Boats in Land of M'Kal | World Anvil

Boats

Longship: A study vessel with a single mast. It does not typically have a deck, although some longships are build with small walks or platforms at the stern and bow. The shallow draft of a longship allows it to enter rivers or land on beaches that other vessels couldn't manage. Colossal vehicle. Seaworthiness +2. Shiphandling +0. Speed wind x 15ft or oars 20 ft with average manuverability. Overall AC -3. 14 hull sections. Destroy 3 to sink. Hull section HP 50. Hull section hardness 5. Hull section AC 3. 1 rigging section. Rigging section HP 60. Rigging section hardness 0. Rigging section AC 1. Ram 4d6. Mounts 2 light. Space 70 ft by 20 ft. Height 5 ft. Draft 5 ft. Crew compliment 60. Crew needed for steer 3. 40 rowers needed to keep moving. Cargo 40 tons. Speed wind x 10ft or oars 15 ft if 20 tons or more. Cost 10,000gp.     Trireme: An average galley with a single mast. It is quick and nimble in fair weather yet is not very seaworthy and likely to founder in high seas or bad weather. The galley is partially dkeced usually with a walk that runs the length of the ship above and between the rower's benches. The towers are not covered by the deck or the walk. Colossal vehicle. Seaworthiness -2. Shiphandling +0. Speed wind X 15 feet or oars 20 feet with good maneuverability. Overall AC -3. 32 hull sections. Destroy 8 to sink. Hull section HP 50. Hull section Hardness 5. Hull section AC 3. 1 Rigging Section. Rigging Section HP 60. Rigging Section Hardness 0. Rigging section AC 1. Ram 4d6. Mounts 1 light, 1 heavy, ram. Space 80ft by 20ft. Height 10ft. Draft 10ft. Crew Complement 100. Crew needed to turn 3. Rowers needed to keep moving 70. Cargo 40 tons. Speed wind X 15ft or oars 15ft if 20 tons or more. Cost 12,000gp.     Junk: A Junk is a large sailing ship often found in eastern waters> it has a flat bottom, no keel, and a high stern, with masts and sails reinforced with bamboo ribs. The junk hull is partitioned into a number of small water type compartments which makes it unusually seaworthy. Colossal Vehicle. Seaworthiness +4. Ship Handling +0. Speed wind X 15ft. with average manuverability. Overall AC -3. Hull Sections 32. Destroy 8 to sink. Hull section HP 50. Hull section hardness 5. Hull section AC 3. 2 Rigging sections. Rigging section HP 80. Rigging section hardness 0. Rigging section AC 1. Ram 4d6. Mounts 2 light and 2 heavy. Space 80ft by 20ft. Height 10ft. Draft 10ft. Crew Complement 50. Crew to steer 7. Cargo 160 tons. Speed wind X 10ft if 80 tons or more. Cost 15,000gp.     Dromond Warship: The Dromond is a medium sized galley that is fast, nimble, and eminently suitable for warfare. It has two masts and sailed better than it rows with any kind of favoriable wind. It is fully decked and the rowers are covered from attack. The Dromond usually has a small deckhouse or fighting platform at the stern. The Dromond is the most advanced galley designed and not may seafaring folk have the expertise and skills to build a dromond. Colossal Vehicle. Seaworthiness +0. Shiphandling +2. Speed wind X 20ft or oars 30ft with average manuverability. Overall AC -3. Hull sections 60. Destroy 15 to sink. Hull section HP 80. Hull section hardness 5. Hull section AC 3. 2 Rigging Sections. Rigging section HP 80. Rigging section hardness 0. Rigging section AC 1. Ram 4d6. Mounts 4 light, 2 heavy, ram. Space 100ft by 20ft. Height 15. Draft 15. Crew Complement 200. 7 crew to steer. 100 rowers to keep moving. Cargo 150. Speed wind x10ft or oars 15ft if 75 tons or more. Cost 25,000gp.     Galley: Also known as a Quinquireme or Great Galley, this is the largest oared vessel normally built. It is fully decked, with a complicated arrangement of oars in multiple banks. Great Galleys are usually warships, vessels whose primary purpose is is service in a fleet. Colossal vehicles. Seaworthiness +0. Shiphandling -2. Speed wind x 15ft or oars 20ft with poor manuverability. Overall AC -3. 78 hull sections. Destroy 19 to sink. Hull section Hp 80. Hull section Hardness 5. Hull section AC 3. 2 Rigging Sections. Rigging HP 60. Rigging Hardness 0. Rigging AC 1. Ram 6d6. Mounts 6 light, 3 heavy, ram. Space 130ft by 20ft. Height 15ft. Draft 15ft. Crew complement 300. Crew to steer 10. 160 rowers to keep moving. Cargo 150 tons. Speed x 10ft or oars 15ft if 75 tons or more. Cost 30,000gp.     Elf Wingship So named because of its great, sweeping sails that seem more like a bird's wings than a ship's rigging, the elf wingship is the fastest ship on the sea. Despite its graceful lines and delicate appearance, the wingship is actually quite sturdily built and deadly in a naval battle. Elves rarely (if ever) sell wingships to non-elves. Colossal vehicle; Seaworthiness +4; Shiphandling +4; Speed wind x 40 ft. (good Overall AC -3; Hull sections 12 (sink 3 sections Section hp 150 (hardness 6 Section AC 3; Rigging Sections 2; Rigging hp 80 (hardness 0), AC 1; Ram 4d6; Mounts 2 light and 1 heavy; Space 60 ft. by 10 ft.; Height 10 ft. (draft 10 ft. Complement 30; Watch 5; Cargo 30 tons (Speed wind x 30 ft. if 15 tons or more Cost 40,000 gp.     Ironclad: Protected from enemy fire by solid iron plate, the ironclad is slow and clumsy but deadly in a naval battle. The ironclad is built on a frame of thick wooden timbers, just like most other vessels; armor is then riveted or bolted onto its sides. Most ironclads are built by seafaring dwarves who turn their remarkable knack for metallurgy and engineering to the construction of these warships. Colossal vehicle; Seaworthiness -2; Shiphandling -4; Speed wind x 10 or oars 10 ft. (poor Overall AC -3; Hull sections 72 (sink 18 sections Section hp 150 (hardness 10 Section AC 34; Rigging Sections 1; Rigging hp 60 (hardness 0), AC 1; Ram 6d6; Mounts 8 light, 2 heavy, ram; Space 80 ft. by 30 ft.; Height 15 ft. (draft 15 ft. Complement 120; Watch 5 plus 60 rowers; Cargo 20 tons; Cost 50,000 gp.       Greatship: Fitted with a towering forecastle and sterncastle, this huge, broad-beamed sailing ship is almost a seagoing castle. It has four masts and is not remotely nimble, but it is large and sturdy and can carry hundreds of sailors and soldiers. It has multiple decks, and the mainmast often has one or more fighting tops, small platforms suitable for archers to fire down at other ships. Greatships are sometimes called carracks. Colossal vehicle; Seaworthiness +6; Shiphandling -4; Speed wind x 25 ft. (poor Overall AC -3; Hull sections 240 (sink 60 sections Section hp 80 (hardness 5 Section AC 3; Rigging Sections 4; Rigging hp 80 (hardness 0), AC 1; Ram 6d6; Mounts 12 light and 4 heavy; Space 150 ft. by 40 ft.; Height 20 ft. (draft 20 ft. Complement 500; Watch 20; Cargo 500 tons (Speed wind x 15 ft. if 250 tons or more Cost 60,000 gp.     Theurgeme: The theurgeme is a vessel powered by magic. Without sails or rowers it moves swiftly and tirelessly across the water. Theurgemes can be powered in a variety of ways, but the most common design is a simple paddlewheel or set of mechanical oars turned or driven by a magical construct, mindless undead, or even a bound elemental. Many theurgemes are luxuriously appointed with comfortable cabins and exotic decor, as befits the wealthy wizards who most likely own such vessels. Colossal vehicle; Seaworthiness +2; Shiphandling +2; Speed propellers 35 ft. (good Overall AC -3; Hull sections 28 (sink 7 sections Section hp 150 (hardness 6 Section AC 3; Ram 4d6; Mounts 4 light, 2 heavy, ram; Space 70 ft. by 20 ft.; Height 10 ft. (draft 10 ft. Complement 40; Watch 1; Cargo 100 tons (Speed oars 20 ft. if 50 tons or more Cost 80,000 gp.       1. https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/barge/ Barge – d20PFSRD 1. [12:59 AM] https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/bone-skiff/ Bone Skiff – d20PFSRD 2. [12:59 AM] https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/galley/ Galley – d20PFSRD 3. [1:05 AM] https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/junk/ Junk – d20PFSRD 4. [1:05 AM] https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/keelboat/ Keelboat – d20PFSRD 5. [1:05 AM] https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/longship/ Longship – d20PFSRD 6. [1:09 AM] https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/sailing-ship/ Sailing Ship – d20PFSRD 7. [1:14 AM] https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/ship-s-boat/ Ship’s Boat – d20PFSRD 8. [1:14 AM] https://www.d20pfsrd.com/equipment/vehicles/water-vehicles/warship/ Warship – d20PFSRD March 7, 2022   Caravel Crew: 30 Material: Wood Skills: Seaworthiness +4, Shiphandling +2 Speed: Wind x 30ft Caravel: A seaworthy nimble ship that can handle long ocean crossings. It has a small forecastle and sterncastle with three masts. A caravel is smooth hulled full decked vessel built on a strong internal frame. It is relatively advanced design and not every seafaring people have the skills and knowledge to build one. colossal vehicle. Seaworthiness +4. Shiphandling +2. Speed wind x 30ft. Average manuverability. Overall AC -3. 24 hull sections. Destroy 6 sections to sink. Hull section HP 80. Hull section hardness 5. Hull section AC 3. 3 Rigging Sections. Rigging section HP 80. Rigging section hardness 0. Rigging section AC 1. Ram 4d6. Mounts 2 light and 1 heavy. Space 60 ft by 20 ft. Height 10. Draft 10. Crew comlement 30. Crew needed for steer 7. Cargo 120 tons. Speed wind x 15ft if 60 tons or more. Cost 10,000gp.   Name Crew Material Skills Speed AC/HP Offensve Size Capacity Cost Notes Coracle 1 Wood(Twigs)/Hide Sea worthiness -4 10ft with oars 5 AC - 5ft by 5ft 100 pounds of cargo 5gp Ship Handling +0 Good maneuverability 10 HP 1ft height Hardness 2 2ft draft Dugout 2 Wood/Log Seaworthiness -3 10ft with oars 4 AC Ram: 1d6 10ft by 5ft 500 pounds of cargo 20gp Shiphandling +1 Good Maneuverability 40 HP 2ft height Hardness 5 2ft draft Rowboat 4 Wood Sea Worthiness -4 10ft with oars 4 AC Ram 1d6 10ft by 5ft 1000 pounds of cargo 50gp SRD has an inferior version of this for the same price. Shiphandling +2 Good manuverability 30 HP 2.5 ft Height Speed reduced to 5ft if more than 500 pounds of cargo Hardness 5 2.5ft draft Raft 8 Wood Seaworthiness -4 5ft with oars 3 AC 2d6 Ram 15ft. By 10ft. 2 tons of Cargo 100gp Requires 1 person to steer and 2 rowers to keep moving Ship Handling +0 Poor manuverability 30 HP 2.5ft height Hardness 5 2.5ft draft Launch 8 Wood Seaworthiness +0 15 ft with oars 3 AC 2d6 Ram 15ft by 5 ft. 4 tons of cargo 500gp Ship Handling +2 Good Manuverability 50 HP 5ft height Speed reduced to 10ft at 2 tons of cargo Hardness 5 2.5ft draft War Canoe 16 Wood Seaworthiness +0 Speed speed x 10ft 3 AC 3d6 Ram 40ft by 5ft 2 tons of cargo 1000gp Requires 1 person to steer, requires 12 rowers to keep it moving. Shiphandling +2 20 ft with oars 30 HP 2.5ft height Oar speed 15ft if 1 ton or more Good manuverability Hardness 5 2.5ft draft   1 Rigging Section 1 AC 40 HP Hardness 0 Keelboat 16 Wood -2 Seatworthiness Speed Wind x10ft oars 10ft 3 Hull Sections Ram 3d6 30ft by 10ft Cargo 20 tons 3,000gp Requires 2 crew to turn efficiently, requires 8 rowers to keep moving +2 shiphandling Good manuverability Sinks with 1 hull section destroyed 5ft height Speed wind x 5ft if cargo is 10 tons or more 3 AC 5ft draft Oar speed 5ft if cargo is 10 tons or more 50 HP Hardness 5   1 Rigging Section 1 AC 60 HP Hardness 0 Pinnace 15 Wood Seaworthiness +2 Wind x 30 feet 4 hull sections Ram 3d6 30ft by 10ft 30 tons cargo 4,.500gp Requires 8 rowers to keep moving Ship handling +2 Oars 5 feet Sinks with destruction of 1 hull section 2 Light Mounts 10ft height Speed wind x 20 if cargo is 15 tons or more Good manuverability 3 AC 5ft draft 50 HP Hardness 5   2 rigging sections 1 AC 60 HP Hardness 0 Barge 120 Wood Seaworthiness +0 Ship Handling -6 5ft with oars, or drawn externally Poor Manuverability 80 Hull Sections Sinks with destruction of 20 hull sections Overall AC -3 Hull Section AC 3 Hull Section hC 50 Hull Section Hardness 5 Ram 6d6 2 Light Mounts 2 Heavy Mounts 100ft by 40ft 10ft Height 50 tons Cargo 6,000gp Requires 5 crew for manuvering, 40 rowers to keep moving 10ft Draft Cog 20 Wood Seaworthiness +2 Wind x 20 ft 16 hull sections Ram 4d6 40ft by 20ft 40 tons of cargo 6,000gp Requires 4 crew for steering 8 for rowing is Korr/Roundship versions. Ship Handling -2 Knorr/Roundship versions get 5ft ore speed Sinks with destruction of 4 hull sections 1 Light Mount 10 ft height Speed wind x 10ft if 20 tons or more Poor manuverability Overall AC -3 1 Heavy Mount 10ft draft Hull Section AC 3 Hull Section HP 80 Hull Section Hardness 5 1 Rigging Section Rigging Section AC 1 Ridding Section Hardness 0 Dhow 25 Wood Seaworthiness +2 Wind x 20ft 18 hull sections Ram 4d6 6ft by 20ft 60 tons of cargo 7,000gp Requires 5 crew for steering Shiphandling +0 Average manuverability sinks with destruction of 4 hull sections 1 Light Mount 5 ft height Speed wind x 15 if 30 tons or more Overall AC -3 1 Heavy Mount 10ft draft Hull section ac 3 Hull section HP 60 Hull section hardness 5 1 Rigging Section Rigging Section AC 1 Rigging Section HP 60

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