TEXT: 50 Fathoms 
  A Savage Worlds Setting 
   
  Ship Types 
   
   
  Skiff/Dingy 
  Masts 0 
  These small rowboats are common throughout the Thousand Isles.  Villagers use them for 
  fishing, to travel to nearby islands, or to haul cargo from one end of an island to another. Skiffs, 
  usually equipped with a small sail, often act as messengers or used by rich travelers.  Both ships 
  are often carried on larger ships to travel to land and back. 
  Acceleration: 1 (2 Sail) 
  Top Speed: 2 (4 Sail) 
  Travel Speed: 1 
  Handling: 0 
  Cost: $500 - $1000 
  Toughness: 10 (2) 
  Crew: 1 + 6 
  Cargo Holds: 1 
  Guns: 0 
  Notes: Uses oars or very small sail.   
   
   
   
  Sloop/Cutter 
  Masts 1 
  Sloops are small vessels that can offer a good compromise for speed while still using 
  some firepower. They are favored by smugglers as they can easily slip up rivers and channels 
  where larger ships cannot pursue.  Cutters are fore-aft rigged sloops, as opposed to the basic 
  square-rigged Sloops. 
  Acceleration: 4 
  Top Speed: 10 
  Travel Speed: 3 
  Handling: +1 
  Cost: $18,000 
  Toughness: 13 (2) 
  Crew: 1 + 10 
  Cargo Holds: 4 
  Guns: 4 (up to 8)
  Notes: Sails upwind well; very fast acceleration; can be manned by a single skilled sailor; 2 
  heavy, hulled cannons, 2 light deck cannons.  
  
   
   
   
   
   
   
   
  Corvette 
  Masts 2 
  Similar to a sloop, but slightly larger, Corvettes are the next step up.  Unlike Sloops, 
  however, they require a bit more crew to keep them sailing effectively.  They carry a lot more 
  firepower and cargo, serving as scout ships and quick traders.
  Acceleration: 3 
  Top Speed: 10 
  Travel Speed: 3 
  Handling: +2 
  Cost: $25,000 
  Toughness: 14 (2) 
  Crew: 4 + 12 
  Cargo Holds: 6 
  Guns: 6 (up to 10) 
  Notes: Usually fore-aft rigged like a Schooner; very maneuverable; lightly armored; 4 heavy 
  hulled cannons, 2 light deck cannons. 
   
   
   
   
   
   
   
   
   
   
  Brig/Brigantine 
  Masts 2 
  Brigs are slightly larger than Sloops and usually have two masts that are square-rigged.  
  They are the lifeline of the survivors, carrying goods from one end of Caribdus to the other. 
  Because of pirates and other terrors are so common, most brigs man a full compliment of 
  marines to protect their cargo.  Although simple, their thicker, wider hulls allow for more 
  firepower, cargo, and especially protection.  Being square-rigged, however, they need a much 
  larger crew than smaller Sloops and Corvettes.
  Acceleration: 3 
  Top Speed: 10 
  Travel Speed: 3 
  Handling: 0 
  Cost: $30,000 
  Toughness: 16 (3) 
  Crew: 12 + 20 
  Cargo Holds: 8 
  Guns: 10 (up to 14) 
  Notes: Always square-rigged sails; common all around Caribdus; 6 heavy hulled cannons, 4 light 
  deck cannons. 
   
   
  
   
   
   
   
   
   
   
   
  Galley/Longship 
  Masts 2 
  Galleys are long, open ships used primarily in the Mediterranean of Earth and among the 
  Kieran Empire of Caribdus.  Galleys have sails, but are propelled by oars when becalmed or in 
  combat.  The Kieran Empires use of slaves has kept these ships popular in the east of Caribdus.
  Acceleration: 2 (1 Sail only) 
  Top Speed: 8 (6 Sail only) 
  Travel Speed: 3 (2 Sail only) 
  Handling: +1 (-1 Sail only) 
  Cost: $25,000 
  Toughness: 18 (4) 
  Crew: 4 Sails/24 Oars + 12 
  Cargo Holds: 4 
  Guns: 4 (up to 6) 
  Notes: Has both sails and oars; Ram (4 AP, ½ on ramming); 4 light deck cannon (mounted 
  forward). 
   
   
   
   
   
   
   
   
  Kieran Galley of War 
  Masts 3 
  The Kieran Empire’s “blackships” are some of the most fearsome hunters of the seas.  
  They patrol the coasts of Kiera looking for pirates or smugglers attempting to evade the empire’s 
  heavy harbor tithes.  Their captains are known for their ruthlessness – both to their crew and 
  slaves, as well as pirates.  
  Kieran Galleys of War are used for amphibious landings as well due to their long, 
  shallow hulls.  Each ship carries a small compliment of marines armed with long muskets and 
  clad in black and gold mail. They often have their cannons mounted forward as their captains 
  tend to drive their ships straight toward their foes.
  Acceleration: 3 (2 Sail only) 
  Top Speed: 10 (8 Sail only) 
  Travel Speed: 3 (2 Sail only) 
  Handling: +1 (-2 Sail only) 
  Cost: $70,000 
  Toughness: 20 (6) 
  Crew: 8 Sails/40 Oars + 12 Marines 
  Cargo Holds: 4 
  Guns: 6 (up to 10) 
  Notes: Has both sails and oars; Ram (5 AP, ½ on ramming); 4 light deck cannon (mounted 
  forward), 2 heavy hulled cannons. 
  
   
   
   
   
   
   
  Junk 
  Masts 3 
   
  Chinese jumks are converted cargo ships outfitted for war.  They can man a fair number 
  of guns, but aren’t as tough as vessels crafted from the start to survive enemy fire. 
   
  They sport a variety of sizes, masts, and riggings, but the most common on Caribdus are 
  three-masters with square sails.
  Acceleration: 2 
  Top Speed: 10 
  Travel Speed: 3 
  Handling: -1 
  Cost: $60,000 
  Toughness: 17 (3) 
  Crew: 12 + 36 
  Cargo Holds: 10 
  Guns: 8 (up to 14) 
  Notes: 8 heavy hull cannons 
   
   
   
   
   
   
   
   
   
   
  Frigate 
  Masts 3 
   
  Frigates are larger than brigs and tend to dedicate more room for firepower than cargo 
  space.  These are the typical vessels of war though they serve a variety of  purposes throughout 
  the Thousand Isles.
  Acceleration: 2 
  Top Speed: 10 
  Travel Speed: 3 
  Handling: 0 
  Cost: $50,000 
  Toughness: 18 (4) 
  Crew: 16 + 24 
  Cargo Holds: 12 
  Guns: 14 (up to 20) 
  Notes: Often Square-rigged workhorse; suitable for war/trade; massive cargo space; 6 heavy 
  deck cannons, 8 heavy hull cannons 
   
   
   
   
   
  
   
   
   
   
   
   
   
   
  Schooner 
  Masts 3 
   
  Becoming more popular toward the end of Age of the Sail back on Earth, Schooners are a 
  faster, more maneuverable alternative to Frigates.  Fore-aft rigging allows for a much smaller 
  crew than Frigate, helping to lessen the need for more provisions on longer voyages.  Schooners 
  are longer and thinner, however, reducing available cargo and firepower spaces.
  Acceleration: 4 
  Top Speed: 12 
  Travel Speed: 3 
  Handling: +1 
  Cost: $45,000 
  Toughness: 17 (2) 
  Crew: 6 + 12 
  Cargo Holds: 8 
  Guns: 8 (up to 14) 
  Notes: Fore-aft rigged sails allow; complements smaller crews; 2 light deck cannons, 6 heavy 
  hulled cannons 
   
   
   
   
   
   
   
   
   
  Bermuda Schooner 
  Masts 4 
   
  This latest incarnation of the Schooner features more masts and a sleek, streamlined body 
  giving it the fastest pace on the open seas.  Though expensive, these valuable ships can shave 
  days off of a long journey if guided by a skilled captain.
  Acceleration: 3 
  Top Speed: 12 
  Travel Speed: 4 
  Handling: 0 
  Cost: $80,000 
  Toughness: 18 (2) 
  Crew: 8 + 16 
  Cargo Holds: 10 
  Guns: 10 (up to 16) 
  Notes: Fore-aft rigged sail allow speed and maneuverability; easy rigs complement smaller 
  crews; fastest ship on the seas; 2 light deck cannons, 6 heavy hulled cannons 
   
   
  
   
   
   
   
   
   
   
  Galleon/Barque/Clipper 
  Masts 4 
   
  Galleons ruled the waves for nearly three centuries on Earth, and come in a wide variety 
  of sizes and designs.  These ships all have one thing in common: they are huge, often having 3 or 
  more decks, usually have one  or two banks of cannons in their hulls, and have large castles 
  mounted fore and aft so that their defenders can fire on enemy crews from above.
  Acceleration: 2 
  Top Speed: 12 
  Travel Speed: 3 
  Handling: -2 
  Cost: $125,000 
  Toughness: 20 (4) 
  Crew: 30 + 40 
  Cargo Holds: 16 
  Guns: 24 (up to 36) 
  Notes: Square-rigged and fore-aft sails; true beast of the seas; 4 light deck guns, 4 heavy deck 
  cannons, 16 heavy hulled cannons 
   
   
   
   
   
   
   
   
   
   
   
   
  Man-of-War/Ship of the Line 
  Masts 5 
   
  There are very few of these 19th century warships on Caribdus.  Only the most famous 
  pirates and one hero control such powerhouses:  Black Beard and the “Hero of the High Seas,” 
  British Admiral Nelson Duckworth.
  Acceleration: 2 
  Top Speed: 12 
  Travel Speed: 3 
  Handling: -3 
  Cost: $500,000 
  Toughness: 24 (4) 
  Crew: 80 + 100 
  Cargo Holds: 18 
  Guns: 32 (up to 48)
  Notes: Square-rigged; multi-gun decked; 6 light deck cannons, 6 heavy deck cannons, 20 heavy 
  hulled cannons. 
   
  
  Design and Notes by Derek Shackleton: 
   
  For those of you already familiar with the ships in 50 Fathoms, I would like to explain a 
  couple of choices I took liberty on for this ship guide.  After looking at countless websites, I felt 
  there was a lot of inaccuracy in the original write-ups for the ships.  I am also a big fan of the 
  Pirates game by Wizkids.  Their ships have ignited much interest for me in cataloguing the ships 
  of Caribdus and are the basis for the pictures here. Though I am by no means a sailor or 
  historian, I felt that some corrections, adjustments, and general tweaking were necessary.  The 
  following is a summary of my changes: 
   
  1. The Skiff -The Skiff was not an accurate representation in history.  By most accounts 
  online, a skiff wasn’t much different from a Dingy.  I also felt that though the 
  Dingy/Rowboat was necessary for the setting, I thought that they might be combined to 
  reflect the variety of small fishing vessels that have been used for centuries. 
  2. The Sloop - Because of  #1, I decided that the sloop would be a single-mast ship, and the 
  basic starter ship for the world of Caribdus.  Sloops and Cutters online were all basically 
  single mast ships and it just fit. Just to mention, the Sloop would be the class of ship 
  found in the Maiden Voyage. 
  3. The Galley Decision -The Galleys and the Kieran Galley of war was a big decision for 
  me.  I feel that the Kieran Empire is represented best as a true slave-using society, and the 
  concept of an oar-driven galley fits in great for this idea.  The Empire would of course 
  use other kinds of ships for other purposes, imagining a slave-driven warship cutting 
  through the waters, head cannon blasting away with it’s mighty ram on target just 
  sounded cool to me. 
  4. Brigs Vs. Frigates – Though in the text, brigs are the fighters and frigate the cargo ships, 
  after reading a lot online I decided to swap the two.  The Pirates ships also greatly 
  influenced this decision based on the number of guns I saw on the ships. 
  5. Galleons - Though there are such differing opinions on the class of a ship, I decided that 
  a Galleon, Barque, and a Clipper (which might have more fore-aft sails) could all belong 
  to the same category, basically. 
  6. Schooners – After reading online and being influenced by Pirates, I felt the Schooner 
  needed a home on Caribdus.  Though I couldn’t find this as totally accurate, I decided 
  that fore-aft rig ships would be more maneuverable and faster than square-rigs, but more 
  lightly armed and have less space, and needing less crew.  I like them. 
  7. Cargo, Crew, Guns, Cost – Overall, I have increased the amount of Cargo, Crew, and 
  Guns found on almost every ship.  I just felt that, as written, so many Cargo spaces are 
  dedicated to Provisions, Ammunition, or even more Cannons. The ships seemed too 
  small both historically, and for the fun factor that trading come bring in 50 Fathoms. 
   
   
  
SOURCE: textdata/thevault/50 Fathoms/Savage Worlds - 50 Fathoms - Ship Types.pdf