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Vehicle Construction Kit: Medieval Ships

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This book includes statistics for 18 medieval-era ships for use with D&D 5th edition. They can be used with the Vehicle Construction Kit or standalone.

  • Byrding
  • Knarr
  • Snekkja (light longship)
  • Skeid (medium longship)
  • Busse (heavy longship)
  • Birlinn (Scottish longship)
  • Ousiakon (light dromon)
  • Pamphyion (medium dromon)
  • Heavy dromon (dromon proper)
  • Trade cog
  • War cog
  • Hulk
  • Grand junk
  • Zaw (junk)
  • Kakam (junk)
  • Fishing junk
  • Foar-oar rowboat
  • Longboat
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Gage R September 20, 2019 10:43 am UTC
PURCHASER
There is something I would like to ask since you are currently researching the subject. No matter how hard I try, many of the ships I create fall short of their real life counterpart's speed. This gets especially more noticeable the close we get to the modern era. I figured that the discrepancy is either due to hull streamlining, or some other factor not accounted for.

For example, the real-life HMS Endymion was clocked going 14.4 knots (about 16.5 mph). A ship with three full-rig sails in favorable wind can only go as fast as 6 mph. I don't normally need stats to be completely accurate but it does get annoying when one tries to recreate historical situations but they don't match up due to everything being much the same or very similar stat-wise.
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Duncan T September 20, 2019 6:59 pm UTC
CREATOR
Hi Gage, I do need to do an update in Revolutionary Vehicles for industrial-era sailing vessels. Firstly, due to structural improvements, industrial-era ships have a maximum of 4 sail components (instead of 3). Secondly, I need to work out a size multiplier, such as the one I created for aircraft in Revolutionary (page 2): perhaps the same table could be used in the meantime.
For example, the HMS Endymion is a mass xiii vehicle, so would have a x2 multiplier. With four sail components, this would give a maximum speed of 14 mph in strong favorable winds, which is quite close to the target (calculated speeds aren't set in stone, so you can fudge this up a bit).

I am hoping to publish "Artillery III: Industrial Artillery" over the next two weeks (yes! carronades!) so will look closer after then.
Customer avatar
Gage R August 06, 2019 12:06 am UTC
PURCHASER
One thing I'm confused by is how many shifts to put on a given kind of ship. There are some hints in your various works but none of them are very detailed or fleshed out on the matter.
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Duncan T August 06, 2019 8:40 am UTC
CREATOR
Hi Gage. In this supplement I divide crew into "Crew", "Shift Crew" and "Marines".

"Crew" is the minimum number of people required to work the ship. "Marines" are gun teams, archers and other soldiers. "Shift Crew" are the extra crew required to have the number of shifts described in the parenthesis (e.g. "two shifts total). I thought separating these out would help Players who have purchased a ship and are hiring crew.

There are two reasons to have more than one shift.

Firstly, crew are not going to like working a single shift from dawn to dusk (about 16 hours). This would only be common on galleys (where the rowing crew can work half-on half-off with reduced speed, or be assisted by sail, as described in this supplement) or small vessels like fishing boats and barges. Otherwise, forcing a crew to constantly work a single shift will affect their fatigue and morale as adjudicated by the DM. By having two shifts,...See more
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Gage R August 06, 2019 3:25 pm UTC
PURCHASER
Yeah, I think that explanation would be needed for those unsure of how to set up a ship's crew makeup.

I've noticed that its easier for larger ships to hold a four-shift crew.

P.S. Do ships need dedicated gunners, or can the existing crew fill in for gunners during actual combat?
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Customer avatar
Duncan T August 06, 2019 6:35 pm UTC
CREATOR
D&D rules as written, no particular proficiency is needed to use artillery, so you could draw from general crew. Realistically, ships had dedicated gun teams (since they trained to co-ordinate with each other), so I list them under "marines". Gun teams don't need shift crew, they are already trained to form half-sized teams (in case both broadsides need manning).

Big sailing ships definitely support more shifts, due to the scaling on sail crew and artillery crew requirements.
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File Last Updated:
April 07, 2022
This title was added to our catalog on August 05, 2019.