====== Hann Navy ====== ===== Vessels ===== * **Ship’s Boats** patrol harbours, local waterways and canals. They are on the lookout for smugglers, tax evaders, thieves and people who don't obey the harbour rules. They are generally commanded by a marine lieutenant or sergeant, with a mixed complement of Rowers and Marines. * **Light Galleys** are similar to longships, but are often equipped with rams and, sometimes, a couple of balistae. They can carry a squad of marines, that can be backed up by 10 sailors and 40 rowers. They are used for local coastal patrols, under the command of a Lieutenant-Commander. * **Cutters** are among the smallest sailing ships to sail in open waters. They have a single mast, and with a sail plan normally associated with smaller vessels, but are able to match other ships for speed and manoeuvrability. They are less well armed than other naval vessels and only carry a single squad of marines, which makes them ideal for use as scouts - or for dealing with raiders or single pirate vessels. They are normally used for patrol duties, under a Lieutenant-Commander, and are one of the navy's work-horse vessels. * **Sloops of War** are sailing ships, of a conventional size and sail plan, that are more than a match for most other vessels. They are often carry a platoon of marines and are equipped with batteries of ballistae and catapults. They are generally deployed, under a Lt Commander, to protect a squadron, or to deal with local unrest. * **Men of War** are much larger sailing ships, among the largest built, and are equipped with large batteries of ballistae and catapults. They often carry a company of marines, and are the main protagonists in deep-sea, or distant, battles. With a commander in charge, they are more than a match for most other sailing ships. * **War Ships** have both oars and sails, but are smaller than the great galley. They do not have a lot of space for supplies and are not good on the open seas. However, they can carry a full company of marines over short distances and, with a commander in charge, are often used to defend city harbours, as they can overcome most other vessels on the seas. * **Galleys** are massive vessels powered by both oar and sail. Equipped with ballistae and catapults, they carry a company of Marines, who can be supported by a full company of fighting oarsmen. To make it worse, they are the fastest ships on the water, although they are not good in open water, and can’t carry enough supplies for long voyages. They are used to fight defensive or local wars. Under a Captain, they are probably the nucleus of a battle fleet. ===== Crew ===== Every crewmember on a naval vessel has some military training, and knows that they will be expected to fight if the ship is attacked. Note that these are 'standard' profiles, and that individuals might be a different level, have different Ability Scores and slightly different skills. Very rarely, they may even have a different class. **These crew profiles have been built without racial benefits taken into consideration.** \\ That doesn't matter for unnamed characters, but you should personalize the stat block if you decide to name the characters. The extra skills and feats represent a mixture of their ++job aboard ship|(Carpenter, Cook, Servant etc)++ and their ++hobbies & interests|(Sing, Play an Instrument, scrimshaw etc)++. ++ Racial Benefits | (Humans = +1 feat & +2 skill points: Look at racial weapon proficiencies and skills in particular++. Shore uniform is generally white calf-length trousers, a blue top and a simple woolly hat. On a formal parade, sailors will carry a boarding pike while rowers have a belaying pin stuck through their belt. ++++ Sailor (Expert-1 / Warrior-1)| They have probably been trained 'in service', although some will have started out as sailors, and have stayed that way ever since. It is a tough life, but it is steady employment, with regular food and wages - although the wages are small and often paid in arrears - but who needs money in your pocket when you are far out to sea. A very few, the best of them, might get a chance to train as a junior officer. * Init +1; Senses Perception +6 * DEFENSE: AC 14, hp 17 (Toughness & Favoured Class x2) * Combat: Boarding Axe +2 (1d6+1/20 x3), heavy crossbow +2 (1d10/19–20) * Feats Athletic, toughness * Skills Acrobatics +6, Climb +8, Perception +6, Profession (sailor) +6, Profession (soldier) +5, Swim +8 (+1 for customisation) * Gear studded leather, heavy crossbow with 10 bolts, Boarding Axe. ++++ ++++ Deck Hand (Expert-1/Commoner-1)| * Deckhands work at the simple maintenance tasks associated with sailing, but many get the opportunity to train as a sailor. * Init +1; Senses Perception +4 * DEFENSE: AC 12, HP 13 (2d6+4; Toughness, + 2 x Favoured class) * Combat Boarding Pike +2 (1d8+1 x3) * Feats (L1) Endurance, (Race) Toughness * Skills Acrobatics +4, Climb +5, Perception +5, Profession (Sailor) +5, Profession (Soldier) +5, Swim +5 (+1 for customisation) * Gear: Boarding Pike, Leather ++++ ++++ Naval Rower (Commoner-2)| Rower are all 'volunteers' - after a fashion. The Hann Empire doesn't really have prisons, and most restorative justice is handled by fines, community service or hard labour. Another option is to serve a term in the Hann Navy, as a rower. However, criminals face an interview with the Navy, so only the most amenable and least dangerous are taken into service. Other rowers are normally itinerants or jobbing labourers who can't see a future for themselves. They all know that it will be a hard life, but they also know that they will be released from service, with a small 'signing off' benefit, at the end of their term. Some, however, get the opportunity to train as Deck Hands and make a career in the navy. * Init +0; Senses Perception +0 * DEFENSE: AC 11, HP 11 (2d6+4; Toughness, + 2 x Favoured class) * Combat club +2 (1d6+1) * Feats (L1) Endurance, (Race) Toughness * Trait (L2) Auxiliary 2 * Skills Perception +4, Profession (Sailor) +4, Profession (Soldier) +1, Swim +4 (+1 for customisation) * Gear: Club, Small Shield **Note:-** Trait: Auxiliary 2 - Naval Rower (Galleys) - Proficient with Light Shield (only) & Club (Belaying pin):Prof(Soldier) +1. ++++ ===== Marines ===== Marines are trained combatants, responsible for policing, guarding and security - they do not take any part in sailing the vessel. They handle patrols and guard duties, both when they are ashore and afloat. When on duty, they wear Studded Leather Armour with a Cutlass at their belt. For really formal parades, they will carry a Boarding Pike as well. ++++Marine Units and their Officers| * Squad (5-14 troops, lead by a Sergeant) * Platoon (15-50 troops, lead by a Lieutenant) * Company (51-150 troops lead by a Commander) * Great Company (150+ troops, lead by a Captain) ++++ ++++ Marine (Human, Fighter 2)| Fighters trained for shipboard combat. They keep order aboard ship and are responsible for boarding other vessels or securing bridgeheads for land based operations. * Init +6; Senses Perception +1 * DEFENSE: AC 15, hp 19 * Fort +4, Ref +2, Will +1; +1 vs. fear * Combat: Melee boarding pike* +5 (1d8+3/×3) or Cutlass +4 (1d6+2/18–20) * Combat: Ranged light crossbow +4 (1d8/19–20) * STATISTICS: Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 10 * Feats Exotic Weapon Proficiency, Improved Initiative, PowerAttack, Weapon Focus (boarding pike*) * Skills Climb +6, Knowledge (engineering) +5, Profession (soldier) +6, Swim +6 * Combat Gear potion of cure light wounds; * Other Gear * masterwork studded leather, light crossbow with 10 bolts, boarding pike*, Cutlass * SPECIAL ABILITIES: Exotic Weapon Proficiency. Marines have Exotic Weapon Proficiency in whatever type of siege engines are carried aboard their ships. ++++