The Naval Code - Abridged

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The Abridged Naval Code

5e

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Contents
Intro
References
Part 1: The Ship Ship Blocks .............................................................................. 20
Ship Properties ...............................................................................5 1st Rate ...................................................................................20
Ship Upkeep ....................................................................................6 2nd Rate ................................................................................. 22
Officers ............................................................................................. 6 Unrated ...................................................................................24
Officer Positions ......................................................................... 6 Small Craft ............................................................................ 25
Tiers of Rules ............................................................................26
Making A Journey .........................................................10 Integrating other Homebrew/span> ................................. 26
Weapons .................................................................................. 11 DM References ....................................................................... 27
Siege Weapons ......................................................................... 12 Printable Sheets
Ammunition ...............................................................................12 Ship Sheet ................................................................................. 30
Items ........................................................................................... 13 Crew ............................................................................................31
Naval Combat Encounter ....................................................... 32
Part 2: Combat Travel Responsibility Reference Sheet ................................ 33
Combat Overview .......................................................................15
Officer Locations ......................................................................... 15
Associated Locations ..................................................................15
Movement .....................................................................................16
Pilot Checks .............................................................................. 16
Come About ...............................................................................17
Overboard Saves ...................................................................... 17
Damage ......................................................................................... 17
Targets ........................................................................................ 17
Cannon Aim ...............................................................................17
Broadside ...................................................................................18
Hit Points ..................................................................................18
Ship Hit points ...................................................................... 18
Boarding ....................................................................................18

Warning: This is an abridged version of the Naval


Code, and does not fully reflect the intentions of
the guide. For the complete experience, as well as
potentially fixing flaws, balance concerns or content
that you wish was present, check out the regular
doc. A list of missing items can be found int the
"abridged" section of the introduction.

BS_DungenMaster, v1.0         


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Introduction
As the schooner crested the waves, the lookout,
perched atop the highest mast, cried out a word of
warning.
"Ship Ahead!"
The officers rushed to the forecastle, they peered out
into the boiling sea. Not one could make out the vessel they
were warned of.
"Friend or Foe?" The captain called up. "What Flag do they
fly?"
"Red background, with a white tower! Not one that I know,
sir!"
The group on the deck turned to the quartermaster, the Abridged
most traveled of them. His leathery skin made a dry sound as
he absentmindedly scratched at his chin. This is the Abriged version of my Naval Combat and
"That would be the flag of the Chalenca Islands" he mused. Campaign Compendium, The Naval Code. While a slimmer
"They should have no business with us or our.... cargo." ruleset was presented in the modular rules, it was redundant
At that moment, a low "pop" sounded through the air, as a to still have to search through the rest. This document is for
smoking missile climbed through the sky. As the party looked those who seek to skip the fluff and have a quick ruleset to
on, it ignited blue as it reached its apex, slowly falling back add to an existing game, and can be compared to a bare-bones
toward the waves. "Captain Hook" Ruleset. By using this version, you are
"That is, unless they are Navy" the Quartermaster missing a lot of content. The following is a list of removed
concluded. items, with bold items being central to the overall design, or
"Positions!" The First Mate Called. "Men! To your stations!" having a large impact on the experience of seafaring:
Catching the eye of his Surgeon, composed himself Items
"And ladies." Reflavored Weapons, Firearms, and Adventuring
As she gathered her pack of salves and bandages, she Gear
smiled at him. Character Options
"You'd best remember that. The way this looks, you'll be Backgrounds and Feats
thanking me later. Ship and Siege weapon upgrades
The Clairvoyance, cannons readied, its crew with bated Weather Conditions
breath, changed its course to meet the new challenger. Magic Rules
Casualties
Modular Rules More descriptive text, rationales and examples
As a solution to the many rules I wanted to address, I created Small Craft
The Naval Code to be a Modular Ruleset. While no "RAW" Better balancing and realized themes:
rules are recommended against, they are designed so that any Cannons
combination of them should result in a rewarding naval Movement
experience. Magic
Throughout the document, alternative rules are given in Cannon Aim Rules: Fields of Fire
yellow boxes. These rules may make the game simpler and Raking Fire
more similar to 5e or add an extra level of complexity. I sorted Wind
these changes into several tiers. The Tiers are as follows: Rules for leaving ship
Crew rules
Captain Hook: Which can ignore or simplifies many rules More skeleton crew, Max Crew
and is best for quickly adding ships to a game Classifications and stats
Pirates of the Caribbean: Which you will not see yellow Naval Term Guide
boxes for. This is the tier I intended, the guide in its natural Tattoo guide
state Symbiotic Homebrew Recommendations
Documentary: For a table who wishes to experience gritty Ships:
of sea life. Davits and other upgrades
A summary of these tiers and a collection of their exact Max Crew
changes can be found in the reference section. Storage Capacity
Examples of tool uses
More printables
Combat reference Sheets
Dm crew sheet
Cannon aim templates

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The Ship

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Ship Properties
Class Traveling Speed While the maneuverability of smaller ships
Ships are categorized into classes based on their size. Each allows them to move quickly around a battlefield, they are
class of ship has different base statistics, found below in the unable to keep that speed consistently. The raw sailing
"Base Ship Statistics" table. There are many types of ships in power of larger ships keeps them consistent, and so are
each class, whose unique stat blocks are listed in the greater over long distances. Ships have a travel speed equal
references. to the number of 6-mile hexes they are able to travel in a
day (assuming 8 hours of travel). These values are what is
referenced in the Pilot travel role, and are the basis for the
1st Rate Ships traveling system, where a full day of travel is the full
100x30 ft. (4x1 hexes) amount.
1st Rate ships are the powerhouses of the sea. Expensive and
grand, a harbor rarely has more than a handful docked at Traveling Speed
once. Navies only bring these out in dire circumstances due to Ship Slow Pace Normal Pace Fast Pace
the enormous costs in maintaining and manning them, but 1st Rate 4 7 9
when they do, they get the job done. 1st Rate ships have 3
decks, The Main deck which houses many cannons and the 2nd Rate 4 6 8
masts, with the wheel atop the aft castle. The orlop deck has Unrated 4 5 7
many of the living quarters in the forecastle, with officer
quarters in the aft. The kitchen and other spaces are also on Smaller Craft 1 2 3
this level. The bottom deck acts as storage as well as a brig in
many ships. If a ship is following a current or trade wind, give a +2 to the
traveling speed of the ship. If the crew plans to sail for a
2nd Rate Ships longer period than 8 hours (but not overnight), than add an
80x25 ft. (3x1 hexes) additional hex for every 2 hours traveled past 8.
The most common vessel on the sea, 2nd rate ships are as
diverse in function as they are effective. From pursuit to Damage Threshold
smuggling, 2nd rates are large enough to handle themselves Ships are large structures which require a considerable attack
without being the floating fortresses of the 1st. These will be to take damage. The damage of an attack must be greater
the most common ship for campaigns; affordable enough to than this number or have no effect at all on the ship or rigging.
customize but with enough weight to throw around. Generally This number is not subtracted from damage, it is all or
boasting 2 decks, some of the larger styles have 3. The Lower nothing.
deck has storage in the center, with crew fore and officers aft. Siege Weapons ignore the Damage Threshold of ships.
Space is limited, and so Officers will likely share 2-3 rooms.
The top deck is like those of 1st rate. Storage Capacity
Carrying Capacity of the Ship. This value does not concern
Unrated cannons, crew, etc. but pertains only to items, rations, and
40x20 ft. (2x1 hexes) other things being stored. Beyond this value, each ship has
Unrated ships are simple and fast. While seaworthy, these room for chests. All officers share access to 2 Lockboxes
don't hold a candle to their larger brethren. Able to be manned below deck and possess a smaller locker within their living
by a small amount of men, these may be owned by aristocrats quarters.
who wish to spend a day sailing. Don't let their size fool you,
however, as their maneuverability and high AC make them a Cannons
worthy threat. Without space for a battery of cannons, unrated Most ships have some form of siege weapons, with cannons
ships are more intent on the boarding of others, and their being the most sophisticated choice. There many choices of
stats reflect that. While many unrated ships have 2 decks, siege weapons, each with their own pros and cons, and can be
some do not have a lower deck at all. Small ships all share invested in with a number of upgrades.
several additional characteristics, apart from their own unique Max: How many cannons a ship can hold per side
differences. Minimum: A rough estimate to how few any given ship will
have per side- they could of course have as few as 0
Speed
Like characters, ships may move up to their speed on each of
their turns. The speed of a ship refers to the number of 25 ft.
hexes it may move on a single turn. Smaller ships are faster
than large ones, which is important for maneuvering around
their cannons and gaining opportunities for boarding.
For more information on how ships move in Naval Combat,
see Movement.

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______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______
Base Ship Statistics
Number Damage Disabled Cannons Skeleton
Category Base Price Size Speed of Masts AC Threshold HP Hp (Min/Max) Crew
1st Rate 35k 125 x 30ft 2 3 8 25 700 50 10/26 20
2nd Rate 20k 80 x 25ft 3 2 10 20 500 25 4/8 8
Unrated 10k 40 x 20ft 3 1 13 15 400 25 3/4 2

Crew The Captain and Gunmaster were poring over some


Crew are the sailors who work, live, and die on the ship. While document near the helm, and the surgeon, a new member,
this includes "Officers", the influential positions PC's are able had found herself a seat by the railing. The Boatswain came
take, it generally refers to the unskilled laborers that are hired above deck, signaling that his repairs were done. Everything
to work the lines and cannons. Skilled crew are also a was in place, then. It was time to set off.
potential option, persons with proficiencies who are qualified
to act as officers. Officers
Suggested Crew Prices Each Ship has several Officers who share the responsibility of
Crew Price (Per Day)
leadership. Player Characters or other skilled characters may
take up to 2 Officer Positions each, benefiting from the
Unskilled Crew 1 gp features and actions of both simultaneously. Many positions
Skilled Crew 5 gp are unique and may be taken by only one person at a time.
Some have restrictions, requiring the ability to cast spells or
certain proficiencies. Printable reference cards for officer
Skeleton Crew positions are available at r/5eNavalCampaigns
The minimum number of workers on a ship needed to make The positions are:
journeys on it without risking exhaustion. This number takes
into account the total number of officers, combat units, skilled Captain, First Mate, and Quartermaster: Leadership
and unskilled crew. It takes 2x skeleton crew to travel at night. and support
(See Night Shift) Helmsman: Pilots the ship
Cannoneer: Makes attacks with siege weapons
Ship Upkeep Master Gunner: The lead Cannonneer
Ships can be repaired and improved at most Harbors. Repairs Surgeon: Recovers casualties
will take 1 day for every 50 hp missing, and cost 2 gp per hp Boatswain: Repairs to the ship or weapons
repaired (3 gp for a 2nd rate craft, 5 gp for a 1st rate) + 100g Arcanist / Militant: Spell casters or martial fighters
for every 40hp of rigging. (Base Prices, some areas could be All Officers share a position of authority, and as such may
more or less expensive). Other specifics will need be give orders to crew (Charisma checks if applicable).
negotiated as needed. Officer Roles are not restrictions, although some may
Enhancements and Upgrades may be ordered and installed require constant attention.
during this same time period. During Naval Combat, ships take initiative, and every
member of ship acts as one cohesive unit. Rather than taking
"Alright, then." the Quartermaster said. full individual turns, Officers may only take a single action
"We seem to be ready to make sail. 3 light cannons and a each on their ship's turn. For information on how this works,
Medium to a side should be more than enough" see "Officer Locations" of the Combat Section. Each Officer
The First mate, standing nearby, looked quizzically at him. Position offers additional actions on top of any other actions
"The Clairvoyance is small by Navy Standards. Shouldn't we you can normally take. These actions are Naval-Combat
focus more on our maneuvers than our guns? specific, such as firing cannons or piloting the ship.
The Quartermaster regarded the youth with a practiced eye.
"And, what do you suppose we would do with all that Features and Actions granted by officer positions are only
maneuvering? I don't pretend these cannons put us at the top available during Naval Combat.
of the food chain - but without them we are sitting ducks."
"You're not all wrong though. Without our speed, these
cannons would be worthless. That's what gives us the edge,
what gives us a chance. So, good mind of you.

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Captain Quartermaster
Honorary: Captain Honorary: Master
Maximum: 1 Maximum: 1
The Captain, First Mate, and Quartermaster are generally The Captain, First Mate, and Quartermaster are generally
charismatic officers. While the names may imply authority, charismatic officers. While the names may imply authority,
remember that all Officers share the top of the hierarchy of a remember that all Officers share the top of the hierarchy of a
ship. Still, a ship would be amiss without someone calling ship. Still, a ship would be amiss without someone to help
themselves “Captain” and wearing a funny shaped hat. take care of the crew and their quarters.
Without a specific responsibility during combat, these rolls Without a specific responsibility during combat, these rolls
focus on supporting others and have the unique ability to plan focus on supporting others and have the unique ability to plan
the Boarding Action, in which the entire ship participates. the Boarding Action, in which the entire ship participates.
Available Actions: Available Actions:
Rally: Give inspiration (d6 Inspiration Die) Chr. Check, DC Without a specific responsibility during combat, these rolls
dependent, once per battle. focus on supporting others and have the unique ability to plan
Assess: Investigation check to locate any weakness of an the Boarding Action, in which the entire ship participates.
opponent’s ship. If successful, you have advantage on your While their Available Actions are the same, differences lie in
next attack or contest against them for the next minute. the travel responsibility of each.
Assign Position: As an action, you may immediately replace Available Actions:
one Officer’s role with another, promote someone to an
officer position, etc. The target must accept this change. Rally: Give inspiration (d6 Inspiration Die) Chr. Check, DC
You may also use this action to relocate a number of dependent, once per battle.
crew up to double your proficiency bonus to new Assess: Investigation check to locate any weakness of an
cannon positions (For example, take 2 men off the opponent’s ship. If successful, you have advantage on your
starboard heavy cannon to have them man 2 light next attack or contest against them for the next minute.
cannons on the port side, while having another move
to man a swivel cannon.)
Board: Free Action. Give the order to Board. See Boarding for
more information
First Mate
Honorary: Mr.
Maximum: 1
The Captain, First Mate, and Quartermaster are generally
charismatic officers. While the names may imply authority,
remember that all Officers share the top of the hierarchy of a
ship. Still, a ship would be amiss without a jack - of - all trades
to act as the right hand to other officers.
Without a specific responsibility during combat, these rolls
focus on supporting others and have the unique ability to plan
the Boarding Action, in which the entire ship participates.
Rally: Give inspiration (d6 Inspiration Die) Chr. Check, DC
dependent, once per battle.
Assess: Investigation check to locate any weakness of an
opponent’s ship. If successful, you have advantage on your
next attack or contest against them for the next minute.
Assign Position: As an action, you may immediately replace
one Officer’s role with another, promote someone to an
officer position, etc. The target must accept this change.
You may also use this action to relocate a number of
crew up to double your proficiency bonus to new
cannon positions (For example, take 2 men off the
starboard heavy cannon to have them man 2 light
cannons on the port side, while having another move
to man a swivel cannon.)
Board: Free Action. Give the order to Board. See Boarding for
more information

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Assign Position: As an action, you may immediately replace Master Gunner
one Officer’s role with another, promote someone to an
officer position, etc. The target must accept this change. Honorary: Master
You may also use this action to relocate a number of Maximum: 1
crew up to double your proficiency bonus to new
cannon positions (For example, take 2 men off the Behold your artillery, Master Gunman. While you roll attacks
starboard heavy cannon to have them man 2 light and damage for the cannons under your control the same as
cannons on the port side, while having another move any normal Cannoneer, you have the unique ability to order
to man a swivel cannon.) any side of the ship to fire all their cannons at once in a
Board: Free Action. Give the order to Board. See "Boarding" massive Broadside. This devastating attack will be sure to
for more information satiate your appetite for destruction.
Helmsman Feature:
Honorary: Mr. Automatically Gain the Officer Position “Cannoneer” –
Maximum: 1 together, these two officer positions count as only having 1.
Recommended: Proficiency in Water Vehicles Cannons under your control require one less gunner than
Restriction: Cannot be taken alongside Cannoneer or Master normal (min. 1).
Gunner Available Actions:
Manning the wheel, the Helmsman is responsible for safely Call Broadside: (Recharge 5-6) See Broadside Section
navigating the vessel to its destination. While other Officers Cannoneer
should weigh in on the direction of the ship, the Helmsman
has the final say- and makes the rolls. While at the wheel, the Honorary: Mr.
Helmsman can take several actions to affect the battle. Maximum: 4
Whether that be taking Evasive Maneuvers to avoid the Cannons require men to man them, and men require other
enemy’s cannons or ramming the prow directly into another men to lead them. As a cannoneer, you oversee cannons on
ship. If you take a non-pilot action, than your pilot checks for one side of the ship. Repairing cannons that have misfired,
this turn until the start of the next have disadvantage. Steering and giving extra guidance to your men, you have the final
a ship is hard, doing it one-handed is worse! Remember, don’t decision on which of your cannons will be fired at the enemy-
drive distracted. and the distinct honor of making the rolls. That’s a lot of dice.
Available Actions: Feature: Oversee Cannons
Evasive Maneuver Dex/Str/Int Pilot Check with Select one side of the ship. If there are to be more than 2
Disadvantage: If successful, immediately add PROF bonus canoneers, you should instead select a single deck and side.
to AC until the start of the ship's next turn. 1/2 Speed next You may not select cannons that are already under a different
turn cannoneer.
Come About (Evasive Maneuver Variant): You are in control of all cannons that are assigned to that
(Full Turn, Pilot check to succeed) Uses full Movement: side, and count as one gunner for the sake of manning them.
The aft most section of ship moves to inhabit the hex Firearm proficiency is not required to be a cannoneer. Effects
forward to the one the bow was previously in, and the bow that deal damage when you hit (Hunter’s Mark, Hex) only
moves in a straight line over so that the ship extends trigger if you are personally manning a siege weapon - not to
perpendicular to its former orientation. ½ speed next turn. cannons you are overseeing.
See 'Come About' in the movement section for a more
detailed description. Available Actions:
Ram: Ram your prow into another ship using your movement. Fire! Make any number of attacks with cannons under your
1d12 damage per hex traveled in straight line (that round, control.
Max 10, Minimum 2), taking 1/2 damage back to your ship Concentrate: Move to assist another cannoneer. While there,
Pilot: (Bonus Action): Dex/Str/Int/Wis checks to steer you may help man a siege weapon of your choice. If you
(disadvantage if a non-pilot action is taken during the possess an appropriate weapon proficiency, you may add
round) Ability dependent on what needs to be done If this your proficiency bonus to hit for whichever weapon you are
bonus action is not made, ship will continue course but list manning. You may return to your position as a free action.
to wind (assuming no other factors) Repair: Using Tinker's or Smiths’ tools, make a check to
repair a misfired cannon (DC= 8+ Misfire Score). The
cannon does not need to be one under your control. Failure
results in the cannon being inoperable. Must be proficient
in the tools you use.
Assess: Investigation check to locate any weakness of an
opponent’s ship. If successful, you have advantage on your
next attack or contest against them for the next minute.

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Surgeon Arcanist
Honorary: Dr. Honorary: Magus/Arcan
Maximum: None Maximum: None
Requirement: Medicine Skill or other Healing Means Requirement: Ability to cast at least one spell
The Seas are a dangerous place, Doctor, and burden of life in Some say cannons were invented only to let the mundane
Naval Combat lies on your shoulders. As crew are injured, contend with the arcane. Arcanists are a central component
you may use your action to attempt to get them on their feet of any successful ship- leaving port without one is
again. Be sure to check out the Casualties section to better considered foolhardy. While the other officers spend their
understand what your position may require. Remember, time wrestling with the ship, take advantage of your own
everyone on the other side is working as hard as they can to power to influence the battle. Climb to the crow’s nest and
make your life hell. Have fun! rain down fire or obscure your vessel in a well of fog.
Available Actions:
Unlike other Officers, you may take full turns on the ship
- but that does come with restrictions. While others are not
Treatment (Medicine Check): On a successful check and one constrained to any physical space, you are. You can’t cast a
use of a Healer’s Kit, you may return one Non-officer crew 5th level lightning bolt from the crow’s nest if the turn
member casualty back to the fight. If your current crew before you were helping below deck. Your turns on the ship
count is not equal to your total, add one back (up to the act exactly as they do on land. This physical location
original total) This action cannot be taken if you already overrides the lack of location most officers have.
have crew equal to your total crew. Reference Casualties for
more information. Feature:
Example: During battle, 3 of your 30 crew fell (27/30 Crew). a As an Arcanist, you may use ship turns as you own turn,
success, you may add 1 crew back, your new crew count taking full turns of actions, bonus actions, movement, etc.
being 28/30. Assuming no more casualties, you may take General Actions may be taken. Your responsibilities to the
this action 2 more times returning the crew to 30/30, at ship include helping others with their roles, casting
which point this action cannot be taken. offensive and defensive spells, or doing whatever you deem
appropriate. See the Magic Section for information on how
Boatswain spells interact with Naval and Ship-bound combat.
Honorary: Master Unlike normal Naval combat, your location defines what
Maximum: None actions are available to be taken- you must be in the
Associated Location of the Position that grants the
What a Doctor does for people, you do for boats. Only, your action you wish to take.
instruments aren’t as dainty, and boats can’t sue. Take your So, as a Pilot/Arcanist, you must move to the helm to take any
actions patching up holes and repairing sails- whatever you actions associated with piloting. For information on how to
can to keep your feet dry. If you have a spare moment, fix a take actions, and how to interact with other officers, see the
cannon or two. Everyone will thank you for it. Associated Locations Table in the Combat Section.
Available Actions: Available Actions:
Order Repairs: As an action, you supervise repairs. Chose to Arcane Well (Proficiency/LR): As an Action, you may begin
repair either the ship or the rigging. The ship recovers hit concentrating on your magic. If by your next turn you have
points equal to 1d4 + your level, or the rigging recovers not lost concentration, nor failed a Dex check due to ship
1d4 + your proficiency bonus. If you are proficient with movement, you may roll 1d4-1, gaining a spell slot of that
carpenters’ tools, you may add your proficiency bonus to the level to use only that turn. If you do not have access to the
HP gained (even if you already added it once). You may use level gained, you instead gain the highest level you have
this action 3 times per day. access to.
You may also use this action to attempt to repair a Note: As with all officer actions, this action may only be
misfired cannon. Using it for the purpose does not taken during Naval Combat, and not Standard.
count against the total for the day.
Assess: Investigation check to locate any weakness of an
opponent’s ship. If successful, you have advantage on your Variant Arcanist: Militant
next attack or contest against them for the next minute. You Militants are Martial Combat Officers who share all
may add your proficiency modifier to this check, regardless the same features and rules as Arcanists, but do not
of your proficiency in the skill. require the ability to cast spells. The "Arcane Well"
action is replaced with "Warrior's Focus"
Variant Action: Warrior's Focus (Proficiency / LR) - As
an action, begin concentrating an attack, with the
same concentration rules as Arcane Well. If, by the
start of your next turn, your Concentration has not
been broken, your next weapon attack as Advantage
on both the Attack and Damage rolls. This bonus
does not apply to Siege Weapons.

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General Actions When fulfilling a role, consider it the equivalent of traveling


over land – you can’t participate in downtime activities while
These actions are available to any Officer. Some may only actively scouting for danger. Over the day, rolls are made by
come into play under certain situations, but many are always the DM to discover if anything happens- and what that thing
available to be taken. This list is not exhaustive but is just a may be.
guide- so be creative! You may not rest while fulfilling a traveling role. It is not
required for every party member to take a role, but to make a
Any actions or bonus actions a character may normally journey at all you MUST have a Pilot- it is suggested to plan
take (bonus actions use the officer's action) for at least one lookout as well. If you do not take a role, you
Give orders to Crew may spend the day as you please- Downtime activities,
Participate, Assist, or defend against in Boarding reading, etc.- but know that others may not look kindly at too
Interact with anything on the boat many days off.
Brace Yourself: Gain Advantage on Overboard or Many of the responsibilities echo the original Roles outlined
Displacement Effect Saves until start of next turn in the source material, with some additions due to the
Assist another Officer’s Action necessities of life on the high sea. For more information on
Help pull lines, handle ropes, etc. (+1 Pilot Check) how to use this traveling mechanic, please reference the
Man Cannons: Count as a person, may use specialized Darker Dungeons PDF @ r/darkerdungeons5e
shots, etc.
Assist Surgeon: Surgeon can make an additional medicine Travel Responsibilities
check for +1 crew. This check is made at disadvantage
unless you have medicine proficiency, or another means of
healing available. Carpenter
Assist Boatswain: +1 to Check, add your Intelligence Score Spend the day repairing the ship
to the HP gained
The adventuring day is made up of 5 parts. For each of
those in which you did not spend time doing anything else
Making a Journey (combat, adventure, etc.), make a Carpenters tools check.
In a setting which revolves vehicles, traveling from place to On 3 passes, you may add (2d6 x Proficiency) HP back to
place is a key part of the game. No one buys a ship to let it sit the ship.
in the harbor! These journeys are exciting and often as fruitful Assisting this role gives a +1 to each roll that you were
as the goal itself. It is between locations that the joys and present for.
discoveries of a naval campaign come to life.
Cook
Starting A ship's cook is more concerned about preparing and keeping
At the onset of a journey, a destination, however tentative, a balanced nutrition for crew than the actual food. Having a
must be decided. A location on a map, following a series of dedicated cook results in several benefits:
directions, a known location, or a basic direction are all
acceptable. Less likely for disease to spread and higher morale
Making Ready a ship takes 10 Minutes, decreased by 1 After a full day of having a cook, anyone who ate may
minute for every person proficient in water vehicles involved. spend one free hit die on their next short rest. Benefit
Making ready involves untethering from the dock, prepping fades at the end of the day following.
lines and sails, organizing crew, etc.
Lookout
Travel Responsible for making Perception checks to notice
Based off the Darker Dungeons Homebrew, traveling on ships landmarks, obstacles, encounters, etc.
is based around Travel Roles- the responsibilities each Officer If you have a lookout at the start of a Naval Encounter, the
has available to take on. Remember, a ship must have above ship gains a +1 to the ship's initiative (even if the lookout
its Skeleton Crew to make a journey without risking missed the threat)
exhaustion.
At the beginning of the adventuring day, you may choose to
fulfill one of the following responsibilities, assist another in Navigator
their responsibilities (granting a +1 to their rolls), or neither. The Navigator helps plan the route for the ship and assists the
Fulfilling a role is an all day activity leaving little time for Pilot on their journey. As with the Pilot, they make a Nature /
anything else. Survival check at each part of the day (5 total), against the
A decision as to what pace of travel also must be decided - same DC as the survival checks.
the speeds of each class of ship are given in the Travel Speed
Section. Each success by the Navigator awards the Helmsman +1
While your Officer Positions define what responsibilities bonus to their survival check.
are available, remember that you may change your position as Once the Navigator fails 2 checks, they are unable to give
an action. You may want to swap positions to gain a certain bonuses for the rest of the day.
responsibility. If Initiative is called however, and you want to
switch back to another, it will require an action.

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In Naval Combat, the location of cannons are not tracked
Pilot except their side of the ship, port or starboard. If you have
When making a journey, it is this role which is responsible for more than 2 Cannoneers, you may wish to further track which
making the Best of 5 Survival / Nature skill check a day to deck ships are on, but this will likely be uncommon.
plan and execute a course. Anything that gives bonuses to It takes 1 minute to move a Cannon to the other side
navigation checks has the same effect on these rolls.
Ammunition
Best of 5 Pilot Travel Skill checks throughout the day. The Ammunition property is the same as in 5e. For most
If more successes than the DC (Base DC: 2), then playstyles, ignore the size of the cannonball - all you need to
subtract 1 day of travel. If fail, subtract ½ day from fire a cannon is a “cannonball”, a catapult a “missile” and a
the trip. ballista a “bolt”.
Checks are made with disadvantage if the pilot is not
proficient in Vehicles (Water) Damage
This indicates the damage die to be rolled on a hit. With the
Surgeon exception of Carronades, no modifiers are added to siege
Spend your day treating the wounded or sick. Requires weapon damage.
proficiency in Medicine or related tool. New Weapon Properties:
On a successful medicine check, 1d4 people may gain the Artillery. Has a permanent - 2 to hit. For every round spent
effects of a Lessor Restoration Spell, with the added aiming the shot, +1 to hit. Maximum: +10
benefit of decreasing exhaustion levels by 1. Loading (x). Weapons with this property act as if they have
the loading property, with an additional restriction. The
Arrival number in the parenthesis is the load time, number of turns a
Upon reaching the destination, there are several options on cannon must take after firing before it is able to be fired again.
how to proceed. If the water is deep enough, the ship can be The cannon must be manned by its minimum number of
pulled right to land. Should there be a dock, the ship could be gunners throughout the loading, or else the process pauses
tied there. If the water is too shallow, or the area unsavory, until it is appropriately manned again. As long as it is properly
boats can be taken ashore. manned, the loading process continues automatically as the
gunners are assumed to be using their time working on it.
Weapons So, a Light Cannon, Loading (1), is able to make one attack
every other turn (1 turn between firing).
Siege Weapon Properties Loud. Attacks with this weapon are audible within 1000 ft.
Mobile. Siege Weapons with this property can be moved as
For the sake of simplicity, “cannon” in this section refers to an action.
any ship-mounted siege weapon, not just the firearm. While Misfire. When an attack roll is made for this weapon, and
Similar to, the following rules replace the ones given for siege the die roll is equal to or below the misfire score for the
weapons in the DMG. weapon, the weapon becomes inoperable until an action is
Each round, the Cannoneers and Master Gunner may fire taken to repair it (Tinker or Smith’s Tools check. DC = 8 +
cannons under their control at targets. Cannons have several misfire score). On a success, the weapon is back in working
characteristics which must be understood to properly utilize order. On a failure, the weapon is broken, and will need to be
them, including changes to range mechanics and damage. repaired with smith's tools at 1/4th the cost of the weapon.
This repair requires a forge and takes 1 hour at a quarter cost
Gunners of the weapon.
Each cannon requires a certain number of gunners in order to Efficient. If a weapon with this property is manned by twice
load, aim, and fire them. There are no proficiencies required the minimum number, the Load Time decreases by 1
to act as a gunner, but acting as one renders you unable to (minimum of 0)
take other actions. The required gunners is the minimum Siege Weapon. All weapons discussed in the section count
number that must be assigned for that cannon to be operable. as siege weapons for the sake of double damage to structures
Remember that this number is not compared to the total and circumventing the damage thresholds of ships.
number of crew, but that crew is a finite resource assigned to
cannons. The Cannoneer and Master Gunner each count as 1
Gunner.
So, if you have 4 crew and 3 Light Cannons (Required
Gunners: 2), only 2 of the cannons may be active at the
same time.
Out of combat, you may assign people however you like to
siege weapons- when initiative is rolled, it is assumed that they
take their positions. Once in combat, an “Assign Position”
Action is required to change their locations. Be sure to note if
you have enough crew assigned man a cannon “Efficiently”
Physical Locations

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Siege Weapons
Required
Type Cost Gunners HP Damage Properties
Ammunition (range: 50/225/500), Loading (2), Misfire 1,
Ballista (Ba) 500 gp 2 50 2d10
Efficient, Siege
Ammunition (range: 50/325/600) , Loading (2), Misfire 1,
Catapult (Cat) 550 gp 3 80 2d10
Efficient, Siege
Ammunition (range: 25/125/275), Loading (1), Misfire 2,
Carronade (Car) 500 gp 1 60 2d6+Dex
Efficient, Crew Targeting, Siege, Loud, Mobile
Ammunition (range: 100/400/725), Loading (1),
Light Cannon (L) 1,500 gp 2 120 2d10
Misfire 1, Efficient, Siege, Loud
Medium Cannon Ammunition (range: 100/275/550), Loading (2),
2,500 gp 2 120 4d10
(M) Misfire 1, Siege, Loud
Ammunition (range: 50/125/225), Loading (2),
Heavy Cannon (H) 3,500 gp 3 150 7d10
Misfire 1, Siege, Loud
Ammunition (range: 0/700), Loading (3),
Culverin (Cu) 4,000 gp 2 120 5d10
Misfire 1, Siege, Loud, Artillery
Ammunition (25 ft Cone), Loading (4),
Flamethrower Legendary 4 120 3d8
Misfire 1, Fire, Siege, Loud

Stinking: (35gp)
Ammunition Standard: Heavily obscured 10 ft square. If affected:
Con Save (DC12) or lose action coughing. Creatures
Boring Shot that don’t need to breathe or are immune to the
Medium and Heavy Cannon Ammunition poisoned condition automatically succeed on this
Specialized: Deals an additional 1d10 on hit. All damage saving throw.
from this attack (Cannon + Addition Shot damage) is not Naval: May only target the deck - on hit, the number of
counted toward casualties. cannons the affected ship may fire next turn is
Chain Shot
decreased by 2. While the effect lasts, - 1 from all
siege weapon attacks from affected ship until
Ammunition (Any) dispersed (Multiple cannisters stack up to 3 times).
Target Rigging: Allows the targeting of Rigging without All specific targets on the affected ship gain +1 AC
disadvantage for the same duration.
Flairs Upgrade: Heavy Fumes (+25 gp): Dispersing requires a
Carronade and Light Cannon Ammunition strong wind or moving 3 hexes in one turn (or 6 over 3).
Signals: Explosive Shot
Red: Danger Light or Medium Cannon Ammunition
Blue: Navy Explosive Shrapnel: Ignites Ships and flammable objects in
Yellow-Green: Distress the area that aren't being worn or carried. This shot has
Cannister Shot potential to impact multiple targets. See the "Targeting"
Light or Medium Cannon Ammunition Section for more details.
Cannister: Must be fired from a cannon to be effective. Lasts In Naval Combat:
6 rounds, dispersed by moderate wind or moving 3 hexes in Targeting Ship Extra 1d10 fire damage to shot
one turn (or 5 over 2). Comes in Two Varieties: Targeting Deck: Deal extra 1d10 damage to ship.
Smoke: Contributes its damage to casualties as normal +1
Standard: Heavily Obscured in 15 ft square automatic casualty.
Naval: May only target the deck - on hit, - 1 from all Targeting Crew: 1d4-1 Casualties (Minimum: 0
siege weapon attacks from affected ship until casualties). This bonus only if directly targeting crew.
dispersed (multiple cannisters stack up to 3 times). In Standard Combat: 1d8 fire and 1d8 piercing Dex save in
All specific targets on the affected ship gain +1 AC 5ft radius, half on save (DC12).
for the same duration.

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Ammunition
Name Price (ea.) Available to: Effect
Cannon Ball 3 sp All Cannons None
Catapult Ammo 2 sp Catapults None
Boring Shot 40g M,H Cannons
Cannister Shot 20 gp L, M Cannons Special: Gas Cannister
Chain Shot 15 gp Any Allows the targeting of Rigging without disadvantage
Explosive Shot 35 gp L,M Cannons Special: Explosive Shrapnel
Flair 1 gp Ca, L Cannons Special: Signals
Grape Shot 15 gp L,M,H Cannons
Ballista: 25 gp
Harpoon Ballista, L, M Cannons Special: Harpoon
Cannon: 50g

Grape Shot
Light, Medium, or Heavy Cannon Ammunition Grappling Hooks
In Naval Combat: Cannot damage ship: no disadvantage to Iron hooks on a length of rope. To attach, make a thrown
attack crew. Automatically causes 1d4-1 casualties on weapon attack against the AC of the ship. For each attached
board. hook, your ship gains a +1 to its Boarding Bonus. Successful
In Standard Combat: 15ft cone, Dexterity save or 2d8 grappling hooks break if their target moves out of their range.
bludgeoning (half on save) DC12. A grappling hook can be removed with a DC 12 Athletic
check.
Harpoon
Ballista, Light and Medium Cannon Ammunition Gangplank
Piercing hook: Range: 25 ft. Does not deal normal damage A 5x15 ft long plank with weak hooks to keep hold. Gives
from cannon. Instead, deals 1d10 piercing. On hit, adds +3 Advantage on the acrobatic / athletics checks to cross
to Boarding Bonus until removed or rope is broken. between ships at a DC:12. As an action, a gangplank can be
Upgrade: Chain (+25g): Uses chain in place of rope. affixed between a ship and another ship or dock. Max 3
deployed at once. If the structures it bridges move apart
Items further than its length, it snaps. Gangplanks have several
Item Price Weight Description potential upgrades:
Ship Items Extra Long (20 gp): 20ft long
Rope Swings 20 gp 1 lb. Suspended Rope Extra Wide (20 gp): 10ft wide
Hooked (20 gp): Adds +1 to the Boarding Bonus while in
Grappling
25 gp 1 lb.
Finesse, Thrown(range place
Hooks 20) Safety Net (100 gp): Adds a net that spans the gangplank,
Gangplank 100 gp 20 lbs. Safer Boarding held out by small poles. Has the capability to hold 1
medium or smaller sized creature before bursting.
Small Craft
Rowboat 50 gp 300 lbs. Stat block Small Craft
2,000 2,000 Small Craft are boats not fit for naval travel or combat. See
Longboat
gp lbs.
Stat block the "Leaving the Ship" section in "Overboard" for information
regarding taking a small craft during naval combat. Their size
Rope Swings
varies from 10 to 15 ft. but are represented as taking 1 hex.
Full Stats are found in the Ship Stat Block section in the
Can be used as an action to swing, moving 20ft. across or off references.
the ship in the direction of choice with acrobatic check Siege Weapons mounted in Small Craft maintain their
(DC=12) qualities. Rather than a cannoneer to oversee it, one of the
Max 5 per 50 ft. of ship people manning it selects its targets. Small Craft cannot
grapple ships but may attach themselves to be pulled along by
larger ships by achieving a boarding bonus of +2. At 0 HP they
are simply destroyed.

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Combat

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Officer Locations
Combat Overview Officers and crew do not have physical locations in Naval
Here is a quick run through of a single instance of Naval Combat
Combat. Naval Combat is designed to take place on 25 ft. Naval combat takes on a collaborative - discovery style of
Hexes. One round of Naval combat lasts approximately 6 narrative, where every possible option is always available and
seconds, the same as standard combat. the entire ship acts together as a single unit.
In Standard Combat, your physical location defines what
you can do. You must move to a lever in order to pull it. In
Naval combat refers to ship - to - ship combat, when Naval Combat, your "location" is defined by the things you do
officers’ positions are active, and ships have initiative. or that happen to you- not the other way around. You avoid the
Standard combat refers to classic combat when spell- and you can create an explanation for it. You do not stay
initiative is taken per the individual. in a "location" that is defined after such an event, but move
back to a neutral space until something else happens to you,
or you act on something, in which you discover that you were
Before Initiative there. Examples:
1. Ship headings, distances, and locations should be Any officer can assist any other, even if one is a cannoneer
determined and the other is piloting
Encounters generally won’t start if ships are more Any officer could get hit by any cannonball- no matter
than 600ft apart (24 hexes) where you could have been. What happens, determined by
2. Weather Condition is determined including wave severity the rules, means that the circumstances for it to have
and obscurity (night, rain, fog, clear, etc.) occurred are assumed to have happened. If casualties are
The Conditions of the sea can affect Piloting Rolls rolled and you receive damage, then you were in the
and some actions. location the cannonball hit.
3. Wind Direction You do not move to a casualty to make a medicine check-
If a wind direction was previously decided, use that. by making the check, the casualty was next to you or it is
If not, you can roll it randomly assumed you moved to it.
4. Clarify Officer Positions
These positions are central to the design of Naval You create a collaborative story from the actions that occur
Combat, giving players authority and actions to take during a turn. Despite not technically being in any location,
during their ship’s turn. Player's should have officer you can still imagine your character in these places and form
positions before combat starts. a narrative.
The exception to this style of play are the Arcanists /
Ships Roll initiative Militants, who follow normal rules. See the Arcanist section
5. Add the initiative bonus from the pilot for more information.
If you had a Lookout, +1 initiative
6. Each Turn, each Officer may take One Action. No Associated Locations in Naval Combat
individual turns are taken, instead each officer may take a Arcanists and Militants retain physical locations in Naval
single action during the ship’s initiative, either a general Combat. Associated Locations are where you may find other
action or one granted from 1 of their 2 positions. Players officers, and where you must be located to perform certain
who have the Arcanist / Militant position are an exception actions. Use the "Associated Location" Table to determine
and are free to take full turns on the ship’s initiative. where you find an officer, depending on the officer position
Officers are free to discuss, plan, and intersperse that granted the last action they took, as well as where an
their actions as they wish. While each officer is Arcanist must be located to perform a related action.
responsible for their actions, and have the final say, An officer who took the pilot action last is at the helm-
each action is intended to be a group effort. however, if that same officer took an action granted by the
7. Besides actions, the ship may use its movement (controlled Boatswain position last, they are instead found on the side of
by the Pilot). A Pilot Check is made to ensure proper the ship last damaged, and fore / aft closest to the enemy ship.
steering. Taking a General action does not move the officer and they
8. At the end of their turn, Casualties are calculated for ships are found at the last officer action they took.
that were damaged
9. Then, the next ship in the initiative goes. Turns continue in
this manner until an end condition is reached:
All but one side surrenders, and their surrender is
accepted by the opposing party
Ships disengage / cease fire
One runs, and the other does not chase
A ship is Boarded (Begin Individual Combat)
A ship falls below its Disabled HP - Battle is paused at this
point. Similarly to surrender, the winner may choose to
drop combat or continue
A ship reaches 0 HP (Sinking) - Naval Combat may
continue here, individual initiative rolled, or something
else. It depends on the circumstances, and is up to the DM.
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The Aft of the ship follows the bow: the last hex of the ship
Associated Location Table always inhabiting a hex that ship inhabited prior to the move.
Last Officer Action In the figure below, the ship inhabits both hexes in the middle
taken Location when it is diagonal, giving the aft two legal options. If there are
Captain, First Mate, multiple possibilities, as when turning in the figure, the aft
and Quartermaster
Poop Deck portion should inhabit the hex opposite the direction of the
turn (as illustrated)
Pilot The Helm Unranked Ships (2-hex long) cannot end a movement facing
Master Gunner At the cannons they preside over a vertex – each move, their aft always inhabits the hex their
prow began. This allows for tight turns and adds to their high
Cannoneer
At the cannons they preside over or
currently man
mobility.
Surgeon Side of Ship last damaged, center
Side of ship last damaged, fore / aft
Boatswain
based on location of enemy ship
Arcanist / Militant Actual location
Cannon side they are manning, or
Crew
main deck if sailing

Alternate Location Rules


You can use the associated location table to instead track the
physical locations of all Officers. They must be in the
Associated Location of the position to take an action granted
by that position. You should track where shots damage the Pilot Checks
ship, and where casualties fall. Depending on where a shot Pilot checks are made by the pilot to successfully maneuver
hits, certain members may or may not be more likely to take the ship. These Bonus Actions that incur disadvantage if the
damage should a casualty be rolled. pilot took their prior (previous turn or this turn) action to
preform non-pilot action. Pilot checks can use a variety of
Leaving the Ship abilities based on the situation. A table of abilities and
During Naval Combat, there are several scenarios in which examples as to when a DM may call for each is below:
you may leave your ship. As a result of overboard or
displacement saving throws, embarking another ship, Dexterity Base Skill: Reacting to things, adjusting course
abandoning a sinking ship or taking a small craft. Leaving the
ship during naval combat by any means causes you to become Fighting strong waves or current, fighting the
your own entity. Roll an initiative and take turns as you would Strength forceful displacement of a ship, fighting or
in standard combat. While on your own initiative, you do not keeping a boarding grapple check
have access to Officer Actions. If you rejoin an allied ship, you Planning a route through sharp rocks,
regain your officer actions and follow normal Naval Combat Intelligence
intercepting another ship
procedures. Wisdom Riding with the wind, determining tides
If you go aboard another ship during naval combat, they
gain individual initiatives and locations same as yourself. The base DC of these checks is 8, with modifiers due to
However, as they are still on their own ship, they also have conditions. Failing a check in naval combat will generally
access to their Officer Actions. cause the hex to cost twice the movement, but sometimes
causes the ship to enter a hex adjacent to the one you were
Movement moving towards (often with the wind / waves). In other
Movement is considered as “From the Bow”- you drive the scenarios, the ship may take damage from impacting things or
front of the ship, no matter the size. Movement is performed you fail to gain an advantage you were seeking.
one hex at a time, up to the speed of the ship. Pilot checks may be forced as a reaction to something-
A ship must move at least ½ speed every round, unless it Disadvantage is incurred if any action was taken during
moved ½ speed the last round- in which case it can stop. (Oars the previous/current turn.
and some anchors offer immediate stopping)
Turning: Ships must move forward on their turn unless
they have stopped. They may move straight forward or
forward diagonally. The bow of the ship never moves laterally,
only entering hexes that are “Forward” of it from the
orientation of the ship (Due to the hex pattern, there will
generally be only 2/3 possible options).

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Pilot Action: Come About Overboard Save Charts


Naval Combat
Result Effect
Success by You keep your footing and can help another,
5 or More giving them advantage on the check.
Success Keep your footing and receive no penalties
Gain Disadvantage on any actions until the
Failure
end of your next turn

Standard Combat
Result Effect
When this action is taken, A piloting check (as a part of the
action) is made for the success of the maneuver (DC 10 + Success Save
situational modifiers), and a second, basic Bonus Action pilot Move 5 feet in the appropriate direction (Chosen
check (not with disadvantage, DC:10) is made to avoid by DM).
invoking Overboard Saves. A failure on the initial pilot check Failure If this moves you off the ground you are standing
causes the maneuver to fail and raises the DC of overboard on, move to the edge and fall prone instead. If you
saves caused by it by 3. The ship must move ½ speed next turn rolled a 1, you fall overboard.
after the attempt. Consecutive about faces gain Disadvantage
on both pilot checks, and the DC to avoid Overboard Saves is
raised by 3 each time. Damage
With Unrated ships, the “Come About” maneuver instead
rotates the ship 180 degrees, so that its prow inhabits the hex Targets
directly forward of its starting position, and the bow flips its In Naval Combat, all types of damage - may it be cannons,
position in relationship to it. However, attempting the spells, or individual attacks - have a specific selection of
maneuver automatically invokes Overboard Saves on the targets. If an attack might affect more than one target (Such
crew, and the DC for the save gains a +5 (+2 for each as an AoE spell), than only ½ damage is dealt/considered for
consecutive maneuver) anything other than the intended target. The breakdown is as
follows:
Overboard The Ship: Targeting the ship deals damage to the ship's HP.
During Naval Combat, going overboard (or leaving the ship in The Hull is the standard target of any attack against the
any way) causes you to become your own entity. Roll an ship. Damage done to the hull must succeed the damage
individual initiative and take turns normally. While on your threshold of the ship (per attack). The Deck is the same as
own initiative, you do not have access to Officer Actions. If you the hull in all respects, but attacks against the crew or
rejoin a ship, you once again act with it. specific targets are likely to specifically damage it. This may
Some actions and interactions have a chance to require come into play when fireproofing or upgrading the ship.
dexterity saves from the crew to avoid losing their footing or, The Rigging describes the sails, masts, and other aspects of
at worst, falling overboard. These "Overboard Saves". the ship related to movement. Attacks against the rigging
If you have more than 5 crew (non-officers), instead of are made with disadvantage and -3 to the attack roll.
rolling separately for each of them, they are all assumed to Damage to the rigging impacts the Rigging HP, affecting the
save on overboard saves, unless the save is a result of a movement of the ship as it decreases. There is no damage
critical failure being rolled, in which case 1d2 crew fall threshold to attacking the rigging.
overboard. while Officers still roll individually. Spells or other
effects / actions which displace people follow a slightly altered A Specific Target: Targeting specific targets incurs
system, which can be found in the "Magic" section. disadvantage on the attack roll and may incur cover
penalties at DM’s discretion. A specific target is anything
What may cause overboard Saving not listed above, including specific people or things. In this
Throws: case, the AC and HP are that of the target, and in most
"Come About" Action, Evasive Maneuver Action, cases does not affect the ship HP or rigging Hp, although it
Ramming/Being Rammed can.
Weather Conditions (Strong Waves, Heavy Rain) Cannon Aim
Broadsides
While these are a few examples, there are many more Siege Weapons are large installments which cannot easily be
potential causes. Don't be afraid to rock the boat! moved and have a limited turning radius. In Naval Combat,
the only physical location cannons are given is which side they
are on- their position forward to aft is not tracked. Targets
must fall on the same side of the ship as the cannon for it to
fire on it.

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Gunmaster Action: Broadside While Sinking, the ship is considered difficult terrain. On
initiative count 20 (Lair Action), make an overboard saving
As an action, The Master Gunner can order a Broadside. throw with an DC set by the GM based on the nature of the
hazards (+3 DC Base). Besides the normal failure results,
Broadside: Choose one side of the ship. All cannons on that characters may take bludgeoning damage, be grappled /
side fire on a single target at disadvantage regardless of restrained be debris, or other ill effects unique to the
loading condition. For every "1" that is rolled on a damage situation.
die, you may roll an additional die of that damage
("Exploding Dice"). Coverage Zones apply to broadside Rigging HP
shots.
Each Ship has associated with it a “Rigging” HP value,
Cannons on the opposite side have disadvantage on the representing the masts, sails, and steering units. Each Mast
turn this action is used. on a ship naturally adds 40 rigging HP. If your rigging HP ever
The side chosen cannot broadside again until every cannon falls to 0, the ship's speed becomes 1 hex, and the Travel
that fired has gone through a their "Load Time". Speed is halved.
You may choose to use "Special Shot" within a broadside,
but the damage from these do not gain the "Exploding Dice" Officer Casualties
property. If there is a critical hit aginst the ship on a turn, one of the
The broadside also affects the ship as a whole. The ship has shots strikes a PC, Skilled Hireling, or other Combat Unit.
disadvantage on next pilot check. When either taking or The DM decides who is hit, and the character takes damage
receiving a broadside action, there may be a Pilot Check Save equal to 1/4th the damage dealt to the ship.
called for. On a Pilot Save fail, Overboard Saves may be called
for (DC = 8 + Modifiers) Boarding
Hit Points Boarding describes the specific strategy of coming side by
side another ship and grappling it using a "Boarding Bonus"
Ships possess 2 Hit point pools: Ship and Rigging. Ship HP as the modifier for the contest.
describes the status of the ship, and act much like the HP of a Boarding is not the only means of invading another
creature. When it hits 0, the ship begins Sinking. ship, despite other methods still resulting in a ship being
Ship’s also contain a value known as the Minimum "boarded". Leaving the ship gives more information on what
Disabled HP. While they aren't sinking, ships below this occurs using other tactics.
value have been nearly destroyed, and are limited in their As in Naval Combat, Unskilled Hirelings are not to
functions. participate in any part of boarding. Boarding and Assisting is
Rigging HP describes the Masts, Sails, and steering units restricted to those who can take actions in Naval Combat,
of a ship. Damaging these do not cause the ship to sink, but as such as officers, skilled hirelings and other combat units.
the HP drops, sanctions are put on the ship to represent its
limited sailing capabilities. Unlike creature HP, Rigging HP Boarding Procedure
has a series of effects based on the amount remaining, 1. On their ship's turn, The Captain, Quartermaster, or
besides just hitting 0. First Mate takes the 'Board' free action To take the
Ship Hit points boarding action, the two ships must be side by side and
facing the same direction. Their ship becomes the
Going Beneath Disabled HP "Offensive" ship, and the targeted ship becomes
When a ship's hit points are below its Disabled HP, the "Defensive"
following effects occur: 2. Officers participate in the boarding. Offensive ship
It is unable to enter Naval Combat Officers, except the Helmsman, may take actions as
Pilot checks are made with disadvantage normal, including actions which help raise the boarding
½ speed bonus or actions to leave the ship. The helmsman must
This penalty is the same as having 25% rigging HP save their action to make the boarding check at the end of
and does not stack. However, this may be overridden the turn.
by having <10% Rigging HP. The goal of those assisting is to increase the Boarding
Bonus by using grappling hooks, harpoons or spells. A
Sinking bonus of at least +1 is needed or else the boarding
Once a ship is brought to 0 hit points, it is considered sinking. automatically fails.
The ship can no longer maneuver as its speed becomes 0. It is Here is a collection of what may give a boarding bonus,
recommended to roll initiative regardless of combat status. and a reminder of what offensive boarding bonus they give.
All Officer Actions are taken with disadvantage, and actions The location of the mechanics is also given.
to repair the ship automatically fail.
The ship becomes completely submerged in 1d6+2 rounds.
Once submerged, the ship sinks 120 feet per round, until it
hits the ocean floor.

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Action Source Bonus Each round, the offensive helmsman must keep the grapple
Grappling Hook Items +1
active using either their Action or Bonus Action. The ships
drift apart 5 ft. each round on Initiative count 1 if this bonus
Harpoon Ammunition +3 action was not taken. This drifting does not occur if the
Ship Items, Boarding Bonus is greater than or equal to + 5, as the ships
Hooked Gangplank
Gangplank Upgrade
+1 are assumed to stay together. The ships start at 10ft away
from each other and move apart from there. Gangplanks are
Some spells may also increase the boarding bonus. Some destroyed if the distance between ships is longer then their
spells may not add a direct bonus but influence the check in length. Grappling hooks and harpoons are likewise rendered
other ways. ineffective if the ships drift apart further than their normal
Instead of helping, you may wish to immediately move range.
onto the targeted ship. The "Boarding Party" should take the Breaking the Boarding
"Ready" action to board using their method of choice with the
trigger, "when the boarding succeeds". Using them The grapple ends if the boarding bonus is reduced to 0.
immediately, instead of holding them, could result in being Aboard the defensive ship, the "use object" action can be
stranded. taken on the wheel of a ship to attempt to immediately break
the grapple as an action, or as a bonus action if performed by
Those using rope swings, jumping, etc. will make the Helmsman. This pilot check follows the guidelines in the
acrobatics checks. On a success, you choose where to land "helmsman" section, including being at disadvantage if a non -
(must be within 10 feet of the side boarded over) and move pilot action was already taken that same turn. If the offensive
onto the boarded ship. On a failure, you may not make it, ship remains piloted, this may be contested the same as the
swing back, or even fall. initial check. Otherwise, it is a pilot check with a DC of 10 +
If using a gangplank, laying it down is an action- moving the offensive boarding bonus. On a success, you are able to
across it will requires movement on your turn. wrestle the ship out of the range of whatever methods the
The Boarding Check
opponent used to achieve their boarding bonus, breaking
ropes and snapping gangplanks, automatically reducing the
3. The "Boarding Check" is made by the Offensive bonus to 0. Only one check to break the boarding maybe taken
Helmsman, contested with a pilot check from the per round.
Defensive Helmsman. At the end of the ship's turn, the The defending or offensive ship may also end the grapple by
offensive ship needs at least +1 to their boarding bonus. If manually reducing the boarding bonus to 0. This can be done
not, their turn ends. If they do, the Helmsman makes a by directly negating the means the offensive ship is using to
"Boarding Check" as their action, adding their proficiency increase their bonus. Possibilities, depending on what the
bonus and the Boarding Bonus to the roll. This check is offensive ship has in place, include removing the grappling
contested by a pilot check from the helmsman of the hooks, cutting ropes connecting the ships, pushing the ships
defensive ship, using an ability modifier of their choice. far enough that these break, etc. These actions may also be
On a failure, the ships are not grappled. The offensive held during Naval Combat so they can be done as a reaction
ship's turn ends, and Naval Combat continues. You may as soon as standard combat begins. Many spells hold potential
continue to attempt to board on your ship's turns so long as to affect the boarding state, offensive or defensively, such as
the conditions are met. pushing a ship or controlling the opposing pilot.
On a successful boarding check, the boarding succeeds
and both ships are in a modified grapple, detailed in "The Ending the Grapple
Boarding". If an action was held to move onto the ship, it is
taken now. Naval Combat ends and individual initiative is As soon as the boarding bonus equals 0, the grapple ends, and
rolled for everyone. the fight on deck either continues or Naval Combat is
resumed. In most cases, Naval Combat is resumed with
The Boarding several officers disembarked and aboard another ship - See
While in this variant grapple, the speed of both ships drops to Leaving the Ship for more information. When reentering
0. Instead, they each move forward one hex at a time in the Naval Combat, the ships should be next to each other and
direction they were heading, potentially listing. The ships stay facing the same way, and pilots should re-roll the ships'
10ft away from each other, and neither is able to move freely initiatives. If there are other ships in the fight or officers still
until the grapple is broken (The boarding bonus reduced to 0) disembarked, keep those initiatives and add the new ship
at which point both ships may move freely. As long as the initiatives to the initiative order.
grapple is maintained, neither ship has access to officer
actions save the helmsman. Cannons and other features of the
ship are still functional but must be manned or used on an
individual basis since unskilled hirelings are not considered
present during standard combat.

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References
Ship Blocks
1st Rate Ships

Merchant Carrack
1st Rate, 50,000 gp
1st Rate, 35,000 gp
Armor Class 10
Armor Class 8 Hit Points 700
Hit Points 700 Rigging HP 120
Rigging HP 120 Speed 2
Speed 2

Damage Effective Cannon Skeleton


Damage Effective Cannon Skeleton Threshold HP Min/Max Crew
Threshold HP Min/Max Crew
27 50 10/26 40
25 50 10/26 40
Max Crew 70
Max Crew 70 Storage 6,000 lbs.
Storage 6,000 lbs. Davit Slots 10
Davit Slots 10 Damage Immunities: Psychic, Poison
Damage Immunities: Psychic, Poison
Characteristics
Characteristics
Boarding. The Carrack has advantage on all boarding
Standard. contests
Crow’s Nest. Has 1 "Crow’s Nest" Enhancement Live Oak Hull Includes the enhancement "Live Oak
Hull" on all sides.
Crow’s Nest. Has 1 "Crow’s Nest" Enhancement

East Indiaman Max Crew 70


1st Rate, 40,000 gp Storage 12,000 lbs.
Davit Slots 10
Armor Class 8 Damage Immunities: Psychic, Poison
Hit Points 700
Rigging HP 120 Characteristics
Speed 2
Heavy. Takes 2 turns at 1/2 speed before it is able to
stop
Damage Effective Cannon Skeleton Cargo. Has 2x carrying capacity
Threshold HP Min/Max Crew
Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
25 50 10/26 40

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Man - O - War Guineaman


1st Rate, 70,000 gp 1st Rate, 40,000 gp

Armor Class 8 Armor Class 8


Hit Points 725 Hit Points 650
Rigging HP 120 Rigging HP 120
Speed 2 Speed 2

Damage Effective Cannon Skeleton Damage Effective Cannon Skeleton


Threshold HP Min/Max Crew Threshold HP Min/Max Crew
25 50 20/50 40 25 50 10/26 40

Max Crew 100 Max Crew 70


Storage 6,000 lbs. Storage 6,000 lbs.
Davit Slots 10 Davit Slots 10
Damage Immunities: Psychic, Poison Damage Immunities: Psychic, Poison

Characteristics Characteristics
Battery. Double normal number of guns Public. Instead of rooms, one large lower deck
Expanded Quarters. Enough room for 100 crew. Mobile. Speed: 3
Cumbersome. Disadvantage on evasive maneuvers. Sturdy. ADV on pilot check saves as a result of
Broadsides
Resilient. 700 HP.
Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
Large Hull. May only sail in the deepest of water
(cannot dock).
Fortress. If Attacked from within 50ft, gain a +1 bonus
to AC

Pink
1st Rate, 37,000 gp

Galleon Armor Class 8


Hit Points 700
1st Rate, 40,000 gp
Rigging HP 120
Speed 2
Armor Class 8
Hit Points 700
Rigging HP 120 Damage Effective Cannon Skeleton
Speed 3 Threshold HP Min/Max Crew
25 50 10/26 40
Damage Effective Cannon Skeleton
Threshold HP Min/Max Crew Max Crew 70
Storage 6,000 lbs.
25 50 10/26 40 Davit Slots 10
Damage Immunities: Psychic, Poison
Max Crew 70
Storage 6,000 lbs.
Davit Slots 10 Characteristics
Damage Immunities: Psychic, Poison Low Draft May move through shallow waters
Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
Characteristics
Included Gangplanks. Comes with a Gangplank with
the "Corvus" Upgrade.
Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
Live Oak Bow. Has the "Live Oak Hull" enhancement
to the bow.

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2nd Rate Ships

Frigate
Brig 2nd Rate, 23,000 gp

2nd Rate, 20,000 gp Armor Class 10


Hit Points 500
Armor Class 10 Rigging HP 80
Hit Points 500 Speed 2
Rigging HP 80
Speed 3
Damage Effective Cannon Skeleton
Threshold HP Min/Max Crew
Damage Effective Cannon Skeleton
Threshold HP Min/Max Crew 20 25 4/8 15

20 25 4/8 15 Max Crew 40


Storage 4,000 lbs.
Max Crew 40 Davit Slots 6
Storage 4,000 lbs. Damage Immunities: Psychic, Poison
Davit Slots 6
Damage Immunities: Psychic, Poison
Characteristics
Large. Largest in Class
Characteristics
Cumbersome. -1 Speed
Interceptor. Daily Travel Speed calculated as if one
class up (1st Class) Unyielding When being grappled, offensive ship
requires +8 Boarding Bonus to avoid drifting when
Crow’s Nest. Has 1 "Crow’s Nest" Enhancement
no action is taken (up from 5).
Grappler Advantage to maintain boarding (Not initial
checks)

Schooner
2nd Rate, 20,000 gp

Armor Class 10
Clipper
2nd Rate, 28,000 gp
Hit Points 500
Rigging HP 80
Speed 2 Armor Class 10
Hit Points 500
Rigging HP 80
Damage Effective Cannon Skeleton Speed 4
Threshold HP Min/Max Crew
20 25 4/8 15 Damage Effective Cannon Skeleton
Threshold HP Min/Max Crew
Max Crew 40
Storage 4,000 lbs. 20 75 4/8 15
Davit Slots 6
Damage Immunities: Psychic, Poison Max Crew 40
Storage 4,000 lbs.
Davit Slots 6
Characteristics Damage Immunities: Psychic, Poison
Low Draft. May move in shallow water
Cumbersome. -1 Speed Characteristics
Sleuth More difficult to be tracked Extra Rigging. 3 Masts (+40 Rigging HP)
Restriction. Cannot be outfitted with oars. Increased Speed. +1 Speed
Crow’s Nest. Has 1 "Crow’s Nest" Enhancement Fragile. Effective HP: 75
Crow’s Nest. Has 2 "Crow’s Nest" Enhancement

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Junk
2nd Rate, 24,000 gp

Armor Class 10
Hit Points 500
Rigging HP 100
Speed 3

Damage Effective Cannon Skeleton


Threshold HP Min/Max Crew
20 25 4/8 15

Max Crew 40
Storage 4,000 lbs.
Davit Slots 6
Damage Immunities: Psychic, Poison

Characteristics
Rudder. A Large, Pronounced Rudder (+20 Rigging
HP)
Responsive. Advantage on evasive maneuvers
Radius. When the about face action is taking, the ship
does not need to move forward of the prow, and
instead lies in the row of hexes the prow inhabited.
Galley
2nd Rate, 23,000 gp

Armor Class 10
Hit Points 500
Rigging HP 80
Speed 3

Damage Effective Cannon Skeleton


Threshold HP Min/Max Crew
20 25 4/8 15

Max Crew 40
Storage 4,000 lbs.
Davit Slots 6
Damage Immunities: Psychic, Poison

Characteristics
Manual Outfit. Includes the Enhancements: "Oars" as
well as "Oar Ports"
Crow’s Nest. Has 1 "Crow’s Nest" Enhancement

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Unrated Ships

Corvette
Braque Unrated, 12,000gp

Unrated, 10,000gp Armor Class 13


Hit Points 300
Armor Class 13 Rigging HP 80
Hit Points 300 Speed 4
Rigging HP 40
Speed 4
Damage Disabled Cannon Skeleton
Threshold HP Min/Max Crew
Damage Disabled Cannon Skeleton
Threshold HP Min/Max Crew 15 25 3/4 5

15 25 3/4 5 Max Crew 15


Storage 3,200 lbs.
Max Crew 15 Davit Slots 2
Storage 3,200 lbs. Damage Immunities: Psychic, Poison
Davit Slots 2
Damage Immunities: Psychic, Poison Category Characteristics
Aerodynamic Ignore penalties from sailing into wind
Category Characteristics Lightweight Advantage on maintaining grapple checks
Aerodynamic Ignore penalties from sailing into wind for boarding. Only requires +3 bonus to auto
Lightweight Advantage on maintaining grapple checks maintain
for boarding. Only requires +3 bonus to auto Improved Turning The "Come About” maneuver
maintain instead rotates the ship 180 degrees. See
Improved Turning The "Come About” maneuver “Movement” for more information.
instead rotates the ship 180 degrees. See
“Movement” for more information.
Characteristics
Rigging. Has 2 masts (+40 Rigging Hp)
Characteristics
Sleek Advantage on "About Face" Pilot checks.
Steady. "Come About" does not automatically invoke
overboard saves- a pilot check can be made to Top Heavy The pilot gains Disadvantage on Piloting
avoid them as normal. Saves as a result of Broadsides.
Crow’s Nest. Has 1 "Crow’s Nest" Enhancement

Cutter Category Characteristics


Unrated, 10,000gp Aerodynamic Ignore penalties from sailing into wind
Lightweight Advantage on maintaining grapple checks
for boarding. Only requires +3 bonus to auto maintain
Armor Class 13 Improved Turning The "Come About” maneuver instead
Hit Points 300 rotates the ship 180 degrees. See “Movement” for
Rigging HP 40 more information.
Speed 4

Characteristics
Damage Disabled Cannon Skeleton
Radius. When the about face action is taking, the ship
Threshold HP Min/Max Crew
does not need to move forward of the prow.
15 25 2/2 5 Steady. "Come About" does not automatically invoke
overboard saves- a pilot check can be made to avoid
Max Crew 15 them as normal.
Storage 3,200 lbs.
Davit Slots 2 Limited Deck Max 2 cannons to a side
Damage Immunities: Psychic, Poison Interceptor. Daily Travel Speed calculated as if one class
up (2nd Class)

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Small Craft

Longboat
Rowboat Small Craft, 2,000gp

Small Craft, 50gp Armor Class 15


Hit Points 150
Armor Class 13 Rigging HP 0
Hit Points 50 Speed 2 (Oar Power Only)
Rigging HP 0
Speed 2 (Oar Power Only)
Damage Threshold Cannon Max Skeleton Crew

Damage Threshold Cannon Max Skeleton Crew 0 1 1

0 0 1 Max Crew 8
Storage 500 lbs.
Max Crew 4 Damage Immunities: Psychic, Poison
Storage 500 lbs.
Damage Immunities: Psychic, Poison Category Characteristics
Manual. Includes Ship Enhancements: "Oars"
Category Characteristics All Manual. No bonus or penalties from wind.
Manual. Includes Ship Enhancements: "Oars" Super Lightweight. Only a +2 Boarding bonus is
All Manual. No bonus or penalties from wind. needed for this craft to stay alongside another. This
*** Super Lightweight.*** A +2 Boarding bonus is does not act as a grapple, rather this craft is towed.
needed for this craft to stay alongside another. This
does not act like a grapple, rather this craft is
towed.
Characteristics
Raise Sail. Longboats May be upgraded with a single
mast, to give an extra 1 speed. This causes the
Characteristics craft to lose the "All Manual" characteristic. This
Manual. Includes Ship Enhancements: "Oars" mast cannot support any further enhancements.
Small Siege Weapon. The siege weapon slot may only
be used for a Ballista or Carronade.

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Tiers of Rules: Pirates of the Caribbean


As a shortcut to deciding which rules to use, I have defined The “intended” version: A classic DND balance of challenges,
different tiers of rules. Each tier adds more complexity and with room for debauchery. The Naval Code is built for this
realism to the game. level, so no additions or subtractions are needed.
These groupings are suggestions. Mix and match to find the Documentary
things in which you are most interested!
A realistic, less forgiving and resource considering variant.
Just Ships, Please Sometimes, it is fun to track everything about the ship. How
These rules are written so that you can skip all the fluff- just are the rations? Do we have black powder? Are the crew
add the Ships with some Cannons to your game for a quick pacified? The following rules add more detailed rules for a
session on the high seas. For a more memorable time, more realistic experience.
however, it is recommended to at least move up to “Captain Add
Hook”. Officers and their actions are the backbone of naval
combat. Crew in Combat Rules
Captain Hook Some of your crew must continue sailing the ship instead of
manning cannons.
Simple, straightforward play. Also see 'The Naval Code:
Abridged' Payment Model
A more realistic and expensive model.
Add
Captain Hook is meant for groups that don't want to learn too Black Powder and Cannon Shot
many new mechanics and want to avoid looking up results on Cannons require both the proper sized cannon ball as well as
tables. It adds a few rules to streamline the game: the proper amount of black powder. If these get ruined or run
out, you will not be able to fire those cannons.
Travel Roles
Instead of linking different responsibilities of traveling to each Direct Wind Facing Penalty
Officer Position, you may instead for anyone to undertake any You may not sail directly into the wind, and anywhere upwind
available responsibility. This is a simpler and more forgiving is difficult terrain. More realistic, and invites greater strategy.
method. (p.12)
Alt Medicine DC
Alternate Overboard Save Rules A harder DC so fewer casualties are recovered after battle.
These rules are offered in the section to avoid referencing the
tables as much. They require fewer rolls and offer predictable
results. (p. 26)
Ignore
Many more rules are ignored than added. To streamline the
rules and focus more on the game, the following non-essential
rules can be dropped:
Skeleton Crew
Ships do not require Skeleton crew, or require half
the normal amount
Don't give crew stats or an income- they are just
background characters.
Wind Effects
Going against it incurs no penalty, and no bonus is
given for sailing with it.
No weather conditions
Half Field of Fire
Instead, the entire area is the Full Field. To simplify further,
remove the field of fire entirely - A cannon may fire on a
target if it is on the same side of the ship as it. Range rules
still apply.
Spell Rules
Spells act the same on sea as on land. Easier to
remember, but far less balanced.
Casualties
Assume Crew never dies in combat

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DM Tools
I see this section as a chance to speak a bit more informally to General Tips:
you, the DM, to help guide you on how to use this guide and
give you some personal suggestions. Give more gold than usual
While most of the rules are based around travel and naval
How To build Naval Combat combat, that shouldn’t be the focus; destinations are.
Unfortunately, it is hard to assign ships levels or CR the same How to get players a ship
way we can monsters. This makes understanding how two Steal
ships compare much harder - with the added pressure of the Inherit
unforgiving nature of Naval Combat. An unbalanced battle is Emergency on the sea (captain dies)
harder to make up for, and extract oneself from, than standard Earn it after capturing it with others
combat. Already own
Since ships can be understood by the parts that make them, Cannons are very deadly, treat them like dangerous
I use gold as my current balancing tool. Gold accounts for the monsters. Don’t introduce the best ones too early the same
size of the ship, it's potential for weapons, the crew it has way you wouldn't throw a dragon at the party.
hired, the weapons it has purchased and any upgrades it has. Most Naval Battles end in boarding because the players
Theoretically, I consider a "Functional Gold Value" for both are most confident on land and in standard combat - they
my parties and enemies ships, a value that ignores any non- excel there so it's ok.
combat investments. Players will always "trade up", so don’t present anything
From my current pool of data, a functional value difference you don't expect them to take
of 10,000 gp is the largest difference in which the matchup Maybe have a roll to see how much of the ship is
could be considered even. Any more than this, and I consider recoverable or come up with a point based capture
one of the ship's to have a serious advantage. To determine system.
values of ships, I use a Ship Calculator Excel sheet I have Let players feel secure about leaving their ship (IE, on a
created, and is linked in the subreddit, r/_____. dock). No one wants to feel like their coolest possession
Using the calculator, I build a ship of the gold value I want, could be stolen while they sleep. A guard presence,
and then transfer the stats onto the "Naval Combat dockworkers, or a harbor master to leave a paper trail with
Management"(#) sheet I have supplied at the end of this guide. all do well in accomplishing this. If it may be a bad idea to
For starters, I would run your party against a ship of roughly leave the ship for extended time, make this clear to players.
-8,000 gp while they learn the ropes. After that, I would The longer a trip, the less encounter dense it should be.
continue to keep enemies at a deficit for a time until you Require fewer perception checks the longer a trip is, down
become more comfortable with the system - this has the to one a day, and weigh random events in a similar fashion.
added bonus of not accidentally giving your players a ship or
upgrades you didn't intend. Combat
Unfortunately, the gold value method is imperfect, Naval Tips:
especially at the extremes. An unrated ship with fully Fights should usually end before a ship is sinking
upgraded weapons will defeat a 1st class ship without any In Naval Combat, Players have less agency, and comebacks
weapons. On a more reasonable note, different upgrades may are less possible. Introducing too big of a ship will kill the
be worth diffrent values to combat despite having similar party
prices. (despite the prices trying to reflect this). Basically, I If your party wishes to disengage, try to let them. In
implore you to mess around and get comfortable with this my experiences, Naval Combat can be a positive
yourself. I will continue to try and improve this aspect of play. feedback loop, and so if one ship takes the lead the
How to run naval Combat outlook can be bleak for the other.
In the same vein, have contingency plans for if the
Naval Combat introduces a lot of new rules and interactive parties ship is sunk or they are taken captive. This is
aspects. While this is fun for players, this can bog down an pretty likely and you don't want to be caught off
already busy DM. Here are my tips for streamlining things on guard.
your end. I often run using these shortcuts: Ship battles are long, I wouldn't use evenly matched ones
Use the average damage for each cannon instead of rolling as random encounters, only planned
Track how many of each type of cannon you have, and fire A multi-ship battle can easily span an entire session.
half or all of each type on a turn, not specific number
For Broadsides, add +1 damage for every hit, instead of the
exploding dice.
To simplify casualties rolls on enemy ships, assume 1
casualty for every 2 hits a ship takes.

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Quick Ships
Crew does not include combat units, which should be balanced separately. The skilled Hireling is generally the Pilot- no cannoneers
are needed on NPC ships. Ships of value + or - 5k of the Part's ship are generally an even match, while a 10k difference becomes
noticeable.
Gold Cannons (per Crew
Value Ship side) Enhancements Cannon Upgrades (unskilled/skilled) Shot
Crow’s Nest
10k Dhow x2 Ballista Davit - 10/1 -
X1 Lifeboat
Crow’s Nest
15k Dhow x4 Ballista - 10/1 -
Reinforced Walls
Crow’s Nest
x2 Ballista
20k Braque x4 Ballista Reinforced Walls Ease of Access (x1) 10/1
Harpoons
Fireproof Deck
Crow’s Nest
Reinforced Walls x1 Cannon
25k Braque x4 Light - 10/1
Fireproof Deck Harpoon
Ram
x4 L
x2 H
30k Schooner Fireproof Deck Packed (All Light) 25/5 x2 Explosive
x2 Carronade
x2 Ballista
Crow’s Nest
x4 L
35k Schooner Fireproof Deck Packed (x2 of Med) 25/3 -
x2 M
Ram
x2 L Crow’s Nest x2 Boring
40k Kelch x2 M Arcanists Shield Packed (All M) 30/2 x1 Explosive
x2 H Fireproof Deck Flares
Crow’s Nest
x4 L x2 Explosive
Arcanist’s Shield
50k Kelch x2 M Packed (All M) 30/4 x2 Grapeshot
Fireproof Deck
x2 H x1 Smoke
Reinforced Hull
x4 L
Crow’s Nest
60k Clipper x4 M Precision (x2 of H) 35/5 -
Fireproof Hull
x2 H
Crow’s
x5 L Arcanist’s Shield x2 Chain
x2 Precision and x2
80k Merchant x4 M Improved 80/5 x2 Explosive
Rifling
x4 H Mechanism x2 Grapeshot
Fireproof (all)

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Art Credits
Thanks & Credits In order of appearance:
The Following PC's and their Players Front Cover: Comfreak (Retrieved from: https://pixabay.com)
Rhys & Rhys (P. 4)Gregory Manchess, "Pirate Paintings for National
Kyrrhos & Aria Geographic Pt. 4 (2011)"
(retrieved from http://teamcolors.blogspot.com/20
Daisy & Cyrano 11/09/pirate-paintings-for-national.html)
Aetiesh & Sanders Mcflanders Part 1 Divider: Igor Artoyomenko "Spanish!"(2018).
(Retrieved from https://www.artstation.com/haryarti)
Solveigh (P. 14)Andy Thomas "The Band Played On" (retrieved from
A special thanks to the following people wildlifeprints.com)
Part 2 Divider: Rado Javor
for their impact on this guide: (https://www.deviantart.com/radojavor)
u/giffglyph (Travel Roles, Slots) (P. 28) Andrew Mar, "Shoal Collector (2018) (Retrieved
Shawn Ellsworth of Tribality (Original Inspiration, from https://www.artstation.com/artwork/4Jgrq)
Inspiration for Officers, Officer Actions, Backgrounds) (P. 32) Philippe-Jacques de Loutherbourg, "Lord Howe's
Action, or the Glorious first of June" (1795) (Retrieved
Matthew Mercer (Firearm Properties) from Wikipedia)
Other Influences: (P. 33)Daryl Mandryk (Source: Richard Pett. (2012). The
Pirates of the Caribbean Wormwood Mutiny. The Wormwood Mutiny, p. 3. Paizo
Treasure Island Publishing, LLC. ISBN 978-1-60125-404-7, retrieved from
Conquest- Pirate Weapons Pathfinderwiki.com, released as a part of Piazo's
Uncharted Waters Online Community Use Package)
AC IV Black-flag (P. 35) Robson Michel "New Skies Ahead!" (retrieved from
Akella Games (Pirates of Caribbean, Age of Pirates) https://www.artstation.com/robmichel)
(P. 39) Reha Sakar "Pirates" (2014), Retrieved from
https://www.artstation.com/reha
(P. 42)Robert D. Brown (retrieved from
http://robertdbrown.com/#robert-brown)
(P. 43) Nathascha Friss "Maori Pirate Princess" 2014
(Personal Work, retrieved from
https://www.artstation.com/artbynath)
(P. 46) Florian Stitz "Black Powder Sage" (from the
Pathfinder RPG Villain Codex, retrieved from
https://www.artstation.com/artwork/DOyLO)
(P. 48)Peter Mohrbacher Tibalt, the Fiend Blooded, For
Magic the Gathering (2012)
(P. 49)- Bram Sels(retrieved from
https://www.deviantart.com/boc0)

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