My RPG

A rules-light tabletop RPG by Ron Helwig

GM Guide: Ships & Vehicles

Use the stat line from the Seafarer page (Ships at a Glance): Hull, Evasion, Threshold, Armament, Crew. Pick vessels for your era.

Vessels by Era

Era Small Medium Large Typical armament
Bronze Age / Classical fishing boat, reed boat penteconter, merchant round-ship trireme, quinquereme ram, archers, marines; later bolt-throwers
Viking / Early Medieval færing (rowboat) knarr (trader) longship, dragon-ship archers, spears, boarding
High Medieval cog’s boat cog, hulk great cog with castles, galley archers, crossbows, small catapults
Age of Sail jolly boat, sloop brig, caravel, schooner galleon, ship of the line cannons (swivel guns to gun decks)
Eastern seas sampan junk, dhow treasure ship fire arrows, bombards, rockets
Fantasy / Sky skiff, skyboat sky-cutter sky-galleon, cloud-barge ballistae, spell-engines, bombs

Land and Other Vehicles

Vehicle Hull Evasion Threshold Notes
Cart or wagon 3 9 5 2 horses; difficult terrain halves speed
Chariot 3 11 5 driver + archer; Armament 1d8 (archer)
Siege tower 7 6 12 carries 20; can’t cross rough ground
Sand-ship / ice yacht 4 11 6 sails on dunes or ice

Guidelines

  • Ownership is optional. Most parties ride, crew, hire, borrow, or commandeer vessels. Seafarer Features work aboard any of them.
  • Rams require movement into the target; archers hurt crews, not hulls (Sweep).
  • Give each important vessel one quirk (leaky, fast in light airs, haunted figurehead).