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.
- 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
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
Base Save +6
Communication Tools & Systems
Control Device, Streeting wheel connected to Tiller.
Used by
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