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- Ship to Ship Combat
- One of the elements that is featured in many
- swashbuckling stories is daring exploits at sea. H+I
- allows the heroes to engage in sea battles,
- and gives each hero an important role to play in these
- conflicts.
- Ship Qualities
- Just like heroes, each ship has a name. Each ship
- also has its own Ship Qualities, which are crucial for
- making various rolls. There are five Ship Qualities
- which may be ranked as high as 5. They are:
- Sails: Representing the ship’s mobility, both in speed
- and maneuverability. You add Sails to a roll when
- you need to avoid an obstacle, or try to flee or chase
- down an enemy vessel. The bigger a ship is, the less
- maneuverable it will be. Size is subtracted from rolls
- that use Sails.
- Guns: Represents how many cannons the ship is
- carrying. The more cannons, the greater the odds of
- inflicting serious damage on an enemy vessel. The
- bigger the ship, the more Guns it can carry. A ship’s
- maximum Guns rating is equal to its Size. Guns is
- added to a roll when making a volley.
- Crew: Represents not how many crewmen you have,
- but how well trained and disciplined they are. The higher
- the Crew Quality, the higher the morale of the ship.
- Crew is added to a roll for a boarding action, or to repel
- boarders. Crew is also used for damage control. (While
- Crew represents the quality of seamen you have aboard,
- the quantity is referred to as the Complement).
- Hull: Represents how sturdy the ship is. Hull isn’t usually
- added to a roll, but instead adds to the base Timber of a
- ship. Each point of Hull adds +5 Timber. Hull is added
- to rolls when making a ramming action, however!
- Size: Represents how large a ship is, which has an
- impact on a number of other things. The bigger the
- ship, the slower and less maneuverable it will be; but
- it will likewise be able to carry more guns and sailors
- (as well as cargo). Size also affects the damage that
- ships dish out to one another, and how much they can
- take before sinking.
- Ship Combat Abilities & Careers
- Unlike heroes, ships do not have Combat Abilities
- or Careers of their own. Instead, they rely on the
- officer in charge of a particular task. So when a
- ship fires its guns, the Master Gunner will add his
- Sailor Career (or Pirate) to the ship’s Guns roll. If the
- ship is maneuvering, the Helmsman would add his
- Career rank to the ship’s Sails roll, etc. While most
- jobs use their Sailor Career, the ship’s Surgeon uses
- the Physician Career, and the ship’s Carpenter (or
- Sailmaker) uses the Craftsman Career to make rolls.
- Ship Characteristics
- Timber: Timber is essentially the Lifeblood of a ship.
- Ships begin with 10 Timber +10 Timber per point of
- Size, and +5 Timber per point in Hull.
- Complement: The number of crewmen aboard your
- ship, represented as a percentage. The exact figures are
- deliberately left vague as they vary based on types of ship,
- etc. As the ship loses its Complement of crew, it begins
- to affect the performance of the ship in all things.
- Ship Boons & Flaws
- Ships do not automatically have a Boon for free. For
- each Boon a ship has, it must also have one Flaw, up
- to a maximum of 3 of each.
- Ship Boons
- Oars: The ship is able to move by rowing even when
- there is no wind, or when sailing against it. This can
- be hugely advantageous in certain situations. You
- ignore penalties for bad wind conditions. However
- you have to carry twice as many men aboard your
- ship (but only half that number count towards the
- “crew”), causing your food to deplete at double the
- rate. In addition, rowers are usually galley slaves and
- prone to mutiny.
- Large Hold: Your ship can hold extra Tons of Cargo
- or Supplies equal to its Size.
- Smuggler’s Hold: Your ship has hidden
- compartments to help get by nosy customs officials.
- Up to 1 Ton of cargo can be totally hidden per point
- of Size. Anyone searching for it would literally have to
- tear the ship apart to find it.
- Sailmaker: Most ships have to go into port to repair
- their sails. Your ship has a sailmaker aboard who can
- repair damaged sails, as well as the extra sails and
- rigging stowed to make the repairs necessary.
- Extra Complement: The ship carries a redundancy
- of crewmen. This allows the ship to start with 150%
- instead of 100% Complement, making the toll of crew
- loss less severe. However the extra men require extra
- food, depleting an extra 50% of Supplies.
- Shallow Draft: When you’ve got a light load aboard
- (no more than 20 Tons) you get a Bonus Die to rolls to
- avoid the dangers of shallows such as reefs or shoals,
- which can prove invaluable in a chase.
- Fast to About: The ship is great at turning. The
- Helmsman gets +1 to all Sails rolls that involve
- turning the ship.
- Swift Sails: The ship is built for speed. The
- Helmsman gets +1 to all Sails rolls that involve pure
- speed without turning, such as in a chase.
- Extra Gunports: The ship has more than the usual
- number of gunports for its class. The ship’s Guns
- rating is not limited by its Size. In addition, when
- figuring the damage caused by a volley and penalties
- for maneuvering, treat the ship as if its Size were 1
- greater. Lastly the ship’s guns use up a number of
- Tons equal to the Guns rating squared. So a ship with
- Size 2, Guns 3 would take up 9 Tons with its guns, not
- 6 Tons.
- Hated Foe: There is someone out there your crew
- hates, whether it is the British, Corsairs, Pirates, etc.
- Whenever facing this foe, you get a Bonus Die to all
- rolls using the Crew Quality.
- Extra Swivel Guns: Your ship is equipped with
- extra swivel guns (small cannon used for boarding
- actions). You do an extra 1d6% damage to the enemy
- Complement when making or repelling a Boarding
- Action.
- Fearsome Reputation: Your ship is legendary
- (whether by actual deeds or gossip), and inspires fear
- in those who see it. You get a Bonus Die when trying
- to convince merchants to surrender their cargos to
- you.
- Unsinkable: Your ship is as sturdy as they come. It
- has +10 to its maximum Timber.
- Ramming Prow: A ship with a ramming prow has
- +1 to attack and does an extra +1d6 Timber damage
- to an enemy ship when it rams them.
- Long Guns: Your cannon have especially long reach.
- Treat any target as if they were one range increment
- closer.
- Ship Flaws
- Unhappy Crew: The crew hates the captain and will
- betray him at the first opportunity. They are unlikely
- to fight very well if boarded, and may even join the
- other side after the battle. You get a Penalty Die when
- rolling to make or repel boarding actions.
- Bad Food: Whether it is spoilage, vermin, or a
- terrible cook, the Ship wastes 1 Ton of Supplies per
- month at sea.
- Small Complement: You have difficulty recruiting
- and supplying a full Complement of crew. You begin
- with only 75% Complement; meaning that the ship
- has -1 to all rolls and your Crew rating of the ship is
- 1 lower as well.
- Cursed Reputation: Sailors are a superstitious
- lot. Whether the ship really is cursed or not, you have
- great difficulty recruiting new crewmen to sign on.
- You get a Penalty Die when rolling to recruit new crew
- Complement.
- Jinxed: The ship seems to attract trouble. When the
- GM rolls for random Hazards, he rolls twice and takes
- the result that is most “interesting”.
- Cramped Quarters: While things are always
- tightly packed on a ship, yours is packed to the gills.
- Whenever the ship loses some of its Complement, it
- loses an extra 1d6%.
- Small Hold: Your ship can carry a maximum of 8
- Tons per point of Size, or be overburdened by carrying
- as much as 10 Tons per point of Size.
- Lightly Armed: The ship carries much lighter guns
- than typical for its class. Treat the ship as if its Size
- were 1 less for purposes of damage when it fires a
- volley and also when determining how many Tons the
- guns are taking up. So a Size 3, Guns 3 ship would use
- only 6 Tons for its guns instead of 9 Tons.
- Unarmed: Your ship carries no guns at all. Your
- ship’s Guns Quality is non-existent (just put an “X”
- for the value), and it cannot fire any volleys. This does
- leave more room for cargo, at least.
- Fragile: Your ship cannot withstand a broadside very
- well. It has -10 Timber from its maximum, or half the
- maximum, whichever would be more. So a Size 0 ship
- would have 5 Timber instead of 10, while a Size 4 ship
- would have 40 Timber instead of 50.
- Deep Draft: Your ship cuts deep underwater and is
- prone to wrecks in shallow water. Your helmsman gets
- a Penalty Die whenever rolling to avoid shoals, rocks,
- sandbars, reefs, etc.
- Slow to About: Your ship does not turn very quickly.
- The Helmsman gets -1 to Sails rolls to maneuver the
- ship by turning.
- Leaky Tub: Your ship is beset by problems. It
- requires twice as much maintenance as a standard
- ship of its class. If it goes without this, it begins to fall
- apart, losing 1 point from one of its Qualities each
- month that the extra maintenance is put off.
- Popular Target: Whether it is for a rich cargo, or a
- bounty on the captain, this ship is targeted by hostile
- ships. Most ships encountered at sea will be hostile.
- Short Guns: Your cannon have a short range. Treat
- any target as if they were 1 range increment further
- away when firing upon them (except at Point-Blank).
- Ship Combat Rounds
- Unlike hand to hand combat, a round of Ship to
- Ship combat lasts several minutes, rather than a few
- seconds. In this way, Ship to Ship battles last much
- longer in “game time” while taking about the same
- time to resolve in “play time”.
- Each round, ships only have a single action, in
- addition to movement. There are no “Minor Actions”
- in Ship to Ship combat. The Captain of each ship rolls
- 1d6+Career to determine initiative, with the ship’s
- Crew Quality used to break ties.
- Ship to Ship Combat Actions
- Maneuvering
- When you are trying to gain on or evade an enemy
- vessel, or trying to avoid an obstacle, it is time for
- some maneuvering. Roll Sails-Size +Helmsman’s
- Career vs. Sails-Size of the opposing ship. If the wind
- is favorable, you get +1, and unfavorable wind can give
- a penalty from -1 to -6, depending on the situation as
- the GM sees it. Additional difficulties can be added
- by “terrain” such as shoals, reefs, etc (or these can
- be stand-alone obstacles). If you successfully gain on
- an enemy vessel, you move 100 Yards closer (200 on
- a Mighty Success). Likewise, if you successfully evade
- them, you move 100 Yards further away.
- Volley
- Firing cannon is the main offensive power of ships.
- The attacking ship rolls Guns + Gunner’s Career vs. a
- Moderate (+0) Difficulty and adds Range modifiers. In
- addition, the size of the target is taken into account.
- If the target is within 1 Size of the attacking vessel,
- there is no modifier. If the target is 2 or more Sizes
- larger, the attacking vessel gets +1 to hit. If the target
- is 2 or more Sizes smaller, the vessel gets -1 to hit. The
- range increment of a volley of cannon is 100 Yards.
- So modifiers to hit vary from Point Blank (+1) at 50
- Yards to Extreme (-6) at 500 Yards. Success indicates
- that the cannonballs hit her square, and have torn
- holes in the enemy hull! The ship loses Timber based
- on the size differences between the two ships:
- Attacking ship has Size that is 2 or more higher - 3d6 Timber
- Attacking ship Size is within 1 of the target - 2d6 Timber
- Attacking ship has Size that is 2 or more lower - 1d6 Timber
- When a ship loses Timber from a volley, some of the
- Complement is lost! Even if a cannon ball doesn’t hit
- crewmen directly, it splinters timbers that turn into
- deadly shrapnel. The Complement is depleted 1% for
- every 2 Timber of damage the ship took (round down).
- So if a ship took 13 Timber of damage, 6% of the
- Complement would be lost. As a greater percentage
- of the Complement is lost, it takes its toll on the ship
- and its morale (the Crew Quality).
- A Volley also has a chance of injuring PCs and major
- NPCs if the GM declares the shot passed near them.
- Fortunately, these injuries are small and often heroes
- make it through unscathed (for some reason). For every
- “6” that comes up on damage roll against a ship, the
- PCs and major NPCs aboard lose 1d3 Lifeblood. Heroes
- can avoid all the damage by making a Tricky (-1) Sailor
- + Savvy Career roll or spending a Fortune Point.
- Special Shots
- Special shots are used to target a specific part
- of the enemy ship, rather than simply
- sinking it. Size difference applies to
- these rolls as well.
- Grapeshot: Grapeshot is
- an anti-personnel weapon,
- meant to kill enemy crew on
- deck and is usually fired at
- close range. It has a range
- increment of only 20 Yards.
- When firing grapeshot, roll
- Guns + Gunner’s Career vs.
- Crew and range Modifiers.
- A successful grapeshot
- volley doesn’t damage the
- ship’s Timber. Instead, the
- enemy ship loses 2d6% of its
- Complement if the ships are
- within 1 Size of each other, 3d6% if
- the attacking ship is 2 or more bigger, or 1d6% if the
- attacking ship is 2 or more smaller.
- For every 5 or 6 that is rolled on the dice, the PCs and
- major NPCs lose 1d3 Lifeblood; which can be avoided
- just like a Volley (see above).
- Chain Shot: Instead of firing a single ball, this fires
- two solid balls out of a cannon connected by a chain.
- They spin in midair, like a buzz-saw, with the intent of
- cutting an enemy ship’s masts and rigging. Chain Shot
- has a range increment of 50 Yards. The attack is made by
- rolling Guns + Gunner’s Career vs. a Hard (-2) difficulty,
- modified by Range. Success does no damage to the ship.
- Instead, the ship loses 1pt from Sails (to a minimum of
- -2, leaving it completely adrift).
- Boarding
- Boarding is used when the attackers want to take
- the opposing ship or its cargo as a prize, rather than
- simply sink her. The crews swing over grappling hooks
- and pull the ships together as they swing across to
- attack. Boarding parties are led by the First Mate, who
- rolls Crew + Career vs. the enemy Captain’s Career.
- Success means that they have managed to board the
- enemy vessel and the boarded ship loses 1d6% of its
- Complement per point of Size the attacker has (1d3%
- for Size 0). So if a Size 3 Ship boarded another, it
- would do 3d6% Complement loss to the enemy ship.
- If a boarding party can stay aboard an enemy vessel
- for 3 rounds, the boarded ship must make a morale
- roll by rolling Crew + Captain’s Career vs. a moderate
- (-0) difficulty. Failure indicates the crew surrenders;
- success means the fight on, but must roll again each
- round at an increasing difficulty.
- Instead of using these rules for a
- Boarding Action, the GM may feel
- free to instead switch from Ship
- to Ship combat rules to regular
- combat rules. Alternatively,
- the GM might alternate
- between a Boarding Round
- and a regular combat round
- to give individual heroes a
- chance to shine (and maybe
- let their actions give a Bonus
- Die to the next Boarding
- Action roll).
- Repel Boarders
- A ship that has been boarded will want to repel the
- boarders. This is done by rolling Crew + Captain’s
- Career vs. First Mate’s Career of the boarding party.
- Success indicates the enemy Complement loses 1d6%
- per point of Size the defending ship has (1d3% for a
- Size 0 ship). In addition to damaging the enemy crew,
- the boarders are repelled off the ship.
- Ramming
- Usually employed by the desperate, ramming consists
- of crashing your vessel into the enemy. Ramming
- actions are made by rolling Hull + Captain’s Career vs.
- Hull. Unlike a Volley, both ships take damage during a
- ramming action. If the ships are within 1 Size of each
- other, they lose 2d6 Timber, a ship that is 2 or more
- Sizes smaller loses 3d6 Timber, and a ship that is 2 or
- more Sizes large loses 1d6 Timber. Complement, PCs,
- and major NPCs are injured by Ramming actions the
- same as if they were hit by a Volley.
- Ship’s Timber Loss
- A ship down to half its Timber or less is low in the
- water. This makes it less maneuverable (-1 to Sails). A
- ship that loses all its Timber begins to sink. Sinking
- usually takes a few minutes; enough time for heroes
- and major NPCs to get to lifeboats, or find some
- floating debris to keep from drowning.
- Ship Repairs
- Repairing a ship is the job of the ship’s carpenter.
- After a ship takes damage, when there is sufficient
- time and materials, the ship’s Carpenter may roll
- Crew + Career (Craftsman) vs. a difficulty based on
- how severe the damage was. For every 10 Timber the
- ship has lost, there is a -1 Difficulty to the roll. So a
- ship that had taken 23 Timber damage would require
- a -2 (Hard) roll. Success indicates that the ship has
- repaired 5 Timber; a Mighty success repairs 10 Timber
- lost. How often a carpenter can make a roll for repairs
- is once in a number of weeks equal to the ship’s Size.
- So a Size 4 ship would take 4 weeks between repair
- rolls. In a port, repairs are much easier (no roll is
- necessary) and faster (double speed). If the ship has a
- Sailmaker, they can also repair the Sails in a similar
- manner, with a -1 penalty for every 1 point of Sails
- below maximum the ship is. The time frame between
- rolls is in a matter of days equal to Size rather than
- weeks, however. Success indicates 1 point of Sails
- recovered, Mighty Success recovers 2 points.
- Complement Loss
- When a ship begins losing its Complement of crewmen,
- it doesn’t immediately impact their Crew Quality, but
- eventually it will take its toll in several ways. When a
- ship is down to 75% Complement, it has -1 to all dice
- rolls (including damage rolled per die) and -1 to Crew
- Quality. When a ship is down to 50% Complement, it
- has a Penalty Die on all actions (in addition to the -1 to
- all rolls) and does half damage on all attacks (instead
- of -1 point per die). When a ship is down to 25% or less
- of its crew, all attacks do one-quarter normal damage,
- and the Crew Quality is -2.
- Surgeon
- A good ship will have a surgeon aboard. When the
- ship suffers Complement loss, these numbers do
- not necessarily reflect deaths—some may simply be
- injuries—which the surgeon can help crewmen to
- recover from. Following a battle or accident that has
- caused crew loss, the ship’s surgeon can roll 1d6 per
- rank in the physician/healer Career (1d3 for having it
- at Rank 0). The result is the % of the Complement who
- were able to be saved, up to a maximum of half the
- damage the Complement sustained. Any remaining
- Complement lost after this was beyond the surgeon’s
- help. A ship can have more than one surgeon, and
- the rolls are cumulative; but no more than half the
- damage can be recovered (some injuries are just too
- severe). Restoring these crew losses has to be done by
- recruiting new crewmen in port.
- For example Sister Mona is aboard a ship that was attacked
- by pirates. They managed to drive them away, but not without
- taking some damage. The ship lost 26% of its Complement. The
- good sister did her best, with 2 ranks of Healer, she rolled 2d6
- and got a 9. 9% of the Complement would recover from their
- injuries with her help. All she could do was say a prayer for the
- other 17%.
- Shore Batteries
- Batteries of shore guns can do incredible damage to
- ships. To resolve exchanges with shore batteries, treat
- a battery as if it were an unmoving ship. Batteries are
- Size 3 to 6, with an equal Guns rating. Due to the
- fortifications they are mounted on, a shore battery also
- has a Hull rating of 3 (a timber fortress) to 6 (thick
- stone walls). The Crew rating of the battery varies with
- the discipline of the individual garrison, and batteries
- have no Sails rating, of course. In addition, because
- these enormous cannons are placed high on walls,
- they have a range increment of 200 yards. Because of
- the discrepancy in range, and high fortified positions,
- shore batteries are difficult to attack directly, and
- often involve sending saboteurs to spike the guns
- ahead of a big battle or attacking from land instead.
- Battling Sea Monsters
- There are times when a ship will be attacked (or
- choose to attack) a large creature in the sea, such as
- a whale, or some type of sea monster in a campaign
- using supernatural elements. Anytime a creature
- is large enough that it can do damage to a ship, its
- description will explain what Size ship it is equivalent
- to. While ordinarily an individual attack cannot hurt
- a ship, this is not the case for large sea creatures.
- Creature Attacking a Ship
- Any creature with a “ship size” rating can attack a
- ship (treating it as if it had -1 Defense), but does half
- the listed Lifeblood damage (round down) to the ship’s
- Timber. The ship’s Complement % takes damage equal
- to the lost Timber. Every 5-6 rolled (regardless of the
- total amount after halving) indicates that all Major
- PCs or NPCs take 1d3 damage, just like a Grapeshot
- volley.
- For example, a Size 5 creature attacks a Size 3 ship. The creature
- rolls to hit, treating the ship’s Hull as its Defense. The attack hits
- and the GM rolls 4d6 damage, coming to a total of 17 (6, 5, 3,
- and 3). Halving this, the ship loses 8 Timber, and loses 8% of the
- Complement. On top of that, there was a 5 and a 6 in the original
- damage roll, meaning that all the major PCs and NPCs aboard
- lose 2d3 Lifeblood from splintering timbers or the monster’s
- attack. They can avoid this damage with a Fortune Point or by
- making a Tricky (-1) Savvy + Sailor test.
- Ship Attacking a Creature
- When a Ship opens fire or rams a beast with a ship Size,
- it attacks the creature’s Defense with an additional -4
- Penalty to hit. If an attack hits, it does double the
- listed Timber damage (based on Size difference)
- in Lifeblood to the creature. Any Protection the
- creature has absorbs this damage as normal (with -2
- to protection rolls against black powder weapons like
- the Guns as usual).
- For example, a Size 3 ship is attacking a Size 5 creature. The
- ship’s Master Gunner rolls 2d6+Career+Savvy modified by
- range penalties against the beast’s Defense, and manages to score
- a hit. Because of a Size difference of 2, normally the guns would
- do only 1d6 Timber, but here they do 2d6 Lifeblood damage to the
- creature, rolling 7. The creature rolls its Protection (1d6) getting
- a 4, reduced by 2 because the cannons are black powder weapons,
- resulting in 5 Lifeblood damage to the creature. Only another 80
- to go…
- Ship Class
- Below are some sample ships. You can feel free to
- modify a ship from one of the base models below;
- after all many sea captains did exactly that. There are
- many more types we couldn’t fit in here as well, so
- feel free to create some more. Most ships have around
- 5 points spent on Ship Qualities (except the Galleon
- and Man-o-War).
- Launch
- This is the largest boat carried by a ship, usually used as
- a lifeboat. It has a single sail and can be rowed by oars as
- well.
- Size 0, Sails 2,
- Guns 0, Crew 0,
- Hull 0; 10 Timber
- Ship Boons: Fast
- to About, Oars,
- Ship Flaws: Unarmed,
- Cramped Quarters
- Sloop
- A light and maneuverable single mast ship, it is favored by
- smugglers and pirates. It has two
- or more triangular sails, fore
- and aft of the mast.
- Size 1, Sails 3, Guns 1, Crew
- 1, Hull 0; 20 Timber
- Ship Boons: Shallow Draft
- Ship Flaws: Cramped Quarters
- Pinnace
- A small two-mast vessel used to guide large merchant and
- warships through treacherous waters. They are usually
- unarmed, but very maneuverable.
- Size 1, Sails 4, Guns X,
- Crew 1, Hull 0; 20 Timber
- Ship Boons: Shallow
- Draft, Fast to About
- Ship Flaws: Unarmed
- Cargo Ship
- This class of ship is actually a general name for numerous
- ship classifications, such as a fluyt, freighter, etc. They are
- lightly armed, made mostly to carry cargo. This makes them
- popular targets for pirates.
- Size 2, Sails 2, Guns
- 1, Crew 0, Hull
- 2; 40 Timber
- Ship Boons: Large
- Hold, Swift Sails
- Ship Flaws: Lightly
- Armed, Popular Target
- Corvette
- A corvette is a light ship built for war.
- Size 2, Sails 1, Guns 3,
- Crew 1, Hull 0; 30 Timber
- Ship Boons: Extra
- Gunports, Fast to About
- Ship Flaws: Small
- Hold, Bad Food
- Brig
- A ship with two square masts, both rigged square. They are
- used both as cargo and light warships.
- Size 2, Sails 2,
- Guns 1, Crew 1,
- Hull 1, 35 Timber
- Brigantine
- A Brigantine is a ship of two masts, the foremast rigged
- square. Originally they were favored by Mediterranean
- pirates, thus the name’s similarity to “Brigand.”
- Size 2, Sails 1, Guns
- 2, Crew 1, Hull
- 1; 35 Timber
- Ship Boons: Extra
- Complement
- Ship Flaws: Cramped
- Quarters
- Dhow
- The type of galley preferred by the Barbary Corsairs, a
- Dhow has lateen sails but relies on its rowers when the wind
- is not with them.
- Size 2, Sails 2, Guns 1,
- Crew 2, Hull 0, 30 Timber
- Ship Boons: Oars,
- Ramming Prow
- Ship Flaws: Popular Target,
- Cramped Quarters
- Junk
- This ship has unique sails, making it easily recognizable as the
- type of ship preferred by Asian merchants… and pirates.
- Size 2, Sails 1, Guns 1, Crew 2, Hull 1, 35 Timber
- Ship Boons: Sailmaker
- Ship Flaws: Short Guns
- Barque
- A ship with 3 masts, two rigged square, and one fore-and-aft.
- Size 3, Sails 2, Guns 1, Crew
- 0, Hull 2; 50 Timber
- Frigate
- A warship built for speed, Frigates have three or more masts,
- with square-rigged sails.
- Size 3, Sails 2, Guns 2, Crew
- 0, Hull 1; 45 Timber
- Ship Boons: Swift Sails
- Ship Flaws: Bad Food
- Merchantman
- Also simply known as a “Ship” this is a vessel of 3 masts,
- usually square-rigged. They can also be modified to serve as
- warships.
- Size 3, Sails 2, Guns 1,
- Crew 1, Hull 1; 45 Timber
- Ship Boons: Large
- Hold, Smuggler’s
- Hold, Swift Sails
- Ship Flaws: Deep
- Draft, Slow to About,
- Popular Target
- Schooner
- A ship of three or possibly more masts that are fore-and-aft
- rigged.
- Size 3, Sails 3, Guns
- 1, Crew 1, Hull
- 0, 40 Timber
- Ship Boons: Fast
- to About
- Ship Flaws: Deep Draft
- Galleon
- An enormous Spanish ship, it carried several decks of guns
- and could easily hold two hundred men. They were used for
- cargo, especially gold, silver, and Oriental spices. They were
- also powerful warships, to discourage pirates.
- Size 4, Sails 2, Guns 4,
- Crew 0, Hull 2; 60 Timber
- Ship Boons: Extra
- Gunports, Swift Sails
- Ship Flaws: Popular
- Target, Deep Draft
- Man-O-War
- Also known as a “Ship of the Line” these vessels are built first
- and foremost for battle. They are the biggest ships carrying
- the most guns.
- Size 5, Sails 3, Guns 5, Crew 1, Hull 1; 75 Timber
- Ship Boons: Unsinkable,
- Ramming Prow,
- Hated Foe
- Ship Flaws: Bad
- Food, Deep Draft,
- Slow to About
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