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I.

Battle Phase
A. Roll Initiative
1. Fleet Admiral rolls Intelligence (Sea Vehicles) check.
2. Winner gets first turn.
B. Attacks
1. Winner of initiative chooses one squadron to make an attack on an enemy squadron.
a) Attack:
(1) Roll d20+Squadron’s attack bonus.
(2) Compare to target’s defense value.
(3) On hit, deal damage. On miss, deal d4-1 damage.
(4) Nat 20: Squadron Morale +1, auto hit.
(5) Nat 1: Squadron Morale -1, no damage.
b) Assigning Damage:
(1) Damage = abstraction of siege weapons, ramming, missile fire, magical
attacks, and boarding actions.
(2) Controller of the fleet may spread damage however they wish amongst
ships of the target squadron.
(3) On a critical hit, the attacker may choose how damage is assigned.
2. Loser of initiative chooses one squadron to make an attack.
3. Back and forth until all squadrons have gone.
C. Effects of Attacks:
1. A ship is reduced to 0 Hull Points:
a) The ship is not sunken entirely, but merely disabled. It can be repaired after the
battle.
b) Every ship in that ship’s squadron loses 1 morale point.
2. A ship is damaged after having previously been reduced to 0 Hull Points:
a) The ship is sunk. Significant characters aboard the ship usually are able to board
lifeboats or cling to flotsam, and could be rescued if their side wins the battle.
b) Every ship in that ship’s squadron loses 1 morale point.
3. A squadron is lost due to damage, mutiny, or destruction:
a) Every ship in that squadron’s fleet loses 1 morale point.
II. Rout Phase:
A. Each squadron rolls a DC 10 Morale Check by rolling 1d20 and adding their morale check modifier.
1. A significant character aboard the fleet can substitute their charisma modifier for this
check.
2. Squadrons which fail the check lose 1d4 morale points.
B. Any squadron whose morale score is reduced to 0 immediately mutinies and is removed from play.
C. At the end of the rout phase, an admiral can attempt to flee entirely.
1. The other fleet may immediately make one attack with any one of its squadrons on any of
the fleeing fleet’s squadrons. If they hit, it is treated as though they had rolled a critical hit.
2. Both admirals roll a contested Intelligence (Sea Vehicles) check.
a) Fleeing admiral wins: his fleet escapes.
b) Fleeing admiral loses: all ships in his fleet lose 1 morale point and the battle
continues as his opponent presses the attack.

Victory:
A fleet wins a battle once all of the enemy's ship are removed from play, either by disabling or
sinking all the ships in play or by causing squadrons to mutiny. When victory is secured, the
enemy fleet's flagship is rendered defenseless, allowing the victors to board the flagship at
once.

Player Defeat:
In the event that the player characters are defeated, the enemy may board their flagship, likely
to capture or execute the players, as their motivations allow. Players may attempt to make a
valiant last stand, but such foolhardy warriors are likely to be sent to a watery grave.

Player Victory:
If the players win, they have captured the enemy flagship. In most cases, the enemy refuses to
go down without a fight. The players may board the enemy ship to engage in close quarters
combat.

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