Ship Actions

Action Point Cost Description Action Station Skill Check
Attack (Broadside) 1 Attack with primary attack at a target in the ship's Broadside arc. Gunner Charisma
Attack (Fore/Aft) 2 Attack with secondary attack: roll one die rank lower (ie. d4 instead of d6, d6 instead of d8, etc.) Gunner Charisma
Repair All Recover hit points equal to primary attack damage or remove the Derelict condition. Carpenter Constitution
Full Sail 2 Move one extra space this turn. Rigger Charisma
Come About * Rotate one extra rotation this turn. Cost is ship dependent (default 2). Pilot Dexterity
Ram All Ram if bow touches another ship. Roll 1 hit die plus distance traveled vs. opponent's hit die. Winner deals a critical hit. - -
Drop Anchor All Speed 0 and Anchored. - -
Weigh Anchor All Speed 1/2 and no longer Anchored. - -
Cut and Run 0 Speed 1/2, no longer Anchored, but will drift when stopped. - -
Change Ammo Type 0 Change ammo (round shot, chain shot, grape shot, etc.) See Ammunition. Gunner Dexterity
Push the Crew 0 Ship gains one extra action point this turn, losing one next turn. Captain (Character) Intimidation or Persuasion
Raise Morale 0 Give all ship attacks and shill checks +1 this turn or remote stressed condition. Bosun (Character) Intimidation or Persuasion
Lookout 0 Add +1 AC to the ship this turn Lookout (Character) Perception

Character Actions

Each turn, a character may spend their action to claim any of the available Action Stations detailed below. All are optional and can be chosen each round. Any actions that are not covered by a PC are rolled for by the Captain using the ship's stats but without any Sailing Dice.

Sailing Dice

Most Action Stations allow each character to add a d4 Sailing Die to one of the ship's checks. See Leveling Up for ways to improve Sailing Dice over time.

Action Stations

Other than the Captain, all stations are optional.

Captain

Limit 1/ship, required

Each ship must have an assigned Captain. If none of the characters are currently the Captain of a ship they are on board, it is recommended that the DM assign an acting Captain. At the beginning of the round the captain chooses actions for each of the ship's action points. Being the captain takes a character's action.

Lookout

Limit 1/ship

Before initiative is rolled each round, any character may spend their action to become the Lookout. The Lookout rolls initiative for the ship, and they may add or subtract their Sailing Die from the result. In addition, a Lookout may roll a perception check to add +1 to the ship's AC.

Bosun

Limit 1/ship

This station may be claimed at any time, including before initiative has been rolled.

Pilot

Limit 1/ship

The Pilot moves the ship's token, and makes the roll if the ship is attempting to Come About using the ship's DEX and adding their Sailing Die. The Pilot also makes any checks required to navigate terrain or obstacles.

Gunner

Limit 1 per attack

The gunners roll any attacks using the ship's Skill, adding their Sailing Die to the first attack roll. If there is more than one gunner, they take turns rolling attacks until there are no attacks left.

Carpenter

No Limit

The Carpenter rolls to Repair the ship using the ship's Skill, adding their Sailing Die to the result. If there are multiple Carpenters, choose one to make the roll, but each may add their Sailing Die to the total. A successful Repair can remove the Derelict condition.

Rigger

No Limit

The Rigger rolls to go Full Sail using the ship's Skill, adding their Sailing Die to the result. If there are multiple Riggers, choose one to make the roll, but each may add their Sailing Die to the total.

Other Actions

Characters may take other actions like casting a spell, attacking another creature, swinging from the rigging, diving from a ship, etc.


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References