Based on Izzys Guide to Fight and Flight and gist
Term | Meaning |
---|---|
Tonnage | Weight of the vessel in tons |
Speed | feet per round = overland mph * 10 |
Crew | Minimum #crew required for no penalties. |
Passengers | #passengers at a poor accomodation level |
Cargo (tons) | max carry capacity for no penalties |
Damage Threshold | damage done <= DT has no effect |
Keel | total length of the ship body |
Beam | total width of the ship body |
-
Crew Penalties (DMG p119.)
- <90% crew = top speed - 1mph
- <50% crew = no attack actions, reactions
- <25% crew = slowed, DISCHK
-
Cargo Penalties above max cargo
- speed reduced to half
- land vehicles require repairs = 1/4hp
- water vehicles sink 5ft per round
- air vehicles descend at 60ft per round
- vehicles performance is usually unaffected by damage until 0hp
- at 0hp vehicle is incapacitated, and may not take actions or reactions
- at 0hp air vehicle descends 60ft per round (unless 'wreck'd, which falls at 400ft per round)
- at 0hp water vehicle will sink only once 'wreck'd, floundering for 1d12mins then descending at 5ft per round
- at -1/2max hp vehicle is a wreck "beyond repair"
- at <50% hp = top speed - 1mph and roll on Damage Complications Table
- at <25% hp = top speed - 1mph and roll on Damage Complications Table
- non-fire based Damage Complications can be removed by +5hp healing
- fire based Damage Complications can be removed by extinguishing the fire
- same complication cannot occur twice. reroll
d10 | Result |
---|---|
1 | The ship's propulsion is damaged, it is now slowed |
2 | One of the ship's weapon systems has failed. If the ship has no weapons, it suffers no complication. |
3 | The ship's cargo hold has been ruptured, (2d20)% of its cargo is lost or damaged beyond repair. |
4 | The rudder is locked. The ship may no longer change its course. |
5 | A small oil fire has ignited on the deck. The helm is now obscured by a thick black smoke. |
6 | The rudder is damaged. The vessel can only veer starboard. |
7 | The vessel's hull is damaged. Its damage threshhold is reduced by 3. |
8 | A munitions magazine has caught fire. The ship takes 2d6 fire damage per round until extinguished. |
These saving throws, immunities and resistances do not apply to crew
- for saving throws, use the better of either the ships, or the commanders modifier
- vehicle has DISSAV vs damage (except during Brace for Impact)
- saving throw damage cannot be mitigated
- vehicle is immune to
- dmg: poison, psychic
- conditions: blinded, charmed, deafened, fatigued, petrified, poisoned, prone, surprise
- vehicle is resistant to
- dmg: cold
Commander
- must have appropriate proficency
- must start turn behind the helm
- crew must be >= indifferent toward commander
- crew must be willing to obey
- uses their actions to instruct the vehicle on their initiative
Attack Action | Effect |
---|---|
Attack | fire prepared ordinance |
Full Speed Ahead | move +1/2(set speed) this round |
Brace for Impact | until SONT GRANTDISATK, Normal SAV vs damage |
Hard to Port/Starboard | rotate 45deg in addition to course adjustment |
Ready | same as usual readied action |
Move Action | Effect |
---|---|
Set Speed | vehicle moves its speed at end of turn |
may only change speed by +/- 1/4 max speed each turn | |
movement must be in a straight line | |
max reverse speed is 1mph | |
Ramming | at >= 20ft speed, ram as a free action |
if tonnage > double target tonnage, ADVATK and damage is doubled | |
if tonnage < half target tonnage, DISATK and damage is halved | |
after ramming, opposed STRCHK. | |
- if target succeeds, ramming vehicle move speed becomes 0 | |
- if target fails, target pushed equal to 1/2 set speed and ramming vehicle move speed halved | |
- if target fails by >=10, ramming vehicle move speed unaffected | |
after attack, ramming vessel may adjust course as a free action with DM allowance | |
if speed remaining after ram >= 20ft additional ram attacks may be made | |
at < 20ft speed, no attack, vehicle move speed becomes 0 | |
Cast or Raise Anchor | while anchor cast |
- ADVSAV vs movement | |
- move speed becomes 0 | |
- changing takes effect at SONT |
- Adjust Course (B)
- rotate +-45deg before, after or any time during move
- set speed must be >0
- Reactions
- only used for Readied action
- vehicle cannot make opportunity attacks
- spells and attacks which deny reactions have no effect on vehicle (but can effect commander)
-
Man Weapon Station
- ship no longer controls weapon on its turn
- PC may operate weapon on their turn
- Attack uses the better modifier between ship and crew
- No special proficency is required
-
Damage Control
- character may grant vehicle 5 temp hp
- temp hp increased to 10 if character has prof with appropriate tool set
For the purposes of Glyph of Warding and other delayed-effect spells cast on the ship proper (i.e. not including any personal spells/glyphs), the "DEFCON" system has been appropriated.
A Pendant/Broach that bears the symbol of the ship should be given to each crew member or occupant to identify them to the Glyph defense system. It must remain visible (A brand with the same insignia can be used for pets, companions etc)
Each Glyph has a unique command word that identifies it (PCs can just point and say "that one") that can be commanded to enter a specific DEFCON with an optional 6 second delay.
Pendant wearers can initiate DEFCONs 1, 2 and 3. However only the Captain and XO can initiate DEFCON 4 or 0
Changes in shipwide DEFCON can be performed verbally or with a hand-gesture (Wrists crossed above the head, with the numerical DEFCON represented by the same number of extended fingers on both hands). DEFCON must be relayed by the Crew.
DEFCON | Defense Spells Target |
---|---|
4 | Nobody |
3 | Internal DEFCON-4, External DEFCON-1 |
2 | Any target unaccompanied (10') by a Pendant Wearer |
1 | Any target not wearing a Pendant |
0 | Any target |
- Triggers: DEFCON system
- Find Glyph: Int (Investigation) vs Caster DC
- Explosive Glyph:
- Choose damage type: acid, cold, fire, lightning, or thunder
- 20' Sphere centered on Glyph, spreads around corners
- DEXSAV vs 5d8 [+d8 per upcast]
- Save for half
- Spell Glyph:
- Must target a single creature or an area
- If target: targets triggering creature
- If area: centered on triggering creature
- Does not require concentration
- Requires upcasting glyph to store spells > 3rd level