BOAT GUIDELINES AND RULE
Boat System
Build Steps
Choose Level (1–10).
Choose Size (1–10).
Pick a Focus: Travel, Utility, or Battle.
Allocate Module Slots to modifiers (Travel / Utility / Battle).
Record final stats.
Use descending AC. Checks use your roll-against-stat method.
Size Classes (1–10)
These are physical scale bands. Movement modifiers stack with Level values. “River Access” means the hull can physically navigate typical rivers and locks of Vorrengarde without extraordinary works.
| Size | Example Hull Scale | Length | Draft | River Access | Crew (min) | Passenger Cap (guide) | Base Cargo Slots |
|---|---|---|---|---|---|---|---|
| 1 | Skiff / Canoe | 6–20 ft | 1–2 ft | Yes | 1 | 2-8 | 20 |
| 2 | Keelboat / Launch | 20–35 ft | 2–3 ft | Yes | 3 | 12 | 60 |
| 3 | Sloop | 35–60 ft | 3–6 ft | Yes | 6 | 24 | 120 |
| 4 | Cutter / Longboat / Cog | 60–90 ft | 6–9 ft | Yes (main channels) | 10 | 48 | 200 |
| 5 | Brigantine / Small Galley | 90–130 ft | 9–12 ft | Marginal | 16 | 100 | 320 |
| 6 | Galleon | 130–200 ft | 12–18 ft | No | 28 | 240 | 480 |
| 7 | Heavy Galleon / Ironclad | 200–300 ft | 18–24 ft | No | 45 | 400 | 640 |
| 8 | Super-Galley / Dreadnought | 300–450 ft | 24–30 ft | No | 70 | 1200 | 800 |
| 9 | Arc-Carrier | 450–700 ft | 30–40 ft | No | 120 | 3600 | 1000 |
| 10 | Ley-Flagship | 700–1,000 ft | 40–60 ft | No | 200 | 6000+ | 1400 |
Size Modifiers
Apply to the Level baseline (below).
HP Multiplier (applied after Level sets Base Hull HP):
Size 1 ×1
Size 2 ×2
Size 3 ×4
Size 4 ×6
Size 5 ×10
Size 6 ×14
Size 7 ×16
Size 8 ×20
Size 9 ×24
Size 10 ×30
Round up to the nearest 10.
AC Modifier (descending AC, lower is better):
Size 1 +0,
2 +0,
3 −1,
4 −1,
5 −2,
6 −3,
7 −4,
8 −5,
9 −6,
10 −7.
Movement Modifiers (miles/day):
River: +30, +20, +10, +0, −10, −20, −30,
Sea: +0, +10, +20, +30, +40, +50, +60, +70, +80, +90.
Boat Levels (1–10)
Start here, then apply Size modifiers, then Focus, then Mods.
| Lvl | Max Size Allowed | Base Hull HP | Base AC | River Move | Sea Move | Module Slots | Weapon Mounts | Cost (GP) | Upkeep/Week (GP) |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 1–2 | 40 | 10 | 40 | 0 | 5 | 0 | 250 | 1 |
| 2 | 1–3 | 70 | 10 | 60 | 20 | 7 | 1-5 | 800 | 2 |
| 3 | 1–4 | 110 | 9 | 80 | 40 | 10 | 2-6 | 2500 | 5 |
| 4 | 2–5 | 160 | 9 | 100 | 60 | 15 | 2-8 | 6000 | 10 |
| 5 | 2–6 | 220 | 8 | 120 | 80 | 25 | 3-10 | 10,200 | 18 |
| 6 | 3–7 | 290 | 8 | - | 100 | 35 | 4-12 | 20,500 | 30 |
| 7 | 4–8 | 370 | 7 | - | 120 | 50 | 5-14 | 50,000 | 50 |
| 8 | 5–9 | 460 | 7 | - | 140 | 75 | 6-20 | 100,000 | 80 |
| 9 | 6–10 | 560 | 6 | - | 160 | 80 | 7-36 | 2,000,000 | 120 |
| 10 | 8–10 | 680 | 6 | - | 180 | 100 | 8-50 | 4,000,000 | 180 |
Final Hull HP = Base Hull HP (from Level) × Size HP Multiplier.
Final AC = Base AC + Size AC Modifier + any Modifiers.
Final Movement = Level River/Sea + Size movement modifiers + any Focus/Modifiers.
Focus (pick one)
Travel Focus: +10 River, +10 Sea, +1 Module Slot reserved for Travel modifiers, Navigation checks +2.
Utility Focus: +4 Cargo Slots, Work/Salvage checks +2, may exceed slot cap by +1 if the extra slot is Utility.
Battle Focus: 2x Weapon Mount, +1 AC while not overloaded, Boarding checks +2.
Module System: How Modifiers Are Applied
You will define the specific modifiers in your follow-up. This section sets the rules for fitting them.
Modifier Types
Travel Modifiers: improve speed, handling, routing, crew comfort, weather tolerance.
Utility Modifiers: increase cargo, towing, salvage, repair, fishing, industry, or passenger support.
Battle Modifiers: add or enhance mounts, ramming, boarding, armor, magazines, caster bastions.
Fitting Rules
Slots: Each modifier consumes Module Slots. Some heavy modifiers may cost 2–3 Slots (your list can tag them Light = 1, Standard = 1, Heavy = 2, Super-Heavy = 3).
Mounts: Weapon systems require available Weapon Mounts; some Battle modifiers may grant Mounts instead of consuming Slots.
Space Trade: You may convert 10 Cargo Slots to 1 Module Slot. Refit at a port.
Crew Requirements: Some modifiers require staffed positions. If understaffed, halve their benefit.
Stacking: Identical modifiers usually stack at diminishing returns: first full, second at 50%, third at 25% (round in the DM’s favor).
Overload: If total installed Slots exceed the current cap , the ship suffers −20 River, −20 Sea, 2 HIGHER AC, and −1 Weapon Mount until refit.
Refit: Installing or removing a modifier is a craft project. Base time = Size × modifier weight class days (Light 1, Standard 2, Heavy 5, Super-Heavy 10). Use your crafting checks and costs.
Damage & Repairs: If the hull takes a Critical Breach (a single hit ≥ 25% of current HP), roll to see if one installed modifier is disabled. Roll a d6 on a 1 will be a hull breach and youll start taking in water.
Utility workshops can restore a disabled modifier with a workday and materials or be able to close the hole.
Boat Stat Block (use this when you record a hull)
Level / Size / Focus
Hull HP: Base from Level × Size Multiplier
AC: Level base + Size mod + modifiers
Movement: River final / Sea final
Crew (min / optimal): Size baseline; +staff per modifier or mount
Passengers: from Size
Cargo Slots: Size baseline ± Utility Focus ± conversions
Module Slots / Weapon Mounts: Level + Size ± Focus ± modifiers
Waters: River access yes/no; Sea/Open Sea
Cost / Upkeep: from Level ± rare fittings
Two Worked Size Examples
Level 6, Size 7, Battle Focus
Base HP 290 × Size 7 (×16) = 4,640 HP
AC: 8 + (−4) + Battle Focus +1 while not overloaded = AC 5 in normal state
Move: River 140 + (−30) = 110 (no river access at Size 7, so GM disallows Sea 100 + 60 = 160
Slots/Mounts: Level 7 + Size 7 → 7+5 = 12 Slots, 4+5 + Battle +1 = 10 Mounts
Level 9, Size 10, Utility Focus
Base HP 560 × Size 10 (×30) = 16,800 HP
AC: 6 + (−7) = AC −1 before any armor penalties from drag
Move: River 200 (but Size 10 cannot river), Sea 160 + 90 = 250
Slots/Mounts: 10+8 = 18 Slots (plus Utility over-cap +1 if Utility), Mounts 7+8 = 15 Mounts, Cargo base 140 + Utility +4 = 1440 Slots

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