Tuesday, April 2, 2013

Roll-Play: The Age of Sail

Well, I've been working on other... less interesting bits of the game system, but I figured some of you might be interested in something a bit more 'real'.

For those of you familiar with the era of the Horatio Hornblower novels, here are a couple ships for you to examine.

The Cormorant-class Sloop was one of the most common ships deployed by the Royal Navy during the Napoleonic and French Revolutionary Wars.  She is a rather classic Sloop at 33 meters in length and weighing in at 422 tons burthen.

Cormorant-class Sloop                                                          CL 26
Colossal Naval Vessel (sailing ship)
Init -5; Senses Perception +10                                                                                        
Defenses AC 18 (18 flat-footed); Ref 5; Fort 31; +13 armor, +10 defense, -10 size
hp 4,300 (3,300 base); DR 65; Threshold 880                                                              
Speed swim (surface only) 4-squares (max velocity 25 km/h)
Ranged battery of 24-pounder carronades +9 (see below) and
Ranged battery of 12-pounder carronades +1 (see below)
Fighting Space 50-squares; Cover Total (+5 for gunners, none for deck crew)
BaB +10, CMB +31, CMD 36;                                                                                            
Abilities Str 33, Dex 1, Int -
Skills Drive -5, Mechanics +10, Initiative -5, Perception +10                                      
Crew 125 (average); Passengers 20
Cargo 11 mT; Consumables 3 months; Carried Craft 4 whaleboats
Payload 320 rds. of 12-lb shot, 640 rds. of 24-lb shot (may carry grapeshot or chain-
shot)
Availability Military; Cost Not Available for Sale

24-Pounder Carronade Battery (8 gunners)
Atk +9, Dmg 2d8+5x10 Penetrating-100, Range 10-squares, Critical x4,
Special battery (8 guns): gains a +2 bonus per additional gun to attack
rolls and a bonus die of damage for every 2 the attack rolls exceeds the
armor class to a maximum bonus die equal to the number of additional
guns, single shot, long reload: It takes 150 standard actions to reload this
weapon (15 rounds for a full crew).
12-Pounder Carronade Battery (4 gunners)
Atk +1, Dmg 2d6+5x10 Penetrating-100, Range 10-squares, Critical x4,
Special battery (4 guns): gains a +2 bonus per additional gun to attack rolls
and a bonus die of damage for every 2 the attack rolls exceeds the armor
class to a maximum bonus die equal to the number of additional guns,
single shot, long reload: It takes 100 standard actions to reload this
weapon (10 rounds for a full crew).

The Endymion-class frigate, is one of the last classes of frigates to be launched by the Royal Navy in time for the end of Napoleonic Wars.  She is about standard for her time, classed as a fifth-rate frigate. I'm sure you could find some use for her if you wanted to play in a setting with age of sail navies.

Endymion-class Frigate                                                         CL 36
Colossal (frigate) Naval Vessel (sailing ship)
Init -5; Senses Perception +10                                                                                        
Defenses AC 18 (18 flat-footed); Ref 5; Fort 30; +13 armor, +10 defense, -10 size
hp 10,250 (7,750 base); DR 65; Threshold 2,150                                                         
Speed swim (surface only) 4-squares (max velocity 25 km/h)
Ranged battery of 24-pounders +19 (see below) and
Ranged battery of 32-pounder carronades +21 (see below) and
Ranged battery of 9-pounder chase guns -3 (see below)
Fighting Space 50-squares; Cover Total (+5 for gunners, none for deck crew)
BaB +10, CMB +30, CMD 35;                                                                                            
Abilities Str 31, Dex 1, Int -
Skills Drive -5, Mechanics +10, Initiative -5, Perception +10                                      
Crew 300 (average); Passengers 40
Cargo 24 mT; Consumables 3 months; Carried Craft 4 whaleboats
Payload 120 rds. of 9-lb shot, 2,240 rds. of 24-lb shot, 1,600 rds. of 32-lb shot (may
carry grapeshot or chain-shot)
Availability Military; Cost Not Available for Sale

24-Pounder Cannon Battery (13 gunners)
Atk +19, Dmg 2d8+5x10 Penetrating-120, Range 15-squares, Critical x4,
Special battery (13 guns): gains a +2 bonus per additional gun to attack
rolls and a bonus die of damage for every 2 the attack rolls exceeds the
armor class to a maximum bonus die equal to the number of additional
guns, single shot, long reload: It takes 150 standard actions to reload this
weapon (15 rounds for a full crew).
32-Pounder Carronade Battery (10 gunners)
Atk +13, Dmg 2d10+5x10 Penetrating-100, Range 10-squares, Critical x3,
Special battery (10 guns): gains a +2 bonus per additional gun to attack
rolls and a bonus die of damage for every 2 the attack rolls exceeds the
armor class to a maximum bonus die equal to the number of additional
guns, single shot, long reload: It takes 150 standard actions to reload this
weapon (15 rounds for a full crew).
9-Pounder Chase Gun Battery (2 gunners)
Atk -3, Dmg 2d6+5x10 Penetrating-120, Range 20-squares, Critical x4,
Special battery (2 guns): gains a +2 bonus per additional gun to attack rolls
and a bonus die of damage for every 2 the attack rolls exceeds the armor
class to a maximum bonus die equal to the number of additional guns,
single shot, long reload: It takes 100 standard actions to reload this
weapon (10 rounds for a full crew).


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