Table of Contents
Ship Weaponry
Ship Weaponry
| Item | Cost (gp) |
|---|---|
| Catapult | 100 |
| Catapult shot | 5 |
| Catapult shot, pitch | 25 |
| Ram, large galley | 10,000 |
| Ram, small galley | 3,000 |
Rams
Can be used against ships or Giant sea monsters. Small individuals cannot be targeted.
Attack rolls: Are made using a THAC0 of 19 [0] and occur at the same point in the combat sequence as missile fire.
Attack modifiers: May be stipulated by the referee for weather conditions, manoeuvrability, etc.
Large or war galley: Deals 1d6+5 × 10 hull points damage against ships and 6d6 hit points damage against monsters.
Small galley: Deals 1d4+4 × 10 hull points damage against ships and 3d8 hit points damage against monsters.
Catapults
Fire either large rocks or flaming pitch.
Weight: A catapult plus twenty rounds of shot weighs 10,000 coins (subtracted from the ship’s cargo allowance).
Range: 150–300 yards.
Attack rolls and rate of fire: Depend on the number of crew manning the catapult:
- 2 crew (minimum): Attacks with THAC0 19 [0]. Fires every 10 rounds.
- 3 crew: Attacks with THAC0 19 [0]. Fires every 8 rounds.
- 4 crew (maximum): Attacks with THAC0 17 [+2]. Fires every 5 rounds.
Attack modifiers: May be stipulated by the referee for weather conditions, manoeuvrability, etc.
Catapult Shot
Inflicts 3d6 hull damage against ships.
Catapult Shot, Pitch
Sets a 10′ × 10′ area of a ship on fire. The burning does 1d6 hull points of damage per turn (for at least one turn) and will spread to other areas of the ship if not extinguished. A fire can be put out by five crew in 3 turns, ten crew in 2 turns, or fifteen crew in 1 turn.
