Hybrid Naval System — Economic Reference
This document is the accounting reference for the hybrid naval system. Use it for crew pay, stores, maintenance, docking, repairs, construction, purchase, resale, passenger fares, and cargo work.
Companion Documents
Table of Contents
- Monthly Operating Cost
- Crew Pay
- Food, Drink, and Stores
- Maintenance and Docking
- Damage and Repairs
- Purchase, Construction, and Resale
- Passenger and Cargo Income
- Fast Monthly Worksheets
- Economic Defaults and Optional Abstraction
Monthly Operating Cost
At the end of each 30-day operating month, calculate:
Monthly Cost = salaries + food and drink + maintenance + upgrade upkeep + replenished stores and ammunition + docking used
Food and drink are purchased in blocks sufficient for 10 creatures for one month. Always round the number of creatures aboard up to the next block of 10.
The listed base operating costs below assume:
- the ship carries only its Sailing Crew;
- all crew are ordinary sailors paid 30 gp per month;
- player characters fill any skilled officer positions without drawing salary;
- the vessel purchases one month of normal food and drink;
- routine maintenance is paid;
- no weapon crew, guards, passengers, upgrade upkeep, replacement stores, or docking fees are included.
| Ship | Sailing Crew | Base Monthly Cost |
|---|---|---|
| Cutter | 5 | 340 gp |
| Sloop | 10 | 490 gp |
| Brigantine | 20 | 970 gp |
| War Galley | 40 | 1,890 gp |
| Corvette | 25 | 1,280 gp |
| Galleon | 40 | 1,920 gp |
| Ship of the Line | 60 | 2,840 gp |
A ship carrying additional gunners, guards, passengers, specialists, or mounts must also feed and pay them.
Crew Pay
| Hireling | Monthly Pay | Notes |
|---|---|---|
| Ordinary sailor or ship’s guard | 30 gp | General deckhand, rigger, loader, marine, or guard |
| Skilled officer or specialist | 150 gp | Navigator, surgeon, master gunner, bosun, artificer, or equivalent NPC |
| Mounted unit with rider | 40 gp | Does not include unusual feed or replacement equipment |
| Player character | By agreement | A PC may waive pay, take an officer’s share, or receive a negotiated salary |
Weapon Crews
Weapon crew requirements are in addition to the Sailing Crew unless a ship’s listed package explicitly says otherwise. Crew assigned to a weapon cannot simultaneously perform another crew task during that naval round.
A ship may carry more people than its listed Berths by converting cargo space:
10 additional Medium creatures consume 1 ton of cargo capacity, before their food and drink are counted.
Unpaid Crew
At the end of each unpaid month:
- Crew Quality decreases by 1, to a minimum of 0.
- The captain makes a DC 12 Charisma (Persuasion or Intimidation) check.
- On a failure, the crew refuses dangerous orders, deserts at the next safe port, or attempts mutiny as appropriate.
Paying all arrears restores 1 lost Crew Quality after one week of normal operation. Other CQ losses require roleplay, shore leave, prize money, or another meaningful remedy.
Food, Drink, and Stores
Monthly Provisions
| Store | Cost | Capacity or Use |
|---|---|---|
| Food store | 150 gp | Feeds 10 creatures for one month; 1 ton |
| Drink store | 10 gp | Waters 10 creatures for one month; 1 ton |
| Medical store | 10 gp | Expended by major treatment, casualty recovery, or specified upgrades |
| Supply store | 20 gp | 1 ton of wood, canvas, rope, nails, tar, and repair material |
| 10 ballista bolts, harpoons, or stone shot | 10 gp | 100 ordinary shots occupy 1 ton |
| 10 standard cannon charges | 10 gp | Includes shot, powder, wadding, fuse, and routine wastage |
| 10 special trebuchet shots | 20 gp | 10 shots occupy 1 ton |
The ship’s listed price includes:
- one month of food and drink for its Sailing Crew;
- one Medical store;
- one Supply store.
A newly purchased weapon includes 10 ordinary shots of the appropriate type.
Provision Capacity
The first month of food and drink for the listed Sailing Crew is assumed to fit in the ship’s normal service spaces and does not reduce listed Cargo Capacity. Extra months, provisions for additional people, ammunition, and Supply stores use cargo space normally.
At more than 80% Cargo Capacity, reduce combat Speed by 10 feet and daily travel by 24 miles for a sailing ship, or by 25% for another propulsion type.
Half and Double Rations
- Half rations: provisions last twice as long; CQ decreases by 1 after the first week and by another 1 after the first month.
- Double rations: provisions are consumed twice as quickly; after one week, the captain has advantage on the next check made to Rally or prevent mutiny.
Maintenance and Docking
Routine maintenance represents ordinary replacement of rope, canvas, spars, fasteners, pitch, pumps, and worn fittings.
| Ship Length | Monthly Maintenance | Docking per Day |
|---|---|---|
| 10 feet or less | 1 gp | 1 sp |
| 11–30 feet | 10 gp | 5 sp |
| 31–75 feet | 30 gp | 2 gp |
| 76–100 feet | 50 gp | 4 gp |
| 101–200 feet | 80 gp | 8 gp |
| 201–300 feet | 100 gp | 16 gp |
Upgrade upkeep is added to this amount.
Missed Maintenance
For each unpaid month, roll 2d10 Permanent Wear against the Hull, Helm, Propulsion, and every installed battery.
Permanent Wear reduces that component’s maximum HP. When Permanent Wear against the Hull equals or exceeds one Hull Segment, maximum Integrity decreases by 1.
Permanent Wear cannot be repaired at sea. Paying all maintenance arrears and remaining in a suitable port for 8 hours removes the wear. The GM may require a larger shipyard for a capital vessel.
Damage and Repairs
Naval combat uses Integrity, while the repair economy uses Hull HP.
Converting Integrity Loss to Hull Damage
Each stat block lists a Hull Segment value.
Hull HP lost after combat = Hull Segments lost × Hull Segment value
A Patched Integrity point restored by an Emergency Repair still counts as a lost segment after combat. Patches keep the ship fighting; they do not erase the repair bill.
At-Sea Repairs
A crew with carpenter’s tools can spend 8 hours and consume one Supply store to restore 10d10 Hull HP to the Hull or one major component.
- The ship may travel at normal cruising speed while this work is performed.
- A completed Hull Segment restores 1 missing Integrity after the work is finished.
- At-sea work can repair ordinary damage and a single Damaged critical condition.
- A Disabled component requires a port, drydock, specialized magic, or a specific adventure solution.
Port Repairs
| Ship Length | Cost per Hull HP | Repair Rate |
|---|---|---|
| 75 feet or less | 2 gp | 50 HP per day |
| 76–120 feet | 3 gp | 50 HP per day |
| 121 feet or more | 5 gp | 50 HP per day |
Round repair time up to a full day. Several qualified repair crews may work simultaneously if the port can support them.
Component Repair
Use the following replacement values:
- Helm: 5% of the unarmed ship price
- Propulsion and rigging: 10% of the unarmed ship price
- Weapon, shield, facility, or other installed component: its listed purchase price
Repair costs are:
| Condition | Cost | Time |
|---|---|---|
| Damaged | 10% of component value, minimum 50 gp | 1 day |
| Disabled | 25% of component value, minimum 100 gp | 3 days |
| Destroyed | Full replacement price | Normal installation time |
In-Combat Repairs
The combat rules permit one Emergency Repair per ship per battle:
- Spend 1 Order and 1 Supply store.
- Make a DC 15 Intelligence check using carpenter’s tools, or a DC 15 Crew Quality check.
- On a success, restore 1 Integrity as Patched Integrity.
- The patch disappears when the encounter ends.
Damage Control may clear a Damaged critical effect but does not restore Integrity.
Purchase, Construction, and Resale
Buying a Ship
The prices in the player menu are for a new, unarmed vessel with its standard rooms, listed propulsion, one month of provisions for its Sailing Crew, one Medical store, and one Supply store.
Weapons, special facilities, trained crew, guards, and magical upgrades are purchased separately.
Availability is a real limit:
- Cutters, sloops, and brigantines are available in many major ports.
- Galleys and corvettes require a naval or large commercial shipyard.
- Galleons require a major capital port.
- Ships of the line normally require state approval, a naval contract, or capture.
Construction Time
| Beam | Normal Construction Time |
|---|---|
| 10–14 feet | 2 weeks in a major port; 3 weeks in a small port |
| 15–19 feet | 4 weeks in a major port; 6 weeks in a small port |
| 20–24 feet | 6 weeks in a major port |
| 25–29 feet | 9 weeks in a major port |
| 30 feet or more | About 12 weeks in a capital shipyard |
Each week removed from the schedule adds 20% of the ship’s unarmed price, to a minimum construction time of one week.
Used Ships
A legally owned used ship normally sells for:
The vessel’s current Ship Charisma is listed or tracked on its ship stat block.
50% of the current new price of its hull, weapons, and permanent upgrades
Then apply:
- subtract the full estimated cost of all necessary repairs;
- subtract any unpaid wages, liens, taxes, or docking charges attached to the vessel;
- add 10% if the ship is famous, pristine, or has Charisma 15+;
- subtract 5% if Charisma is 6–9;
- subtract 15% if Charisma is 5 or lower.
A stolen prize normally has no legitimate market. A fence may offer 10–25% of new value, and the sale can create legal claims, bounties, or political consequences.
Captured Ships
A captured ship has value only if the party can:
- establish legal title or find a fence;
- provide a prize crew;
- reach a port able to purchase it;
- pay the repair and operating costs until sale.
A prize that cannot be crewed, docked, registered, or defended is a liability rather than liquid treasure.
Passenger and Cargo Income
Passenger Fares
| Accommodation | Ship Charisma | Fare per Passenger per Week |
|---|---|---|
| Standard nautical fare | 0–5 | 12 gp |
| Standard nautical fare | 6–10 | 16 gp |
| Standard nautical fare | 11–15 | 20 gp |
| Standard nautical fare | 16+ | 24 gp |
| Passenger-focused quarters | 0–5 | 16 gp |
| Passenger-focused quarters | 6–10 | 20 gp |
| Passenger-focused quarters | 11–15 | 30 gp |
| Passenger-focused quarters | 16+ | 45 gp |
Passenger-focused quarters are an upgrade or a narrative refit. Passengers consume Berths first. Ten passengers placed in cargo space consume 1 ton.
Cargo Freight
The standard freight rate is:
20 gp per ton of cargo per month of travel
The captain may negotiate higher rates for dangerous routes, valuable cargo, blockades, war zones, refrigeration, secrecy, or guaranteed delivery.
This rate is intentionally modest. A ship becomes highly profitable through reliable volume, valuable trade, prizes, or state contracts rather than one ordinary cargo run.
Fast Monthly Worksheets
Minimal Worksheet
Ordinary crew: number × 30 gp
Skilled NPCs: number × 150 gp
Mounted units: number × 40 gp
Food blocks: ceil(total creatures ÷ 10) × 150 gp
Drink blocks: ceil(total creatures ÷ 10) × 10 gp
Maintenance: by ship length
Upgrade upkeep: listed amounts
Replacement stores: as used
Replacement ammo: as fired
Docking: days × docking rate
TOTAL:Voyage Profit Worksheet
Passenger income
+ Freight income
+ Trade profit
+ Contract or prize income
− Monthly operating cost
− Ammunition and consumed stores
− Docking, tolls, and taxes
− Repair liabilities
= Net voyage profitEconomic Defaults and Optional Abstraction
For a campaign that does not want detailed bookkeeping, use one of these abstractions:
Operating Fund
Deposit one base monthly operating cost in advance. Ordinary provisions, salaries, and maintenance are assumed paid for that month. Track only:
- special ammunition;
- Supply and Medical stores;
- repairs;
- unusual hires;
- major docking, tolls, and upgrades.
Self-Funding Ship
A ship with regular background freight or passenger work may cover ordinary salaries, provisions, maintenance, and docking without generating profit. Adventures, prizes, special contracts, and trade speculation determine actual gain or loss.