Heroic Old-School Roleplaying
Core Rules: Water Vessels

Version Beta-0.22.0 / 2025-10-19

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

Water Vessels
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 2-3’
Length 20-30’
Hit Points 40-60
Requires Captain No
Speed 60’ (6 mph)
Usage Lakes, rivers
Weapons None
Width 10’

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 2-3’
Hit Points 40-60
Length 20-40’
Requires Captain No
Speed 120’ (12 mph)
Usage Coastal waters, lakes
Weapons None
Width 15’

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 1’
Hit Points 10-15
Length 15’
Requires Captain No
Speed 30’ (3 mph) / 60’ speed burst
Usage Lakes, rivers
Weapons None
Width 3’

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 5-8’
Hit Points 90-120
Length 60-80’
Requires Captain Yes
Speed 150’ (15 mph)
Usage Coastal waters, open seas
Weapons None
Width 20-30’

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 10-12’
Hit Points 180-240
Length 100-150’
Requires Captain Yes
Speed 120’ (12 mph)
Usage Coastal waters, open seas
Weapons 1 medium
Width 25-30’

A large sailing vessel with up to three masts.

  • Typically features multiple decks and raised areas at bow and stern (β€œcastles”).

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 3’
Hit Points 150-180
Length 120-150’
Requires Captain Yes
Speed 120’ (12 mph)
Usage Coastal waters
Weapons 2 medium, optional ram
Width 15-20’

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 2-3’
Hit Points 120-150
Length 60-100’
Requires Captain Yes
Speed 150’ (15 mph)
Usage Coastal waters
Weapons 2 medium, optional ram
Width 10-15’

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 4-6’
Hit Points 180-240
Length 120-150’
Requires Captain Yes
Speed 120’ (12 mph)
Usage Coastal waters
Weapons 1 large, 2 medium, ram
Width 20-30’

A large galley built for warfare, with two masts, and a full deck above the rowers.

  • Always fitted with a ram (included in cost).
  • 10-20’ wide wooden towers at bow and stern, each standing 15-20’ tall.

Lifeboat

Armor Class 10
Cargo Capacity 1.5 tons
Cost 1000 gp
Crew 1 (Unskilled)
Damage Threshold 4
Draft 1-2’
Hit Points 20-30
Length 20’
Requires Captain No
Speed 30’ (3 mph)
Usage Any body of water
Weapons None
Width 20-30’

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 week’s 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 2-3’
Hit Points 90-120
Length 60-80’
Requires Captain Yes
Speed 150’ (15 mph)
Usage Any body of water
Weapons 1 medium
Width 10-15’

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 1/2’
Hit Points 1 per sq ft
Length Up to 30’
Requires Captain No
Speed 20’ (2 mph) / 30’ speed burst
Usage Lakes, rivers
Weapons None
Width Up to 30’

Given enough wood, a makeshift raft can be built in 1d3 days per person working on it, per 10’ square section (up to 30’ 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 1/2’
Hit Points 1 per sq ft
Length Up to 40’
Requires Captain No
Speed 20’ (2 mph) / 30’ speed burst
Usage Lakes, rivers
Weapons None
Width Up to 40’

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 10’ 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 30’ 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.