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skull_shackles:thresher:full_stats

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Thresher - Stats

  • Shackles junk (junk) (Skull & Shackles Player’s Guide 23)
  • Init +2
  • DEFENSE
  • AC 10, touch 2; Hardness 5
  • hp 900 (sails 360)
  • Save +10
  • OFFENSE
  • Ranged 10 light ballistae +4 (3d8/19–20), standard catapult +7
  • (6d6)
  • CMB +16; CMD 26
  • Ramming Damage 8d8
  • CREW
  • First Mate Knuckles Grype (CE male human fighter 7 [see
  • page 38]; Profession [sailor] +11; +1 on sailing checks to gain
  • the upper hand)
  • 22 buccaneers (see page 14) (minimum 10)
  • EQUIPMENT
  • Gear 10 light ballistae with 100 bolts (port and starboard),
  • standard catapult with 20 stones (aft), narrow hull, rapiddeploy
  • sails, silk sails
  • Cargo 1 point of plunder (ship’s arsenal and stores)
  • Thresher’s Longboats (2) CR 1

SPECIAL +3 Sailing Checks (+4 Opposed Sailing Checks), Waterborne Speed 100. DEFENSE: AC 10, touch 2; Hardness 5 - hp 900 (sails 360) - Save +10 OFFENSE: Ranged 6 light ballistae +4 (3d8/19–20), standard catapult +7 (6d6): Ramming Damage 8d8 - CMB +16; CMD 26 OTHER: 10 Crew, Cargo/Passengers 90 tons/90 passengers (Currently 70 tons due to extra sailors and guards) MODS: Narrow Hull (+2 sailing checks, -10% cargo), Rapid Deploy Sails (+1 Sailing Checks); Silk Sails (+1 bonus on opposed sailing checks, waterborne speed +10%)

Junk

  • Colossal ship
  • Squares 3 (20 ft. by 75 ft.) Cost 15,000 gp
  • DEFENSE
  • AC 2; Hardness 5
  • hp 900 (sails 360)
  • Base Save +6
  • OFFENSE
  • Maximum Speed 90 ft. (wind); Acceleration 30 ft.
  • CMB +8; CMD 18
  • Ramming Damage 8d8
  • STATISTICS
  • Propulsion wind or current
  • Sailing Check Profession (sailor)
  • Control Device tiller
  • Means of Propulsion 90 squares of sails (three masts)
  • Crew 10
  • Decks 2
  • Cargo/Passengers 100 tons/100 passengers
  • This flat-bottomed sailing ship from Tian Xia has two or three masts with junk-rigged sails, allowing it to be easily sailed by a small crew. Junks typically have a high poop deck and a flat bottom with no keel, and so rely on daggerboards, leeboards, or large rudders for stability. A junk’s hull is divided into several watertight compartments, like a stalk of bamboo, which strengthen the hull and slow flooding. Junks are capable of ocean travel, and have a waterborne speed of 2 miles per hour or 48 miles per day.
  • Weapons: Up to 12 Large direct-fire or indirect-fire siege engines in banks of six positioned on the port and starboard sides of the ship, or up to four Huge direct-fire siege engines in banks of two on the port and starboard sides of the ship. These siege engines may only fire out the sides of the ship that they are positioned on and cannot fire toward the forward or aft sides of the ship. In addition, up to two Large direct-fire or indirect-fire * siege engines may be positioned one each on the forward and aft sides of the ship (one Huge direct-fire or indirect fire siege engine may be positioned on the aft side of the ship instead, but the forward side can only fit a Large siege weapon). These siege engines can be swiveled to fire out either side of the ship, or either forward or aft, depending on their position.
skull_shackles/thresher/full_stats.1678439051.txt.gz · Last modified: 2023/03/10 10:04 by johnb