Damage Threshold. [20] Minimum Damage is needed to affect the ship's health.
Halting. requires no skill checks to perform. When you halt a ship, it stops sailing, and will drift 100 feet in the direction it is facing each turn. You can restart a vessel’s movement by making the same skill checks required for turning (see below).
Turning. Alters the course of the ship. During your turn, you may turn a ship one point in either direction (a point here refers to one of eight directions; up, down, left, right, and the diagonal directions between each). Two successes on any combination of the following checks are required to turn the ship: Strength (Athletics) and/or Dexterity (Acrobatics). These represent the characters tying off sheets, cutting sails, and commanding the helm
Cannon Group. Ranged Weapon Attack: +5 to attack, Range 500 ft. damage 10d10. Recharge every five rounds.
Large Cannon. RangedWeapon Attack: +5 to attack, range 500 ft., damage 5d10. Recharge every two rounds.
Swivel. Ranged Weapon Attack: +2 to attack, range 100 ft., damage 2d6. This damage ignores the vessel's DT. To make an attack with a swivel, a character must make a Crossbow attack against the target vessel’s AC.
Put out Fires. Elemental monks on the ship can put out a fire on the ship. This has a 3 turn recharge.
Description
A large naval vessel built for heavy damage against a coastal city or maintaining an embargo. Often the flagship of a navy, a rich nation might have 2-3 of these ships as the command centers of a fleet.
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