And I suppose I should post the ship types for the humans, at least. There are other ships in the campaign than these, but these are all the players know about as of now. The ones marked with an asterisk are vessels which I created. All the others have a basis, or were directly drawn from, Corsairs. Some small vessels, such as ship's boat and barge, I omitted.
Pinnace*
Small Coastal
Draft: 1 fathom
Structure Dice: 2d6 (7 sp)
Hardness: 5
Manueverability: +1 (+1 size)
Speed: 130 ft./ 13 knots
Turn Rate: 4
AC: 11 (+1 size)
Weapons Fore: None
Weapons Aft: None
Weapons Broadside: Demi-Culverin x4
Damage: Demi-Culverin 1d4
Special Qualities: None
Crew: 15
Passengers: 8
Cargo: 15 tons
The pinnace is a small ship, often equipped with two masts for triangular sails. Quick and manueverable, the pinnace is often a favorite ship for small time pirates, privateers and smugglers, capable of dashing out from a hidden shoal, attacking a weak vessel, then retreating into hiding before bigger, stronger ships can respond. Pinnaces also can be equipped with oars, see the rules for oar powered vessels.
Mail Runner*
Small Warship
Draft: 1.5 fathoms
Structure Dice: 2d10 (11sp)
Hardness: 5
Manueverability: +1 (+1 size)
Speed: 130 ft./13 knots
Turn Rate: 4
AC: 11 (+1 size)
Weapons Fore: None
Weapons Aft: None
Weapons Broadside: Demi-Culverin x6
Damage: Demi-Culverin 1d4
Crew: 20
Passengers: 10
Cargo: 20 tons
Mail Runners are larger versions of the pinnace, optimized for use as official mailships of the various nations and powers of the Kubalia and Lost Seas. Like pinnaces, these vessels can also be equipped with oars. These little ships, in the wrong hands, could wreak havoc upon coastal trade. No pirate has yet caught one of these vessels, but there is always a first for everything...
Tartan*
Tiny Coastal
Draft: half a fathom
Structure Dice: 1d6 (4 sp)
Hardness: 5
Manoueverability: +2 (+2 size)
Speed: 100 ft./10 knots
Turn Rate: 6
AC: 12 (+2 size)
Weapons Fore: None
Weapons Aft: None
Weapons Broadside: None
Damage: None
Special Qualities: None
Crew: 8
Passengers: 8
Cargo: 4 tons
Tartans are the tiniest of merchantmen, good only for very short trips up and down the coastline. Faster than rowboats, tartans can slide over shoals and reefs that most larger vessels would ground themselves upon. Tartans are equipped with oars as well.
War Galleon*
Huge Warship
Draft: 4 fathoms
Structural Dice: 8d10 (46 sp)
Hardness: 5
Speed: 110 ft./ 11 knots
Turn Rate: 2
AC: 8 (-2 size)
Weapons Fore: Demi-Culverin x4
Weapons Aft: Demi-Culverin X4
Weapons Broadside: Culverin x18
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 350
Passengers: 50
Cargo: 140 tons
War Galleons are the principle heavy warships of the Holy Santoric Empire. While they come in varying sizes, most war galleons are huge ships, comparatively lightly armed for their size; most have around 40 guns, sometimes less. They possess, in return, huge crews, which can be devastating when boarding other ships.
Heavy War Galleon*
Huge Warship
Draft: 4 fathoms
Structural Dice: 9d10 (51 sp)
Hardness: 5
Speed: 110 ft./ 11 knots
Turn Rate: 2
AC: 8 (-2 size)
Weapons Fore: Culverin x4
Weapons Aft: Culverin X4
Weapons Broadside: Demi-Cannon x10
Culverin x18
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 550
Passengers: 50
Cargo: 160 tons
The Heavy War Galleon makes up a middle class of vessels, between regular war galleons and their enormous flag galleon counterparts. Armed with upwards of 60 cannon, this ships are also the halfway point between galleons and third rate ships of the line. Most of the Imperial battlefleets are made of Heavy War Galleons, despite the fact other nations are phasing these ships out of service.
Flag Galleon*
Colossal Warship
Draft: 6 fathoms
Structure Dice: 16d10 (88 sp)
Hardness: 6
Manueverability: -8 (-8 size)
Speed: 110 ft./11 knots
Turn Rate: 1
AC: 2 (-8 size)
Weapons Fore: Culverin x4
Weapons Aft: Culverin x6
Weapons Broadside: Cannon x12
Demi-Cannon x18
Culverin x24
Damage: Culverin 2d4
Demi-Cannon 3d4
Cannon 4d4
Special Qualities: None
Crew: 600
Passengers: 100
Cargo: 250 tons
Flag Galleons are the showpiece flagships of the various Imperial fleets. Ponderous and slow, they pack an immense punch into their 90+ gun armaments. Only Kandor and Kubalia’s heavy ships can stand toe to toe with an Imperial flag galleon, though most vessels could easily outrun one of these behemoths. As with all galleons, their main focus is on crew numbers, and these vessels follow standard Imperial tactics; close to point blank range, fire an immense broadside, followed by immediate boarding.
Fast Galleon*
Large Warship
Draft: 3 fathoms
Structure Dice: 6d10 (38 sp)
Hardness: 5
Manueverability: -1 (-1 size)
Speed: 130 ft./13 knots
Turn Rate: 2
AC: 9 (-1 size)
Weapons Fore: Demi-Culverin x4
Weapons Aft: Demi-Culverin x4
Weapons Broadside: Culverin x12
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 300
Passengers: 50
Cargo 100 tons
Fast Galleons are the light vessels of the Imperial Navy, the eyes and ears of the fleet. Large but lightly armed, they form the only wing of the official Imperial Navy that can catch up with faster Kubalia, Lees and Kandor vessels.
Trade Galleon*
Large Merchant
Draft: 4 fathoms
Structural Dice: 7d8 (30 sp)
Hardness: 5
Manueverability: -3 (-2 merchantman, -1 size)
Speed: 100 ft./10 knots
Turn Rate: 2
AC: 7 (-1 size, -2 merchantman)
Weapons Fore: None
Weapons Aft: 4 Demi-Culverins
Weapons Broadside: 10 Demi-Culverins
Damage: Demi-Culverin 1d4
Special Qualities: None
Crew: 120
Passengers: 40
Cargo: 100 tons
Trade Galleons are the principle merchantmen of the Imperial merchant marine. Clumsy and comparatively slow, trade galleons are used to transport bulk cargo; iron ore, wood, for example. More time intensive cargo usually finds its way into merchantmen, or clippers.
Treasure Galleon
Gargantuan Merchantman
Draft: 4.5 fathoms
Structure Dice: 12d8 (54 sp)
Hardness: 5
Manueverability: -6 (-2 Merchantman, -4 size)
Speed: 100 ft./10 knots
Turn Rate: 1
AC: 4 (-2 merchantman, -4 size)
Weapons Fore: Culverin x4
Weapons Aft: Culverin x4
Weapons Broadside: Culverin x19
Demi-Cannon x16
Damage: Culverin 2d4
Demi-Cannon 3d4
Special Qualities: None
Crew: 200
Passengers: 60
Cargo: 400 tons
Treasure Galleons are the legendary prize ships of the Imperial Navy. So massive are these vessels, that they are not legally produced by the great merchant combines; every single one of their number belongs to the Imperial state. Huge and slow, treasure galleons make up for these faults with their immense size, crews and firepower. Few warships, let alone would-be pirates or privateers, can survive a full broadside from one of these behemoths, making their capture rare, and their cargoes even rarer.
Fluyt
Large Merchantman
Draft: 2.5 fathoms
Structural Dice: 5d8 (22 sp)
Hardness: 5
Manueverability: -3 (-2 merchantman, -1 size)
Speed: 90 ft./ 9 knots
Turn Rate: 3
AC: 7 (-2 merchantman, -1 size)
Weapons Fore: None
Weapons Aft: 4 Demi-Culverins
Weapons Broadside: 12 Culverins
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 70
Passengers: 20
Cargo: 110 tons
Fluyts are great, slow vessels, designed to be economical cargo-carriers, and used extensively by Kandor. Their pronounced tumblehome, or the angle of the sides of the vessel, allow them to carry large cargoes for their size, at the expense of crew numbers, speed, and armament. Clumsy, these vessels are easily outmanuevered. Their cost-effectiveness, however, more than makes up for these deficiencies in the eyes of many merchants.
Great Fluyt*
Huge Merchant
Draft: 4 fathoms
Structural Dice: 9d8 (40 sp)
Hardness:5
Manueverability: -3 (-2 merchantman, -2 size)
Speed: 90 ft./9 knots
Turn Rate: 2
AC: 6 (-2 size, -2 merchantman)
Weapons Fore: 2 Demi-Culverins
Weapons Aft: 4 Demi-Culverins
Weapons Broadside: 18 Culverins
Damage: Demi Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 120
Passengers: 60
Cargo: 170 tons
Great Fluyts are larger versions of fluyts. They share the same advantages and disadvantages as their smaller cousins, save on a larger scale.
Clipper*
Large Merchantman
Draft: 3 fathoms
Structural Dice: 6d8-6 (21 sp)
Hardness: 5
Manueverability: -3 (-1 size, -2 merchantman)
Speed: 140 ft./14 knots
Turn Rate: 3
AC: 7 (-2 Merchant, -1 size)
Weapons Fore: none
Weapons Aft: none
Weapons Broadside: Culverin x6
Damage: Culverin 2d4
Special Qualities: Light – this ship is more lightly built than normal, giving it increased speed but decreased ship points
Crew: 100
Passengers: 40
Cargo: 90 tons
Clippers are slim, quick vessels used mainly by Lees to quickly transport goods about the Kubalia Sea and beyond. Lightly built and lightly armed, speed is their best defense. In open sea with good winds, the clipper is capable of outpacing even the fastest warship.
Corvette
Medium Warship
Draft: 3 fathoms
Structure Dice: 4d10 (22 sp)
Hardness: 5
Maneuverability: 0
Speed: 130 ft./13 knots
Turn Rate: 3
AC: 10
Weapons Fore: None
Weapons Aft: Demi-Culverin x2
Weapons Broadside: Culverin x12
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 75
Passengers: 20
Cargo: 80 tons
The second smallest full military vessel, normally used for escort duty of larger vessels, scouting, and chasing down smugglers and pirates. Corvettes, along with their larger frigate counterparts, often head anti-piracy squadrons.
Frigate
Medium Warship
Draft: 3 fathoms
Structure Dice: 6d10 (36 sp)
Hardness: 5
Maneuverability: 0
Speed: 130 ft./13 knots
Turn Rate: 3
AC: 10
Weapons Fore: 2 Demi-Culverin
Weapons Aft: 2 Demi-Culverin
Weapons Broadside: 20 Culverin
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 100
Passengers: 20
Cargo: 80 tons
Frigates are sometimes referred to as Fifth Rates. They are often found on patrol duty on the shipping lanes, either alone, or acting as a command vessel for a squadron of corvettes.
Fourth Rate
Large Warship
Draft: 3 fathoms
Structure Dice: 7d10 (42 sp)
Hardness: 5
Maneuverability: -1 (-1 size)
Speed: 110 ft./11 knots
Turn Rate: 2
AC: 9 (-1 size)
Weapons Fore: Demi-Culverin x4
Weapons Aft: Demi-Culverin x4
Weapons Broadside: Culverin x28
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 200
Passengers: 50
Cargo: 100 tons
Fourth Rate vessels were born prematurely, and are now suffering a premature death. In the reorganizing fleets of Kandor, Lees and Kubalia, it is becoming increasingly obvious that the fourth rate is too light to lie within the line of battle, yet too heavy to perform the functions ascribed to frigates. Caught inbetween, these vessels now find themselves banished as flagships for far foreign stations, or guard duty around major ports. The Imperial Navy, slow to move away from galleons to the newer designs, still has this class as their main line of battle ship.
Third Rate
Huge Warship
Draft: 4 fathoms
Structure Dice: 9d10 (50 sp)
Hardness: 6
Maneuverability: -2 (-2 size)
Speed: 130 ft./13 knots
Turn Rate: 2
AC: 8 (-2 size)
Weapons Fore: Demi-Culverin x4
Weapons Aft: Demi-Culverin x4
Weapons Broadside: Demi-Cannon x16
Culverin x 17
Damage: Demi-Culverin 1d4
Culverin 2d4
Demi-Cannon 3d4
Special Qualities: None
Crew: 250
Passengers: 50
Cargo: 120 tons
The third rate forms the standard line of battle ship for the fleets of Kubalia, Lees and Kandor. Armed with 74 cannons, third rates can spell a quick death for any crew reckless enough to engage them in combat. These ships are very rarely encountered by pirates... few pirates put themselves into situations where such ships are present!
Second Rate
Gargantuan Warship
Draft: 5 fathoms
Hardness: 6
Maneuverability: -4 (-4 size)
Speed: 130 ft./13 knots
Turn Rate: 1
AC: 6 (-4 size)
Weapons Fore: Culverin x4
Weapons Aft: Culverin x4
Weapons Broadside: Culverin x8
Demi-Cannon x18
Cannon x18
Damage: Culverin 2d4
Demi-Cannon 3d4
Cannon 4d4
Special Qualities: None
Crew: 350
Passengers: 75
Cargo: 175 tons
Second Rates are extremely powerful ships. For many nations, such as those south of the Empire, second rates are the largest vessels affordable. Their immense size and firepower means that none but the largest ships can challenge them and expect to win.
First Rate
Colossal Warship
Draft: 5 fathoms
Structural Dice: 14d10 (77 sp)
Hardness: 7
Maneuverability: -8 (-8 size)
Speed: 130 ft./13 knots
Turn Rate: 1
AC: 2 (-8 size)
Weapons Fore: 4 Demi-Cannon
Weapons Aft: 4 Demi-Cannon
Weapons Broadside: Culverin x14
Demi-Cannon x22
Cannon x22
Damage: Culverin 2d4
Demi-Cannon 3d4
Cannon 4d4
Special Qualities: None
Crew: 450
Passengers: 100
Cargo: 200 tons
First rates are the behemoths of the sea. Other than other first rates, no other ship has come close to their firepower. With three entire decks of guns, these ships are floating fortresses capable of obliterating small fleets.
Heavy First Rate*
Colossal Warship
Draft: 6 fathoms
Structure Dice: 18d10 (99 sp)
Hardness: 8
Maneuverability: -8 (-8 size)
Speed: 130 ft./13 knots
Turn Rate: 1
AC: 2 (-8 size)
Weapons Fore: 4 Demi-Cannon
Weapons Aft: 4 Demi-Cannon
Weapons Broadside: Culverin x18
Demi-Cannon x22
Cannon x22
Damage: Culverin 2d4
Demi-Cannon 3d4
Cannon 4d4
Special Qualities: None
Crew: 550
Passengers: 125
Cargo: 300 tons
Heavy First Rates are the next generation of ultra-heavy warships. Armed with over 130 cannon, these vessels mount their massive arsenals on sometimes as many as four decks. So far, only the terrifying hulks of these vessels under construction exist, but it will not be long before their bulk soon patrols the waves.
Brig*
Large Merchant
Draft: 2.5 fathoms
Structure Dice: 6d10 (30 sp)
Hardness: 5
Manueverability: -1 (-1 size)
Speed: 130 ft./13 knots
Turn Rate: 3
AC: 9 (-1 size)
Weapons Fore: 2 Demi-Culverins
Weapons Aft: 4 Demi-Culverins
Weapons Broadside: 12 Culverins
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 140
Passengers: 50
Cargo: 100 tons
The brig is a slightly larger version of the brigantine, armed with more cannon. Additionally, its hull shape and rigging allow it all the more importantly a slightly higher speed than its merchant cousin. While this vessel isn’t substantially stronger in terms of hull, its faster speed make it a favorite of pirate hunters.
Sloop
Medium Warship
Draft: 1.5 fathoms
Structure Dice: 3d10 (16 sp)
Hardness: 5
Maneuverability: 0
Speed: 130 ft./ 13 knots
Turn Rate: 4
AC: 10
Weapons Fore: None
Weapons Aft: None
Weapons Broadside: Demi-Culverin x8
Damage: Culverin 1d4
Special Qualities: none
Crew: 40
Passengers: 10
Cargo: 80 tons
The sloop is primarily a mercantile vessel, though its tough hardiness and high speed (despite its single mast) make the vessel popular with smugglers and pirates as well. Additionally, the vessel finds frequent use as an escort, and pirate chaser.
Sloop of War*
Medium Warship
Draft: 2 fathoms
Structure Dice: 4d10 (22 sp)
Hardness: 5
Maneuverability: 0
Speed: 130 ft./13 knots
Turn Rate: 4
AC: 10
Weapons Fore: None
Weapons Aft: 2 Demi-culverins
Weapons Broadside: 8 Culverins
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 60
Passengers: 12
Cargo: 80 tons
The sloop of war is a the smallest of the three masted warships, and slightly larger than the classic sloop, while maintaining many of its virtues. Sloops of War are also the smallest ships to mount the 18 pounder culverins, giving this vessel extra punch over its rivals.
Cutter*
Tiny Warship
Draft: Half a fathom
Structure Dice: 1d10 (5 sp)
Hardness: 5
Maneuverability: +2 (+2 size)
Speed: 15 ft./2 knots
Turn Rate: 32
AC: 12 (+2 size)
Weapons Fore: 1 demi-culverin
Weapons Aft: None
Weapons Broadside: 1 demi-culverin
Damage: demi-culverin 1d4
Special Qualities: None
Crew: 8
Passengers: 7
Cargo: 1 ton
The cutter is an extension of the ship’s boat, slightly enlarged so that small demi-culverins can be mounted along the side. Useful in groups for pinning down pirates or light vessels the mother ship cannot reach.
Schooner
Medium Merchantman
Draft: 1.5 fathoms
Structure Dice: 4d8 (18 sp)
Maneueverability: -2 (-1 merchantman)
Speed: 120 ft./12 knots
Turn Rate: 4
AC: 8 (-2 merchantman)
Weapons Fore: Demi-Culverin x2
Weapons Aft: Demi-Culverin x2
Weapons Broadside: Demi-Culverin x8
Damage: Demi-Culverin 1d4
Special Qualities: None
Crew: 50
Passengers: 20
Cargo: 90 tons
Schooners are built with a shallow draft to make them more useful closer in towards islands. Their speed and ability to enter shallow coves where larger vessels would foudner make them an ideal choice for smugglers, pirates, and blockade runners.
Brigantine
Large Merchantman
Draft: 2.5 fathoms
Structural Dice: 6d8 (27 sp)
Hardness: 5
Maneuverability: -3 (-2 merchantman, -1 size)
Speed: 120 ft./12 knots
Turn Rate: 3
Weapons Fore: None
Weapons Aft: 2 Demi-culverins
Weapons Broadside: 10 Culverins
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 120
Passengers: 50
Cargo 100 tons
A good-sized merchant vessel, and the most common variety used by piartes. This class of vessel is so commonly used by criminals in fact, that the name of the class comes from the word ‘brigand.’
Bilander
Small Coastal
Draft: 1.5 fathoms
Structure Dice: 2d6 (7 sp)
Hardness: 5
Maneuverability: +1 (+1 size)
Speed: 120 ft./12 knots
Turn Rate: 4
AC: 11 (+1 size)
Weapons Fore: none
Weapons Aft: none
Weapons Broadside: demi-culverins x8
Damage: demi-culverin 1d4
Special Qualities: None
Crew: 8
Passengers:7
Cargo: 40 tons
A small two-masted merchant vessel. Often used to ferry cargo in coastal waters, or via inland channels (as in Kandor). They draw a shallow draft, but are relatively quick compared to other vessels of their size.
Cromster
Medium Merchantman
Draft: 2 fathoms
Structural Dice: 4d8 (18 sp)
Hardness: 5
Maneuverability: -2 (-2 merchantman)
Speed: 130 ft./13 knots
Turn Rate: 3
AC: 8 (-2 merchantman)
Weapons Fore: Demi-Culverin x2
Weapons Aft: Demi-Culverin x2
Weapons Broadside: Culverin x8
Damage: Demi-Culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 50
Passengers: 10
Cargo: 90 tons
A smaller version of the greater Galleons, the Comster is known for its speed – it is as fast as a Sloop, although not nearly as manueverable, but it carries much more firepower.
Saique
Small Merchantman
Draft: 2 fathoms
Structure Dice: 3d8 (13 sp)
Hardness: 5
Manueverability: -1 (-2 merchantman, +1 size)
Speed: 120 ft./12 knots
Turn Rate: 4
AC: 9 (-2 merchantman, +1 size)
Weapons Fore: none
Weapons Aft: None
Weapons Broadside: Demi-Culverin x6
Special Qualities: none
Crew: 10
Passengers: 5
Cargo: 50 tons
Fishing Boat (Yawl, Dhow, Lugger, etc.)
Small Coastal
Draft: 2 fathoms
Structure Dice: 2d6 (7sp)
Hardness: 5
Maneuverability: +1 (+1 size)
Speed: 100 ft./10 knots
Turn Rate: 4
AC: 11 (+1 size)
Weapons Fore: None
Weapons Aft: None
Weapons Broadside: 2 demi-culverins
Damage: Demi-culverins 1d4
Special Qualities: None
Crew: 8
Passengers: 7
Cargo: 25 tons
The standard mold fishing vessel. For the most part these vessels are unarmed, though occasionally one will run across a fishing boat with a cannon or two. Sometimes these vessels are also coastal traders or cargo haulers.
Merchantman (Pinnace)
Large Merchantman
Draft: 3 fathoms
Structure Dice: 8d8 (35 sp)
Hardness: 5
Maneuverability: -3 (-2 merchantman, -1 size)
Speed: 110 ft./11 knots
Turn Rate: 3
AC: 7 (-2 merchantman, -1 size)
Weapons Fore: None
Weapons Aft: 4 Demi-culverin
Weapons Broadside: 13 Demi-Culverin
Damage: Demi-Culverin 1d4
Speical Qualities: None
Crew: 140
Passengers: 50
Cargo: 120 tons
These large, three masted ships represent the standard large cargo vessel of Kubalia, Kandor and Lees. They are rather unmaneuverable, and make poor pirate ships. As transport vessels, they excel, capable of handling large cargos over long distances.
Heavy Merchantman*
Huge Merchantman
Draft: 4 fathoms
Structure Dice: 8d8 (36 sp)
Manueverability: -4 (-2 merchantman, -2 size)
Speed: 110 ft./ 11 knots
Turn Rate: 2
AC: 6 (-2 merchantman, -2 size)
Weapons Fore: 4 demi-culverin
Weapons Aft: 4 demi-culverin
Weapons Broadside: 14 culverin
Damage: demi-culverin 1d4
Culverin 2d4
Special Qualities: None
Crew: 180
Passengers: 60
Cargo: 180 tons
Heavy Merchantmen are larger counterparts to the Merchantman.
‘Lost Souls Seaman’ (East Indiaman)
Huge Merchantman
Structure Dice: 9d8 (40 sp)
Manueverability: -4 (-2 size, -2 merchantman)
Speed: 120 ft./ 12 knots
Turn Rate: 2
AC: 6 (-2 size, -2 merchant)
Weapons Fore: Culverin x4
Weapons Aft: Culverin x4
Weapons Broadside: Demi-Cannon x20
Damage: Culverin 2d4
Demi-Cannon 3d4
Special Qualities: None
Crew: 200
Passengers: 60
Cargo: 160 tons
The Sea of Lost Souls is a dangerous place, and the long voyage across the Sea to the distant lands of Ak Konylu is frought with perils. Yet, the monies that can be gained from selling Imperial firearms in return for silks and jade are immense. Merchant combines have thus built these monstrous merchantmen, more warship than cargo vessel. Heavily armed, ‘Lost Souls Seamen’ can easily hold their own against equivalent warships, let alone individual pirates.