The Maneuvering Phase (OSS)

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The majority of naval combat involves the opposing vessels struggling to achieve superior positions through tactical maneuvers. Whole battles have been decided purely on the strength of one side's position. The struggle for position occurs during the Maneuvering phase. Prior to the phase, both sides declare their actions and then roll their maneuverability or pursuit dice (found on Table 38: Ship Combat Statistics), applying any modifiers for Crew Experience (found on Table 12: Crew Experience and Maneuverability) and for the results of previous checks. In a 30-minute or 10-minute round, the ships use their pursuit dice. Ships use their maneuverability dice during one-minute rounds. The ship with the highest score wins the phase and gains an advantage over the loser.
The advantage can affect the outcome of certain actions undertaken during the Action phase. To determine the exact effects, consult Table 13: Maneuverability and Combat.
==Personnel Assignments==
In addition to their normal complement of crewmen (rowers and sailors) and marines (boarders, unassigned crewmen, artillerists, and firefighters), most ships also carry a number of unassigned or inactive personnel. This is especially true of ships with a large complement of archers. Since only a limited number of archers can fire at one time (see Missile Attacks in the Action phase section of this chapter for more details), the remaining archers must be assigned elsewhere. DMs and players should keep track of all personnel aboard their ships; use the Ship Record at the end of this book for the task.
Inactive Personnel: these are people currently in a ship's hold or makeshift quarters belowdecks (see the notes to Table 2: Ship Characteristics for details on carrying inactive people). If there is sufficient room on the main deck of a vessel (subject to the maximum crew rating and maximum marine rating found on Table 38: Ship Combat Statistics), these inactive personnel may fill in for injured or dead companions. These substitutes must, however, remain unassigned (see below) for one round; this represents the time it takes them to emerge from below, gain their bearings, and gather any needed equipment.
Unassigned Personnel: These are marines, sailors, or rowers not currently engaged in any particular duty. Unassigned personnel represent a ready pool of reserves that captains may use to fill gaps caused by injuries. The number of unassigned personnel combined with the number of active personnel on any vessel cannot exceed the crew and marine maximums given on Table 38: Ship Combat Statistics. In the event that this does happen, any excess personnel must wait belowdecks as inactive.
For example, a ship with a maximum crew rating of 60 and a maximum marine rating of 20 cannot have more than 80 people on deck at any one time. If this ship traveled with 60 sailors and rowers, it could not have more than 20 additional people on the deck. Any excess people would stand below decks as inactive. Remember that 80 people represents the maximum amount of personnel that can function effectively on deck. If the ship in question had only 30 sailors and rowers, then the deck could hold 50 extra people.
Captains (or players directing ship action during naval combat) can reallocate any unassigned crewmen prior to the Maneuvering phase and directly after declaring their naval combat actions, designating them as archers, boarders, firefighters or artillerists. Unassigned crewmen can also function as rowers or sailors; however, their inexperience at sailing and rowing usually forces them to work as Landlubbers (see Crew Experience for more details). Overall crew experience decreases by one category for every one quarter of a ship's current crew (rounded up) replaced by untrained crewmen during combat. Of course, a ship's extra personnel could be trained sailors or rowers.
Captains may also pull assigned sailors and rowers, or assigned marines, off of their current jobs and move them to needed areas directly after declaring their naval combat actions. These substitutes must, however, remain unassigned for one round before moving off to their new assignments. Once the captain places them in the unassigned pool, though, he may order them anywhere during the following round-regardless of his original orders. Thus, a captain who pulls an artillerist away from his weapon to join a boarding party can use that artillerist as a firefighter after the marine has spent a round unassigned.
==Crew Experience==
Determining crew experience for NPC ships is an inexact process. Generally, the DM examines the various crew categories detailed below and decides whether or not the crew of a particular ship falls into that category. Keep in mind that crew experience is the average experience of the crew as a whole. Every ship has a few Mariners and maybe one or two Old Salts, but the majority of the ship might just qualify as Mates. Note that pirate, merchant, and warships rarely sail with crews of Landlubbers. The effects of crew experience are noted below:
 Table 12: Crew Experience and Maneuverability
Dice Roll	Crew Experience	Modifier
3 	Landlubbers 	-2
4-5 	Scurvy Rats 	-1
6-8 	Mates 	—
9-11 	Mariners 	+1
12+ 	Old Salts 	+2
Dice Roll: To randomly determine a crew's quality, roll 3d4. For trading vessels and ships carrying pirates or buccaneers, add +2 to the dice. Add +3 for privateers and warships.
Modifier: The bonus or penalty applied to each side's maneuverability or pursuit dice roll.
Landlubbers: These individuals have little or no previous sailing experience and no desire to perform well. Traveling with a crew of landlubbers is often very dangerous. Landlubbers hire themselves out for 2 gp per month. A crew of slave rowers usually falls into this category.
Scurvy Rats: These are crewmen with some sailing experience perhaps a couple of short voyages-and some desire to perform well. Cutthroats and other rogues often appear among sailors with this degree of experience. Scurvy Rats hire themselves out for 3 gp per month. A crew of slave rowers might rise to this category if well trained, well cared for, and highly motivated.
Mates: Professional sailors (men and women who make their livelihood sailing the seas) fall into this category. Mates make up the majority of most sailors found in any given place. They are competent, dutiful, and fairly loyal (as long as the captain treats them right). Mates hire themselves out for 4 gp per month.
Mariners: These are highly experienced sailors. Often these crewmen are somewhat older and have a few scars physical or emotional-from their years of sea travel. They often have a few outrageous stories which they like to recount over a cool drink. They hire themselves out for 5 gp a month.
Old Salts: These weathered men and women represent some of the most skilled sailors in the world. Old salts have spent most of their lives at sea. They often prove tough, leathery, and argumentative-though never to their Captains or First Mates. Younger sailors often hang on every fantastic yarn these oldtimers spin. Old salts hire themselves out for 6 gp a month. Sometimes, they demand a small share in any profit netted from a ship's voyage in addition to wages.
 Table 13: Maneuverabilitya and Combat
Declared Action 	A≥2B 	A>B 	Result A=B 	B>A 	B≥2A
A Wants to Flee 	A opens the range1. A gains a +1 bonus on its next maneuverability or pursuit roll and gains a +3 bonus to missile and artillery combat rolls this round. 	A opens the range2. A gains a +1 bonus on its next maneuverability or pursuit roll and gains a +2 bonus to missile and artillery combat rolls this round. 	No Modifiers. Range changes in favor of the faster3 vessel by 1d10x10 yards. 	B closes the range2. A suffers a -1 penalty to all missile and artillery combat rolls this round.	B closes the range1. A suffers a -2 penalty to all missile and artillery combat rolls this round.
A Wants to Close With B	A closes the range1. A gains a +1 bonus on its next maneuverability or pursuit roll and gains a +3 bonus to missile and artillery combat rolls this round.	A closes the range2. A gains a +1 bonus on its next maneuverability or pursuit roll and gains a +2 bonus to missile and artillery combat rolls this round.	No Modifiers. Range changes in favor of the faster3 vessel by 1d10x10 yards. 	B opens the range2. A suffers a -1 penalty to all missile and artillery combat rolls this round. 	B opens the range1 A suffers a -2 penalty to all missile and artillery rolls this round.
A Wants to Ram B 	A closes the range1 A gains a +1 bonus on its next maneuverability roll and receives a +2 bonus to ramming combat rolls this round. 	A closes the range2. A gains a +1 bonus on its next maneuverability roll and receives a +1 bonus to ramming combat rolls this round. 	No Modifiers. Range changes in favor of the faster3 vessel by 1d10x10 yards or see evasion result4.	B opens the range2 or see evasion result4. 	B opens the range1 or see evasion result4.
A Wants to Evade B 	A gains a +1 bonus on its next maneuverability roll and B receives a -3 penalty to ramming and boarding combat rolls this round. 	A gains a +1 bonus on its next maneuverability roll and B receives a -2 penalty to ramming and boarding combat rolls this round. 	B receives a -1 penalty to ramming and boarding combat rolls this round. 	B receives a +1 bonus to ramming and boarding combat rolls this round. 	B receives a +2 bonus to ramming and boarding combat rolls this round.
A Wants to Board B 	A closes the range1 and grapples B; of A's boarding party storms aboard B this round. 	A closes the range2. A receives a +2 bonus on all boarding rolls this round. 	No Modifiers. Range changes in favor of the faster3 vessel by 1d10x10 yards or see evasion result4 	B opens the range2. or see evasion result4. 	B opens the range1 or see evasion result4.
====Notes to Table 13====
This section explains key terms used on the table.
: A2≥2B: The acting ship's adjusted maneuver or pursuit roll is at least twice as high as its opponent's roll.
: A>B: The acting ship's maneuver or pursuit roll is higher than its opponent's roll, but not at least twice as high.
: A=B: The acting ship's maneuver or pursuit roll is exactly the same as its opponent's maneuver roll.
: B>A: The acting ship's maneuver or pursuit roll is less than its opponent's roll, but not half or less.
: B≥2A: The acting ship's adjusted maneuver or pursuit roll is half of its opponent's maneuver roll or lower.
Fleeing: Occurs anytime one ship wishes to increase the distance between itself and other vessels or objects (or at least prevent them from getting closer). Although it does not always mean a complete retreat from a battle, fleeing does indicate a desire for tactical withdrawal. Ships cannot perform evasive maneuvers while fleeing. Such vessels simply attempt to "get away" from a specific situation or area. However, ships can fire missiles or artillery while fleeing.
If both ships in a combat decide to flee, the range between them usually increases by the sum of their movement rates (but see the notes to Table 14).
Closing: Occurs anytime a vessel wishes to decrease the distance between itself and other vessels or objects. Closing is an essential element of boarding and ramming (see below). Ships can fire missiles or artillery while closing.
Ramming: In this deadly maneuver, an attacking ship collides with a target vessel. Most ships engaged in ramming actions possess a ram of some sort though desperate captains of ships without rams may send their vessels on collision courses with the enemy. Ships successfully ram only during an Action phase in which they can close the range between the target ship and themselves to 0. If they cannot accomplish this, the ramming attempt fails. In addition, archers cannot fire missiles in the same Action phase as their ship is ramming, as the nautical bowmen are either preparing themselves for collision or grabbing swords for boarding combat.
Evading: Occurs when a ship attempts to avoid a ramming or boarding attempt from another vessel. The evading ship accomplishes this through a series of tactical maneuvers. Evasion is not a withdrawal, and opposing ships can automatically close the range. Like fleeing vessels, evading ships can fire missiles or artillery while engaged in evasive maneuvers.
Boarding: This is a complex process involving two distinct stages: grappling and boarding. Like ramming, boarding actions succeed only during Action phases in which ships can close the range between the target vessel and themselves to 0. If they fail to do so, the boarding attempt is unsuccessful. Once a ship is securely grappled (see Table 27: Boarding Action Results), the attacking vessel's boarding party engages in boarding combat (see Boarding in the Action phase section of this chapter for more details).
Missile Fire: Occurs anytime archers on board a ship let fly with a volley of arrows (provided a target lies within range). Since archers and other personnel perform separate duties, missile fire can occur simultaneously with movement (fleeing, closing, and evading). Occasionally, archers will ignite their arrows and fire them at ships. This is a dangerous tactic for both the attacking vessel and the target ship, as fire is extremely devastating to ships made mostly from wood (see Incendiaries in the Action phase section for more details).
Artillery Fire: This refers to the use of siege engines (such as ballistae and catapults) in naval combat. Like archers, siege engine operators may fire whenever they have a target within range (provided the weapons are loaded and ready to fire).
: 1 The range changes in the winning ship's favor by an amount equal to the winning ship's pursuit or maneuverability roll (see Table 14). If the winning ship wishes to change the range by a lesser amount, or does not wish to change the range at all, it can do so.
: 2 The range changes in the winning ship's favor by an amount equal to the pursuit or maneuverability roll minus the value of the loser's roll (see Table 14). If the winning ship wishes to change the range by a lesser amount, or does not wish to change the range at all, it can do so.
: 3 The faster vessel is the vessel with the highest current movement rate.
: 4 When a vessel evades, the opposing ship automatically becomes free to change the range by an amount determined by its maneuverability roll (see Table 14), even if it loses the roll.
==The Effects of Maneuverability or Pursuit==
After determining the winner of the maneuverability or pursuit dice roll, the DM checks Table 13: Maneuverability and Combat, noting possible changes in range, combat adjustments (which apply in the Action phase of the round in which they occur) and maneuverability or pursuit adjustments (which occur in the next round's Maneuvering phase).
Range Changes: The ship winning the maneuverability or pursuit roll determines how much the range changes, subject to the limits shown on Table 14.
 Table 14: Range Changes
Adjusted RollMovement Rate*	or Range Change (in Yards)**	or Range Change (in Yards)**	or Range Change (in Yards)**
Adjusted RollMovement Rate*	1 Min. 	10 Min. 	30 Min.
1 	10 	100 	300
2 	20 	200 	600
3 	30 	300 	900
4 	40 	400 	1,200
5 	50 	500 	1,500
6 	60 	600 	1,800
7 	70 	700 	2,100
8 	80 	800 	2,400
9 	90 	900 	2,700
10 	100 	1,000 	3,000
11 	110 	1,100 	3,300
12 	120 	1,200 	3,600
13 	130 	1,300 	3,900
14 	140 	1,400 	4,200
15 	150 	1,500 	4,500
16 	160 	1,600 	4,800
17 	170 	1,700 	5,100
18 	180 	1,800 	5,400
19 	190 	1,900 	5,700
20 	200 	2,000 	6,000
21 	210 	2,100 	6,300
: *If both vessels choose to close, the range is reduced by the sum of their current movement rates or any lesser amount (see next note).
: If both vessels choose to flee, the range increases by the sum of their current movement rates or a lesser amount (see next note).
: **This is the maximum amount the range can change. The ship winning the maneuverability or pursuit roll can change the range by a lesser amount if desired. Ships do not have to move at full speed.
: No matter what the value shown on the table, however, the range between two ships can never shift more than one category on Table 11. If Table 14 indicates a greater difference, place the two ships the maximum distance apart for the next range category (if the range was decreasing) or the minimum distance (if the range was increasing). For example, if two ships begin a battle 3,000 yards apart (enough for a 30-minute combat round) and Table 14 shows that they close the distance 10,000 yards, the two ships end the round only 1,000 yards apart (enough to move the combat from 30-minute rounds to 10 minute rounds).
: Note: It is possible for ships to travel at speeds higher than 21. In such cases, simply subtract 21 from the ship's speed and note the range change for that number, then add that number to the value for a ship with a speed of 21. For example, the caravel Haans is moving at a speed of 24 during a 30-minute round. To determine the maximum distance the caravel could travel in that time, subtract 21 from 24 (24-21-3). Reading the 3 line reveals that the ship could move 900 yards in 30 minutes. Adding that to the value for a speed of 21 (6,300 yards) yields a total movement of 7,200 yards (6,300+900-7,200).
==Rower Endurance==
Ships propelled by oars generally enjoy much higher maneuverability than similar ships propelled by sails. In a long chase, however, rowers can tire, making their vessel less nimble. Rowers have a chance to tire after every ten minutes of combat. Roll 1d10; on a roll of 4 or less, the rowers tire. If the ship moves under both sail and oars, add one to the die roll. If the rowers qualify as Mates, they automatically pass their first check. If they qualify as Mariners or Old Salts, they automatically pass their first two checks.
If rowers tire, the ship loses one point from its maneuverability and pursuit ratings, but neither rating can fall below 1d6 (unless casualties reduce the crew complement, see page 15). Tired rowers can only recover after three hours of normal (non-combat) movement or a half hour of complete rest.
==An Example of a Maneuvering Phase==
The dread pirate Nathan Fane (an NPC controlled by the DM) and his sleek great galley, Hullbiter (base movement of 18), sail out of a hidden cove and surprise Captain Lara Van (a PC) and the crew of the Sea Sprite an imperial dromond (base movement of 18). Before the two vessels engage in combat, the DM determines that the distance between them is 800 yards. According to Table 11: Naval Combat Rounds each round will last for 10 minutes.
Both ships declare their actions as the Maneuvering phase begins. Nathan Fane decides to close the distance between the two ships, hoping to ram the Sea Sprite. Captain Lara, however, realizes the pirate ship outmatches her dromond and decides to flee.
The DM turns to Table 13: Maneuverability and Combat as both ships attempt to gain a tactical advantage through maneuvering. Since the combat rounds are 10 minutes long, each ship must roll its pursuit dice to determine how much the range changes between the two vessels.
Normally, both ships possess pursuit die ratings of 1d6+6. However, the DM must take into account each ship's position relative to the prevailing wind and its overall crew experience. He checks and determines that the Sea Sprite sails With a strong wind, while the pirate great galley sails Across a strong wind. The DM then modifies both vessels' movement rates according to Table 3: Sailing Movement and Winds. Thus, the Sea Sprite has an effective movement rate of 30 (% of 18-12+18-30) while the Hullbiter possesses a modified movement rate of 24 (% of 18=6+18=24). Since the pursuit die rating is a function of movement (see notes under Table 2: Ship Characteristics for details), the Sea Sprite possesses a modified pursuit die rating of 1d6+8, and Hullbiter has a modified rating of 1d6+7. Each ship's sailing and rowing complement consists of Mates. Table 12: Crew Experience and Maneuverability indicates that no further modification to the pursuit rating occurs.
Both Captains roll their pursuit dice. Captain Lara rolls a 13 for the Sea Sprite, while the DM rolls a 10 for Nathan's ship. Lara clearly wins this round's Maneuvering phase. To see the effects of this victory, the DM looks at Table 13: Maneuverability and Combat. According to this table, the Sea Sprite must subtract the Hullbiter's pursuit roll from its own and compare the difference to Table 14: Range Changes The difference is 3 (13-10-3). Thus, according to the range changes table, the Sea Sprite increases the distance between itself and the pirate ship by 300 yards during the first 10 minutes of the encounter. Nathan Fane sputters and shakes his fist at the calm captain of the rapidly dwindling Sea Sprite.
If the pirate wished to continue pursuing the dromond, a new naval combat round would begin. Since the distance between the two ships is now 1100 yards, this round would last 30 minutes (see Table 11: Naval Combat Rounds) and the rowers on each ship would have to check for fatigue (see Rower Endurance for details).