Heroic Old-School Roleplaying
Core Rules: Water Vessels
Additional Vessel Statistics
- Draft: The depth that a water craft extends below the surface.
- Requires Captain: Vessels that are so large that they require someone to oversee operations.
Carrying Capacity
When carrying creatures as cargo:
- Up to 5 human-sized passengers can be carried comfortably for every ton of cargo space.
- For short hops and special use cases (ex: troop deployments or civilian evacuations), up to 10 human-sized creatures can be carried per ton of cargo capacity (in addition to crew).
Water Vessel Statistics
Vessel | AC | Cargo Capacity | Cost (gp) | Crew | Dam Thresh | HP | Usage | Weapons |
---|---|---|---|---|---|---|---|---|
Boat, river | 11 | 3 tons | 4000 | 8 | 4 | 40-60 | L R | None |
Boat, sailing | 11 | 2 tons | 2000 | 1 | 4 | 40-60 | C L | None |
Canoe | 10 | 1/2 ton | 50 | 1 (Unskilled) | 3 | 10-15 | L R | None |
Caravel | 11 | 10 tons | 5000 | 10 | 5 | 90-120 | C S | None |
Caravel, war | 11 | 10 tons | 7500 | 10 | 5 | 120-150 | C S | 1 med |
Galleon | 12 | 30 tons | 20,000 | 20 | 5 | 180-240 | C S | 1 med |
Galleon, war | 12 | 30 tons | 30,000 | 20 | 5 | 240-300 | C S | 1 lg or 2 med |
Galley, large | 12 | 4 tons | 30,000 | 200 | 6 | 150-180 | C | 2 med, opt ram |
Galley, small | 11 | 2 tons | 20,000 | 70 | 4 | 120-150 | C | 2 med, opt ram |
Galley, war | 12 | 6 tons | 60,000 | 330 | 6 | 180-240 | C | 1 lg, 2 med, ram |
Lifeboat | 10 | 1.5 tons | 1000 | 1 (Unskilled) | 4 | 20-30 | Any | None |
Longship | 11 | 4 tons | 15,000 | 75 | 5 | 90-120 | Any | 1 med |
Raft, makeshift | 10 | 5 lbs / sq ft | β | 1 (Unskilled) | 2 | 1 / sq ft | L R | None |
Raft, professional | 10 | 10 lbs / sq ft | 1 gp / sq ft | 1 (Unskilled) | 3 | 1 / s ft | L R | None |
Boat, River
Armor Class | 11 |
Cargo Capacity | 3 tons |
Cost | 4000 gp |
Crew | 8 |
Damage Threshold | 4 |
Draft | 2-3β |
Length | 20-30β |
Hit Points | 40-60 |
Requires Captain | No |
Speed | 60β (6 mph) |
Usage | Lakes, rivers |
Weapons | None |
Width | 10β |
A small boat that can be either rowed or pushed with poles.
- Most can have a roof added for an extra 1000 gp.
Boat, Sailing
Armor Class | 11 |
Cargo Capacity | 2 tons |
Cost | 2000 gp |
Crew | 1 |
Damage Threshold | 4 |
Draft | 2-3β |
Hit Points | 40-60 |
Length | 20-40β |
Requires Captain | No |
Speed | 120β (12 mph) |
Usage | Coastal waters, lakes |
Weapons | None |
Width | 15β |
A small, single-mast sail boat typically used for fishing along coastal waters and lakes.
Canoe
Armor Class | 10 |
Cargo Capacity | 1/2 ton |
Cost | 50 gp |
Crew | 1 (Unskilled) |
Damage Threshold | 3 |
Draft | 1β |
Hit Points | 10-15 |
Length | 15β |
Requires Captain | No |
Speed | 30β (3 mph) / 60β speed burst |
Usage | Lakes, rivers |
Weapons | None |
Width | 3β |
A tiny boat, weighing 50 lbs, constructed of a wooden frame wrapped in canvas or hide.
Caravel
Armor Class | 11 |
Cargo Capacity | 10 tons |
Cost | 5000 gp |
Crew | 10 |
Damage Threshold | 5 |
Draft | 5-8β |
Hit Points | 90-120 |
Length | 60-80β |
Requires Captain | Yes |
Speed | 150β (15 mph) |
Usage | Coastal waters, open seas |
Weapons | None |
Width | 20-30β |
A small, single-mast sailing ship.
Caravel, War
Same stats as caravel except as noted:
Cost | 7500 gp |
Hit Points | 120-150 |
Weapons | 1 medium |
A caravel adapted for warfare and troop transport, typically armed, and often featuring large hatches for mounts and/or artillery.
Galleon
Armor Class | 12 |
Cargo Capacity | 30 tons |
Cost | 20,000 gp |
Crew | 20 |
Damage Threshold | 5 |
Draft | 10-12β |
Hit Points | 180-240 |
Length | 100-150β |
Requires Captain | Yes |
Speed | 120β (12 mph) |
Usage | Coastal waters, open seas |
Weapons | 1 medium |
Width | 25-30β |
A large sailing vessel with up to three masts.
- Typically features multiple decks and raised areas at bow and stern (βcastlesβ).
Galleon, War
Same stats as galleon except as noted:
Cost | 30,000 gp |
Hit Points | 240-320 |
Weapons | 2 medium or 1 large |
A galleon adapted for transporting troops and mounts, often featuring large hatches for horses, livestock, and/or artillery.
Galley, Large
Armor Class | 12 |
Cargo Capacity | 4 tons |
Cost | 30,000 gp |
Crew | 180 (rowers), 20 (sailors) |
Damage Threshold | 6 |
Draft | 3β |
Hit Points | 150-180 |
Length | 120-150β |
Requires Captain | Yes |
Speed | 120β (12 mph) |
Usage | Coastal waters |
Weapons | 2 medium, optional ram |
Width | 15-20β |
A long ship with a shallow draft, dozens of oars, and a single mast with a square sail.
Galley, Small
Armor Class | 11 |
Cargo Capacity | 2 tons |
Cost | 20,000 gp |
Crew | 60 (rowers), 10 (sailors) |
Damage Threshold | 4 |
Draft | 2-3β |
Hit Points | 120-150 |
Length | 60-100β |
Requires Captain | Yes |
Speed | 150β (15 mph) |
Usage | Coastal waters |
Weapons | 2 medium, optional ram |
Width | 10-15β |
A small ship with a shallow draft, dozens of oars, and a single mast with a square sail.
Galley, War
Armor Class | 12 |
Cargo Capacity | 6 tons |
Cost | 60,000 gp |
Crew | 300 (rowers), 30 (sailors) |
Damage Threshold | 6 |
Draft | 4-6β |
Hit Points | 180-240 |
Length | 120-150β |
Requires Captain | Yes |
Speed | 120β (12 mph) |
Usage | Coastal waters |
Weapons | 1 large, 2 medium, ram |
Width | 20-30β |
A large galley built for warfare, with two masts, and a full deck above the rowers.
- Always fitted with a ram (included in cost).
- 10-20β wide wooden towers at bow and stern, each standing 15-20β tall.
Lifeboat
Armor Class | 10 |
Cargo Capacity | 1.5 tons |
Cost | 1000 gp |
Crew | 1 (Unskilled) |
Damage Threshold | 4 |
Draft | 1-2β |
Hit Points | 20-30 |
Length | 20β |
Requires Captain | No |
Speed | 30β (3 mph) |
Usage | Any body of water |
Weapons | None |
Width | 20-30β |
A small boat with a collapsible mast typically stored on larger ships for emergencies.
- Weighs 500 lbs, takes up 1/2 ton of cargo space.
- Typically stocked with 1 weekβs rations for 10 passengers.
- Can hold up to 15 passengers (plus pilot), although it will be crowded.
- Small ships typically have 1d2 lifeboats, while larger ships typically have 1d2+2.
Longship
Armor Class | 11 |
Cargo Capacity | 4 tons |
Cost | 15,000 gp |
Crew | 75 |
Damage Threshold | 5 |
Draft | 2-3β |
Hit Points | 90-120 |
Length | 60-80β |
Requires Captain | Yes |
Speed | 150β (15 mph) |
Usage | Any body of water |
Weapons | 1 medium |
Width | 10-15β |
A narrow, versatile ship, which may be rowed or sailed, depending on needs and conditions.
- Crew typically fulfill all required roles (oarsmen, sailors, fighters) as needed.
Raft, Makeshift
Armor Class | 10 |
Cargo Capacity | 5 lbs per sq ft |
Cost | β |
Crew | 1 (Unskilled) |
Damage Threshold | 2 |
Draft | 1/2β |
Hit Points | 1 per sq ft |
Length | Up to 30β |
Requires Captain | No |
Speed | 20β (2 mph) / 30β speed burst |
Usage | Lakes, rivers |
Weapons | None |
Width | Up to 30β |
Given enough wood, a makeshift raft can be built in 1d3 days per person working on it, per 10β square section (up to 30β square total).
Raft, Professional
Armor Class | 10 |
Cargo Capacity | 10 lbs per sq ft |
Cost | 1 gp per sq ft |
Crew | 1 (Unskilled) |
Damage Threshold | 3 |
Draft | 1/2β |
Hit Points | 1 per sq ft |
Length | Up to 40β |
Requires Captain | No |
Speed | 20β (2 mph) / 30β speed burst |
Usage | Lakes, rivers |
Weapons | None |
Width | Up to 40β |
A well-made wooden raft with raised sides, a steering oar, and some type of simple cover.
- Often broken down and sold for wood at 1/4 value.
Mounted Weaponry
Weapon | Cost (gp) |
---|---|
Catapult | 100 |
Catapult shot | 5 |
Catapult shot, pitch | 25 |
Ram, large galley | 10,000 |
Ram, small galley | 3000 |
Catapult
A ballistic device capable of hurling projectiles a great distance, such as large rocks or flaming pitch.
- Cargo space: A catapult plus 20 rounds of shot occupies 1 ton of cargo capacity.
- Range: 150-300 yards
- Attack rolls and rate of fire: Depends on the number of crew manning the catapult:
- 2 crew (minimum): Attacks at +0, and can fire every 10 rounds.
- 3 crew: Attacks at +0, and can fire every 8 rounds.
- 4 crew (maximum): Attacks at +2, and can fire every 5 rounds.
- Up to one PC may assist in the firing, adding their attack bonus to the roll.
- Attack modifiers may also be affected by weather conditions, vessel maneuverability, etc.
Types of Shot
- Basic (rock): Inflicts 3d6 hit points of damage.
- Pitch: Inflicts no impact damage, but sets a 10β square area of target vessel on fire.
- Burning does 1d6 hit points damage per turn, and will spread to adjacent areas if not dealt with.
- Time to extinguish fire varies by crew involved:
- 3 crew (minimum): extinguishes fire in 3 turns.
- 6 crew: extinguishes fire in 2 turns.
- 9+ crew: extinguishes fire in 1 turn.
Ram
A pointed, reinforced attachment to a vessel, allowing it to run into other vessels without taking as much damage.
- Attacking vessel must move 30β or more before ramming.
- Only other vessels and huge (or bigger) creatures may be targeted.
- Attack roll: Pilot or captain makes a melee attack to hit.
- Attack modifiers may also be affected by weather conditions, vessel maneuverability, etc.
- Damage
- Galley, large or war: Deals 6d6 hit points against creatures and 4x as much against other vessels.
- Galle, small: Deals 3d8 hit points against creatures and 4x as much against other vessels.