SHIPS

Type BM EM Crew AR Power Type Cargo Keel Beam Armament Ram Cost

Caravel 4 5 15/50 9 Sail 30,000 70 feet 20 feet 1 L weapon NA 10,000

Coaster 3 4 12/40 9 Sail 20,000 60 feet 20 feet 1 L weapon NA 5,000

Cog 3 4 10/25 9 Sail 30,000 85 feet 20 feet 1 L weapon None 10,000

Currach 2/3 3/10 2/4/10 10 Sail & Oars 1,000 20 feet 8 feet None NA 500

Drakkar 2/4 3/12 20/60/250 7 Sail & Oars 8,000 100 feet 20 feet 1 L weapon None 25,000

Dromond 2/9 3/12 200/400 9 Sail & Oars 18,000 175 feet 15 feet 3 L weapons Allowed 15,000

Galleon 3 6 80/800 7 Sail 250,000 130 feet 30 feet 3 L weapons NA 55,000

Galley, Great 3/6 4/11 40/140/200 7 Sail & Oars 25,000 130 feet 20 feet 3 L weapons Allowed 30,000

Knarr 4/2 5/12 8/14 9 Sail & Oars 8,000 60 feet 15 feet None NA 3,000

Longship 5/2 6/13 40/200 8 Sail & Oars 10,000 75 feet 15 feet 1 L weapon Allowed 10,000

Ship Improvements

Armaments:

Ship weapons are the descendants of siege machinery. In addition to the wide variety of personal weapons and magical abilities, there is a collection of catapults, ballistas, trebuchets, and scorpions available to ship captains, as well as a variety of rams.

All of the standard ships are capable of carrying a base number of large weapons. The weapons themselves are not included in the cost of the ship-- these are merely places where the owner can install weapons without eating up living or cargo space. For each weapon added beyond that, some cargo space must be sacrificied. Some weapons counts as two or three for this purpose, and these are noted accordingly.

A ship can have only one ram. It must be bought and installed. (Ships with the "NA" entry under "Ram" cannot have them attached under any conditions.)

Damage for each of the weapons is listed in term of hit points. The rate of fire (in number of shots per round) assumes a full crew manning the weapon. A "1/2" rating means that the weapon fires one shot every two rounds. For every man less than the required minimum manning a weapon, reduce the rate of fire to the next slower level.

For example, a medium catapult with a crew of three and a rate of fire of 1/2 would have a rate of fire of 1/3 with a two-man crew and 1/4 with a single crewman trying to operate the weapon. A weapon cannot fire without at least one crew member.

Catapults:

Catapults are large stone-throwing devices operated by springs and cranks. Catapults are fixed in position once mounted and can fire in only one direction.

Catapults can be loaded with stone shot instead of large rocks. Stone shot is most effective as an antipersonnel weapon and will not affect a ship. It inflicts the listed damage on every target within a 10-foor radius of the spot where it hits (make a separate attack roll against each target in the area).

Type Range Damage Crew Rate of fire THAC0 Critical Hit Cost Notes

Light 15/30 2D10 1 1/2 16 20 500

Medium 18/30 3D10 3 1/2 17 19,20 700

Heavy 18/36 3D10 5 1/3 18 18,19,20 1,000 2 slots

Ballistae:

Ballistae include all devices which throw large bolts, javelins, and spears with greater force than possible by human (or inhuman) strength. Most are built along the lines of the crossbow , and are mounted on pivots on the ship´s deck to fire at any target.

Type Range Damage Crew Rate of fire THAC0 Critical Hit Cost Notes

Light 1/27 2D6 1 1/2 16 NA 400

Medium 3/30 3D6 2 1/3 14 20 600

Heavy 6/36 3D10 4 1/4 12 19,20 800

Rams:

The effect of ramming are covered in combat. They depend on the relative sizes of the ship doing the ramming and its target.

Ram:

Cost: 10 gp per cargo ton of ship

A ram is a long, sharp prow used to break open and break apart an enemy ship. This type of attack is likely to sink the attacked ship, as the ram is usually mounted near the waterline. An attack with a ram can sometimes result in the two ships being locked together.

Fire Projectors:

These devices shoot a thin stream of flaming, explosive liquid. Though they can be devastating in combat, they are not popular because of the chance of the liquid catching fire or detonating on the launched ship. Only the galleys of Mulhorand make extensive use of these devices.

Projectors affect the target and all other targets within a 5-foot radius. A successful save against Breath Weapon halves the damage.

Ships carrying fire projectors are more vulnerable to critical hits, and ships attacking them add +1 to their die roll to determine whether a critical hit occurs. For example, a medium catapult causes a critical hit with a modified attack of 19 or 20. Against a ship carrying a fire projector, a medium catapult causes a critical hit with a roll of 18, 19 or 20.

Fire Projectors:

Cost 1,000 gp

Range: 18/40

Damage: 3D10 hit points + fire

Crew: 3

Rate of Fire: ¼

THAC0: 16

Critical hit on 18,19 or 20

Defensive Improvements

Castles

Cost: medium 500gp, large 1,000gp /cn

A common sight on many warships are armored castles or towers. These provide protection for marines, platforms for archers to fire down onto enemy vessels, and ramps for boarding. Most are fitted with crenelations and arrow slits.

One castle can be fitted for every 50 feet of keel length on the ship, typically allowing only one or two. A single castle will be mounted amidships; if there are two, they are at bow and stern. A small castle is 10 feet tall and provides protection for ten men and a firing platform for five archers. A large castle is 15 to 20 feet tall and provides protection for twenty men, plus a firing platform for ten archers. The protected men may use a drop-away gangplank, fitted with hooks to hold the enemy ship, in a boarding action.

All ship´s hull come with a standard Armor Rating (AR), determined by the ship´s shape and construction. A hull´s armor rating can be improved by increasing either the thickness of the hull or bu plating the hull with other materials (usually metal). The option and costs are:

Increased Thickness

Cost: 10gp /cn

Increasing the thickness of the hull improves the ship´s AR by 1. However, this thickening also reduces available cargo space by 20 procent. A ship can have its hull thickness increased only once.

Plating

Cost: 30gp /cn

Also called barding, plating a ship consists of covering it in metal plates or scales. This improves the AR of the ship by 1 but downgrades the speed of the shup by one third.

Further, it is obvious to anyone looking at it that the ship is plated. Plating can only be performed once on any given ship. A plated ship still uses its original saving throw type.

Netting

Cost: 3gp /10 cn

Ships with large, open decks are often covered with thick, twisted ropes bound into a net. These nets serve to partially protect the crew from catapult fire and boarding from other ships. Attacks coming from abode must destroy the nets first before hitting crew members.

Ship with netting gain +2 on saving throws for their crews against missile weapons or magical which creates solid objects.

In addition, the presence of netting allows those personnel hit by catapult stones a saving throw against death magic to avoid the effects of being hit by such weapons.

The netting is destroyed once it is hit by a heavy catapult shot, or two medium catapult shots. Fire projectors destroy the netting in two rounds. Light catapults and ballistas causes no damage to netting.

In a boarding action, boarders must cut through the netting before they can attack the enemy crew. Netting can be cut the same as grappling lines; it has five hit points and AC 10. Defenders under the netting can attack boarders above the netting if the defenders are armed with piercing (P) type weapons.

Speed Improvements

Rigging

Cost: 10gp /cn