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7/28/2019 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.