⚓ Naval Combat

"Ships which remain continually in water will roll but once daily for encounters, with a result of 6 indicating such an encounter." — OD&D Book III

Ship Reference (Book III)

Ship TypeMoveCapacityCrewArmament
Rowboat60"2None
Small Boat90"4None
Galley, small90"101 ram
Galley, large180"202 rams
Galley, war210"303 rams + catapult
Sailing Ship, sm.180"30 tons12None
Sailing Ship, lg.240"100 tons201 catapult
Pirate Ship240"125varies

Waterborne Wandering Monsters

d6RiverOcean
1Men (boatmen)Men (pirates)
2FlyersFlyers (Roc)
3GiantSea Monster
4Swimmer (croc)Giant Octopus/Squid
5Swimmer (nixie)Mermen
6UndeadDragon (sea type)

Engage Ships

Attacking Ship
Target Ship

Naval Rules Summary (Book III)

Movement: Scale in "inches" = tens of yards. Ships move in segments per turn.

Wind: Favorable wind gives sailing ships advantage over galleys. Calm favors galleys (oar power).

Ramming: Attacking ship must move at full speed into target. Both ships take damage. Galleys are best rammers.

Catapults: Fire once per turn. Rolling catapult missiles sink ships if hull points reach 0.

Boarding: Once ships grapple, normal melee combat is used on deck. Winning side captures the ship.

Underwater Monsters: Creatures like sea monsters attack ships' hulls from below for d6 damage/turn.