Sailing ship

2-3 decks, Crew 20 (more needed if lots of weapons fitted), Cargo space 150/120 passengers, Weapon points are 2 front, 2 back, 10 each side (direct weapons only for the sides). Can be added after start.   Modifications Ship Extras/upgrades.
  • Captains Cabin, (2 rooms) 100gps, Can fit 3 people, or 1 and planing/dining room.
  • Cistain, 2500gp, must be put in when the ship is built, collects, and stores fresh water from rain. Holds 2000 gallons
  • Brig, metal 300gp, wood 150gp.
  • Concealed weapon ports 100gp per port. (DC16 craft ships 34gp) DC15 Perception check to spot.
  • Crew's nest 500gp Give a +5 to distance perception checks. 10 feet in diameter and made of wood, supports up to 500 pounds.
  • Officers craw cabins 1000gp's, Officers have basic room. Extra installation of this with giving 4 passengers rooms. 1st one free for Sailing ship.
  • Galley 3000gp can make cooked food and store food and water for 90 meals. Free on sailing ship.
  • Moveable Decks 40% of the base cost of the ship. Let's you change the look of the ship. DC20 Perception during a close examination to spot. DC28 craft ships to install for a 3rd of cost.
  • Powder Magazine 10,000gp, safe space to hold 1 ton of gunpowder.
  • Rapid deploy sails 10% base cost of the ship. Let you change the speed curse faster. DC25 Craft Ships or Engineering to set up for 3rd cost.
  • Large smuggling compartment 10,000gp. Can hold up to half of the ship's cargo.
  • Small smuggling compartment 500gps hold ½ tone of cargo.
  • Brig, Metal 300gp (DC15 Craft Blacksmith for 100gp).
  • Brig, Wooden 150gp (DC15 craft Ships 50gp).
  • Broad Rudder 500gp. (DC16 craft ships 167gps) Grants a +1 Bonus to all profession sailor checks to maneuver the Vessal
  • Extended Keel, 10% of base ship cost. can only be put in at construction. The ship is 10% longer than normal and more stable. +1 to all profession sailor checks.
  • Figurehead, 100-1000gp. DC10 craft carpentry or sculpture to make yourself.
  • Magically Treated Control Device, 1000gp. Can only be added in Mohawk Doubles HP and Hardness.
  • Magically Treated Oars Can only be added in Mohawk Doubles HP and Hardness.
Armour.
  • May affect max hight of Airships
  • Deflective iron plates 6,500gp, AC +8, +1 Deflection Bonus against Cannon Balls.
  • Iron plates 2,250gp, AC+8
  • shaped Iron plates 10,000gp, AC+8, Iron plate are shaped to look good.
  • Linked 1,000gp, AC +3 (like a chain shirt for ships)
  • Scale 1,750gp, AC +5

Propulsion

90 squares of sail over 3 masts

Weapons & Armament

Up to 20 large direct-fire siege engines in banks of 10 ether side, or up to 6 Huge direct-fire siege engines in banks of 3 ether side.
n addition 2 Large or 1 Huge direct-fire or indirect-fire siege engines front and back. These weapons have a 180 arc of fire.
MB +8 CMD 18
ramming Damage 8d8

Armor and defense

AC2, hardness 5, hull 1620HP, Sail 360HP
Base Save +6

Communication Tools & Systems

Control Device, Streeting wheel connected to Tiller.
Price
10,000
Width
30
Length
90
Height
20
Speed
90ft wind, Acc 30ft
Complement / Crew
20+
Cargo & Passenger Capacity
Cargo space 150/120 passengers