Table of Contents
Ships and Boats
Overview
When a crew is being defined a 'Sailor' is a person who has put at least one skill point into Profession: Sailor or at least two points into Profession:Fisherman. Any character without either of those skills counts as an Unskilled Labourer. If a seamanship roll is required use the highest Profession:Sailor modifier in the crew - if it falls to a fisherman, they may use half of the Profession:Fisherman modifier. A Master Seaman will have a Profession:Sailor total modifier of 10 or more.
Speed
Maximum Speed: This is the fastest that a ship can move. When a ship has more than one means of propulsion, it may also have more than one maximum speed. If a ship has sails, it can move at double its maximum wind propulsion speed when it moves in the direction of the wind.
Acceleration: This is how fast a ship can increase its speed each round. It also determines the maximum amount a ship can safely decelerate each round. If you are on a river, you might want to add 2 miles an hour for down stream travel, but then remember to subtract it for upstream travel. Unless things are really time dependent, I tend to use the given values (it is much easier) unless I have a reason not to.
Sails are measured in 5' squares, and vessels lose speed when their sails are damaged.
No Boatyard
Basic Boatyard
Large Boatyard
| Overview | |
|---|---|
| A large boatyard can build vessels, up to 60 feet in length, using a variety of construction techniques. Some are flat-bottomed vessels that are normally rowed or paddled but some are designed to be sailed. | |
| Raft Variants | |
| Flatboat 500gp: 40ftx15ft. Poor build quality and the most basic materials make this the most fragile of vessels - think very large raft. It cannot sail and can only move at a speed of 10 under poles or sweeps. It is OK for gentle local work, floats down rivers easily, but is difficult to row upstream. However, if you wish to move cargo around a quiet lake or down a gentle river, this is probably your best bet. DC10, Crew:6, Speed Rowed: 1mph | |
| Keelboat Variants | |
| Keeler - Gargantuan ship - Squares 2 (15 ft. by 50 ft.) Cost 3,000 gpgp DEFENSE: AC 6; Hardness 5 hp 600 (oars 80, sails 80) Base Save +4 OFFENSE: Maximum Speed 30 ft. (muscle), 30 ft. (wind), or 60 ft. (muscle and wind); Acceleration 30 ft. CMB +4; CMD 14 Ramming Damage 4d8 STATISTICS: Propulsion muscle, wind or current, Means of Propulsion 8 oars, 20 squares of sails (one masts); Crew 15 (7+8 Medium rowers) Cargo/Passengers 50 tons or up to 50 passengers Built shallow and narrow (with lee boards), a keeler carries a square sail, has a cabin set midship and open holds at each end. This vessel has a shallow draught and mainly carries deck cargo along canals, rivers, and lakes, although it can cope with estuaries if it must. The keeler is the workhorse of the most river systems. One Large direct-fire or indirect-fire siege engine positioned on the forward or aft side of the ship. | |
| River Wherry - Gargantuan ship - Squares 2 (17 ft. by 60 ft.) Cost 4,500 gpgp DEFENSE: AC 6; Hardness 5 hp 600 (oars 80, sails 100) Base Save +4 OFFENSE: Maximum Speed 25 ft. (muscle), 50 ft. (wind), or 75 ft. (muscle and wind); Acceleration 30 ft. CMB +4; CMD 14 Ramming Damage 4d8 STATISTICS: Propulsion muscle, wind or current, Means of Propulsion 4 oars, 25 squares of sails (one masts); Crew 15 (11+4 Medium rowers) Cargo/Passengers 60 tons or up to 60 passengers Built shallow with a gaff rigged sail a cabin aft with a long hold in front of it, this vessel is designed for trading along rivers. It has a shallow draught and can handle fast flowing waters as well as more sedate flows. It is one of the fastest vessels on rivers and lakes, but doesn't cope with estuaries or coastal waters very well. Often favoured for fast delivery of small and valuable items. One Large direct-fire or indirect-fire siege engine positioned on the forward or aft side of the ship. | |
| Sailing Barge - Gargantuan ship - Squares 2 (20 ft. by 55 ft.) Cost 5,000 gpgp DEFENSE: AC 6; Hardness 5 hp 600 (oars 80, sails 100) Base Save +4 OFFENSE: Maximum Speed 20 ft. (muscle), 40 ft. (wind), or 60 ft. (muscle and wind); Acceleration 30 ft. CMB +4; CMD 14 Ramming Damage 4d8 STATISTICS: Propulsion muscle, wind or current, Means of Propulsion 6 oars, 25 squares of sails (one masts); Crew 15 (9+6 Medium rowers) Cargo/Passengers 70 tons / up to 70 passengers The Sailing Barge is designed for trading along rivers, lakes and estuary systems - and can deal with inshore waters quite well. However, sailing barges are not good in open water and hugs the coast, if she finishes up at sea. When the lee-boards are down she can handle a lot of sail, and when they are up she can be pulled over a sandbar or beach for the night. She is queen of the inland water trade. One Large direct-fire or indirect-fire siege engine positioned on the forward or aft side of the ship. | ![]() |
| Hoy - Gargantuan ship - Squares 2 (20 ft. by 55 ft.) Cost 5,500 gp DEFENSE: AC 6; Hardness 5 hp 800 (sails 200) Base Save +4 OFFENSE: Maximum Speed 60 ft. (wind), Acceleration 30 ft. CMB +4; CMD 14 Ramming Damage 4d8 STATISTICS: Propulsion Wind Means of Propulsion 40 squares of sails (one masts, square sail); Crew 15 Cargo/Passengers 80 tons / up to 80 passengers The Hoy is a lake or coastal trader, and doesn’t travel on inland rivers. When the lee-boards are down she can handle a lot of sail, and when they are up she can be beached for the night. One Large direct-fire or indirect-fire siege engine positioned on the forward or aft side of the ship. | |
| Dhow - Gargantuan ship - Squares 2 (15 ft. by 55 ft.) Cost 6,000 gp DEFENSE: AC 6; Hardness 5 hp 600 (sails 200) Base Save +4 OFFENSE: Maximum Speed 80 ft. (wind), Acceleration 30 ft. CMB +4; CMD 14 Ramming Damage 4d8 STATISTICS: Propulsion muscle, wind or current, Means of Propulsion 40 squares of sails (one mast, lateen sail); Crew 15 Cargo/Passengers 40 tons or up to 40 passengers The Dhow is used, primarily, a fishing vessel although it is, occasionally, used for trade. The Dhow is at its best on lakes and in coastal waters, although it can be used in wide rivers, estuaries and even open water. | |
| Cog - Gargantuan ship - Squares 2 (20 ft. by 60 ft.) Cost 7,000 gp DEFENSE: AC 6; Hardness 5 hp 800 (sails 200) Base Save +4 OFFENSE: Maximum Speed 60 ft. (wind), Acceleration 30 ft. CMB +4; CMD 14 Ramming Damage 4d8 STATISTICS: Propulsion wind Means of Propulsion 40 squares of sails (one mast, square sail); Crew 15 Cargo/Passengers 90 tons / up to 90 passengers The Cog is the only vessel built at a Large Boatyard, that is really capable of ocean travel, although it is at its best in coastal waters. It is not suitable for use on rivers. It is the ‘go to’ vessels for many merchants when they first start in the business. | |
Commercial Ship Yard
Naval Ship Yard
This yard makes galleys for the navies of the Hann Empire. They aren't good for trade as their cargo capacity is limited, and their running costs are high, because of their large crews. Nor do they work well on the high seas, and are generally only used in shallow and coastal waters. Galleys in The Hann Empire are generally rowed by free people, although a few financial convicts may be required to work their debts off by serving in a galley. A normal galley might have a crew of 50% warriors (Soldier/Sailors), 25% Commoners (basic Sailors), and the rest as Experts. Both the commoners and Experts will have some militasry training.
Others
These vessels are not, generally, available in The Stolen lands or the Hann Empire or Stolen Lands game.





























