Table of Contents

Ship to ship combat

Order of Battle

1) Closing the distance

You have seen a ship you wish to close with, or another ship has seen you

2) Ranged Combat

As the ships close, you shoot at each other.

3) Attack Roll

Three opposed Profession(Sailor) rolls. If you win two, you can grapple and board. Win all three and you can choose to shear or ram, if you want to. Both give you automatic grapples. If you lose, your opponents get the action, they might break away, shoot at you, or even escape.

4) Board and fight!

Once you are aboard the opposing vessel, it is normal melee combat. PCs take on the captain and officers. The Petty Officers lead the crew in their attempts to secure the ship. If you win – the crew win.


Siege Engines


Spells

Creatures can attack ships with spells. Ships are objects, so spells that can only target creatures have no effect on ships. However, because a ship is actively crewed and piloted, it can make saving throws against spell effects. Ships are immune to most spells that require a Will save. A ship without a crew is considered an unattended object and cannot make saving throws.

The effects of most spells on ships can be determined normally. However, certain spells have different effects in naval combat. The effects of these spells are detailed on the following page. GMs can use these examples as guidelines for determining how other spells not listed here affect ships. For the most part, these effects only apply during ship-to-ship combat, not during normal combat aboard a ship, though some affects (such as starting fires), could still apply, at the GM’s discretion.

This list might be easier to read on this web page