Ship vs Ship

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'''Ship to Ship Mechanics'''

Possible solution: 

''all broadsides and pre-boarding actions are handled via a skill check. As opposed to two ships punching each other til one punches harder.''

''Gunner Teams needed for broadsides? Must purchase Cannon Deck + Cannon team. Broadsides deal damage to the teams on the ship. Gunners fight against the target’s ship effective combat level compared to their own instead of team vs teams. Damage is applied evenly to the crew on the enemy ship.''

''Ammo: ''

''Elemental Shots: Deal +1 effective combat level in damage to crew during boarding phase frenzied elementals will be present below decks. Have to be killed or subdued prior to taking the ship.''

''Elemental cascade: Each elemental can summon more of its kind by awakening other materials. Solids can only awaken solids. Etc. Can awaken 1 small elemental as a standard action, recharges on a 1 of 1d10. If elementals are off screen, assume 1 extra elemental per minute.''

''Regular Shot: Deal normal ''

''Chain Shot: Requires successful combat roll of PC gunner or captain at a penalty. Reduces enemy ship speed by X.''

''Grape Shot: Reduce die type of damage but double number. (If ship has reinforced hull then less damage gets through, no armor then more damage gets through. 4d4 > 2d6''

''Each type of broadside shot takes up 5 units of cargo.''

''Chases: Skill challenge: profession sailor + speed + circumstance + d20. Other PCs can help/hinder by making skill checks that give bonus successes. Firing the chase or rear cannons. Dropping fire barrels. Setting traps. Plotting courses. Chases happen over the course of days. If Ship ECL is not used for combat, it can be used as speed instead. Reinforced hulls would reduce speed but reduce damage die by X amount or die type. ''

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