Skip to content

Blackpowder & Ships

This section deals with optional rules for GMs interested in pirates, pistols, ships and cannons.

Blackpowder Weapons

Personal blackpowder weapons are outlined below. They exhibit the following properties:

  • Damage dice that roll 4 are rolled again and accumulate (“exploding” dice).
  • On a natural 19 attack roll (or for grenades, on a terrible failure Luck save), a random body part is injured; roll 1d8 and consult the Injuries & Setbacks table.
  • If the wielder suffers damage while priming or reloading, their action is lost.
  • The weapon is loud, preventing stealth.
  • On a fumbled attack, the weapon malfunctions, rendering it a club until repaired (similar to shield rules).
  • Powder grenades may be combined into a single trap (with a fuse timer, etc). Each additional grenade alternates between adding 1d4 dmg or increasing the blast radius by 5 ft (max 20 ft).
NAMERANGE
COST
DMGPROPERTIES
Pistol40 ft
200 gp
3d41 action and two hands to reload.
Musket100 ft
300 gp
4d4Two handed.
3 actions to reload.
Blunder-buss20 ft
150 gp
5d4Two handed.
Cone 20 ft long, 10 ft wide. 2 actions to reload.
Powder Grenade70 ft
75 gp
4d41 action to prime, 1 action to throw. 10 ft radius. Luck (Dex) save negates (no attack roll).

A naval combat turn covers approximately five to fifteen minutes of game time, divided up into four phases:

  1. PC actions
  2. Positioning (including withdrawing)
  3. Artillery
  4. Boarding (if applicable)

(1) Pc Actions

Before ship to ship combat begins, each player declares their PC's action during the naval turn, choosing from the list below. At the GM's option, the player may also need to declare their PC's rough location on the ship.

  1. At the Helm involves the PC piloting or assisting the helmsmen to pilot the ship. If assisting, the Positioning test is made at advantage if the assisting PC makes an Int (Sailing) check. If the check is a terrible failure, the Positioning test is made at a -3 penalty instead.
  2. Boarding involves hand to hand fighting with enemy crew (see p.117).
  3. Defensive Actions; the PC supports and directs crew in defensive actions, allowing the PC to spend a Reroll die to reroll an Artillery Effect against their own ship (max one reroll per Artillery attack).
  4. Lookout grants the captain a +2 bonus on Positioning tests provided the PC makes a Perc (Detection) check (max one PC). Additionally, if successful, the PC maygrant one character advantage to resist an observable Artillery event that turn.

  5. Patch 'em Up converts 1d6 dead crew to incapacitated instead (regaining normal status after the combat ends). If a PC makes an Int (Apothecary) check, and expends a healing kit use, the crew return to normal status immediately.

  6. Rally Crew; 2d6 broken crew may make a morale check to return to normal status. Requires a Cha (Leadership) check.
  7. Repairs involves the PC and/or others shoring up damaged locations, restoring 1 point to the ship's Save attribute (maximum one PC per turn). A Con (Athletics) check is required (urgent and exhausting work).
  8. Rescue allows a PC to haul 1d6 overboard characters back onto the ship, into a lifeboat, etc (either personally or by directing others). Luck check required.
  9. Take Aim involves the PC operating or directing firing crews, allowing the PC to spend a Reroll die for an Artillery Effect against their enemy (max one reroll per artillery attack).

  10. Take Cover grants advantage to the PC when resisting Artillery Effects this turn, and/or three quarters cover (if relevant).

Enemy Crew Actions

Enemy crew actions are simplified to a single 1d6 roll as outlined below:

  1. Nothing special this turn.
  2. Back at it you Dogs! 2d6 dead or broken crew turn out to be dazed instead, and are immediately reinstated.
  3. Batten down the Hatches! Ship Save is restored to starting value.
  4. The Wind's with Us! Gain advantage on the next Positioning test.
  5. Steady Now. Next turn reroll one Artillery Effect against the PCs' ship or their own.
  6. Captain's Gambit. On the next naval turn, whichever ship obtains favourable positioning may (in addition to their usual options) automatically ram, board, or withdraw from the engagement.

(2) Positioning

During this phase, ships are manoeuvring for superior position, using speed, skill and local conditions to leverage an advantage against their opponent.

The captains of both vessels (players might like to roll for their ship) make an opposed Int (Sailing) test. If one ship has faster speed than the other, it gains a +2 bonus. Other modifiers apply at the GM's discretion (for example, Crew Advancements on p.122). The victor's ship gains favourable positioning. On a great success, the victor's ship gains very favourable positioning. If both parties fail, positioning is neutral.

Favourable Positioning

A ship with favourable positioning (i) wins initiative (including for allied ships, if any), and (ii) may:

  1. Make three Artillery attacks this turn instead of two (see (3) Artillery), or
  2. If facing multiple enemy ships, force all ships but one (victor's choice) to make only a single Artillery attack this turn (instead of two).

Very Favourable Positioning

A ship with very favourable positioning may alternatively:

  1. Prepare to Board an enemy vessel. This requires winning favourable positioning again on the following naval turn, or
  2. Prepare to Ram an enemy vessel. This requires a winning favourable positioning again on the following naval turn, or
  3. Prepare to Withdraw from the engagement. This requires winning very favourable positioning again on the following naval turn, plus a group Luck check by the PCs (or NPC captain). The Luck check is made at advantage if the withdrawing vessel is faster than its pursuers.

(3) Artillery

Each ship may make two Artillery attacks per naval turn, choosing from their available weapons systems. Ships attack in order of initiative.

Superior Range

During the first naval turn only, if one ship has longer range artillery than the other, it gains two free attacks before any initiative based attacks.

Artillery Effects

To make an attack, each ship declares which kind of artillery is fired. All targeted ships then make saves (roll 1d6 vs the ship's Save attribute, p.119). If successful the attack is negated, and the ship's Save attribute increases by 1 (once only per naval turn, regardless of the number of successful saves).

If failed, the target vessel suffers 1 hit, and rolls 1d20 on the Artillery Effects table.

ARTILLERY EFFECTS
1Glancing shot! Negates Hit damage, and no other effect.
2A solid hit, but no additional effect.
32d6 crew lost overboard (knocked/blown off, jump to avoid flames, etc). Rescue possible at GM's discretion.
4Deserters; 2d6 crew lower one or more lifeboats to flee or surrender, hoisting the white flag.
53d6 crew killed.
6Mast damaged (70%) or destroyed (30%). Reduce speed by 1 category until repaired or replaced.
72d6 crew killed, and 1 PC (if applicable) must make a Luck (Dex) save or be lost overboard. Rescue possible at GM's discretion.
8Rigging damaged (70%) or destroyed (30%). Ship automatically loses initiative until repaired or replaced.
93d6 crew killed, plus 1d2 PCs roll on the Injuries & Setbacks table.
10Main sails or oars damaged (70%) or destroyed (30%). If the only means of propulsion, the ship is stranded until repaired or replaced.
111d100% of cargo destroyed.
12Weak spot exposed; increase ship's Save by 1 until hull repaired (max 6).
134d6 crew killed, and 1d2 hirelings reduced to zero hp (if any). Check crew morale, or a further 2d4 crew are broken.
144d6 crew killed, and 1 PC reduced to zero hp (Luck (Dex) save to lose half current hp instead). Check crew morale, or a further 2d4 crew are broken.
15Helm or rudder damaged or jammed. Positioning checks made at disadvantage until repaired.
166d6 crew killed (50%), blasted/jump overboard (20%) and/or surrender (30%).
17One brace of artillery runs out of ammunition (20%), is damaged (50%) or destroyed (30%). No longer usable until repaired, resupplied or replaced.
18Random deck on fire. Ship suffers 1 automatic hit at the start of each naval turn. A PC may use the Repairs action to organise crew to extinguish the fire with a Luck (Cha) check. If NPC ship, 50% chance fire is extinguished at the end of each turn.
19Captain (40%), Quartermaster (60%) or other important leader killed. Check crew morale at disadvantage, or 5d6 crew abandon ship/surrender.
20Severe hull damage. Causes 2 hits worth of damage instead of 1.

(4) Boarding

Boarding is enabled by (2) Positioning, requiring at least two naval turns (see p.116). When boarding occurs, both crews exchange small arms fire, thinning enemy numbers as at least one ship secures itself to the other with grapple lines/chains.

Generally 3d6 crew are lost on each side, modified at the GM's discretion (eg +1d6 for significantly outnumbering the enemy, greatly superior firepower, etc).

PCs attempting to board an enemy ship must make a Dex check or fall into the water (delaying their boarding for 1d3 rounds as they climb up the hull instead). PC combat is run as normal, except one PC rolls on the Skirmish table (1d20 above deck, or 1d10 below) at the start of their turn. Rotate which PC each round.

Once two crews are locked together in melee, the final outcome of the naval battle hinges on hand to hand combat. Ignore the standard naval turn rules, and determine the final victor via the melee.

1d10
or
1d20
SKIRMISH
1KO! Flying debris during an artillery salvo knocks the PC out for 2d6 rounds (Luck (Con) save resists).
2Rolling Deck. A big wave, artillery or other effect rocks the ship violently. All PCs must make a Dex check or fall prone (2 out of 3 crew fall prone). On a critical fail, the PC is stunned (lose next action).
3Explosion! A cannonball or other artillery causes an explosion of timber, cargo, etc in the PC's area (2d6 damage and roll on the Injuries & Setbacks table, Luck (Con) save resists).
4Pile on! 2d4 enemy crew suddenly appear through a door or hallway, and pile onto the PC, pinning them down (Str contest vs Str 16 to resist being helpless).
5Unexpected Aid. At an opportune moment, an allied crew member, escaped prisoner, or stowaway appears from behind cargo, drops from the rafters, etc, taking out 1d4 of the PC's opponents with an improvised weapon (heavy crate, skillet, broken oar, etc).
6A pistol shot rings out as a nearby enemy attempts to snipe the PC from a doorway, popping out from behind cover, etc (make an attack roll at +2, as flintlock pistol damage p.114).
7Grenade! Sounds of nearby battle can be heard as a fizzing powder grenade bounces or skitters into the area the PC is fighting in. It will explode in 1d3 rounds!
8Fire! During the fighting, a shattered lantern sets part of the ship on fire. Unless doused by the end of the round, apply Artillery Effect 18.
9The closest hallway or stairs is suddenly blocked by broken timber, smoke, fire, shifting cargo, etc.
10When Animals Attack. A feline, monkey, parrot, ferret or other ship mascot drops from the rafters, claws outstretched, latching onto the PC's head (blind, spend an action to make a Str check to remove).
11Barrage! A volley of arrows, bolts or shots rain down on the PC and any characters within 5 ft of her (3d6 damage, Luck (Dex) save for half).
12The PC's foot becomes entangled in coils of spare rigging/rope, threatening to trip them over (Dex check avoids).
13A bulky iron rigging hook swings down from a broken line. The PC must make a Dex check or suffer 1d8 damage and lose their next action (stunned).
14Lost Gear. During the boarding or skirmish, the PC accidentally lost a random item (1d6: 1-3 weapon, 4-6 misc item. 50% chance item lost in the water).
15An artillery explosion on deck threatens to blast the PC (and anyone else within 5 ft) overboard. A Luck (Dex) save negates.
16A veteran of the enemy crew (Fighter 3+) calmly skewers her current foe, then makes eye contact with the PC, and drags her thumb across her tattooed neck.
17Net. An enemy drops a weighed net from the rigging above, entangling the PC (action and Str contest vs 16 to escape, otherwise helpless).
18Poison. The PC's opponent is using a rare Sea Serpent poison. If already injured, the poison kicks in now (otherwise next hit): 4d6 damage and Luck (Con) save or random limb paralysed for 1d4 days.
19A sniper in the crow's nest takes a pot shot at the PC (+2 to hit, crossbow or musket damage).
20The hell is that!? A colossal tentacle (Str 20) rises from nearby water, snatching a random character (PC or NPC) off the deck, dragging them beneath the water (PCs get a Luck (Dex) save to negate).

Crew vs Crew

Opposing crews fight each other in a running skirmish, starting above deck and working up/down. The outcome is abstracted by rolling 2d6. The GM might apply a 1 or 2 point modifier for substantial advantages/disadvantages (eg significantly outnumbered, superior armour, enemy spellcaster on board, etc).

CREW vs CREW
2-3 60% friendly crew dead, incapacitated or broken. Similarly 25% enemy crew. Remaining friendly crew require a morale check to avoid breaking.
4-5 30% friendly crew dead, incapacitated or broken. Similarly 15% enemy crew.
6-8 20% of one side dead, 10% the other (even chance).
9-10 30% enemy crew dead, incapacitated or broken. Similarly 15% friendly crew.
11-12 60% enemy crew dead, incapacitated or broken. Similarly 25% friendly crew. Remaining enemy crew require a morale check to avoid breaking.

Magic

Spells similar to ship artillery (eg Fireball) are treated as close range artillery attacks (including ship save, rolling on the Artillery Effects table, etc). Any further effects are at the GM's discretion. A maximum of one magic attack may be made per naval turn (does not count towards the standard two ship attacks per turn).

Morale

Crew that fail a morale check reduce the ship's available Crew (p.119; cowering behind cover, jumping overboard to escape, signalling theirsurrender, etc). Broken crew might recover if a PC takes the Rally Crew action.

Sinking

A ship reduced to zero hits sinks in 1d4 naval turns, breaking up and/or taking on vast amounts of water. PCs require a Luck (Str) or (Will) save to avoid drowning as the vessel goes down. Those that survive end up on a piece of flotsam, in a lifeboat, in irons by the enemy, etc.

Ramming

A ramming ship causes 1d4 hits to its target, or 1d6+1 if using a ram (no save). The ramming ship suffers the same number of hits -1, or half as many if using a ram (round down). Crew from either ship may immediately board if they wish.

Withdrawing

Withdrawing is enabled by (2) Positioning, requiring at least two naval turns (see p.116).

Ship Weapons

Artillery are very large, slow loading weapons made for attacking ships and fortifications. Ranges are relative and abstracted for quick play. Rules for targeting enemy ships appear at (3) Artillery (p.116). If attacking individual characters, generally the target must make a Luck (Dex) save or be reduced to zero hp (GM's call).

ARTILLERY
NAME COST RGE EFFECT
Onager500 gpLongIf using flaming pitch, powder keg, etc, 50% chance of inflicting Artillery Effect 18 (instead of rolling).
Ballista400 gpShortMay increase or decrease the Artillery Effects roll by 1 point, provided the final result affects crew.
Light Cannon4,000 gpLongCannon ball; grants +1 bonus on Artillery Effects.
ShortChain shot; may increase or decrease the Artillery Effects roll by 1 point, provided the final result affects masts, sails or rigging.
ShortShrapnel shot; if a crew effect occurs, increase the result by 50%. Never runs out of ammunition.
Heavy Cannon7,000 gpMedSteel ball; grants +2 bonus on Artillery Effects.
Smoke Keg500 gpShortSingle use. 20 ft radius heavy smoke cloud imposes 66% miss chance until the end of next turn.
Flamer4,000 gpVery shortPermits a one off blast of fire when attacking via ramming or boarding. 50% chance of Artillery Effect 18.

Ships

Ship sizes, descriptions and costs are approximated below. Ship attributes are simplified for speedy resolution.

Attributes

  • Save: When resisting Artillery attacks, roll 1d6; on the indicated number or higher the attack is negated (a miss or cosmetic damage). At the end of the turn, if the ship made at least one successful save, the Save attribute increases by 1 (maximum 6, until repaired).
  • Hits: If a ship suffers this many hits from artillery, it sinks (see Sinking).
  • Crew: The number of crew available for combat (does not include young children or the very old). The number in bracketsis the minimum crew required to sail the vessel. If reduced below this number, any remaining crew surrender.

  • Speed: Relative ship speed. Increases as follows: very slow, slow, moderate, fast, very fast. A ship with no masts and no oars is stranded.

  • Artillery: Common weapon loadouts and their locations. “All” means bow (front), stern (rear), port (left) and starboard (right). Roll 1d6 for random armaments, or select as desired.

Skiff

Very small 4 man rowboat, primarily for fishing and personal transport in lakes and bays. No mast. Single deck. 100 gp.

Save6+
Hits1
Crew(1) 1d4
SpeedVery slow
Artillery:None

Whaleboat

Small 12 man tender, a dinghy, most often used as a lifeboat or shore transport for a mothership. No mast. Single deck. 1,000 gp.

Save6+
Hits1
Crew(1) 2d6
SpeedVery slow
Artillery:None

Sloop

Small, agile sailing ship. 50 ft long, 15 ft wide. Single mast. Upper and lower deck. Emergency oars. 5,000 gp.

Save5+
Hits3
Crew(3) 3d6
SpeedVery Fast
Artillery:1-2: none
3-4: ballistae (bow, stern)
5-6: light cannon (port, starboard)

A large, dark sailing ship with multiple masts and sails, sailing on a calm sea under a hazy, yellowish sky. Several birds are flying in the sky. In the background, another smaller ship is visible. The scene is framed by a torn paper edge on the right side.

Cog

Small cargo ship. 70 ft long, 20 ft wide, single or double mast. Upper and lower deck. 7,000 gp.

Save6+
Hits4
Crew(4) 3d6+5
SpeedModerate
Artillery:1-4: none
5: ballistae (port, starboard)
6: light cannon (stern)

Longship

Narrow, agile troop transport and land raiding vessel. 70 ft long, 10 ft wide, single mast, 40 oars. Single level, shields lining the sides. 4,000 gp.

Save4+
Hits4
Crew(6) 4d6+30
SpeedFast
Artillery:None

Caravel

Large cargo ship. 100 ft long, 25 ft wide, two or three masts. Upper, lower and cargo deck. Forecastle and sterncastle. 12,000 gp.

Save5+
Hits6
Crew(10) 3d6+25
SpeedModerate
Artillery1-2: none
3-4: ballistae (port, starboard)
5-6: light cannon (port, starboard)

Carrack

Warship. 120 ft long, 30 ft wide, three or four masts. Upper, lower, cargo and gun deck. Forecastle and sterncastle. 30,000 gp.

Save4+
Hits8
Crew(15) 5d6+50
SpeedVery Fast
Artillery:1-2: onagers (bow, stern)
& ballistae (port, starboard)
3-4: light cannons (all)
5-6: heavy cannons (all)

Galleon

Large warship. 150 ft long, 40 ft wide, four masts. Upper, lower, cargo and gun deck. Forecastle and sterncastle. 80,000 gp.

Save3+
Hits12
Crew(20) 6d6+75
SpeedFast
Artillery:1: onagers (all)
& ballistae (all)
2: light cannons (all)
3-6: heavy cannons (all)

Ship Customization

At the GM's option it may be possible to customize ships as outlined below. Each customization generally costs half the ship's original price.

  • Sleek Design: increase Speed by one category (max very fast).
  • Armour Plating: decrease Save attribute by 1 point.
  • Reinforced Hull: increase Hits by 3 points.
  • Extra Bunks: increase crew by 50%.
  • High Power Artillery: once per battle, may reroll one Artillery Effects die against an enemy ship.
  • Extended Range: the ship does not suffer free attacks due to enemies having superior range (p.116).
  • Advanced Rigging: minimum crew is halved (minimum 1).

Crew Stats

Crew, AC 12, HD 1, Cutlass/Axe 1d8, 19: as weapon, S12 D13 C11 I10 P10 W10 Ch10 L4, Mv 30 ft. Also armed with knives, 20% chance of a light crossbow and 10 bolts.

Quartermaster, AC 14, HD 3, Cutlass/Axe 1d8+2 or musket 4d4, 19: as weapon, S16 D13 C14 I13 P12 W13 Ch13 L4, Mv 30 ft. Also armed with a pistol, knife, and whip.

Captain, Boss Monster, AC 14, HD 4 (30 hp), Cutlass 1d8+2 and pistol 3d4, 19: Disarm, S15 D15 C12 I14 P12 W16 Ch15 L10, Mv 30 ft. The Captain is a Boss Monster with the usual benefits. Advantage on crew morale checks within sight. Backstab, Skirmisher and Finisher abilities like a 4th level Rogue, may choose from the following tricks three times per combat: Flash Powder, Hidden Blade, Quick Reflexes.

Parrot, AC 14, HD 1d4 hp, Rake 1d3, 19: eyes bloodied, target blind until end of their next turn, S5 D16 C10 I4 P16 W13 Ch7, L5, Mv 120 ft. The parrot gains the usual aerial combatant advantages (p.78). May be trained in basic voice mimicry.

Cat, AC 13, HD 1d4 hp, Rake 1d3, 19: latches onto target's back, unable to be attacked by the target next turn, S5 D18 C8 I5 P14 W10 Ch8, L6, Mv 60 ft. The cat sees as well in darkness as light, provided there is some light to amplify (eg moonlight). Adv on stealth, climbing and balance related checks. Feeds itself.

Crew Advancements

At the GM's option, Crew that survive one or more engagements might gain one of the following advancements (roll 1d10):

CREW ADVANCEMENT
1Wily Riggers; once per naval battle, turn a failed ship save into a success.
2Lucky Mascot; once per naval battle, provided the mascot still lives, turn one Artillery Effect roll into a 1.
3Hardy; when suffering crew losses due to Artillery, roll d4s instead of d6s.
4Rock Steady; +3 bonus on morale checks.
5Howling Boarders; gain a +1 bonus on Crew vs Crew checks.
6Fearsome Rep; impose a -2 penalty on enemy morale checks.
7Protective; once per naval battle, the party may choose result 5 on the Skirmish table instead of rolling.
8Crew Killers; when causing crew losses due to Artillery, roll d8s instead of d6s.
9Veteran Gunners; make 3 Artillery attacks per naval turn, even if the ship does not win favourable positioning.
10Gifted Helmsman; once per naval battle, automatically win very favourable positioning.