Thursday, June 19, 2025

Ship Combat: Duels & Beast Encounters

 

Ship Combat: Duels & Beast Encounters

This ruleset streamlines naval combat for engagements involving one or two ships, or a single ship battling a formidable sea monster. It focuses on tactical choices, officer actions, and the dramatic impact of critical hits, keeping the action fast-paced and heroic on the seas of Valeria.

Disclaimer: This guide assumes you are using the ship definitions, officer roles, Vessel Points (VP), and other naval mechanics previously outlined for Valeria.


I. Setting the Stage

Before the battle begins, a few key elements define the combat arena.

A. The Combat Arena & Scale:

  • Grid Type: Use a square grid (battle mat).
  • Square Representation: One square represents 30 feet. This scale comfortably accommodates your vessels and provides ample space for movement.
  • Vessel Representation: Each ship is represented by a token or miniature, occupying a number of squares appropriate to its dimensions. Facing (which way the bow points) is crucial for movement and determining firing arcs.
  • Wind & Current: The DM should establish the prevailing wind direction and strength, and any significant currents. These can influence ship speed and maneuverability.

B. The Combatants:

  • The Vessel: This is your primary combatant. It uses its defined Vessel Points (VP), component Hit Points (HP), Armor Class (AC), Damage Thresholds (DT), speeds, and mounted weapons (Ballistas, Cannons, Ram). Its crew's collective morale is represented by its Crew Quality Score.
  • Singular Creatures (PCs, NPCs, Monsters): Player Characters, key Non-Player Characters (like an enemy captain or elite marine), and independent sea monsters (e.g., a kraken, sea serpent) are treated as individual combatants, acting on their own turns.

C. Initial Setup:

  • Placement: The DM places the combatants on the grid. Vessels should begin at a range appropriate for their weapons (e.g., 600-800 ft. for cannons, or closer for boarding).
  • Facing: Ships should be placed facing an initial direction, as this will dictate their early movement and firing options.
  • Visibility: Note any environmental conditions (fog, rain, clear skies) that affect visibility and spotting distances.

II. Combat Flow

Combat rounds represent 6 seconds. Each vessel and singular creature normally gets a chance to act.

A. Initiative:

  • Vessel Initiative: The vessel rolls initiative using its Dexterity modifier + its current Crew Quality score. This determines the ship's turn.
  • Singular Creatures (PCs, NPCs, Monsters): Each singular creature rolls its own initiative as normal (1d20 + Dexterity modifier).
  • Turn Order: The initiative order flows from highest to lowest. On a vessel's turn, the controlling PC (Captain) declares its actions. On a singular creature's turn, they take their individual actions (including Officer Actions).

B. Turns & Actions:

  1. The Vessel's Turn:

    • The controlling PC (Captain) declares the ship's actions for the round. The ship takes its movement and one combat action.
    • Movement (Helm): The ship moves up to its Combat Speed. It can make one 90-degree turn as part of its movement. (More precise or difficult turns might require a successful Dexterity (Water Vehicles) check by the Helmsman, as an Officer Action).
    • Combat Action: The ship can perform one of the following:
      • Fire Weapons: Fire its Ballista(s) or Cannon(s) (observing firing arcs and reload times if applicable).
      • Ram: Attempt to ram an adjacent enemy ship or monster.
      • Boarding Action: Attempt to move alongside an enemy vessel and initiate grappling for boarding.
      • Special Maneuver: If an officer (e.g., Helmsman) uses their action for a special maneuver (like a tight turn), the ship's combat action might be limited or replaced.
  2. Individual Turns (PCs, NPCs, Monsters):

    • PCs as Officers: PCs typically use their turns to take Officer Actions (see Section VI) or cast spells, directly influencing the ship's performance or engaging threats on deck.
    • NPCs: May take Officer Actions or participate in deck combat.
    • Monsters: Take their standard actions, attacking the ship, its components, or characters on deck.
    • Movement on Deck: Characters can move freely on their ship's deck. Movement might be considered difficult terrain if the deck is cluttered or heavily damaged.

III. Vessel Combat Actions (Detailed)

These are the primary ways ships engage in combat.

A. Fire Weapons:

  • Declaration: The controlling player declares which weapon (Ballista or Cannon) is being fired, and its target (enemy vessel's Hull (VP), a specific component like sails or a cannon, or a large monster).
  • Attack Roll: Use the weapon's designated attack bonus (adjusted by Ship Quality and Artificer abilities).
  • Range & Firing Arcs: Weapons have defined ranges. Cannons typically fire in broadsides (port or starboard), while ballistas or swivel guns (if present) might have wider arcs. The target must be within range and the weapon's firing arc.
  • Damage: If the attack hits, damage is applied to the target. Remember:
    • VP Damage: Only cannons, ballistas, or specific monster attacks can reduce a ship's VP, and only if the damage meets or exceeds the Hull's VP Damage Threshold.
    • Component Damage: Any weapon hit can damage a specific component (sails, helm, enemy weapon) if it meets that component's AC and Damage Threshold.

B. Ram:

  • Declaration: The ship uses its combat action to ram. It must move into an unoccupied square adjacent to the target vessel or monster.
  • Attack: The ramming vessel's Helmsman (Pilot) makes a Dexterity (Water Vehicles) check (or use the Warship's Ram attack bonus if applicable, adjusted by Ship Quality). The DC is 10 + the target vessel's Dexterity modifier (or the monster's Dexterity modifier).
  • Damage: On a hit, the target takes (Ramming Vessel's Combat Speed / 10) x 1d4 bludgeoning damage. This damage must meet the target's VP Damage Threshold to affect its VP. The ramming vessel takes half this damage to its own Ram component (if it has one) or its Hull (VP) otherwise.
  • Collision Effect: If the target is a vessel, both ships might become grappled (see Boarding Action).

C. Boarding Action: This action is used to close with an enemy ship and prepare for hand-to-hand combat on its deck.

  1. Approach: The ship must move to become adjacent to the target vessel's hull (touching sides).
  2. Pilot Maneuver: The Helmsman (Pilot) must succeed on a DC 10 Dexterity (Water Vehicles) check. The DC might increase (e.g., DC 15) if the target ship is under full control and actively evading. On a success, the ships are close enough to attempt grappling.
  3. Grapple: As part of the same action, the attacking vessel attempts to grapple the target ship. This requires a successful Strength (Athletics) check by the attacking vessel (using its Strength modifier + its Crew Quality Score) contested by the defending vessel's Strength (Athletics) check. If successful, the ships are grappled together and remain adjacent.
  4. Boarding Party: Once ships are grappled, characters can move between ships using grappling hooks, planks, or by swinging on ropes. This might require successful Dexterity (Acrobatics) or Strength (Athletics) checks (DC set by DM based on conditions).
  5. Deck Combat: Once characters are on the enemy ship, combat proceeds as normal D&D 5e. The enemy ship's crew (abstracted) can be represented by a few standard crew units engaging the boarders (often at "Standard Quality" for average ships, or adjusted by the ship's actual Crew Quality Score).

IV. Combat Resolution

How damage is calculated and applied to ships and creatures.

A. Damage to Vessels (VP & Component HP):

  • Specialized Attacks Only for VP: Only attacks from specialized weapons (Ballistas, Cannons, Ram), formidable monster attacks (like a kraken's tentacle smash, dragon's breath), or significant fire damage can reduce a ship's Vessel Points (VP). These attacks must meet or exceed the Hull's VP Damage Threshold to have an effect.
  • Any Attack for Component HP: Any attack (even a melee weapon attack from a PC if they are on deck) can target and damage a specific ship component (sails, helm, a cannon, oars). Damage must meet that component's AC and Damage Threshold.
  • Critical Hits on Vessels: When a vessel (Hull or component) takes a critical hit from a weapon or spell, the damage dice are rolled twice as normal. Additionally, the DM might introduce a minor critical effect (e.g., a small fire starts, a part of the deck splinters, a piece of railing breaks away).

B. Damage to Creatures:

  • Standard Rules: Singular creatures (PCs, NPCs, monsters) take damage according to standard D&D 5e rules.
  • Run Over/Crashing: If a ship moves into a creature's square, the creature must make a Dexterity saving throw (DC 10 + vessel's Strength modifier). On a failed save, it takes bludgeoning damage based on the vessel's size (Skiff 1d6, Caravel 4d10, Galleon/Warship 8d10). Half damage on a success.
  • Siege Weapons vs. Creatures: Cannons and ballistas are devastating against individual creatures. A hit from a ship's main weapon is usually lethal to most standard humanoids.

C. Ship vs. Monster:

  • Monster Attacks: Most large sea monster attacks (bites, slams, constricts, elemental breaths) are considered "monstrous attacks" and can reduce a ship's VP if they meet its VP Damage Threshold. Monsters often target specific components too (e.g., a kraken's tentacle wrapping around a mast).
  • Ship Attacks: Ships can ram, fire cannons/ballistas, or have PCs engage monsters with spells/weapons. Monsters can also be boarded by PCs/crew units, turning into a more traditional melee combat on the monster's body (if large enough) or on the ship's deck.

V. Morale & Crew

A ship is only as strong as its crew. Maintaining morale is crucial for sustained combat.

A. Crew Quality: The ship's Crew Quality Score directly influences its Vessel Initiative. Low Crew Quality can also lead to morale checks being harder.

B. Morale Checks (DC 15 Wisdom): The ship's crew (as an abstract entity) must make a DC 15 Wisdom check under various stressful conditions. This check is made by the DM, possibly with a bonus/penalty from the ship's Captain or First Mate.

  • Heavy Damage: When the ship's VP is reduced to half its original amount, or if a critical component (Helm, Sails, or all Cannons) is destroyed.
  • Captain/First Mate Incapacitated: If the primary leaders are taken out of the fight.
  • Overwhelming Odds: If faced with a clearly superior foe that is inflicting heavy damage.
  • Failed Boarding Defense: If enemy boarders successfully gain a foothold on the deck.

Failure: The crew's morale falters. This can manifest as:

  • Disadvantage on Ship Checks: The ship rolls with disadvantage on its Vessel Initiative and other ship-related ability checks for 1d4 rounds.
  • Reduced Crew Quality: The Crew Quality Score drops by 1 for the remainder of the battle.
  • Partial Rout: A portion of the crew (DM's discretion, e.g., non-essential deckhands) might abandon their duties, reducing the effective crew count.
  • Surrender: On a critical failure (rolling a 1 on the d20 for a morale check, or if the adjusted roll is 5 or less), the crew might attempt to surrender the ship.

C. Rallying the Crew: Officers can use their actions (e.g., Rally the Crew) to attempt to improve morale or snap the crew out of a routing state.


VI. Officer & PC Actions

Player Characters, in their roles as officers, are the heart of naval combat. Their actions are often more impactful than simple attacks.

On their individual turn, a PC can perform any of the following actions, influencing the vessel or engaging threats:

  • Rally the Crew: (Captain or First Mate) Make a Charisma (Intimidation or Persuasion) check (DC 10, or higher if crew is disloyal/troubled) to grant advantage on the next ship-related check or attempt to improve morale.
  • Find a Weak Spot: (Captain, First Mate, or Shipwright) Make a DC 15 Intelligence (Investigation) check to spot a weakness in an enemy vessel or monster. On a success, the next attack against that weakness gains advantage.
  • Helm the Ship: (Pilot/Helmsman) Make a Dexterity (Water Vehicles) check. Success ensures the ship moves at full speed and can turn normally on its turn. Failure might reduce speed, prevent turning, or cause the ship to be blown off course by wind/currents (DM's discretion).
  • Master Gunnery: (Master Gunner or Shipwright) Use an action to grant advantage on the next attack roll made by one of the ship's cannons or ballistas before the end of the ship's next turn.
  • Emergency Repairs: (Shipwright or Bosun) Use an action to make a temporary repair. A Shipwright can use their specific subclass features for powerful in-combat healing. Others might make a DC 15 Strength (Carpenter's Tools) check to restore 2d8 HP to a component or Hull.
  • Spellcasting: Cast spells targeting enemies (on decks or in the water), supporting allies, or affecting the ship/environment (e.g., fog cloud, control water).
  • Save a Crew Member: (Surgeon) Make a DC 10 Wisdom (Medicine) check to tend to a wounded crew member or officer, potentially restoring HP or stabilizing them.
  • Engage Boarders/Monsters: Use their standard actions to fight singular enemies that board their ship or attack monsters that get close enough.
  • Board Enemy Ship: Once ships are grappled, characters can use their movement and actions to cross to the enemy vessel and initiate combat.

VII. Environmental Factors

The seas of Valeria are rarely calm. The DM can introduce dynamic environmental factors into combat.

  • Wind & Currents: Can change mid-battle. A shifting wind might favor one ship's sails, while an unexpected current could push a vessel into a reef. The Helmsman's Dexterity (Water Vehicles) checks are paramount here.
  • Weather: Sudden fog banks (reducing visibility), rain squalls (disadvantage on ranged attacks), or even localized storms (see "The Raging Maw of the Deep" module for more complex storm rules) can add unpredictability.
  • Hazards: Floating debris, unexpected sandbars, small islands, or even whirlpools can introduce tactical challenges that require careful navigation and quick reactions.

VIII. Aftermath

Once the combat concludes, whether through victory, retreat, or surrender, the consequences of battle unfold.

  • Vessel Damage: Assess the damage to the ship's VP and components. Repairs will be needed, costing time and resources (see "Ship Costs: Maintenance & Supplies").
  • Crew Casualties: Determine losses to the ship's crew (if detailed) and their impact on future operations and Crew Quality. Injured crew might require medical attention.
  • Loot & Salvage: Victorious parties can claim salvage from disabled or sunken ships, or treasure from defeated monsters.
  • Reputation: The outcome of the battle can significantly impact the crew's morale and the vessel's reputation across Valeria's seas.

This focused guide should provide an exciting and manageable framework for your ship-to-ship and ship-vs-monster encounters!

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