Ship combat in Valiv | World Anvil
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Ship combat

Crew

Traits, Minion,    Perception Ship level (Chart + CQ)   AC Ship level (Chart + CQ)   Hp (Ship crew members*10)+(CQ*5)/3)   Reflex save Ship level (Chart + CQ)   Fortitude Save Ship level (Chart + CQ)   Will Save Ship level (Chart + CQ)   Acrobatics Ship level (Chart + CQ)   Athletics Ship level (Chart + CQ)   Reflex DC Ship level (Chart + CQ)   Damage Ship level (Chart)       Immunities precision, swarm mind, Critical strikes   Weaknesses   area damage Ship level (Chart + CQ) ,   splash damage Ship level (Chart + CQ)   Resistance   Piercing Ship level (Chart + CQ)   Bludgeoning Ship level (Chart + CQ)   Slashing Ship level (Chart + CQ)       Any officer can use the [Command Crew] action to give a until now crew squat 2 actions.  

Boarding

  When two ships are at 0 feet apart, they are in reality 10–20 feet apart for the purposes of calculating character distances on battle maps.   Furthermore, rounds resume their 6 second timing, the normal   combat rules and timings apply.   Once the two ships are close enough the following actions can   take place.       The captain of the ship (or next ranking officer if the captain is   down) must now choose if they want to board or attempt to escape.       Acting upon that decision any officer may issue any of the following   orders as free actions, again limited to one order per character.      

Board (boarding) –

The order is given for the crew to initiate boarding   by leaping across to the target ship. Any number of the crew and   Ship’s Guard can be assigned to this attack. The attackers must make   a Athletic / Acrobatics check to jump across. If they fail the check, the ship is too   far and they cannot attack this turn, they swing back or stop in their track before jumping.   If they pass, they leap or swing onto the other ship and can begin fighting.      

Grapple (boarding) –

Grappling hooks, ropes, chains, and gang   planks are lowered to allow crew to cross easily. The grappling   ship makes a Fortitude check versus the Fortitude DC of the target ship’s hull.   If successful, both ships’ speeds are reduced to 0 and neither can   attempt to move away. Once grappled, on the following round any   number of crew, PCs, ship’s guard can move onto the other ship. No   checks are needed.      

Pull Away (boarding) –

Using poles to push away, axes to cut lines,   and pulling hard on the wheel, the grappled ship attempts to break   free. It must make a Fortitude check versus the Fortitude DC check of   the grappling ship.   If successful the ship is no longer considered grappled and its speed is considered to be 1 hex per round. Chase combat now resumes.      

Repel Boarders (boarding) –

The crew prepare to engage with attackers. The ranking officer must rally the sailors with a   Diplomacy or Performance check. If successful the crew gain CQ+2   for this combat. You cannot issue this order if Have at ‘Em has already   been ordered for this crew this turn.      

Have at ‘Em (boarding) –

The crew prepare to attack without mercy.   The ranking officer must make a Intimidation or Diplomacy check.   If successful the crew gain CQ+2 for this combat. You cannot   issue this order if the Repel Borders order has been given to this crew this turn.      

Protect the... (boarding) –

The order assigns a certain number of crew to guard the captain or other important individual, such as a   prince or ambassador, on the ship. For each crew squad assigned to   protect the individual add 10 temporary hit points to the individual   being protected. Reduce the ship’s squads number by the same amount   of crew squads .   Ship’s guard can be assigned in this way too, however, each ship’s guard squat assigned grants 20 temporary hit points to the protected individual instead of 10.    

CQ - Crew quality

 

CQ Range

The CQ range is from -10 to +10.   If CQ drops to 0 or less, the crew might mutiny.      

Increasing CQ

There are several ways to increase CQ aboard a ship. Some are   temporary and almost all of them can lead to a drop in CQ if   incorrectly done, or ignored. Sailors are a fickle lot and they like to   know life is a routine of steady living.          

Long-term increases

Shore Leave –

This increases CQ by 1 for every 4 days spent in a port or   off the ship in a habitable, friendly location. CQ cannot be increased   beyond +3 in this manner. For each week after the first month at sea   without shore leave CQ drops by 1.      

Salary Increase –

Each crewman receives a commonplace salary   of 3gp a month. Each time the crew are not paid, their morale   decreases, and CQ drops by 2. The first adventure on the ship is   assumed to be after the first payday and so the starting CQ will be   stable for at least 30 days, or until the next payday. Increasing the   salary by 3gp a month per sailor will improve the CQ by 1, until   the salary returns to normal. Increasing the salary by 6 gp a month   per sailor improves the CQ by 2, until the salary returns to normal.   Any decrease to the salary will result in the CQ dropping by 1. If   the salary ever drops below 1 gp per month, the sailors will simply   leave the ship, or mutiny.      

Loot Share –

Each crewman is entitled by the law of the sea, to   a share of any treasure gained during a voyage. When loot share   occurs, the morale of the crew increases by 3 for one month   provided the loot share equals more than 2gp a head. If loot is   taken and not shared, the morale drops by 3. The share amount per   crewman is at the discretion of the captain and quartermaster but   at least 50% of the treasure needs to be distributed to the crew to   avoid a drop in the CQ.      

Drink Ration –

A single barrel of rum, included in the cost of a   drink store, holds 31 gallons, and if purchased separately costs 6 gp.   Each crewman is entitled to a cup of rum a day. If the rum ration   is doubled, the CQ increases by 1 for as long as it is doubled. If the   ship is running low on Drink stores, and half rations are ordered,   the CQ decreases by 1 until normal rations are resumed. If rum is   not supplied, CQ drops by 1 per week or until more rum can be   acquired. Even on ships where alcohol is not served, this counts for   water consumption too. Most of a drink store is fresh water used for   drinking and cooking.      

Food Ration –

At 1 sp per crew member per day, crew meal costs   add up. If double rations are served, CQ increases by 1 for as long as   the food is doubled. If half rations are given to the crew, the CQ goes   down by 1 until normal meals are resumed. If rations are not served   at all, CQ drops by 1 per day until food is supplied, or the crew turn   to cannibalism.      

Short-term increases

Training –

One of the ranking officers train the crew in hand to hand   combat for one hour each day for three days. For the next week CQ   increases by 1.      

Skilling –

One of the ranking officers train the crew in seamanship   for one hour each day for three days. For the next week CQ   increases by 1.    

Ship’s Fees and Maintenance

  Running a ship incurs costs; replacement beams, wood, rope, canvas and the like. To take this into account the size of the ship is used to calculate the costs of the monthly operational fees. These fees must be paid each month to keep the ship in seaworthy condition. The ship must be in dock at the time the fees are paid. Each month that these fees are not covered causes the ship to lose 2d10 from its total HP values, until such time as the ship sinks from lack of maintenance, or the ship reaches harbor and pays the fees. Docking usually provides a ship with a safe harbor for the night.    
Ship Size Cost Per Month Docking Fee Per day
Small 10 Gp 5 Sp
Medium 30 Gp 2 Gp
Large 50 Gp 4 Gp
Huge 80 Gp 8 Gp
Colossal 100 Gp 16 Gp
  The moment a ship’s maintenance fees are paid, the ship is restored to its original hit points if the ship remains at dock for 8 hours. This cannot be done outside of a port.   A bosun cannot repair any loss of HP as a result of lack of maintenance using supply stores, as the ship’s total HP values are lowered, not damaged.  

Charisma - Ship

    Charisma is a listed ability score for a ship and is indicative of how beautiful or horrific the ship is. A ship that has a high Charisma score   might be maintained beautifully, shining in the sunlight and be a   model of a naval vessel. It might also indicate the ship is covered in   corpses, has massive tentacles growing from its sides and is a terror   to behold, striking fear into those who cross her path.      

Charisma Observers Reaction

  0 – 5 Disdain for crew and officers as ship is so badly maintained it’s junk.   6 – 10 Indifferent, another vessel on the water.   11 – 15 Respect and either open friendliness or fear (if the ship is beautiful or horrific).   15+ Crowd gathering, cheering, and full courtesy, or crowd screaming and running in terror, surrender   and fear.      

Effects of Charisma on Crew Quality

  Crew serving on a well maintained and well-kept ship, or pirates and marauders serving on a terrifying ship will perform better than those who are serving on a floating pile of junk.      

Charisma Crew Quality Adjustment

  0 – 5 -2 CQ. Nobody cares as long as it floats, mostly.   6 – 10 0 CQ. It’s a plain ship. It does ship stuff.   11 – 15 +1 CQ. A nice ship, something to work for and be proud of.   15+ +2 CQ. The best in the fleet, worth extra effort.    

Ship Immunities

  Ships are constructed objects, and are therefore immune to anything that affects living entities such as poison, mind affecting spells and the like. Although they have ability scores, these can almost never be affected by spells or effects that would affect living beings. A ship cannot be poisoned, charmed, put to sleep or rendered unconscious.  

Fire onboard

  Whenever a ship is hit by fire, or a fire attack that can cause items to burst into flame, there is a terrible risk that the ship will burn to ash. For simplicity sake there are four levels of fire that a ship may be on, and one expands into the other if left to burn.
Fire Level Starts From Growth Damage to ship
Small Any flame 1d10 rounds 1d10 per round
Medium Any flame bigger than 15 ft. radius 1d8 rounds 3d10 per round
Large Any flame bigger than 50 ft. radius 1d4 rounds 6d10 per round
Inferno Any flame bigger than 80 ft. radius - 10d10 per round
  The “fire level” indicates what size of fire is currently raging aboard the ship. The “Starts from” column indicates the size of the fire (in square feet) and also at what point the fire is considered to be of a certain size. A medium fire occupies a 10-foot radius or 2 five-foot squares in all directions. If the fire is smaller than that, it is considered a small fire and should the fire spread to other squares and attain a 20-foot radius, or 4 five-foot squares in all directions, it would no longer be considered a medium fire, but now a large fire. A Fireball created by the spell, has a radius of 20 feet and would result into a medium sized fire. Multiple fireballs would increase the size of the fire. Once the fire has reached inferno level, the majority of the ship is on fire and putting it out is highly unlikely. Growth indicates how many rounds the fire must burn for, and unattended, before it increases in one category size. A small flame might take 10 rounds to grow into a medium flame, or 1 round depending on fate. Damage to the ship is the amount of damage dealt to the hull per turn.

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