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Characters, Background for High Seas Shenanigans
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<blockquote data-quote="Emperor Valerian" data-source="post: 2446492" data-attributes="member: 15043"><p>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, <em>Corsairs</em>. Some small vessels, such as ship's boat and barge, I omitted.</p><p></p><p><strong>Pinnace</strong>*</p><p>Small Coastal</p><p>Draft: 1 fathom</p><p>Structure Dice: 2d6 (7 sp)</p><p>Hardness: 5</p><p>Manueverability: +1 (+1 size)</p><p>Speed: 130 ft./ 13 knots</p><p>Turn Rate: 4</p><p>AC: 11 (+1 size)</p><p>Weapons Fore: None</p><p>Weapons Aft: None</p><p>Weapons Broadside: Demi-Culverin x4</p><p>Damage: Demi-Culverin 1d4</p><p>Special Qualities: None</p><p>Crew: 15</p><p>Passengers: 8</p><p>Cargo: 15 tons</p><p></p><p>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.</p><p></p><p></p><p></p><p><strong>Mail Runner</strong>*</p><p>Small Warship</p><p>Draft: 1.5 fathoms</p><p>Structure Dice: 2d10 (11sp)</p><p>Hardness: 5</p><p>Manueverability: +1 (+1 size)</p><p>Speed: 130 ft./13 knots</p><p>Turn Rate: 4</p><p>AC: 11 (+1 size)</p><p>Weapons Fore: None</p><p>Weapons Aft: None</p><p>Weapons Broadside: Demi-Culverin x6</p><p>Damage: Demi-Culverin 1d4</p><p>Crew: 20</p><p>Passengers: 10</p><p>Cargo: 20 tons</p><p></p><p>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...</p><p></p><p> </p><p></p><p><strong>Tartan</strong>*</p><p>Tiny Coastal</p><p>Draft: half a fathom</p><p>Structure Dice: 1d6 (4 sp)</p><p>Hardness: 5</p><p>Manoueverability: +2 (+2 size)</p><p>Speed: 100 ft./10 knots</p><p>Turn Rate: 6</p><p>AC: 12 (+2 size)</p><p>Weapons Fore: None</p><p>Weapons Aft: None</p><p>Weapons Broadside: None</p><p>Damage: None</p><p>Special Qualities: None</p><p>Crew: 8</p><p>Passengers: 8</p><p>Cargo: 4 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>War Galleon</strong>*</p><p>Huge Warship</p><p>Draft: 4 fathoms</p><p>Structural Dice: 8d10 (46 sp)</p><p>Hardness: 5</p><p>Speed: 110 ft./ 11 knots</p><p>Turn Rate: 2</p><p>AC: 8 (-2 size)</p><p>Weapons Fore: Demi-Culverin x4</p><p>Weapons Aft: Demi-Culverin X4</p><p>Weapons Broadside: Culverin x18</p><p>Damage: Demi-Culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 350</p><p>Passengers: 50</p><p>Cargo: 140 tons</p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p><strong>Heavy War Galleon</strong>*</p><p>Huge Warship</p><p>Draft: 4 fathoms</p><p>Structural Dice: 9d10 (51 sp)</p><p>Hardness: 5</p><p>Speed: 110 ft./ 11 knots</p><p>Turn Rate: 2</p><p>AC: 8 (-2 size)</p><p>Weapons Fore: Culverin x4</p><p>Weapons Aft: Culverin X4</p><p>Weapons Broadside: Demi-Cannon x10</p><p> Culverin x18</p><p>Damage: Demi-Culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 550</p><p>Passengers: 50</p><p>Cargo: 160 tons</p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p> </p><p></p><p><strong>Flag Galleon</strong>*</p><p>Colossal Warship</p><p>Draft: 6 fathoms</p><p>Structure Dice: 16d10 (88 sp)</p><p>Hardness: 6</p><p>Manueverability: -8 (-8 size)</p><p>Speed: 110 ft./11 knots</p><p>Turn Rate: 1</p><p>AC: 2 (-8 size)</p><p>Weapons Fore: Culverin x4</p><p>Weapons Aft: Culverin x6</p><p>Weapons Broadside: Cannon x12</p><p> Demi-Cannon x18</p><p> Culverin x24</p><p>Damage: Culverin 2d4</p><p> Demi-Cannon 3d4</p><p> Cannon 4d4</p><p>Special Qualities: None</p><p>Crew: 600</p><p>Passengers: 100</p><p>Cargo: 250 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p></p><p><strong>Fast Galleon</strong>*</p><p>Large Warship</p><p>Draft: 3 fathoms</p><p>Structure Dice: 6d10 (38 sp)</p><p>Hardness: 5</p><p>Manueverability: -1 (-1 size)</p><p>Speed: 130 ft./13 knots</p><p>Turn Rate: 2</p><p>AC: 9 (-1 size)</p><p>Weapons Fore: Demi-Culverin x4</p><p>Weapons Aft: Demi-Culverin x4</p><p>Weapons Broadside: Culverin x12</p><p>Damage: Demi-Culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 300</p><p>Passengers: 50</p><p>Cargo 100 tons</p><p></p><p>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. </p><p></p><p> </p><p></p><p><strong>Trade Galleon</strong>*</p><p>Large Merchant</p><p>Draft: 4 fathoms</p><p>Structural Dice: 7d8 (30 sp)</p><p>Hardness: 5</p><p>Manueverability: -3 (-2 merchantman, -1 size)</p><p>Speed: 100 ft./10 knots</p><p>Turn Rate: 2</p><p>AC: 7 (-1 size, -2 merchantman)</p><p>Weapons Fore: None</p><p>Weapons Aft: 4 Demi-Culverins</p><p>Weapons Broadside: 10 Demi-Culverins</p><p>Damage: Demi-Culverin 1d4</p><p>Special Qualities: None</p><p>Crew: 120</p><p>Passengers: 40</p><p>Cargo: 100 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>Treasure Galleon</strong></p><p>Gargantuan Merchantman</p><p>Draft: 4.5 fathoms</p><p>Structure Dice: 12d8 (54 sp)</p><p>Hardness: 5</p><p>Manueverability: -6 (-2 Merchantman, -4 size)</p><p>Speed: 100 ft./10 knots</p><p>Turn Rate: 1</p><p>AC: 4 (-2 merchantman, -4 size)</p><p>Weapons Fore: Culverin x4</p><p>Weapons Aft: Culverin x4</p><p>Weapons Broadside: Culverin x19</p><p> Demi-Cannon x16</p><p>Damage: Culverin 2d4</p><p> Demi-Cannon 3d4</p><p>Special Qualities: None</p><p>Crew: 200</p><p>Passengers: 60</p><p>Cargo: 400 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p></p><p><strong>Fluyt</strong></p><p>Large Merchantman</p><p>Draft: 2.5 fathoms</p><p>Structural Dice: 5d8 (22 sp)</p><p>Hardness: 5</p><p>Manueverability: -3 (-2 merchantman, -1 size)</p><p>Speed: 90 ft./ 9 knots</p><p>Turn Rate: 3</p><p>AC: 7 (-2 merchantman, -1 size)</p><p>Weapons Fore: None</p><p>Weapons Aft: 4 Demi-Culverins</p><p>Weapons Broadside: 12 Culverins</p><p>Damage: Demi-Culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 70</p><p>Passengers: 20</p><p>Cargo: 110 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>Great Fluyt</strong>*</p><p>Huge Merchant</p><p>Draft: 4 fathoms</p><p>Structural Dice: 9d8 (40 sp)</p><p>Hardness:5</p><p>Manueverability: -3 (-2 merchantman, -2 size)</p><p>Speed: 90 ft./9 knots</p><p>Turn Rate: 2</p><p>AC: 6 (-2 size, -2 merchantman)</p><p>Weapons Fore: 2 Demi-Culverins</p><p>Weapons Aft: 4 Demi-Culverins</p><p>Weapons Broadside: 18 Culverins</p><p>Damage: Demi Culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 120</p><p>Passengers: 60</p><p>Cargo: 170 tons</p><p></p><p>Great Fluyts are larger versions of fluyts. They share the same advantages and disadvantages as their smaller cousins, save on a larger scale.</p><p></p><p> </p><p></p><p><strong>Clipper</strong>*</p><p>Large Merchantman</p><p>Draft: 3 fathoms</p><p>Structural Dice: 6d8-6 (21 sp)</p><p>Hardness: 5</p><p>Manueverability: -3 (-1 size, -2 merchantman)</p><p>Speed: 140 ft./14 knots</p><p>Turn Rate: 3</p><p>AC: 7 (-2 Merchant, -1 size)</p><p>Weapons Fore: none</p><p>Weapons Aft: none</p><p>Weapons Broadside: Culverin x6</p><p>Damage: Culverin 2d4</p><p>Special Qualities: Light – this ship is more lightly built than normal, giving it increased speed but decreased ship points</p><p>Crew: 100</p><p>Passengers: 40</p><p>Cargo: 90 tons</p><p></p><p>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.</p><p></p><p></p><p> </p><p><strong>Corvette</strong></p><p>Medium Warship</p><p>Draft: 3 fathoms</p><p>Structure Dice: 4d10 (22 sp)</p><p>Hardness: 5</p><p>Maneuverability: 0</p><p>Speed: 130 ft./13 knots</p><p>Turn Rate: 3</p><p>AC: 10</p><p>Weapons Fore: None</p><p>Weapons Aft: Demi-Culverin x2</p><p>Weapons Broadside: Culverin x12</p><p>Damage: Demi-Culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 75</p><p>Passengers: 20</p><p>Cargo: 80 tons</p><p>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.</p><p></p><p> </p><p></p><p><strong>Frigate</strong></p><p>Medium Warship</p><p>Draft: 3 fathoms</p><p>Structure Dice: 6d10 (36 sp)</p><p>Hardness: 5</p><p>Maneuverability: 0</p><p>Speed: 130 ft./13 knots</p><p>Turn Rate: 3</p><p>AC: 10</p><p>Weapons Fore: 2 Demi-Culverin</p><p>Weapons Aft: 2 Demi-Culverin</p><p>Weapons Broadside: 20 Culverin</p><p>Damage: Demi-Culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 100</p><p>Passengers: 20</p><p>Cargo: 80 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>Fourth Rate</strong></p><p>Large Warship</p><p>Draft: 3 fathoms</p><p>Structure Dice: 7d10 (42 sp)</p><p>Hardness: 5</p><p>Maneuverability: -1 (-1 size)</p><p>Speed: 110 ft./11 knots</p><p>Turn Rate: 2</p><p>AC: 9 (-1 size)</p><p>Weapons Fore: Demi-Culverin x4</p><p>Weapons Aft: Demi-Culverin x4</p><p>Weapons Broadside: Culverin x28</p><p>Damage: Demi-Culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 200</p><p>Passengers: 50</p><p>Cargo: 100 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p></p><p><strong>Third Rate</strong></p><p>Huge Warship</p><p>Draft: 4 fathoms</p><p>Structure Dice: 9d10 (50 sp)</p><p>Hardness: 6</p><p>Maneuverability: -2 (-2 size)</p><p>Speed: 130 ft./13 knots</p><p>Turn Rate: 2</p><p>AC: 8 (-2 size)</p><p>Weapons Fore: Demi-Culverin x4</p><p>Weapons Aft: Demi-Culverin x4</p><p>Weapons Broadside: Demi-Cannon x16</p><p> Culverin x 17</p><p>Damage: Demi-Culverin 1d4</p><p> Culverin 2d4</p><p> Demi-Cannon 3d4</p><p>Special Qualities: None</p><p>Crew: 250</p><p>Passengers: 50</p><p>Cargo: 120 tons</p><p></p><p>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!</p><p></p><p> </p><p></p><p><strong>Second Rate</strong></p><p>Gargantuan Warship</p><p>Draft: 5 fathoms</p><p>Hardness: 6</p><p>Maneuverability: -4 (-4 size)</p><p>Speed: 130 ft./13 knots</p><p>Turn Rate: 1</p><p>AC: 6 (-4 size)</p><p>Weapons Fore: Culverin x4</p><p>Weapons Aft: Culverin x4</p><p>Weapons Broadside: Culverin x8</p><p> Demi-Cannon x18</p><p> Cannon x18</p><p>Damage: Culverin 2d4</p><p> Demi-Cannon 3d4</p><p> Cannon 4d4</p><p>Special Qualities: None</p><p>Crew: 350</p><p>Passengers: 75</p><p>Cargo: 175 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>First Rate</strong></p><p>Colossal Warship</p><p>Draft: 5 fathoms</p><p>Structural Dice: 14d10 (77 sp)</p><p>Hardness: 7</p><p>Maneuverability: -8 (-8 size)</p><p>Speed: 130 ft./13 knots</p><p>Turn Rate: 1</p><p>AC: 2 (-8 size)</p><p>Weapons Fore: 4 Demi-Cannon</p><p>Weapons Aft: 4 Demi-Cannon</p><p>Weapons Broadside: Culverin x14</p><p> Demi-Cannon x22</p><p> Cannon x22</p><p>Damage: Culverin 2d4</p><p> Demi-Cannon 3d4</p><p> Cannon 4d4</p><p>Special Qualities: None</p><p>Crew: 450</p><p>Passengers: 100</p><p>Cargo: 200 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>Heavy First Rate</strong>*</p><p>Colossal Warship</p><p>Draft: 6 fathoms</p><p>Structure Dice: 18d10 (99 sp)</p><p>Hardness: 8</p><p>Maneuverability: -8 (-8 size)</p><p>Speed: 130 ft./13 knots</p><p>Turn Rate: 1</p><p>AC: 2 (-8 size)</p><p>Weapons Fore: 4 Demi-Cannon</p><p>Weapons Aft: 4 Demi-Cannon</p><p>Weapons Broadside: Culverin x18</p><p> Demi-Cannon x22</p><p> Cannon x22</p><p>Damage: Culverin 2d4</p><p> Demi-Cannon 3d4</p><p> Cannon 4d4</p><p>Special Qualities: None</p><p>Crew: 550</p><p>Passengers: 125</p><p>Cargo: 300 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>Brig</strong>*</p><p>Large Merchant</p><p>Draft: 2.5 fathoms</p><p>Structure Dice: 6d10 (30 sp)</p><p>Hardness: 5</p><p>Manueverability: -1 (-1 size)</p><p>Speed: 130 ft./13 knots</p><p>Turn Rate: 3</p><p>AC: 9 (-1 size)</p><p>Weapons Fore: 2 Demi-Culverins</p><p>Weapons Aft: 4 Demi-Culverins</p><p>Weapons Broadside: 12 Culverins</p><p>Damage: Demi-Culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 140</p><p>Passengers: 50</p><p>Cargo: 100 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>Sloop</strong></p><p>Medium Warship</p><p>Draft: 1.5 fathoms</p><p>Structure Dice: 3d10 (16 sp)</p><p>Hardness: 5</p><p>Maneuverability: 0</p><p>Speed: 130 ft./ 13 knots</p><p>Turn Rate: 4</p><p>AC: 10</p><p>Weapons Fore: None</p><p>Weapons Aft: None</p><p>Weapons Broadside: Demi-Culverin x8</p><p>Damage: Culverin 1d4</p><p>Special Qualities: none</p><p>Crew: 40</p><p>Passengers: 10</p><p>Cargo: 80 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>Sloop of War</strong>*</p><p>Medium Warship</p><p>Draft: 2 fathoms</p><p>Structure Dice: 4d10 (22 sp)</p><p>Hardness: 5</p><p>Maneuverability: 0</p><p>Speed: 130 ft./13 knots</p><p>Turn Rate: 4</p><p>AC: 10</p><p>Weapons Fore: None</p><p>Weapons Aft: 2 Demi-culverins</p><p>Weapons Broadside: 8 Culverins</p><p>Damage: Demi-Culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 60</p><p>Passengers: 12</p><p>Cargo: 80 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>Cutter</strong>*</p><p>Tiny Warship</p><p>Draft: Half a fathom</p><p>Structure Dice: 1d10 (5 sp)</p><p>Hardness: 5</p><p>Maneuverability: +2 (+2 size)</p><p>Speed: 15 ft./2 knots</p><p>Turn Rate: 32</p><p>AC: 12 (+2 size)</p><p>Weapons Fore: 1 demi-culverin</p><p>Weapons Aft: None</p><p>Weapons Broadside: 1 demi-culverin</p><p>Damage: demi-culverin 1d4</p><p>Special Qualities: None</p><p>Crew: 8</p><p>Passengers: 7</p><p>Cargo: 1 ton</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>Schooner</strong></p><p>Medium Merchantman</p><p>Draft: 1.5 fathoms</p><p>Structure Dice: 4d8 (18 sp)</p><p>Maneueverability: -2 (-1 merchantman)</p><p>Speed: 120 ft./12 knots</p><p>Turn Rate: 4</p><p>AC: 8 (-2 merchantman)</p><p>Weapons Fore: Demi-Culverin x2</p><p>Weapons Aft: Demi-Culverin x2</p><p>Weapons Broadside: Demi-Culverin x8</p><p>Damage: Demi-Culverin 1d4</p><p>Special Qualities: None</p><p>Crew: 50</p><p>Passengers: 20</p><p>Cargo: 90 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>Brigantine</strong></p><p>Large Merchantman</p><p>Draft: 2.5 fathoms</p><p>Structural Dice: 6d8 (27 sp)</p><p>Hardness: 5</p><p>Maneuverability: -3 (-2 merchantman, -1 size)</p><p>Speed: 120 ft./12 knots</p><p>Turn Rate: 3</p><p>Weapons Fore: None</p><p>Weapons Aft: 2 Demi-culverins</p><p>Weapons Broadside: 10 Culverins</p><p>Damage: Demi-Culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 120</p><p>Passengers: 50</p><p>Cargo 100 tons</p><p></p><p>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.’</p><p></p><p> </p><p></p><p><strong>Bilander</strong></p><p>Small Coastal</p><p>Draft: 1.5 fathoms</p><p>Structure Dice: 2d6 (7 sp)</p><p>Hardness: 5</p><p>Maneuverability: +1 (+1 size)</p><p>Speed: 120 ft./12 knots</p><p>Turn Rate: 4</p><p>AC: 11 (+1 size)</p><p>Weapons Fore: none</p><p>Weapons Aft: none</p><p>Weapons Broadside: demi-culverins x8</p><p>Damage: demi-culverin 1d4</p><p>Special Qualities: None</p><p>Crew: 8</p><p>Passengers:7</p><p>Cargo: 40 tons</p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p></p><p><strong>Cromster</strong></p><p>Medium Merchantman</p><p>Draft: 2 fathoms</p><p>Structural Dice: 4d8 (18 sp)</p><p>Hardness: 5</p><p>Maneuverability: -2 (-2 merchantman)</p><p>Speed: 130 ft./13 knots</p><p>Turn Rate: 3</p><p>AC: 8 (-2 merchantman)</p><p>Weapons Fore: Demi-Culverin x2</p><p>Weapons Aft: Demi-Culverin x2</p><p>Weapons Broadside: Culverin x8</p><p>Damage: Demi-Culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 50</p><p>Passengers: 10</p><p>Cargo: 90 tons</p><p></p><p>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.</p><p></p><p></p><p></p><p><strong>Saique</strong></p><p>Small Merchantman</p><p>Draft: 2 fathoms</p><p>Structure Dice: 3d8 (13 sp)</p><p>Hardness: 5</p><p>Manueverability: -1 (-2 merchantman, +1 size)</p><p>Speed: 120 ft./12 knots</p><p>Turn Rate: 4</p><p>AC: 9 (-2 merchantman, +1 size)</p><p>Weapons Fore: none</p><p>Weapons Aft: None</p><p>Weapons Broadside: Demi-Culverin x6</p><p>Special Qualities: none</p><p>Crew: 10</p><p>Passengers: 5</p><p>Cargo: 50 tons</p><p></p><p></p><p></p><p></p><p><strong>Fishing Boat (Yawl, Dhow, Lugger, etc.)</strong></p><p>Small Coastal</p><p>Draft: 2 fathoms</p><p>Structure Dice: 2d6 (7sp)</p><p>Hardness: 5</p><p>Maneuverability: +1 (+1 size)</p><p>Speed: 100 ft./10 knots</p><p>Turn Rate: 4</p><p>AC: 11 (+1 size)</p><p>Weapons Fore: None</p><p>Weapons Aft: None</p><p>Weapons Broadside: 2 demi-culverins</p><p>Damage: Demi-culverins 1d4</p><p>Special Qualities: None</p><p>Crew: 8</p><p>Passengers: 7</p><p>Cargo: 25 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>Merchantman</strong> (Pinnace)</p><p>Large Merchantman</p><p>Draft: 3 fathoms</p><p>Structure Dice: 8d8 (35 sp)</p><p>Hardness: 5</p><p>Maneuverability: -3 (-2 merchantman, -1 size)</p><p>Speed: 110 ft./11 knots</p><p>Turn Rate: 3</p><p>AC: 7 (-2 merchantman, -1 size)</p><p>Weapons Fore: None</p><p>Weapons Aft: 4 Demi-culverin</p><p>Weapons Broadside: 13 Demi-Culverin</p><p>Damage: Demi-Culverin 1d4</p><p>Speical Qualities: None</p><p>Crew: 140</p><p>Passengers: 50</p><p>Cargo: 120 tons</p><p></p><p>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.</p><p></p><p> </p><p></p><p><strong>Heavy Merchantman</strong>*</p><p>Huge Merchantman</p><p>Draft: 4 fathoms</p><p>Structure Dice: 8d8 (36 sp)</p><p>Manueverability: -4 (-2 merchantman, -2 size)</p><p>Speed: 110 ft./ 11 knots</p><p>Turn Rate: 2</p><p>AC: 6 (-2 merchantman, -2 size)</p><p>Weapons Fore: 4 demi-culverin</p><p>Weapons Aft: 4 demi-culverin</p><p>Weapons Broadside: 14 culverin</p><p>Damage: demi-culverin 1d4</p><p> Culverin 2d4</p><p>Special Qualities: None</p><p>Crew: 180</p><p>Passengers: 60</p><p>Cargo: 180 tons</p><p></p><p>Heavy Merchantmen are larger counterparts to the Merchantman. </p><p></p><p> </p><p></p><p><strong>‘Lost Souls Seaman’</strong> (East Indiaman)</p><p>Huge Merchantman</p><p>Structure Dice: 9d8 (40 sp)</p><p>Manueverability: -4 (-2 size, -2 merchantman)</p><p>Speed: 120 ft./ 12 knots</p><p>Turn Rate: 2</p><p>AC: 6 (-2 size, -2 merchant)</p><p>Weapons Fore: Culverin x4</p><p>Weapons Aft: Culverin x4</p><p>Weapons Broadside: Demi-Cannon x20</p><p>Damage: Culverin 2d4</p><p> Demi-Cannon 3d4</p><p>Special Qualities: None</p><p>Crew: 200</p><p>Passengers: 60</p><p>Cargo: 160 tons</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Emperor Valerian, post: 2446492, member: 15043"] 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, [i]Corsairs[/i]. Some small vessels, such as ship's boat and barge, I omitted. [b]Pinnace[/b]* 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. [b]Mail Runner[/b]* 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... [b]Tartan[/b]* 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. [b]War Galleon[/b]* 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. [b]Heavy War Galleon[/b]* 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. [b]Flag Galleon[/b]* 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. [b]Fast Galleon[/b]* 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. [b]Trade Galleon[/b]* 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. [b]Treasure Galleon[/b] 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. [b]Fluyt[/b] 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. [b]Great Fluyt[/b]* 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. [b]Clipper[/b]* 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. [b]Corvette[/b] 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. [b]Frigate[/b] 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. [b]Fourth Rate[/b] 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. [b]Third Rate[/b] 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! [b]Second Rate[/b] 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. [b]First Rate[/b] 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. [b]Heavy First Rate[/b]* 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. [b]Brig[/b]* 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. [b]Sloop[/b] 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. [b]Sloop of War[/b]* 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. [b]Cutter[/b]* 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. [b]Schooner[/b] 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. [b]Brigantine[/b] 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.’ [b]Bilander[/b] 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. [b]Cromster[/b] 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. [b]Saique[/b] 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 [b]Fishing Boat (Yawl, Dhow, Lugger, etc.)[/b] 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. [b]Merchantman[/b] (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. [b]Heavy Merchantman[/b]* 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. [b]‘Lost Souls Seaman’[/b] (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. [/QUOTE]
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