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Simple Naval Combat Rules Guide

This document provides simple rules for naval combat in Dungeons & Dragons. It outlines ship statistics like armor class, hit points, and speed. Ships can fire ranged weapons based on their hit points and passengers can contribute arrow volleys. Individual attacks against ships are divided by 10. Ramming and boarding follow normal melee rules. Sample ship types are provided along with optional rules for critical hits, fire, wind conditions, and officer actions.

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Damiano Tomasi
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0% found this document useful (0 votes)
63 views1 page

Simple Naval Combat Rules Guide

This document provides simple rules for naval combat in Dungeons & Dragons. It outlines ship statistics like armor class, hit points, and speed. Ships can fire ranged weapons based on their hit points and passengers can contribute arrow volleys. Individual attacks against ships are divided by 10. Ramming and boarding follow normal melee rules. Sample ship types are provided along with optional rules for critical hits, fire, wind conditions, and officer actions.

Uploaded by

Damiano Tomasi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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super-simple

simple naval combat for any edition


Ships have Armor Class. AC is the same ass leather armor
for peaceful/clumsy ships and chain mail for warships/
maneuverable ships.
Ships have Hit Points.. Most ships have 1 HP per
minimum crew. Warships typically have 30 HP.
Ships have a speed.. 30 feet/round (about 3 mph) is
average. Ships have no maneuverability
ility class or facing.
Ships have initiative. Ships have no initiative bonus
bonus. All
crew and passengers act on the ship’ss initiative.
Optional rules: The
he DM doesn’t need to use these
Ships fire ranged weapons.. Each round, a ship may fire rules until the players start asking about advanced tactics:
one weapon per 10 max HP. Ballistae do 1d8 damage and can we aim at their sails? Can we fire flaming arrows?
catapults 1d10. Attack rolls are made as a level 1 fighter
and have the same range as a shortbow. Every 10 Crit Location:: On a critical hit against a ship, the attacker
passengers may fire 1 volley of arrows (1d6
1d6 damage). may forego extra damage e for one of the following:
following
1) Sail Damage:: The ship' speed is slowed by 10 until the
Individuals can attack a ship. Divide individual
ndividual damage by crew skips a turn for repairs.
10, rounding down. Ship weapons do x10 damage to 2) Called Shot: The attack (non--critically) hits a specific
individuals. The DM arbitrates non-damage
damage spells
spells. Ships character or object.
save as a level 1 fighter. 3) Weapon Hit:: A ship weapon is destroyed.
Ships collide. Boarding follows normal D&D melee rules. Fire: If a flaming weapon crits,, or an attacker fumbles a
A galley with a ram does 2d10 damage and may sail flaming
ming weapon, or the ship rolls 1 on a save vs fire, the
through a destroyed ship or back up from a whole one. ship burns.. It takes 1d6 damage on the opponent’s turn.
Crew die in battle. The crew takes one casu
casualty for each On its turn, its crew has a 50% chance to put out the fire.
HP of ship damage (half killed, half unconscious at 1 HP)
HP). Wind Direction:: Occasionally, strong winds
wind affect
navigation. Only rowed ships can go directly into strong
SAMPLE SHIPS: HP and speed vary +-50% 50% based on ship quality.
wind. For instance, in a strong north wind,
wind you can't sail
boat: open boat, raft, keelboat. Spd 20. HP 3. AC as leather.
longship: Can land on shore. Spd 35.. HP 10. AC as chain. north (but you can sail NW and NE).
galley:: heavy rowed ship. Spd 30. HP 30. AC as leather. Officer Actions: This rule is meant to involve multiple
sailing ship:: merchant ship. Spd 30. HP 20. AC as leather. players on each turn. On the ship's initiative, a PC can use
warship:: armed sailing ship. Spd 35. HP 30. AC as chain. his/her turn to take an officer action. If you want
leviathan: Absurdly large ship. Spd 25. HP 50+.. AC as chain.
important NPC ships to have skilled
skille officers, add +1, +2 or
Technologically advanced ship: Stats as previous ship type
types,
but AC as plate mail, d12 weapons,, and/or speed +10.
+3 to the ship's AC, attack rolls, and damage rolls.
Captain: Order broadside: The captain's player chooses
AND THAT’S IT! an enemy to attack this turn.. Add the captain's Int or Cha
bonus to the ship's damage rolls against that enemy.
(Pre-Third Edition: Int bonus: 1/2 the number of bonus
languages. Cha bonus: 1/4 max henchmen.)
henchmen
Master Gunner: Aim weapons: The Master Gunner's
player rolls the ship's weapon attacks,
attacks adding his or her
Dex bonus (pre-3e: 3e: reaction bonus) to the attack rolls.
rolls
First Officer: Fill in: The first officer may take any officer
action that is not being performed this turn.
Helmsman: Con the helm: The helmsman's
hel player moves
the ship. If the ship moves, add the helmsman's Dex
bonus (pre-3e: AC bonus) to the ship's AC. AC
Ship Surgeon: Operate: Must ust have clerical/healing
clerical/ skill.
The surgeon's player tracks damage to the ship. ship If the
ship lost any HP last turn,
rn, the surgeon restores 1 ship HP.

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