Name KL BL SS T/HP Crew MC AC Hard Ram SA Land Cost Flitter 20 5 1 1 1 B 7 1 - - L+W 10 Longship 75 15 3 4 4/ 4 E 3 - opt 1 W 10 Mosquito 100 15 3 6 1/ 6 C 6 - - - L+W 15 Caravel 70 20 3 10 8/10 F 2 - - 1 W 10 Coaster 60 20 3 10 8/10 F 2 - - 1 W 5 Drakkar 100 20 4 10 20/10 F 2 - - 1 W 25 Dragonfly 100 20 4 10 3/10 C 1 - - 1 L 40 Damselfly 100 20 4 10 2/10 D 5 1 - 1 L 50 Dromond 175 15 4 16 10/16 E 0 - P 3 W 15 Wasp 80 20 4 18 8/18 D 3 - - 1 L 20 Cog 90 20 4 20 10/20 F 0 - - - W 10 Great Galley 130 20 5 20 15/20 F 0 - P 3 W 30 Tyrantship 100 100 8 23 15/23 C 1 1 - - - 100 Tradesman 120 30 5 25 10/25 D 2 - - 2 - 15 Sidewheeler 120 25 4 30 20/30 E 2 1 - - L?W? 40 Nautiloid 180* 30 5 35 10/35 D 3 - P 5 W 40 Mindspider 140 15 4 40 3/40 C 5 1 G+P 3 - 120 Galleon 130 30 5 40 20/40 E 0 - opt 3 W 50 Squidship 250* 25 5 45 12/45 D 2 - G/P 3 W 45 Dragonship 150 20 4 45 20/45 D 4 - opt 3 W 60 Hammership 250 25 6 60 24/60 D -1 - B 3 W 50 Man-o-War 200 20 5 60 10/60 C 0 1 - 4 - 100 Deathspider 175- 50 7 100 30/100 E -2 1 G 6 - 75 Armada 300 30 7 100 40/100 D -2 1 - 14 - - Citadel 250 200 18 300 100/300 E -19 1 B 10 L 100
KL: Keel Length in feet, *= including ram, -= excluding arms
BL: Beam Length in feet
SS: Ship Size, see table; if KL includes ram, assume it is a third of the length
T/HP: Tonnage/Hull Points
Crew: minimum/safe in human-equivalents
MC: Maneuverability Class
AC: Armour Class; includes Size modifier
Hard: Hardness of hull material; reduction in hull points damage; -= zero
Ram: opt= Optional, P= Piercing, B= Blunt, G= Grappling, -= None
SA: Standard Armament in large weapons; -= None
Land: L= Land, W= Water, L+W= Land&Water, L?W?= Land 50%/Water 50%, -= Can't
Cost: is in tens of thousands of gold pieces; -= not for sale
Substance Hardness Thin Wood 0 Thick Wood 0 Leather 0 Bone 0 Stone 1 Crystal 1 Ceramic 1 Metal* 1 Mithral 1 Adamantite 2
Substance: *= includes Glassteel
Hardness: measured in hull points
Note that hulls with a Hardness of more than zero are the substances which are not likely to catch fire, from any normal, or even standard magical, fire.
Even in an immensely hot fire only Metal is likely to burn; I don't think that I've ever seen any rules on what it takes to make Mithral or Adamantite burn (melt, yes, burn, no).
Base Limit AC
SS KL x BL KL x BL Mod
Large 10x 4 15x 6 -1
1 20x 8 30x 12 -2
2 40x 16 50x 20 -4
3 60x 24 70x 28 -6
4 80x 32 90x 36 -8
5 100x 40 110x 44 -10
6 120x 48 130x 52 -12
7 140x 56 150x 60 -14
8 160x 64 170x 68 -16
9 180x 72 190x 76 -18
10 200x 80 210x 84 -20
12 240x 96 250x100 -24
14 280x112 290x116 -28
16 320x128 330x132 -32
18 360x146 370x148 -36
32 640x256 650x260 -64
SS: Ship Size
Base, Limit: measured in feet
SS x 20 = KL, SS x 8 = BL, SS x 2 = AC Modifier
Keel Limit = Keel Base + 10, Beam Limit = Beam Base + 4
Note: SS 1 is Huge, SS 2+3 is Gargantuan, SS 4+ is Colossal
To convert a ship multiply together the KL and BL (after removing any KL which corresponds to a ram) and find the closest Ship Size, for which the KL x BL is less than or equal to the Limit KL x BL, and greater than the Limit for the previous Ship Size.
To calculate the AC use 17 - AR - AC Mod.
(c) Dreamer Publications, 1980 - May 2006
Permission granted to use for non-profit making purposes