Ship Particulars (OSS)

Table 1 and Table 2 detail the characteristics of every ship found in the AD&D game. The statistics given represent the most common versions of these vessels. Individual variation can occur at the DM's discretion. Thus, player characters can encounter a longship with less cargo capacity but greater speed than that listed on the table. Certain vessels—as noted on the next page—possess variable statistics based on their overall length.
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==Table 1: Ships==
Notes to Table 1
The table shows each vessel's physical characteristics.
* Draft: is the minimum depth of water necessary to float a vessel. A ship with a 3-foot draft requires at least 3 feet of water in which to float; it would run aground in water less than 3 feet deep.
* Length: represents the overall size of the vessel from bow to stern.
* Beam: is a measurement of a vessel's width at its most extreme point. A ship with a 15-foot beam measures 15 feet across at its widest point.
* Cost: represents the total amount of money required to buy a ship or requisition the necessary skilled labor and materials to build a ship.
* Building Time: is the total amount of time required to build a ship from start to finish, assuming that the necessary materials, labor, and facilities are available.
 Table 1: Ships
 	Draft 	Length 	Beam 	Cost 	Building Time
Barge1 	5 feet 	20 feet 	10 feet	500 gp 	1 week
Canoe2 	foot 	10 feet 	5 feet 	30 gp 	3 days
Caravel 	5 feet 	70 feet 	20 feet	30,000 gp	5 months
Cargo Ship 	4 feet 	70 feet 	25 feet	12,000 gp	3 months
Cog 	4 feet	90 feet 	20 feet	20,000 gp	4 months
Curragh 	1 foot 	20 feet 	5 feet 	60 gp 	1 week
Drakkar 	2 feet 	100 feet	15 feet	25,000 gp	2 months
Dromond 	4 feet 	175 feet	15 feet	20,000 gp	4 months
Fishing Boat	1 foot 	30 feet 	6 feet 	350 gp 	3 weeks
Great Galley	4 feet	130 feet	20 feet	25,000 gp	4 months
Keelboat 	1 foot 	20 feet 	6 feet 	250 gp 	2 weeks
Knarr 	2 feet 	75 feet 	15 feet	6,000 gp 	1 month
Longship 	2 feet 	75 feet 	15 feet	15,000 gp	1 month
Manta* 	10 feet	200 feet	75 feet	5,000 gp 	2 weeks
Outrigger3 	foot 	30 feet 	16 feet	75 gp 	1 week
Pentekonter 	2 feet 	60 feet 	15 feet	20,000 gp	3 months
Raft4 	5 feet 	10 feet 	10 feet	50 gp 	1 week
Skiff 	1 foot 	16 feet 	5 feet 	100 gp 	1 week
Sohar 	4 feet 	90 feet 	25 feet	17,000 gp	4 months
Trireme 	3 feet 	135 feet	15 feet	20,000 gp	4 months
: 1 These statistics represent the standard barge. Increase the vessel's beam by 5 feet, its cost by 25 gp, and its building time by 1 day for every 10 feet of the barge above the standard length. Reduce the vessel's beam, cost, and building time by a like amount for every 10 feet of the barge below the standard length.
: 2 These statistics represent the standard canoe. Increase the vessel's cost by 10 gp and its building time by 1 day for every 5 feet of the canoe above the standard length. Reduce the cost and building time by a like amount for every 5 feet of the canoe below the standard length.
: 3 These statistics represent the standard outrigger. Increase the vessel's beam by 4 feet, its cost by 25 gp, and its building time by 2 days for every 10 feet of outrigger above the standard length. Reduce the vessel's beam, cost, and building time by a like amount for every 10 feet of outrigger below the standard length.
: 4 These statistics represent the standard raft. Increase the vessel's beam by 10 feet, its cost by 10 gp, and its building time by 1 day for every 10 feet of the raft above the standard length. Reduce the vessel's beam, cost, and building time by a like amount for every 10 feet of the raft below the standard length.
: * A manta is a sahuagin-built war raft. See The Sea Devils for details.
==Table 2: Ship Characteristics==
Notes to Table 2
The table shows characteristics for using each vessel in play.
* Movement Rate: details the speeds of individual ships in tens of yards per melee round. For example, a Canoe (movement rate of 6) travels at a pace of 60 yards per round. Chapter 2: Nautical Travel fully examines the intricacies of ship movement.The numbers separated by slashes represent the speeds of vessels equipped with both sails and oars. The first number represents the vessel's movement under both sails and oars. The second number indicates the vessel's movement under sails only, and the third number shows the vessel's movement under oars only. For example, a great galley moving under both sails and oars has a movement rate of 18. The same ship slows to a movement rate of 6 when powered only by sails, or a rate of 12 under oars only.
* Seaworthiness: represents the stability and durability of a vessel. The higher the number, the more reliable the vessel is in adverse conditions (see Seaworthiness Checks in Chapter 2: Nautical Travel for more details.
* Pursuit: represents the ship's ability to use its speed to catch or avoid enemy ships. A ship's pursuit rating comes into play during the Maneuvering Phase of ship-to-ship combat when the distance between the ships is large enough that subtle maneuvers have little meaning. A vessel's pursuit rating is equal to 1d6 plus one third of its current movment rating. The entry on the table shows only the vessel's typical pursuit value. 
* Maneuverability: represents the overall maneuverability of each ship. This statistic comes into play during the Maneuvering Phase of nautical combat detailed in Chapter 4: Nautical Combat when the opposing ships are fairly close together.Vessels possessing both sails and oars have two Maneuverability ratings. The first (lower) number represents the craft's maneuverability when moving under sail, even if oars are also employed. The second number represents the vessel's maneuverability when using only oars.
* Size: indicates the overall length and tonnage of each vessel according to the following progression: Small equals 5–19 feet long, Medium equals 20–59 feet long, Large equals 60–100 feet long, and Very Large equals 100+ feet long.
* Crew: represents the number of sailors and rowers on board a particular vessel. The first number in this column represents the maximum number of crew members a ship can support, as well as the total number of crew members that can work on a vessel without getting in each other's way. Thus, up to 60 crewmen can work on a Pentekonter at one time. Note that ships with room for marines can substitute additional crewmen for those. These extra crewmen cannot help operate the ship; however, they can relieve tired or wounded members of the active crew, thereby providing a core of fresh sailors during a long voyage or deadly combat.A maximum crew complement includes the ship's captain and one officer per 10 sailors or 20 rowers. For example, a caravel's crew complement consists of 40 sailors, plus a captain and four other officers.The second number in this column represents the average number of crewmen needed to operate the vessel.The third number indicates the absolute minimum number of crewmen required to operate this vessel. If a ship has less than this number of crew on board, it is effectively crippled.Operating with less than the average number of crewmen, but at least the minimum (hereafter called a skeleton crew) needed to run the ship presents several obstacles. First, ships manned by skeleton crews cannot attempt to increase their movement rate (see Chapter 2) as can other ships with full crew complements. Second, such ships move at only two thirds of their normal movement rates. (Thus, a cog operating with a skeleton crew would have a movement rate of 6 instead of its usual 9.) Third, ships with skeleton crews suffer a -2 penalty on all Seaworthiness checks and a -2 penalty to maneuverability and pursuit dice rolls in combat (see Chapter 4), but the ship's rating can never fall below 1d6 while it has at least a skeleton crew.In a non-combat situation, a skeleton crew can avoid the movement rate reduction and the Seaworthiness penalty by making a successful morale check. The morale check represents the crewmembers' ability to work harder and longer to make up for the personnel shortage. A successful morale check does not enable a ship with a skeleton crew to increase speed. Likewise, verve is no substitute for a full crew in combat, when every hand is needed for one task or another—a ship going into combat with a skeleton crew always suffers movement and maneuverability penalties. A crew can attempt the morale check once a day and its effects last the whole day.Each time crew members attempt to avoid skeleton crew penalties, their morale rating drops by one regardless of the attempt's success or failure. The reduction represents exhaustion and persists until the ship reaches port or anchors. A crew's morale improves one point per full day of rest. Once a crew's morale rating reaches its normal level, further rest brings no more improvements.If a ship's crew ever falls below the minimum required, the ship's movement rating falls to 3-the vessel mostly drifts with the wind and current. In combat, the ship cannot make pursuit rolls (effectively it always rolls a one). The ship's maneuverability rating falls to 1d4, and the ship cannot attempt to ram, board, or evade.
* Passengers: indicates the total number of extra personnel (people not involved in actually operating the ship) a ship can carry. If a ship carries marines (see page 65), they occupy passenger space.
* Cargo Capacity: represents the total amount of carrying capacity for each ship. Ships usually possess some sort of cargo hold to protect their goods-though many vessels store cargo inside stern and fore castles, or simply lashed to their decks. By reducing the amount of cargo, ships can increase their passenger or crew capacities, or both. As a general rule, ships can substitute one passenger for every 1 ton of reduction.Thus, if a great galley emptied its hold (capable of storing 150 tons), it could take on 150 more passengers. Note that these passengers would not have any sort of quarters. In fact, they would be crammed uncomfortably in the ship's hold, living in makeshift barracks. Because of the limited space on board a ship, these extra passengers cannot survive extended voyages and cannot fully participate in boarding actions or with combat. On the other hand, being in the hold, these passengers are protected from the ravages of combat.
 	Move 	Seaw.	Pursuit	Manv. 	Size	Crew 	Pass.	Cargo
Barge1 	3 	6 	1d6+1 	1d3 	M-VL	4/3/2 	2 	8 tons
Canoe2 	6 	10 	1d6+2 	1d6+6 	S-M 	2/1/1 	— 	500 pounds
Caravel 	12 	18 	1d6+4 	1d6+1 	L 	40/20/10 	20 	200 tons
Cargo Ship 	6 	12 	1d6+2 	1d6 	L 	30/10/5 	10 	100 tons
Cog 	9 	17 	1d6+3 	1d6 	L 	20/8/4 	5 	150 tons
Curragh3 	6/3/3 	10 	1d6+2 	1d6+4/1d6+5	S 	8/6/4 	— 	5 tons
Drakkar3 	15/3/12	12 	1d6+5 	1d6+3/1d6+4	L 	80/60/20 	160 	—
Dromond4 	18/6/12	8 	1d6+6 	1d6+1/1d6+2	VL 	200/85/31 	— 	100 tons
Fishing Boat 	6 	14 	1d6+2 	1d6+2 	M 	2/1/1 	5 	1,000 pounds
Great Galley5	18/6/12	9 	1d6+6 	1d6+2/1d6+3	VL 	150/95/41 	— 	150 tons
Keelboat* 	6 	8 	1d6+2 	1d6+1 	S 	1/1/1 	6 	500 lbs
Knarr6 	12/6/6 	16 	1d6+4 	1d6+1/1d6+2	L 	12/8/6 	8 	50 tons
Longship 	15/3/12	16 	1d6+5 	1d6+3/1d6+4	L 	50/40/16 	150 	10 tons
Manta* 	18 	18 	1d6+6 	1d6+4 	VL 	400/200/100	200 	—
Outrigger7 	6/3/3 	14 	1d6+2 	1d6+3/1d6+4	M 	6/3/1 	— 	500 pounds
Pentekonter8 	18/6/12	8 	1d6+6 	1d6+4/1d6+5	L 	85/42/31 	— 	10 tons
Raft9 	3 	6 	1d6+1 	1d3 	S-M 	1/1/1 	— 	3 tons
Skiff 	6 	10 	1d6+2 	1d6+5 	S 	4/1/1 	— 	500 lbs
Sohar 	15 	15 	1d6+5 	1d6+2 	L 	20/8/4 	— 	100 tons
Trireme10 	21/6/15	8 	1d6+7 	1d6+2/1d6+3	VL 	170/120/71 	— 	—
: 1 Increase cargo capacity by 4 tons, crew capacity by 2, and passenger capacity by 1 for every 10 feet above the standard length. A 30-foot barge could carry 12 tons of cargo and 6 crew. Decrease cargo and crew capacity by a like amount for every 10 feet below the standard length.
: 2 Increase cargo capacity by 50 pounds and crew capacity by 1 person for every 5 feet above the standard length. A 25-foot canoe could carry 5 crewmen and 650 pounds of cargo.
: 3 All of the crew aboard a curragh, drakkar, or longship row.
: 4 A dromond's crew includes 190 rowers; 80 rowers constitute a skeleton crew and the minimum number of rowers is 30. Dromonds can carry an additional 100 warriors instead of cargo. These passengers are tightly packed and do not have any quarters. They can, however, fully participate in missile combat and boarding actions (see Chapter 4).
: 5 The great galley's crew includes 140 rowers; 90 rowers constitute a skeleton crew and the minimum number of rowers is 40. Great galleys can carry 150 warriors instead of cargo. These passengers are tightly packed and do not have any quarters. They can, however, fully participate in missile combat and boarding actions (see Chapter 4).
: 6 A knarr's crew includes 8 rowers; 6 rowers constitute a skeleton crew and the minimum number of rowers is 4.
: 7 Increase cargo capacity by 100 pounds and crew capacity by 2 people for every 10 feet above the standard length. A 50-foot outrigger could carry 600 pounds of cargo and 10 crew. Decrease the outrigger's cargo and crew capacity by a like amount for every 10 feet of the vessel below the standard length. Furthermore, decrease the vessel's seaworthiness rating by 1 point for every 10 feet below the standard length. A 20-foot outrigger could carry only 400 pounds of cargo and 4 crewmen. In addition, its seaworthiness rating would drop to 13.
: 8 The pentekonter crew includes 60 rowers; 40 rowers constitute a skeleton crew and the minimum number of rowers is 20. Pentekonters can carry 50 warriors instead of cargo. These passengers are tightly packed and do not have any quarters. They can, however, fully participate in missile combat and boarding actions. (see Chapter 4
: 9 Increase the vessel's cargo capacity by 3 tons and its crew capacity by one person for every 10 feet of the raft above the standard length.
: 10 The trireme's crew includes 160 rowers; 100 rowers constitute a skeleton crew and the minimum number of rowers is 70. Triremes can carry an additional 30 warriors. These passengers are tightly packed and do not have any quarters. They can, however, fully participate in missile combat and boarding actions (see Chpater 4). In spite of its lack of cargo capacity, a trireme can carry artillery (see page 43). For each ton of cargo the trireme would normally have to devote to its artillery, reduce the vessel's capacity to carry extra warriors by one. Triremes cannot mount large artillery pieces; they cannot mount weapons requiring more than 15 units of deck space each. A trireme's total artillery armament cannot require more than 30 tons worth of cargo space.
: * A manta is a sahuagin-built war raft. See The Sea Devils for details.