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III. Of encounters at sea

During a sea voyage, rolls are made to determine if a ship meets other vessels, friendly hostile, or neutral. This roll does not require the expenditure of a Drama Die by the GM. Roll one Die, a roll of 10 indicates that another vessel or vessels, or a special encounter has appeared. An encounter check is made:

  • Once each day in coastal, Colonial, or Continental water;

  • Once each week in major sea lanes;

  • Once per month in uncharted or unexplored waters.

When an encounter occurs, roll 5K5 and consult the following the table:

Roll Type of Encounter

5 A heavily armed Eisen mercenary Small Warship

6 A lightly armed Montaigne Merchantman

7 A lightly armed patrol ship (Small Warship) belonging to the nearest sea

power.

8 A heavily armed Castillian Galleon

9 A heavily armed Pirate/Privateer Corsair

10 A lightly armed Vendel Frigate (Small Warship)

11 A heavily armed Avalon Merchantman

12 A Castillian convoy of 2 lightly armed Merchantmen and 2 heavily armed

Small Warships.

13 2 heavily armed Castillian Galleons

14 2 lightly armed Pirate/Privateer Corsairs

15 A heavily armed Vesten Small Warship

16 A heavily armed Castillian Merchantman

17 A heavily armed Large Warship belonging to the nearest nation

searching for Pirates/Enemy Privateers

18 A lightly armed Avalon Corsair

19 A heavily armed Vodocce Galleon

20 A small Avalon fleet (3 to 6 Small Warships)

21 A heavily armed Montaigne Merchantman

22 A heavily armed Pirate/Privateer Small Warship

23 2 heavily armed patrol ships (Corsairs) belonging to the nearest nation

24 A heavily armed Vendel Merchantman

25 A small Montaigne fleet (3 to 6 Small Warships)

26 2 lightly armed Castillian Merchantmen

27 A heavily armed Pirate/Privateer Corsair

28 A lightly armed Vodocce Merchantman

29 A lightly armed Vesten Merchantman

30 A small Vendel fleet (3 to 6 Small Warships)

31 A heavily armed Castillian Large Warship

32 2 heavily armed patrol ships (Small Warships) belonging to the nearest major

naval power (i.e. Avalon, Castille, or Montaigne)

33 A lightly armed Montaigne Merchantman

34 A heavily armed Avalon Large Warship

35 A Castillian convoy of 2 lightly armed Galleons and 2 heavily armed Large

Warships

36 An Avalon fleet of 1K1+2 Small Warships

37 A Montaigne fleet of 1K1+2 Small Warships

38 A Pirate/Privateer fleet of 1K1+2 Corsairs

39 A Pirate/Privateer fleet of 3 to 6 Small Warships

40 A heavily armed Montaigne Merchantman

41 A Castillian treasure fleet of 3 to 6 heavily armed Galleons guarded by an equal

number of heavily armed Large Warships

42 6 Sirens (p. 161 GM’s Guide)

43 Uncharted island (GM’s imagination)

44 A heavily armed Inquisition Small Warship (Their mission is up to the GM)

45 A heavily armed Crescent Corsair

46 The 7th Sea appears (Pilot check with a TN of 20 to avoid entering it)

47 1 Leviathan (p. 159 GM’s Guide)

48 An abandoned Ghost ship (GM is encouraged to be creative)

49 A ship belonging to one of the major Pirates (i.e. Allende, Berek, Kheired-Din,

Yngvild, or Reis)

50 The Black Freighter appears (Players should quickly sail away)

To determine how an encountered ship is armed, consult the following table:

Type of Ship Long Guns per Side Chasers Stern Guns Pont Guns

Lightly Armed Corsair 2 to 5 0 0 0

Heavily Armed Corsair 6 to 8 2 2 1 each side

Lightly Armed Sm. Warship 5 to 10 0 2 0

Heavily Armed Sm. Warship 11 to 16 2 4 2 each side

Lightly Armed Merchant 3 to 8 0 2 0

Heavily Armed Merchant 9 to 12 2 4 2 each side

Lightly Armed Lg. Warship 6 to 14 2 2 1 per side

Heavily Armed Lg. Warship 15 to 20 2 6 4 per side

Lightly Armed Galleon 10 to 17 2 4 2 per side

Heavily Armed Galleon 18 to 24 4 6 5 per side

How an encounter progresses once it is rolled is determined by the actions of the player characters (and their Captains) and the judgement of the Game Master. Usually, Merchantmen, Galleons, and Convoys encountered at sea will generally not bother other ships, and will try to evade if attacked. Corsairs will usually only attack Merchantmen, and will attempt to evade Warships. Patrol ships and solitary Warships may attack vessels which appear to be Pirates or Privateers, or those belonging to an enemy nation. If outnumbered, Patrol Ships may attempt to evade, in order to bring reinforcements. Fleets although powerful at sea are usually set upon some mission and will not take time out to engage other ships unless they are recognized as Pirates or enemy Privateers. However, a fleet will sometimes attempt to destroy a ship if they fear that the ship will give away its presence in enemy waters.

Encounters will normally appear at extreme range unless weather conditions reduce the sighting distance. Each turn thereafter, the encountered ship(s) or creature(s) will close a single distance interval. The distance range intervals in descending order are Extreme, Far, Long, Medium, Short, and Close. The players may make an Observation Check (Wits plus any bonuses) for their lookouts (if they are posted) each turn at a base TN of 10 plus 5 for each distance interval past close range (i.e. 10 for Close, 15 for Short, 20 for Medium, 25 for Long, 30 for Far, and 35 for Extreme). The GM may have the players roll each turn until either the encountered ship or creature is spotted, or until the player’s ship is attacked. As an alternative, the GM may just have the players make one roll and take it as the minimum distance that the encounter is first seen (i.e. a roll of 26 would indicate that the encounter was not seen until it was within long range).

If an encounter turns into ship-to-ship combat, use the rules in the next section entitled “Of Naval Combat” to determine the outcome, otherwise play out the encounter using the standard 7th Sea combat rules.