Warship craft ship designs
Ramming Damage: The base damage dealt by the ship on a successful ramming attack (without a ram). If the ship is not in motion, it has an effective Dexterity of 0 (–5 penalty to CMD), and an additional –2 penalty to its CMD. To calculate the ship’s actual CMB and CMD, add the current pilot’s sailing skill modifier (or Wisdom modifier, if she is using that ability to drive the ship) to the ship’s base CMB. It also determines the maximum amount a ship can safely decelerate each round.ĬMB and CMD: The ship’s base CMB and CMD. If a ship has sails, it can move at double its maximum wind propulsion speed when it moves in the direction of the wind.Īcceleration: This is how fast a ship can increase its speed each round. When a ship has more than one means of propulsion, it may also have more than one maximum speed. Maximum Speed: This is the fastest that a ship can move. A ship is immune to most effects that require a Will saving throw (though pilots, crew members, and passengers typically are not). To determine a ship’s actual saving throw modifiers, add half the pilot’s sailing skill modifier (or half the pilot’s Wisdom modifier) to the ship’s base saving throw. All of the ship’s saving throws ( Fortitude, Reflex, and Will) have the same value. This line also lists the total hit points for the ship’s oars and sails, if any.īase Save: The ship’s base save modifier. Unlike other objects, ships do not take half damage from energy attacks, but do take half damage from all ranged weapons except siege engines. Ships do not have ability scores, and are immune to ability score damage or drain. A ship that sinks completely is considered destroyed. At 0 or fewer hit points, a ship gains the sinking condition. A ship that takes damage in excess of half its total hit points gains the broken condition. If the ship is not in motion, it has an effective Dexterity of 0 (–5 penalty to AC), and an additional –2 penalty to its AC. Touch attacks against a ship ignore its pilot’s sailing skill or ability modifier thus a ship’s base AC is its touch AC. To calculate the ship’s actual AC, add the current pilot’s sailing skill modifier (or Wisdom modifier, if she is using that ability to drive the ship) to the ship’s base AC. These are not included in the cost of the ship, nor are additions like rams or siege engines.ĪC and Hardness: The ship’s base Armor Class and hardness, based on its size, defenses, and its construction material ( hardness 5 for most wooden ships). Sometimes the description or the weapons section provides possible modifications for the ships. A ship’s width is always considered to be one square.Ĭost: The ship’s cost in gp. Squares: The number of 30-foot squares the ship takes up on the battle mat, followed by the ship’s actual dimensions. Size and Type: The size and type of the ship. GMs can use or alter the statistics below to create new ships for specific cultures or races to suit the needs of their individual campaigns. To represent the numerous distinctions of shape and size that exist between water-going vessels, the following stat blocks categorize several standard ship sizes and their respective statistics, including all water vehicles that characters can purchase. Use with other ship rules with caution.Ī vast variety of boats and ships exist in the real world, from small rafts and longboats to intimidating galleons and swift galleys. Note: The rules below are intended to be applied to ships and vehicles presented here.