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Credits Foreword
If you enjoy this supplement, you can become a Limithron This supplement is intended as a jumping off point for
patron to get ship token, upgrades, ammo types, more making ship to ship combat in 5e fun, exciting, fast, and
ship stats, ship cards, art handouts, encounter building most of all engaging. No ones want to just sit there while
guidelines, ship customization options, terrain, and large one player commands the ship, but at the same time
scale battlemaps: www.limithron.com getting bogged down in sailing rules can be cumbersome
and boring. Spellcasters should be able to affect naval
Designed and Illustrated by: Luke Stratton | Limithron combat, but the barbarian shouldn’t be able to sink a ship
with their axe without a lot of effort. And if the bard wants
to swing across to the enemy ship and launch a full-on
On the Cover & Page 10: The Battle of Trafalgar by assault on the enemy captain’s feelings, well, then I think
William Clarkson Stanfield, 1836, Public Doman (PD-US- he “can certainly try”.
expired), Courtesy of Wikimedia.org. After years of playing pirate miniature games and video
games, and several more years running my own RPG
campaign, Tales from the Caribbean, I think I’ve finally
Playtesting and Feedback Provided By: cracked the code. With ships, it’s really easy to be too
Tyler "Blackwood" Stratton, Scott "Tezomoc" Sesko, Ryan complicated. Too many dice, too many ship stats and hit
"La Chance" Zanger, Kevin "The Alderman" Campbell, Tad points, too many rules about wind and speed, complicated
Edwards, Drakon Vines, Morrie, Bilge Goblin boarding rules... no thank you! The ships in the guide aren’t
any more complicated than skeletons. Well, enormous
skeletons with 100 passengers, movement that depends
The following sources have provided inspiration: on the wind, and attacks that deal over 80 damage a turn.
But, yeah, skeletons.
Little, Benerson. The Sea Rover's Practice. 2005. So let your players blow stuff up and steal some booty.
Lambert, Andrew. War at Sea in the Age of Sail. 2000. Let them capture five huge ships and learn first hand why
Assassin's Creed IV: Black Flag, Ubisoft, 2013. that's a bad idea. Make them fear for their lives by chasing
Sid Meier's Pirates!, Firaxis Games/Atari, 2004. them with overpowered pirate hunting vessels. Create your
Tuñez, Mike. Oak & Iron, Firelock Games, 2020. own enchanted Man of War with wings for sails and fire
Pirates of the Spanish Main, WizKids, Inc. 2004. breath attacks. You are the captain now.
Contents
Naval Combat Rules
Appendix A: Ships
3
Introduction
T
his supplement is designed to provide an Hit Points and Formula. The amount of damage a ship
easy to learn, adaptable rules set for ship to can take before it is Derelict. This number is scaled down
ship combat in 5th edition. While these by a factor 1:5 when compared to creature-scale
rules and ship stats are designed with encounters. See the section on “Dice and Scaling”.
gunpowder and cannons in mind, they can Crew. The minimum number of crew needed to operate
easily be adapted to any fantasy setting by the ship without being Stressed. Crew numbers are not
rebranding or modifying attacks. tracked for the purposes of ship combat but can be used
for boarding, Mob Combat, and roleplaying.
The Basics Max Crew. The maximum number of crew and
Ships are based on monster stat blocks. They have their passengers this ship can carry comfortably on long
own CR number to aid the DM in balancing encounters. voyages. Most ships can carry double this number on short
HP and damage are scaled down for speed and voyages such as raids or refugee operations.
simplicity by a factor of 1:5. Cargo. The number of cargo "slots" the ship has,
Combat is on a hex grid (1 hex =50ft). ranging from 0-6. Cargo might have different value in
Wind matters, but it’s simple and optional. different ports.
Ships may turn, and typically they must move at least 1
space. Size
Initiative is rolled each round, but only ships and solo
Ships have their own scale separate from creatures.
creatures roll. Passengers act on their ship's initiative.
Uses: hit point calculation, ramming.
Each ship has a Captain. That captain assigns Action
Points for their ship at the top of each round. Ship Sizes
Most actions require the ship to make an ability or skill Size Space Hit Die Example Ships
check; characters can choose Action Stations on their
Tiny <30ft d4 Rowboat, canoe
turn to help with these checks.
Customizing ships is easy and fun! Small <50ft d6 Longboat
Medium <75 d8 Sloop
Ship Statistics Large <100ft d10 Brigantine
Ship statistics are adapted from 5e monsters, but they Huge <125ft d12 Man of War
have been mutated to be more applicable for inanimate Gargantuan >125ft d20 Ship of the Line
vehicles. Some stats, like Constitution, represent a ship's
physical construction, while others represent the crew’s
skill (like Charisma). Dice and Scaling
Strength. The potency of a ship’s attacks. This could The dice rolls and statistics in this supplement are scaled
represent the size of its siege weapons or the precise aim by a factor of 1:5 when compared to creature scale
of a well trained crew. Uses: damage roll modifier. combat. For example, a ship that has 10hp and deals 1d6
Dexterity. How maneuverable a ship. Smaller ships are damage would have 50hp if attacked by a creature, and it
more dexterous.Uses: initiative modifier, “Coming About” would deal 1d6 x 5 damage. Any damage dealt to ships by
action. creatures should be rounded down to the nearest 5, or you
Constitution. Construction quality and fortitude of a can track exact ship hit points by multiplying their base
ship. Uses: hit point calculation. value by five. A fireball spell could hypothetically sink a
Charisma. Represents the quality of the crew and their rowboat or canoe in one shot, but a 1st Rate Ship of the
leadership. Henceforth referred to as Skill.Uses: To Hit, Line could have 1,000hp!
“Full Sail” action.
AC. Represents the resilience of the ship’s hull or its
small size and agility.
Skill and Ability Test Difficulty
Speed. The number of 50ft spaces the ship can move a The default difficulty for skill and ability checks during ship
turn with favorable winds. Also the maximum number of combat is DC12. Checks are rolled by the acting Captain
50 mile spaces a ship can travel a day. See the section on unless another character is at a corresponding Action
“Wind and Movement.” Station. The DM can modify the DC based on conditions
like rough seas, weather, surprise, terrain, or a crew that is
inexperienced, wounded, or frightened.
Moving a Ship
A ship may move up to its full movement each turn
after adjusting for the wind.
All ships must move at least 1” (exceptions: In Irons,
Anchored)
A ship must move directly forward to the space in
front of its bow.
A ship may rotate twice (rotate one hex face or 60º) at
any point before, during, or after its movement, but no
ship may turn more than once per space.
Ships that are In Irons may not move forward but may
still rotate once.
Ships that are Anchored cannot move or turn.
Captain’s Phase
During this phase, each ship’s Captain decides what In the age of gunpowder weapons, most ships
actions the ship will take. Each ship has a set number of carried the majority of their arsenal along the side
Action Points and the Captain can spend any of these to of the ship, requiring the vessel to maneuver to the
sides for most cannons to have a shot, requiring
assign actions for the characters and crew on board to
them to turn to hit a target they were chasing.
carry out later in the turn. Any actions not carried out by Broadside refers to this area. Other attacks, like the
the other characters will be rolled by the Captain. 1st Rate’s Chase Guns, can only fire Fore & Aft.
Lookout
Character Actions Limit 1/ship
Each turn, a character may spend their action to claim any Before initiative is rolled each round, any character may
of the available Action Stations detailed below. All are spend their action to become the Lookout. The Lookout
optional and can be chosen each round. Any actions that rolls initiative for the ship, and they may add or
are not covered by a PC are rolled for by the Captain using subtract their Sailing Die from the result. In addition, any
the ship’s stats but without any Sailing Dice. ship with a Lookout has +1 AC.
New Conditions
Stressed
A ship is Stressed when it has less than half of its starting
hit points. A ship is also Stressed if it has less than the
required crew. A stressed ship has Disadvantage on all
attacks and skill checks. The Bosun action station can
take the Raise Morale action to attempt to temporarily
remove this condition.
Derelict
A ship is Derelict when it has 0 hit points. Its speed is 0,
and it may only spend its Action Points on the Repair
action.
Drifting. The DM may choose to have a Derelict ship
drift one space each turn depending on weather
conditions.
Sinking. Every time a Derelict ship takes additional
damage, it must make a sinking saving throw. Roll a d20. If
the roll is 10 or higher, the ship does not sink. Otherwise
it fails and the ship sinks into the water. If a Derelict ship is
hit with a critical hit, it immediately fails its sinking saving
throw.
Repairing. The only action a Derelict ship may take is
Repair, which must be made at Disadvantage. If the Repair
action is successful, the ship loses the Derelict condition
and regains 1 hit point (instead of the normal amount
recovered by the Repair action).
Ship Abilities
Below are descriptions for abilities listed in the Ship Stats
table.
Weatherly. This ship does not decrease its max speed
when sailing Close to the Wind.
Oars. This ship may spend half of its action points
(rounded down) to travel 2 spaces in any direction. This is
in addition to its normal movement and is not affected by
wind.
Sluggish. This ship may only rotate once per turn
(unless taking the Come About action).
Heavy Armor. This ship has Resistance against attacks
that deal 10 damage or less.
Crowd on every
inch of sail!
Weigh anchor, hoist the mains, and set sail...
rough seas lie head!