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
- Ships for Purchase
- Small Craft
- Ship Weapons
- Ammunition
- Mundane Facilities and Equipment
- Combat Upgrades
- Crew and Training Upgrades
- Advanced and Magical Upgrades
- Example Armament Packages
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-effectiveness track. Reaching 0 means the ship is Defeated, not automatically sunk.
- Hull Segment: Repair liability represented by each point of lost 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 making Flooding saves.
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.
| Charisma | Typical Reaction |
|---|---|
| 0–5 | Disdain; the vessel appears neglected, unsafe, or infamous |
| 6–10 | Indifference; an ordinary working ship |
| 11–15 | Respect, 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: 1 month in a major 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 AC | DT | Hull HP | Integrity | Hull Segment | STR | CON |
|---|---|---|---|---|---|---|
| 16 | 5 | 120 | 3 | 40 HP | 16 | 14 |
| Maneuverability | Handling | Speed | Orders | Weapon Mounts | Ram Salvo |
|---|---|---|---|---|---|
| A | +4 | 55 ft. | 2 | 2 | 40 |
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 months in a major port
Dimensions: 65 ft. × 12 ft.
Sailing Crew / Berths: 10 / 20
Crew Quality: 2
Ship Charisma: 8
Cargo: 60 tons
Travel Pace: 144 miles per day
| Hull AC | DT | Hull HP | Integrity | Hull Segment | STR | CON |
|---|---|---|---|---|---|---|
| 15 | 5 | 200 | 3 | 67 HP | 18 | 17 |
| Maneuverability | Handling | Speed | Orders | Weapon Mounts | Ram Salvo |
|---|---|---|---|---|---|
| B | +3 | 50 ft. | 3 | 2 | 50 |
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: 3 months in a major port; 4 months 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 AC | DT | Hull HP | Integrity | Hull Segment | STR | CON |
|---|---|---|---|---|---|---|
| 15 | 5 | 300 | 4 | 75 HP | 18 | 17 |
| Maneuverability | Handling | Speed | Orders | Weapon Mounts | Ram Salvo |
|---|---|---|---|---|---|
| C | +2 | 45 ft. | 3 | 4 | 70 |
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: 4 months in a naval shipyard; 6 months in a large commercial shipyard
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 AC | DT | Hull HP | Integrity | Hull Segment | STR | CON |
|---|---|---|---|---|---|---|
| 14 | 10 | 300 | 4 | 75 HP | 20 | 18 |
| Maneuverability | Handling | Speed | Orders | Weapon Mounts | Ram Salvo |
|---|---|---|---|---|---|
| C | +2 | 30 ft. | 4 | 4 | 80 |
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 months in a naval or major commercial shipyard
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 AC | DT | Hull HP | Integrity | Hull Segment | STR | CON |
|---|---|---|---|---|---|---|
| 14 | 10 | 350 | 4 | 88 HP | 20 | 18 |
| Maneuverability | Handling | Speed | Orders | Weapon Mounts | Ram Salvo |
|---|---|---|---|---|---|
| C | +2 | 45 ft. | 4 | 6 | 90 |
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: 9 months in a capital shipyard; 12 months in another major port capable of the work
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 AC | DT | Hull HP | Integrity | Hull Segment | STR | CON |
|---|---|---|---|---|---|---|
| 14 | 15 | 550 | 5 | 110 HP | 24 | 20 |
| Maneuverability | Handling | Speed | Orders | Weapon Mounts | Ram Salvo |
|---|---|---|---|---|---|
| D | +1 | 40 ft. | 4 | 8 | 120 |
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: 18 months in a capital shipyard; 24 months in another major naval 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 AC | DT | Hull HP | Integrity | Hull Segment | STR | CON |
|---|---|---|---|---|---|---|
| 13 | 20 | 750 | 6 | 125 HP | 24 | 20 |
| Maneuverability | Handling | Speed | Orders | Weapon Mounts | Ram Salvo |
|---|---|---|---|---|---|
| E | +0 | 35 ft. | 5 | 12 | 150 |
Small Craft
| Craft | Price | AC | HP | Crew / Capacity | Speed | Cargo | Weapon Capacity |
|---|---|---|---|---|---|---|---|
| Rowboat | 50 gp | 13 | 50 | 1 / 4 | 20 ft. by oar | 500 lb. | None |
| Longboat | 2,000 gp | 15 | 150 | 1 / 8 | 20 ft. by oar | 500 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.
| Weapon | Cost | Mounts | Crew | HP | Damage | Salvo | Reload | Range | Properties |
|---|---|---|---|---|---|---|---|---|---|
| Harpoon | 500 gp | 1 | 2 | 50 | 2d10 | 11 | 0 | Short | May fire a cabled harpoon; a hit grants +2 on the next Grapple maneuver against that target. |
| Ballista | 500 gp | 1 | 2 | 50 | 3d10 | 17 | 0 | Short, Long | Simple, reliable, and inexpensive. |
| Mangonel | 1,000 gp | 2 | 3 | 100 | 5d10 | 28 | 1 | Long | Cannot attack at Short range. |
| Trebuchet | 2,000 gp | 3 | 3 | 100 | 8d10 | 44 | 2 | Long, Extreme | Cannot attack at Short range; uses special shot. |
| Carronade | 500 gp | 1 | 1 | 60 | 2d6 + gunner ability modifier | 10 | 1 | Short | Mobile; attacks against exposed crew do not suffer the usual called-shot disadvantage. |
| Light cannon | 1,500 gp | 1 | 2 | 120 | 4d10 | 22 | 1 | Short, Long | Efficient; with twice the listed crew, Reload is reduced by 1. |
| Medium cannon | 2,500 gp | 2 | 2 | 120 | 8d10 | 44 | 2 | Short, Long | The standard naval cannon. |
| Heavy cannon | 3,500 gp | 3 | 3 | 150 | 14d10 | 77 | 2 | Short | A close-range hull breaker. |
| Culverin | 4,000 gp | 3 | 2 | 120 | 10d10 | 55 | 3 | Long, Extreme | Artillery: −2 to the attack roll unless the battery received an Aim order this round. |
| Flamethrower | Not normally for sale | 3 | 4 | 120 | 3d8 in a 25-foot cone | — | 4 | Short | Targets 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
| Ammunition | Price |
|---|---|
| 10 bolts, harpoons, or stone shot | 10 gp |
| 10 standard cannon charges | 10 gp |
| 10 special trebuchet shots | 20 gp |
Special Cannon Ammunition
Special shot is consumed per physical cannon fired.
| Shot | Price Each | Compatible Weapons | Effect |
|---|---|---|---|
| Chain shot | 15 gp | Carronade, light, medium, heavy cannon | Targets Rigging without called-shot disadvantage. On a hit, inflicts Rigging Damaged. If the battery’s total Salvo is 50 or more, it also inflicts 1 Integrity under the normal heavy component-hit rule. |
| Grape shot | 15 gp | Carronade, light, medium, heavy cannon | Cannot 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 canister | 20 gp | Light or medium cannon | The target’s gunners suffer −1 on battery attacks until the end of the next round. Multiple hits stack to −3. |
| Stinking canister | 35 gp | Light or medium cannon | As smoke, and the target loses 1 Order on its next round unless its captain succeeds on a DC 13 CQ or Charisma check. |
| Explosive shot | 35 gp | Light or medium cannon | Adds 1d10 damage and +6 Salvo per cannon. On a critical hit, choose Fire instead of rolling the critical table. |
| Boring shot | 40 gp | Medium or heavy cannon | Adds 1d10 damage and +6 Salvo per cannon; ignores 5 points of Damage Threshold and causes no crew casualties. |
| Cannon harpoon | 50 gp | Light or medium cannon | Deals only 1d10 damage and no Integrity. A hit grants +3 on the next Grapple maneuver against that target. |
| Signal flare | 1 gp | Carronade or light cannon | Visible signal; no meaningful ship damage. |
Mundane Facilities and Equipment
| Upgrade | Cost | Effect |
|---|---|---|
| Lifeboat | 500 gp | Holds 10 creatures and one week of emergency provisions. |
| Bigger Brig | 2,500 gp | Secure cells for 10 Medium prisoners; escape DC 18 with thieves’ tools or DC 22 without. |
| Ship’s Guard Barracks | 5,000 gp | Adds 20 berths restricted to guards or marines without reducing Cargo Capacity. |
| Hidden Towline | 80 gp | Concealed 100 lb. underwater container; Investigation DC 18 to find. |
| Large Hidden Towline | 180 gp | Concealed 1,500 lb. underwater container; Investigation DC 22 to find; Speed −5 ft. while loaded. |
| Secret compartment, chest | 2,500 gp | Medium chest; Investigation DC 22. |
| Secret compartment, person | 4,500 gp | One Medium creature; Investigation DC 20. |
| Secret compartment, concealed person | 6,500 gp | One Medium creature; Investigation DC 24. |
| Secret compartment, cargo | 8,500 gp | Four large barrels or four creatures; Investigation DC 20. |
| Secret compartment, concealed cargo | 10,500 gp | Four large barrels or four creatures; Investigation DC 24. |
| Rain Catchers | 100 gp | Restores one Drink store per hour of rain; Speed −20 ft. while deployed. |
| Outfitted Sickbay | 2,500 gp | Advantage on Medicine checks aboard; maintenance +25 gp/month. |
| Improved Galley | 2,500 gp | Ship Charisma +1; maintenance +25 gp/month per 10 crew. |
| Nautical Cartography Suite | 2,500 gp | Advantage on checks to navigate, predict local weather or currents, avoid becoming lost, or track a known ship. |
| Auto-Cartographica | 1,500 gp | After 24-hour attunement to a harbor, always shows direction and distance to it; advantage against becoming lost. |
| Passenger Quarters | 5,000 gp per 10 berths | Converts 10 ordinary berths to passenger-focused accommodation and permits the higher fare table. |
Combat Upgrades
Hull and Survival
Reinforcement costs are calculated from the ship’s current unarmed hull price.
| Upgrade | Cost | Requirement | Effect |
|---|---|---|---|
| Oak Reinforcement | 5% of unarmed hull price | None | Gain 1 Reinforcement pip. |
| Ironwood Reinforcement | 10% of unarmed hull price | Oak Reinforcement | Gain a second Reinforcement pip. Two pips increase maximum Integrity by 1. |
| Bilge Pumps | 2,500 gp | None | Spend 1 Order to gain advantage on Flooding saves until the next Orders Phase. |
| Deck Nets | 800 gp | Masts or overhead rigging | Spend 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 Spikes | 1,500 gp | None | A creature grappling the ship takes 2d10 damage each round. An enemy ship that successfully Grapples takes 11 Salvo; the spikes are then destroyed. |
| Naval Ram | 7,500 gp | Bow mount | Ram Salvo +30. Self-inflicted ram damage is applied to the ram first; the ram becomes Disabled after absorbing one ram impact. |
| Elemental Figurehead | 3,500 gp | None | Choose 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 Hull | 500 gp per foot | Specialized shipyard | Removes penalties for observing and attacking across the water’s surface. |
| Spiked Chains | 500 gp | None | Spend 1 Order to deploy. Creatures and submerged craft at Short range beneath the ship take 2d8; Speed −5 ft. |
| Rasping Chains | 1,500 gp | Spiked Chains | Replaces Spiked Chains; damage becomes 4d8, or 8d10 against Gargantuan targets. |
Weapon Improvements
These improvements apply to one complete battery, not selected guns within it.
| Upgrade | Cost | Requirement | Effect |
|---|---|---|---|
| Improved Ordnance | 25% of battery purchase price, minimum 250 gp | None | Each weapon in the battery gains +1d10 damage against creatures, components, and fortifications. It does not increase Salvo. |
| Reinforced Charges | 5,000 gp per battery | Rare shipyard | Each weapon in the battery gains +6 Salvo. |
| Iron Casing | 14,000 gp per battery | Character level 11+ or rare shipyard | The battery may suffer two Weapon Damaged criticals before becoming Disabled. |
| Unerring Accuracy | 14,500 gp per battery | Character level 11+ or rare shipyard | Each weapon gains +2d10 damage and +12 Salvo. |
| Greater Unerring Accuracy | 24,000 gp per battery | Unerring Accuracy; character level 16+ | Replaces the prior bonus with +4d10 damage and +24 Salvo per weapon. |
| Precision Mounting | 20,000 gp per battery | Character level 16+ or legendary shipwright | The battery has advantage on attack rolls. |
Crew and Training Upgrades
All training upgrades apply to the ship’s entire paid crew. Costs stack.
| Upgrade | Cost | Monthly Increase | Effect |
|---|---|---|---|
| Crewed by Scurvy Dogs | 50 gp per 10 crew | +5 gp per sailor | CQ +1 |
| Crewed by Scallywags | 50 gp per 10 crew | +5 gp per sailor | Requires Scurvy Dogs; CQ +1 |
| Crewed by Old Hands | 50 gp per 10 crew | +5 gp per sailor | Requires Scallywags; CQ +1 |
| Crewed by Master Hands | 50 gp per 10 crew | +5 gp per sailor | Requires Old Hands; CQ +1 |
CQ from all sources normally cannot exceed 7.
Automation
| Upgrade | Cost | Requirement | Effect |
|---|---|---|---|
| Gint’s Automatic Sail and Oar Machine | 5,000 gp | None | Sailing Crew requirement −10. |
| Improved Gint Machine | 5,000 gp | Gint’s Machine | Sailing Crew requirement −10 again. |
| Extended Gint Machine | 15,000 gp | Improved Gint Machine | Sailing Crew requirement −10 again. |
| Masterwork Gint Machine | 25,000 gp | Extended Gint Machine | Sailing 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
| Upgrade | Cost | Requirement | Effect |
|---|---|---|---|
| Living Wood | 300 gp per foot | Ironwood Reinforcement; character level 11+ or rare source | Once 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. |
| Watershell | 15,000 gp | Character level 11+ | Grants 3 Armor Integrity. Lost Armor Integrity fully recovers after 8 hours touching water. |
| Arcanshield | 45,000 gp | Character level 16+ | Grants 5 Armor Integrity and resistance to environmental damage while active. Recovers after 8 hours. |
| Etherium Hull | 1,500 gp per foot | Character level 16+; extraplanar material | Reduce nonmagical Integrity damage by 1, minimum 1. |
| Aquatic Harpoon Mount | 550 gp per weapon | Character level 11+ | Adds a specialized 3d10 harpoon mount that ignores surface-to-underwater penalties; Speed −5 ft. per mount. |
| Launch Hangar | 12,000 gp | Sufficient internal volume | Holds and launches one squadron of up to 10 mounts or one suitable auxiliary craft. |
| Ether Maul | 25,000 gp | Ship 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 Deep | 13,500 gp | Character level 16+ | The ship can submerge; creatures within 20 ft. can breathe water. |
| Unleash the Beast | 450,000 gp | Legendary ritual | The 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.
| Package | Weapons | Mounts | Added Crew | Added Cost |
|---|---|---|---|---|
| Courier defense | 2 Ballistae | 2 | 4 | 1,000 gp |
| Sloop privateer | 2 Light cannons | 2 | 4 | 3,000 gp |
| Brigantine hunter | 2 Light cannons + 1 Medium cannon | 4 | 6 | 5,500 gp |
| Galley boarder | 2 Carronades + 1 Medium cannon | 4 | 4 | 3,500 gp |
| Corvette patrol | 2 Light cannons + 2 Medium cannons | 6 | 8 | 8,000 gp |
| Armed galleon | 4 Light cannons + 2 Medium cannons | 8 | 12 | 11,000 gp |
| Ship-of-the-line battery | 4 Light cannons + 4 Medium cannons | 12 | 16 | 16,000 gp |