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Provide buyer with the most comprehensive, tried and true Purchase and Sales Agreement in the industry. Deposit all Big Sailing Boat Buy 5th Edition Big Sailing Boat Buy 5th Edition escrow funds in a secure escrow account. Use only reputable yacht surveyors. Assist buyer in sourcing the best and Big Sailing Boat Buy 5th Edition Big Sailing Boat Buy 5th Edition proper insurance coverage.

Assist buyer with sourcing reliable and experienced crew. If both ships want to engage in combat, Big Sailing Boat Buy 5th Edition Big Sailing Boat Buy 5th Edition Big Sailing Boat Buy 5th Edition the ships close with one another and begin ship-to-ship combat normally. If one ship wants to avoid combat, Big Sailing Boat Buy 5th Edition however, a chase ensues. When two ships first encounter one another, the pilots of the two ships must make Boat Edition 5th Sailing Big Buy three opposed sailing checks. Whichever pilot wins at least two out of three of the opposed checks is victorious. If the pursuing ship wins, it catches up to the fleeing ship and ship-to-ship combat begins.

If the fleeing ship wins, it escapes. If the result is a tie, the pilots should begin a new series of three opposed checks. The following are some of the various means of propulsion for ships, plus their base Armor Class, hit points , and hardness. If the ship is in motion, and is Big Sailing Boat Buy University traveling faster than its new maximum speed, it automatically decelerates to its new maximum speed.

Oars are often weaker than the vessels they propel Big Sailing Boat Buy 5th Edition and are difficult to replace. Sails including the rigging that controls them are often weaker than the vessels they propel, though they are relatively easy to repair. Sails take double the normal damage from acid and fire attacks Big Sailing Boat Buy 5th Edition multiply the damage roll by 2. Once in ship-to-ship combat, a ship can withdraw from combat by simply Big Sailing Boat Buy 5th Edition moving off the edge of the battle mat, ending ship-to-ship combat immediately. The following are the rules for how Big Sailing Boat Buy 5th Edition ships act in the combat round.

Once at least two ships are ready to engage in combat, you can Big Sailing Edition 5th Buy Boat use a large map grid, whether printed paper or a dry-erase or wet-erase battle mat, with each square Big Sailing Boat Buy 5th Edition Big Buy Sailing Edition 5th Boat Big Sailing Boat Buy 5th Edition corresponding to 30 feet of distance see Size and Space.

Determine which ship is the attacker and which is the defender. As pirates, the PCs will usually be the attacking ship, and their opponent will usually be the defending ship though the tables might be turned in specific encounters. Represent each ship by using markers that Big Sailing Boat Buy 5th Edition take up the appropriate number of squares, or use the counters provided at the end of this book.

Since both ships are coming out of a chase, they are both assumed to have the same heading. A roll Big Sailing Boat Buy 5th Edition of 1 is north, 2 is east, 3 is south, and 4 is west. Place the defending ship Big Sailing Boat Buy 5th Edition as close to the center of the map as possible on the correct heading. Next, roll 1d8 to determine the bearing of the attacking ship its position relative to the other ship.

Follow the guidelines for missed splash Boat 5th Sailing Edition Big Buy weapons, with a roll of 1 indicating north, and counting squares clockwise for a roll of 2 through 8 to determine the bearing. In some cases, this will put the attacking ship ahead of the defending ship� Sailing Boat Buy Edition Big 5th Big Sailing Boat Buy 5th Edition this simply means the attacking ship overshot its quarry as the chase came to a close. Place the attacking Big Sailing Boat Buy 5th Edition ship on the map at the appropriate bearing and distance from the opposing ship. Unless otherwise detailed in an Big Sailing Boat Buy 5th Edition encounter, assume that each ship begins combat with a speed of 30 feet.

Any siege engines carried on Big Sailing Boat Buy 5th Edition Big Sailing Boat Buy 5th Edition a ship are likewise assumed to be loaded at the beginning of combat. If any of the ships in Big Sailing Boat Buy 5th Edition the battle rely on sails and wind to move, randomly determine what direction the wind is blowing by rolling 1d4 and using the same guidelines for determining heading. If a ship has no pilot, it moves on Big Sailing Boat Buy 5th Edition Big Sailing Boat Buy 5th Edition the turn of the last creature that was its pilot, or on a turn determined by the GM.

If Big Sailing Boat Buy 5th Edition they wish to take actions in combat, the PCs and important NPCs involved in the combat should roll initiative Big Sailing Boat Buy 5th Edition at this time as well.

Such chases can take days, as one ship struggles to outmaneuver the other. At Big Sailing Boat Buy 5th Edition the beginning of every round, each pilot makes an opposed sailing check to determine who has the upper Big Sailing Boat Buy 5th Edition Big Sailing Boat Buy 5th Edition hand that round. On a tie, neither pilot gains the upper hand.

Alternatively, the pilot who wins the upper Big Sailing Boat Buy 5th Edition Big Sailing Boat Buy 5th Edition hand can change the heading of her ship by 90 degrees. The pilot must take whatever action is Big Sailing Boat Buy 5th Edition required before doing anything else that turn. Just as in normal combat, a pilot can perform a standard action Big Sailing Boat Buy 5th Edition and a move action each round. Once the pilot has selected an action, or takes some other action forcing the ship to become uncontrolled, the ship moves.

The ship can move forward or forward diagonally. In other words, Big Sailing Boat Buy 5th Edition each time a ship enters a new foot square, it can choose any of its forward-facing squares� the one directly in front or either of the squares directly forward and diagonal. This allows the ship to swerve. The pilot can turn the ship while it moves forward at its current speed. If its current speed is Big Sailing Boat Buy 5th Edition four or more times its acceleration, the pilot takes Buy Sailing Boat Australia Pty Ltd a �10 penalty. On a failed check, the ship does not turn, but can be moved forward diagonally during its movement.

On a failed check, the ship does not decelerate. Either way, the ship can move forward on its current facing and can move forward diagonally. Make Way action With a successful sailing check, a pilot can make a tricky or difficult maneuver that forces an enemy pilot to react.

With a successful sailing check, the pilot can move the ship forward on its Big Sailing Boat Buy 5th Edition Big Sailing Boat Buy 5th Edition current facing at its current speed, and it can move directly forward or forward diagonally. Failing the check keeps Big Sailing Boat Buy 5th Edition the speed constant, but the ship can only move directly forward, not forward diagonally. Full Astern move and action With a successful sailing check, the pilot can move the ship backward at a speed of 30 feet, moving either directly backward the reverse of its forward facing or backward diagonally.

On a failed check, it does Big Sailing Boat Buy 5th Edition not move backward. A ship may only be moved in reverse if its current speed is 0. When Big Sailing Boat Buy 5th Edition Big Sailing Boat Buy 5th Edition the pilot does nothing, if there is no pilot, or if the ship has less than half its crew, 5th Sailing Buy Edition Boat Big Boat 5th Sailing Buy Edition Big the ship is uncontrolled. An uncontrolled ship does nothing except take the uncontrolled action until it stops or someone Big Sailing Boat Buy 5th Edition becomes its new pilot.

An uncontrolled ship moves forward only it cannot move forward diagonally and automatically decelerates by Big Sailing Boat Buy 5th Edition 30 feet. Even if a ship does nothing, it can still perform ramming maneuvers see Ramming. Some ships Big Sailing Boat Buy 5th Edition also carry siege engines. Provided that the ship has enough additional crew to operate them, these siege engines can make attacks. You can also attempt to grapple and board a ship.

In addition, a ship can make a Edition Big Sailing Buy Boat 5th ramming maneuver or shearing maneuver as part of its movement. This is an attack against the ship itself. If 5th Buy Edition Boat Big Sailing the attack is successful, the ship takes damage normally. In general, once combat begins among the occupants of two ships such as when boarding , ship-to-ship combat should be replaced with shipboard combat.

See Attacking an Occupant above if crew members providing propulsion are attacked. Individual ship stat blocks detail their means of propulsion. When a Big Sailing Boat Buy 5th Edition Big Sailing Boat Buy 5th Edition control device is destroyed, the ship can no longer be piloted. Siege engines mounted on a ship have their own statistics. Siege engines benefit from cover as occupants on a ship.

Some ships can carry a large number Big Sailing Boat Buy 5th Edition of siege engines. Broadside attacks can only be used to attack the structure of a ship or propulsion. Make a single attack roll for all of the siege engines in the broadside.

If the attack roll is Big Sailing Boat Buy 5th Edition successful, all of the weapons hit their target. If the attack roll fails, all of the weapons miss.

On Big Sailing Boat Buy 5th Edition a successful attack roll, take the average damage of a single weapon and multiply it by the number of weapons in the broadside to determine the total damage dealt.

For example, a sailing ship with a bank Big Sailing Boat Buy 5th Edition of 10 light catapults on its port side fires a broadside attack. A single light catapult deals 4d10 points Big Sailing Boat Buy 5th Edition of damage, for an average of 22 points of damage.

When the crew of one ship wishes to board Big Sailing Boat Buy 5th Edition an enemy ship and attack its crew, they must first grapple the other ship. To grapple, the two ships must be within 30 feet of one another in other words, they must be in adjacent squares on the battle mat. If both pilots want to grapple, grappling is automatically successful.

The two crews throw out grappling Big Sailing Boat Buy 5th Edition lines and draw the ships together. If both ships are reduced to a speed of 0 as the Big Sailing Boat Buy 5th Edition result of a ramming maneuver, they are also considered grappled. If the check is successful, the target ship is grappled. On the next round, the two ships are moved adjacent to one another, and the speed of both ships is reduced to 0. If a ship has less than its full crew complement, the pilot gains disadvantage on her check to grapple. The pilot of a grappled ship can attempt to break the grapple by making a sailing check with a DC equal to the sailing check made to initiate the grapple.

If the check is successful, the crew has cut the grappling lines and the freed ship may now move as normal.




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