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Naval Combat and Travel

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

The seas and rivers of adventure offer opportunities for trade, exploration, piracy, and warfare. This section provides guidelines for handling ships and naval engagements in an era reliant on sail, oar, and rudimentary siege engines.

Ship Statistics

Vessels are defined by a unique set of statistics, distinct from characters or creatures. GMs can create specific ship stats or use the examples below as archetypes.

Example Ship Archetypes

(Using HI Formula: Rowboat 15ft, Longship 75ft, Cog 80ft, Galley 120ft)

Ship Movement (Tactical)

Maneuvering ships in combat requires skill and understanding the elements.

Naval Combat

Engagements involve ranged attacks, ramming, and boarding.

Boarding Actions

Bringing ships together for hand-to-hand combat.

Crew Roles & Actions

Key roles rely on skills:

Environmental Factors

Wind, waves, currents, fog, rain, and hazards (reefs, sandbars) heavily influence naval actions, affecting Movement, Maneuverability, visibility (skill check difficulties), and potentially causing direct damage. GM uses Difficulty Ladder and descriptive consequences.

GM Note: Naval Combat – Scaling the Complexity

The naval travel and combat rules in this chapter provide a framework for detailed ship-to-ship engagements, including vessel statistics, ramming, and specific damage effects on ships. While this can create exciting and tactical scenarios, it also introduces a layer of mechanical complexity that might not be desired for every encounter, especially by novice GMs or players, or when a faster-paced scene is preferred.

Keeping it Simple: Ships as Dynamic Terrain

For many encounters involving vessels, you don’t need to engage the full ship combat system to capture the flavor of a naval battle. Consider these simpler alternatives:

  • Focus on Character Actions: Treat the ships primarily as moving platforms or dynamic terrain. Characters can use their standard skills to engage opponents on another vessel.
    • Use Ranged Combat for characters firing bows, crossbows, or throwing weapons across the water.
    • Characters with Magic can target foes or areas on the other ship with their Effects.
  • Apply Standard Rules:
    • Range: Utilize the normal rules for weapon and effect ranges (Short, Medium, Long) and any associated modifiers. The distance between ships becomes a key tactical element.
    • Cover: Ship railings, masts, cargo, or even other crew members can provide cover for characters, imposing penalties on attackers as per the standard cover rules.
    • Movement & Positioning: While the ships themselves might be maneuvered narratively by the GM (or with a simple opposed Piloting (Sea) or Navigation check if a contest is needed to get closer), character movement on deck, or attempts to cross between ships (via ropes, planks, or daring leaps with Athletics/Acrobatics), can be handled with standard action and skill rules.
  • Narrate Ship Damage (Optional): If ships take significant incidental damage (e.g., from a powerful magical effect or a lucky siege weapon hit if you’re abstracting larger weapons), you can narrate the consequences (ship listing, speed reduced, a fire starting) without meticulously tracking Hull Integrity, unless the destruction of a ship is a central goal.

Benefits of the Simpler Approach:

  • Faster Pacing: Keeps the action moving quickly, focusing on player character abilities.
  • Reduced Complexity: Easier for GMs and players to manage, especially if new to vehicular combat.
  • Maintains Flavor: You can still have thrilling battles on the water, with characters swinging across to enemy decks or exchanging volleys, without needing to manage ship-specific stats in detail.

The full naval combat rules are there for when you want a more in-depth, tactical engagement where the ships themselves are key players. For other situations, feel free to simplify and use the core Alacrity mechanics to keep the focus on fluid storytelling and character action. Choose the approach that best suits the encounter and your group’s play style.

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File Created: 05/06/2025
Last Modified: 05/06/2025