====== Hann Navy ====== ===== Vessels ===== * **Light Galleys** are about forty feet long, equipped with a ram and forward facing catapult. Their sailing crew (15) all have combat training and are supported by a squad (five) of marines. They are used for harbour and coastal patrols, under the command of a Lieutenant. * **Sloops of War** are light sailing ships, normally brought from commercial shipyards, that have been modified to serve as Military vessels. They have a larger crew (about 50), than merchant ships, which will include marines and artillerists to serve the battery of 10x light ballistae. They are the workhorse of the navy, normally deployed as messengers, scouts and patrol vessels or to deal with small-scale local unrest. They are generally have a Lt Commander in charge. * **War Ships** Fully Rigged, three masted sailing ships, sometimes referred to as Frigates, with a complement of seventy-five crew, deck mounted catapults and batteries of ballistae. They are the long arm of the navy deployed, under a Lt Commander, to send a message of strength in the field. * **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, they will all carry a Boarding Pike. ++++ Seaman (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. These Soldier/Sailors are the lifeblood of navies everywhere - they sail the ship and can defend it - or serve as marines, if required. 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: Cutlass +2 (1d6+1 / 18-20x2), light crossbow +2 (1d8/19–20) * Feats Athletic, toughness * Skills Acrobatics +6, Climb +8, Perception +5, Profession (sailor) +6, Profession (soldier) +5, Profession/Craft +5, Swim +8 (+1 for craft/profession & +1 for personalization)) * Gear studded leather, light crossbow with 10 bolts, Cutlass. During Combat, Seamen try to pick off enemy officers and leaders with the crossbows, then use ropes to swing into melee combat, and attack with their cutlasses. ++++ You might choose to distribute a few [[https://www.d20pfsrd.com/bestiary/npc-s/npcs-cr-0/shipmate-human-expert-1-warrior-1/|Shipmates]] among the seamen. ++++ Deck Hand (Expert-1/Commoner-1)| Deckhands work at the simple tasks associated with sailing and keeping the ship operative. You'll find them scrubbing decks, coiling ropes, hauling on lines, cooking dinner, helping the carpenter - etc. However, they also get the opportunity to train as a sailor. * Init +1; Senses Perception +4 * DEFENSE: AC 13, HP 15 (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/Craft +5, Swim +5 (+1 for personalization) * Gear: leather, Boarding Pike. During Combat, the deck hands are responsible for holding the deck of their own ship, while the marines and rowers lead the assault. ++++ ++++ Naval Rower (Commoner-1/Warrior1)| 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. 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 trained and released with a small 'signing off' benefit, at the end of their term. Many, however, choose to stay on and make a career in the navy. As the ship closes for combat, the rowers drive their ship forwards, providing power to close and ram. Once there is contact, the rowers grab their shields and axes and follow the marines as the second wave of the assault. Note: This is the average build for rowers. They range from ++Recruits|(Commoner-2)++, ++Rowers|(commoner/warrior - able to train as Seamen or Marines)++, to ++Military Rowers|(Warrior-2 - who have decided to try for the Marines)++ * Init +0; Senses Perception +0 * DEFENSE: AC 13, HP 11 (2d6+4; Toughness, + 2 x Favoured class) * Combat Boarding Axe +2 (1d6+1/20 x3) * Feats (L1) Endurance, (Race) Toughness * Skills Profession (Sailor) +4, Profession (Soldier) +4, Swim +4 (+1 for personalization) * Gear: Boarding Axe, Large Shield ++++ ===== Marines ===== Marines are trained combatants, responsible for policing, guarding and security - they do not take any part in sailing the vessel. In battle they are responsible for the seige engines as the ships close, and storming other vessels, when ordered. 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. ++++