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.

SizeExample Hull ScaleLengthDraftRiver AccessCrew (min)Passenger Cap (guide)Base Cargo Slots
1Skiff / Canoe6–20 ft1–2 ftYes12-820
2Keelboat / Launch20–35 ft2–3 ftYes31260
3Sloop35–60 ft3–6 ftYes624120
4Cutter / Longboat / Cog60–90 ft6–9 ftYes (main channels)1048200
5Brigantine / Small Galley90–130 ft9–12 ftMarginal16100320
6Galleon130–200 ft12–18 ftNo28240480
7Heavy Galleon / Ironclad200–300 ft18–24 ftNo45400640
8Super-Galley / Dreadnought300–450 ft24–30 ftNo701200800
9Arc-Carrier450–700 ft30–40 ftNo12036001000
10Ley-Flagship700–1,000 ft40–60 ftNo2006000+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.

LvlMax Size AllowedBase Hull HPBase ACRiver MoveSea MoveModule SlotsWeapon MountsCost (GP)Upkeep/Week (GP)
11–24010400502501
21–37010602071-58002
31–411098040102-625005
42–5160910060152-8600010
52–6220812080253-1010,20018
63–72908-100354-1220,50030
74–83707-120505-1450,00050
85–94607-140756-20100,00080
96–105606-160807-362,000,000120
108–106806-1801008-504,000,000180

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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