TEXT: Savage WorldsTM, Pinnacle Entertainment GroupTM, Great White GamesTM, and all related marks and logos are copyright © 2007-2008 by Great White Games (http://www.peginc.com).  All Rights Reserved. 
  Pirates of the Spanish MainTM, Pirates of the Mysterious IslandsTM, Pirates at Ocean’s EdgeTM, Pirates of the Cursed SeasTM, PocketmodelTM, and all related marks and logos are copyright © 2002-2008 WizKids 
  Games (http://www.wizkidsgames.com/pirates).  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and 
  trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  
  Ships of the Spanish Main
  Savage Worlds
  TM House Rules by Jordan Peacock
  for use with Pirates of the Spanish Main
  TM RPG
  Savage Worlds
  TM, Pinnacle Entertainment Group
  TM, Great White Games
  TM, and all related marks and logos are copyright © 2007-2008 by Great White Games (http://
  www.peginc.com).  All Rights Reserved.  Pirates of the Spanish Main
  TM, Pirates of the Mysterious Islands
  TM, Pirates at Ocean’s EdgeTM, Pirates of the Cursed Seas
  TM, 
  Pocketmodel
  TM, and all related marks and logos are copyright © 2002-2008 WizKids Games (http://www.wizkidsgames.com/pirates).
  Even More Ships
  The Pirates RPG covers most of the 
  basic ship types found in the Pirates universe.  
  However, various expansions to the Pirates of  
  the Spanish Main (or Pirates of  the Cursed Seas) 
  PocketModel game introduce even more ship 
  types than are covered in Savage Worlds rules.
  Until official rules should appear for such 
  ships, here are some fan-made additional ship 
  types, plus assorted ship-related house rules I 
  use in my campaign.  (Special thanks to Jack Ace 
  from the Pinnacle forums for inspiration for the 
  Ship Edges house rules.)
  Larger Ships
  Certain ships - so far, only junks - may have 
  more than the normal limit of 5 masts.  These 
  are suggested statistics for such craft.  (Note 
  that these are theoretical “standard” 6-Mast and 
  10-Mast ships, before the “Junk” type is applied.)
  6-Mast Ship
  Acceleration: 2 
  Toughness: 24(4)
  Top Speed: 5 
  Wounds: 6
  Crew: 26 + 52 
  Travel Speed: 3
  Cargo Space: 12 Handling: -4
  Guns: 24 
  Cost: $150,000
  Notes: Heavy Armor, Solid
  10-Mast Ship
  Acceleration: 2 
  Toughness: 28(8) 
  Top Speed: 5 
  Wounds: 10 
  Crew: 30 + 80 
  Travel Speed: 3 
  Cargo Space: 16 Handling: -6 
  Guns: 40 
  Cost: $400,000 
  Notes: Heavy Armor, Solid
  New Ship Types
  In these descriptions, “Masts” is used as 
  a measure of ship size.  For instance, a Viking 
  Longship is listed as “1 Mast,” so this ship type 
  can only be applied to the basic “1-Masted Ship” 
  template (p. 116, Pirates RPG).  This is used as a 
  measure rather than “Wounds,” since some ships 
  have additional Wounds.
  Galley, Barbary: These lateen-rigged ships 
  use banks of oars 
  when the waters of 
  the Mediterranean 
  are becalmed, 
  making them ideal 
  for Barbary Coast 
  corsairs raiding merchant ships.
  Up to 4 Masts.  1/2 Crew when under oar 
  power.  -1 Cargo Space and +10 Passengers per 
  Mast.  10 oarsmen per Mast are required in order 
  to man the oars; Top Speed 4, Travel Speed 2, 
  Acceleration 2 when under oars.  Taking the 
  Ram Edge does not count toward a barbary 
  galley’s Edge limit.
  Junk: These well-designed oriental ships are 
  designed with shallow drafts and 
  adjustable rudders that can 
  be dropped to act as a keel, 
  allowing them to be 
  equally at home on rivers 
  or on the high seas.  
  Some have reached 
  immense size, such as the 
  10-masted Chinese treasure ship, the Baochuan.
  Up to 10 Masts.  +2 Handling, -2 Armor, -1 
  Acceleration (minimum 1).  The Shallow Draft 
  and Storm Worthy Edges do not count toward 
  this ship’s limit.
  Longship: In the Frozen North, 
  Scandinavian pirates sail 
  ships designed to hearken 
  back to the days of their 
  Viking ancestors.  Unlike 
  their Viking ancestors, 
  however, they use cannons.
  Up to 3 Masts.  1/2 Crew (round down) 
  when under oar power.  -1 Cargo Space and +10 
  Passengers per Mast.  10 oarsmen per Mast are 
  required to man the oars.  Top Speed 4, Travel 
  Speed 2, Acceleration 2, and +2 to Handling 
  when moving under oar.  
  Longship, Viking: In addition to tales of 
  ersatz Vikings, there are 
  wild rumors of ancient 
  longships that appear on 
  moonless nights, crewed 
  by drunken warriors on 
  leave from Valhalla ... or 
  escaped from Hel’s 
  domain.
  1 Mast.  Has statistics as 
  the Longship, but with 0 Guns, +1 
  Cargo Space, and Cost of $9,000.  The Shallow 
  Draft Edge does not count against this ship’s 
  limit.
  Schooner (1700s, house rule version): From 
  the 18th century 
  onward, this ship 
  design sees much use, 
  as its sails are designed 
  to be repositioned to 
  make best use of the wind, even when sailing 
  close into it.
  Up to 4 Masts.  +2 Handling, -2 Toughness, 
  1/2 Guns.  The Shallow Draft Edge does not 
  count toward this ship’s limit.
  Turtle Ship: Also known as “kobuk-son,” 
  hese rare Korean ships 
  protect the crew with a shell 
  of overlapping metal 
  shields on a sturdy wooden 
  frame. 
  1 or 2 Masts.  1/2 
  Crew when under oar 
  power.  -1 Cargo Space 
  and +10 Passengers per 
  Mast.  10 oarsmen per 
  Mast required to man oars.  Top Speed 4, Travel 
  Speed 2, Acceleration 2 when under oars.  +2 
  Wounds (due to armor), double Cost.  These 
  extra Wounds do not increase the number of 
  Edges this ship may have.
  Until these extra Wounds are lost, the ship’s 
  crew and passengers are immune to crew hits 
  via grape ammunition, and any enemy boarding 
  attempts are at -2 (to the group Throwing roll) 
  per Wound of shielding remaining.
  
  Savage WorldsTM, Pinnacle Entertainment GroupTM, Great White GamesTM, and all related marks and logos are copyright © 2007-2008 by Great White Games (http://www.peginc.com).  All Rights Reserved. 
  Pirates of the Spanish MainTM, Pirates of the Mysterious IslandsTM, Pirates at Ocean’s EdgeTM, Pirates of the Cursed SeasTM, PocketmodelTM, and all related marks and logos are copyright © 2002-2008 WizKids 
  Games (http://www.wizkidsgames.com/pirates).  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos 
  and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  2
  New Ship House Rules
  Maximum Ship Edges
  Ships with more than 6 Wounds are 
  nonetheless limited to a maximum of 6 Edges.
  Edges gained as offsets to Hindrances do 
  not count toward this total, nor do Edges listed 
  as not counting toward the ship’s limit.
  Solid
  Solid ships benefit and suffer from inertia.  
  That is, it’s hard to steer them quickly, but it’s 
  also very hard to knock them off course.  
  If a ship with the Solid characteristic is hit 
  by damage that equals or exceeds its Toughness, 
  and the captain is forced to make a Boating roll 
  to avoid going out of control, he gains a bonus 
  to Handling equal to the maximum number of 
  Wounds the ship has.
  For example, if an enemy ship hits the 
  Grand Path (a 6-Masted Junk) with an 8-pdr 
  cannon shot that deals 20 points of damage (AP 
  4), the captain gains a +6 bonus to the Handling 
  of his ship (normally -2 for a 6-mast junk), for a 
  total of +4 to his roll. 
  Passenger/Gun/Cargo Conversion
  Space for Passengers, Guns and Cargo may 
  be converted from one to the other, at a rate of 
  1 Cargo Space = 2 Guns = 10 Passengers.  Thus, 
  1 Cargo Space could be converted into room for 
  10 more Passengers, 2 Guns could be converted 
  into 1 more Cargo Space, etc.
  Lightening the Load
  Light pirate sloops with empty holds should 
  be able to overtake Spanish galleons laden 
  with gold and riding low in the water, even if a 
  sloop’s normal Top Speed is less than that of a 
  5-masted galleon.
  Depending on the amount of the ship’s 
  Cargo Spaces that are full, its Top Speed, Travel 
  Speed, and its Handling may be affected.
  Use the ship’s base Cargo Space before 
  conversions to other uses; if Cargo Spaces 
  have been converted to Guns, or are filled with 
  Passengers, those count as filled Cargo Spaces 
  for this purpose.
   Conversely, desperate captains can lighten 
  their load to better their speed across the 
  water.  A ship with empty capacity equal to its 
  total number of Cargo Spaces gains +2 to Top 
  Speed, +1 to Travel Speed, and +2 to Handling 
  when avoiding reefs and shallow waters.  
  This can be accomplished either by having 
  a completely empty Cargo Hold, or by tossing 
  cannons overboard so that precious provisions 
  don’t have to be sacrificed.  Every 2 Guns 
  removed count as one empty Cargo Space 
  for purposes of gaining this bonus.  Hence, a 
  1-mast sloop could discard 2 8-pdr cannons (or 
  4 4-pdr cannons) in order to keep one Cargo 
  Space full of provisions.  As long as the rest of 
  its hold is empty, it still 
  gains the bonus to Speed 
  for having an “empty 
  hold.”
  Transporting Cannons
  Cannons consist 
  of two parts: the barrel 
  and the wooden “truck.”  
  4 cannons may be 
  transported per Cargo 
  Space.  Alternatively, you 
  may transport 8 cannon 
  barrels or 8 wooden 
  trucks in a Cargo Space.  
  (If a wooden truck is 
  destroyed or discarded, it 
  costs $50 to replace the 
  truck.)
  Ship Edge Types
  As an optional house rule, Ship Edges are 
  divided into three types: Ship, Equipment, and 
  Crew.  The reason for this distinction is that 
  while it works just fine for NPCs to throw 
  “Disciplined Crew” and “Extra Cargo Space” 
  into the same pile, this system falls apart as 
  soon as the PCs get involved.  They may 
  capture a pirate ship, put the crew in irons, then 
  decide to keep the ship for themselves.  Or 
  maybe their own ship gets stolen or sunk while 
  they (and their entire crew) are off carousing.  
  Which Edges do they keep?  Which ones go 
  away?
  A bit of GM “hand-waving” can be done 
  to rationalize just about anything (perhaps the 
  crew is despondent about the loss of its ship 
  and is therefore no longer Disciplined when 
  the PCs get a new frigate), but at a certain 
  point, it can get silly ... and, more importantly, 
  frustrating to the players.
  Ship Edges
  The following Edges are considered Ship 
  Edges: Extra Cargo Space, Helmsman’s Dream, 
  Fast, Passengers, Shallow Draft, Storm Worthy, 
  Thick Hull, Unsinkable, and Well Built.
  These Edges may only be acquired by a 
  ship during its construction (by spending of 
  Advances or offsetting with Hindrances), and 
  they stay with the ship.  They cannot be added 
  later through Advances.
  Crew Edges
  The following Edges are considered Crew 
  Edges: Artillery, Disciplined Crew, Hated Foe, 
  and Rapid Fire.  The only Crew Hindrance is 
  Poor Crew (minor).
  These Edges may only be attained by 
  spending Advances, and are possessed by the 
  Crew as a whole - not by individual characters, 
  or by the ship.  If the crew should move to a 
  new ship, the Edge goes along with the crew.  
  Crew Edges do not count toward the maximum 
  number of Edges a ship 
  can have - since these 
  Edges don’t belong to 
  the ship anymore under 
  this house rule.
  If 20% or more of 
  the crew are lost, this 
  Edge is temporarily 
  lost as well.  It takes 
  approximately 1 week 
  per 20% of the crew that 
  has been replaced for the 
  new hands to get up to 
  speed.
  Equipment Edges
  The following 
  Edges are considered 
  Equipment Edges: Long Range Guns, Oars, 
  Overgunned, Powerful Guns, Ram, Swift 
  Topsails, and Windcatcher.
  These Edges may be acquired by a ship at 
  its construction, or added on later via Advances.  
  At the GM’s discretion, it may be possible to 
  transfer these Edges to a new ship, so long as 
  this doesn’t put the new ship past its maximum 
  number of Edges.
  Buying and Selling Ships With Edges
  Sometimes, ships with Edges get sold.  The 
  Edges don’t just go away - and this should be 
  reflected in the sale price of the ship.
  Ships with “Ship” or “Equipment” Edges 
  (not balanced out by Hindrances) have their 
  Cost increased by $1000 per Mast of the ship.
  Ships with Hindrances not balanced 
  out by Edges have their Cost decreased.  If 
  the Hindrances can be repaired, the Cost is 
  decreased by the amount that would be required 
  to have them repaired.  Otherwise, the Cost is 
  decreased by $1000 per Mast of the ship for a 
  Major Hindrance, or $500 per Mast of the ship 
  for a Minor Hindrance.
  It’s up to the GM to determine what ship 
  types are available for sale.  Generally speaking, 
  Lightening the Load
  % Cargo
   Filled 
  Effect on Ship
   Empty 
  +2 Top Speed, +1 Travel 
  Speed, +2 Handling*
   Up to 25% +1 Top Speed, +1 Handling*
   Up to 75% No effect.
   Over 75% -1 Top Speed, -1 Handling*
   100% Full -2 Top Speed, -1 Travel Speed, 
  -2 Handling*
  (* avoiding reefs and shallow waters only)
  
  Savage WorldsTM, Pinnacle Entertainment GroupTM, Great White GamesTM, and all related marks and logos are copyright © 2007-2008 by Great White Games (http://www.peginc.com).  All Rights Reserved. 
  Pirates of the Spanish MainTM, Pirates of the Mysterious IslandsTM, Pirates at Ocean’s EdgeTM, Pirates of the Cursed SeasTM, PocketmodelTM, and all related marks and logos are copyright © 2002-2008 WizKids 
  Games (http://www.wizkidsgames.com/pirates).  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds and all associated logos and 
  trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  
  if a given ship type is widely available for sale 
  in a given port, then any Edges can be found 
  that don’t normally count against that ship’s 
  limit.  In other words, if the heroes are shopping 
  in the Far East for a junk, then they can easily 
  find junks with the Shallow Draft and/or Storm 
  Worthy Edges.  
  Boats and Light Craft
  The general difference between a boat and a 
  ship is that a boat can be carried on a ship.  
  Boats are below the scale of even sloops; 
  they do not have Heavy Armor, so they can be 
  damaged by regular weapons fire.  However, if 
  targeted by a Heavy Weapon, such as a cannon, 
  even a single wound sinks a boat, no matter how 
  many Wounds it has left; the fact that a boat has 
  more Wounds than a sloop is simply a reflection 
  of the difference in scale.
  Boats, despite having multiple Wounds, may 
  not be granted Edges.
  Except as specified otherwise, boats cannot 
  carry guns.  Passenger Space may be converted 
  into Cargo Space (at a rate of 10 to 1) but Cargo 
  and Passenger Space cannot be converted to 
  Guns.
  Ships may carry one dinghy per Mast; one 
  longboat can be carried instead of two dinghies.
  Dinghy
  Acceleration: 1 
  Toughness: 8 (2) 
  Top Speed: 3 
  Wounds: 3* 
  Crew: 1+4 
  Travel Speed: 1 
  Cargo Space: 0 
  Handling: +2 
  Guns: 0 
  Cost: $500 
  Notes: Boat.  Includes oars; may be 
  rowed by 1 or more crewmen for 
  statistics as listed.  -2 to Shooting 
  attempts to hit this boat with cannon 
  fire.
  Longboat
  Acceleration: 2 
  Toughness: 10(2)
  Top Speed: 6 
  Wounds: 3*
  Crew: 2+10 
  Travel Speed: 1
  Cargo Space: 0 
  Handling: +2
  Guns: 0 
  Cost: $2,000
  Notes: Boat; may mount a bowchaser.  
  Travel speed is for sail.  Includes oars; 
  may be rowed by 6 or more crewmen 
  for Acceleration 1, Top Speed 3, Travel 
  Speed 1.  -1 to Shooting attempts to hit 
  this boat with cannon fire.
  New Ship Edges
  The following are new Edges, most of 
  them inspired by special ship abilities from the 
  Pirates PocketModel game.  They are identified 
  as either “Ship,” “Crew,” or “Equipment” Edges, 
  in accordance with the Ship Edge Types house 
  rules presented earlier.
  Boarders (Crew)
  The crew of this ship has been trained to 
  coordinate its boarding efforts, gaining a +2 
  bonus to group Throwing rolls for boarding (see 
  p. 136, Pirates RPG).
  Concentrated Fire (Crew)
  The crew of this ship are trained to 
  coordinate their attacks with those of another 
  ship to devastating effect.  If the crew of this 
  ship fires cannons on the same action as an 
  allied ship (by going on hold until the other ship 
  fires, or vice versa), and they target the same 
  ship, they gain a +2 bonus to Shooting rolls to 
  hit. 
  Fireproof (Equipment)
  Any time a Fire would start on this ship (due 
  to Critical Hit, spreading Fire, touching a Fire 
  Ship, etc.), roll 1d6.  On a roll of 4+, the Fire 
  does not start or spread.  Fire crews get a +4 
  bonus to rolls to put out Fires on this ship.
  Fortification (Equipment)
  This ship is constructed with fortified 
  positions and other measures to greatly aid its 
  crew in repelling boarders.  Attackers suffer a -4 
  penalty to their group Throwing roll to board 
  this ship. 
  Hard to Hit (Ship)
  This ship presents a smaller silhouette 
  that makes it harder to hit at long ranges.  Any 
  cannon attacks made against this ship at long 
  range (or longer) have double the normal range 
  penalty to hit.  There is no effect upon cannon 
  fire within short or medium range.
  Also, lookouts have a -2 penalty to spot this 
  ship at a distance with Notice checks.
  Hardy (Ship)
  This ship is blessed, lucky ... or its builder 
  just did a really good job at making it more 
  durable than it appears.  Somehow, emerges 
  relatively unscathed from a number of scrapes.  
  If the ship would otherwise be damaged, once 
  per session the ship gets a Soak roll against the 
  remaining damage, using the regular crew’s Spirit 
  (a group roll) instead of a Vigor roll.
  Low in the Water (Ship)
  Enemy ranged attacks against this ship 
  suffer a minimum -2 penalty to hit due to range, 
  even when this ship is within Short range.
  Luxurious (Equipment)
  The interior is extravagantly appointed, 
  with a spacious galley and entertainments for 
  the crew and passengers.  Fatigue due to Cabin 
  Fever happens half as quickly; one fatigue level 
  per 60 days at sea for most ships.
  Shock Resistant (Ship)
  This ship takes half damage from collisions 
  when other ships (or similarly large objects) 
  slam into it, and the captain gets a +4 bonus to 
  any Boating rolls required to avoid going out of 
  control as a result.
  Please note that this only applies when other 
  ships slam into it - not when it slams into other 
  ships.  For the latter, you need the Ram Edge.
  Spotter (Crew)
  The crew is trained to use this ship’s second 
  perspective on the target to assist allied ships 
  in their cannon fire.  Allied ships within 10” 
  of this ship gain a +1 bonus to Shooting rolls.  
  Unfortunately, it provides no bonus to this ship’s 
  own cannoneers, though this ship can benefit 
  from Spotting performed by another ship’s crew.
  Waveskipper (Ship)
  When this ship carries no cargo, its Top 
  Speed is increased by +2, and its Travel Speed by 
  +1.  (If speed is of the essence, but there’s cargo 
  that can’t be sacrificed, cannons can be unloaded 
  instead; every 2 Guns spaces left unoccupied are 
  the equivalent of one empty Cargo Space.
  New Ship Hindrances
  Hunted (Minor)
  Your ship is infamous among sailors of a 
  particular nation or faction, for some particularly 
  grievous transgression (real or imagined).  Pick a 
  major seafaring faction or nation (e.g., America, 
  Barbary Corsairs, England, France, Spain) 
  active in the campaign (the GM determines 
  what constitutes “active” enough).  Any ship 
  of that nation or faction gains a +1 to attack 
  rolls and boarding attempts against this ship.  
  This Hindrance may be taken twice, each time 
  associated with a different enemy.
  Luddites’ Revenge (Major)
  The ship 
  seems to be 
  cursed with bad 
  luck.  Any time 
  a 1 is rolled on 
  a Shooting roll 
  (regardless of the 
  Wild Die) when 
  firing this ship’s cannons, a mishap renders the 
  cannon inoperable until it can be repaired (a 
  Repair check and an hour of work).
  Sluggish (Minor)
  When this ship’s cargo hold is over 50% 
  full, it suffers a -2 penalty to its Top Speed, and 
  -1 to its Travel Speed (minimum Travel Speed 
  of 1).  E.g., a ship with 4 Cargo Spaces and this 
  Hindrance will suffer the penalty to movement 
  when it has 3 Cargo Spaces filled.  Cargo Spaces 
  converted to mount extra cannons count as 
  “full” for purposes of this calculation (see 
  “Lightening the Load”).
  
SOURCE: textdata/thevault/Pirates of the Spanish Main (SWADE)/Savage Worlds - Pirates of the Spanish Main - Fan - Ships of the Spanish Main.pdf