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

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.
ShipSailing CrewBase Monthly Cost
Cutter5340 gp
Sloop10490 gp
Brigantine20970 gp
War Galley401,890 gp
Corvette251,280 gp
Galleon401,920 gp
Ship of the Line602,840 gp

A ship carrying additional gunners, guards, passengers, specialists, or mounts must also feed and pay them.

Crew Pay

HirelingMonthly PayNotes
Ordinary sailor or ship’s guard30 gpGeneral deckhand, rigger, loader, marine, or guard
Skilled officer or specialist150 gpNavigator, surgeon, master gunner, bosun, artificer, or equivalent NPC
Mounted unit with rider40 gpDoes not include unusual feed or replacement equipment
Player characterBy agreementA 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:

  1. Crew Quality decreases by 1, to a minimum of 0.
  2. The captain makes a DC 12 Charisma (Persuasion or Intimidation) check.
  3. 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

StoreCostCapacity or Use
Food store150 gpFeeds 10 creatures for one month; 1 ton
Drink store10 gpWaters 10 creatures for one month; 1 ton
Medical store10 gpExpended by major treatment, casualty recovery, or specified upgrades
Supply store20 gp1 ton of wood, canvas, rope, nails, tar, and repair material
10 ballista bolts, harpoons, or stone shot10 gp100 ordinary shots occupy 1 ton
10 standard cannon charges10 gpIncludes shot, powder, wadding, fuse, and routine wastage
10 special trebuchet shots20 gp10 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 LengthMonthly MaintenanceDocking per Day
10 feet or less1 gp1 sp
11–30 feet10 gp5 sp
31–75 feet30 gp2 gp
76–100 feet50 gp4 gp
101–200 feet80 gp8 gp
201–300 feet100 gp16 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 LengthCost per Hull HPRepair Rate
75 feet or less2 gp50 HP per day
76–120 feet3 gp50 HP per day
121 feet or more5 gp50 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:

ConditionCostTime
Damaged10% of component value, minimum 50 gp1 day
Disabled25% of component value, minimum 100 gp3 days
DestroyedFull replacement priceNormal 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

BeamNormal Construction Time
10–14 feet2 weeks in a major port; 3 weeks in a small port
15–19 feet4 weeks in a major port; 6 weeks in a small port
20–24 feet6 weeks in a major port
25–29 feet9 weeks in a major port
30 feet or moreAbout 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

AccommodationShip CharismaFare per Passenger per Week
Standard nautical fare0–512 gp
Standard nautical fare6–1016 gp
Standard nautical fare11–1520 gp
Standard nautical fare16+24 gp
Passenger-focused quarters0–516 gp
Passenger-focused quarters6–1020 gp
Passenger-focused quarters11–1530 gp
Passenger-focused quarters16+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 profit

Economic 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.