Naval Warfare

Naval Warfare in Penastria extends from the surface of the water to the lower reaches of the sky, and is an important part of conquest in the modern era. Most advanced nations have navies - of sea vessels, sky ships, or both - which provide far-reaching influence across expansive oceans to distant seas and have served as crucial parts of the development of many territories, and a catalyst for progress in every sector of society.

This page covers the mechanics involved in naval combat, and provides an overview of the necessary knowledge to partake in ship-to-ship fighting. Unless otherwise specified, a *hex* is a 50-ft wide hexagonal space that serves as a single space within the grid on which naval combat scenarios are carried out.

## Ships

There are a wide variety of available ships in Penastria, each with their own properties, benefits, and disadvantages. Most nations have sea or sky vessels of some nature, which can vary based on culture and/or scientific advancement.

The ships in the tables listed below are sail-and-cannon ships, the current most advanced type of ship in Penastria. The statistics for less advanced ships can be extrapolated from these below, but will generally be outmatched in terms of direct combat, and are therefore not included. Ships of this nature are categorised into classes, based on their general size. Each class of ship has a number of ship types within it, each with their own statistical values.

### Ship Properties

#### Hit Points

The hit points of a ship reflect how much damage it can take before sinking. A ship has two sets of hit points: *Hull HP*, and *Rigging HP*.

*Hull HP* is the health of the ship at large: its decks and structure. Most damage in a battle is done to his hit point value, and when it hits 0, the ship begins sinking. Damage can only be dealt to a ship's Hull HP if an attack hits its Armor Class (AC) and the damage dealt is equal to or greater than the *damage threshold* of a ship. If an attack hits, but does not pass the damage threshold, it has no effect on the Hull HP value.

As part of Hull HP, ships also have an *Effective HP* threshold. Below this threshold, the ship is not sinking but is crippled, with limited functions. It makes all attacks and ship-based checks at disadvantage.

*Rigging HP* is the health of the ship's masts and sails. These are generally harder to sufficiently hit and deal damage to, but there is no damage threshold. Any damage done by an attack that hits is damage done in full. When a ship's Rigging HP is reduced below 50%, its speed is halved. When the Rigging HP reaches 0, the ship's speed is reduced to 1 hex per turn until it is repaired.

#### Speed

The speed of a ship refers to the number of 50-ft hexes it can moves on a single turn. Smaller ships are typically faster than large ones, which is important for manoeuvring around their cannons and gaining opportunities for boarding. Sky ship variants of each ship type add +1 to the listed speed, as they are not inhibited by drag from the water.

#### Crew Space

The crew space of a ship is the average available space for sailors who work, live, and die on the ship. A ship can carry up to its listed *Max Crew* value, including deckhands, officers, and passengers. The *Skeleton Crew* value is the minimum number of workers a ship needs to make journeys on it without risking exhaustion. This only includes officers and deckhands.

#### Cannon Capacity

The cannon capacity of a ship is the amount of cannonry it can carry. Each ship has a number of available *slots* that can be filled. From these slots, heavy cannons take 3 slots each, medium cannons take 2 slots each, and light cannons take 1 slot each. Cannon weights are categorised in the Weaponry list.

#### Storage Capacity

The storage capacity of a ship pertains to the average weight of trading goods, rations, and other general supplies that can be stored in the ship *per cargo deck*. This value can be increased or reduced by changing decks from gun decks to cargo decks, or vice versa respectively.

### Ship Classes

#### 1st Rate Ships

1st Rate ships are the powerhouses of the sea. Warships of this size are expensive and grand, and navies only bring them out in dire circumstances due to the enormous costs in maintaining and manning them. But, when they do, they get the job done. Cargo ships of this size are designed for maximum storage space and can carry months worth of goods from shore to shore. Though slow and ponderous in movement, these ships can generally withstand (and sometimes dish out) a tremendous amount of damage.

* **Decks:** 1st Rate ships have 3 or more decks: a Main deck at the top, one or more Gun or Cargo decks below, and an Orlop deck just above the ballast compartments that is always a cargo space.
* **Size:** 1st Rate ships occupy a space of 4x1 hexes, with an average board presence of 200 by 50 feet.
* **Storage Capacity:** 1st Rate ships can carry 100 tons of storage per Cargo deck, 50 tons of storage in the Orlop deck, and 20 tons of storage on the Main deck.

* ***Carrack.*** A carrack ship has 4 decks, but the topmost deck is an aftcastle deck that is smaller then the rest and at the rear of the ship. This deck cannot be used as a cargo deck.
* ***Merchant.*** A merchant ship has 4 decks, but only 2 of the 3 top decks (above the Orlop) can be used as gun decks.
* ***Slaver.*** A slaver ship's central deck is setup as a single open space, for maximum storage of people. It can carry double the listed storage capacity on that deck.

#### 2nd Rate Ships

2nd Rate ships are the most common vessel on the sea, as diverse in function as they are effective. From pursuit to smuggling, these ships are large enough to handle themselves without being floating fortresses, but small enough to be affordable and quick. Nimbler and more lightly armoured than larger ships, they can nonetheless hold their own in a pitched battle, but cannot carry the same amount of cannonry or crew.

* **Decks:** 2nd Rate ships have 2 to 3 decks: a Main deck at the top, a Gun or Cargo deck, and an optional Orlop deck just above the ballast compartments that is always a cargo space.
* **Size:** 2nd Rate ships occupy a space of 3x1 hexes, with an average board presence of 150 by 50 feet.
* **Storage Capacity:** 2nd Rate ships can carry 75 tons of storage per Cargo deck, 30 tons of storage in the Orlop deck, and 15 tons of storage on the Main deck.

* ***Clipper.*** A clipper is a type of trade ship that has an extra mast and is optimised for linear speed.

#### Unrated Ships

Unrated ships are simple and fast. While seaworthy, these don't hold a candle to their larger brethren. Able to be manned by a small amount of men, these may be owned by fisherman, small groups, or wealthy aristocrats who wish to spend a day sailing. Nonetheless, their manoeuvrability and speed over short distances can make them a worthy threat. Without space for a battery of cannons, unrated ships are often more intent on the boarding of others.

* **Decks:** Unrated ships have 1 or 2 decks: a Main deck at the top, and an optional Cargo deck below that, above the ballast compartments.
* **Size:** Unrated ships occupy a space of 2x1 hexes, with an average board presence of 100 by 50 feet.
* **Storage Capacity:** Unrated ships can carry 50 tons of storage per Cargo deck, and 10 tons of storage on the Main deck.

* ***Gunboat.*** A gunboat's single cannon points forwards instead of divided by two to either side. It cannot broadside.
* ***Egir-Vargar.*** The Egir-Vargar are a type of wolfship that generally carries a sizeable contingent of armed fighters for quick land.

#### Small Ships

Small Craft ships are those vessels even smaller than Unrated ships that find general use throughout seafaring. These are typically the most basic of ships, able to be crewed by a dozen or fewer people. Very few warships of this size exist, as they can be torn apart by cannon fire with very little difficulty, but those that do rely on high speed manoeuvring and hit-and-run tactics. These kinds of ships generally do not carry cannonry larger than swivel guns.

* **Decks:** Small Craft ships have only 1 deck: a Main deck above the ballast compartments.
* **Size:** Small Craft ships occupy a space of 1x1 hexes, with an average board presence of 50 by 50 feet.
* **Storage Capacity:** Small Craft ships can carry 300 lb. of storage on the Main deck.

Threshold

## Crew

### Officer Positions

Every ship has several Officers who share the responsibility of leadership. Player characters or other skilled characters may take an officer position each, benefitting from the listed features and available actions. Some positions have prerequisites, such as certain proficiencies or abilities required. All Officers share a position of authority, and as such may give orders to crew (Charisma checks if applicable). Officer positions also come with a long term responsibility when travelling.

During Naval Combat, ships take initiative, and every member of the ship acts as one cohesive unit. Rather than taking full individual turns, Officers may only take a single action each on their ship's turn (barring abilities such as Action Surge), from the additional actions granted by their position on top of any other actions they can normally take. Officers act in the order of the positions below, but can hold their actions as normal.

#### Captain

* **Honorary:** *Captain*
* **Prerequisites:** *Proficiency in Water Vehicles and Navigator's Tools.*
* **Additional Actions:**
	+ ***Rally.*** Give a d6 Inspiration Die to an ally. A Charisma Check, DC dependent on the situation, is required.
	+ ***Assess.*** Make an Intelligence (Investigation) check to locate any weakness of an opponent’s ship. You have advantage on the check if you possess a spyglass. If successful, your ship has advantage on your next attack or contest against them for the next minute.
	+ ***Assign Position.*** As an action, you may immediately replace one officer’s position with another or promote someone to an officer position.
	+ ***Pilot (at helm).*** Make a Pilot check (see Movement section) to steer the ship. If this action is not taken and you are currently controlling the helm, the ship continues on its current course.
	+ ***Evasive Manoeuvre (at helm).*** Make a Pilot check (see Movement section) with disadvantage. If successful, immediately add your proficiency bonus to the ship's AC and gain advantage on the next check to contest boarding until the start of your next turn. Your speed next turn is halved. On a critical failure, you cause an Overboard save to be taken (see Movement section).
	+ ***Boarding Check (at helm).*** Make a Pilot check (see Movement section), contested against the same check by the enemy helmsman. On a successful boarding check, the boarding succeeds and both ships enter regular combat.
* **Travel Role:**
	+ ***Navigator.*** The Captain helps plan the route for the ship, charting a course through faster waters and helping the Helmsman with the journey. Make a Wisdom or Intelligence (Navigator's Tools) check for every day of the journey. You have additional bonuses to this check depending on the quality of maps available to you. On a success, the Helmsman has a +1 bonus to their travel check for that day. On a critical success, the bonus is increased to +2, and on a critical failure the bonus is -1 instead.

#### First Mate

* **Honorary:** *Mr.*
* **Prerequisites:** *None*
* **Additional Actions:**
	+ **Rally.** Give a d6 Inspiration Die to an ally. A Charisma Check, DC dependent on the situation, is required.
	+ **Assign Position:** As an action, you may immediately replace one officer’s position with another or promote someone to an officer position.
	+ **Weigh & Brace:** Make a Charisma or Intelligence check to rally the troops for a boarding effort and throw grappling lines into an enemy ship. For this action to succeed, the target ship must be within 1 hex of your own. If successful, the next Boarding Check action has advantage on its contested check.
	+ **Volley Fire:** Order a volley of firearm fire onto an enemy crew within 2 hexes of your ship. Crew members on the main deck of the target ship must make a Dexterity saving throw or take 2d10 piercing damage, or half as much on a success. The sailor count takes half the damage automatically. You must have available gunmen to take this action.
* **Travel Role:**
	+ ***Shipman.*** The First mate is often a jack of all trades that provides support throughout the ship. Every day, you can choose to assist another officer with their travel checks, granting them advantage on the check.

#### Helmsman

* **Honorary:** *Mr.*
* **Prerequisites:** *Proficiency in Water Vehicles*
* **Additional Actions:**
	+ **Pilot (at helm):** Make a Pilot check (see Movement section) to steer the ship. If this action is not taken and you are currently controlling the helm, the ship continues on its current course.
	+ **Evasive Manoeuvre (at helm):** Make a Pilot check (see Movement section) with disadvantage. If successful, immediately add your proficiency bonus to the ship's AC and gain advantage on the next check to contest boarding until the start of your next turn. Your speed next turn is halved. On a critical failure, you cause an Overboard save to be taken (see Movement section).
	+ **Boarding Check (at helm):** Make a Pilot check (see Movement section), contested against the same check by the enemy helmsman. On a successful boarding check, the boarding succeeds and both ships enter regular combat.
	+ **Ram (at helm):** Ram your prow into another ship using your ship's movement. You deal 1d12 damage to the target ship (ignoring damage threshold) per hex travelled in a straight line that round, taking half that damage back to your own ship. This action can be taken on successive turns to stack the damage, up to a maximum of 8d12. The damage resets if you turn during this movement.
	+ **Come About (at helm):** Using the ship's full movement (only if the full movement is available), make a Pilot check (see Movement section) check. If successful, the aft most section of the ship moves to inhabit the hex forward to the one the bow was previously in, and the bow moves in a straight line over so that the ship extends perpendicular to its former orientation (or 180 degrees if an unrated ship). Your speed next turn is halved. This action causes Overboard saves (see Movement section) for crew members on the main deck.
* **Travel Role:**
	+ ***Pilot.*** The Helmsman is responsible for executing the ship's course in the most efficient manner possible. Make a Wisdom or Intelligence (Water Vehicles) check for every day of the journey. On a success, that day's travel speed remains as normal. On a failure, that day's travel speed is halved instead. On a critical failure, the day's travel is lost.

#### Master-at-Arms

* **Honorary:** *Master*
* **Prerequisites:** *Proficiency in Firearms*
* **Additional Actions:**
	+ **Assess:** Make an Intelligence (Investigation) check to locate any weakness of an opponent’s ship. You have advantage on the check if you possess a spyglass. If successful, your ship has advantage on your next attack or contest against them for the next minute.
	+ **Fire Cannons:** Make a number of attacks up to twice the amount of available gun decks. You pick the cannon from each deck, but cannot pick the same cannon twice on the same turn. Attacks can be fired at different targets and different ranges, but target ships must be within the ship's *Field of Fire* (see Combat section).
	+ **Call Broadside (Recharge 5-6):** Fire all the cannons on one side of the ship (half the amount available on each deck, rounded down) towards the first ship that is fully within the ship's *Effective* *Field of Fire* (see Combat section). The next (Water Vehicles) check made by both the helmsman of your ship and the target ship has disadvantage. This action is only available on ships with Gun Decks and more than 1 cannon, and can only target a ship's *Hull HP*.
* **Travel Role:**
	+ ***Master Gunner.*** The Master-at-Arms is responsible for the ship's weaponry and fighting condition. Make a Wisdom or Intelligence check, adding your proficiency bonus, for every day of the journey. On a success, if the ship enters combat that day, it's on-board weaponry has a +1 bonus to attacks for the duration of the first combat it encounters.

#### Boatswain

* **Honorary:** *Bosun*
* **Prerequisites:** *Proficiency in Carpenter's Tools*
* **Additional Actions:**
	+ **Assess:** Make an Intelligence (Investigation) check to locate any weakness of an opponent’s ship. You have advantage on the check if you possess a spyglass. If successful, your ship has advantage on your next attack or contest against them for the next minute.
	+ **Adjust Sails:** Make a Wisdom or Intelligence (Water Vehicles) check to adjust sails on the fly and catch the wind. If successful, your ship has a +1 bonus to its speed until the start of your next turn.
	+ **Order Repairs:** Make a Wisdom (Carpenter's Tools) check, choosing to repair the ship's rigging or hull. The rigging recovers a number of HP equal to your check. The hull recovers a number of HP equal to double your check.
* **Travel Role:**
	+ ***Carpenter.*** The Boatswain is responsible for the ship's upkeep and repair while on the voyage, patching up damage and restoring it to working order. Make a Wisdom or Intelligence (Carpenter's Tools) check for every day of the journey. On a success, you restore HP up to three times your check, splitting it as you see fit between *Hull HP* and *Rigging HP*.

#### Chief Engineer

* **Honorary:** *Chief*
* **Prerequisites:** *Proficiency in Tinker's Tools*
* **Additional Actions:**
	+ **Order Repairs:** Make an Intelligence (Tinker's Tools) check, choosing to repair the ship's rigging or hull. The rigging recovers a number of HP equal to your check. The hull recovers a number of HP equal to double your check.
	+ **Overload Cores (sky ship only):** Make an Intelligence (Tinker's Tools) check. If successful, the your ship has a +2 bonus to its speed until the start of your next turn. If you critically succeed, the helmsman also has advantage on their next (Water Vehicles) check. If you fail, your ship loses -1 speed until the start of your next turn. If you critically fail, your ship drops and you must make additional checks to stop it, only doing so on a success.
* **Travel Role:**
	+ ***Engineer.*** The Chief Engineer is responsible for fine-tuning the ship's systems and mechanics. Make an Intelligence (Tinker's Tools) check for every day of the journey. On a success, the Helmsman has a +1 bonus to their travel check for that day, and the Boatswain has a +1 bonus to their repair check for that day. On a critical success, the bonus is increased to +2, and on a critical failure the bonus is -1 instead.

#### Surgeon

* **Honorary:** *Dr.*
* **Prerequisites:** *Proficiency in Medicine or the Healer Feat*
* **Additional Actions:**
	+ **Combat Treatment:** Make a Wisdom (Medicine) check, choosing up to three officers or named crew members. Those crew members regain hit points equal to 1d8 + your proficiency bonus if you are proficient in medicine. Alternatively, restore 3d8 sailors to fighting condition. This check can be made with advantage if the Surgeon possesses a Healer's Kit, but doing so expends 5 charges from the Healer's Kit.
* **Travel Role:**
	+ ***Physician.*** The Surgeon is responsible for maintaining the health of the crew. Recovering from injury aboard a ship without a skilled physician is difficult: you regain no hit dice on a long rest by default. Make a Wisdom (Medicine) check for every day of the journey. On a success, you restore 1 hit dice to each crew member. On a critical success, you restore 2 hit dice instead.

#### Cook

* **Honorary:** *Chef*
* **Prerequisites:** *Proficiency in Cook's Utensils*
* **Travel Role:**
	+ ***Cook.*** The Cook is responsible for preparing and keeping balanced diets and nutrition for the crew. Make a Charisma or Wisdom (Cook's Utensils) check for every day of the journey. On a success, you restore 1 hit dice to each crew member, and officers gain a +1 bonus to their travel checks for that day. On a critical success, the bonus is increased to +2, and on a critical failure the bonus is -1 instead.

### Other Positions

The rest of the crew is made up of sailors that can serve as both deckhands, gunners, or marines with the proper training. These are required for the smooth-sailing of a ship, and are under the direct command of the various officers on board. Sailors in non-officer positions can be skilled or unskilled, where the former provides additional benefits to the ship's function.

## Movement

### Movement

Movement of ships is played "from the bow", that is: you drive the front of the ship, no matter the size. Movement is performed one hex at a time, up to the speed of the ship. A ship must move at least half its speed, rounded down every round, unless it moved half speed the previous round, in which case it can stop. Some enhancements available as ship upgrades can offer immediate stopping. If a shop is completely stopped, its speed is halved for the first turn it moves again.

In combat, movement occurs at the end of the ship's turn, after all officers have taken their actions, unless one of those actions is to steer the ship.

### Turning

Ships must move forward on their turn unless they have stopped. They may move straight forward or forward diagonally. The bow of the ship never moves laterally, only entering hexes that are “Forward” of it from the orientation of the ship (Due to the hex pattern, there will generally be 2 to 3 possible options). The aft of the ship follows the bow: the last hex of the ship always inhabiting a hex that ship inhabited prior to the move.

Further to normal turning, a Helmsman can also execute a *Come About* manoeuvre in combat if the ship has all its movement available. The manoeuvre uses the ship's full movement to bring it about perpendicular to its starting position in one action. It is a risky option, but can open possibilities for lines of fire that would not exist otherwise since it lets the ship move into an advantageous position mid-turn rather than at the end. On Unrated ships, the manoeuvre causes the ship to turn entirely in a 180%, such that its bow occupies the hex that the aft previously occupied, and vice versa. Following this manoeuvre, the ship's speed is halved for the next turn.

### Steering

Steering on ships is decided by Pilot checks, made by the person currently controlling the helm. A Pilot check is a Dexterity, Strength, Wisdom, or Intelligence (Water Vehicles) check, depending on the situation and the approach taken by the helmsman. The type of check is generally up to the DM's discretion.

 Strength
 Intelligence
 Wisdom

The base DC of these checks is 8, with modifiers added due to existing conditions (for example, the *Come About* action adds difficult modifiers). Failing a check made to steer will generally cause the hex to cost twice the movement, but sometimes causes the ship to enter a hex adjacent to the one you were moving towards (for example due to wind or waves). In other scenarios, the ship may take damage from impacting obstacles or you may fail to gain an advantage you were seeking.

### Overboard Saves

Some actions (*Come About* and *Evasive Manoeuvre*) and conditions (strong waves, heavy wind or rain, and so on) have a chance to trigger dexterity saves from the crew on the main deck to avoid losing their footing or, at worst, falling overboard. These "Overboard Saves" follow a beat-by scale, where the higher you roll than the DC, the better your result, while rolling further beneath the DC produces worse results.

(by 5 or more)
 Success
 Failure
 Failure
(by 10 or more)

## Combat

### Targets

In naval combat, all types of damage, be it cannon attacks, spells, or other actions, have a specific selection of targets. If an attack might affect more than one target (such as an area of effect spell), then half is dealt to anything other than the intended target. The same target cannot be affected more than once from a single attack (for example, a Broadside or a Fireball don't affect the Hull twice). The targets are as follows:

* **The Hull.** The most common target in naval combat. Targeting this deals damage to the ship's *Hull HP*. Unless otherwise specified, the hull is the target of any attack against the ship. Damage done to the hull must succeed the damage threshold of the ship (per attack). A quarter of any successful damage is dealt to the amount of normal sailors on the ship.
* **The Rigging.** The sails, masts, and other aspects of the ship related to movement. Targeting this deals damage to the ship's *Rigging HP*. Attacks against the rigging are automatically made with disadvantage, and have a -3 penalty to the attack roll. There is no damage threshold to attacking the rigging.
* **The Crew.** The sailors on the ship use the ship's AC when taking fire. An attack targeting the crew must choose the deck to target. Attacks against the crew are automatically made with disadvantage, and the crew cannot be targeted if you already have disadvantage on the attack. If an attack hits, officers on that deck must make Dexterity saving throws against the value rolled on the attack, taking half as much damage on a success. Also, the amount of normal sailors on the ship is automatically reduced by half the damage dealt if the attack hits. Damage dealt by an attack made against the crew does not deal damage to the ship's *Hull HP* or *Rigging HP.*

### Field of Fire

A ship's field of fire is the area within which its cannons can make an attack. A field of fire is a line area of effect perpendicular to the ship itself, that is as wide as the ship and as long as the range of the attack being made. A field of fire normally has three sections: *Point-Blank* range, *Effective* range, and *Long* range (written in that order for cannons in the Weaponry list). Attacks within *Point-Blank* range have advantage, attacks within *Effective* range are made as normal, and attacks within *Long* range have disadvantage. Attacks that use multiple types of cannons simultaneously (namely, a *Broadside*) can only fire within the *Point-Blank* and *Effective* ranges.

If an attack is made on a ship when you are perpendicular to it, it is considered *Raking Fire*. *Raking Fire* is fired longways down a ship and has potential to inflict greater damage. As long as you are in the appropriate location, you may roll one additional weapon damage die when determining the damage from ranged weapon attacks which target the ship. This bonus applies to any ranged weapon attacks, including those as a part of broadsides or using special shots, but can only be applied if the attack targets the Hull.

### Damage

When a ship is brought beneath its *Effective HP*, the ship is crippled but is not sinking. It makes all attacks and ship-based checks at disadvantage. It can still be repaired and taken above the threshold while in this state.

Once a ship is brought to 0 hit points, it is considered sinking, and can no longer be repaired. The ship's speed and travel speed become 0. All penalties from being beneath effective HP persist, and actions to repair the ship automatically fail. The ship becomes completely submerged in 1d6+2 rounds. Once submerged, the ship sinks 120 feet per round. While sinking, the ship is considered difficult terrain. On initiative count 20, everyone on board must make an Overboard saving throw. Besides the normal failure results, characters may take bludgeoning damage, be restrained be debris, or other ill effects unique to the situation.

### Boarding

Boarding describes the specific strategy of forcing standard combat by coming side by side another ship and grappling with it, while members of either crew attempt to board and overcome the resistance on the opposing ship. Boarding begins with a *Boarding Check* made by the person at the helm. Other actions taken previously or existing conditions can affect the likelihood of success of this check.

If a boarding is successful, the individual speed of both ships drops to 0, but they move forward with each other 1 hex per round. They cannot move freely until the boarding grapple is broken, by removing all lines, gangplanks, or other restraints attached as part of the boarding check. At this point, the boarding ends and combat resumes as normal.

## Upkeep & Repairs

### Docking at Port

When a ship docks at a port, there are two options available: *Mooring* or *Berthing*. When *Mooring*, the ship simply drops anchor within the harbour's limit and can occupy the space for free, but it cannot undergo repairs to its hull or install any upgrades. When *Berthing*, the ship must pay dock fees on a daily basis, but can also undergo upgrades and repairs. Docking fees are, on average, as follows:

* Town: 1 gp a day
* City: 3 gp a day
* Major City: 5 gp a day

On top of this, when docking at a port to make a sale of goods, those goods are to be declared to the Dockmaster, and import taxes are to be paid at a rate of 5% of the items base value. Merchants that don't pay their taxes are often persecuted by the local government.

### Ship Repair

Ships can be repaired or improved at most harbours. Repairs will take 1 day for every 50 hit points missing from the *Hull HP*, and cost 2 gp per hit point repaired for unrated ships, 3 gp per hit point for a 2nd rate ship, and 5 gp per hit point for a 1st rate ship. *Rigging HP* costs 100 gp for every 50 hit points restored, and cannot be repaired in smaller increments. Enhancements and upgrades to the ship may be ordered and installed during this same time period.

### Travel Supplies

A ship going on a journey must carry with it the necessary supplies to ensure its crew is all well-fed and healthy. For simplicity's sake, these supplies are reduced to Food and Water.

Food is purchased in the form of rations, at the normal rates. Each crew member, including officers, must consume 1 ration per day to remain healthy on the sea. Rationing is possible, but sailors will begin to die off at a rate of 1d8 per day after 3 days without food, increasing by 1d8 for every 3 consecutive days. These days accumulate over the course of the voyage and are reset to 0 once you reach a port. Half-rations count as half a day without food.

Water is purchased in various containers. Each crew member, including officers, must consume 1 litre of water per day (2 pints, or half a waterskin). Rationing is possible, but sailors will begin to die off at a rate of 1d8 per day after 2 days without water, increasing by 1d8 for every 2 consecutive days. These days accumulate over the course of the voyage and are reset to 0 once you reach a port. Half-rations count as half a day without water.

### Crew Wages

Crew members are paid on a per day basis at the end of a trip, and are not salaried for days spent at shore. Each sailor is paid a wage of 3 sp per day of travel, and each marine is paid a wage of 5 sp per day of travel. Skilled crew can demand higher wages. Officers are typically not salaried, but take a percentage of the profit of the trip, as determined before the fact. This can be far more lucrative, but also has risks attached.

## Customisation

### Ship Components

* ***Crow's Nest (500 gp).*** A crow's nest is a small space at the top of a ship's mast for observational purposes. Wisdom (Perception) checks made from a crow's nest have advantage. *Assess* actions taken from a crow's nest have a +2 bonus to the roll.
* ***Davit (500 gp).*** A davit is a crane by which to suspend a lifeboat on a ship. A davit is required in order for a ship to safely carry lifeboats. Each davit can suspend 1 lifeboat. This component can be purchased multiple times.
* ***Core Mechanisms (5000 gp).*** Allows a ship to utilise Dellian cores in order to rise into the air and become a sky ship. The cost of this upgrade is doubled for 2nd Rate ships, and tripled for 1st Rate ships.
* ***Wing Sails (1000 gp).*** Sails attached to the sides of a sky ship that provide the +1 bonus to speed. These count as an additional mast for the purposes of *Rigging HP*.

### Wheel Enhancements

* ***Improved Mechanism (1000 gp).*** Provides a +1 bonus to Pilot checks.
* ***Fine-Tuned Mechanism (1500 gp).*** Provides an additional +1 bonus to Pilot checks. Requires *Improved Mechanism*.
* ***Free Spinning (500 gp).*** Pilot checks made to take the *About Face* action are made with advantage.

### Combat Enhancements

* ***Breechloading Cannons (2000 gp).*** Allows the ship's cannons to be loaded from the breech end of the barrel, increasing the speed at which they can be reloaded. *Broadside* actions have an increased recharge range of 4-6. Requires cannons equipped on the ship.
* ***Bow/Stern Cannon Ports (2500 gp).*** Adds port holes for 2 cannons facing fore or aft. Can only fit Light Cannons. The upgrade must be purchased separately for the Bow and the Stern.
* ***Prow Ram (2000 gp).*** Increases the damage from the *Ram* action to 2d12 per hex, and the maximum damage to 10d12. The ramming ship only takes a quarter of the damage instead of half.
* ***Reinforced Prow (2000 gp).*** The ship takes no damage back when using the *Ram* action. Requires *Prow* *Ram*.
* ***Thick Walls (2000 gp).*** Improvements to the damage resistance of the ship's hull. The damage threshold of the ship is increased by 5. The cost of this upgrade is doubled for 2nd Rate ships, and tripled for 1st Rate ships.
* ***Fireproof Hull (1000 gp).*** A fireproofed surface is considered "non-flammable" for the sake of catching on fire. The cost of this upgrade is doubled for 2nd Rate ships, and tripled for 1st Rate ships.
* ***Ironsides (25000 gp).*** Replaces the ship's sides with metal plating. The damage threshold of the ship is increased by 10, and the ship gains a +2 bonus to its AC. The cost of this upgrade is doubled for 2nd Rate ships, and tripled for 1st Rate ships. This upgrade is available only in specialised ports and takes a long time to complete.