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===Ship Types and Stats=== '''''Brigantine'''''</br> '''''Caravels'''''</br> '''''Cogs'''''</br> </br> '''''Galleons'''''. Are large, multi-deck ships which operates as armed cargo carrier. Galleons have three masts and use square sails on the foremast and mainmast and triangular sails on the aftmast.</br> '''Typical Price''': 30,000gp</br> <font size=4>GALLEON'''</br></font size> ''Gargantuan vehicle (160 ft. by 30 ft.)'' </br> '''Creature Capacity''' 80 crew, 100 passengers</br> '''Cargo Capacity''' 400 tons</br> '''Travel Pace''' 5 miles per hour (120 miles per day)</br> STR 24 (+7), DEX 5 (-3), CON 20 (+5), INT 0, WIS 0, CHA 0</br> '''Damage Immunities''' poison, psychic</br> '''Condition Immunities''' blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</br> <u>'''HULL'''</br></u> Armor Class 15</br> Hit Points 800 (damage threshold 20)</br> <u>'''CONTROL'''</u>: HELM</br> Armor Class 18</br> Hit Points 50</br> Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can’t turn.</br> <u>'''MOVEMENT'''</u>: SAILS</br> Armor Class 12</br> Hit Points 200; –10 ft. speed per 50 damage taken</br> Locomotion (water) sails, speed 45 ft.; 15 ft. while sailing into the wind; 60 ft. while sailing with the wind.</br> <u>'''WEAPON'''</u>: 12-POUND CANNON (12)</br> '''Armor Class''' 17</br> '''Hit Points''' 45</br> ''Ranged Weapon Attack'': +6 to hit, range 500/2000 ft., one target; ''Hit'': 22 (4d10) bludgeoning damage.</br> <u>'''WEAPON'''</u>: 18-POUND CANNON (8)</br> '''Armor Class''' 17</br> '''Hit Points''' 60</br> ''Ranged Weapon Attack'': +6 to hit, range 600/2400 ft., one target. ''Hit'': 33 (6d10) bludgeoning damage.</br> <u>'''ACTIONS'''</br></u> On its turn, the galleon can move using its helm. </br> It can also fire its cannons. If it has half its crew or fewer, it moves at half speed and can fire only half of its cannons.</br> </br> '''''Sloops'''''. Are single-masted ships with two or more triangular sails, fore and aft of the mast. Known for being quick and agile, sloops are a popular choice with pirates and smugglers. This type of ship also includes corvettes and cutters, which vary slightly from the typical sloop.</br> '''Typical Price''': 10,000gp</br> <font size=4>SLOOP</br></font size> ''Gargantuan vehicle (60 ft. by 20 ft.)''</br> '''Creature Capacity''' 20 crew, 10 passengers</br> '''Cargo Capacity''' 50 tons</br> '''Travel Pace''' 6 miles per hour (144 miles per day)</br> STR 18 (+4), DEX 8 (-1), CON 16 (+3), INT 0, WIS 0, CHA 0</br> '''Damage Immunities''' poison, psychic</br> '''Condition Immunities''' blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious</br> <u>'''HULL'''</br></u> '''Armor Class''' 15</br> '''Hit Points''' 250 (damage threshold 15)</br> <u>'''CONTROL'''</u>: HELM</br> '''Armor Class''' 18 </br> '''Hit Points''' 50</br> Move up to the speed of its sails, with one 90-degree turn. If the helm is destroyed, the ship can’t turn.</br> <u>'''MOVEMENT'''</u>: SAILS</br> '''Armor Class''' 12</br> '''Hit Points''' 100; –10 ft. speed per 25 damage taken</br> '''Locomotion (water)''' sails, speed 55 ft.; 15 ft. while sailing into the wind; 70 ft. while sailing with the wind.</br> <u>'''WEAPON'''</u>: 12-POUND CANNON (6)</br> '''Armor Class''' 17</br> '''Hit Points''' 45</br> ''Ranged Weapon Attack'': +6 to hit, range 500/2000 ft., one target; ''Hit'': 22 (4d10) bludgeoning damage.</br> <u>'''ACTIONS'''</br></u> On its turn, the sloop can move using its helm. It can also fire its cannons.</br> If it has half its crew or fewer, it moves at half speed and can fire only half of its cannons.</br> ====Ship Cannons==== The cannons on a ship come in a variety of sizes, from the small maneuverable guns found on the top deck to the heavy guns below. Cannons are made of cast iron, and are generally described by the size of the cannon ball they fire (the "pounder" referring to the cannon balls weight), ranging from the small 1-pounder swivel guns to the heavy 32-pounders guns.</br> The larger the ship, the greater the quantity and size of its cannons. Gunpowder is a mundane substance composed of sulphur, charcoal and potassium nitrate. As cannons are commonplace in this world, they replace the siege weapons found in a more traditional game.</br> A large keg of gunpowder (generally stationed by most guns) costs 125 gp and weights 25 </br>. '''Swivel Gun''' | 500gp | 100lbs | Crew Min 1 | ''Medium object'' :Damage 2d8 bludgeoning damage, Range 300/1,200ft. Each round weighs 1lb and cost 1gp. Each shot requires ¼lb gunpowder. '''Cannon, 9 pounder''' | 850gp | 1,500lbs | Crew Min 2 | ''Large object'' :Damage 3d10 bludgeoning damage, Range 400/1,600ft. Each round costs 2gp and each shot requires 2¼lb gunpowder per shot. '''Cannon, 12 pounder''' | 1,250gp | 2,200lbs | Crew Min 3 | ''Large object'' :Damage 4d10 bludgeoning damage, Range 500/2,000ft. Each round cost 3gp and each shot requires 3lb gunpowder per shot. '''Cannon, 18 pounder''' | 1,750gp | 3,700lbs | Crew Min 3 | ''Large object'' :Damage 6d10 bludgeoning damage, Ranged 500/2,000ft. Each round cost 5gp and requires 4½lb gunpowder per shot. '''Cannon, 24 pounder''' | 2,500gp | 5,500lbs | Crew Min 3 | ''Large object"" :Damage 7d10 bludgeoning damage, Range 600/2,400ft. Each round costs 7gp and requires 6lb gunpowder per shot. '''Cannon, 32 pounder'' | 4,000gp | 8,500lbs | Crew Min 4 | ''Large object'' :Damage 8d10 bludgeoning damage, Range 600/2,400ft. Each round costs 10gp and requires 8lb gunpowder per shot </br> NOTES</br> For fewer crew add +1 round to each action for each crew missing (min 1) </br> All cannons requires a round to reload, a round to aim and a round to fire as a standard ranged attack.</br> A swivel gun can be turned to attack nearly any target, but it is not recommended to fire across your own deck. Swivel guns are positioned on the top deck and can be easily moved around the deck. These weapons are designed to attack crew and sails.</br> Cannons are meant to fire at other ships and generally mounted facing one arch on the ship --bow, port, starboard and aft and can only fire in that direction.</br> Special Cannon Rounds :'''Chain and Bar Shot''' (18-pounder and higher). Two iron balls or two halves of a ball joined together by a chain or iron bar. Used to destroy rigging, boarding netting and sails. Range is one-half standard range and changes the damage to d8s (instead of d10s) slashing damage. Any creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d6 slashing damage. If the target is an object that has a size of Large or greater, it takes an additional 2d6 slashing damage. Double the Ammo cost for each shell, min 5gp. :'''Explosive Shell''' (all but swivel guns). A grenade like projectile that explodes and sends shrapnel everywhere. Uses base short ranged (no long range) with a 15 ft. sphere (DC 12) and change damage to d6s (instead of d10s) fire damage. A flammable object within the area of the shell ignites if it isn’t being worn or carried. Add +10gp and double the base price of each round. :'''Grapeshot or Canister Shot''' (18-pounds or heavier). Used against personnel, this is a canvas bags or cans filled with musket balls. When fired, the container breaks open, firing like a giant shotgun. Change range to 500ft and target to 20 ft. sphere AOE (DC 14) and change the damage to d6s (instead of d10s) bludgeoning and slashing damage. A successsful Dexterity saving throw halves the damage. Double the costs of each round. ====Ship Modifications==== The following ship improvements must be built and installed by a skilled shipbuilder in port.
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