instead of the usual 5 to portray the greater distances involved.
The basics:
Your vessel has a few stats: Size, Hull, Propulsion, Crew, Handling and Weaponry. Cargo capacity is not directly factored in but may become important.
Size: Determines the number of dice you roll for Hull/Propulsion/Crew (see below), how well your ship handles (its ability to turn) and its cargo/weapons capacity
Hull: determines vessel AC, Hull HP and Threshold
Propulsion: determines top speed, Propulsion HP and Threshold
Crew: determines bonuses to attacks/checks/saves, Crew HP and Threshold
Handling: How many hexes forward you have to move before you can turn one hex face. Eg 'Handling 1 per 2' means 'Can turn one hex face for every two hexes moved', ie you need to move forward 2 spaces in order to turn one face left or right
Ship Size
Hull
Propulsion
Crew
Handling
Weapons
Tiny
3dx
2dx
1dx
1 per 0
1
Small
6dx
4dx
2dx
1 per 1
2
Medium
10dx
8dx
6dx
1 per 2
4
Large
12dx
10dx
8dx
1 per 2
6
Huge
16dx
14dx
12dx
1 per 3
8
Immense
20dx
18dx
16dx
1 per 4
10
The quality of hull, Propulsion and crew determines their die size and damage threshold. Threshold is taken straight from the UA, if damage taken falls below the threshold it is ignored.
Taking turns
- First you roll initiative for each vessel, as usual in D&D. Use the captains Initiative bonus if the captain is a PC, otherwise use the ship's Crew Bonus (attack/ability bonus, not save bonus).
- When your vessel takes its turn it can perform its movement (see speed and handling), which may be impacted by weather and other conditions, and can take one action at any point during movement
Attack Action: Fire any available weapons the vessel has (and has ammo for), using the attack bonus of the PC manning it or otherwise the Crew attack/ability bonus
Board Action: Attempt one opposed check against another vessel adjacent to your vessel. PCs leading the boarding attempt can make the check otherwise use the Crew attack/ability bonus. Three successes before three failures are required to successfully board and pacify an enemy vessel
Evade Action: Your vessel gains an additional 2 movement and enemy attacks (not boarding attempts) are made at disadvantage until the start of your next turn
- During a vessel's turn, if a PC aboard the vessel has not taken part in any of the above actions they can take one action or bonus action, such as casting a spell
Taking Damage
Ship weaponry deal Hull (H), Propulsion (R) or Crew (C) damage instead of Bludgeoning/Piercing/Slashing, which ignores the Threshold rules. B/P/S damage is subject to Threshold values.
- A vessel reduced to 0 Hull HP begins to sink, which usually takes about 1d6 rounds
- A vessel reduced to 0 Propulsion HP is immobilized and cannot move nor take the Evade action. It can still fire weapons and attempt to board/fend off boarding attempts if another vessel nears it
- A vessel reduced to 0 Crew HP has been reduced to insufficient manpower and morale and suffers disadvantage on all rolls, half movement speed and must start making death saving throws to continue taking actions or fend off boarding attempts
Sample Weapons
Range
Damage
Ram
0
{Movement}d8 (H)
Ballista
6/18
1d6 (R or C)
Catapult
8/24 (min 3)
1d8 (see ammo)
Cannon
10/30
1d8 (H or R)
Bow/Crossbow
1 = 25'
1d2 (R or C)
Spell
1 = 25'
Ask your DM
Ammunition types:
Solid: Hull or Propulsion damage
Cluster: Propulsion or Crew damage
Toxic: Crew damage
Alchemists Fire: Hull, Propulsion or Crew damage
Alchemists Frost: Hull or Crew damage
Smoke: No damage, instead obscures surrounding area
Powder bomb: Propulsion or Crew damage
Defoliant: Hull damage
Hull Quality
Die Size
Armor Class
Threshold
Rotten
d4s
AC 12
5 Damage
Standard
d6s
AC 14
10 Damage
Reinforced
d8s
AC 16
15 Damage
Alchemical
d10s
AC 16
20 Damage
Magical
d12s
AC 18
25 Damage
Propulsion Quality
Die Size
Move Speed
Threshold
Rotten
d4s
3
4 Damage
Standard
d6s
4
8 Damage
Reinforced
d8s
5
12 Damage
Alchemical
d10s
5
16 Damage
Magical
d12s
6
20 Damage
Crew Quality
Die Size
Attacks, Checks & Saves
Threshold
Skeleton
d4s
+2 / +2
3 Damage
Rough
d6s
+4 / +3
6 Damage
Standard
d8s
+6 / +4
9 Damage
Veteran
d10s
+8 / +5
12 Damage
Elite
d12s
+10 / +6
15 Damage
Sample Statblock: Trading Carrack
Size Medium (Standard Hull, Propulsion & Crew)
Movement: 4 (turn 1 per 2)
AC 14
Hull HP: 45 (10d8), Threshold 10
Propulsion HP: 28 (8d6), Threshold 8
Crew HP: 27 (6d8), Threshold 9
Crew Attack/Check: +6
Crew Saving Throw: +4
Weapons: 2x Ballista (Range 6/18, 1d6 R/C damage)
Cargo Capacity: 100 Tons