The Skull and Shackles
Ship Stat Blocks
Locations: Each ship is composed of one or more locations representing an area approximately 20 feet across. Ship locations are divided into two types: Hull Locations and Rigging Locations. Additionally, each ship has a special Hull Location called the Below the Waterline Location, which represents damage to the lower hull of the ship.
Hull Location: Each Hull Location represents one or more deck areas. Multiple Hull Locations are added to increase a ship’s size and carrying capacity. Damaging or puncturing a Hull Location kills crew – required for sailing and fighting a ship – and puts ship equipment, like cannons, out of action. Standard Hull locations have Hardness 5 and 150 hp. They are considered collosal.
Rigging Location: A Rigging Location represents a mast and the associated sails, ropes, and spars that harness the wind’s power. Multiple Rigging Locations increase a ship’s Base Speed. Destroying rigging slows or disables a ship. Standard Rigging locations have Hardness 1 and 75 hp.
Below the Waterline: Each ship has a single Below the Waterline Location, which represents damage to the submerged part of the vessel. All Below the Waterline damage leaks water into the ship. Damaging the Below the Waterline location increases the chance a damaged ship will take on water
Ships Strength: The strength determines carrying capacity, ram damage and collision damage rolls.
Ships Dexterity: The dexterity determines manoeuvrability rating and the Armour Class of its locations.
Ship Speed: A ship has three basic speeds: Base, Into the Wind, and With the Wind. Many details affect a ship’s Base Speed, such as the number of Rigging Locations, whether it has oars, and magic. For each point of a ships speed the ship moves 20 ft. Manoeuvres can reduce the distance the ship can move.
Maneuverablity: Like a flying creature the maneuverability rating helps determine how quickly it can adjust course. If the ship is burdened by a medium load her rating is one step worse. A heavy load means two steps worse. The rating applies a bonus or penalty to profession (sailor) checks to change direction.
Loyalty: The morale of the crew is measured by its Loyalty score. A highly loyal crew fights harder and for longer than a rebellious one. If a ship’s Loyalty drops far enough its crew will mutiny.
Ship’s Initiative: The result of a d20 rolled by the ship’s Captain. Officers and other important crewmembers add one of their ability modifiers, determined by their role on the ship, to this value to determine when they perform their ship-based initiative actions.