Ship Building
Taken from in part and in whole: High Seas Combat v 1.0 (http://members.ozemail.com.au/~iandl57/seacom.html) and modified in many places.
|
Coaster Nation: All Size: Small Crew: 2-30 Guns: up to 6 light cannons. Cargo: 105 tons Hull: 100 Rigging: 60 Sail Dice: 2 Handling Dice: 3 Draft: 2 Standard Modifications: Slight Draft Drawback: Not-seaworthy.
|
Fishing Boat. Nation: All Size: Small Crew: 2-10 Guns: up to 2 light cannons. Cargo: 100 Hull: 90 Rigging: 50 Sail Dice: 2 Handling Dice: 3 Draft: 2 Standard Modifications: Slight Draft
|
Trade Sloop Nation: All Size: Small Crew: 4-50 Guns: Up to 10 light cannons. Cargo: 120 tons. Hull: 125 Rigging: 75 Sail Dice: 3 Handling Dice: 3 Draft: 3 |
Schooner Nation: All Size: Medium Crew: 5-55 Guns: Up to 10 light cannons. Cargo: 100 tons Hull: 120 Rigging: 75 Sail Dice: 4 Handling Dice: 4 Draft: 2 |
Brig Nation: All Size: Medium Crew: 8-70 Guns: Up to 10 light or medium cannons. Cargo: 130 tons Hull: 130 Rigging: 70 Sail: 2 Handling: 3 Draft: 3 |
Ketch Nation: All Size: Medium Crew: 8-80 Guns: Up to 10 light or medium cannons. Cargo: 150 tons Hull: 130 Rigging: 70 Sail Dice: 4 Handling Dice: 3 Draft: 3 |
Brigantine Nation: All Size: Medium Crew: 5-80 Guns: Up to 20 light or medium cannons. Cargo: 150 tons Hull: 135 Rigging: 65 Sail Dice: 3 Handling Dice: 3 Draft: 3 |
Sloop-of-War Nation: Avalon, Vendel and Montaigne almost exclusively. Size: Medium Crew: 10-100 Guns: Up to 24 light or medium cannons. Cargo: 200 tons Hull: 145 Rigging: 80 Sail Dice: 3 Handling Dice: 3 Draft: 3 Standard Modifications: Highwalled (cannon rolls of 3 or less discounted when firing grapeshot and crew less likely to be washed overboard in storms) |
Light Frigate Nation: Mostly Montaigne Size: Medium-Large (Considered large to other medium craft) Crew: 10- 150 Guns: Up to 28 guns of any weight. Cargo: 500 tons Hull Points: 180 Rigging Points: 70 Sail Dice: 3 Handling Dice: 3 Draft: 4
|
Flute Nation: Vendel Size: Medium Crew: 5 - 100 Guns: Up to 10 light cannons. Cargo: 350 tons Hull: 100 Rigging: 40 Sail Dice: 2 Handling Dice: 2 Draft: 3 Standard Modifications: Efficient Internal Design |
Galleass Nation: Castile and Vodacce commonly. Size: Large Crew: 70-200 Guns: up to 20 of any weight. Cargo: 300 tons Hull Points: 180 Rigging Points: 80 Sail Dice: 2 (3 when oars are in use) Handling Dice: 2 (3 when oars are in use) Draft: 4 Standard Modifications: Oars
|
Heavy Frigate Nation: Mostly Montaigne Size: Large Crew: 10 - 200 Guns: up to 36 of any weight. Cargo: 750 tons Hull Points: 200 Rigging Points: 75 Sail Dice: 3 Handling Dice: 2 Draft: 4
|
Caraval Nation: Castile and Vodacce commonly. Size: Medium-Large (considered large to all other medium ships) Crew: 12 - 200 Guns: up to 24 of any weight. Cargo: 700 tons Hull Points: 160 Rigging Points: 70 Sail Dice: 1 Handling Dice: 2 Draft: 4 |
Carrack Nation: All Size: Large Crew: 12-200 Guns: up to 30 of any weight. Cargo: 1500 tons Hull Points: 170 Rigging Points: 70 Sail Dice: 1 Handling Dice: 1 Draft: 5 Standard Modifications: Highwalled (cannon rolls of 3 or less discounted when firing grapeshot and crew less likely to be washed overboard in storms) |
Small Galleon Nation: Castile and Vodacce commonly. Size: Medium-Large (considered large to all other medium ships) Crew: 16-200 Guns: up to 38 Cargo: 500 tons Hull Points: 200 Rigging Points: 80 Sail Dice: 1 Handling Dice: 2 Draft: 4
|
Snow Nation: Mostly Northern Nations Size: Large Crew: 10 - 200 Guns: up to 30 of any weight. Cargo: 1000 tons Hull Points: 180 Rigging Points: 80 Sail Dice: 3 Handling Dice: 2 Draft: 5 |
Large Galleon Nation: Castile and Vodacce commonly. Size: Large Crew: 20-300 Guns: up to 64 Cargo: 1200 tons Hull Points: 275 Rigging Points: 125 Sail Dice: 1 Handling Dice: 1 Draft: 6 |
Xebec Nation: Castille and Crescent Empire. Size: Medium Crew: 35-120 Guns: up to 14 light or medium cannons. Cargo: 200 tons Hull Points: 120 Rigging Points: 65 Sail Dice: 3 (4 when oars are used) Handling Dice: 3 (4 when oars are used) Draft: 2 Standard Modifications: Oars |
Galley Nation: Castille and Crescent Empire, some Vodacce. Size: Large Crew: 70-400 Guns: up to 30 of any weight. Cargo: 500 tons Hull Points: 200 Rigging Points: 70 Sail Dice: 1 (2 when oars are used) Handling Dice: 2 (3 when oars are used) Draft: 4 Standard Modifications: Oars and Prow Ram.
|
Knarr Nation: Vesten Only. Size: Medium Crew: 45-100 Guns: None Cargo: 200 tons Hull Points: 130 Rigging Points: 70 Sail Dice: 2 (3 when oars are used) Handling Dice: 3 (4 when oars are used) Draft: 2 Standard Modifications: Oars. |
Drakkar Nation: Vesten Only. Size: Large Crew: 30-200 Guns: None Cargo: 100 tons Hull Points: 130 Rigging Points: 70 Sail Dice: 2 (3 when oars are used) Handling Dice: 3 (4 when oars are used) Draft: 2 Standard Modifications: Oars.
|
Modifications
Construction Modifications:
Rienforced Hull: Ship's hull can take more damage up to a total of 25 extra points. Cost: 400 per five points and add one week to construction.
Brig – Your ship has a brig for putting prisoners. Cost: 400 guilder per room.
Figurehead – The ship’s figurehead is particularly magnificent. The ship gets one extra drama die and plus five reputation points. Cost: 600-1000 guilder depending on the artist.
Concealed Gunports – Your ship is built so your guns aren’t easily seen. Useful for both pirates and pirate-hunters a like. Cost: 30 guilder per gun port.
Decoration – Your ship is particularly memorable and as a result the ship’s reputation awards are all increased by 1. Costs a minimum of 800 guilder though the more you spend the better your reputation.
Hidden Towline* – Fixes a hidden rope to the underside of the ship. Increases ship’s draft by 1. Cost: 600 guilder
Oars – Ships are not subject to stopping in doldrums and may add one point of speed dice in combat situations when used in conjunction with sails. Also allows crippled ships one ‘sail’ and handling die. Cost: 600 guilder per bank of oars.
Prow Ram*(**) – Ship can ram another ship and not suffer damage from the action. Cost: 200 guilder
Reinforced Mast – Add 10 pts to your Rigging. Cost: 800 guilder
Extended Keel* – You have a long keel that keeps you from capsizing but it also makes your draft that much deeper. Ship rolls two extra dice to keep from capsizing but has one point deeper draft. Cost: 1000 guilder + 10% of the building cost add half a month.
Smuggling compartments – You have hidden compartments built into the ship to secure hidden cargo. Cost: 1000 guilder.
Efficient Internal Design* - Because your ship is well designed you can make the most of the space you have by either carrying more cargo or more crew or just be very comfortable. Cost: 1000 guilder + 10% of the building cost add one month to the construction time.
Streamlined Hull* –. Add 10 miles to your sea speed and 1 die to your sail dice but you lose two kept dice in capsizing checks. Cost: 1000 guilder + 50% of building cost and add 1 month to building time.
Slight Draft – Ship’s draft is reduced by one, but its speed is also reduced due to the extra surface contact but you also lose one die for capsizing checks. Cost: 500 guilder + 20%
Retractable Keel – The ship can retract her keel and make her draft less deep, however it does make her less stable. While the keel is retracted the draft is reduced by 2 and it keeps on less die in capsizing rolls. Cost: 2000 guilders + 20% of the construction cost.
Close Hauling and Superior Rudder* – Ship’s rudder is wider than other ships of it’s class and can make sharper turns as a result. Add one die to handling pool. Cost: 1000 guilder +20%
* Only added at construction.
** Brigantine only.
Supply Modification:
Castilian Instruments – Your navigator has been trained in the Castilian scientific methods of navigation and as a result you get one free raise when using him and his instruments in your navigation rolls. (In the event of a grapeshot barrage roll a 1k1 if it rolls a 1 he is hit and is unable to perform his duties) Cost: 100 guilder in Castille, 200 in Vodacce, 500 in Montaigne and 800 in Avalon, Vendel and Eisen.
Mascot – An animal lives aboard this ship that it’s mascot and bolsters the crew’s morale. Mutiny’s are less likely in the case of bad fortune by one on the range of 1-3. Cost: Food/Water/Attention.
Well Stocked Armoury – Your crew gets one more unkept to do damage in boarding actions or in the quick rolls the range for a kill is increased by one. Cost: Double the cost of your weapons stores to note quality or quantity of weapons.
Silk Sails – Your sails are made of Cathayan Silk, giving your ship an extra boost of speed (and making it the envy of Montaigne women the world over) Increases a ship’s sail dice by 1. 5000 guilder.
Crewing and Supplying Ships
(most of this has been taken from High Seas Combat at: http://members.ozemail.com.au/~iandl57/seacom.html)
Crew
Recruitment:
In a friendly port you can expect to gain 1k1+2 crew per week though the modifier can be higher if the ship or the captain have a good repuatation. Also if you decide to use press gangs you can gain can double that amount though you will likely pick up the disgruntled crew disadvantage for your trouble.
Methods of Payment:
1. Shares of the cargo/plunder. This method is common on fishing, whaling and privateer/pirate ships. The total of what has been gained is split between the crew in the following fashion. The owner of the boat often gets 30-45% of the total haul while the rest is split between the ship's officers and crew.
For example here's the split of The Rampant:
Captain and Pilot: two full shares each
Master, boatswain (bosun), and gunner one and half shares.
All other officers one and a quarter shares.
Master Mariners 1 and a fifth share.
Able Seamen 1 share
Ordinary Seamen 1/2 share
2. Salary. A straight payment for their time and services. Average pay ranges from about 6-15 guilders per month for able seamen, master mariners get about 9-22 a month while mates and officers receive about 12-30 guilders and masters about 80 guilders per month with Captains and Pilots negotiating their own salary based on their skill and reputations.
Supplies
Food: 4 guilder and 75lbs per man per month. Up to 20 and 200lbs per man per month for officers.
Miscellaneous Supplies: 1k1x100 guilder worth of replacement supplies per voyage. Lines sail and timber will take up about 10% of the cargo space if you want to be fully stocked.
Weapons:
Heavy Cannons - (15lbs) - 1k1+5, Cost: 500-600 per cannon
Medium Cannons (10lbs) - 1k1+2, Cost: 200-400 per cannon.
Light Cannons (6lbs) - 1k1, Cost: 100-200 per cannon.
Pont Guns (2lbs) - 6k5 (personal) Cost: 120 per cannon
400 Guilder per ton of shot Each Cannon requires powder equal to the weight of the shot.
Swords will cost 15 guilder per peice though this is usually a one time investment as any successful boarding action won or repelled will give you plenty more.
Guns pistols or muskets will cost 20 guilder per piece and their shot counts as 10lbs of shot used per major engagement.
Jolly Boats
300 guilder per boat and each boat can carry 15 men or 5 men and a cannon. Costs 1 ton of cargo space per boat.
Miscellaneous Costs
"It's a shilling to tie up your boat here... and I'll need your name."
"Hows about we make it three shillings and we forget the name."
"Welcome to Port Royal; Mr. Smith."
Moorage Fees: 1-5 guilder per week depending on the port.
Taxes: 5-50% of the cargo's assessed value depending on what it is and where you are.
Bribes: Varies on what you are trying to get them to do and where you are.