Ships and Weapons Stats
Ships Characteristics
As per standard Savage Worlds rules for Vehicles (with minor additions):- SIZE: The Size and Scale of the vehicle relative to a human (see Scale on page 106 and the Size Table on page 179 of SWADE). Vehicles can normally take three Wounds before they’re Wrecked (page 118), but Large Vehicles can take one additional Wound, Huge vehicles two, and Gargantuan three. (Size class based on Keel Length. Huge for keel >= 36”; Gargantuan >= 100’)
- TONNAGE: While Size is based on Keel length, Spelljamming ships also have a TONNAGE rating, which influences the amount of breathable air surrounding the ship in space. A ship's tonnage is also a reflection of both its crew capacity and requirements .
- HANDLING: The vehicle’s responsiveness and maneuverability is added or subtracted from all its operator’s maneuvering rolls (Boating). This typically ranges from −4 for particularly slow or sluggish vehicles to +4 for those that can turn on a dime. (Translate from original rules that used Maneuverability Class from A to F)
- TOP SPEED: Based on Helm type and Spellcasting skill. Note, the Chase rules only care about the relative speeds of vehicles anyway, not their actual speeds (see Chases, page 113.)
- TOUGHNESS: The vehicle’s base durability including Armor (in parentheses). (Translate from original rules that used Armor Rating of 0 to 10, with 0 the best, to Toughness.)
- CREW: The number of crew plus any additional passengers it can transport. A notation of “2 + 8,” for example, means it requires a crew of two and can carry up to eight additional passengers with out dangerously overloading its air envelope. (Note, this is a different convention from the original setting, so be careful when converting)
- CARGO SPACE: This is the number of cargo spaces the ship has. Cargoes are bought by “spaces” rather than having to keep track of every individual bunch of bananas or carton of grapes. The exact dimensions of cargo spaces are deliberately vague to keep bookkeeping to a minimum. If it becomes important to know, each cargo space is roughly six feet square. For each large weapon added to a ship over and above its standard ordnance, one space is subtracted from the total amount available for cargo (the weapons and their ammunition occupy that space). (Convert 2 tons of cargo capacity = 1 cargo space)
- COST: The cost of a ship includes its weapons. It does not include ammunition, bowchasers, extra lumber or sails, or any other necessities of shipboard life.
Weapons
Vehicles with weapons note their location for narrative play and for the Chase rules (see page 113). Here are the most common:- FIXED: The vehicle’s weapon fires only in the listed direction (typically front or rear
- in a 45° arc).
- PINTLE MOUNT: A raised swivel mount that can fire in a 180° arc to the listed direction. If mounted on the turret it must fire in the same facing as the turret each turn.
- TURRET: The weapon is in a turret and has a 360° arc of fire.
- Catapult: blunt stone thrower
- Ballista: extremely large crossbow.
- Ram: punches holes in ships
- Bombard (Cannon): very rare, expensive, and dangerous to use
- Jettison: scatters debris
- Greek Fire Projector: shoots liquid flame.
Type | Range | Damage | AP | Crew | Reload** |
---|---|---|---|---|---|
Ballista* | 25/50/100 | 3d8 | 4 | 2 | 6 |
Catapult* | 25/50/100 | 4d8 | 4 | 3 | 4 |
Bombard* (solid shot) | 50/100/200 | 3d6+1 | 4 | 1 | 8 |
Standard Ships
- See LV Ch. 2 for detailed descriptions and standard uses.
- See CAS p. 27 for standard hulls, and costs.
- See ships in 50F for another view.
- See SW to SJ fan docs for another view (heavily inspired by 50F)
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