Nautical System Quick Reference

Movement and Position

Ship combat is played on a 1" hex grid where each hex represents 50ft from center to center. Most ships will take up 1 to 3 hexes. They should be orientated with the center of the ship on the center of a hex with the bow and stern crossing perpendicular edges. Generally, a ship's bow will only face one of 6 different hex directions, though the DM may allow "half-turns" in certain instances like boarding or navigating terrain. All turns are 60 degree rotations (one hex face) from the center of the ship.

Moving a Ship

  • A ship may move up to its full movement each turn after adjusting for the wind.
  • All ships must move at least 1" (exceptions: In Irons, Anchored)
  • A ship must move directly forward to the space in front of its bow.
  • A ship may rotate twice (rotate one hex face or 60°) at any point before, during, or after its movement, but no ship may turn more than once per space.
  • Ships that are In Irons may not move forward but may still rotate once.
  • Ships that are Anchored cannot move or turn.

Wind and Movement

The wind direction is an important part of sailing. Some groups might find using rules for wind cumbersome, while others might find a thrill in the extra element of strategy it adds, especially when a spell caster may be able to alter conditions. Use the following optional rules if you want to use wind in your encounters.

Wind Direction

d6 Flat Top Hexes Pointy Top Hexes
1 North Northeast
2 Northeast East
3 Southeast Southeast
4 South Southwest
5 Southwest West
6 Northwest Northwest

Points of Sail

Ship sailing speeds depend on the angle of the wind. A ship's point of sail is determined at the start of its turn and does not change during its turn. If a ship starts its turn With the Wind and then turns Close to the Wind, it still gets its full movement that turn.

Point of Sail Ship Speed
With the wind Full speed
Close to the wind Half speed rounded down (min. 1")
In Irons Speed 0" (can still turn once)

Example: If the wind is coming from 1 (North), this ship is In Irons and cannot move (but may still turn once). If the wind is coming from 2 or 6, it is sailing Close to the wind and may only move half of its normal speed; at 3, 4, and 5 it would be With the Wind and can move its full movement.

Anchoring a Ship

A ship that is Anchored cannot move or turn, and has a max speed of 0. In an emergency the crew can Cut and Run.

  • Drop Anchor. Cost: All of a ship's action points. The crew lowers the anchor(s) and the ship's speed is reduced to 0.
  • Weighing Anchor. Cost: All of a ship's action points. The crew raises the ship's anchor(s). The ship's max speed is reduced to half for this turn.
  • Cut and Run. (Cost: 0 Action Points) The ship is no longer anchored, but will drift until new anchors are acquired! The ship's max speed is reduced to half for this turn.

Point of Sail Ship Speed
With the wind Full speed
Close to the wind Half speed rounded down (min. 1")
In Irons Speed 0" (can still turn once)

Combat

Order of Combat

Combat Round Step by Step

  1. Captain Phase. Captains choose their ship's actions, and they may roll to Push the Crew.
  2. Initiative. Declare any Lookouts. Lookouts (or Captains) roll initiative.
  3. Take turns. Each ship takes a turn in initiative order. On a ship's turn, characters may go in any order they see fit. Each may choose an Action Station based on the Captain's chosen actions, and they may choose a different station each turn. They may also choose another action like casting a spell. Ships and characters may Ready actions to trigger anytime before the ship's next turn.
  4. Begin the next round. Repeat the steps until the combat is over.

Action Stations in Combat

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

Travel & Logistics

Travel Procedure

Travel Procedure

A single Voyage encompasses all consecutive travel legs sailed until the ship docks at a port or drops anchor. Each voyage is divided into a number of legs based on overall distance and geography.

To begin a voyage,

  1. Determine the average wind direction based on prevailing winds and the starting location's wind rose.
  2. Chart the intended path on the map by noting the intermediate locations along the route.
  3. Roll the ship's Supplies Usage Die for the voyage.

Each of the intermediate locations along the route is considered a leg of the voyage.

For each leg:

  1. Assign an action duty station for each player character present on the ship. Each player must man a station, either with their player character or by proxy through a hireling.
  2. Make a group Travel Check to determine the leg's outcome and assign any bonuses from the individual Action Station checks. Roll any A
  3. Resolve any hazards or encounters.

The ship's Supplies Usage Die is also rolled immediately after draining encounters such as naval combat or severe storms.

Actions Stations During Travel

Station Check Action Benefit of Success
Captain Charisma(Persuasion) Inspire the crew. This ship gains a Sailing Die that can be used by any player during this leg.
Captain Wisdom(Survival) Position the ship. Start each encounter in the upwind position during this leg.
Lookout Wisdom(Perception) Watch for hazards along the way. The ship and crew cannot be surprised during this leg.
Bosun Charisma(Intimidation) Bully the crew. Gives the ship an extra action that can be used at any time during this leg.
Pilot Strength(Athletics) Steer the ship and keep it on course. Gain a reaction to gain +2 AC at any point during this leg.
Cook Wisdom(Cook's Tools) Ensure the crew is well fed and happy. Provides temporary benefits based on used supplies. See Cooking for details. Making this check draws upon the ship's supplies usage die.
Carpenter Strength(Carpenter's Tools) Keep the ship in good working order. Heal or gain Temporary HP equal to the Carpenter's Proficiency Modifier during this leg. Making this check draws upon the ship's supplies usage die. Killer says he would like to see degrees of healing here, not a flat amount.
Rigger Dexterity(Sailor's Tools) Trim the sails and man the sheets. Gain a +2 bonus to the ship's initiative during this leg.
Navigator Intelligence(Cartography Tools) Chart the path forward. Learn details of the next encounter before it begins.
Quartermaster Intelligence(Calligrapher's Supplies) Audit the ledger. The supplies usage die rerolls 1's during this leg.
Surgeon Intelligence(Medicine) Heal the wounded. Everyone aboard the ship heal for one hit during this leg. Making this check draws upon the ship's supplies usage die.
Other Station Varies Varies. Negotiate a desired effect.

Ship's Supplies

Ship's Supplies

Ship's Supplies are an abstract representation of the mundane items a ship needs to function such as food, water, rope, lamp oil, ammunition, powder, or crew payroll. They are managed as a unit via a usage die.

While individuals may access the ship's supplies, they are separate from personal equipment. When the ship's supplies are pulled from, the individual may pull any mundane item into their inventory worth less than 10 gp and the ship must make a Supplies check.

Supplies can be purchased at most ports for 30 gp, though specific ports may charge more. They cannot be crafted without the infrastructure of a large town or high-tier bastion.


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