Longboats Vehicle in Niflheim | World Anvil
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Longboats

Viking Longboats

“The pessimist complains about the wind; the optimist expects it to change; the realist adjusts the sails.” – William Arthur Ward
  Rules for Longboats:
  • Heavy damages (Immediate damage that exceeds at least 1/4 of the ships total HP) can only be repaired out of combat. If the longboat is that of Class III or higher, then the ship will require repairs at a port and cannot be fully repaired on the go.
  • Modifications to longboats can only be completed at ports. Large modifications will require the usage of 2 Modification Slots.
  • Unless specified in the class features, longboats cannot make immediate 90, 180, or 360 degree turns without the momentum of the boat coming to a complete stop.
  • Momentum is the amount of distance a boat will travel after its propulsion has stopped (In other terms, how far the boat will drift forward once rowers have stopped and/or once the sails have been fully raised). Smaller boats will drift less then larger boats.
  • Startup is the movement required in order to have the longboat go at full speed. Startup restricts the longboat to half of its normal movement speed on the longboats first turn. After the initial term the boat will be at full speed, unless something obstructs the longboat from being able to get its Startup.
  • Eskipre (Es-Kippur) are the roles needed to have a longboat be fully functional. All classes may require the following Eskipre which are Captain, First Mate, Bosun, Quartermaster, Rowers, Master Gunners, Surgeon, and Cook. The necessity for these roles varies with each class.
  • Going against and with the wind will determine whether a longboats speed will be increased or reduced. These specifications are described in the ship class overview.

Gokstad Class I

Huge vehicle (20 ft. by 10 ft.)
Creature Capacity 2 crew, 2 passengers
Cargo Capacity 0.50 tons
Travel Pace 3 miles per hour (24 miles per day)
   STR                 DEX               CON              INT            WIS            CHA
11 (+0)             8 (−1)           11 (+0)              0                 0                 0
  
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened,incapacitated, paralyzed, petrified, poisoned, stunned, unconscious

Hull Armor Class 11
Hit Points 50
Modification Slots: 1
Control and Movement: Oars
Armor Class 12
Hit Points 25
Locomotion (water) oars, speed 15 ft.
Move up to its speed, with one 90-degree turn. Without oars, the Gokstad's speed is 0.
Weapon: Harpoon   Armor Class 12 Hit Points 25 Ranged Weapon Attack: +2 to hit, range 60/ 120ft., one target. Hit: 9 (2d8) piercing damage.


Knarr Class II

Gargantuan vehicle (60 ft. by 20 ft.)
Creature Capacity 3 crew, 4 passengers
Cargo Capacity 0.50 tons
Travel Pace 3 miles per hour (72 miles per day)
  STR               DEX               CON              INT              WIS              CHA
16 (+3)          7 (−2)             13 (+1)           0                  0                    0

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened,incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Hull
Armor Class 15
Hit Points 100 (damage threshold 10)
Modification Slots: 2
Control: Helm
Armor Class 12
Hit Points 50
Move up to the speed of one of its movement components, with one 90 degree turn. If the helm is destroyed, the Knarr cannot turn.
Movement: Sails
Armor Class 12
Hit Points 100; -5 ft. speed per 20 damage taken
Locomotion (water) sails, speed 25ft.; 15ft. while sailing into the wind; 35ft while sailing with the wind

Movement: Oars
Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Locomotion (water) oars, speed 20ft.
Weapon: Ballista
Armor Class: 15
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Actions On its turn, the Knarr can move using its helm. It can also fire its ballista if it is equipped with one. If it has half its crew or fewer, it moves at half speed and can't use its ballista.

Skuldelev Class III

Gargantuan vehicle (80 ft. by 20 ft.)
Creature Capacity 30 crew, 20 passengers
Cargo Capacity 100 tons
Travel Pace 5 miles per hour (120 miles per day)
  STR             DEX              CON            INT            WIS            CHA
20 (+5)        7 (−2)         17 (+3)             0                 0               0  
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Hull
Armor Class 15
Hit Points 300 (damage threshold 15)
Modification Slots 
Control: Helm
Armor Class 18
Hit Points 50
Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can't turn.
Movement: Sails
Armor Class 12
Hit Points 100; -5 ft. speed per 25 damage taken
Locomotion (water) sails, speed 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
Weapon: Ballista
Armor Class 15
Hit Points 50
Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.
Weapon: Mangonel
Armor Class 15
Hit Points 100
Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 ft. of it), one target. Hit: 27 (5d10) bludgeoning damage.
Actions
On its turn, the Skuldelev can move using its helm. It can also fire its ballista and its mangonel. If it has half its crew or fewer, it move at half speed and only fire either its ballista or its mangonel

Holmrygyr Class IV

Gargantuan vehicle (70 ft. by 20 ft.)
Creature Capacity 40 crew, 100 passengers
Cargo Capacity 10 tons
Travel Pace 5 miles per hour (120 miles per day)
  STR           DEX           CON           INT          WIS           CHA
20 (+5)      6 (−2)      17 (+3)             0            0                   0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Hull
Armor Class 15
Hit Points 300 (damage threshold 15)
Modification Slots: 4
Control: Helm
Armor Class 16
Hit Points 50
Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the Holmrygyr can't turn
Movement: Sails
Armor Class 12
Hit Points 100; -10 ft. speed per 25 damage taken
Locomotion (water) sails, speed 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind
Movement: Oars
Armor Class 12
Hit Points 100; -5 ft. of speed per 25 damage taken
Locomotion (water) oars, speed 20 ft.
Actions
On its turn, the Holmrygyr can move using its helm. If the Holmrygyr loses half or more of its crew, it moves at half speed.

Draken Keipr

Gargantuan vehicle (100 ft. by 20ft.)
Creature Capacity 40 crew, 60 passengers
Cargo Capacity 200 tons
Travel Pace 4 miles per hour (96 miles per day)

  STR           DEX           CON           INT           WIS           CHA
20 (+5)      4 (−3)       20 (+5)           0               0                  0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Hull
Armor Class 15
Hit Points 500 (damage threshold 20)
Modification Slots: 5

Control: Helm Armor Class 18 Hit Points 50 Move up to the speed of one of its movement components, with one 90-degree turn. If the helm is destroyed, the warship can't turn.
Movement: Sails Armor Class 12 Hit Points 100; -10 ft. speed per 25 damage taken Locomotion (water) sails, speed 35 ft.; 15 ft. while sailing into the wind; 50 ft. while sailing with the wind
Movement: Oars Armor Class 12 Hit Points 100; -5 ft. speed per 25 damage taken Locomotion (water) oars, speed 20 ft. with 80 or more rowers, 10 ft. with 40 or more rowers, 5ft. with 20 or more rowers.
Weapons: Ballistas (2) Armor Class 12 Hit Points 50 each Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage.

Comments

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Aug 13, 2020 05:39 by Dimitris Havlidis

Is this a DnD5e ruleset?

World Anvil Founder & Chief Grease Monkey
Twitter | World Anvil Changelog
“No act of kindness, no matter how small, is ever wasted.” - Aesop

Aug 24, 2020 00:34

Apologies for the very late reply, but this isn't official DnD5e ruleset but it is based off of the 5e module rules and such!

Aug 24, 2020 05:59 by Dimitris Havlidis

I was asking because I would love to see the rules that you play with for this ;) Have you got the rules written down anywhere?

World Anvil Founder & Chief Grease Monkey
Twitter | World Anvil Changelog
“No act of kindness, no matter how small, is ever wasted.” - Aesop

Aug 27, 2020 02:07

I do have the basis for the rules that were made by Unearthed Arcana, but do not have a document with any changes I have made myself to favor longboats. This is the link if you wish to check it out: https://media.wizards.com/2018/dnd/downloads/UA_ShipsSea.pdf

Aug 29, 2020 05:32 by Dimitris Havlidis

Thank you sir :)

World Anvil Founder & Chief Grease Monkey
Twitter | World Anvil Changelog
“No act of kindness, no matter how small, is ever wasted.” - Aesop

Sep 1, 2020 17:15

No problem! If you would like to know anything else just let me know!