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 Any creature on the object struck or the ship takes half the damage taken by the ship. A creature that gets a success on an Agility challenge roll reduces the damage taken by half. Any creature on the object struck or the ship takes half the damage taken by the ship. A creature that gets a success on an Agility challenge roll reduces the damage taken by half.
  
-War Machines On the high seas, vessels are at risk of encountering many dangers beyond those posed by natural conditions. Pirate ships, sea serpentsmonsters, and other threats make sailing hazardous. Similarlycoastal communities face many of the same dangers, especially when bands of jotuns come up from the frozen wastes to plunder the civilized north or bloodthirsty pirates come to shore under the cover of night to work mischief on unsuspecting communities. The task of protecting ships and communities often falls to the men and women charged with personally defending what is theirs. As technology advances and new discoveries are made, however, even deadlier weapons come into useThese war machines provide communities with the means to smash enemy ships at a distance and gives armies the ability to knock down the walls and fortifications of cities they besiege. Most ships are likewise armed with cannon to blast apart enemy ships or bombard coastal fortifications. Attacking with War Machines The category of war machines includes a variety of siege engines that are used to take down fortifications, sink ships, and knock airships from the skies. Most war machines are so large that they require more than one person to operate them. Three special actions are available to those who use war machines: load, aim, and fire. Load Loading a war machine takes one or more actions, as indicated by the “load” number in the description of the weapon’s special attack. If a weapon’s load number is 2 or higher, multiple people can use actions in the same round to load the weapon more quickly. Aim As with loading, aiming a war machine takes one or more actions, as indicated by the “aim” number in the description of the weapon’s special attack. If a weapon’s aim number is 2 or higher, multiple people can use actions in the same round to aim the weapon more quickly. If a weapon is fired without being aimed, it launches its projectile at the same space that was targeted the last time it was fired. When a crew aims a weapon, the crew must designate a 1-yard cube within the weapon’s range as the target of the shot. Direct Fire: A war machine that attacks with direct f ire looses its projectile at a chosen target within range. The projectile must have an unobstructed path to the target in order to strike it. Glass, cloth, and other fragile substances do not obstruct the projectile, though they might obscure what lies beyond. Similarly, a Size 1/2 creature standing in the path of a fired cannonball is not sufficient to stop the projectile, and it’s unlikely for the creature to obscure the intended target. Indirect Fire: A war machine that attacks with indirect fire hurls its projectile arcing into the air to land in a chosen space, enabling its crew to launch projectiles up and over intervening obstacles. When aiming the projectile, the crew chooses any point within range, regardless of obstacles that block line of sight between the war machine and the target. Fire Usually, only one creature needs to use an action to f ire the weapon. Direct Fire: A war machine that attacks with direct f ire launches its projectile in a straight line toward the target. If something solid lies in the projectile’s path, the projectile hits it instead, likely damaging it. If the projectile destroys the object struck, it might continue moving, dealing any leftover damage when it strikes another obstacle or hits its target. Indirect Fire: To fire a war machine that attacks with indirect fire, one member of the crew involved in aiming the weapon must make an Intellect challenge roll. (You might impose 1 or more banes on the roll based on the conditions.) On a success, the projectile lands at the desired location. On a failure, the projectile lands 1d6 yards away from that location in a random direction. Damaged War Machines If a war machine takes damage equal to half its Health or more, the damage imposes 1 bane on Intellect challenge rolls made to operate an indirect f ire weapon and grants 1 boon on rolls made to resist attacks by such weapons. Misfires Some war machines can misfire, as noted in their statistics boxes. When this happens, roll a d6. On an even number, the weapon simply misfired and can be fired again after it is repaired. Repairing a war machine takes twice as long as it takes to load the weapon. On an odd number, the weapon explodes, taking damage equal to its Health and dealing damage equal to its Health to everything within 5 yards of it. A creature in the area of the explosion can make an Agility challenge roll and takes half the damage on a success. 45 BALLISTA SPECIAL ATTACKS Size 2 object (war machine) Defense 5; Health 20; Strength 0 (–10), Agility 0 (–10) Space 2 × 2; Crew 1 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls Ammunition spear (1 ss) SPECIAL ATTACKS Direct Fire (load 1, aim 1) The ballista hurls a spear into a cube of space, 1 yard on a side, within long range, dealing 3d6 damage to anything in the area. A targeted creature can make an Agility challenge roll with 1 bane and takes no damage on a success. If the spear fails to hit something in the area, it continues traveling until it reaches its maximum distance or until it impacts a solid surface. Any creature in the spear’s path when it travels toward or beyond the target space can avoid the spear by getting a success on an Agility challenge roll with 1 bane. BOMBARD Size 3 object (war machine) Defense 5; Health 60; Strength 0 (–10), Agility 0 (–10) Space 3 × 3; Crew 2 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls Ammunition ball (4 gc) or a round stone (free, but halves the range and damage) 46 Indirect Fire (load 3, aim 1) Choose a cube of space, 3 yards on a side. The target space must be within 250 yards, but at least 50 yards away. If the number on the die for the challenge roll is a 1 or 2, the bombard misfires. Otherwise, the weapon lobs a ball into the air, which comes down into the target space, dealing 8d6 damage to everything in the space and half the damage to everything within 1 yard of it. A targeted creature can make an Agility challenge roll and takes half the damage on a success. CANNON, LIGHT Size 2 object (war machine) Defense 5; Health 40; Strength 0 (–10), Agility 0 (–10) Space 2 Í 2; Crew 2 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls Ammunition cannonball (3 gc) or a round stone (free, but halves the range and damage) SPECIAL ATTACKS Direct Fire (load 3, aim 1) The cannon hurls a cannonball into a cube of space, 1 yard on a side, within 200 yards, dealing 6d6 damage to anything in the area. A targeted creature can make an Agility challenge roll with 2 banes and takes no damage on a success. If the cannonball fails to hit something in the area, it continues traveling until it reaches its maximum distance or until it impacts a solid surface. Any creature in the cannonball’s path when it travels toward or beyond the target space can avoid the cannonball by getting a success on an Agility challenge roll with 2 banes. CANNON, HEAVY Size 3 object (war machine) Defense 5; Health 60; Strength 0 (–10), Agility 0 (–10) Space 3 Í 3; Crew 3 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls Ammunition cannonball (3 gc) or a round stone (free, but halves the range and damage) SPECIAL ATTACKS Direct Fire (load 3, aim 1) The cannon hurls a cannonball into a cube of space, 2 yards on a side, within 250 yards, dealing 10d6 damage to anything in the area. A targeted creature can make an Agility challenge roll with 3 banes and takes no damage on a success. If the cannonball fails to hit something in the area, it continues traveling until it reaches its maximum distance or until it impacts a solid surface. Any creature in the cannonball’s path when it travels toward or beyond the target space can avoid the cannonball by getting a success on an Agility challenge roll with 3 banes.+===== War Machines ===== 
 +  
 + 
 +Some ships might have light cannonballistasor other war machineseach of which counts as cargo. Each war machine has its own crew in addition to the crew of a ship. The crew of a war machine can use their actions to aim and fire the weapons. The following section details war machines. 
 + 
 +==== Attacking with War Machines ==== 
 +  
 +The category of war machines includes a variety of siege engines that are used to take down fortifications, sink ships, and knock airships from the skies. Most war machines are so large that they require more than one person to operate them. Three special actions are available to those who use war machines: load, aim, and fire.  
 + 
 +==== Load ==== 
 +Loading a war machine takes one or more actions, as indicated by the “load” number in the description of the weapon’s special attack. If a weapon’s load number is 2 or higher, multiple people can use actions in the same round to load the weapon more quickly.  
 + 
 +==== Aim ==== 
 +As with loading, aiming a war machine takes one or more actions, as indicated by the “aim” number in the description of the weapon’s special attack. If a weapon’s aim number is 2 or higher, multiple people can use actions in the same round to aim the weapon more quickly.  
 + 
 +If a weapon is fired without being aimed, it launches its projectile at the same space that was targeted the last time it was fired.  
 + 
 +When a crew aims a weapon, the crew must designate a 1-yard cube within the weapon’s range as the target of the shot.  
 + 
 +//**Direct Fire:**// A war machine that attacks with direct fire looses its projectile at a chosen target within range. The projectile must have an unobstructed path to the target in order to strike it. Glass, cloth, and other fragile substances do not obstruct the projectile, though they might obscure what lies beyond. Similarly, a Size 1/2 creature standing in the path of a fired cannonball is not sufficient to stop the projectile, and it’s unlikely for the creature to obscure the intended target. 
 + 
 +//**Indirect Fire:**// A war machine that attacks with indirect fire hurls its projectile arcing into the air to land in a chosen space, enabling its crew to launch projectiles up and over intervening obstacles. When aiming the projectile, the crew chooses any point within range, regardless of obstacles that block line of sight between the war machine and the target.  
 + 
 +==== Fire ====  
 + 
 +Usually, only one creature needs to use an action to fire the weapon.  
 + 
 +//**Direct Fire:**// A war machine that attacks with direct fire launches its projectile in a straight line toward the target. If something solid lies in the projectile’s path, the projectile hits it instead, likely damaging it. If the projectile destroys the object struck, it might continue moving, dealing any leftover damage when it strikes another obstacle or hits its target.  
 + 
 +//**Indirect Fire:**// To fire a war machine that attacks with indirect fire, one member of the crew involved in aiming the weapon must make an Intellect challenge roll. (You might impose 1 or more banes on the roll based on the conditions.) On a success, the projectile lands at the desired location. On a failure, the projectile lands 1d6 yards away from that location in a random direction.  
 + 
 +=== Damaged War Machines === 
 +  
 +If a war machine takes damage equal to half its Health or more, the damage imposes 1 bane on Intellect challenge rolls made to operate an indirect f ire weapon and grants 1 boon on rolls made to resist attacks by such weapons.  
 + 
 +=== Misfires === 
 + 
 +Some war machines can misfire, as noted in their statistics boxes. When this happens, roll a d6.  
 + 
 +On an even number, the weapon simply misfired and can be fired again after it is repaired. Repairing a war machine takes twice as long as it takes to load the weapon.  
 + 
 +On an odd number, the weapon explodes, taking damage equal to its Health and dealing damage equal to its Health to everything within 5 yards of it. A creature in the area of the explosion can make an Agility challenge roll and takes half the damage on a success. 
 + 
 +==== War Machines ==== 
 + 
 +=== BALLISTA === 
 +  
 +**Size:** 2 object (war machine) 
 + 
 +**Defense:** 5; Health 20 
 + 
 +**Space:**  2 × 2; Crew 1 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls  
 + 
 +**Ammunition:** spear (1 ss)  
 + 
 +**Special Attacks**  
 + 
 +**Direct Fire** (load 1, aim 1) The ballista hurls a spear into a cube of space, 1 yard on a side, within long range, dealing 3d6 damage to anything in the area. A targeted creature can make an Agility challenge roll with 1 bane and takes no damage on a success. If the spear fails to hit something in the area, it continues traveling until it reaches its maximum distance or until it impacts a solid surface. Any creature in the spear’s path when it travels toward or beyond the target space can avoid the spear by getting a success on an Agility challenge roll with 1 bane.  
 + 
 +=== BOMBARD === 
 +  
 +**Size:** 3 object (war machine) 
 + 
 +**Defense:** 5; Health 60 
 + 
 +**Space:**  3 × 3; Crew 2 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls  
 + 
 +**Ammunition:** ball (4 gc) or a round stone (free, but halves the range and damage) 
 + 
 +**Special Attacks**  
 + 
 +**Indirect Fire**(load 3, aim 1) Choose a cube of space, 3 yards on a side. The target space must be within 250 yards, but at least 50 yards away. If the number on the die for the challenge roll is a 1 or 2, the bombard misfires. Otherwise, the weapon lobs a ball into the air, which comes down into the target space, dealing 8d6 damage to everything in the space and half the damage to everything within 1 yard of it. A targeted creature can make an Agility challenge roll and takes half the damage on a success.  
 + 
 +=== CANNON, LIGHT === 
 + 
 +**Size:** 2 object (war machine) 
 + 
 +**Defense:** 5; Health 40 
 + 
 +**Space:**  2 Í 2; Crew 2 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls  
 + 
 +**Ammunition:** cannonball (3 gc) or a round stone (free, but halves the range and damage)  
 + 
 +**Special Attacks**  
 + 
 +**Direct Fire** (load 3, aim 1) The cannon hurls a cannonball into a cube of space, 1 yard on a side, within 200 yards, dealing 6d6 damage to anything in the area. A targeted creature can make an Agility challenge roll with 2 banes and takes no damage on a success. If the cannonball fails to hit something in the area, it continues traveling until it reaches its maximum distance or until it impacts a solid surface. Any creature in the cannonball’s path when it travels toward or beyond the target space can avoid the cannonball by getting a success on an Agility challenge roll with 2 banes.  
 + 
 +=== CANNON, HEAVY === 
 +  
 +**Size:** 3 object (war machine) 
 + 
 +**Defense:** 5; Health 60 
 + 
 +**Space:**  3 Í 3; Crew 3 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls  
 + 
 +**Ammunition:** cannonball (3 gc) or a round stone (free, but halves the range and damage)  
 + 
 +**Special Attacks**  
 + 
 +**Direct Fire** (load 3, aim 1) The cannon hurls a cannonball into a cube of space, 2 yards on a side, within 250 yards, dealing 10d6 damage to anything in the area. A targeted creature can make an Agility challenge roll with 3 banes and takes no damage on a success. If the cannonball fails to hit something in the area, it continues traveling until it reaches its maximum distance or until it impacts a solid surface. Any creature in the cannonball’s path when it travels toward or beyond the target space can avoid the cannonball by getting a success on an Agility challenge roll with 3 banes.  
 + 
 +=== CATAPULT === 
 + 
 +**Size:** 3 object (war machine) 
 + 
 +**Defense:** 5; Health 30 
 + 
 +**Space:**  3 Í 3; Crew 3 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls  
 + 
 +**Ammunition:** stone (—)  
 + 
 +**Special Attacks**  
 + 
 +**Indirect Fire**(load 3, aim 2) Choose a cube of space, 1 yard on a side. The catapult hurls its ammunition to fall into a target space within 300 yards, but at least 40 yards away, dealing 6d6 damage to everything in the area. A targeted creature can make an Agility challenge roll and takes half the damage on a success  
 + 
 +=== SWIVEL GUN === 
 +  
 +**Size:** 1 object (war machine) 
 + 
 +**Defense:** 5; Health 10 
 + 
 +**Space:**  1 Í 1; Crew 1 Immune afflictions; attack rolls against Intellect, Will, and Perception; attacks that can be resisted by Intellect, Will, and Perception challenge rolls  
 + 
 +**Ammunition:** shot (1 gc)  
 + 
 +**Special Attacks**  
 + 
 +**Direct Fire** (load 3, aim 1) The swivel gun blasts lead pellets into a 10-yard cone originating from a point in its space that deals 5d6 damage to everything in the area. A targeted creature can make an Agility challenge roll and takes half the damage on a success. If the total of the roll was 20 or higher, the creature instead takes no damage.