CAPTAIN: Directly commands the officers, controls the ship.
- Crew: can command up to 20 crewmen, just like a mate. these are in addition to the officers.
- Boon: charisma (i’ll also allow wisdom) to loyalty, charisma to ship initiative (i’ll also allow wisdom or profession sailor)
- Vacancy: -4 to attack rolls & will saving throws, crew surrenders at 25% casualties unless there are other circumstances
NAVAL ACTIONS
General Orders (Captain): The Captain is in charge, and so while Mates and the Navigator direct their crewmen, the Captain directs up to 20 Mates. It is the Captain who decides on the specific course to sail, the tactical moves, and when to ram the enemy. She places great trust in her officers, often giving them leeway in making follow-up decisions as needed. For example, a Captain is probably not going to micro-manage the Fire Chief as he extinguishes fires; she’s going to trust him to make the best decisions to accomplish the task.
Inspiration (Captain): As detailed under “Loyalty Score” above, a ship’s Captain (or other officer in charge if the Captain is dead or otherwise incapacitated) can give a rousing speech to inspire the crew during combat. This special action occurs on the Captain’s Naval Initiative.
Scuttle Ship (Captain): Scuttling the ship is a special task that is not undertaken lightly. When the decision is made, the Captain directly commands the crew to damage the ship in such a way as to cause the most significant damage. Typically, this task is as simple as going to the ship’s hold and punching holes into the Hull Locations. A scuttled ship takes on 5,000 pounds of water per round, just as if the Below the Waterline Location was reduced to 0 hit points.
Surrender (Captain): When defeat is imminent, the Captain can order surrender. When this order is given, the ship’s flag is taken down (known as “striking colors” in naval parlance) and crewmen lay down arms. This action is an exception to the rule that only 20 crewmen can be directly commanded.
Take Unawares (Captain): During combat, a Captain tries to get the upper hand on the opposing Captain through the deft sailing of her ship. To catch the opposing Captain unaware requires the two ships’ Captains make opposed Profession (sailor) checks. The defending Captain gains a +10 circumstance bonus to this check, to simulate just how difficult it is to pull off this maneuver. Success prepares the ship to execute a Special Attack (see Special Attacks, below, for more detail). If, at the very beginning of an encounter, one Captain is somehow unaware of the enemy ship, the attacking Captain automatically succeeds on the Take Unawares check and no opposed roll is required.
Broadside: To make a broadside attack, you move your ship parallel to the enemy ship and within the first range increment of your weapons, and then fire all your side mounted cannons at once. In addition to the damage dealt to Locations and crew, all enemy crew members in any Location that took damage must make a Fortitude saving throw against a DC of 10 plus the number of cannons fired. On a failed saving throw, the crewmember is stunned for 1 round — effectively, the number of available crewmen is reduced for one round. (Remember to only roll once and apply the resulting save to each classification of crew.)
Crossing the Boards: Similar to a ram (see below), crossing the boards allows one ship to effectively grapple another and allow a boarding party to cross. To perform a crossing the boards attack, the Navigator targets the enemy’s bowsprit (or bow, if it doesn’t have a bowsprit) with his own ship’s bowsprit. The Navigator makes a combat maneuver check to grapple, using his base attack bonus and the ship’s Strength modifier.
A Mate can assist the maneuver by ordering crewmen to use grappling hooks and standard ropes to secure the two ships together as they cross. For every 5 grappling hooks used by the Mate, the Navigator gains a +1 bonus on his CMB (up to a maximum of +4).
In addition, the larger ship (determined by the number of Hull Locations) gets a bonus to its CMB equal to half the difference of the number of Hull Locations. For example, if a ship with 20 Hull Locations attempts to grapple a ship with 15 Hull Locations, the larger ship gains a +2 size bonus to its CMB and CMD checks. If successful, both ships are temporarily disabled; they each drift, moving at one-quarter the slowest ship’s speed. The ships remain grappled so long as their bows are crossed, and while crossing the boards remains effective, crewmembers from either ship can cross to the other. The grappled ship can attempt to break free on its Captain’s Naval Initiative.
Crossing the T: Similar to a broadside attack, this attack instead occurs perpendicular to the enemy ship, and focuses fire on the prow or stern. Your side-mounted cannons each try to attack the Locations in either the front or rear of your enemy. Split the damage evenly among all the Locations hit (for example, if the enemy ship is 2 hull locations wide and 2 hull locations high, split the damage across all 4 locations). If the combined attacks inflict at least 500 points of total damage and this damage is at least half the maximum hit points of all the prow or stern Locations, the attack decreases the maneuverability rating of your enemy’s ship by one level, to a minimum of Clumsy. If, instead, the damage inflicted is at least 75% of the maximum, your enemy’s maneuverability drops to Clumsy regardless of what it was previously. Finally, if the damage you inflict destroys the Locations entirely, your enemy’s ship is stalled; it cannot move nor turn. If the combined damage of all your successful attacks was less than 500, apply the damage normally.
Fire as She Bears: You maneuver and get one Location on the enemy ship in line with your cannon. Each gun fires as it draws level, unleashing a veritable torrent of cannonballs upon that single Location. Add together all the damage dealt to that Location, and apply the Location’s hardness only once. In effect, this Special Attack combines your cannon fire into one attack on one Location.
Ram Attack: Sometimes, the Captain decides the best course of action is to intentionally sail his ship into the enemy’s ship. He may choose this action, for example, when the enemy has sustained heavy damage while his ship is relatively unscathed. In order to make a ram attack, your ship must move at least 8 squares in a straight line. Up to 6 of those squares of movement can occur in the previous round — essentially, the Captain can choose to make a ram attack over 2 rounds if he doesn’t have enough movement available in one round.
The Captain targets a specific Hull Location on the enemy ship. His ship collides with this Location, inflicting 4d8 + the ship’s Strength modifier to that Location, and half this amount of damage to all neighboring Locations. In addition, any Hull Locations at the front of the ramming Captain’s ship also takes half the total damage, unless the ship was equipped with a ram. A ram attack ignores up to 10 points of hardness on the Hull Location it strikes. Damage suffered applies equally to the Hull Location and the Below the Waterline Location; that is, if the damage inflicted is 35 points, this amount of damage is applied to both the struck Hull Location as well as the Below the Waterline Location
Lead a Boarding Party (Mate or Captain): A grappled ship can be boarded. A Mate (or sometimes, the Captain directly) takes a band of 20 marines to the enemy ship, where they engage the enemy’s crew in hand-to-hand combat. Allow the Mate in charge of the boarding party to make an appropriate check (Intimidate, inspire courage, Diplomacy, and so forth). The check should be determined by the Mate’s personality and actions — the famed pirate Blackbeard was known to set his beard on fire, for example, intimidating the enemy crew. A successful check during the Mate’s Naval Initiative grants his crew a +1 morale bonus to attack and damage rolls, or inflicts a –1 morale penalty to enemy crew’s attack and damage rolls, accordingly. This bonus lasts for a number of rounds equal to the Mate’s character level. The Mate makes this special Naval Action at the start of the boarding action; if he fails his check he cannot try again during that combat.
Position Your Crew (Any): During the course of a battle, you need to move crewmen from one Location on a ship to another. Between rounds, the Captain can automatically shuffle crewmen about as needed. But if you need five sailors up in the rigging right now, it requires an officer to take control and make it happen. As discussed, during his Naval Initiative, any officer can order up to 20 crewmen to follow him to a specific destination on the ship; once they arrive, the officer can then command them to take any appropriate actions. For example, a Mate on the gun deck can order 5 marines to follow him to the ship’s rigging, then order them to lower the main sail to aid the Navigator in accomplishing a task. Once these marines leave their starting location, they’re no longer available to the gunnery sergeant in that location.