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Ship Outfitting

Ship classes provide the majority of a ship's stats, setting Hp, speed tiers, and available mounting points. These mounting points can be customized to give each ship unique style and strategy as it sails the seven seas, and outfitting a ship with weapons and enhancements is important for finding any amount of sailing success. The mounting sites on a ship represent sections of the ship that are designed to accept weapons or are available for modification and enhancement. These mounting sites come in three types represented by letters, and each type of mounting site can only be equipped with a certain type of ship equipment. These types are:
  • E - Enhancement site: Enhancement points can be mounted with Enhancements, which may add to a ship's defenses, give bonuses to certain rolls, or modify its movement or actions.
  • L - Light equipment site: Light equipment points can be mounted with light weapons or other equipment. In many cases, light weapons are responsible for the majority of a ship's damage, and these weapons can be moved and exchanged freely to experiment with new strategies.
  • R - Reinforced equipment site: Reinforced equipment points can only be mounted with Heavy ship equipment. They can be heavy weaponry like artillery, spell foci, or even construction features that drastically change how a ship functions. These are so large and powerful that they must be built into the frame of the ship upon construction, and so cannot be removed or exchanged without disassembling the ship.
  Adding or removing outfitting may only be performed in a shipyard where there are the necessary tools and structures to properly mount weapons and equipment. While equipment may be removed from a ship outside of a shipyard, the process takes a full 24 hours of work and the removed equipment is incredibly bulky - with Enhancements weighing 20 tonnes and Light equipment weighing 30 tonnes. Heavy equipment cannot removed from a ship without disassembling it, cannot be mounted to an existing ship, and can only be outfitted to a ship during its construction. Ship equipment may be purchased at shipyards (though most shipyards will have a paltry inventory), traded for during voyages, or looted from islands and shipwrecks.   When a ship first becomes Crippled during combat, a random piece of outfitting breaks. A broken piece of outfitting cannot be used as normal, and provides no benefit to its ship until repaired. To repair a piece of broken outfitting, a ship has 2 options. First is to dock at a shipyard and pay to repair the outfitting. Second, if the ship has a carpenter it can spend an amount of repair supplies determined by the DM over the course of a long rest to repair the outfitting.   A full listing of available ship equipment is below.  

Enhancements

Intuitive Ritual Platform: The ship is organized according to the ancient Dragonborn art of Elemental Alignment in order to promote the steady flow of magical energy to the ship's spell foci. If the outfitted ship is a ship class of Longuo construction, the ABS cost of the Cast Spell action is halved.   Flexible Keel: Having evolved in tight rivers and ice filled waters, clever Dwarven craftsmanship has made the boat resistant to head-on collisions such as ramming attacks. If the outfitted ship is a ship class of Dwarven construction, it takes half damage from inter-ship collisions that occur during its turn.   Sustainable Food Source: Cleverly hitched nets, rainwater capture devices, and even letting griffon runways act as farmland and pasture allows Elvish made ships to travel without fear of thirst or hunger. If the outfitted ship is a ship class of Elvish construction, it produces enough food and water each week to sustain its entire compliment of crew, passengers, and onboard creatures.   Hidden Cargo Compartments: With queen and church holding such high and strict standards for the traders of their land, it was only natural that Peutian craftsmen began crafting ships with smuggling compartments. If the outfitted ship is a ship class of Peutian construction, its cargo capacity is increased by 10*grade factor and it has advantage on stealth checks made to conceal cargo.   Streamlined Outriggers: Long a staple of Halfling boat construction, the ship has sleek, buoyant outriggers that enable it to take tight turns without listing or capsizing. If the outfitted ship is a ship class of Halfling construction, the ABS cost of the Turn action is halved and it may take the Turn action any number of times in a row without needing to move a tile in between turns.   Customized Rigging and Instruments: A trend initially begun by pirates, Alqursani built ships are modified to make the ship lighter, but are also built with customization in mind so that the crew can tailor the ship to match their personal preference, making actions aboard ship easier. If the outfitted ship is a ship class of Alqursani construction, when it rolls a 1 on attack rolls, saving throws, or the Look Alive action it may re-roll the die. It must use the new roll, even if it is a 1.   Treated Stone Hull: The tremendous engineering feats of Meuhtoctona allow them to construct the hulls of ships from cold, hard, durable stone which is specially treated to avoid erosion in the water. Such ships are famously durable. If the outfitted ship is a ship class of Meuhtoctonan construction, its armor class is increased by 1 and it has resistance to fire damage.   Pre-Treated Weapons: Parthenian ships have long been hunting prey faster than the sailing vessels of the surface, and as such the ships built by their people have mounting sites designed to make the first shots count. If the outfitted ship is a ship class of Parthenian construction, it has advantage on the first weapon attack made by each weapon during combat.   Reinforced Double Hull: The ship has a second, thick outer hull that, when combined with the inner hull, is nigh impenetrable to most attacks. The ship's armor class is increased by 2. A ship may only have one enhancement with "Reinforced" in its name at a time.   Reinforced Timbers: The inner frame of the ship has been cross-braced and reinforced with iron brackets to increase its durability. The ship's armor class is increased by 1 and its Hp is increased by 4 its constitution modifier times its grade factor. A ship may only have one enhancement with "Reinforced" in its name at a time.   Reinforced Gunwale: The sides of the ship have been reinforced with iron splints to defend against fire flying horizontally. The ship has resistance to Raking damage. A ship may only have one enhancement with "Reinforced" in its name at a time.   Reinforced Topdeck: The top deck of the ship has been reinforced with metal sheets to defend against fire flying vertically. The ship's armor class is increased by 1 and it has resistance to Plunging damage. A ship may only have one enhancement with "Reinforced" in its name at a time.   Reinforced Chambers: The interior chambers of the ship have been reinforced with iron banding to prevent explosions in one room from affecting the next. The ship's armor class is increased by 1 and it has resistance to Explosive damage. A ship may only have one enhancement with "Reinforced" in its name at a time.   Blessing of Protection: A holy artifact that was handcrafted and blessed by clerics over the course of years is attached, along with its blessing, to the ship. The ship's armor class is increased by 1 and it gains a +1 bonus to all saving throws.   Insulated Icebreaker: A sharp metal plow attached to the keel of the ship, and insulation along its lower hull enables it to break through obstacles and cope easily with colder climes. The ship has resistance to cold damage and takes 1d6 less damage from collisions.   Lightning Rods: Thick copper wires stretch from the tips of the mast, down into the ocean, deflecting electricity before it can harm the ship. The ship has resistance to thunder damage and is immune to lightning, both natural and magical.   Fire Retardant Coating: The surface of your ship is regularly coated with a material that prevents it from catching fire - easily. The ship has resistance to fire damage.   Foghorn: Originally designed to prevent ships from losing their sense of direction in low visibility conditions, modern foghorns include a bellows to literally blow smoke and gas off of the deck. The ship may take a Look Alive action to reduce the number of rounds it is Blinded by an effect by 1, and can signal other ships even when either or both are Blinded.   False Flag Repertoire: The ship keeps a stock of up to date flags used for identification and signaling as used by every nation and corporation it can get its hands on. The ship has advantage on Deception checks and stealth checks made to disguise its identity.   Oar Ports: The ship has a dedicated set of seats and portholes near the water's edge for rowing, giving the ship a bit of extra speed at the cost of manpower. During its movement the ship may use the Row action. At a cost of 4*grade factor ABS, the ship's speed is increased by 2 until the end of its turn.   Studding Sails: The ship has a set of tertiary sails that can be extended from the masts to increase the speed of the ship. The ship's max speed increases by 1.   Integrated Weapons Platform: The ship's weapons have flags and call-signs to to make coordinating barrages between different weapons as easy as lighting the touch-hole. When this enhancement is fitted to the ship, select one of the ship's weapons mounted to a light mounting site. Whenever this weapon is fired, the ship may fire another weapon mounted to a light mounting site for its ABS cost as part of the same action.   "Sitting Duck" Aiming Platform: The mounting of the ship's weapons has been modified to make it easier to aim at targets that it has successfully grappled. The ship has advantage on attack rolls against targets that it is grappling.   False Hull Canvas: The ship is equipped with a painted canvas that can be draped over the side of the hull to conceal its guns, letting it better get the jump on its opponents. The ship has advantage on initiative rolls.   False Cannon Ports: The ship's hull is decorated with fake wooden cannon ports to fool enemy ships into thinking it is better armed than it actually is. The ship has advantage on intimidation checks.   Advanced Instruments:   Bilge Pump: The ship's lower decks are equipped with bilge pump which is able to pump massive quantities of water out of the ship's hold in the event of flooding. Whenever the ship uses the Look Alive action to remove the flooded condition, it removes twice as many levels of flooded on a successful check.   Coated Upper Rigging: The blocks and ropes higher up on the mast are cased in brass or coated with pitch to keep them from breaking or going afoul. Whenever the ship would gain X tangled, it instead gains X-1 tangled.   Quick Release Yard Lines: The halyard ropes that hold up the yards of your sails are affixed to pins specially designed to be let loose quickly without needing to fuss. Once per combat, the ship may make a single raise/lower sails action to instantly set its current speed to its top speed.   Waterline Hull Plating: The ship's hull below the waterline is covered in thin sheets of copper to defend against barnacles, sea monsters, and bolts of parthenian fire. The ship is immune to sea-borne parasites, and has +2 armor class against attacks from submerged entities.   Watertight Compartments: The lower decks of your ship are divided into sections that can be sealed, preventing flooding in one compartment from overwhelming the ship. The ship now sinks when it reaches a Flooded level of 7 (rather than 5), and the first time each long rest that the ship would gain a Flooded level greater than 3 as a result of the Flooding condition, it loses the Flooding condition.   Structural Overhaul: The interior walls and floors of the ship are engineered to be easily moveable, preventing them from getting in the way of repairs. The ship now has 2 repair thresholds at 1/3 and 2/3 of its Hp instead of 3 at 1/4, 1/2, and 3/4 of its max HP. It also gains 1 additional Hp when repaired with supplies using the Make Repairs action.    

Light Equipment

Weapons

Every weapon has six attributes which determine its effectiveness in combat and the manner in which it makes attacks.   Range: The weapon can only make attacks against targets which are within this many tiles of it.   Angle: Because all weapons are mounted to the side, back, or front of the ship, the direction they are pointing is dependent upon the current direction of the ship. If a weapon is unable to point and aim at a target from the direction it is pointing, it cannot perform an attack. Each weapon belongs to class of angles they can point when facing some direction: Narrow, Wide, and Full. Weapons with a Narrow angle are unable to aim at targets not directly in front of where they are pointing, weapons with a Wide angle have more leeway, and weapons with a Full angle can hit targets in a full 360 degrees. Below are some image examples of how to visualize the tiles each angle class can hit depending on where it is mounted.
  Damage: When a weapon attack hits a target, roll these damage dice and add the ship's dexterity modifier to determine the damage that the target takes from the attack. The damage will also list the type of damage dealt by the attack. In ship combat, the physical damage types are no longer bludgeoning, slashing, and piercing, but are instead Raking (fire flying across the target), Plunging (Fire falling down onto the target), and Explosive (An explosion that damages regardless of how the projectile flew). Some weapons also exist to deal non-physical damage types like Fire and Cold.   ABS Cost: When taking a Fire Weapon action, this many ABS must be spent to attack with this weapon.   Attributes: Much like normal weapons, ship weapons have attributes that affect how they work These attributes are listed below.
  • Clumsy - This weapon is awkward to operate or reload, and cannot fire consistently. When a Clumsy weapon is fired, it cannot be fired during the ship's next turn.
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  • Deadly - This weapon is effective at dealing damage to personnel as well as ships. A Deadly weapon may be used to target the crew of a ship instead of the ship itself. If it hits, roll damage as normal. A number of ABS in the target crew equal to half of the damage dealt rounded down become wounded sailors and cannot be used to perform actions.
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  • Declination - This weapon can be easily tilted downwards to target underwater foes. Attacks against Submerged entities made with weapons that have this attribute do not have disadvantage .
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  • Inclination - This weapon can be easily tilted upwards to target airborne foes. Attacks against Flying entities made with weapons that have this attribute do not have disadvantage.
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  • Precise - This weapon cannot simply be pointed at the target, and must be aimed by either more precise means, or instinct. When making an attack with a Precise weapon, the ship may use either its Dexterity or Wisdom modifier for the attack and damage rolls. It must use the same modifier for both rolls.
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  • Ramming - This weapon cannot be fired at range, but instead can only make a melee attack when the ship collides with target during its turn. The rules for collisions and ramming can be found on the Ship Combat page.
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  • Raw - This weapon almost uses more brute force than it does accuracy. When making an attack with a Raw weapon, the ship may use either its Dexterity or Strength modifier for the attack and damage rolls. It must use the same modifier for both rolls.
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  • Special - This weapon is designed to perform a secondary action when it hits its target. The full rules for the effects of a Special weapon can be found in its full description.
  With all of that in mind, here is the list of all ship weapons that can be mounted to light mounting sites:
NameRangeAngleDamageABS CostAttributes
Barbed Figurehead1d8 Raking12Ramming, Special
Blast Cannon2Wide1d4 Explosive6Raw
Canister Shot Cannon6Wide2d4 Raking12Raw
Chain Cannon6Narrow1d4 Raking10Special
Crude Cannon6Narrow1d4 Raking10
Double Cannon6Narrow2d6 Raking12Clumsy
Explosive Ramming Head1d10 Explosive10Deadly, Ramming, Special
Flak Cannon6Wide1d6 Explosive10Deadly, Inclination
Flame Thrower2Narrow1d8 Fire12Clumsy, Special
Grapeshot Cannon2Narrow2d4 Raking10Deadly
Grappling Harpoon6Narrow1 Raking8Special
Grenade Lobber10Narrow1d6 Explosive10
Heavy Cannon6Narrow1d8 Raking10
Iron Ramming Head1d6 Raking8Ramming
Lead Cannon2Narrow1d12 Plunging12Clumsy, Raw
Light Ballista10Wide1d4 Raking8Declination, Inclination, Precise
Light Cannon6Narrow1d4 Raking6
Parthenian Fire Tubes2Narrow1d6 Fire10Special
Ramming Ramp1d8 Raking12Ramming, Special
Shot Lobber10Narrow1d4 Plunging8
Spear Array6Narrow2d4 Plunging10Declination, Precise
Threaded Mortar10Narrow1d6 Plunging10Precise
  Barbed Figurehead: Barbs and claws built into the figurehead cause it to get stuck in the target after ramming. When this weapon lands a successful ramming attack, the target is Grappled DC 12.   Blast Cannon: A small, wide, and simple to use cannon loaded with a crude explosive charge that relies on raw explosive power.   Canister Shot Cannon: Designed to be loaded with a canister containing multiple smaller balls, this cannon hits a slightly wider area with great force.   Chain Cannon: This cannon is designed to be loaded with chain shot, a special type of cannonball which is composed of two halves connected by a chain a few feet in length. These shots are aimed high, and are designed to destroy rigging and sails. When this weapon lands a successful attack, if the target is a ship its current speed tier is reduced to the next lowest tier.   Crude Cannon: A poorly made cannon, constructed and fired with less than ideal materials and ammo.   Double Cannon: Two medium sized cannons attached to each other. Their construction allows them to be fired together, and disperses gas from the explosion out the sides, but they are difficult to reload.   Explosive Ramming Head: Attached to the figurehead is a disposable explosive charge that detonates upon impact with the target. Because of the volatile and disposable nature of the weapon, the explosive charge takes time and manpower to replace. When this weapon lands an attack, it cannot be used again in this way until a short rest has elapsed.   Flak Cannon: This cannon launches an explosive charge which detonates midair and scatters shrapnel in all directions. Originally developed to defend against griffon attacks, pirates discovered its efficacy scarcely diminishes when aimed at enemy sailors.   Flame Thrower: Far from a conventional weapon, this awkward "cannon" uses pneumatic pressure to shoot streams of ignited oil at its targets, potentially starting fires. When this weapon lands an attack against a ship, the target becomes Burning 1.   Grapeshot Cannon: A short barreled cannon loaded with packages of pistol balls and fired with high spread. It is designed to do high damage to enemy personnel at close range.   Grappling Harpoon: Developed for large game fishing such as whaling, pirates discovered that by reinforcing the rope and tip and firing it at a higher speed, it could be used to grapple enemy ships as well as sea creatures. When this weapon lands an attack, the target is Grappled DC 13.   Grenade Lobber: This cannon uses very little powder, as the explosive grenades it fires at targets are incredibly light compared to conventional iron shot.   Heavy Cannon: This robust, versatile, wide bore cannon delivers admirable damage at medium range, and is a staple of National Navies across Orentia.   Iron Ramming Head: A stout iron head attached to the reinforced figurehead designed to deliver bludgeoning blows to the ships it rams.   Lead Cannon: Occasionally called "the cauldron" because of its remarkably short barrel and incredibly wide bore, this cannon fires massive, heavy balls of lead at targets.   Light Ballista: Valued for its incredible versatility in aiming, this weapon uses no powder - instead using tensioned ropes and machinery to fire its iron bolts incredible distances.   Light Cannon: A small and incredibly efficient cannon, its small bore and low damage are made up for by how quick and easy it is to load and fire.   Parthenian Fire Tubes: These cylinders are loaded with alchemical cartridges that fire bolts of green parthenian fire, famed for its ability to stick to targets like mucus and burn even underwater. The alchemical recipe for parthenian fire is one closely guarded by the Parthenian states and its purveyors on the black market. This weapon can be fired by a Submerged ship without needing to Emerge. When this weapon lands an attack, the target has a 50% chance of becoming Burning 1.   Ramming Ramp: A ramming head that features a broad, flat platform across its top, allowing for sailors to easily climb across it and board the enemy ship. When this weapon lands an attack, the ship has advantage on Board Enemy Vessel rolls for the rest of its turn.   Shot Lobber: A small, simple cannon with a long barrel, it can drop shot on targets from a great range despite its lackluster damage.   Spear Array: A rack of small metal tubes, each loaded with a small amount of powder and a sharpened iron spike. Though trickier to aim than some cannons that load balls, it fires numerous projectiles at once and is no less effective.   Threaded Mortar: A long, thin barrel without a priming vent. It is aimed upwards, and its specially crafted cartridge ignites as it hits the base of the barrel, launching its shot in an arc that covers a tremendous distance.    

Non-Weapons

Not all boats are for fighting, and there are many pieces of equipment intended for civilian use that fit light mounting sites. A list of these is found below.
EquipmentPrice
Bulk Passenger Rooms
Cargo Netting
Deep Fishing Net
Heavy Duty Deep Net
Heavy Duty Surface Net
Seafloor Trap Equipment
Seafloor Trawling Net
Surface Fishing Net
Luxury Passenger Rooms
Magical Diving Gear
Mechanical Diving Apparatus
  Bulk Passenger Rooms: A series of small rooms with bunk hammocks and chests, designed to provide 10 passengers with a modicum of privacy as they travel.   Cargo Netting: A series of ropes and nets secured to mounting points on the upper decks and walls allows for extra cargo to be stored even outside of its designated areas. Increases the Cargo Capacity of the outfitted ship by 10.   Deep Fishing Net: The equipment needed to use a large fishing net that covers a large area in deeper waters. Used to catch tiny or small fish in the twilight zone, up to 1000 meters deep.   Heavy Duty Deep Net: The equipment needed to use a large, reinforced fishing net that covers a large area in deeper waters. Used to catch medium fish in the twilight zone, up to 1000 meters deep.   Heavy Duty Surface Net: The equipment needed to use a large, reinforced fishing net that covers a large area in shallow waters. Used to catch medium fish in the sunlight zone, up to 200 meters deep.   Seafloor Trap Equipment: The equipment needed to drop and collect trap boxes required to catch crustaceans and other bottom feeding organisms. Can be used at any depth the fisherman dares disturb.   Seafloor Trawling Net: The equipment needed to drop and pull a seafloor trawling net, able to catch tiny or small fish, crustaceans, and other bottom feeding organisms. Highly disruptive to native flora and fauna. Can be used at any depth the fisherman dares disturb.   Surface Fishing Net: The equipment needed to use a large fishing net that covers a large area in shallow waters. Used to catch tiny or small fish in the sunlight zone, up to 200 meters deep.   Luxury Passenger Rooms: A couple of medium sized chambers with swinging beds, cabinets, lockboxes, dining areas, and washrooms, designed to provide 4 passengers as much comfort as possible as they travel.   Magical Diving Gear: Expensive and rare enchanted equipment that allows up to 6 individuals to swim underwater and walk along the seafloor without fear of drowning. These individuals must wear magical headgear and magical shoes.   Mechanical Diving Apparatus: Cumbersome and mechanically operated, this equipment consisting of pumps, lines, and bulky suits allows up to 6 individuals to walk along the seafloor without fear of drowning. These individuals must wear a clunky airtight leather suit with heavy iron soles and a brass helmet that has a glass viewport. These suits have fresh air pumped into them through tubes from the machinery on the ship above. These individuals must take off all other equipment save for jewelry to wear the suits.  

Heavy Equipment

Weapons

NameRangeAngleDamageABS CostAttributes
Clustered Gun Array6Narrow3d6 Raking24Raw
Crushing Jaws3d6 Plunging24Ramming, Clumsy
Double Heavy Cannons10Narrow2d10 Raking24Clumsy
Explosive Shell Cannon10Wide2d6 Explosive20
Frost Launcher6Wide2d8 Cold20
Heavy Harpoon Cannon6W1d4 Raking16Special
Heavy Ballista14Full1d10 Raking16Declination, Inclination, Precise
Heavy Flame Thrower2Narrow1d12 Fire20Special
Lagrange Blower10Narrow2d4 Raking20Deadly
Lead Artillery14Full1d12 Plunging20Precise
Leaden Ramming Clamp1d8 Raking20Ramming, Special
Lightning Coil2F3d6 Thunder20Inclination
Mine Laying AparatusFull2d10 Explosive20Declination, Special
Smoke Shell Cannon10Wide1d10 Plunging20Special
  Clustered Gun Array: A series of six medium weight guns, connected to fire in an almost simultaneous barrage that outputs incredible force.   Crushing Jaws: A massive, heavy, bear trap-like structure attached to the front of the ship. When used as part of a ramming maneuver, these jaws snap shut on their target with enough force to turn some smaller ships into firewood.   Double Heavy Cannons: Two long, massive cannons with a heavy bore built into a single assembly that can put out serious firepower at an impressive range despite its slow reloading.   Explosive Shell Cannon: A massive cannon able to fire a shell with considerable explosive power at great range.   Frost Launcher: An unconventional catapult-like device that loads and fires glass balls filled with a dangerous alchemical solution that violently freezes when exposed to air or water.   Heavy Harpoon Cannon: A massive ballista firing a huge barbed harpoon that is attached by a large iron chain to a massive mechanical winch. When this weapon lands an attack, the target is Grappled DC 15. On subsequent turns while the target remains grappled, the ship may "fire" this weapon again at half of its ABS cost to reel in the Grappled target, moving it one tile closer to the ship.   Heavy Ballista: A gigantic ballista with four arms in a cross shape. It is mounted on a platform that can rotate a full 360 degrees. Combined with its outlandish range, this weapon has unparalelled targeting versatility.   Heavy Flame Thrower: This massive fire spewing aparatus can launch multiple streams of burning oil from its mouth without interruption thanks to its large fuel tanks. Unlike its smaller version, it does not need to reload and can set a ship ablaze in seconds, but cannot reliably target enemy crews. Whenever this weapon lands an attack, the target becomes Burning 2.   Lagrange Blower: A large cannon with a deceptively small bore, it is fed handfuls of pistol balls, iron scrap, and sharpened metal disks from a funnel while its operators rapidly load and fire its simple, messy ignition chamber. The result is a deadly spray of ammunition at a remarkable fire rate that can tear apart enemy crews.   Lead Artillery: A vertical cannon tube, loaded with heavy lead shot from a hatch. It can be rotated and angled in any direction, and drops powerful shots onto targets at a ridiculous range.   Leaden Ramming Clamp: Shaped like a long beak, this ramming head penetrates target ship interiors during ramming attacks, and follows up by clamping its two halves down onto the target's decks with powerful springs, and detatching from its ship and dropping its full weight onto the side of the target and knocking it off balance. When this weapon lands an attack, the target becomes Listing for 1d3 rounds.   Lightning Coil: A complex and dangerous machine made of towering copper coils. When revved up, it begins to arc electricity into its platform, electricity that can only be directed by firing containers of copper balls at the targets and convincing the random lightning strikes generated by this weapon to connect with them.   Mine Laying Aparatus: Mounted to the interior of the ship along the back or side, this aparatus lets the ship drop stationary mines into the ocean, acting as explosive traps to other, unsuspecting vessels. Whenever this weapon makes an attack, the ship may create a permanent mine on its tile or a tile adjacent to it. This mine is Submerged, and has a static Stealth roll of 10 to avoid notice. It will last up to one year in this location, and has a 50% chance to explode on its own during each subsequent year.   Whenever another ship or entity of similar size enters that tile, the mine explodes and deals 2d10 + the laying ship's Strength modifier explosive damage to that ship or entity.   This weapon can also be used to make conventional ranged weapon attacks against Submerged entities adjacent to the ship by dropping explosive charges directly into the water.   Smoke Shell Cannon: This cannon fires an explosive shell that contains a reactive alchemical agent. After the shell has exploded, the agent coating the inside of the shrapnel will react with the air around it, creating a dense, grey smoke that obscures sight. When this weapon lands an attack, the target becomes Blinded until the end of its next 1d2 turns.    

Non-Weapons

NamePrice
Arcane Focus
Divine Focus
Griffon Runway
Heavy Cargo Deck Mounting
Occult Focus
Submersible Veil
Whaling Deck
  Arcane Focus: A powerful arcane artifact attached to runes and instruments to facilitate the casting of spells and attuned to the ship. The ship may take the Cast Spell action to cast any spell from the foci's pool of spells, unique to each foci. This pool is replenished only upon taking a long rest. Arcane spell foci usually offer offensive spells used to damage and bewitch foes.   Divine Focus: A powerful divine artifact connected to an altar to facilitate the casting of spells and attuned to the ship. The ship may take the Cast Spell action to cast any spell from the foci's pool of spells, unique to each foci. This pool is replenished only upon taking a long rest. Divine Spell foci usually offer defensive spells used to protect and heal the ship, its crew, and allies.   Griffon Runway: A long stretch of fresh earth and grasses used to pasture griffons aboard the ship. Griffon riders can be sent on a sortie to scout or attack far from the ship itself, allowing the ship to expand its reach. While a Griffon Runway may support a dozen or more Gryffons, it can only support a number of active sorties at once equal to the ship's grade factor. While on a sortie, griffon riders act independently on the ship's turn and do not need to be ordered by officers. There are three types of sorties: Scout, Strafer, and Bomber. Scouts are best used for reconnisaince, Strafers boast the best defensive power against return fire, and Bombers do the most damage.   The outfitted ship may take the Launch Sortie action, which is the only way to send a sortie of riders to fly from the ship independently. The cost of this action is twice the cost of the sortie, and the cost of the sortie is not regained like normal ABS at the beginning of the ship's next turn. This is because you must spend some ABS to prepare the launch, but must also spend ABS to act as riders which leave the ship on their griffons. These riders do not return to your ABS pool until the sortie returns to the ship. If a sortie's hull points are reduced to zero, it and the ABS spend as riders are killed.   Each sortie type also has a certain amount of energy. A sortie can fly and act for a number of rounds equal to its energy. Once a sortie has run out of energy, it leaves combat and spends its next round returning to its ship. The ship does not regain its riders as ABS or gain information gathered by riders until the sortie returns.
  • Scout Sortie
    A single griffon costing 1 ABS.
    Hull Points : 5 AC: 10
    Speed: 20 tiles Energy: 8 rounds
    STR: 10 DEX: 10 CON: 10 INT: 14 WIS: 14 CHA: 10
    Skills: Perception +4 Investigation +4
    Senses: Passive Perception: 12
    Actions: None
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  • Strafer Sortie
    A squad of griffons costing 4 ABS.
    Hull Points: 10 AC: 15
    Speed: 12 tiles Energy: 5 rounds
    STR: 10 DEX: 14 CON: 14 INT: 10 WIS: 10 CHA: 10
    Senses: Passive Perception: 10
    Actions:
    Heavy Iron Bolt Ranged Weapon Attack: +2 to hit, reach 1 tile. One target. Hit: 1 (1d2) plunging damage.
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  • Bomber Sortie
    A squad of 2 griffons costing 6 ABS.
    Hull Points: 8 AC: 12
    Speed: 8 tiles Energy: 3 rounds
    STR: 12 DEX: 12 CON: 10 INT: 10 WIS: 14 CHA: 10
    Skills: Perception +4
    Senses: Passive Perception: 12
    Actions:
    Cluster Bomb (Declination, Precise) Ranged Weapon Attack: +2 to hit, reach 1 tile. One target. Hit: 5 (1d6+2) explosive damage.
  Heavy Cargo Deck Mounting: A dedicated section of the top deck that is equipped with walls, ropes, and railings to secure bulky or heavy cargo that may not fit below decks. The outfitted ship's cargo capacity increases by 30.   Occult Focus: A powerful supernatural artifact attached to an auspicious object or material and attuned to the ship. The ship may take the Cast Spell action to cast any spell from the foci's pool of spells, unique to each foci. This pool is replenished only upon taking a long rest. Occult foci usually offer utility spells that manipulate the world around the ship or change the rules of combat.   Submersible Veil: A submersible veil is actually an alchemical solution that forms a bubble drawn over the top side of a ship to protect its inhabitants and provide them with ample air to breathe while the ship fills a bladder in the lower decks with water causing it to sink underwater. The outfitted ship may take the Submerge/Emerge actions, allowing it to hide underwater from other ships.   Whaling Deck: The deck of the ship is arranged to carry, dismember, and process the valuble parts of large seafaring game before the corpse decays. The processed products are automatically stored in the cargo hold once processed thanks to a series of inter-deck tubes and valves. While this type of deck is typically used for hunting and processing whales, it is easily repurposed for the hunting of giant squid, sharks, and sea serpents.

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