Ship Classes

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    Ship Classes

    Type: The movement types the ship

    has. Sail, Oar, Mechanical.

    Size: The size of ship, small,

    medium, or large. This dictates a

    number of rules relevant to eachship.

    Speed: The base (1x) speed that the

    ship has from its movement types.

    Agility: The degrees () that a ship

    may turn on axis each round.

    Overall AC: The touch AC to hit

    somewhere on the vessel.

    Hull sections: The number of hull

    sections touching the water. Destroy

    these and the ship begins sinking.

    Section AC: The AC that each

    section of ship has, both Touch* and

    Armor.

    Section Harness: Hardness of the

    hull sections before modifications.

    Section HP: Amount of Hit Pointseach hull section has.

    Masts: Number of masts on the

    ship.

    Mast AC: The AC of the mast, bothTouch* and Armor.

    Mast Hardness: Hardness of the

    mast before modifications.

    Mast HP: Amount of Hit Points

    each mast has.

    Rigging AC: AC that each riggingsection has, both Touch* and

    Armor.

    Rigging HP: Amount of Hit Points

    each rigging section has.

    Dimensions:Length / Width /

    Height / Depth

    Decks:Number of decks the shiphas. This number includes the top

    deck. At the bottom of each ship is

    the empty space around the keel,usually reserved for cargo.

    Crew: The general number of

    crewmen expected on board thisship type.

    Watch: The number of crew

    actively needed to monitor the ship

    under different forms of movement.

    If fewer crewmen are available, the

    ship begins to suffer in speed or

    agility.

    Rowers: Number of crew needed to

    row the ship at maximum speed.

    This number is part of any Watchrequirement listed for Oar.

    Ram: The base ram damage for this

    class of ship.

    Weapon Hard-points: The number

    of small/medium/large weapon

    hard-points built into the ship.

    Passenger/Cargo: The room forpassengers and cargo the ship has.

    Each ship has a description whichfollows, detailing more about its

    abilities.

    *Touch AC only applies at range

    from the ship.

    Ship Hull Price

    Corvette 6,000 gp

    Frigate 10,000 gp

    Fireship 12,000 gp

    Grenadier 8,000 gp

    Galley 3,500 gp

    Cruiser 25,000 gp

    Destroyer 40,000 gp

    Ironclad 55,000 gp

    Bireme 16,500 gp

    Battleship 65,000 gp

    Dreadnought 85,000 gp

    Trireme 28,500 gp

    Barge 19,500 gp

    Corvette

    Type: Sail / Oar

    Size: SmallSpeed: 40 ft / 20 ft

    Agility: 90

    Overall AC: 3Hull sections: 6

    Section AC: 7 / 12

    Hardness: 10Section HP: 30

    Masts: 1

    Mast AC: 10

    Hardness: 10Mast HP: 55

    Rigging AC: 3

    Rigging HP: 45Dimensions: L40 / W20 / H30 / D10

    Decks: 2

    Crew: 20Watch: 5 / 12

    Rowers: 10

    Ram: 1d4Weapon Hard-points: 3/0/0

    Passenger/Cargo: / 1,500m^3

    The Corvette is the quickestwarship used by conventional

    navies, but this speed comes at the

    price of firepower and durability.Corvettes are relatively cheap,

    easily crewed, and can

    outmaneuver not only most largerships, but also many ships the same

    size.

    One small weapon hard-

    point is fastened to the foredeck,allowing the crew to fire directly

    forward into enemy ships while

    presenting a small profile. Theother two small hard-points are

    located near the middle of the ship

    on either side of the main deck.It is primarily a sailing ship,

    but can resort to rowing when

    needed. Rowers are kept below themain deck, and are protected from

    projectiles with total cover.

    There is no room for proper

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    passengers on a Corvette: it is a

    small ship, and everyone must work

    to earn keep. The crew are known to

    scatter hammocks wherever theycan on both decks when they need

    to sleep.

    Corvettes may travel uptrade rivers deeper than 10 feet.

    They must stick to coasts.

    Frigate

    Type: SailSize: Small

    Speed: 35 ft

    Agility: 60Overall AC: 2

    Hull sections: 10

    Section AC: 6 / 13Hardness: 10

    Section HP: 35

    Masts: 2Mast AC: 10

    Hardness: 10

    Mast HP: 60

    Rigging AC: 3Rigging HP: 50

    Dimensions: L60 / W25 / H40 / D15

    Decks: 2Crew: 40

    Watch: 8

    Rowers: Ram: 2d6

    Weapon Hard-points: 6/0/0

    Passenger/Cargo:3 / 2,500m^3

    Frigates are the heavier of

    the two main small warships,

    designed as skirmish ships or toprotect larger ships in a fleet. They

    are relatively cheap to buy and

    maintain, and straightforward intheir battle approach: do not allow

    the enemy to gain a clear shot, and

    pelt them with volleys from the rowof cannons or catapults.

    Three small weapon hard-

    points are spread evenly along each

    side of the main deck, allowing a

    respectable broadside volley from

    on both sides.

    With both a main and mizzenmast, the Frigate is a sailing ship,

    through and through, and as such

    does not have openings for rows.There are accommodations

    below-deck for up to three

    passengers on a Frigate; it can be afairly cheap, if spartan, way to

    travel. The aft cabin is enclosed,

    but usually reserved for the captain.

    Frigates may travel traderivers deeper than 15 feet. They

    must stick to coasts.

    Fireship

    Type: Sail / Oar

    Size: Small

    Speed: 30 ft / 25 ftAgility: 90

    Overall AC: 2

    Hull sections: 6

    Section AC: 6 / 11Hardness: 10

    Section HP: 30

    Masts: 1Mast AC: 10

    Hardness: 10

    Mast HP: 50Rigging AC: 3

    Rigging HP: 40

    Dimensions: L40 / W20 / H25 / D10

    Decks: 1Crew: 18

    Watch: 5 / 14

    Rowers: 12Ram: 1d4

    Weapon Hard-points: 2/0/0

    Passenger/Cargo: / 300m^3

    The Fireship is a specialized

    version of a Corvette, built to betough enough to take some

    punishment while racing towards

    their target. It is painted with

    specialized liquids to protect it from

    fire, both foreign and domestic. This

    liquid protects the Fireship from

    50% of all fire damage.The one small weapon hard-

    point is located at each end of the

    ship, stern and aft. These areusually reserved for fireturrets: a

    Fireship will align beside an enemy

    vessel and spout fire over at them,hoping to burn the foe down and

    escape before they are destroyed.

    Generally, they will not use sails

    when about to fire, since they couldeasily catch fire themselves, but

    resort to rowing.

    The Fireship is a single-decked ship, and isn't designed to

    be a home out on the water.

    Therefore, not only is there notroom for passengers, but hardly

    room for a crew to bed.

    Fireships may travel inrivers deeper than 10 feet. They

    must stick to coasts.

    Grenadier

    Type: Sail / OarSize: Small

    Speed: 20 ft / 30 ft

    Agility: 90Overall AC: 2

    Hull sections: 6

    Section AC: 6 / 12

    Hardness: 10Section HP: 30

    Masts: 1

    Mast AC: 10Hardness: 10

    Mast HP: 45

    Rigging AC: 3Rigging HP: 35

    Dimensions: L40 / W20 / H25 / D10

    Decks: 1Crew: 24

    Watch: 5 / 14

    Rowers: 12

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    ocean voyages.

    Destroyer

    Type: Sail

    Size: MediumSpeed: 25 ft

    Agility: 45

    Overall AC: 1Hull sections: 18

    Section AC: 5 / 15

    Hardness: 10

    Section HP: 60Masts: 3

    Mast AC: 10

    Hardness: 12Mast HP: 65

    Rigging AC: 3

    Rigging HP: 65Dimensions: L100/W30 / H70 / D25

    Decks: 3

    Crew: 85Watch: 14

    Rowers:

    Ram: 4d10

    Weapon Hard-points: 4/4/2Passenger/Cargo: 10 / 7,800m^3

    Destroyers are fearsomebeasts to see in action, as they are

    larger and heavier than the small

    and medium vessels, but still quickenough to maneuver into optimal

    positions in battle.

    Large weapon hard-points

    have been built on this ship, givingit an advantage in raw firepower.

    One is located on each side,

    alongside two medium and onesmall hard-points. At the rear of the

    ship there are the last two small

    hard-points, which allowsDestroyers to protect their flank.

    Destroyers have three tall

    masts evenly spread along the deck,and because of this they are not

    easily crippled.

    There are bunk cabins for

    passengers, though the Destroyer is

    built for battle and thus has few

    comforts.

    Destroyers may travel intrade rivers deeper than 25 feet, but

    are usually only seen on lakes or

    seas. They are large enough tomake ocean voyages.

    Ironclad

    Type: Oar / Mechanical

    Size: MediumSpeed: 15 ft / 20 ft

    Agility: 30

    Overall AC: 1Hull sections: 10

    Section AC: 5 / 18

    Hardness: 17Section HP: 80

    Masts:

    Mast AC: Hardness:

    Mast HP:

    Rigging AC:

    Rigging HP: Dimensions: L60 / W25 / H15 / D25

    Decks: 3

    Crew: 60Watch: 22 / 10

    Rowers: 20

    Ram: 3d10Weapon Hard-points: 2/6/0

    Passenger/Cargo: 4 / 2,000m^3

    Ironclads may well be thetoughest ship on the ocean. Other

    ships may have armor plating

    added later, but as the nameimplies, Ironclads are designed with

    them. Even the deck is covered in

    an iron box which provides totalcover to those aboard. Because of

    this, they are difficult to damage

    and can endure a bombardmentfrom most any weapon.

    The Ironclad has three

    medium hard-points on each

    broadside, and two small hard-

    points built into the front of the ship

    to attack ships in front of them.

    Ironclads have flaps thatcan open to allow rowers to move

    the ship if necessary. However,

    because of their strong, metalconstruction, Ironclads are

    equipped with a simple mechanical

    propulsion system powered by coal.A single large, metal propeller

    behind the ship gives them an

    ineffable movement. Further, the

    crew may change the gearing of theengine to spin the propeller

    backwards, allowing an Ironclad to

    move backwards at half speed. Itrequires one full-round action to

    change the gearing.

    Ironclads have a smallamount of room for passengers, but

    most find the accommodations to be

    too sparse.Ironclads may travel in

    trade rivers deeper than 25 feet, but

    are usually only seen on lakes or

    seas. They must stick to coasts.Note: Because Ironclads are

    not constructed from wood, it is

    harder to mount additional plating.Any plating added later costs twice

    as much on an Ironclad as other

    ships.

    Bireme

    Type: Sail / Oar

    Size: Medium

    Speed: 15 ft / 30 ftAgility: 45

    Overall AC: 1

    Hull sections: 14Section AC: 5 / 14

    Hardness: 10

    Section HP: 40Masts: 1

    Mast AC: 10

    Hardness: 5

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    Mast HP: 50

    Rigging AC: 3

    Rigging HP: 50

    Dimensions: L80 / W20 / H10 / D15Decks: 1

    Crew: 80

    Watch: 7 / 42Rowers: 40

    Ram: 3d8

    Weapon Hard-points: 2/1/0Passenger/Cargo: /

    The Bireme is a larger

    version of a Galley. There is apartial deck, with covered sections

    for weapons; the crew sit within the

    ribs of the ship. The sides of theship are lined with wooden

    crenelations which provide cover

    to the crewmen.The weapon hard-points are

    evenly spread down the length of

    the ship, with the medium slot at theback. The crew will often mount

    either a catapult or a ballista to

    augment their own individual

    projectiles. Generally, however,Biremes excel at boarding actions

    and ramming.

    There are two sets of oarsthat extend from the ship: the

    rowers sit on seats that are close

    together, stacked on top of the lowerrow. In addition, the crew of a

    Bireme can erect a small mast and

    sail when necessary. It requires 5

    full-round actions to erect ordismantle this mast.

    The Bireme has no room for

    excess passengers or cargo, and thecrew are accustomed to sleeping

    beneath the open stars on these

    ships when necessary.Biremes may travel in trade

    rivers deeper than 15 feet. They are

    large enough to make oceanvoyages.

    Battleship

    Type: Sail

    Size: LargeSpeed: 15 ft

    Agility: 30

    Overall AC: -1Hull sections: 28

    Section AC: 3 / 16

    Hardness: 10Section HP: 80

    Masts: 4

    Mast AC: 10

    Hardness: 14Mast HP: 75

    Rigging AC: 3

    Rigging HP: 75Dimensions: L150/W30/H100/D30

    Decks: 4

    Crew: 145Watch: 22

    Rowers:

    Ram: 5d12Weapon Hard-points: 4/6/8

    Passenger/Cargo: 10 / 9,000m^3

    The Battleship is the rank-and-file backbone of fleets in

    service to kingdoms and empires.

    They are rarely deployed except indefensive operations, where

    preparation and numbers creates an

    intimidating wall.Four large and three

    medium weapon hard-points run

    along each side of the Battleship. At

    both the aft and stern of the ship aretwo small hard-points, which

    protects the ship from quicker,

    smaller vessels.The Battleship has four tall

    masts with large rigging and sails.

    They are not quick, but Battleshipsare hard to stop.

    Because of the

    compartmentalized interiors,Battleships usually have excess

    rooms that can be used for

    passengers. However, because they

    are not used to travel, but rather for

    battle, it is rare for anyone except

    important political or military

    figures to take up temporaryresidence on a battleship.

    Battleships are too large for

    any but the largest of rivers, andare rarely seen anywhere but on the

    open ocean or guarding the

    entrances to straits or the like. Theyare large enough to make ocean

    voyages.

    Dreadnought

    Type: SailSize: Large

    Speed: 10 ft

    Agility: 30Overall AC: -1

    Hull sections: 38

    Section AC: 3 / 17Hardness: 10

    Section HP: 95

    Masts: 4

    Mast AC: 10Hardness: 14

    Mast HP: 75

    Rigging AC: 3Rigging HP: 85

    Dimensions: L200/W35/H110/D35

    Decks: 4Crew: 230

    Watch: 22

    Rowers:

    Ram: 6d14Weapon Hard-points: 8/8/10

    Passenger/Cargo: 20 / 13,000m^3

    The Dreadnought is the

    largest and most fearsome ship on

    the sea. They are rare, but can oftensingle-handedly ensure victory for

    whichever navy they are supporting.

    They have a large crew which canprovide either anti-personnel fire

    with bows or decimate foes during

    boarding actions.

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    The weapon hard-points are

    evenly split between each side, and

    run down the sides. A single volley

    from a Dreadnought can be enoughto sink most lesser vessels.

    The Dreadnought has four

    tall masts with large rigging andsails. They are not quick, but

    Dreadnoughts are hard to stop.

    Dreadnoughts do have roomfor a good number of passengers,

    but these ships rarely sell space to

    anyone below royalty. Kings and

    Emperors are most likely to choosea Dreadnought as their flagship for

    whenever they need to travel by sea.

    Dreadnoughts are generallytoo large for rivers. They are more

    likely to be strategically blocking a

    river than sailing it. They areocean-faring vessels.

    Trireme

    Type: Sail / Oar

    Size: LargeSpeed: 10 ft / 25 ft

    Agility: 30

    Overall AC: 0Hull sections: 18

    Section AC: 4 / 16

    Hardness: 10Section HP: 55

    Masts: 1

    Mast AC: 10

    Hardness: 12Mast HP: 75

    Rigging AC: 3

    Rigging HP: 60Dimensions: L100/W25/H80/D25

    Decks: 2

    Crew: 125Watch: 7 / 62

    Rowers: 60

    Ram: 4d8Weapon Hard-points: 6/10/0

    Passenger/Cargo: / 4,000m^3

    Triremes are rowing ships

    like Biremes and Galleys before

    them, except they are much more

    similar to sailing vessels. A Triremehas multiple, fully covered decks

    and a permanent mast. They are

    much cheaper than the other largeships, and are therefore great for

    troop transport, either between

    lands, or into battle.Five medium hard-points

    line both sides of the Trireme. In

    addition, on both the aft and stern

    there are three small hard-pointsgrouped together, to protect the ship

    or to be used offensively.

    There are three sets of oarsthat extend from the ship: the

    rowers sit on seats that are close

    together, stacked on top of the lowerrow. In addition, the Trireme has a

    single stout mast which provides a

    simple sailing platform.Triremes may travel in trade

    rivers deeper than 25 feet. They are

    large enough for ocean voyages.

    Barge

    Type: Sail / Oar

    Size: Large

    Speed: 20 ft / 10 ftAgility: 30

    Overall AC: 0

    Hull sections: 24

    Section AC: 4 / 14Hardness: 10

    Section HP: 60

    Masts: 7Mast AC: 10

    Hardness: 10

    Mast HP: 65Rigging AC: 3

    Rigging HP: 75

    Dimensions: L130/W35/H100/D20Decks: 2

    Crew: 65

    Watch: 30 / 32

    Rowers: 30

    Ram: 2d10

    Weapon Hard-points: 12/0/0

    Passenger/Cargo: 10 / 22,750m^3

    Barges are the largest type

    of merchant vessel, wide and long,but shallow enough for travel on

    rivers. They are often loaded down

    with cargo, trade goods movingfrom port to port.

    Because of their long, flat

    shape, weapon hard-points are

    fairly evenly ringed around Barges.Both aft and stern have a single

    hard-point, while the other ten are

    evenly divided between both sides.Barges have seven masts

    the most of any ship type. These

    ensure that it takes more than somepirates or bad weather to

    completely cripple a Barge.

    Further, these masts are unique indesign: they are built to allow the

    rigging to rotate 180. Coupled

    with a deployable rudder at the

    front of the ship, it allows the Bargeto sail backwards once set up. It

    requires 10 minutes to turn the

    masts.Because of this and the

    Barge's shallow keel, they may

    travel in trade rivers deeper than20 feet without worry about turning

    around. They are large enough for

    ocean voyages, but usually stick to

    coasts along with their hiredprotection, generally Frigates.