Appendix F
Ship Combat
Normally, combat that happens on ships is resolved through local-scale combat rules. These rules work best if boarding actions are common, and if the main threat comes from other characters. If you aren’t running a full naval campaign, these rules are generally fine, and most GMs will just handwave the initial exchange of fire between ships before they get in range for boarding actions. However, it can be useful to have more comprehensive rules for ship combat, where ships themselves frequently deal and suffer damage.
This chapter presents optional rules to govern ship-based combat. They are designed to still emphasize the importance of individual player actions. It is primarily intended for naval campaigns where the players are important crew members and ship combat is expected to be common. These rules could also be used for other types of vehicles, such as flying ships in the Astral Plane or zeppelins.
F.1.1 Ship HP and DR
F.1.2 Elite Ships
F.2 Ship Resources and Strain
F.3 Taking Ship Damage
F.3.1 Ship Vital Wounds
F.3.2 Taking On Water
F.4 Repairing Ships
F.4.1 Short Repair
F.4.2 Long Repair
F.4.3 Vital Repair
F.5 Ship Attributes
F.5.1 Attribute Descriptions
F.5.2 Determining Ship Attributes
F.5.3 Intelligent Ships
F.6 Ship Size
F.7 Ship Movement
F.7.1 Ship Heading
F.7.2 Movement Timing
F.8 Ship Armor
F.9 Ship Weapons
F.9.1 Ship Weapon Tags
F.10 Ship Enhancements
F.11 Ships Fighting Non-Ships
F.12 Ships and Gunpowder
F.13 Crew Roles
F.13.1 Boatswain
F.13.2 Fixer
F.13.3 Gunner
F.13.4 Lookout
F.13.5 Pilot
F.13.6 Warder