POTSM Ships of the Spanish Main

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POTSM Ships of the Spanish Main Ships of the Spanish Main Savage WorldsTM House Rules by Jordan Peacock for use with Pirates of the Spanish MainTM RPG Even More Ships 10-Mast Ship Up to 3 Masts. 1/2 Crew (round down) Acceleration: 2 Toughness: 28(8) when under oar power. -1 Cargo Space and +10 The Pirates RPG covers most of the Passengers per Mast. 10 oarsmen per Mast are Top Speed: 5 Wounds: 10 basic ship types found in the Pirates universe. required to man the oars. Top Speed 4, Travel 30 + 80 3 However, various expansions to the Pirates of Crew: Travel Speed: Speed 2, Acceleration 2, and +2 to Handling the Spanish Main (or Pirates of the Cursed Seas) Cargo Space: 16 Handling: -6 when moving under oar. PocketModel game introduce even more ship Guns: 40 Cost: $400,000 In addition to tales of types than are covered in Savage Worlds rules. Heavy Armor, Solid Longship, Viking: Notes: ersatz Vikings, there are Until official rules should appear for such wild rumors of ancient ships, here are some fan-made additional ship New Ship Types longships that appear on types, plus assorted ship-related house rules I moonless nights, crewed use in my campaign. (Special thanks to Jack Ace In these descriptions, “Masts” is used as a measure of ship size. For instance, a Viking by drunken warriors on from the Pinnacle forums for inspiration for the leave from Valhalla ... or Ship Edges house rules.) Longship is listed as “1 Mast,” so this ship type can only be applied to the basic “1-Masted Ship” escaped from Hel’s Larger Ships template (p. 116, Pirates RPG). This is used as a domain. Certain ships - so far, only junks - may have measure rather than “Wounds,” since some ships 1 Mast. Has statistics as more than the normal limit of 5 masts. These have additional Wounds. the Longship, but with 0 Guns, +1 are suggested statistics for such craft. (Note Galley, Barbary: These lateen-rigged ships Cargo Space, and Cost of $9,000. The Shallow that these are theoretical “standard” 6-Mast and use banks of oars Draft Edge does not count against this ship’s 10-Mast ships, before the “Junk” type is applied.) when the waters of limit. the Mediterranean Schooner (1700s, house rule version): From are becalmed, the 18th century making them ideal onward, this ship for Barbary Coast design sees much use, corsairs raiding merchant ships. as its sails are designed Up to 4 Masts. 1/2 Crew when under oar to be repositioned to power. -1 Cargo Space and +10 Passengers per make best use of the wind, even when sailing Mast. 10 oarsmen per Mast are required in order close into it. to man the oars; Top Speed 4, Travel Speed 2, Up to 4 Masts. +2 Handling, -2 Toughness, Acceleration 2 when under oars. Taking the 1/2 Guns. The Shallow Draft Edge does not Ram Edge does not count toward a barbary count toward this ship’s limit. 6-Mast Ship galley’s Edge limit. Turtle Ship: Also known as “kobuk-son,” Acceleration: 2 Toughness: 24(4) Junk: These well-designed oriental ships are hese rare Korean ships Top Speed: 5 Wounds: 6 designed with shallow drafts and protect the crew with a shell Crew: 26 + 52 Travel Speed: 3 adjustable rudders that can of overlapping metal Cargo Space: 12 Handling: -4 be dropped to act as a keel, shields on a sturdy wooden allowing them to be 24 $150,000 frame. Guns: Cost: equally at home on rivers Notes: Heavy Armor, Solid 1 or 2 Masts. 1/2 or on the high seas. Crew when under oar Some have reached power. -1 Cargo Space immense size, such as the and +10 Passengers per 10-masted Chinese treasure ship, the Baochuan. Mast. 10 oarsmen per Up to 10 Masts. +2 Handling, -2 Armor, -1 Mast required to man oars. Top Speed 4, Travel Acceleration (minimum 1). The Shallow Draft Speed 2, Acceleration 2 when under oars. +2 and Storm Worthy Edges do not count toward Wounds (due to armor), double Cost. These this ship’s limit. extra Wounds do not increase the number of Longship: In the Frozen North, Edges this ship may have. Scandinavian pirates sail Until these extra Wounds are lost, the ship’s ships designed to hearken crew and passengers are immune to crew hits back to the days of their via grape ammunition, and any enemy boarding Viking ancestors. Unlike attempts are at -2 (to the group Throwing roll) their Viking ancestors, per Wound of shielding remaining. however, they use cannons. Savage WorldsTM TM, Pinnacle Entertainment GroupTM, GreatTM White GamesTM, and all relatedTM marks and logos are copyright © 2007-2008 by Great White Games (http://www.peginc.com). All Rights Reserved. Savage Worlds , Pinnacle EntertainmentTM Group , GreatTM White Games TM, and all related marksTM and logosTM are copyright © 2007-2008 by Great White Games (http:// Pirates of the Spanish Main , Pirates of the Mysterious Islands , Pirates at Ocean’s EdgeTM , Pirates of the Cursed Seas , Pocketmodel ,TM and all related marks and logos are copyrightTM © 2002-2008 WizKids TM www.peginc.com).Games (http://www.wizkidsgames.com/pirates). All Rights Reserved. ThisPirates game referencesof the Spanish the Savage WorldsMain game, Pirates system, available of the from Mysterious Pinnacle Entertainment Islands Group, Pirates at www.peginc.com. at Ocean’s Savage Edge Worlds, and Pirates all associated of the logos Cursed and Seas , TM trademarksPocketmodel are copyrights, ofand Pinnacle all related Entertainment marks Group. and Used logos with permission.are copyright Pinnacle © makes 2002-2008 no representation WizKids or warranty Games as to the (http://www.wizkidsgames.com/pirates). quality, viability, or suitability for purpose of this product. New Ship House Rules for this purpose. These Edges may only be acquired by a ship during its construction (by spending of Maximum Ship Edges Conversely, desperate captains can lighten their load to better their speed across the Advances or offsetting with Hindrances), and Ships with more than 6 Wounds are water. A ship with empty capacity equal to its they stay with the ship. They cannot be added nonetheless limited to a maximum of 6 Edges. total number of Cargo Spaces gains +2 to Top later through Advances. Edges gained as offsets to Hindrances do Speed, +1 to Travel Speed, and +2 to Handling Crew Edges not count toward this total, nor do Edges listed when avoiding reefs and shallow waters. The following Edges are considered Crew as not counting toward the ship’s limit. This can be accomplished either by having Edges: Artillery, Disciplined Crew, Hated Foe, Solid a completely empty Cargo Hold, or by tossing and Rapid Fire. The only Crew Hindrance is Solid ships benefit and suffer from inertia. cannons overboard so that precious provisions Poor Crew (minor). That is, it’s hard to steer them quickly, but it’s don’t have to be sacrificed. Every 2 Guns These Edges may only be attained by also very hard to knock them off course. removed count as one empty Cargo Space spending Advances, and are possessed by the If a ship with the Solid characteristic is hit for purposes of gaining this bonus. Hence, a Crew as a whole - not by individual characters, by damage that equals or exceeds its Toughness, 1-mast sloop could discard 2 8-pdr cannons (or or by the ship. If the crew should move to a and the captain is forced to make a Boating roll 4 4-pdr cannons) in order to keep one Cargo new ship, the Edge goes along with the crew. to avoid going out of control, he gains a bonus Space full of provisions. As long as the rest of Crew Edges do not count toward the maximum to Handling equal to the maximum number of its hold is empty, it still number of Edges a ship Wounds the ship has. gains the bonus to Speed can have - since these for having an “empty Edges don’t belong to For example, if an enemy ship hits the hold.” the ship anymore under Grand Path (a 6-Masted Junk) with an 8-pdr this house rule. cannon shot that deals 20 points of damage (AP Transporting Cannons 4), the captain gains a +6 bonus to the Handling Cannons consist If 20% or more of of his ship (normally -2 for a 6-mast junk), for a of two parts: the barrel the crew are lost, this total of +4 to his roll. and the wooden “truck.” Edge is temporarily 4 cannons may be lost as well. It takes Passenger/Gun/Cargo Conversion transported per Cargo approximately 1 week Space for Passengers, Guns and Cargo may Space. Alternatively, you per 20% of the crew that be converted from one to the other, at a rate of may transport 8 cannon has been replaced for the 1 Cargo Space = 2 Guns = 10 Passengers. Thus, barrels or 8 wooden new hands to get up to 1 Cargo Space could be converted into room for trucks in a Cargo Space. speed. 10 more Passengers, 2 Guns could be converted (If a wooden truck is into 1 more Cargo Space, etc. Equipment Edges destroyed or discarded, it The following Lightening the Load costs $50 to replace the Edges are considered Light pirate sloops with empty holds should truck.) Equipment Edges: Long Range Guns, Oars, be able to overtake Spanish galleons laden Overgunned, Powerful Guns, Ram, Swift with gold and riding low in the water, even if a Ship Edge Types Topsails, and Windcatcher. sloop’s normal Top Speed is less than that of a As an optional house rule, Ship Edges are 5-masted galleon.
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