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SHIP INFORMATION

SHIP INFORMATION

 

This page contains any/all vital information one might require when encountering or developing any of Arkuth's sea-fairing vessels. A complete listing, with pictures have been displayed below, along with the following legend to help explain the technical info shown under each ship type.

Legend

  • Size: General length and width of the vessel.
  • Sea Worthiness: Stability and durability (best being 18).
  • Propulsion: How the vessel is moved.
  • Speed: First number is movement per round, second is how far it can move in a day (24 hour period).
  • Maneuverability: Movement with sails / movement with oars. Worse to best; (awkward, poor, average, good, superior)
  • Cargo: Maximum storage displacement. How much cargo, weapons, and supplies a ship can carry.
  • Purpose: Primary Use
  • Crew: The (Minimum / Average / Maximum / Oar men) crew the ship requires or supports and the number of crew required to row the ship.
  • Beam: Width of the ship
  • Draft: The minimum depth of water necessary to float a ship.
  • Build Time: How long it takes to build a new one, and the cost.
  • Hull: (AC/hardness/HP)
  • Deck: (AC/hardness/HP)
  • Mast: (AC/hardness/HP)
  • Weapons: Number of large siege weapons a ship can carry / has space for on deck.

Caravel (pirate): This ship was sailed in late Medieval times and was the type of ship that is widely used in Arkuth by pirates. It normally has two or three masts and square sails. No oars are used. The typical caravel is 70 feet long and 20 feet wide. The normal crew is from 30 to 40 men. The average cargo displacement is 150-200 tons.

Quick Facts:

  • Size: (L) 70' long x 20' wide
  • Sea Worthiness: 15
  • Propulsion: Sail (2 or 3 masts)
  • Speed: 2 Masts 20ft (48 miles) / 3 Masts 30ft (72 miles)
  • Maneuverability: Poor (1d6+2)
  • Cargo: 150-200 tons
  • Crew: 15/30/50/0
  • Beam: 20ft
  • Draft: 5ft
  • Build Time: 5 months (30,000gp)
  • Hull: 5/5/45
  • Deck: 5/5/20
  • Mast: 5/5/25
  • Weapons: 1 large weapon

Carrack (war): The Carrack is seen rarely as a merchant ship, it's primarily seen on the Inner Sea as a warship of the richer nations. Its large size, cargo capacity, speed, and multiple weapons mounts, make it one of the most feared warships on the sea.

Quick Facts:

  • Size: (L) 115' long x 25' wide
  • Sea Worthiness: 15
  • Propulsion: Sail (3 masts)
  • Speed: 40ft (96 miles)
  • Maneuverability: Average (1d6+3)
  • Cargo: 350 tons
  • Crew: 50/120/300/0
  • Beam: 25ft
  • Draft: 6ft
  • Build Time: 7 months (40,000gp)
  • Hull: 5/5/45
  • Deck: 5/5/20
  • Mast: 5/5/25
  • Weapons: 3 large weapons

Coaster (merchant): Also called a round ship, this is a small merchant ship that hugs the coasts. This is a sailing ship, fitted with two masts and triangular sails. The average size is 60 to 70 feet long and 20 feet wide. The rudder hangs from one side. The crew is 20 to 30 men, and the cargo capacity is about 100 tons. Normally there is only a small sterncastle. A coaster is slow and not tremendously seaworthy, but it can carry large amounts of cargo with smaller crews than galleys.

Quick Facts:

  • Size: (L) 60-70' long x 20' wide
  • Sea Worthiness: 10
  • Propulsion: Sail (2 masts)
  • Speed: 20ft (36 miles)
  • Maneuverability: Poor (1d6+2)
  • Cargo: 100 tons
  • Crew: 12/25/40/0
  • Beam: 20ft
  • Draft: 5ft
  • Build Time: 5 months (30,000gp)
  • Hull: 5/5/45
  • Deck: 5/5/20
  • Mast: 5/5/25
  • Weapons: 1 large weapon

Cog (pirate): This ship is a larger, improved version of the coaster, able to make ventures into the open sea (It is widely used in Arkuth by pirates). Like the coaster, it is a sailing ship with one or two masts, but the cog employs square sails. It is about 75 to 90 feet long and 20 feet wide. The crew is only 18 to 20 men. There is normally one deck and both a fore- and stern- castle. The cargo capacities of cogs vary greatly, but the average is 100 to 200 tons.

Quick Facts:

  • Size: (L) 75-90' long x 20' wide
  • Sea Worthiness: 15
  • Propulsion: Sail (1 or 2 masts)
  • Speed: 1 Mast 10ft (24 miles) / 20ft (48 miles)
  • Maneuverability: Poor (1d6+2)
  • Cargo: 100-200 tons
  • Crew: 10/15/20/0
  • Beam: 20ft
  • Draft: 4.5ft
  • Build Time: 4 months (20,000gp)
  • Hull: 5/5/45
  • Deck: 5/5/20
  • Mast: 5/5/25
  • Weapons: 1 large weapon

Curragh (other): This is an early, primitive vessel. It is made from thick hides stretched over a wood-and-wicker frame. A single mast carries a small square sail, but the curragh is usually worked by oars. It is normally 20 to 40 feet long. The crew is approximately 6 to 8 and the cargo space is limited - no more than five tons.

Quick Facts:

  • Size: (L) 20-40' long x 8' wide
  • Sea Worthiness: 5
  • Propulsion: Sail and oar (1 mast)
  • Speed: 15ft (36 miles)
  • Maneuverability: Superior (1d6+5)
  • Cargo: 5 tons
  • Crew: 2/4/10/0
  • Beam: 8ft
  • Draft: 1ft
  • Build Time: 2 weeks (1,000gp)
  • Hull: 5/5/30
  • Deck: 5/5/10
  • Mast: 5/5/15
  • Weapons: none

Drakkar (war): The largest of the Viking longships is known as a drakkar or dragonship. Built for war, this ship stretches about 100 feet in length. Although a single mast can be raised, oars provide the main source of power. The crew of 60 to 80 men rows, one man to an oar. Up to 160 additional men can be carried for boarding and raiding. Due to its great size, a drakkar is not very seaworthy. This and the fact there is no space on board for many supplies (certainly not enough for 240 men) or sleeping quarters keep the drakkar close to the coast where it can put in for the night. Because of its cost and limited use, a drakkar is usually built by kings and rulers and is not used for the mundane task of shipping cargo.

Quick Facts:

  • Size: (L) 100' long x 20' wide
  • Sea Worthiness: 12
  • Propulsion: Sails and oars
  • Speed: 30ft (36 miles)
  • Maneuverability: Average (1d6+3)
  • Cargo: 40 tons
  • Crew: 20/80/180/60
  • Beam: 20ft
  • Draft: 2ft
  • Build Time: 4 months (20,000gp)
  • Hull: 5/5/45
  • Deck: 5/5/20
  • Mast: 5/5/25
  • Weapons: 1 large weapon, ram

Dromond (war/merchant): This ship is the largest of the Byzantine galleys. Although it boasts one or two masts and triangular sails, the main power comes from the 100 oars, 50 to a side. These oars are divided into an upper and lower bank, with one man per oar on the lower bank and three men on the upper bank. Thus, the total crew is about 200 men. The dromond is about 130 to 175 feet long and 15 feet wide, making it a very slender ship. The cargo capacity is around 70 to 100 tons. A dromond can be used both for shipping and war. As a warship, a ram projects from the front just above the water line. Castles are built fore, aft, and amidships as firing platforms. The cargo space is then taken up by marines. With such numbers of men, it is a very dangerous ship to attack. A dromond is not a seaworthy craft, however, and usually sails in sight of shore. They beach at night like all galleys, since supplies and sleeping accommodations are very limited.

Quick Facts:

  • Size: (L) 130'-175' long x 15' wide
  • Sea Worthiness: 10
  • Propulsion: Sails and oars
  • Speed: 40ft (48 miles)
  • Maneuverability: Poor (1d6+2)
  • Cargo: 100 tons
  • Crew: 170/250/400/200
  • Beam: 15ft
  • Draft: 4ft
  • Build Time: 4 months (20,000gp)
  • Hull: 5/5/50
  • Deck: 5/5/20
  • Mast: 5/5/25
  • Weapons: 3 large weapons, ram

Galleon (war): This is the largest and most advanced sailing ship that might be available in the AD&D game. It is a sail-driven ship with three or four masts. There are normally three through decks (running the length of the ship), while the castles fore and aft have two decks. The average size is about 130 feet long and 30 feet wide. Crews average about 130 men. Although cargo capacity is about 500 tons, a galleon is mainly used as a warship. (In the real world they were fitted with cannons, they are NOT in Arkuth, but are rather fitted with siege equipment.) They can easily carry men equal to their tonnage, making capture by pirates nearly impossible.

Quick Facts:

  • Size: (L) 130' long x 30' wide
  • Sea Worthiness: 18
  • Propulsion: Sails (3 or 4 masts)
  • Speed: 3 Masts 30ft (72 miles) / 4 Masts 50ft (120 miles)
  • Maneuverability: Average (1d6+3)
  • Cargo: 500 tons
  • Crew: 80/200/500/0
  • Beam: 30ft
  • Draft: 8ft
  • Build Time: 9 months (50,000gp)
  • Hull: 5/5/60
  • Deck: 5/5/25
  • Mast: 5/5/30
  • Weapons: 4 large weapons

Great Galley (war/merchant): Built during the late middle ages, the great galley is an improved version of the dromond. It is slightly smaller than the dromond, about 130 feet long and 20 feet wide. The main power comes from 140 rowers, one man to an oar, but is supplemented by three masts; this combination gives it better speed and handling. The cargo capacity is 150 tons. When outfitted as a warship, the front end is built as a ram and marines are carried instead of cargo. Like all galleys, the great galley is a coastal vessel, rarely venturing into open water. It is not seaworthy in heavy storms and waits in port for these to pass.

Quick Facts:

  • Size: (L) 130'-175' long x 20' wide
  • Sea Worthiness: 12
  • Propulsion: Sails and oars
  • Speed: 40ft (48 miles)
  • Maneuverability: Average (1d6+3)
  • Cargo: 150 tons
  • Crew: 40/180/200/140
  • Beam: 20ft
  • Draft: 4.5ft
  • Build Time: 5 months (30,000gp)
  • Hull: 5/5/40
  • Deck: 5/5/20
  • Mast: 5/5/25
  • Weapons: 3 large weapons, ram

Knarr (merchant): This small ship was a common cargo ship of the Scandinavian region. It is 50 to 75 feet long and 15 to 20 feet wide. It has a single mast and a square sail. In times of poor wind, a few oars at the bow and stern can provide more power. The crew ranges from 8 to 14 men. The cargo capacity is small, anywhere from 10 to 50 tons. The ship is, however, relatively seaworthy and can be used to make long sea voyages (although it cannot be called comfortable). Its flat bottom makes it useful for sailing up rivers and estuaries, and it can be beached easily.

Quick Facts:

  • Size: (L) 50'-75' long x 15'-20' wide
  • Sea Worthiness: 15
  • Propulsion: Sails and oars
  • Speed: 30ft (36 miles)
  • Maneuverability: Good (1d6+4)
  • Cargo: 40 tons
  • Crew: 8/10/14/12
  • Beam: 15ft
  • Draft: 2ft
  • Build Time: 1 month (8,000gp)
  • Hull: 5/5/30
  • Deck: 5/5/10
  • Mast: 5/5/15
  • Weapons: 1 small weapon

Longship (war): This is the standard Viking warship. It is more substantial than the knarr but not nearly as massive as the drakkar. An average longship is 75 feet long with 20 to 25 oars per side. Each oar is worked by a single man for a total crew of 40 to 50 men. There is also a single mast and a square sail. In addition to the crew, the ship can carry 120 to 150 men. A longship can be used for shipping, but its cargo capacity is only about 50 tons. It is, however, fairly seaworthy and can sail across the open sea when necessary.

Quick Facts:

  • Size: (L) 75' long x 15' wide
  • Sea Worthiness: 15
  • Propulsion: Sails and oars
  • Speed: 30ft (36 miles)
  • Maneuverability: Good (1d6+4)
  • Cargo: 50 tons
  • Crew: 40/70/140/40
  • Beam: 15ft
  • Draft: 2ft
  • Build Time: 1 month (15,000gp)
  • Hull: 5/5/45
  • Deck: 5/5/20
  • Mast: 5/5/25
  • Weapons: 1 large weapon, ram

Elven War Trimaran (war): This is the standard Elven warship. It usually boasts 2 or 3 masts and large triangular sails. An average trimaran is 75 feet long. In addition to the crew, the ship can carry up to 20 tons of cargo, which may seem low compared to similar sized ships, but its more then made up for with speed. The Trimaran is also a very seaworthy vessel and is difficult to capsize or sink and can easily sail across the open sea when required to do so.

Quick Facts:

  • Size: (L) 75' long x 40' wide
  • Sea Worthiness: 18
  • Propulsion: Sails (2 or 3)
  • Speed: 2 Masts 50ft (120 miles) / 3 Masts 75ft (180 miles)
  • Maneuverability: Awkward (1d6+1)
  • Cargo: 20 tons
  • Crew: 8/12/18/0
  • Beam: 40ft
  • Draft: 4ft
  • Build Time: 5 months (35,000gp)
  • Hull: 5/5/45
  • Deck: 5/5/20
  • Mast: 5/5/25
  • Weapons: 2 large weapons

Gnomish Airship (merchant): Perhaps one of the greatest inventions in all Arkuth, the gnomish airship has no sails, nor any oars, yet is the fastest ship to sail the realm. The airship is somewhat similar to a Caravel in size, yet it cannot carry nearly the same amount of cargo or crew due to it's airborne flight requirements. The ship has a single balloon, made from various animals hides, special cured oils and quadruple stitched seams. The balloon is kept constantly inflated by a furnace-like contraption that burns the exotic firerocks found in northern RaylnKorme and thus forcing hot air into the main gullet. This vessel is mainly used for importing and exporting goods from around the realm. Its cargo capacity is limited to 15 tons. It is, however, not a seaworthy vessel and cannot sail across the open seas.

Quick Facts:

  • Size: (L) 75' long x 40' wide
  • Sea Worthiness: N/A
  • Propulsion: Air Balloon
  • Speed: 75ft (180 miles)
  • Maneuverability: Good (1d6+4)
  • Cargo: 15 tons
  • Crew: 3/8/25/0
  • Beam: 40ft
  • Draft: 0ft
  • Build Time: 5 months (50,000gp)
  • Hull: 5/5/45
  • Deck: 5/5/20
  • Mast: 5/5/25
  • Weapons: 2 large weapons at the expense of 5 tons of cargo space.

Ship Weaponry

Weapon Cost Damage Critical Range Weight Crew
Ballista 500gp 3d6 19-20/x3 120 yrds 800lbs 1
Ballista bolt 1gp --     9lbs  
Catapult, heavy 800gp 6d6   200 yrds (min 100yrds) 2,400lbs 4
Heavy shot 1gp --     50lbs  
Catapult 550gp 4d6   150 yrds (min 100yrds) 1,500lbs 3
Shot 1gp --     25lbs  
Catapult, light 400gp 3d6   100 yrds (min 50yrds) 800lbs 2
Light shot 1gp --     20lbs  
Ram 300gp 5d6   N/A 120lbs  

*Ballista’s and light catapults are considered light ship weapons. Heavy and normal catapults are large weapons ship weapons. 2 light ship weapons can be substituted for one large ship weapon.

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