WARHAMMER QUEST

SAILING SHIP RULES

By Ben Head and Michael Roberts

 

 

ADVANTAGES OF HAVING YOUR OWN SHIP

By buying your own sailing ship for travelling to Norsca or the Lost Kingdoms you can lessen the cost of travelling by sea and make money through trading and smuggling.

Sea-battles should be fought using the following rules:

 

SEA BATTLES

The speck on the horizon grows larger and larger until a vessel of hostile intent is in view.

First roll for the lookout to see if he can determine the race of the oncoming craft from the flag.  Roll 1D6:

1 Goblins
2 Skaven
3 Orcs
4     Undead
5 Chaos Dwarfs
6 Monsters

You will already know how many crewmen your ship has. Roll 5D6+30 for how many are aboard the enemy craft. If Ogres are the crew, they gain an additional 1D6 for boarding combat and when rolling for Warrior damage.

The great ships move into cannon range. Roll 4D6+40 for the enemy craft.  Record this number.  This is the damage the hull of their ship can withstand before it is destroyed .You will already know how much hull damage your ship can withstand.

Now roll 1D4 for the enemy ship to see how many volleys of cannon fire can be fired before a boarding action occurs. You will already know how many cannons you have.

Roll 1D6 for each cannon attack:

1     The crews manning the cannons have critically misjudged the firing angle.  All the cannons have missed!
2 Some of the cannon balls impact into the side of the enemy ship, while others fall uselessly into the ocean.  Take 2D6 from the hull of the enemy craft.
3 Most of the cannon fire connects with the enemy vessel.  Take 3D6 from the hull of the enemy craft.
4 Most of the cannon balls crash into the upper side of the enemy war ship.  The hull takes 3D6 damage and the cannonballs also take out 1D6 crew.
5 A crunching sound is heard combined with yells of pain from the crew.  The hull takes 4D6 damage, and the bodies of 2D6 crew wash overboard.
6 The cannons are aimed true, puncturing holes through the ship.  Explosions are seen on the deck as crewmen fly from the ship, some in more than one part.  The hull takes 5D6 damage and 3D6 crew fall overboard.

 

Enemy ship destroyed

If the ship's hull you are firing at reaches zero the craft has taken too much damage and sinks into the ocean its crew splashing around, calling out at your craft.  Record the crew number and the hull number.  Go to damage restrictions, then you continue your voyage victorious.

 

Damage restrictions

For every ten points of hull lost another week of travel is added for repairs. For every 20 crew under the minimum crew of your ship add 1 week to travel.

 

Your ship destroyed

If your craft's hull reaches zero or less the ship sinks and the Warriors are forced to abandon ship. The Warriors must halve their hits.  The enemy vessel picks up the Warriors for slaves.  Go to the "Captured!" section.

 

Boarding Combat

After the cannons have been spent and the gap is closed by the two ships calls of battle rise up from the remaining crew.  The two ships crash together as bodies upon bodies leap from ship to ship. Through the haze of smoke, flame and bloodshed the brave Warriors battle for their lives and for freedom.

The Captains will not fire at each others ships when in close range believing that if they have to battle in hand to hand they might as well get some booty.

Now the ships are close enough for the crew to see the enemy Captain.  Roll 1D4 on the appropriate table.

Goblins

1 Goblin
2 Goblin Fanatic
3 Goblin Shaman: 1 attack spell
4 Goblin Shaman: 2 attack spells

Skaven

1 Skaven Assassin
2 Skaven Grey Seer: 1 attack spell
3 Rat Golem
4 Rat Ogre

Orcs

1 Savage Orc
2 Black Orc
3 Orc Big'un
4 Orc Shaman: 1 attack spell.

Undead

1 Wight
2 Tomb Guardian
3 Necromancer: 1 attack spell
4 Vampire: 2 attack spells

Chaos Dwarfs

1 Dwarf Blunderbuss
2 Dwarf Sorcerer: 1 attack spell
3 Dwarf Champion
4 Dwarf Sorcerer: 2 attack spells

Monsters

1 Ogre
2 Minotaur
3 Troll (vomit 1)
4 Minotaur Champion

Now for the hand to hand battles.  For each side divide the crew by ten (eg. a crew in its thirties would be divided to three.) the number you get is the number of D6's that side can roll each turn in its attack.  The minimum result is 1. Then compare weapon-skills. For each point higher than the opponent you get +1 attack dice. For example: If 10 Chaos Warriors (WS 6) are against 30 Soldiers (WS 4), the Chaos Warriors roll 3 dice (1 for the 10 crew, 2 for higher weapon-skill) and the soldiers also roll 3 dice (3 for 30 crew).

Now roll for the Warriors.  Roll each one separately.  Roll 1D4 for every Weapon skill point the Warrior has.  Wizards may roll an extra 1D4 for every attack spell in addition to their weapon skill.

# Your first mate is treated in the same manner as the Warriors.

Also roll this for the Captain of the enemy vessel.

These rolls refer to the amount of crew that are killed on the opposing ships, each turn.

Keep a tally of the kills.

After the crew attacks roll 1D6.  On a 6 they have killed the Captain of the enemy ship. Repeat this after each Warrior attacks. Also use this procedure for the enemy crew.

Now roll 1D6 for each ten enemy crewmen left.  Add these results together for the damage caused to each Warrior.  Each Warrior must roll separately.

Repeat this process for the enemy Captain.

Repeat this hand to hand phase until one or both sides are killed.

 

If the Warriors win

Roll 1D6 after plundering the enemy ship:

1 1200 Gold
2 3000 Gold
3 3000 Gold + 1 Treasure Card
4 3000 Gold + 2 Treasure Cards
5 4000 Gold + 1 Objective Treasure Card
6 4000 Gold + 2 Objective Treasure Cards

 

If the Warriors lose

This is only if there are fifteen or more enemy crew remaining, other wise the Warriors finish them off and are left there until another ship arrives. Go straight to "Ship pick ups". Treat this as "The Warriors win" and add another 200 Gold each for the extra corpses they raid.

 

Captured

The Warriors are taken prisoner and shackled to the rowing oars.  All of their Gold, items, magic items and armour are taken, and they are whipped into rowing for their hated captors.  From now on, when the ships arrive at a Settlement, roll on the "Slavery Escape Table", far below. Now roll 1D4 on the next table to see where they ship is heading:

1 The creatures hide-out.
2 The Lost Kingdoms.
3 Norsca.
4 Back to the mainland.

Roll 1D6+3 for the weeks travelled. Every week a warrior is in slavery roll 2D4 for each warrior. This is the whipping they receive.  Remember the warriors have only their toughness to protect them.  The captors want to keep their slaves alive but sometimes can't help but let them die. Whenever a Warrior is reduced to zero Wounds and nothing exists to heal him, roll 1D6. On a 1 or 2 the Warrior is left to die. Otherwise the Warrior is fed and is regains 7 wounds.

 

Slavery Escape

When docked roll 1D4 for how many days the ship stays. Roll 1D6 for each day:

1 The Warriors fail to find an opportunity to escape.
2      The Warriors manage to rip out the shackles holding them but with all the guards around will have to flee the ship without any of their possessions.  Of course the warriors may wait to find another opportunity to escape.
3 The Warriors manage to pick the locks on their shackles and have an opportunity to escape.  The warriors only know where half their belongings are (determined randomly) and none of their gold. Of course, the Warriors may wait to find another opportunity to escape.
4 The Warriors manage to grab a of guard and club him to death.  They then use his key to escape.  The warriors know where all their belongings are but can only find half their gold.
5 The Warriors manage to break their shackles with a loose iron bar they have been hiding.  They know where all of their belongings are and where all their gold is. They escape with everything.
6 The Warriors manage to break their shackles with a loose iron bar they have been hiding.  They know where all of their belongings are and where all their gold is. They also manage to raid the treasure room on their way out; each warrior receives a treasure card.  The warriors escape with more than they arrived with!

 

Ship Pickups

The characters wait around for (1D6):

1      5 weeks. They are out of food and lose 2 permanent Wounds each. A Pirate ship eventually picks up the Warriors and they are put into slavery. Count this as a 'Captured' result.
2 5 weeks. They run out of food and each Warrior loses 2 permanent Wounds.
3 4 weeks. They run out of food and each Warrior loses 1 permanent Wound.
4 3 weeks. Their food runs out and they each lose 1D6 Wounds.
5 2 weeks, and nothing much happens.
6 1 week, and in that time a random Warrior has found some extra treasure floating past.  Take a Treasure Card.

If anything but a '1' is rolled a friendly captain picks up the Warriors (if they are still alive). Roll again for captains, wipe clean any dislike points and join the new crew.  Then continue on the journey for the remaining weeks.

 

BUYING YOUR SHIP

These rules let you customise your ship.

Hulls:

Battleship:
Maximum crew: 60
Minimum crew: 45
Starting hull: 6D6+50.
Maximum cannons: 10.
Maximum passengers: 5
Cost: 35,000 gp.
Special Rules:
Adds one week/month to travel.

War Galley:
Maximum crew: 45
Minimum crew: 35
Starting hull: 5D6+40.
Maximum cannons: 7.
Maximum passengers: 15
Cost: 30,000 gp.

Transport:
Maximum crew: 30
Minimum crew: 20
Starting hull: 4D6+35.
Maximum cannons: 3
Maximum passengers: 30
Cost: 30,000 gp.
Special Rules:
May avoid sea battles on a D6 roll of 4+.

Smuggling vessel:
Maximum crew: 25
Minimum crew: 15
Starting hull: 3D6+30.
Maximum cannons: 1
Maximum passengers: 0
Cost: 35,000 gp.
Special Rules:
May only have smugglers as crew. +1 to smuggling table. May avoid sea battles on a D6 roll of 4+.

Row-boat:
Maximum crew: 0.
Minimum crew: 0.
Starting hull: 2D6.
Maximum cannons: none.
Maximum passengers: none.
Cost: 5,000
Special Rules: May not have upgrades. Adds 12 weeks/months to travel

 

Cannons:

Upgraded Cannons:
Cost: 7,500 each.
Upgraded cannons get a +1 modifier on the cannon damage table in sea battles.

Normal Cannons:
Cost: 5,000gp each.

Lesser Cannons:
Cost: 3,000gp each.
Lesser cannons get a -1 modifier on the cannon damage table in sea battles.

Upgraded Bolt Thrower:
Cost: 10,000gp each
Upgraded Bolt Throwers may fire 2 shots.

Bolt Throwers:
Cost: 6,000gp each.
Bolt throwers may fire 2 shots at -1 on the cannon damage table.

 

CREW

You must crew your boat with strong seamen to sail your boat everywhere (four warriors can't do it alone!). You chose from the following types of crew. BL stands for battle level.
Note: you must take all the same type of crew. You only pay them for weeks at sea.

Cost to Hire: Cost per week:
Slaves: 20gp 7gp
Smugglers: 30gp 10gp
Sailors: 30gp 15gp
Soldiers: 50gp 15gp
Elite Crew: 100gp 20gp
First Mate: 500xBL 75gp

Slaves

Slaves are just plain crap.
WS: 1

 

Smugglers

These devious little chaps help you sneak out of ports and escape the police.
Special rules:  +1 on the smuggling table. Your boat may not carry additional passengers.
WS: 2

 

Sailors

Sailors are your average jack-of-all-trades crewmen.
WS: 3

 

Soldiers

Soldiers are only in your crew to fight. Their sailing skills, however, leave a lot to be desired.
Special rules: +1 week/month to travel time.
WS: 4

 

Elite Crew

The best there is, the best there was and the best there ever will be.
Special rules: -1 week/month to travel time.
WS: 4

 

First Mate

Note: Any references to 'the Captain' in sea events mean this guy.
WS: 5

 

 

CAPTAIN'S QUARTER

The Captain's Quarter is a special location and the normal rules for finding it apply. Only a captain may visit the captains Quarter.

The captains quarter is where you may hire (or purchase in the case of slaves) your crew. It is also where you can catch up on gossip and find out about sunken treasure and desert islands.

 

Ship Upgrades

Cannon Upgrades

To change a lesser cannon to a normal cannon costs 3,000gp.
To change a cannon to an upgraded cannon costs 3,500gp.
To change a bolt thrower to an upgraded bolt thrower costs 4,000gp

 

Armour Upgrade

Armour Cost Stock     Effect
Light Armour 5,000gp 7 Adds 5 to your ship's starting hull.
Heavy Armour 10,000gp    9 Adds 10 to your ship's starting hull.
Ablative Armour    5,000gp 7 Enemy ships get a -1 modifier on the cannon damage table.

Note: You may not have both light and heavy armour but you may have heavy and ablative armour or light and ablative armour.

 

Miscellaneous:

   Cost    : Stock    Effect
Ram 6,000 10   Your ship may be equipped with a mighty steel ram. Roll a D6 at the start of boarding combat in sea battles, on a roll of 3+ you have rammed the enemy ship below the water line. This does 2D6+15 damage to the enemy ship's hull.
Oars 1,500 7   You may equip your ship's crew with oars to make your ship move faster. This makes your ship take one week/month less travelling time but you must have an extra 10 crew to man them.
Compass    2,000 7 You may re-roll one sea-evert per voyage.

 

Quests

You may decide that adventuring in dungeons is for wimps and go for naval adventures. If this is the case roll a D66 on the following table:

 

Quests    
11-24 You have been unsuccessful in finding a quest.
25-34 Search and Destroy

You are to hunt down and sink an enemy vessel. You must travel 2D6 weeks to find this ship.
Hull: 6D6+40
Crew: 5D6+40 pirates
Cannons: 6
If you succeed in destroying the enemy you receive 750 x your battle-level gold.

35-45 Search and Destroy

You are to hunt down and destroy an enemy vessel. You must travel 3D6 weeks to find this ship.
Hull: 7D6+35
Crew: 4D6+15 Chaos Warriors
Cannons: 8
If you succeed in destroying the enemy you receive 1000x your battle-level gold.

46-54 Rescue Mission

The crew of a merchant trading ship has been stranded on a desert island. You must travel 2D6 months to find this island. Then you must travel the same number of weeks to get back. Once you reach the isle complete a quest with D6 dungeon cards. Once you finish the last room you free the merchants and receive some secret plans for the construction of a Dwarven submarine or 750 x your battle-level gold.

55-61 Capture

A notorious pirate captain is hiding in a dungeon/keep off the coast of Araby. You must travel D6+2 months to reach this isle. You must then enter the dungeon and find this fiend. Play a normal dungeon and use the Fighting Pit objective room. The Pirate has the following stats:

If you are battle level 1-4:
Move: 4
WS: 4
Strength: 5
Toughness: 5
Wounds: 25
Dam: 1

If you are battle level 5-8:
Move: 4
WS: 7
Strength: 7
Toughness:  7
Wounds: 55
Dam: 3
Abilities: Fear 10, Ignore pain 9.

If you are battle level 9-10:
Move: 4
WS: 10
Strength: 9
Toughness: 10
Wounds: 100
Dam: 4
Abilities: Terror 12, Ignore pain 10, Ignore blow 4+, Magic resist 5+.

Roll on the normal Advanced Objective room to find out your enemies. Count one of the rolls as the pirate Captain. The captain will attack you but you must not kill him. You can hurt him but don't let him drop below 1 wound. Once all other monster are dead you capture him. You are rewarded with 1,500x your battle level gold and 4 Objective room treasures if you capture him. If you kill him you get 800x your battle level gold and 2 Objective room treasures.

 

62-64 Invasion plans

You are told of the plans for the Imperial Army to invade Naggaroth. You have been asked to attack the Dark Elf fleet. You will command the Empire fleet.

The Empire fleet:

Imperial Flagship
Hull: 55
Crew: 45 Elite Crew
Cannons: 2 Upgraded cannons, 4 Normal cannons.
Misc: Ram, Ablative armour.

2 Imperial War Galleys
Hull: 45
Crew: 35 Soldiers.
Cannons: 4 Normal cannons

Your Ship

 

The Dark Elf Fleet:

Dark Elf Black Ark
Hull: 60
Crew: 40 Black Ark Corsairs (WS 5)
Cannons: 2 Upgraded Bolt Throwers, 4 Bolt Throwers.
Misc: Ram, Ablative armour.
2 Dark Elf Cruisers
Hull: 45
Crew: 35 Dark Elves (WS 4)
Cannons: 4 Bolt Throwers.

Dark Elf Destroyer
Hull: 40
Crew: 25 Slaves.
Cannons: 2 Upgraded Cannons.

If you are successful and sink all the enemy ships you are rewarded with (D6x1, 000) x (your battle-level) gold.

 

65 If you do not have a Dwarf in your party re-roll this quest. Your Dwarf has met up with an old buddy from engineering class he met in Karaz-a-Karak. The friend (who is happens to be a Dwarf Prospector) is dying of an unknown disease and has no heir to his possessions. He thinks he has only 7 weeks left to live. He begs you to take him on your ship to his hovel in Barak-Varr. IF you accept you must sail to Barak-Varr. It takes D6 weeks and you can roll on any sea table  (it doesn't really matter). Just as you arrive you find out that the dwarf prospector was lying and he has no possession accept a large number of gambling debts. But you have allready signed the paper work which means upon the prospectors death of disapearance you must inherit all his debts and possessions. The prospector promptly waddles away into a sewer where you cannot follow him. You look at the form and realise all the debts are to the current dwarf lord of  Barak-Varr. In an audience with the king he tells you the only way to repay him is the travel to Karak-Azgul and recover the lost plans for the Dwarf Nautilus (submarine).  You cannot repay the lord because the debts amount to around 2 billion gold pieces. The quest is made in a slightly different way to normal orc quests. Take 25 dungeon cards and the orc objective room. Shuffle the objective room into the last five cards. Treat the dungeon as a normal orc adventure but don't roll for quests and you must roll on a battle level table one higher than usual (if you are battle level ten roll twice) and unexpected events happen on one or two. Once you kill the Dragon who rules Karak Azgul you can leave with the plans. Upon reaching Barak-Varr the Dwarf king offers to build you a Dwarf Nautilus for the small fee of 200,000 gps. If you purchase the submarine it takes 20 weeks to build (count a dungeon as one week).

Dwarf Nautilus
Maximum crew: 40
Minimum crew: 15
Starting hull: 4D6+30.
Maximum cannons: 3
Maximum passengers: 0
Cost: 200,000 gp.
Special Rules:
May avoid sea battles if you wish,  may re-roll sea events.  The crew must be Dwarves (see below).
Torpedoes: The Nautilus has special torpedoes which are fired at the bottom of the enemy hull. There are two types of torpedo:
Explosive: This does 6D6+15 damage to the enemy hull.
Troop carrying: This pierces the enemy hull and stays in places so the enemy doesn't sink. The crew inside are let out inside the hold of the enemy ship. The crew of the torpedo find 5 treasure cards, 4 objective room treasures and 3,000x your battle level gold before the enemy find them.
You may fire either the troop carrying torpedo or the explosive torpedo once per sea voyage, eg. in each sea voyage you may only fire one explosive torpedo and one troop carrying torpedo. In each sea battle you may only fire one torpedo.

Dwarf Warriors:
WS 4

Cost:
100 gold to hire, 25 gold per week.

 

66 A wealthy yet secretive merchant has been following you for several days. He has deemed your captain trustworthy enough to fulfil this quest. He tells you of a hidden treasure on a desert island off the cost of Norsca. You must travel D6+5 weeks to reach the island and the same number of weeks to return. Once you reach the island you must venture into the underground tomb that the treasure is hidden in. The dungeon is made in a slightly different way to normal undead quests. Take 25 dungeon cards and the undead objective room. Shuffle the objective room into the last five cards. Treat the dungeon as a normal undead adventure but don't roll for quests and you must roll on a battle level table one higher than usual (if you are battle level ten roll twice) and unexpected events happen on one or two. After you finish this quest you return to the Empire. Treat every uneventful day as a sea battle.

Once you return to the Empire you each receive 2,500 x your Battle Level gold and 3 Objective room treasures.

 

MERCHANT GUILD

Unlike other special locations the whole party must visit the Guild on the same day. Even though the 5 whole party is present you only get one roll on the passenger, smuggling or trading table.

 

PASSENGERS

Your vessel may take passengers. Roll a D6 for every four passenger-spaces (rounding decimals), eg. A ship with passenger capacity 30 would roll 8D6 while one with passenger capacity 5 would roll 1D6. This is how many people ask for passage to you destination. Each passenger pays 50 gold per week.

 

TRADING

You may if you like transport legal goods with your boat.

Chose one of the following items to trade:

  Reward:   Debt
Food Supplies 500xBL 250xBL
Fine Silk 750xBL 500xBL
Vintage Wines    1000xBL     750xBL
Gunpowder 1250xBL 1000xBL  
Weapons 1500xBL 1250xBL

If you reach your destination within 15 weeks/months you receive the reward. If you are unsuccessful you must pay the debt. If unable to pay you must sell items and treasure until you have enough money.

 

SMUGGLING

You don't have to trade in legal goods. You can get much more money by smuggling weapons to the enemy and supplying the Norse with cannabis. If you decide to do a spot of smuggling roll 2D6 on the following table:
Note: You may not use luck on the following table.

2D6 roll:

2-6    

Busted!

The harbour officials catch your Warriors. Roll D6: (you may not use luck)

1    The court finds your warriors guilty. Your adventurers are executed on the spot.
2 The court finds two of your warriors guilty. Two random warriors are executed. The remaining two have their boat confiscated and are thrown out of the settlement.
3 The court finds your party guilty. Your ship is confiscated and your warriors are fined 1,500xtheir battle-level gold each. If you don't have enough gold you must sell items until you have enough.
4 The court finds the entire party guilty. Your boat is confiscated and your warriors are exiled to the lost kingdoms until they have completed five adventures at which point they must travel back to the Empire.
5 The court finds your warriors guilty. The party is thrown out of the seaport and your boat is confiscated.
6 The court finds the party guilty of a lesser charge. Your boat is confiscated.

 

7-8

Cannabis

Your warrior is given a shipment of cocaine to deliver to his destination. If for some reason you don't reach your destination in 12 weeks/months (depends if you are going to Norsca or the Lost Kingdoms) you lose (D6x500) x (your battle-level) gold. If you are successful you gain (D6x1, 000) x (your battle-level) gold.

 

9

Illegal weapons

The Norse are looking for some particularly nasty weapons. These vicious weapons are however outlawed in the Empire and Bretonnia. If you are not going to Norsca re-roll this result. If for some reason you don't reach your destination in 10 weeks you lose (D6x300) x (your battle-level) gold. If you are successful you gain (D6x1, 200) x (your battle-level) gold.

 

10

Stolen goods

A gang of thieves approaches your warrior and asks you to deliver some stolen jewels to your destination. If you reach that destination within 10 weeks/months you get (D6x750) x (your battle-level) gold. If you are unsuccessful the thieves will have you hunted down. Roll a D6 at the start of every day you spend in a settlement. On a roll of 6 your friends find you face down in an alleyway (he's dead).

 

11:

Kidnapped children

A member of the Imperial Mafia gives you a sack of kidnapped children. You are to deliver them to your destination. You have 15 weeks to complete this or you are beaten up and given to the authorities. Roll of the Busted! Table. If, however, you complete this mission you are rewarded with (D6x1, 000) x (your battle-level).

 

12

Escaped convict

A man in a black and white striped suit runs into you pleading for you to take him anywhere on the globe. If you take him to you destination he will give you a treasure map. Travel D6+4 week/months (if you are in Norsca or the Empire roll on the Norse Sea Events, if you are in the Lost Kingdoms roll on the normal sea events). Once you reach this isle roll a D6, on 1 or 2 the man was lying and you get nothing. On 3+ you receive 60,000 gold, 10 objective room treasures, 6 magic items and 10 treasure cards.

 

 

DOCKING

While you are not using your ship it costs 200 gold per adventure to keep it docked at a seaport. While your ship is docked your crew get shore leave so you don't have to pay for them.

 

DISLIKE POINTS

The rules for dislike points still apply; it represents your warriors getting on better with the crew.

 

WEEKS/MONTHS

Most of the travel time refer to weeks or months. If  you are going from the Empire to Norsca of visa-versa you have weeks. If you are travelling to the Lost Kingdoms you roll months. Most costs for crew and stuff cost a certain amount per week, but for the purpose of this count a month as 4 weeks.

 

SPECIAL THANKS

Andrew Brockhouse and Ben Head.