1. Characters

Stormbreaker

This vessel is a smaller vessel with a heavy complement of weapons, made for strafing runs along the sides of enemy vessels to clear away crew or cripple the enemy vessel before swooping in and boarding for the kill. This ship uses sails only.


The Stormbreaker

Gargantuan Vehicle (100 ft by 25 ft)

Wolf Class Vessel


Creature Capacity 30 crew, 20 passengers

Cargo Capacity 100 tons

Travel Pace 5 miles per hour (120 miles per day)

STR 20 (+5) DEX 7 (-2) CON 17 (+3) INT 0 WIS 0 CHA 0

Damage Immunities Poison, Psychic

Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious


Actions

On its turn the ship can take 4 actions, choosing from the options below. It can take only 3 actions if it has fewer than twenty crew and only 2 actions if it has fewer than ten. It can only take 1 action if it has fewer than 5 crew. If an action has an officer’s role next to it, the ship cannot perform that action without either a captain or that officer present.


Ship Maneuver (Captain or Pilot) - The vessel performs one of the Maneuvers listed below

Full Broadside (2 Actions, Gunnery Master) - The vessel performs a full broadside, attacking with all weapons that can hit an enemy target.

Weapon Attack - A single weapon can be fired.

Magic (Ship’s Spellcaster, Captain cannot perform this action in place of Spellcaster) - The ship’s spellcaster can use the Spellheart to cast a spell or maintain a spell previously cast. (Must be used each turn to maintain a spell).

Ship’s Officer - One of the ship’s officers performs an action.


Ship’s Defense

Hull

Armor Class 15

Hit Points 300 Damage Threshold 15


Helm

AC 18

HP 50

If the Helm is destroyed the only Maneuver that can be taken during combat is Full Speed Ahead.


Sails

AC 12

HP 100 -5 ft speed per 25 damage taken

Speed (water) 45 feet, 15 feet while sailing into the wind, 60 ft while sailing with the wind


Weapons

Ballista (7)

AC 15

HP 50

Ranged Weapon Attack: +6 to hit, range 120 feet/480 feet one target. Hit 16 (3d10) piercing damage.


Mangonel

AC 15

HP 100

Ranged Weapon Attack: +5 to hit, range 200/800 feet (can’t hit targets within 60 feet of it). One target. Hit: 27 (5d10) bludgeoning damage.


Maneuvers

Full Speed Ahead: The ship moves forward at it’s full speed. Pilot or Captain must succeed at a DC 12 Vehicle Check. Under this amount means ship moves at half speed. A 20 result or higher means ship may move at 1.5 times it’s speed.


Come About: The ship moves forward at half speed and turns 45 degrees in one direction. Pilot or Captain must succeed at a DC 10 Vehicle Check. If failed, the ship still moves forward at half speed but does not turn.


Hard to Port or Starboard: The ship moves forward a quarter of its speed and drops an anchor, turning 90 degrees in one direction. Pilot or Captain must succeed at a DC 10 Vehicle Check. If failed, the ship still moves forward at quarter speed but does not turn.


Full Stop: The ship drops all anchors and immediately stops. The hull takes 2d10 points of damage and all crew must make a DC 12 Acrobatics Check or fall prone.


Ram: Pilot or Captain makes a Vehicle Check against the enemy vessel’s Hull AC. If successful, ship immediately moves straight forward up to 1.5 times its speed and stops if it hits enemy vessel. The enemy vessel takes 1d6 damage for every 2 mph the ship is travelling. The ramming vessel takes half of the damage dealt to it’s own AC. All crew on both ships must make a DC 12 Acrobatics Check or fall prone. A Ship’s Ram equipped on the vessel adds an extra d4 for each d6 rolled. This damage is not dealt to the ramming ship. On a piloting failure the ship still moves its speed but does no damage.


Board: If within 30 feet of enemy vessel, the Captain may initiate the Boarding Action and begin Boarding Combat. Captain makes a contested Vehicle Check against enemy Captain. If a captain’s ship is under half Hull HP they have disadvantage. If a ship has lost it’s sails or helm it automatically fails. If the Boarding Captain wins check, Boarding begins. If the other Captain wins the check, they decide if Boarding begins or not.


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