Naval Mechanics

PORTS
There are four kinds of ports on aDoD, local ports which can host as much as 30 ships, minor ports which can host 75, major ports which can house 100 ships and there are also river ports which can house 15 ships (skiffes, barges or longships)

SHIP CLASSES
A naval battle is set when enemy forces attack each other on the sea.

There are 5 types of sea ships

Cogs: Cogs have 5 HP and can carry up to 175 men. They have a speed of 10 and an attack of 7. Each cog costs 30.

Galleys: Galleys have 25 HP but they can only carry 50 men. They have a speed of 15 and an attack of 33. Each Galley costs 25.

Longships: Longships are smaller than Galleys they only have 20 HP and can carry 40 men. They are the only sea ship able to sail on rivers, to perform beach landings and to be carried on land (ironborn only). They have a speed of 15 and an attack of 27. They cost 18.

Iron Fleet Ships: Iron Fleet Ships are three times larger than Longships, they have 60 HP and carry 120 men. They have a speed of 15 and an attack of 80. Each one costs 50.

Dromonds: Dromonds are the largest warships in the continent, they have 75HP and are able to carry 150. They have a speed of 10 and an attack of 100. They cost 60.

Carracks: Carracks are large transports able to carry 250 men but lacking any kind of defense, they have only 10HP and a speed of 5. They cost 20.

There are also 2 types of reefer ships

Skiffs: Skiffs are small boats which carry a small crew for attacking purposes, they have a 5 HP and can carry 10 men and a speed of 10 and an attack of 7. Each one costs 10.

Barges: Barges are basically river transports and a speed of 5. They have 3 HP and can carry 50 men. They cost 8.

NAVAL BATTLES
Naval battles work differently from land battles.

When two navies meet in case a battle takes place a 1d2 roll will be made to determine who will have the first move. The winning player gets to decide if his navy attacks or if he is going to retreat. They also get a +5 Wind Bonus. The attacking fleet uses their attack points on the first volley, and the defending fleet uses their hit points on the first volley. After the first volley, both fleets use their attack points for the remaining volleys.

The process for each attack is the following:

Player A meets Player B, a 1d2 is made and Player A gets to decide if he attacks or not, he decides to attack.

Player A decides to attack. A simple formula is used using the percentage of the total ships involved and their Attack Points and Hit Points.

Player A is the Royal Navy he attacks with 85 ships (Dromonds) which sum a total of 8500 Attack Points; Player B is the Iron Fleet with 150 ships (Iron Ships) which sum a total of 9000 Hit Points (you can use the values above to get this, and this is why it is important to ask people to specify the number of their ships and their fleet composition)

Now you split the % of the Attack/Hit Points each side, this will tell you how many Hit Points each navy gets (1 HP = 15%)

Royal Fleet: 8500*100/17500 = 49

Iron Fleet: 9000*100/17500 = 51

Since each HP = 7.5%, the Crown Fleet has 4 HP and the Iron Fleet 4 HP

With that said the first rolls would be done by rolling 1d10 for each 10% and 1d5 for each fraction of that + any bonusses or maluses they might have (Ironborn have a +5 Canon Bonus and the Crown Fleet has the Wind Bonus +5 and is lead by Lord Velaryon who has a +5 Canon Bonus):

4d10+1d5+10 Crown Fleet HP 4

5d10+1d5+10 Iron Fleet HP 4

Crown rolls 38, Iron roll 40. This would mean the Crown Fleet lost 1 HP, now the roll is repeated,

4d10+1d5+10 Crown Fleet HP 3

5d10+1d5+10 Iron Fleet HP 4

Now the Crown rolls 39 and the Iron rolls 36. This means the Iron Fleet loses 1 HP

4d10+1d5+10 Crown Fleet HP 3

5d10+1d5+5 Iron Fleet HP 3

The Crown Fleet rolls 44 and the Iron Fleet 37 so the Iron Fleet loses another HP. After losing 2 rounds, the Ironborn player is given a chance to attempt to escape or to fight to death (once he loses a single round after declaring to the death, his fleet will not be able to escape), remember in some cases a navy will have only 1 HP so the battle may be done after a single roll.

In the case the player chooses to fight to the last man

4d10+1d5+10 Crown Fleet HP 3

5d10+1d5+10 Iron Fleet HP 2

Now the Crown rolls 39 and the Iron rolls 29. This means the Iron Fleet loses 1 HP

Since the battle is to the death, a fourth round must be rolled.

4d10+1d5+10 Crown Fleet HP 3

5d10+1d5+10 Iron Fleet HP 1

The Crown rolls a 36 and the Iron rolls a 47. This means the Crown Fleet loses 1 HP

4d10+1d5+10 Crown Fleet HP 2

5d10+1d5+10 Iron Fleet HP 1

The Crown rolls a 36 and the Iron rolls a 40. This means the Crown Fleet loses 1 HP

Now the Crown Fleet has lost 2 rounds, so they have the option to retreat. They choose to fight to the last man.

4d10+1d5+10 Crown Fleet HP 1

5d10+1d5+10 Iron Fleet HP 1

The Crown rolls a 42 and the Iron rolls a 29. This means the Iron Fleet loses 1 HP

Casualty percentages are calculated by multiplying the amount of HP lost by 15%. The Crown Fleet lost 45% while the Iron Fleet lost 60%.

Royal Fleet casualties 85*45% = 38 ships

Iron Fleet casualties 150*60% = 90 ships

If one of the two fleets would have a single HP at the start of the battle then the casualty rolls for the winner are done by a 1d100 roll to see how many men the winning side lost since they didn't lose any of their Hit Points the result is the % they lost taking the number of the loser side as 100%. So if the loser lost 50% of their ships, and the winner lost 20% of the loser, the winner lost 10% of their ships.

There is one more thing to do, we need to determine if any PC’s died in battle. For the winner we take 15 as a paramater so and for the winner 5:

Loser: Using 15: 1-15 Death, 16-30 Injured, 31-100 Captured +/- Bonus/Malus (remember he chose to fight to the last man)

1d100+10 Euron Greyjoy

Winner: Using 5 as a parameter: 1-5 Death, 6-10 Injured, 11-100 Unharmed +/- Bonus/Malus (No capture option as the loser fought to death, wind bonus does not count here)

1d100+5 Lucerys Velaryon

Euron rolled 26 and Lucerys 93 meaning Euron was injured and Lucerys is alive an unharmed

In the case the player chooses to escape

Since battles to death give players more chances to defeat their enemies, the causalities tend to be higher. With the escape, the battle would've ended much earlier., and casualties less.

Royal Fleet casualties 85*15% = 13 ships

Iron Fleet casualties 150*30% = 45 ships

Now for the escape we use the total speed of the armies which you can find in the Speed Column of the Naval Combat tab of Player Resources sheet, the winner is asked if he wants to chase the retreating troops, if he says yes then.

In this case the Iron Fleet has an average speed of 15 and the Crown Fleet of 10 which means the pursuer is slower 1d100 roll is made where 1-15 means they are captured. (1-25 if the speed is the same and 1-35 if the pursuing army’s speed is larger)

1d100 Capture Roll

The result is 82 so the Iron Fleet escaped, if they had not escaped then a 1d100 roll is done to see which % of the escaping men were captured.

Now we need to determine if any PC’s died in battle. For the winner we take 15 as a paramater so and for the winner 5:

Loser: Using 15: 1-15 Death, 16-30 Captured, 31-45 Injured, 46-100 +/- Bonus/Malus

1d100+10 Euron Greyjoy

Winner: Using 5 as a parameter: 1-5 Death, 6-10 Captured, 11-15 Injured, 16-100 Unharmed +/- Bonus/Malus (Captured is included now and Wind bonus does not count here)

1d100+5 Lucerys Velaryon

Euron rolled 34 meaning he is Injured and Lucerys 36 meaning he is unharmed

MODIFIERS
Son the Drowned One: You feel the ocean is your home and feel more comfortable on a ship than on the mainland. It adds +10 HP to your ships and +10 speed too

First Mate: Your skills have made you a leader amongst your crew. It adds +5 HP to your ships and +5 speed too.

Ironborn Bonus: They are fearsome warriors who are not afraid of drowning, they fight with their armours on. Adds +10 HP and speed to their ships.

Canon Bonus/Malus: This is a special bonus to those famed captains in ASOIAF canon, it also includes Houses known for their sailing tradition, Redwyne and Velaryon would be perfect examples. It adds +/-5 HP to your ships and +/-5 speed too.

Landlubber: Are you afraid of water? It adds -10 HP to your ships and -10 speed too.

Freshwater Sailor: Your lack of skills are renown so much so your crew makes fun of you. It adds -5 HP to your ships and -5 speed too.

Damaged Sails: Ships are damaged after a fight and need to be repaired, a roll is made to determine how much reparations would cost, if you don't do them you ships get a -5 on their ships HP and speed. Ships must be brought into a port to be repaired.