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in combat.
 
in combat.
  
<u>SHIPS AND INITIATIVE</u>
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SHIPS AND INITIATIVE
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A ship rolls initiative using its Dexterity, and it uses its
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crew's quality score as a modifier to that roll.
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On a ship's turn, the captain decides which of the
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ship's actions to use.
  
A ship rolls initiative using its Dexterity, and it uses its crew's quality score as a modifier to that roll. On a ship's turn, the captain decides which of the ship's actions to use.
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SPECIAL OFFICER ACTIONS
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During an encounter, the captain, first mate, and bosun
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each have access to two special action options: Take
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Aim and Full Speed Ahead, both detailed below.
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TAKE AIM
  
<u>SPECIAL OFFICER ACTIONS</u>
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As an action, the captain. first mate, or bosun directs the
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crew's firing, aiding in aiming one of the ship's weapons.
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Select one of the ship's weapons that is within 10 feet of
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the officer. It gains advantage on the next attack roll it
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makes before the end of the ship's next turn.
  
During an encounter, the captain, first mate, and bosun each have access to two special action options: Take Aim and Full Speed Ahead, both detailed below.
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FULL SPEED AHEAD
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As an action while on deck, the captain, first mate, or
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bosun can exhort the crew to work harder and drive the
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ship forward faster. Roll a d6 and multiply the result by
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5. Apply the total as a bonus to the ship's speed until the
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end of the ship's next turn. If the ship is already benefiting
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from this action"s bonus, don't add the bonuses
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together; the higher bonus applies.
  
<u>TAKE AIM</u>
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CREW IN COMBAT
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Managing a ship's entire crew in combat can prove cumbersome,
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especially as larger ships often host dozens of
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sailors. Typically the crew is too busy managing the ship
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to do anything else during combat. Don't worry about
 +
tracking their specific positions unless you want to add
 +
that complexity. You can assume that the crew is evenly
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divided among the upper two decks of a ship.
  
As an action, the captain. first mate, or bosun directs the crew's firing, aiding in aiming one of the ship's weapons. 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.
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CREW CASUALTIES
 
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Slaying a ship's crew reduces the number of actions
<u>FULL SPEED AHEAD</u>
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most s hips can take, making the crew a tempting target
 
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in combat. Resolve individual attacks as normal, using
As an action while on deck, the captain, first mate, or bosun can exhort the crew to work harder and 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.
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the guidelines for resolving many, identical attacks at
 
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once from the Dungeon Master's Guide as needed.
<u>CREW IN COMBAT</u>
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In the case of spells that cover an area, such as fireball
 
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or lightning bolt, you might track the exact location of
Managing a ship's entire crew in combat can prove cumbersome, especially as larger ships often host dozens of sailors. Typically the crew is too busy managing the ship to do anything else during combat. Don't worry about tracking their specific positions unless you want to add
 
that complexity. You can assume that the crew is evenly divided among the upper two decks of a ship.
 
 
 
<u>CREW CASUALTIES</u>
 
 
 
Slaying a ship's crew reduces the number of actions most s hips can take, making the crew a tempting target in combat. Resolve individual attacks as normal, using the guidelines for resolving many, identical attacks at once from the Dungeon Master's Guide as needed. In the case of spells that cover an area, such as fireball or lightning bolt, you might track the exact location of
 
  
 
===Water Craft Types and Stats===
 
===Water Craft Types and Stats===

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