Ships

Marauder

Overview

In general we are using the Ship rules that are found in several of the supplements (50 Fathoms, Sundered Skies, etc). I’ll list some of the important stats here. Remember all ships in Cronia are air ships and require air elemental crystals to stay afloat.

Acceleration: This lists the vessel’s Acceleration in inches per turn, based on tactical tabletop rates.

Top Speed: The maximum number of inches a ship may move per turn on the tabletop.

Travel Speed: This is the base number of miles the vessel moves in a day.

Handling: Some ships are more maneuverable because of their rigging, the ship’s design, or the advanced knowledge of those who built it. Handling adds directly to the captain’s Boating total, as well as the crew’s if making a group Boating roll.

Toughness: The ship’s total Toughness. The number in parentheses is the ship’s Armor, which is already figured into the listed Toughness. Note that most ships have Heavy Armor. That isn’t because they’re particularly well-armored, it’s to reflect the fact that musket shots and axes aren’t likely to damage them.

Crew: The first score is the number of crew required to operate the ship’s sails, rigging, and so on. Having less than this number subtracts 2 from the crew’s Boating rolls, and having less than half the required number subtracts 4. Sailors must have a minimum Boating skill of d6 to count as crew.

The required crew does not count gunners. Each gun fired or reloaded in a round requires two cannoneers. Note that most vessels can get by with manning only half the guns at any one time.
The number after the plus is the number of passengers the vessel can easily accommodate, including places to eat, sleep, and linger. Up to twice this number can travel for short distances (a day or less).

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 6’ square.

A cargo space may be converted to hold two guns instead (one on either side of the vessel).

Cost: The cost of a ship includes its guns. It does not include ammunition, bow-chasers, extra lumber or sails, or any other necessities of shipboard life.

Crystals: The number of vehicle level air crystals required to fly the ship. This is generally enough to power the ship for one month.

Ships

Brigantine
Brigs are slightly larger than sloops, and dedicate more room to firepower than cargo space.

Acceleration: 3
Top Speed: 10
Travel Speed: 45
Handling: 0
Toughness: 18(4)
Crew: 12
Cargo Space: 16
Crystals: 3
Cost: $50,000
Notes: Heavy Armor

Cutter
Cutters are some of the most feared hunters of the skies. They patrol looking for pirates or smugglers attempting to evade harbor tithes. Their captains are known for their ruthlessness— pirates are sometimes punished for their crimes by being hung from the ship.

Each ship carries a compliment of soldiers armed with muskets and clad in mail, as well as two longboats to get them quickly ashore.

Acceleration: 4
Top Speed: 12
Travel Speed: 30
Handling: +1
Toughness: 20(6)
Crew: 12
Cargo Space: 14
Crystals: 3
Cost: $50,000
Notes: Heavy Armor

Galleon
Galleons generally rule the winds of Cronia. Few ships are as big or mount as many guns. They mount one or two banks of cannons and have large castles mounted fore and aft so that their defenders can fire on enemy crews.

Acceleration: 2
Top Speed: 12
Travel Speed: 45
Handling: -3
Toughness: 20(4)
Crew: 30
Cargo Space: 24
Crystals: 5
Cost: $125,000
Notes: Heavy Armor

Galley
Galleys are long, open ships used primarily for shorter duration island hopping rather than long drawn out journeys through the skies.

Galleys are often equipped with large rams.

Acceleration: 2
Top Speed: 8
Travel Speed: 45
Handling: -2
Toughness: 19(4)
Crew: 120
Cargo Space: 10
Crystals: 2
Cost: $25,000
Notes: Acc/Top Speed is 1/3 with sail; Heavy
Armor; Ram (AP 4 and halves damage sustained when ramming).

Junk
Junks are converted cargo ships outfitted for war. They can man a fair number of guns, but aren’t as tough as vessels crafted from the start to survive enemy fire.
They sport a variety of sizes, masts, and rigging, but the most common are two-masters with square sails.
Acceleration: 2
Top Speed: 10
Travel Speed: 45
Handling: -1
Toughness: 17(3)
Crew: 12
Cargo Space: 20
Crystals: 4
Cost: $80,000
Notes: Heavy Armor

Man of War
These absolutely massive ships are the undisputed rulers of the skies. There are only a handful of them flying the skies of Cronia, but no one dares oppose them.

Acceleration: 2
Top Speed: 12
Travel Speed: 45
Handling: -3
Toughness: 24(4)
Crew: 120
Cargo Space: 30
Crystals: 6
Cost:$200,000
Notes: Heavy Armor

Skiff
These small vessels are used mostly by rich travelers or messengers. They cannot carry much cargo, but are quick and agile, making them ideal for evading pirates or officials. Smugglers and those transporting small but valuable cargoes often use skiffs.

Acceleration: 4
Top Speed: 8
Travel Speed: 30
Handling: +1
Toughness: 13(2)
Crew: 1
Cargo Spaces: 5
Crystals: 1
Cost: $10,000
Notes: Heavy Armor

Sloop
Sloops are small two-masted vessels that offer a good compromise between speed and firepower. They are favored by smugglers as they can easily slip up rivers and channels where larger ships cannot pursue.

Acceleration: 3
Top Speed: 10
Travel Speed: 2
Handling: +1
Toughness: 13(2)
Crew: 1
Cargo Space: 8
Crystals: 2
Cost: $18,000
Notes: Heavy Armor

Sky Rider
A sky rider is a small, a man-sized winged ship with a single air crystal. The rider steers by guiding the output of the air crystal, but this propulsion means the crystal drains in a matter of hours rather than a month.

Acceleration: 6
Top Speed: 8
Travel Speed: 1
Handling: +3
Toughness: 8(2)
Crew: 1
Cargo Space: 0.5
Crystals: 1
Cost: $1,000
Notes: —

Ship Add-Ons

The following add ons can be purchased for ships:

Barracks
Space: 1
Cost: 2000
Holds the gear and sleeping quarters for up to 4-8 in bunkhouse hammocks.

Gun Bay
Space: 1
Cost: 2000
Has the space for two guns and their ammo. One gun per side of the ship. Guns bought separately.

Luxury Quarters
Space: 1
Cost: 10000
Space for one passenger (or more if sharing quarters).

Passenger Quarters
Space: 1
Cost: 2000
Has the space for two passengers.

Ships

Cronia JaredTwing