Naval-combat

These are rules for naval combat in Fate Core. They were created for a medieval or renaissance setting, being suitable for campaigns where navigation, piracy and naval discoveries are prominent. They outline the combat itself, as well as building and improving naval vessels.

# A SHIP'S ATTRIBUTES

Ships also have a character sheet. However, their "skills" and stress slots are different.

## STRESS

Vessels have three distinct stress tracks, they are: Hull, Crew and Masts.

* ***Hull:*** This is a ship's "primary" stress marker, and indicates the structural integrity of the hull. This marker places an upper limit on "navigation" tests performed on a ship. If the ship takes more hull damage than it can handle, the ship will sink.
* ***Crew:*** Indicates the ability of a ship's crew to act and react in combat. This marker places an upper limit on a ship's attack rolls. If the ship takes more crew damage than it can handle, the ship will no longer be able to attack or perform combat maneuvers. The maximum number of people in a crew is equal to this attribute's value, plus 1, times 25.
* ***Masts:*** Indicates a ship's ability to move and maneuver in combat. This marker places an upper limit on a ship's maneuver checks. If the ship takes more mast damage than it can handle, the ship will no longer be able to move.

In some attributes below, reference is made to the "**current value**" of one of these stress tracks. For purposes of these rules, the "current value" of a stress track is the sum of the number of stress slots that have not yet been damaged.

## "SKILLS" OF A VESSEL

Ships have several "skills" that represent their relevant parameters in combat:

### Size

This parameter indicates how big a vessel is. Once a ship is built, its size doesn't change anymore. This value is relevant because it limits the value of "Cargo", "Weapons", "Hull" and "Masts" that a ship can have.

The size of a ship also indicates its function and nomenclature:

* 1: ***Schooner, Cutter***: Small and fast ships, without much transport capacity. They usually have only one cargo compartment, one mast, and measure about 10m.
* 2: ***Corvette, Sloop***: Fast and agile ships, used for speedy attacks. They usually measure 14m.
* 3: ***Lugger, Schooner***: Long ships with a good balance between size, speed and weapons. Widely used by pirates. They usually measure 18m.
* 4: ***Brig***: Versatile ships, employed in a range of activities. They form the majority of a navy's vessels. Usually measured 22m.
* 5: ***Caravel***: Large exploratory ships that combined size and speed, capable of crossing large oceans and even going around the world. They usually measure 26m.
* 6: ***Frigate, Carrack***: Large vessels that were usually the backbone of a merchant navy, or used by governments to patrol or escort other ships. They usually measure 30m.
* 7: ***Galleon***: Huge vessels that carried an entire small town in crew and were usually armed to the teeth. They measure around 34m, but historically they reached up to 50m.

Size 1 or 2 vessels can navigate any but the shallowest rivers. With size 3 or 4, they can navigate any river of considerable volume. Vessels of size 5 or larger can only navigate the deepest rivers.

### Experience

A ship's crew may be more or less experienced in combat. This parameter can even be negative, indicating novice crews. It functions as a modifier to the "Crew" value when determining a ship's attack capability. It also changes the cost of the crew's salaries, as an experienced crew costs more.

### Cargo

Indicates how many tons, or "cargo points" a ship can carry. This attribute alters a ship's speed and maneuverability, and can never exceed its "size" value. The amount of cargo points a ship can carry is equal to its "cargo" value plus 2.

A ship's amount of cargo, in tons, is equal to its cargo points times 20.

### Weapons

Indicates the amount of armaments on a ship. This attribute cannot exceed its "size", and if "weapons" equals "size", it indicates a ship with weapons installed on all sides. This attribute works, like "crew", as a limiter on the maximum attack roll of a ship, since there is no point in having a crew if there are no weapons, and there is no point in having weapons without enough crew to handle them.

### Speed

This parameter is not assigned directly, but is derived from the other ship parameters. It indicates how fast the ship can move. It constantly changes in combat as the ship sustains damage.

The "speed" of a ship is equal to:

***hull's current value + masts' current value - cargo.***

This is an abstract value used for comparison between ships. It indicates the maximum speed under favorable conditions. The average cruising speed of any sailing ship, if one needs to determine the time of long voyages, is 4 to 6 knots (7.5 to 11 km/h). If you need to know the maximum speed of a ship in knots, divide this value by 3, round up and add 3. 1 knot equals 1.85 km/h.

For long voyages, an unfavorable wind can cut cruising speed by as much as half.

## =Maneuverability

A ship's maneuverability indicates how easily it can change direction in combat and perform advanced maneuvers. Maneuverability determines initiative in combat, which is a fixed value, not modified by a roll, but which can change according to the value of the ship's stress tracks.

The "maneuverability" of the ship is equal to:

***6 + experience + masts' current value + crew's current value - 2 \* size - cargo.***

# NAVAL COMBAT MECHANICS

Naval combat follows the same patterns as combat between characters, but with some specific changes to the turn mechanics.

## COMBAT ZONES

A naval combat zone is a large area of engagement in which multiple ships can maneuver and attack. In the open ocean, or even close to beaches, this area is so clear and unimpeded that each zone is best represented as a hexagon large enough for the described maneuvers to take place.

## INITIATIVE

Initiative in combat is determined at the start of each turn by comparing the initiative values of the ships involved. There is no initiative roll. Each ship's initiative value is equal to its "maneuverability". As ships sustain damage to their "masts" or "crew" tracks, their initiative value changes. Therefore, at the beginning of each round, the new values are adjusted.

## ROLLS IN A NAVAL COMBAT

Throughout the description of these rules, we mention "navigation" tests. A "navigation" test is a test made with the "Drive" skill of whoever is at the ship's helm (called the "navigator"). If this value is greater than a ship's current "Hull" value, use the current "Hull" value for navigation tests.

Similarly, "Attack" checks are performed with the "Shoot" skill of the character responsible for handling the ship's weapons (which may be the first mate, the boatswain, or the master gunsmith). This roll is limited by the ship's current "Crew" value, plus its experience, or by its "Weapons" value.

There are no defense rolls in naval combat. Instead, a ship's attack roll must exceed a value equal to the attacked ship's relative maneuverability. So, for example, a ship with "maneuverability" 2, attacking a ship with "maneuverability" 5, must overcome a value of 3 on its attack roll to be able to deal damage. If the relative maneuverability is negative, the attack roll must exceed a value of 0.

## THE ROLES OF THE CHARACTERS

Various characters can have different roles in naval combat, as different tests are usually performed by different characters.

### NAVIGATOR

This is the character responsible for commanding the course of the ship in combat. Navigators should have a good "drive" skill score, as navigation checks are critical in performing all advanced maneuvers.

### QUARTERMASTER

Usually the second-in-command on a ship, also called "first mate". The quartermaster is responsible for controlling a ship's inventories and maintaining discipline. They usually also carry out the necessary punitive actions. In naval combat, the quartermaster can replace the captain if they are unable (or unwilling) to assume a specific role.

### SHIP'S DOCTOR

The ship's doctor treats the wounds that the crew sustains in combat. Without a ship's doctor, it is not possible to regain lost stress points on the "crew" track after a combat. To this end, the on-board doctor performs a "Lore" test. The success shifts on this test indicate the amount of stress points recovered. Only one treatment roll is allowed after the end of a combat. This roll requires time to recover: 1 day per lost point of stress.

### CARPENTER

A crew member responsible for carrying out repairs to the ship. Without a ship's carpenter, it is not possible to regain stress points lost on the "hull" or "masts" track after a fight. To do so, the carpenter makes a "Crafts" check to recover the hull, and another to recover the masts and sails. The success shifts indicates the amount of stress points recovered in each of these tracks. Only one check is allowed after the end of combat, for each of these stress tracks. Each of these tests need time to perform: one day per test if the ship is in port, or one week if it is on a beach. It is not possible to recover the hull or masts of a ship in motion on the high seas.

## ACTIONS IN ONE TURN

In a naval combat turn, a ship can move **or** attack. However, it can move and attack ships that have lower initiative in the same turn. Barring advanced maneuvers, attacks can only target opponents in the same zone.

## RECOVERING STRESS

At the end of a naval combat, stress points lost by a ship are not automatically recovered.

Stress points on "hull" and "masts" can only be recovered if the ship has a carpenter, and has at least one cargo point used to store "spare parts". A cargo point on spare parts can be used by a carpenter to recover both the hull and the mast.

Likewise, stress points in "crew" can only be recovered if the ship has a doctor on board.

## DAMAGE IN A NAVAL COMBAT

When a ship makes a successful attack onto another, the damage dealt can be divided among the target ship's three stress tracks. It is the commander on the ship receiving the damage who decides whether the damage taken will be split or not, and which stress track it will be applied to.

An attacker may wish to "aim" its attack at another ship's hull, masts, or crew. If an aimed attack succeeds, the target cannot split the damage points as it wishes, and must apply them all to the stress track determined by the attacker. Aimed attacks are made at a -2 penalty.

## RAMMING

It is possible to ram one ship into another on purpose, either to initiate a boarding, or simply to damage the other ship. It is only possible to collide two ships in the same combat zone.

Perform a navigation test. The opponent can defend against this maneuver with a navigation check of their own. On a success, ramming occurs.

Both ships will be damaged. The collider ship takes 1 damage to its "hull". The defending ship takes a number of points of damage equal to the success shifts of the maneuver.

After a ramming, both ships stop moving and their "speed" and "maneuverability" value drops to 0 (if the "maneuverability" or "speed" of one of the ships is negative, this value does not change). Either ship can pull out of the collision if, on its turn, it makes a successful "navigation" check at -2. Only after the ships separate do their speed and maneuverability values return to their usual range.

## FLEEING

Eventually, a ship may wish to flee naval combat. This is easier to obtain if the ship's speed is greater than that of its pursuers, but it can also be obtained if the ship's maneuverability is greater than that of its pursuers.

To escape combat, the ship cannot make any attacks on its turn. It must move into a zone free from opponent ships. The navigator makes a "navigation" check, and opponents who try to stop it also make a "navigation" check. If the ship has greater maneuverability than all of its opponents, use the difference as a bonus on this test. If it has greater speed than all of its opponents, use the difference as a bonus as well.

Use the smallest success shifts obtained against all opposing ships, and accumulate it over subsequent turns. If the smallest margin is negative, reduce the accumulated value, without going below 0. If the opposing ships wish to continue opposing a ship's escape, they must move to the zone where the ship went to in their turns. The ship manages to flee when it accumulates 5 success shifts over these tests.

If a ship attempting to escape combat attacks another, its accumulated success shifts for escape returns to 0.

# ADVANCED MANEUVERS

Navigators with the "Expert Navigator" stunt can learn advanced maneuvers that allow them more variety of action in naval combat. Only one of these techniques can be used in each combat turn.

* ***Attrition attack***: You attack several enemies simultaneously, dividing your attack value between all of them. However, a success causes no damage. Instead, attacked enemies take -2 to maneuver checks to try to stop your escape. This maneuver can be performed while the ship is fleeing combat.
* ***Club Hauling***: This maneuver can only be attempted where the sea is shallow. It consists of dropping the anchor suddenly and using it as a pivot point around which the ship turns rapidly. In the end, the anchor rope is cut and the anchor is lost. It can be used to evade a successful attack from another ship. Upon receiving an attack, if it succeeds, you can choose to spend a fate point, perform this maneuver, and escape the attack entirely. This can only be done once per combat, and only by a ship that still has an anchor. This maneuver causes 1 stress point to the ship's hull.
* ***Concentrated Attack***: You know how to orient a ship's guns so that they converge on another, smaller ships. When attacking a ship smaller than yours, you can take a -1 penalty on your attack check, and increase the damage dealt in an attack by the difference in sizes between the ships.
* ***Cover attack***: You know how to spread your attacks so that they cover a larger area in combat. Make your attack roll at +2. However, if the attack succeeds, you deal a maximum of 1 damage point to the target vessel, regardless of your result. Cover attacks cannot be targeted.
* ***Crossing the T***: You position your ship perpendicular to the enemy's line of fire, being able to attack it freely while it takes penalties on its attacks. Choose an opponent and make a navigation test. The opponent resists with a navigation test of their own. On a success, the opponent takes a -2 penalty on their attack rolls against you for the next turn. The T-cross needs to be maintained each turn.
* ***Crosssail Overuse***: You know how to make the best use of crosssails to capture wind in any position of the ship. However, extending all possible crosssails puts unnecessary stress on the masts. When using this maneuver, the ship gains +2 points of maneuverability and speed, but suffers one point of stress in the "masts" that turn.
* ***Cutting the enemy***: You maneuver your ship, placing it directly in front of an opponent, forcing it to change course. This maneuver can make it difficult or impossible for another ship to escape. Perform a "navigation" contest with the opponent. On a success, they cannot make a check to try to flee this turn. However, on a success, the opponent gains +2 for a a ramming attempt, if desired.
* ***Double Attack***: You position the ship so that one side attacks one enemy, and the other side attacks another. Choose 2 opponents. You can make an attack roll on both of them simultaneously, splitting your attack roll between them as you wish.
* ***Evasive Maneuvers***: You've learned to use the maneuverability and agility of small ships to your advantage. Choose a single opposing ship that has less maneuverability and greater size. You impose a -2 penalty on all the selected ship's attacks that turn.
* ***Multitasking leader***: You have a unique ability to divide the crew into several simultaneous tasks, although this causes greater stress to your subordinates. By spending 1 fate point, you can move and attack vessels with maneuverability greater than or equal to your ship's, on that turn.
* ***Naval Feint***: You start the movement of an advanced maneuver, but abruptly stop and switch to another. This can confuse an opposing captain and make your navigation test easier. To use this maneuver, you must know at least two other maneuvers. Make a "navigation" contest against an opposing ship. On a success, any advanced maneuver you perform on the next turn imposes a -2 penalty to navigation rolls attempting to oppose it.
* ***Raking***: You know the exact time and position to carry out an attack on a ship in order to hit it transversely, causing maximum impact on its hull. Perform an attack targeting the hull. On a success, you can spend 1 fate point and increase the damage dealt by 2 points.
* ***Stress the masts***: You know how to use the position of the masts and sails to maneuver more efficiently in combat. Make a navigation check. If you roll higher than your current "masts" value, you may increase the ship's maneuverability by 1 point that turn.
* ***Swerving***: You order all crew members to run to one side of the ship, then the other, as you turn the ship in a sharp zigzag through your opponents. On the turn you use this maneuver, you cannot attack, but all attacks against you take a -1 penalty. This maneuver can be performed while the ship is fleeing combat.
* ***Tilt Guns***: You know how to tilt your ship's guns to make them attack opponents in adjacent zones. To use this maneuver, you must take a turn to change the weapons' inclination. A ship with tilted weapons cannot target opponents in the same zone, but it is possible to tilt only a few weapons, and thus split a ship's attack value between attacks in the same zone, and another attack option for adjacent zones.

# SHIP STUNTS

Ships can also be equipped with some modifications in order to increase or change their capabilities. These act as "stunts" for to vessels.

* ***Additional Mast***: This ship has an additional mast, or its masts are larger than its size normally allows. Your "masts" stress track has an extra slot. This also adds 1 to the masts value when determining their weight.
* ***Cramped Quarters***: This ship has reduced the space required by its crew to minimum living conditions. Your "crew" stress track has an extra slot.
* ***Double Hull***: This ship has two layers of hull, reinforcing its structural integrity. Your "hull" stress track has an extra slot. This also adds 1 to the hull's value when determining its weight.
* ***Hidden Compartments***: This ship has cargo spaces built into its structure. One of their cargo points is hidden, and port authorities are unlikely to find this cargo unless they know exactly where to look.
* ***Oars***: For size 1 or 2 vessels only. This ship has a place for oarsmen who can, in an emergency, increase its speed. In combat, it gains 2 more points of speed. Add 1 to the masts' value when determining their weight.
* ***Optimized Armament***: On this ship, the weapons hold doesn't have room for even a fly to get in. Increase your "Weapons" value by 1.
* ***Oversized Rudder***: This ship has a larger than normal rudder for its size, allowing it to maneuver more efficiently in combat. This ship's maneuverability is 1 point higher. Also add 1 to the hull's value when determining its weight.
* ***Reinforced Keel***: This ship's keel is reinforced with a thick layer of iron. When ramming, this ship only takes damage if it deals more than 3 points to the opponent. Add 1 to the hull's value when determining its weight.

# NEW STUNTS FOR NAVAL COMBAT

The stunts below are available to characters if they want to be more effective in naval combat.

* ***Shipwright*** (Requires: Crafts 3): You specialize in designing, building, and repairing ships. To fix a ship's hull or mast tracks, you don't need to make a "Crafts" check. You always recover all stress points for the cost of 1 cargo point in spare parts.
* ***Naval Doctor*** (Requires: Lore 3): You know how to treat multiple people simultaneously. You do not need to make a "Lore" check to heal a ship's crew wounded in combat. At the end of combat, all stress points in a ship's "Crew" are recovered if you are or assist the ship's doctor. You also gain a +2 to your "Lore" check to treat combat-related injuries to multiple people in other environments, such as an army.
* ***Expert Navigator***: When learning to sail, you also learned some advanced techniques. Choose a number of advanced techniques equal to your "Drive" score. You can use any of them in naval combat.

# WEIGHT AND COST OF SAILING VESSELS

The cost of a vessel can vary greatly. Access to raw materials, knowledge of production technology, suitable shipyards, the economic situation of a nation, all can contribute to the same ship having a very varied production cost in different places. Even so, these rules present a cost to vessels that can serve as a comparative basis, and that can be easily adapted to other countries by applying an adjustment factor.

Cost is a direct function of ship weight. Therefore, it is necessary to first calculate the weight of a ship.

* ***HULL WEIGHT***: The hull of a vessel is the biggest influence on its weight. The weight of the hull equals to the square of its maximum value, times 5, in tons.
* ***MAST WEIGHT***: The masts' weight equals the square of its maximum value, in tons.
* ***WEIGHT OF WEAPONS***: The weight of a ship's guns equals the square of its value, in tons.
* ***ADDITIONAL WEIGHT DUE TO EXPLOITS***: Some stunts increase the weight of some attribute of the ship, and are outlined in their description.

## WEIGHT AND COST RELATION

For simplicity, it can be assumed that a vessel costs 1 pound per ton. 1 pound is the equivalent of an experienced professional's salary for 1 month. Therefore, to adjust the cost of a ship to any specific scenario, multiply its weight by a person's salary for 1 month in that region.

## MAINTENANCE COST

Captains are usually required to pay their sailors a salary (or part of the loot, in the case of pirates). In addition, sailors need to be fed and supplied during a voyage, which requires that part of the ship's cargo be directed towards provisions.

The monthly salary of a "crew" point is equivalent to its "Experience" + 3 (minimum 1), in pounds.

Each point of "cargo" directed at provisions can sustain 1 crew point for 1 year.

# IMPROVING VESSELS

Ships can undergo upgrades to increase some of their attributes, or install new stunts. The cost of an upgrade is equal to the difference in the cost of the vessel after and before the upgrade, times 1.5.

The time it takes for an upgrade to complete is equal to the cost of the upgrade in pounds, in days. You can only upgrade a vessel in a port or a shipyard.

Regardless of the upgrade being performed, ships cannot increase in size. For this, it is necessary to acquire another vessel.

If the difference in cost is 7 or less, an upgrade always costs at least £7 and takes 1 week.

# EXAMPLES OF VESSELS

 Weight: 143 shades
 Experience: 2
Cargo: 5
Weapons: 3
Maneuverability: 0

 Weight: 175 tons
 Experience: 1
Cargo: 5
Weapons: 5
Maneuverability: 2

 Weight: 77 shades
 Experience: 0
Cargo: 4
Weapons: 4
Maneuverability: 4

 Weight: 28 shades
 Experience: 3
Cargo: 2
Weapons: 2
Maneuverability: 7