Ships

Rowboat

Most Huge or larger ships have at least one rowboat. Length ranges from 1 to 3 squares.

HP 40
AC 5; Fortitude 10, Reflex 5
Speed special
Resist 5 all
Space 1 × 2 squares
Piloting Crew 1
Command Rating 0

Oars: A character sitting in a rowboat can spend a standard action to make an Athletics check (DC 20). On a success, the boat moves 2 squares. On a failure it moves one square. The rower can turn the boat 90 degrees instead of moving one square. One creature can row per round for each square of length.

Excise Cutter

The traditional fore-and-aft rig of a cutter has a single mast supporting a mainsail and two or more headsails attached to a bowsprit. Excise cutters — which often serve as harbor patrol and law enforcement — add a topsail for extra speed.

HP 70
AC 4; Fortitude 12, Reflex 4
Speed 4
Resist 15 all
Space 3 × 7 squares
Piloting Crew 2
Command Rating 0

Fore-and-Aft Rigged: An excise cutter’s rigging is 40 ft. high. An excise cutter can turn in place. It must spend 3 squares of movement before it can turn, but it only needs to actually move 1 square forward. It can use any square in its space as its axis of rotation.
Swift: If an excise cutter has 3 or more piloting crew, it can run. This increases its maximum speed by 2, but it grants combat advantage, and attacks by creatures on the ship against targets not on the ship take a –5 penalty.

Steam Cutter

Designed to fill the role of sailing excise cutters, steam cutters can more easily travel against the wind, but are louder and must rely on fuel, which somewhat limits their long-distance uses.

HP 70
AC 4; Fortitude 12, Reflex 4
Speed 4
Resist 15 all
Space 3 × 7 squares
Piloting Crew 1
Command Rating +5

Steam Powered: Carries fuel for 500 miles. A steam cutter must spend 3 squares of movement before it can turn.
Swift: If a steam cutter has 2 or more piloting crew, it can run. This increases its maximum speed by 2, but it grants combat advantage, and attacks by creatures on the ship against targets not on the ship take a –5 penalty.

The R.N.S. Impossible

This clipper, captained by Rutger Smith, is the fastest ship available to the Royal Homeland Constabulary. Its crack crew is capable of outrunning any foe, which is handy, since this ship carries no weapons. It primarily serves as a courier or transport for secret missions.

HP 130
AC 1; Fortitude 20, Reflex 1
Speed 10
Resist 20 all
Space 7 × 32 squares
Piloting Crew 30
Command Rating +20

Rigging: Three masts, 70 ft. high. The Impossible can turn in place. It must spend 16 squares of movement before it can turn, but it only needs to actually move 4 squares forward. It can use any square in its space as its axis of rotation.
Swift: If the Impossible has 45 or more piloting crew, it can run. This increases its maximum speed by 2, but it grants combat advantage, and attacks by creatures on the ship against targets not on the ship take a –5 penalty.

Ships

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