THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
NAVAL COMBAT
[Wow, is this section misplaced. It never occurred to me in making up the
rules for Fantasy Core, I’d really need naval combat rules. Hopefully, while not any sort of true simulation,
these will be easy and dramatic to use.
This section will be linked to the main rules page.]
Ships
SHP-Ship Hit Points, SAC-Ship Armor Class
Rowboat:
SHP 1, SAC 13, Move (rowed) 1-1/2 miles/hr, 15 miles/day,
Cost 50 gp
Emplacements: none
6’ life boat that holds up to four occupants. Two people may work the two oars.
Longboat:
SHP 1, SAC 12, Move (rowed) 2 miles/hr, 20 miles/day, Cost
75 gp
Emplacements: none
12’ boat, usually kept aboard military and passenger
ships. Can hold up to 12 occupants
(uncomfortably). Up to eight can be
rowing, working the four oars.
Keelboat:
SHP 4, SAC 11, Move (wind-aided rowing) 1 mile/hr, 10 miles/day,
Cost 3,000 gp
Emplacements: Up to 4 exposed Ballista (fore, aft, 2 mid)
and 1 exposed Light Catapult (mid)
This 50- to 75-foot-long ship is 15 to 20 feet wide and has
a few oars to supplement its single mast with a square sail. It has a crew of
eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. It can
make sea voyages, as well as sail down rivers (thanks to its flat bottom).
These ships ply the coastal waters along the eastern side of
the continent, run by small independent companies. They are usually armed with a couple of
Ballista and perhaps a group of mercenaries (like the Player Characters),
especially those running anywhere near the Bass Strait .
A few run the main rivers. The
Southland Navy maintains several fully armed keelboats as harbor interdiction
vessels, also carrying a squad of Marines abroad (11).
Sailing Ship:
SHP 12, SAC 12, Move (sail) 2 miles/hr, 48 miles/day, Cost 10,000
gp
Emplacements: (8,000 gp each) 2 Castles (fore, aft SAC 13)
and up to 4 exposed Ballista along the sides
This larger, seaworthy ship is 75 to 90 feet long and 20
feet wide and has a crew of 20. It can carry 150 tons of cargo. It has square
sails on its two masts and can make sea voyages.
These are the
vessels of inter-continental shipping.
Southland is a destination for homeland Commonwealth
ships bringing various manufactured goods and passengers of all types. It is a point of departure for ships loaded
with gold, diamonds, Philosopher’s Stone, processed eucalyptus, and other
valuable cargos from the Southland.
Southland is also a weigh-station for ships heading to and from the
Oriental Empire. Because of the dangers
in the Southland waters, most of the ships carrying valuable cargo will attempt
to convoy together, and with Navy vessels if possible.
The Commonwealth
Navy extensively uses these vessels, fully armed (8 Ballista, 1 Light Catapult
or 6 Ballista and 1 Heavy Catapult) and with at least a platoon of Marines
(25). The Southland fleet doesn’t have
any sailing ships attached to it, but there are always several in the area and
can be brought into operations quickly under the Admiral’s command.
Sailing ships are
also the main vessels of the Crossbones Pirate fleet. They are also fully armed and swarming with
pirate raiders (up to 50) for boarding operations. Captain-Emperor Hobart’s flagship is the Manta.
She is a monster with 6 Ballista, 1 Light and 1 Heavy Catapult, and SHP
14 (SAC 11 though, weight had to be stripped to keep it moving at nominal
sailing speed).
Warship:
SHP 12, SAC 12, Move (sailed and rowed) 2-1/2 miles/hr, 60
miles/day,
Cost 25,000 gp
Emplacements: (8,000 gp each) Ram, 2 Castles (fore, aft SAC
13), and up to 4 exposed Ballista along the sides
This 100-foot-long ship has a single mast, although oars can
also propel it. It has a crew of 60 to 80 rowers. These are often shackled prisoners, who
volunteered in exchange for a shorter sentence.
In the event of the ship’s sinking, they’re probably going down with it,
unless someone with the keys takes pity on them. There are some poorly paid Commonwealth
citizen rowers, who are obviously down on their luck. These groups are kept segregated.
This ship can carry 160 soldiers, but not for long
distances, since there isn’t room for supplies to support that many people. The
warship cannot make sea voyages and sticks to the coast. It is not used for cargo.
The Commonwealth Southland Naval fleet maintains a squadron
of these vessels to patrol the continent’s coastline. They have the full number of emplacements
with 8 Ballista and 1 Light Catapult and a ram.
They normally carry a platoon of Marines (25). The Crossbones have a couple of captured
Warships in their fleet. Their rowers
are often unsuspecting individuals “press ganged” into service, then shackled
to their station.
Longship:
SHP 6, SAC 11, Move (sailed and rowed) 3 miles/hr, 72 miles/day,
Cost 10,000 gp
Emplacements: 1 exposed (SAC 11) Ballista fore ship, cannot
fire to the rear
This 75-foot-long ship with forty oars requires a total crew
of 50. It has a single mast and a square sail, and it can carry 50 tons of
cargo or 120 soldiers. A longship can make sea voyages.
[Okay, honestly this vessel is a little out-of-place
here.] This ship can serve as a foreign
cargo vessel, perhaps from the Hegemony (maybe carrying a load of Raiders
**link**) or from the Oriental Empire.
These would be frequenting the Perth
and Darwin
ports. The oars on these ships would be
manned by shackled slaves.
Galley:
SHP 8, SAC 11, Move (rowed and sailed) 4 miles/hr, 96 miles/day,
Cost 30,000 gp
Emplacements: (8,000 gp each) Ram, 3 Castles (fore, aft,
mid, SAC 13), up to 4 exposed Ballista along the sides
This three-masted ship has seventy oars on either side and
requires a total crew of 200. A galley
is 130 feet long and 20 feet wide, and it can carry 150 tons of cargo or 250
soldiers. This ship cannot make sea voyages and sticks to the coast.
Several Southland intra-continental shipping companies use
Galleys as their main transport, making runs between the eastern side to Perth or Darwin . At most, they might have an Aft Castle
with two Ballista, along with a small force of mercenaries (like the Player
Characters, for example). The oars are
often manned by poorly paid Oriental “coolies.”
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