Hybrid Naval System — Shipyard and Armory

This is the player-facing purchase menu for ships, weapons, ammunition, facilities, and upgrades. Prices are intended to work with the accompanying Economic Reference and Combat Reference.

Companion Documents

Table of Contents

Reading a Ship Stat Block

  • Price: New, unarmed hull with standard rooms, propulsion, one month of provisions for Sailing Crew, one Medical store, and one Supply store.
  • Sailing Crew: Minimum crew needed for full Orders and normal travel. Weapon crews are additional.
  • Berths: Maximum creatures housed without consuming cargo space.
  • CQ: Starting Crew Quality.
  • Ship Charisma: Visible prestige, beauty, menace, and condition; used for fares, resale, and first impressions.
  • Hull HP: Used for repair costs and long-term damage.
  • Integrity: Short combat track.
  • Hull Segment: Hull HP represented by each point of Integrity.
  • Damage Threshold: A battery whose Salvo is below this value cannot harm the Hull.
  • Maneuverability / Handling: Used for Helm checks.
  • Speed: Used only to compare ships during opposed maneuvers.
  • Orders: Maximum crew-intensive ship actions each naval round.
  • Weapon Mounts: Capacity points available for installed weapons.
  • Ram Salvo: Salvo inflicted by a successful Ram before a naval ram upgrade.
  • STR and CON: Ship ability scores used for resisting external force and sinking.

Ships for Purchase

Ship Charisma

Ship Charisma is separate from Crew Quality in this streamlined hybrid. It measures the vessel’s appearance, reputation, and accommodations.

CharismaTypical Reaction
0–5Disdain; the vessel appears neglected, unsafe, or infamous
6–10Indifference; an ordinary working ship
11–15Respect, friendliness, or fear
16+Public attention, exceptional prestige, or immediate intimidation

Use Ship Charisma for passenger fares and resale adjustments in the Economic Reference.

Cutter

Runner — A light dispatch vessel, smuggler, scout, or coastal raider. It is easy to crew and difficult to catch, but cannot absorb sustained fire.

Price: 12,000 gp unarmed
Construction: 2 weeks in a major port; 3 weeks in a small port
Dimensions: 45 ft. × 12 ft.
Sailing Crew / Berths: 5 / 12
Crew Quality: 2
Ship Charisma: 8
Cargo: 30 tons
Travel Pace: 144 miles per day

Hull ACDTHull HPIntegrityHull SegmentSTRCON
165120340 HP1614
ManeuverabilityHandlingSpeedOrdersWeapon MountsRam Salvo
A+455 ft.2240

Sloop

Runner — A fast single-masted vessel suited to a small adventuring company, courier work, privateering, or light trade.

Price: 18,000 gp unarmed
Construction: 2 weeks in a major port; 3 weeks in a small port
Dimensions: 65 ft. × 12 ft.
Sailing Crew / Berths: 10 / 20
Crew Quality: 2
Ship Charisma: 8
Cargo: 100 tons
Travel Pace: 144 miles per day

Hull ACDTHull HPIntegrityHull SegmentSTRCON
155200367 HP1817
ManeuverabilityHandlingSpeedOrdersWeapon MountsRam Salvo
B+350 ft.3250

Brigantine

Hunter — A balanced two-masted hunter. It has enough endurance, cargo space, and weapon capacity to serve as the standard adventuring ship.

Price: 35,000 gp unarmed
Construction: 4 weeks in a major port; 6 weeks in a small port
Dimensions: 85 ft. × 15 ft.
Sailing Crew / Berths: 20 / 40
Crew Quality: 4
Ship Charisma: 10
Cargo: 120 tons
Travel Pace: 144 miles per day

Hull ACDTHull HPIntegrityHull SegmentSTRCON
155300475 HP1817
ManeuverabilityHandlingSpeedOrdersWeapon MountsRam Salvo
C+245 ft.3470

War Galley

Hunter — An oared warship that ignores wind during combat. It has a large crew, short operational range, and is especially effective at forcing boarding actions.

Price: 65,000 gp unarmed
Construction: 6 weeks in a major port
Dimensions: 90 ft. × 20 ft.
Sailing Crew / Berths: 40 / 80
Crew Quality: 3
Ship Charisma: 8
Cargo: 80 tons
Travel Pace: 36 miles per day

Hull ACDTHull HPIntegrityHull SegmentSTRCON
1410300475 HP2018
ManeuverabilityHandlingSpeedOrdersWeapon MountsRam Salvo
C+230 ft.4480

Corvette

Hunter — A purpose-built patrol and escort vessel. It has more weapon capacity than a brigantine without becoming a capital ship.

Price: 80,000 gp unarmed
Construction: 6 weeks in a major port
Dimensions: 100 ft. × 20 ft.
Sailing Crew / Berths: 25 / 60
Crew Quality: 3
Ship Charisma: 10
Cargo: 150 tons
Travel Pace: 120 miles per day

Hull ACDTHull HPIntegrityHull SegmentSTRCON
1410350488 HP2018
ManeuverabilityHandlingSpeedOrdersWeapon MountsRam Salvo
C+245 ft.4690

Galleon

Hauler — A very large ocean-going cargo vessel. It is expensive, durable, and profitable, but slow to turn and difficult to conceal.

Price: 340,000 gp unarmed
Construction: 12 weeks in a capital shipyard
Dimensions: 160 ft. × 30 ft.
Sailing Crew / Berths: 40 / 100
Crew Quality: 3
Ship Charisma: 10
Cargo: 500 tons
Travel Pace: 120 miles per day

Hull ACDTHull HPIntegrityHull SegmentSTRCON
14155505110 HP2420
ManeuverabilityHandlingSpeedOrdersWeapon MountsRam Salvo
D+140 ft.48120

Ship of the Line

Behemoth — A capital warship comparable to a mobile fortress. It can support several batteries and a very large fighting complement.

Price: 750,000 gp unarmed
Construction: 12 weeks in a capital shipyard, normally with government approval
Dimensions: 190 ft. × 30 ft.
Sailing Crew / Berths: 60 / 250
Crew Quality: 4
Ship Charisma: 12
Cargo: 120 tons
Travel Pace: 96 miles per day

Hull ACDTHull HPIntegrityHull SegmentSTRCON
13207506125 HP2420
ManeuverabilityHandlingSpeedOrdersWeapon MountsRam Salvo
E+035 ft.512150

Small Craft

CraftPriceACHPCrew / CapacitySpeedCargoWeapon Capacity
Rowboat50 gp13501 / 420 ft. by oar500 lb.None
Longboat2,000 gp151501 / 820 ft. by oar500 lb.One Harpoon, Ballista, or Carronade

Small craft do not use Integrity. At 0 HP they are destroyed or rendered unseaworthy. A longboat weapon retains its normal crew requirement.

Ship Weapons

Identical weapons fired at the same target are grouped into one battery and use one attack roll. Multiply Salvo by the number of weapons in that battery.

Each weapon uses the listed number of Weapon Mount points.

WeaponCostMountsCrewHPDamageSalvoReloadRangeProperties
Harpoon500 gp12502d10110ShortMay fire a cabled harpoon; a hit grants +2 on the next Grapple maneuver against that target.
Ballista500 gp12503d10170Short, LongSimple, reliable, and inexpensive.
Mangonel1,000 gp231005d10281LongCannot attack at Short range.
Trebuchet2,000 gp331008d10442Long, ExtremeCannot attack at Short range; uses special shot.
Carronade500 gp11602d6 + gunner ability modifier101ShortMobile; attacks against exposed crew do not suffer the usual called-shot disadvantage.
Light cannon1,500 gp121204d10221Short, LongEfficient; with twice the listed crew, Reload is reduced by 1.
Medium cannon2,500 gp221208d10442Short, LongThe standard naval cannon.
Heavy cannon3,500 gp3315014d10772ShortA close-range hull breaker.
Culverin4,000 gp3212010d10553Long, ExtremeArtillery: −2 to the attack roll unless the battery received an Aim order this round.
FlamethrowerNot normally for sale341203d8 in a 25-foot cone4ShortTargets decks and creatures; a ship hit suffers a Fire critical instead of normal Integrity damage.

Weapon Installation

  • A new weapon includes 10 ordinary shots.
  • Installation normally takes 1 day per Mount point in a capable port.
  • A battery requires its full listed crew for each installed weapon.
  • Reload boxes are marked after the battery fires. One Reload order clears one box.
  • An Efficient battery supplied with twice its minimum crew reduces Reload by 1, minimum 0.
  • Damage dice are used against creatures, components, fortifications, and when the GM wants to roll. Salvo is used against ship Integrity.

Attack Modifiers

A player-operated battery normally uses:

d20 + gunner’s Dexterity or Intelligence modifier + proficiency bonus

Proficiency applies with firearms, appropriate siege weapons, or vehicles (water), as the GM finds appropriate.

An NPC-operated battery uses:

d20 + Crew Quality

Ammunition

Ordinary Ammunition

AmmunitionPrice
10 bolts, harpoons, or stone shot10 gp
10 standard cannon charges10 gp
10 special trebuchet shots20 gp

Special Cannon Ammunition

Special shot is consumed per physical cannon fired.

ShotPrice EachCompatible WeaponsEffect
Chain shot15 gpCarronade, light, medium, heavy cannonTargets Rigging without called-shot disadvantage. On a hit, inflicts Rigging Damaged instead of Hull Integrity damage.
Grape shot15 gpCarronade, light, medium, heavy cannonCannot damage Hull Integrity. Against exposed crew, causes 1d4 − 1 crew casualties, minimum 0. In standard combat, 15-foot cone, Dexterity save DC 12, 2d8 bludgeoning, half on success.
Smoke canister20 gpLight or medium cannonThe target’s gunners suffer −1 on battery attacks until the end of the next round. Multiple hits stack to −3.
Stinking canister35 gpLight or medium cannonAs smoke, and the target loses 1 Order on its next round unless its captain succeeds on a DC 13 CQ or Charisma check.
Explosive shot35 gpLight or medium cannonAdds 1d10 damage and +6 Salvo per cannon. On a critical hit, choose Fire instead of rolling the critical table.
Boring shot40 gpMedium or heavy cannonAdds 1d10 damage and +6 Salvo per cannon; ignores 5 points of Damage Threshold and causes no crew casualties.
Cannon harpoon50 gpLight or medium cannonDeals only 1d10 damage and no Integrity. A hit grants +3 on the next Grapple maneuver against that target.
Signal flare1 gpCarronade or light cannonVisible signal; no meaningful ship damage.

Mundane Facilities and Equipment

UpgradeCostEffect
Lifeboat500 gpHolds 10 creatures and one week of emergency provisions.
Bigger Brig2,500 gpSecure cells for 10 Medium prisoners; escape DC 18 with thieves’ tools or DC 22 without.
Ship’s Guard Barracks5,000 gpAdds 20 berths restricted to guards or marines without reducing Cargo Capacity.
Hidden Towline80 gpConcealed 100 lb. underwater container; Investigation DC 18 to find.
Large Hidden Towline180 gpConcealed 1,500 lb. underwater container; Investigation DC 22 to find; Speed −5 ft. while loaded.
Secret compartment, chest2,500 gpMedium chest; Investigation DC 22.
Secret compartment, person4,500 gpOne Medium creature; Investigation DC 20.
Secret compartment, concealed person6,500 gpOne Medium creature; Investigation DC 24.
Secret compartment, cargo8,500 gpFour large barrels or four creatures; Investigation DC 20.
Secret compartment, concealed cargo10,500 gpFour large barrels or four creatures; Investigation DC 24.
Rain Catchers100 gpRestores one Drink store per hour of rain; Speed −20 ft. while deployed.
Outfitted Sickbay2,500 gpAdvantage on Medicine checks aboard; maintenance +25 gp/month.
Improved Galley2,500 gpShip Charisma +1; maintenance +25 gp/month per 10 crew.
Nautical Cartography Suite2,500 gpAdvantage on checks to navigate, predict local weather or currents, avoid becoming lost, or track a known ship.
Auto-Cartographica1,500 gpAfter 24-hour attunement to a harbor, always shows direction and distance to it; advantage against becoming lost.
Passenger Quarters5,000 gp per 10 berthsConverts 10 ordinary berths to passenger-focused accommodation and permits the higher fare table.

Combat Upgrades

Hull and Survival

UpgradeCostRequirementEffect
Oak Reinforcement10 gp per foot of ship lengthNoneGain 1 Reinforcement pip.
Ironwood Reinforcement100 gp per footOakGain a second Reinforcement pip. Two pips increase maximum Integrity by 1.
Bilge Pumps2,500 gpNoneSpend 1 Order to gain advantage on sinking saves until the next round.
Deck Nets800 gpMasts or overhead riggingSpend 1 Order to raise or lower. While raised, attacks against crew have disadvantage and crew have advantage on Strength and Dexterity saves, but maximum Orders decrease by 1.
Kraken Spikes1,500 gpNoneA creature grappling the ship takes 2d10 damage each round. An enemy ship that successfully Grapples takes 11 Salvo; the spikes are then destroyed.
Naval Ram7,500 gpBow mountRam Salvo +30. Self-inflicted ram damage is applied to the ram first; the ram becomes Disabled after absorbing one ram impact.
Elemental Figurehead3,500 gpNoneChoose fire, cold/water, lightning, acid, thunder, necrotic, or poison. Ship and crew have advantage on related saves; reduce related ship damage by 5 before comparing with DT.
Glass Observation Hull500 gp per footSpecialized shipyardRemoves penalties for observing and attacking across the water’s surface.
Spiked Chains500 gpNoneSpend 1 Order to deploy. Creatures and submerged craft at Short range beneath the ship take 2d8; Speed −5 ft.
Rasping Chains1,500 gpSpiked ChainsReplaces Spiked Chains; damage becomes 4d8, or 8d10 against Gargantuan targets.

Weapon Improvements

These improvements apply to one complete battery, not selected guns within it.

UpgradeCostRequirementEffect
Improved Ordnance25% of battery purchase price, minimum 250 gpNoneEach weapon in the battery gains +1d10 damage and +6 Salvo.
Iron Casing14,000 gp per batteryCharacter level 11+ or rare shipyardThe battery may suffer two Weapon Damaged criticals before becoming Disabled.
Unerring Accuracy14,500 gp per batteryCharacter level 11+ or rare shipyardEach weapon gains +2d10 damage and +12 Salvo.
Greater Unerring Accuracy24,000 gp per batteryUnerring Accuracy; character level 16+Replaces the prior bonus with +4d10 damage and +24 Salvo per weapon.
Precision Mounting5,500 gp per batteryCharacter level 16+ or legendary shipwrightThe battery has advantage on attack rolls.

Crew and Training Upgrades

All training upgrades apply to the ship’s entire paid crew. Costs stack.

UpgradeCostMonthly IncreaseEffect
Crewed by Scurvy Dogs50 gp per 10 crew+5 gp per sailorCQ +1
Crewed by Scallywags50 gp per 10 crew+5 gp per sailorRequires Scurvy Dogs; CQ +1
Crewed by Old Hands50 gp per 10 crew+5 gp per sailorRequires Scallywags; CQ +1
Crewed by Master Hands50 gp per 10 crew+5 gp per sailorRequires Old Hands; CQ +1

CQ from all sources normally cannot exceed 7.

Automation

UpgradeCostRequirementEffect
Gint’s Automatic Sail and Oar Machine5,000 gpNoneSailing Crew requirement −10.
Improved Gint Machine5,000 gpGint’s MachineSailing Crew requirement −10 again.
Extended Gint Machine15,000 gpImproved Gint MachineSailing Crew requirement −10 again.
Masterwork Gint Machine25,000 gpExtended Gint MachineSailing Crew requirement −20 again.

Automation cannot reduce Sailing Crew below half the original value. Each machine is a component and can be targeted or sabotaged.

Advanced and Magical Upgrades

UpgradeCostRequirementEffect
Living Wood300 gp per footIronwood; character level 11+ or rare sourceOnce per combat, restore 1 lost Integrity at the end of Consequences. Outside combat, restore 10d10 Hull HP per hour. Fire damage suppresses regeneration for 1 hour.
Watershell15,000 gpCharacter level 11+Grants 3 Armor Integrity. Lost Armor Integrity fully recovers after 8 hours touching water.
Arcanshield45,000 gpCharacter level 16+Grants 5 Armor Integrity and resistance to environmental damage while active. Recovers after 8 hours.
Etherium Hull1,500 gp per footCharacter level 16+; extraplanar materialReduce nonmagical Integrity damage by 1, minimum 1.
Aquatic Harpoon Mount550 gp per weaponCharacter level 11+Adds a specialized 3d10 harpoon mount that ignores surface-to-underwater penalties; Speed −5 ft. per mount.
Launch Hangar12,000 gpSufficient internal volumeHolds and launches one squadron of up to 10 mounts or one suitable auxiliary craft.
Ether Maul25,000 gpShip at least 90 ft.; character level 16+3 Mounts, 2 crew, 20d10 magical damage, Salvo 110, Short range, Reload 3. Recharging 10 attacks costs 1,500 gp.
Figurehead of the Deep13,500 gpCharacter level 16+The ship can submerge; creatures within 20 ft. can breathe water.
Unleash the Beast450,000 gpLegendary ritualThe ship becomes a loyal living vessel, gains Intelligence 4 and Wisdom 12, a 20d10 bite at Short range, and regenerates 1 Integrity after a successful bite, once per round.

Armor Integrity is lost before normal Integrity. It is not included in Hull HP or ordinary repair bills.

Example Armament Packages

These packages are optional examples, not additional rules.

PackageWeaponsMountsAdded CrewAdded Cost
Courier defense2 Ballistae241,000 gp
Sloop privateer2 Light cannons243,000 gp
Brigantine hunter2 Light cannons + 1 Medium cannon465,500 gp
Galley boarder2 Carronades + 1 Medium cannon443,500 gp
Corvette patrol2 Light cannons + 2 Medium cannons688,000 gp
Armed galleon4 Light cannons + 2 Medium cannons81211,000 gp
Ship-of-the-line battery4 Light cannons + 4 Medium cannons121616,000 gp