%% Last Updated: - [[2021-03-19]] %% Initiative: Dexterity ## Actions Actions are dependent on the type of ship and the crew present ### For a [[Sailing Ship]] Ship Actions on its turn: (2/turn) - Fire [[Ballista]] - AC 15 - HP 50 - +6 to hit - range 120/480 feet - Hit: 3d10 piercing damage - Fire [[Mangonel]] - AC 15 - HP 100 - +5 to hit - range 200/800 feet (can't hit targets within 60 feet of it) - Hit: 5d10 bludgeoning damage - Move - Move up to the speed of one of the ship's sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn. - Speed: 45 ft; 15 ft while sailing into the wind; 60 ft while sailing with the wind Extra action for Navigator/Quartermaster - Full Speed Ahead - Use navigational skills to drive the ship forward faster. Roll a d6 and multiply the result by 5. Apply the total as a bonus to the ship’s speed until the end of the ship’s next turn. If the ship is already benefiting from this action’s bonus, don’t add the bonuses together; the higher bonus applies. Extra action for bosun - Take aim - Select one of the ship’s weapons that is within 10 feet of the officer. It gains advantage on the next attack roll it makes before the end of the ship’s next turn. ## HP [[Sailing Ship]] components - Hull: AC 15, HP 300 - Helm: AC 18, HP 50 - Sails: AC 12, HP 100 - Ballista: AC 15, HP 50 - Mangonel: AC 15, HP 100