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Ship to Ship Combat

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  1. Ship to Ship Combat
  2. One of the elements that is featured in many
  3. swashbuckling stories is daring exploits at sea. H+I
  4. allows the heroes to engage in sea battles,
  5. and gives each hero an important role to play in these
  6. conflicts.
  7.  
  8. Ship Qualities
  9. Just like heroes, each ship has a name. Each ship
  10. also has its own Ship Qualities, which are crucial for
  11. making various rolls. There are five Ship Qualities
  12. which may be ranked as high as 5. They are:
  13. Sails: Representing the ship’s mobility, both in speed
  14. and maneuverability. You add Sails to a roll when
  15. you need to avoid an obstacle, or try to flee or chase
  16. down an enemy vessel. The bigger a ship is, the less
  17. maneuverable it will be. Size is subtracted from rolls
  18. that use Sails.
  19. Guns: Represents how many cannons the ship is
  20. carrying. The more cannons, the greater the odds of
  21. inflicting serious damage on an enemy vessel. The
  22. bigger the ship, the more Guns it can carry. A ship’s
  23. maximum Guns rating is equal to its Size. Guns is
  24. added to a roll when making a volley.
  25. Crew: Represents not how many crewmen you have,
  26. but how well trained and disciplined they are. The higher
  27. the Crew Quality, the higher the morale of the ship.
  28. Crew is added to a roll for a boarding action, or to repel
  29. boarders. Crew is also used for damage control. (While
  30. Crew represents the quality of seamen you have aboard,
  31. the quantity is referred to as the Complement).
  32. Hull: Represents how sturdy the ship is. Hull isn’t usually
  33. added to a roll, but instead adds to the base Timber of a
  34. ship. Each point of Hull adds +5 Timber. Hull is added
  35. to rolls when making a ramming action, however!
  36. Size: Represents how large a ship is, which has an
  37. impact on a number of other things. The bigger the
  38. ship, the slower and less maneuverable it will be; but
  39. it will likewise be able to carry more guns and sailors
  40. (as well as cargo). Size also affects the damage that
  41. ships dish out to one another, and how much they can
  42. take before sinking.
  43.  
  44.  
  45. Ship Combat Abilities & Careers
  46. Unlike heroes, ships do not have Combat Abilities
  47. or Careers of their own. Instead, they rely on the
  48. officer in charge of a particular task. So when a
  49. ship fires its guns, the Master Gunner will add his
  50. Sailor Career (or Pirate) to the ship’s Guns roll. If the
  51. ship is maneuvering, the Helmsman would add his
  52. Career rank to the ship’s Sails roll, etc. While most
  53. jobs use their Sailor Career, the ship’s Surgeon uses
  54. the Physician Career, and the ship’s Carpenter (or
  55. Sailmaker) uses the Craftsman Career to make rolls.
  56. Ship Characteristics
  57. Timber: Timber is essentially the Lifeblood of a ship.
  58. Ships begin with 10 Timber +10 Timber per point of
  59. Size, and +5 Timber per point in Hull.
  60. Complement: The number of crewmen aboard your
  61. ship, represented as a percentage. The exact figures are
  62. deliberately left vague as they vary based on types of ship,
  63. etc. As the ship loses its Complement of crew, it begins
  64. to affect the performance of the ship in all things.
  65.  
  66. Ship Boons & Flaws
  67. Ships do not automatically have a Boon for free. For
  68. each Boon a ship has, it must also have one Flaw, up
  69. to a maximum of 3 of each.
  70.  
  71. Ship Boons
  72. Oars: The ship is able to move by rowing even when
  73. there is no wind, or when sailing against it. This can
  74. be hugely advantageous in certain situations. You
  75. ignore penalties for bad wind conditions. However
  76. you have to carry twice as many men aboard your
  77. ship (but only half that number count towards the
  78. “crew”), causing your food to deplete at double the
  79. rate. In addition, rowers are usually galley slaves and
  80. prone to mutiny.
  81. Large Hold: Your ship can hold extra Tons of Cargo
  82. or Supplies equal to its Size.
  83. Smuggler’s Hold: Your ship has hidden
  84. compartments to help get by nosy customs officials.
  85. Up to 1 Ton of cargo can be totally hidden per point
  86. of Size. Anyone searching for it would literally have to
  87. tear the ship apart to find it.
  88. Sailmaker: Most ships have to go into port to repair
  89. their sails. Your ship has a sailmaker aboard who can
  90. repair damaged sails, as well as the extra sails and
  91. rigging stowed to make the repairs necessary.
  92. Extra Complement: The ship carries a redundancy
  93. of crewmen. This allows the ship to start with 150%
  94. instead of 100% Complement, making the toll of crew
  95. loss less severe. However the extra men require extra
  96. food, depleting an extra 50% of Supplies.
  97. Shallow Draft: When you’ve got a light load aboard
  98. (no more than 20 Tons) you get a Bonus Die to rolls to
  99. avoid the dangers of shallows such as reefs or shoals,
  100. which can prove invaluable in a chase.
  101. Fast to About: The ship is great at turning. The
  102. Helmsman gets +1 to all Sails rolls that involve
  103. turning the ship.
  104. Swift Sails: The ship is built for speed. The
  105. Helmsman gets +1 to all Sails rolls that involve pure
  106. speed without turning, such as in a chase.
  107. Extra Gunports: The ship has more than the usual
  108. number of gunports for its class. The ship’s Guns
  109. rating is not limited by its Size. In addition, when
  110. figuring the damage caused by a volley and penalties
  111. for maneuvering, treat the ship as if its Size were 1
  112. greater. Lastly the ship’s guns use up a number of
  113. Tons equal to the Guns rating squared. So a ship with
  114. Size 2, Guns 3 would take up 9 Tons with its guns, not
  115. 6 Tons.
  116. Hated Foe: There is someone out there your crew
  117. hates, whether it is the British, Corsairs, Pirates, etc.
  118. Whenever facing this foe, you get a Bonus Die to all
  119. rolls using the Crew Quality.
  120. Extra Swivel Guns: Your ship is equipped with
  121. extra swivel guns (small cannon used for boarding
  122. actions). You do an extra 1d6% damage to the enemy
  123. Complement when making or repelling a Boarding
  124. Action.
  125. Fearsome Reputation: Your ship is legendary
  126. (whether by actual deeds or gossip), and inspires fear
  127. in those who see it. You get a Bonus Die when trying
  128. to convince merchants to surrender their cargos to
  129. you.
  130. Unsinkable: Your ship is as sturdy as they come. It
  131. has +10 to its maximum Timber.
  132. Ramming Prow: A ship with a ramming prow has
  133. +1 to attack and does an extra +1d6 Timber damage
  134. to an enemy ship when it rams them.
  135. Long Guns: Your cannon have especially long reach.
  136. Treat any target as if they were one range increment
  137. closer.
  138.  
  139. Ship Flaws
  140. Unhappy Crew: The crew hates the captain and will
  141. betray him at the first opportunity. They are unlikely
  142. to fight very well if boarded, and may even join the
  143. other side after the battle. You get a Penalty Die when
  144. rolling to make or repel boarding actions.
  145. Bad Food: Whether it is spoilage, vermin, or a
  146. terrible cook, the Ship wastes 1 Ton of Supplies per
  147. month at sea.
  148. Small Complement: You have difficulty recruiting
  149. and supplying a full Complement of crew. You begin
  150. with only 75% Complement; meaning that the ship
  151. has -1 to all rolls and your Crew rating of the ship is
  152. 1 lower as well.
  153. Cursed Reputation: Sailors are a superstitious
  154. lot. Whether the ship really is cursed or not, you have
  155. great difficulty recruiting new crewmen to sign on.
  156. You get a Penalty Die when rolling to recruit new crew
  157. Complement.
  158. Jinxed: The ship seems to attract trouble. When the
  159. GM rolls for random Hazards, he rolls twice and takes
  160. the result that is most “interesting”.
  161. Cramped Quarters: While things are always
  162. tightly packed on a ship, yours is packed to the gills.
  163. Whenever the ship loses some of its Complement, it
  164. loses an extra 1d6%.
  165. Small Hold: Your ship can carry a maximum of 8
  166. Tons per point of Size, or be overburdened by carrying
  167. as much as 10 Tons per point of Size.
  168. Lightly Armed: The ship carries much lighter guns
  169. than typical for its class. Treat the ship as if its Size
  170. were 1 less for purposes of damage when it fires a
  171. volley and also when determining how many Tons the
  172. guns are taking up. So a Size 3, Guns 3 ship would use
  173. only 6 Tons for its guns instead of 9 Tons.
  174. Unarmed: Your ship carries no guns at all. Your
  175. ship’s Guns Quality is non-existent (just put an “X”
  176. for the value), and it cannot fire any volleys. This does
  177. leave more room for cargo, at least.
  178. Fragile: Your ship cannot withstand a broadside very
  179. well. It has -10 Timber from its maximum, or half the
  180. maximum, whichever would be more. So a Size 0 ship
  181. would have 5 Timber instead of 10, while a Size 4 ship
  182. would have 40 Timber instead of 50.
  183. Deep Draft: Your ship cuts deep underwater and is
  184. prone to wrecks in shallow water. Your helmsman gets
  185. a Penalty Die whenever rolling to avoid shoals, rocks,
  186. sandbars, reefs, etc.
  187. Slow to About: Your ship does not turn very quickly.
  188. The Helmsman gets -1 to Sails rolls to maneuver the
  189. ship by turning.
  190. Leaky Tub: Your ship is beset by problems. It
  191. requires twice as much maintenance as a standard
  192. ship of its class. If it goes without this, it begins to fall
  193. apart, losing 1 point from one of its Qualities each
  194. month that the extra maintenance is put off.
  195. Popular Target: Whether it is for a rich cargo, or a
  196. bounty on the captain, this ship is targeted by hostile
  197. ships. Most ships encountered at sea will be hostile.
  198. Short Guns: Your cannon have a short range. Treat
  199. any target as if they were 1 range increment further
  200. away when firing upon them (except at Point-Blank).
  201.  
  202. Ship Combat Rounds
  203. Unlike hand to hand combat, a round of Ship to
  204. Ship combat lasts several minutes, rather than a few
  205. seconds. In this way, Ship to Ship battles last much
  206. longer in “game time” while taking about the same
  207. time to resolve in “play time”.
  208. Each round, ships only have a single action, in
  209. addition to movement. There are no “Minor Actions”
  210. in Ship to Ship combat. The Captain of each ship rolls
  211. 1d6+Career to determine initiative, with the ship’s
  212. Crew Quality used to break ties.
  213.  
  214. Ship to Ship Combat Actions
  215. Maneuvering
  216. When you are trying to gain on or evade an enemy
  217. vessel, or trying to avoid an obstacle, it is time for
  218. some maneuvering. Roll Sails-Size +Helmsman’s
  219. Career vs. Sails-Size of the opposing ship. If the wind
  220. is favorable, you get +1, and unfavorable wind can give
  221. a penalty from -1 to -6, depending on the situation as
  222. the GM sees it. Additional difficulties can be added
  223. by “terrain” such as shoals, reefs, etc (or these can
  224. be stand-alone obstacles). If you successfully gain on
  225. an enemy vessel, you move 100 Yards closer (200 on
  226. a Mighty Success). Likewise, if you successfully evade
  227. them, you move 100 Yards further away.
  228. Volley
  229. Firing cannon is the main offensive power of ships.
  230. The attacking ship rolls Guns + Gunner’s Career vs. a
  231. Moderate (+0) Difficulty and adds Range modifiers. In
  232. addition, the size of the target is taken into account.
  233. If the target is within 1 Size of the attacking vessel,
  234. there is no modifier. If the target is 2 or more Sizes
  235. larger, the attacking vessel gets +1 to hit. If the target
  236. is 2 or more Sizes smaller, the vessel gets -1 to hit. The
  237. range increment of a volley of cannon is 100 Yards.
  238. So modifiers to hit vary from Point Blank (+1) at 50
  239. Yards to Extreme (-6) at 500 Yards. Success indicates
  240. that the cannonballs hit her square, and have torn
  241. holes in the enemy hull! The ship loses Timber based
  242. on the size differences between the two ships:
  243. Attacking ship has Size that is 2 or more higher - 3d6 Timber
  244. Attacking ship Size is within 1 of the target - 2d6 Timber
  245. Attacking ship has Size that is 2 or more lower - 1d6 Timber
  246.  
  247. When a ship loses Timber from a volley, some of the
  248. Complement is lost! Even if a cannon ball doesn’t hit
  249. crewmen directly, it splinters timbers that turn into
  250. deadly shrapnel. The Complement is depleted 1% for
  251. every 2 Timber of damage the ship took (round down).
  252. So if a ship took 13 Timber of damage, 6% of the
  253. Complement would be lost. As a greater percentage
  254. of the Complement is lost, it takes its toll on the ship
  255. and its morale (the Crew Quality).
  256. A Volley also has a chance of injuring PCs and major
  257. NPCs if the GM declares the shot passed near them.
  258. Fortunately, these injuries are small and often heroes
  259. make it through unscathed (for some reason). For every
  260. “6” that comes up on damage roll against a ship, the
  261. PCs and major NPCs aboard lose 1d3 Lifeblood. Heroes
  262. can avoid all the damage by making a Tricky (-1) Sailor
  263. + Savvy Career roll or spending a Fortune Point.
  264. Special Shots
  265. Special shots are used to target a specific part
  266. of the enemy ship, rather than simply
  267. sinking it. Size difference applies to
  268. these rolls as well.
  269. Grapeshot: Grapeshot is
  270. an anti-personnel weapon,
  271. meant to kill enemy crew on
  272. deck and is usually fired at
  273. close range. It has a range
  274. increment of only 20 Yards.
  275. When firing grapeshot, roll
  276. Guns + Gunner’s Career vs.
  277. Crew and range Modifiers.
  278. A successful grapeshot
  279. volley doesn’t damage the
  280. ship’s Timber. Instead, the
  281. enemy ship loses 2d6% of its
  282. Complement if the ships are
  283. within 1 Size of each other, 3d6% if
  284. the attacking ship is 2 or more bigger, or 1d6% if the
  285. attacking ship is 2 or more smaller.
  286. For every 5 or 6 that is rolled on the dice, the PCs and
  287. major NPCs lose 1d3 Lifeblood; which can be avoided
  288. just like a Volley (see above).
  289. Chain Shot: Instead of firing a single ball, this fires
  290. two solid balls out of a cannon connected by a chain.
  291. They spin in midair, like a buzz-saw, with the intent of
  292. cutting an enemy ship’s masts and rigging. Chain Shot
  293. has a range increment of 50 Yards. The attack is made by
  294. rolling Guns + Gunner’s Career vs. a Hard (-2) difficulty,
  295. modified by Range. Success does no damage to the ship.
  296. Instead, the ship loses 1pt from Sails (to a minimum of
  297. -2, leaving it completely adrift).
  298.  
  299. Boarding
  300. Boarding is used when the attackers want to take
  301. the opposing ship or its cargo as a prize, rather than
  302. simply sink her. The crews swing over grappling hooks
  303. and pull the ships together as they swing across to
  304. attack. Boarding parties are led by the First Mate, who
  305. rolls Crew + Career vs. the enemy Captain’s Career.
  306. Success means that they have managed to board the
  307. enemy vessel and the boarded ship loses 1d6% of its
  308. Complement per point of Size the attacker has (1d3%
  309. for Size 0). So if a Size 3 Ship boarded another, it
  310. would do 3d6% Complement loss to the enemy ship.
  311. If a boarding party can stay aboard an enemy vessel
  312. for 3 rounds, the boarded ship must make a morale
  313. roll by rolling Crew + Captain’s Career vs. a moderate
  314. (-0) difficulty. Failure indicates the crew surrenders;
  315. success means the fight on, but must roll again each
  316. round at an increasing difficulty.
  317. Instead of using these rules for a
  318. Boarding Action, the GM may feel
  319. free to instead switch from Ship
  320. to Ship combat rules to regular
  321. combat rules. Alternatively,
  322. the GM might alternate
  323. between a Boarding Round
  324. and a regular combat round
  325. to give individual heroes a
  326. chance to shine (and maybe
  327. let their actions give a Bonus
  328. Die to the next Boarding
  329. Action roll).
  330. Repel Boarders
  331. A ship that has been boarded will want to repel the
  332. boarders. This is done by rolling Crew + Captain’s
  333. Career vs. First Mate’s Career of the boarding party.
  334. Success indicates the enemy Complement loses 1d6%
  335. per point of Size the defending ship has (1d3% for a
  336. Size 0 ship). In addition to damaging the enemy crew,
  337. the boarders are repelled off the ship.
  338. Ramming
  339. Usually employed by the desperate, ramming consists
  340. of crashing your vessel into the enemy. Ramming
  341. actions are made by rolling Hull + Captain’s Career vs.
  342. Hull. Unlike a Volley, both ships take damage during a
  343. ramming action. If the ships are within 1 Size of each
  344. other, they lose 2d6 Timber, a ship that is 2 or more
  345. Sizes smaller loses 3d6 Timber, and a ship that is 2 or
  346. more Sizes large loses 1d6 Timber. Complement, PCs,
  347. and major NPCs are injured by Ramming actions the
  348. same as if they were hit by a Volley.
  349. Ship’s Timber Loss
  350. A ship down to half its Timber or less is low in the
  351. water. This makes it less maneuverable (-1 to Sails). A
  352. ship that loses all its Timber begins to sink. Sinking
  353. usually takes a few minutes; enough time for heroes
  354. and major NPCs to get to lifeboats, or find some
  355. floating debris to keep from drowning.
  356. Ship Repairs
  357. Repairing a ship is the job of the ship’s carpenter.
  358. After a ship takes damage, when there is sufficient
  359. time and materials, the ship’s Carpenter may roll
  360. Crew + Career (Craftsman) vs. a difficulty based on
  361. how severe the damage was. For every 10 Timber the
  362. ship has lost, there is a -1 Difficulty to the roll. So a
  363. ship that had taken 23 Timber damage would require
  364. a -2 (Hard) roll. Success indicates that the ship has
  365. repaired 5 Timber; a Mighty success repairs 10 Timber
  366. lost. How often a carpenter can make a roll for repairs
  367. is once in a number of weeks equal to the ship’s Size.
  368. So a Size 4 ship would take 4 weeks between repair
  369. rolls. In a port, repairs are much easier (no roll is
  370. necessary) and faster (double speed). If the ship has a
  371. Sailmaker, they can also repair the Sails in a similar
  372. manner, with a -1 penalty for every 1 point of Sails
  373. below maximum the ship is. The time frame between
  374. rolls is in a matter of days equal to Size rather than
  375. weeks, however. Success indicates 1 point of Sails
  376. recovered, Mighty Success recovers 2 points.
  377.  
  378. Complement Loss
  379. When a ship begins losing its Complement of crewmen,
  380. it doesn’t immediately impact their Crew Quality, but
  381. eventually it will take its toll in several ways. When a
  382. ship is down to 75% Complement, it has -1 to all dice
  383. rolls (including damage rolled per die) and -1 to Crew
  384. Quality. When a ship is down to 50% Complement, it
  385. has a Penalty Die on all actions (in addition to the -1 to
  386. all rolls) and does half damage on all attacks (instead
  387. of -1 point per die). When a ship is down to 25% or less
  388. of its crew, all attacks do one-quarter normal damage,
  389. and the Crew Quality is -2.
  390. Surgeon
  391. A good ship will have a surgeon aboard. When the
  392. ship suffers Complement loss, these numbers do
  393. not necessarily reflect deaths—some may simply be
  394. injuries—which the surgeon can help crewmen to
  395. recover from. Following a battle or accident that has
  396. caused crew loss, the ship’s surgeon can roll 1d6 per
  397. rank in the physician/healer Career (1d3 for having it
  398. at Rank 0). The result is the % of the Complement who
  399. were able to be saved, up to a maximum of half the
  400. damage the Complement sustained. Any remaining
  401. Complement lost after this was beyond the surgeon’s
  402. help. A ship can have more than one surgeon, and
  403. the rolls are cumulative; but no more than half the
  404. damage can be recovered (some injuries are just too
  405. severe). Restoring these crew losses has to be done by
  406. recruiting new crewmen in port.
  407. For example Sister Mona is aboard a ship that was attacked
  408. by pirates. They managed to drive them away, but not without
  409. taking some damage. The ship lost 26% of its Complement. The
  410. good sister did her best, with 2 ranks of Healer, she rolled 2d6
  411. and got a 9. 9% of the Complement would recover from their
  412. injuries with her help. All she could do was say a prayer for the
  413. other 17%.
  414.  
  415. Shore Batteries
  416. Batteries of shore guns can do incredible damage to
  417. ships. To resolve exchanges with shore batteries, treat
  418. a battery as if it were an unmoving ship. Batteries are
  419. Size 3 to 6, with an equal Guns rating. Due to the
  420. fortifications they are mounted on, a shore battery also
  421. has a Hull rating of 3 (a timber fortress) to 6 (thick
  422. stone walls). The Crew rating of the battery varies with
  423. the discipline of the individual garrison, and batteries
  424. have no Sails rating, of course. In addition, because
  425. these enormous cannons are placed high on walls,
  426. they have a range increment of 200 yards. Because of
  427. the discrepancy in range, and high fortified positions,
  428. shore batteries are difficult to attack directly, and
  429. often involve sending saboteurs to spike the guns
  430. ahead of a big battle or attacking from land instead.
  431.  
  432. Battling Sea Monsters
  433. There are times when a ship will be attacked (or
  434. choose to attack) a large creature in the sea, such as
  435. a whale, or some type of sea monster in a campaign
  436. using supernatural elements. Anytime a creature
  437. is large enough that it can do damage to a ship, its
  438. description will explain what Size ship it is equivalent
  439. to. While ordinarily an individual attack cannot hurt
  440. a ship, this is not the case for large sea creatures.
  441. Creature Attacking a Ship
  442. Any creature with a “ship size” rating can attack a
  443. ship (treating it as if it had -1 Defense), but does half
  444. the listed Lifeblood damage (round down) to the ship’s
  445. Timber. The ship’s Complement % takes damage equal
  446. to the lost Timber. Every 5-6 rolled (regardless of the
  447. total amount after halving) indicates that all Major
  448. PCs or NPCs take 1d3 damage, just like a Grapeshot
  449. volley.
  450. For example, a Size 5 creature attacks a Size 3 ship. The creature
  451. rolls to hit, treating the ship’s Hull as its Defense. The attack hits
  452. and the GM rolls 4d6 damage, coming to a total of 17 (6, 5, 3,
  453. and 3). Halving this, the ship loses 8 Timber, and loses 8% of the
  454. Complement. On top of that, there was a 5 and a 6 in the original
  455. damage roll, meaning that all the major PCs and NPCs aboard
  456. lose 2d3 Lifeblood from splintering timbers or the monster’s
  457. attack. They can avoid this damage with a Fortune Point or by
  458. making a Tricky (-1) Savvy + Sailor test.
  459. Ship Attacking a Creature
  460. When a Ship opens fire or rams a beast with a ship Size,
  461. it attacks the creature’s Defense with an additional -4
  462. Penalty to hit. If an attack hits, it does double the
  463. listed Timber damage (based on Size difference)
  464. in Lifeblood to the creature. Any Protection the
  465. creature has absorbs this damage as normal (with -2
  466. to protection rolls against black powder weapons like
  467. the Guns as usual).
  468. For example, a Size 3 ship is attacking a Size 5 creature. The
  469. ship’s Master Gunner rolls 2d6+Career+Savvy modified by
  470. range penalties against the beast’s Defense, and manages to score
  471. a hit. Because of a Size difference of 2, normally the guns would
  472. do only 1d6 Timber, but here they do 2d6 Lifeblood damage to the
  473. creature, rolling 7. The creature rolls its Protection (1d6) getting
  474. a 4, reduced by 2 because the cannons are black powder weapons,
  475. resulting in 5 Lifeblood damage to the creature. Only another 80
  476. to go…
  477.  
  478. Ship Class
  479. Below are some sample ships. You can feel free to
  480. modify a ship from one of the base models below;
  481. after all many sea captains did exactly that. There are
  482. many more types we couldn’t fit in here as well, so
  483. feel free to create some more. Most ships have around
  484. 5 points spent on Ship Qualities (except the Galleon
  485. and Man-o-War).
  486. Launch
  487. This is the largest boat carried by a ship, usually used as
  488. a lifeboat. It has a single sail and can be rowed by oars as
  489. well.
  490. Size 0, Sails 2,
  491. Guns 0, Crew 0,
  492. Hull 0; 10 Timber
  493. Ship Boons: Fast
  494. to About, Oars,
  495. Ship Flaws: Unarmed,
  496. Cramped Quarters
  497. Sloop
  498. A light and maneuverable single mast ship, it is favored by
  499. smugglers and pirates. It has two
  500. or more triangular sails, fore
  501. and aft of the mast.
  502. Size 1, Sails 3, Guns 1, Crew
  503. 1, Hull 0; 20 Timber
  504. Ship Boons: Shallow Draft
  505. Ship Flaws: Cramped Quarters
  506. Pinnace
  507. A small two-mast vessel used to guide large merchant and
  508. warships through treacherous waters. They are usually
  509. unarmed, but very maneuverable.
  510. Size 1, Sails 4, Guns X,
  511. Crew 1, Hull 0; 20 Timber
  512. Ship Boons: Shallow
  513. Draft, Fast to About
  514. Ship Flaws: Unarmed
  515. Cargo Ship
  516. This class of ship is actually a general name for numerous
  517. ship classifications, such as a fluyt, freighter, etc. They are
  518. lightly armed, made mostly to carry cargo. This makes them
  519. popular targets for pirates.
  520. Size 2, Sails 2, Guns
  521. 1, Crew 0, Hull
  522. 2; 40 Timber
  523. Ship Boons: Large
  524. Hold, Swift Sails
  525. Ship Flaws: Lightly
  526. Armed, Popular Target
  527. Corvette
  528. A corvette is a light ship built for war.
  529. Size 2, Sails 1, Guns 3,
  530. Crew 1, Hull 0; 30 Timber
  531. Ship Boons: Extra
  532. Gunports, Fast to About
  533. Ship Flaws: Small
  534. Hold, Bad Food
  535. Brig
  536. A ship with two square masts, both rigged square. They are
  537. used both as cargo and light warships.
  538. Size 2, Sails 2,
  539. Guns 1, Crew 1,
  540. Hull 1, 35 Timber
  541. Brigantine
  542. A Brigantine is a ship of two masts, the foremast rigged
  543. square. Originally they were favored by Mediterranean
  544. pirates, thus the name’s similarity to “Brigand.”
  545. Size 2, Sails 1, Guns
  546. 2, Crew 1, Hull
  547. 1; 35 Timber
  548. Ship Boons: Extra
  549. Complement
  550. Ship Flaws: Cramped
  551. Quarters
  552. Dhow
  553. The type of galley preferred by the Barbary Corsairs, a
  554. Dhow has lateen sails but relies on its rowers when the wind
  555. is not with them.
  556. Size 2, Sails 2, Guns 1,
  557. Crew 2, Hull 0, 30 Timber
  558. Ship Boons: Oars,
  559. Ramming Prow
  560. Ship Flaws: Popular Target,
  561. Cramped Quarters
  562. Junk
  563. This ship has unique sails, making it easily recognizable as the
  564. type of ship preferred by Asian merchants… and pirates.
  565. Size 2, Sails 1, Guns 1, Crew 2, Hull 1, 35 Timber
  566. Ship Boons: Sailmaker
  567. Ship Flaws: Short Guns
  568. Barque
  569. A ship with 3 masts, two rigged square, and one fore-and-aft.
  570. Size 3, Sails 2, Guns 1, Crew
  571. 0, Hull 2; 50 Timber
  572. Frigate
  573. A warship built for speed, Frigates have three or more masts,
  574. with square-rigged sails.
  575. Size 3, Sails 2, Guns 2, Crew
  576. 0, Hull 1; 45 Timber
  577. Ship Boons: Swift Sails
  578. Ship Flaws: Bad Food
  579. Merchantman
  580. Also simply known as a “Ship” this is a vessel of 3 masts,
  581. usually square-rigged. They can also be modified to serve as
  582. warships.
  583. Size 3, Sails 2, Guns 1,
  584. Crew 1, Hull 1; 45 Timber
  585. Ship Boons: Large
  586. Hold, Smuggler’s
  587. Hold, Swift Sails
  588. Ship Flaws: Deep
  589. Draft, Slow to About,
  590. Popular Target
  591. Schooner
  592. A ship of three or possibly more masts that are fore-and-aft
  593. rigged.
  594. Size 3, Sails 3, Guns
  595. 1, Crew 1, Hull
  596. 0, 40 Timber
  597. Ship Boons: Fast
  598. to About
  599. Ship Flaws: Deep Draft
  600. Galleon
  601. An enormous Spanish ship, it carried several decks of guns
  602. and could easily hold two hundred men. They were used for
  603. cargo, especially gold, silver, and Oriental spices. They were
  604. also powerful warships, to discourage pirates.
  605. Size 4, Sails 2, Guns 4,
  606. Crew 0, Hull 2; 60 Timber
  607. Ship Boons: Extra
  608. Gunports, Swift Sails
  609. Ship Flaws: Popular
  610. Target, Deep Draft
  611. Man-O-War
  612. Also known as a “Ship of the Line” these vessels are built first
  613. and foremost for battle. They are the biggest ships carrying
  614. the most guns.
  615. Size 5, Sails 3, Guns 5, Crew 1, Hull 1; 75 Timber
  616. Ship Boons: Unsinkable,
  617. Ramming Prow,
  618. Hated Foe
  619. Ship Flaws: Bad
  620. Food, Deep Draft,
  621. Slow to About
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