SNS Ship Combat
SNS Ship Combat
SNS Ship Combat
General Rules
Start of Combat
1 - GM announces distance between ships: Close = 2 squares, Normal = 3 squares, Far = 4 squares.
2 - Every player chooses what ship function will be executing for the entire combat.
3 - Every player rolls initiative.
Round
Other actions besides Ship Functions (Siege Engines don’t use the rules below)
1 - Each square of distance between the ships, if a ranged attack is attempted, is considered to be equal
to 60 feet. One full attack is possible.
2 - There’s no splash damage.
3 - Targeting the water around another ship isn’t possible.
4 - It’s extremely tough to concentrate to cast any spells, spell-like abilities or supernatural effects. A
concentration roll with difficulty +10 is always needed.
5 - Targets inside an enemy ship (crew members, areas on the floor, etc.) have cover (-4). Targets on
the same ship can be accessed with no rolls (being touch, close range, whatever). There’s always a
mischance of 50% for the action being completely wasted without any effects.
6 - It’s difficult to target a specific individual onboard a ship (such as the captain or the pilot). A
Perception roll with DC equals to 10 times the distance in squares is always needed.
7 - The ships can be targeted for attacks and spells. Any damage against the ship caused due to this type
of action is divided by 5, rounded down, and then applied the ship toughness (usually 5). The ship counts
as a massive object.
8 - To simplify, consider Ships have Construct Traits (immune to death effects, disease, mind-affecting
effects like charms, compulsions, phantasms, patterns, and morale effects, necromancy effects, paralysis,
poison, sleep, stun, and any effect that requires a Fortitude save unless the effect also works on objects,
or is harmless. Ships are not subject to nonlethal damage, ability damage, ability drain, fatigue,
exhaustion, or energy drain.
9 - If the ship is targeted by an action that allows spell resistance, use 16 + Profession (Sailor) of his
Captain and use it as its SR.
10 - Drinking potions or extracts, using items onboard, curing people, arming devices (up to 5 minutes
length), buffing, etc. are all possible.
11 - If the ship distance is 2 or less, a player can choose to throw blood at the water to attract sharks
Special rule: even though this is a skill check, a “20” is always considered a success, but “1” is
still not necessarily a failure.
1 - Captain rolls first. If he succeeds, everybody gains a bonus +2 in their rolls. If he fails by 5 or more,
everybody receives a penalty of -2 on their rolls.
2 - Siege Engineers roll next. He’s affected by the Captain rolls but his rolls don’t affect the rest of the
crew. He basically does an attack with his Siege Weapon against the other ship.
3 – Ship Engineer roll next. If he succeeds, the ship “heals” 1d6. For each extra 5 points, the ship “heals”
an extra 1d6.
3 – Guide and Sailors roll next. Each one that succeeds by 5 or more gives a bonus +1 to the pilot; failing
means a penalty of -1 to the pilot.
4 - Pilot rolls:
4.1 - If the ship was simply trying to move and the pilot succeeds, it gains a bonus 1 on the
speed. If the pilot fails, the other ship gains the bonus 1.
4.2 - If the ship was attempting to Ram the other, a success for the Pilot means the Ram
succeeds and the ships end at distance 0 of each other. Otherwise the Ram fails and the ships end at
distance 2 of each other. Consider the inverse if the ship was trying to escape being rammed.
Table 1 – Ship Functions
AC: Roll Profession (Sailor) of the Pilot and add here for the Ship AC
HP: The ship hit points
Save: The overall save for the ship
Speed: Each 30 feet means 1 square of movement
Arms: Maximum of Siege Engines
Ram: Ram damage without a Ram engine
Squares: the size of the ship
Crew: Minimum/Ideal + Added Maximum