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09:19, 17th May 2024 (GMT+0)

Ships of the Jammerverse.

Posted by GammaKnightFor group 0
GammaKnight
GM, 8 posts
Thu 25 Jan 2024
at 23:07
  • msg #1

Ships of the Jammerverse

Most ships are so outlandishly expensive that only extremely wealthy organizations or large empires can afford to build one from scratch. Thus most ships are either found or taken from those that have done the same. There are websites that could be used to figure out how much one costs and have one made, but that is outside of the scope of this game. If it ever gets to the point that the party can afford one, then it will be addressed at that time. Otherwise, most ships are just modified to fit the current owner's preferences. In most cases I will used the Stronghold Builder's Guide, because what is a ship but a floating stronghold?

Each ship will have it's stronghold spaced determined by the deck plan provided in the original material. Not all ships are equal as a Dragonfly, a 10 ton ship, has 9 stronghold spaces while a wasp only has 5, an 18 ton ship.

To keep things simple, most ships will fall under a specific list of stats with only minor changes. For example a warship can be used in place of hammerships and squidships, while a galleon can be used for a battle dolphins or an Elven man-o-war. Even though oars might be useless in space, they can be useful in water, thus, they will still be present even if they are only used infrequently.
This message was last edited by the GM at 17:03, Sat 03 Feb.
GammaKnight
GM, 14 posts
Sat 3 Feb 2024
at 15:12
  • msg #2

Ships of the Jammerverse - Ship Stats Definitions

A vast variety of boats and ships exist in the real world, from small rafts and longboats to intimidating galleons and swift galleys. To represent the numerous distinctions of shape and size that exist between water-going vessels, the following stat blocks categorize several standard ship sizes and their respective statistics, including all water vehicles that characters can purchase in the Core Rulebook. GMs can use or alter the statistics below to create new ships for specific cultures or races to suit the needs of their individual campaigns. All ships have the following traits.

Name: The name or type of the ship. This will also be for other jammership names.

Size and Type: The size and type of the ship.

Squares: The number of 30-foot squares the ship takes up on the battle mat, followed by the ship’s actual dimensions. A ship’s width is always considered to be one square.

Cost: The ship’s cost in gp. Sometimes the description or the weapons section provides possible modifications for the ships. These are not included in the cost of the ship, nor are additions like rams or siege engines.

AC and Hardness: The ship’s base Armor Class and hardness, based on its size, defenses, and its construction material (hardness 5 for most wooden ships). To calculate the ship’s actual AC, add the current pilot’s sailing skill modifier (or Wisdom modifier, if she is using that ability to drive the ship) to the ship’s base AC. Touch attacks against a ship ignore its pilot’s sailing skill or ability modifier; thus a ship’s base AC is its touch AC. A ship is never considered flat-footed. If the ship is not in motion, it has an effective Dexterity of 0 (–5 penalty to AC), and an additional –2 penalty to its AC.

hp: The ship’s total hit points. A ship that takes damage in excess of half its total hit points gains the broken condition. At 0 or fewer hit points, a ship gains the sinking condition. A ship that sinks completely is considered destroyed. Ships do not have ability scores, and are immune to ability score damage or drain. They are also immune to bleed damage. Unlike other objects, ships do not take half damage from energy attacks, but do take half damage from all ranged weapons except siege engines. This line also lists the total hit points for the ship’s oars and sails, if any.

Base Save: The ship’s base save modifier. All of the ship’s saving throws (Fortitude, Reflex, and Will) have the same value. To determine a ship’s actual saving throw modifiers, add half the pilot’s sailing skill modifier (or half the pilot’s Wisdom modifier) to the ship’s base saving throw. A ship is immune to most effects that require a Will saving throw (though pilots, crew members, and passengers typically are not).

Maximum Speed: This is the fastest that a ship can move. When a ship has more than one means of propulsion, it may also have more than one maximum speed. If a ship has sails, it can move at double its maximum wind propulsion speed when it moves in the direction of the wind.

Acceleration: This is how fast a ship can increase its speed each round. It also determines the maximum amount a ship can safely decelerate each round.

CMB and CMD: The ship’s base CMB and CMD. To calculate the ship’s actual CMB and CMD, add the current pilot’s sailing skill modifier (or Wisdom modifier, if she is using that ability to drive the ship) to the ship’s base CMB. A ship is never considered flat-footed. If the ship is not in motion, it has an effective Dexterity of 0 (–5 penalty to CMD), and an additional –2 penalty to its CMD.

Ramming Damage: The base damage dealt by the ship on a successful ramming attack (without a ram).

Propulsion: The types of propulsion used by the ship.

Sailing Check: The skills typically used to make a sailing check with this type of ship.

Control Device: The typical control device the pilot uses to steer the ship. When in wildspace, this is generally the helm.

Means of Propulsion: The actual means and amount of propulsion used to move the ship in both space and terrestrial.

Crew: This is the minimum number of crew members needed to move the ship, in addition to the pilot. If a ship uses muscle propulsion, the number and size of creatures providing the propulsion are listed here as well. Any crew required to operate a ship’s siege engines is in addition to this number. The mysteries of space can allow the rowers of a ship, even though they are pushing on nothing, to assist the pilot. If the check used for rowing is successful, this will give the pilot a +2 aid to their check.

Decks: The usual number of decks on a ship and any important information about those decks is given in this section.

Cargo/Passengers: The amount of cargo (in tons) a ship can hold, as well as the number of non-crew passengers it can carry.
This message was last edited by the GM at 22:02, Sun 04 Feb.
GammaKnight
GM, 16 posts
Sat 3 Feb 2024
at 16:49
  • msg #4

Ships of the Jammerverse - Galleon/Galley

Drakkar/Drumon/Galleon/Galley/Great Galley

Colossal ship
Squares 4 (20 ft. by 130 ft.); Cost 30,000 gp

DEFENSE
AC 2; Hardness 5
hp 1,560 (oars 1,400, sails 320)
Base Save +8

OFFENSE
Maximum Speed 60 ft. (muscle), 60 ft. (wind), or 120 ft. (muscle and wind); Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8

STATISTICS
Propulsion various helms, muscle, wind, or current
Sailing Check Diplomacy or Intimidate (when using muscle); Profession (sailor) (when using wind or current)
Control Device tiller
Means of Propulsion 140 oars, 80 squares of sails (two masts)
Crew 200 (60+140 Medium rowers)
Decks 3
Cargo/Passengers 150 tons/250 passengers

One of the largest sailing ships on the sea, a galley has 70 oars on either side. A galley can be any large ship that primarily relies on oars for propulsion, but also contains one to three masts with sails. Galleys typically stick close to the coast, as long ocean voyages are risky in such vessels. This stat block can be used to represent a variety of historical galleys, from biremes and triremes to galliots and dromons.

Weapons: Up to 40 Large direct-fire siege engines in banks of 20 positioned on the port and starboard sides of the ship, or up to 12 Huge direct-fire siege engines in banks of six on the port and starboard sides of the ship. These siege engines may only fire out the sides of the ship that they are positioned on and cannot fire toward the forward or aft sides of the ship. These siege engines cannot be used while the galley is being rowed. For an additional 8,000 gp, a galley can be fitted with a ram and castles with firing platforms fore, aft, and amidships. Each of these firing platforms can hold a single Large or Huge direct-fire or indirect-fire siege engine. Siege engines on the fore and aft firing platforms can be swiveled to fire out the sides of the ship or either forward or aft, depending on their position. A siege engine on the amidships can be swiveled to fire out either side of the ship.
This message was last edited by the GM at 17:00, Sat 03 Feb.
GammaKnight
GM, 18 posts
Sat 3 Feb 2024
at 21:24
  • msg #5

Ships of the Jammerverse - Sailing Ships

Hammerships, Squidships, and even Neogi Death spiders would fall into this type of ship as they have no need of rowers

Colossal ship
Squares 3 (30 ft. by 90 ft.) Cost 10,000 gp

DEFENSE
AC 2; Hardness 5
hp 1,620 (sails 360)
Base Save +6

OFFENSE
Maximum Speed 90 ft. (wind); Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8

STATISTICS
Propulsion wind or current and helm
Sailing Check Profession (sailor)
Control Device steering wheel
Means of Propulsion 90 squares of sails (three masts)
Crew 20
Decks 2 or 3
Cargo/Passengers 150 tons/120 passengers

This massive sailing ship has one to four masts (usually two or three) with either square or lateen sails. Often they have raised forecastles and sterncastles. Sailing ships are primarily used for ocean travel. Most merchant ships, and many military and pirate vessels are sailing ships of one type or another. Sailing ships come in a variety of different designs, including barques, brigantines, caravels, carracks, larger cogs, frigates, galleons, schooners, sloops, and xebecs. A sailing ship with four masts and outfitted with siege engines is often known as a man-o’-war.

Weapons: Up to 20 Large direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship, or up to six Huge direct-fire siege engines in banks of three on the port and starboard sides of the ship. These siege engines may only fire out the sides of the ship that they are positioned on and cannot fire toward the forward or aft sides of the ship.In addition, up to two Large or one Huge direct-fire or indirect-fire siege engine may be positioned on both the forecastle and sterncastle of the ship. These siege engines can be swiveled to fire out the sides of the ship or either forward or aft, depending on their position.
GammaKnight
GM, 19 posts
Sat 3 Feb 2024
at 22:52
  • msg #6

Ships of the Jammerverse - Keelboat

These types of ships are your smaller and more maneuverable cogs, tradesman, gnomish sidewheels, wasp, and the like

Gargantuan ship
Squares 2 (15 ft. by 50 ft.) Cost 3,000 gp

DEFENSE
AC 6; Hardness 5
hp 600 (oars 80, sails 80)
Base Save +4

OFFENSE
Maximum Speed 30 ft. (muscle), 30 ft. (wind), or 60 ft. (muscle and wind); Acceleration 30 ft.
CMB +4; CMD 14
Ramming Damage 4d8

STATISTICS
Propulsion muscle, wind, or current
Sailing Check Diplomacy or Intimidate (when using muscle); Profession (sailor) (when using wind or current)
Control Device tiller
Means of Propulsion 8 oars, 20 squares of sails (one mast)
Crew 15 (7+8 Medium rowers)
Decks 1
Cargo/Passengers 50 tons/100 passengers

This flat-bottomed ship has a few oars to supplement its single mast with a square sail. It can make both sea and river voyages. Keelboats are designed to carry cargo, rather than for fighting. Types of keelboats include the cog, hoy, hulk, karve, and knarr.

Weapons: One Large direct-fire or indirect-fire siege engine positioned on the forward or aft side of the ship. This siege engine can be swiveled to fire out either side of the ship, or either forward or aft, depending on its position.
GammaKnight
GM, 20 posts
Sun 4 Feb 2024
at 10:22
  • msg #7

Ships of the Jammerverse - Small ships

These stats cover smaller craft like flitters, mosquitoes, lifeboats, and any other small vehicle that can dock onto another ship.

Large ship
Squares 1 (10 ft. by 20 ft.) Cost 500 gp

DEFENSE
AC 9; Hardness 5
hp 120 (oars 60, sails 40)
Base Save +2

OFFENSE
Maximum Speed 30 ft. (muscle or wind); Acceleration 30 ft.
CMB +1; CMD 11
Ramming Damage 1d8

STATISTICS
Propulsion muscle, wind, or current
Sailing Check Diplomacy or Intimidate (when using muscle); Profession (sailor) (when using wind or current)
Control Device oars
Means of Propulsion 6 oars, 10 squares of sails (one mast)
Crew 4 to 10 Medium rowers
Decks 1
Cargo/Passengers 2 tons/up to 12 passengers (depending on size, a ship’s boat can carry up to a total of 16 Medium creatures, either as crew or passengers)

Ship’s boats are usually carried on the decks of larger ships to use as tenders to ferry passengers and cargo from ship to shore or between ships. Some ship’s boats are reserved for the use of officers, while others are used as landing craft or to carry boarding parties. An average ship’s boat is 16 to 24 feet long (though the largest ship’s boats can be upward of 30 feet long) and has anywhere from four to 10 oars as well as a single mast with a square or lateen sail. A ship’s boat has a waterborne speed of 2 miles per hour or 20 miles per day. A ship’s boat can only carry a single siege engine, but his take up a ton of cargo space. This stat block can be used to represent any of several types of ship’s boats, such as cutters, gigs, jolly boats, launches, longboats, or pinnaces, as well as other small, open boats such as faerings, sampans, and whaleboats.
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