TEXT: 50 Fathoms:  Ship Stuff! 
  (V 2.0 – Adding ships from the 50F Companion, encounter tables with new ships,  
  encounter tables for crews, Passenger and Cargo table, more new rules.) 
   
  Rules Clarifications, Changes, and Additions 
   
   
  �Multi-ship battles not using the Chase Rules:  All ships are considered at Short range to each other. 
  Each ship is dealt a card normally. On it's action a ship may move or escape. If it moves, it picks another 
  ship as it's target and makes an opposed Boating check. If it fails it may only fire 1/4 guns at the target. 
  If it succeeds, it may fire a full broadside. If it gets a raise it may Cross the T, or it may grapple and 
  board, or it may close to medium musket range of 20" (allowing small arms and chasers to fire). To 
  escape it must make three successful boating checks, each check moves it out one range band 
  (short>medium>long>gone). If chased by another ship these rolls are opposed. Finally, any failed Out of 
  Control check imposes a -1 Handling penalty to the ship on it's next action.  If your ship is faster than 
  the ship you are rolling against add +1 to your handling. 
   
  �(clarification as per Shane) The Boating skill of the crew adds to Navigation Roll of the ship’s 
  Captain to determine how far the ship moves on the main map.  If the ship only has a crew of 1, the 
  Captain uses his own bonus for Boating. 
   
  � The normal watch on a ship is 1/3 of the crew, and they are capable of sailing the ship under normal 
  conditions.  In combat, the rest of the crew may man the guns or do other actions (it is assumed that they 
  help with the sailing when they are not firing or boarding). 
   
  �If there is a large crew (50% more sailors than the normal crew of the ship) add +1 to all Boating 
  rolls. 
   
  �Cannons:  If cannons are carried as cargo, you can carry 4 per cargo space, but they may NOT be 
  used in combat.  A cannon consists or a metal barrel and wooden guntruck.  Replacing a Truck costs 
  $50.  If you are carrying barrels or trucks as cargo you may carry up to eight of each. 
   
  �Add a new skill: Knowledge: Navigation.  To qualify as a Navigator (and get the extra salary) the 
  character must have at least a d4 in Knowledge: Navigation.  You cannot make an Untrained roll.  The 
  Navigator allows a ship to check if has gone off course.  If the Captain fails his Boating roll, the 
  Navigator makes a Knowledge: Navigation roll to correct the error.  If the Navigator rolls a success, the 
  ship only travels one square in a random direction instead of the entire day’s move.  If the Navigator 
  rolls a raise, the ship moves normally.  Further, if either a success or a raise is rolled the navigator 
  knows exactly where the ship is. 
   
  �New Chase Maneuver – Broadside: On a  successful Boating roll you can fire a full broadside at the 
  opposing ship.  It's not an opposed roll (like Crossing the T) and can be used at any range. 
   
  �Fire Shot:  Requires a big furnace and special handling to use.  May NOT be used by a ship, only 
  shore guns. 
   
   
  
   
  �Modified Critical Hit Table:  Wooden ships were notoriously hard to sink with just cannonballs. 
   
  2:  
  Scratched the paint: No damage, do NOT record a wound on the ship. 
  3:  
  Two Weapons: Two random weapons are destroyed and may no longer be used. 
  4:  
  One Weapon: One random weapon is destroyed and may no longer be used. 
  5-6:   Hull hit:  The ship suffers another wound. 
  7-9:  
  Rigging/Oars:  One Mast or one Oar is destroyed.  Do NOT record a wound on the ship.  Reduce  
   
   Acceleration and Top Speed proportionally to the number of masts or Oars lost.  Roll a d6, on a 
   
   6 a fire starts - see page 34, 50F 
  10-11: Crew: See page 34, 50F 
  12: 
  Wrecked: See page 34, 50F – roll d6, on a 1-3 the ship just sinks, on a 4-6 it explodes. 
   
  �New Encounter tables: to add the new ship types into the existing encounter tables, use the 
  following: 
   
   
  Merchant Tables: (p.132) 
   
   
  D20 
   
  Result 
   
   
  1-6 
   
  Fishing Vessel 
   
   
  7-9 
   
  Hoy (if Coastal square) or Schooner (if all Sea square) 
   
   
  10-12  
  Frigate with half-full hold 
   
   
  13-15  
  Frigate with full hold 
   
   
  16-18  
  Frigate with Escort; roll on Escort Table 
   
   
  19-20  
  Convoy (1+1d6 Frigates with 1+1d4 escorts); 
   
   
   
   
   
  Roll on Escort Table for each Escort 
   
   
  If a Convoy has an Escort (p. 133):  
   
   
  D20 
   
  Result 
   
   
  1-4 
   
  Crumster 
   
   
  5-9 
   
  Brigantine 
   
   
  10-11  
  Galley 
   
   
  12-16  
  Galleon 
   
   
  17-18  
  Junk 
   
   
  19-20  
  Sloop 
  . 
   
   
  If a Pirate or Privateer is Encountered (p.136):   
   
   
  D20 
   
  Result 
   
   
  1 
   
  Hoy 
   
   
  2-4 
   
  Schooner 
   
   
  5-6 
   
  Crumster 
   
   
  7-10 
   
  Brigantine 
   
   
  11-14  
  Galleon 
   
   
  15-16  
  Junk 
   
   
  17-19  
  Sloop 
   
   
  20 
   
  Fleet with 1d4 (minimum 2) ships 
  
  �New Encounter tables Part II: how to determine who is on those ships.  Roll on the following tables 
  to determine the crew size and quality when encountering a ship: 
   
  Merchant Ships:  
   
  D20 
   
  Result (all crew are Sailors) 
   
  1-2 
   
  Hard Luck Ship: Crew = 50% of normal size, Captain: NPC d6 Boating 
   
  3-4 
   
  Cheap Owner: Crew = 75% of Normal size, Captain: Wild Card d6 Boating 
   
  5-6 
   
  Fool of a Captain: Crew = Normal size, Captain: Wild Card d4 Boating 
   
  7-14 
   
  A Sturdy Ship: Crew = Normal size, Captain: Wild Card d6 Boating 
   
  15-18  
  Cautious Master: Crew = 150% of Normal size, Captain: Wild Card d8 Boating 
   
  19-20  
  Fearless Master: Crew = Normal Size + 50% passenger space as Marines 
   
   
   
   
   
   
   
  Captain: Wild Card d8 Boating 
   
  Privateers and Convoy Escort Ships: 
   
  D20 
   
  Result 
   
  1-2 
   
  A Poor Friend: Crew 50% of Normal size (Sailors), Captain: NPC d6 Boating 
   
  3-4 
   
  A Bold Front: Crew Normal Size (Sailors), Captain: Wild Card d6 Boating 
   
  5-12 
   
  A Sturdy Ship: Crew Normal Size (Privateers), Captain: Wild Card d8 Boating 
   
  13-16  
  A Hunter: Crew 150% of Normal Size (Privateers),  
   
   
   
   
   
  Captain: Wild Card d8 Boating 
   
  17-18  
  An Eagle Eye: Crew Normal Size (Veteran Privateers); 
   
   
   
   
   
  Captain: Wild Card d8 Boating 
   
  19-20  
  Pirate Scourge: Crew 150% of Normal size (Veteran Privateers), 
   
   
   
   
   
  Captain: Wild Card d10 Boating 
   
  Pirate Ships: 
   
  D20 
   
  Result 
   
  1-2 
   
  Ship of Fools: Crew 50% of Normal size (Sailors), Captain: NPC d6 Boating 
   
  3-4 
   
  A Scurvy Crew: Crew Normal Size (Sailors), Captain: Wild Card d6 Boating 
   
  5-12 
   
  Sea Wolves: Crew Normal Size (Pirates), Captain: Wild Card d8 Boating 
   
  13-16  
  Corsairs: Crew 150% of Normal Size (Pirates),  
   
   
   
   
   
  Captain: Wild Card d8 Boating 
   
  17-18  
  Black-Hearted Villains: Crew Normal Size (Veteran Pirates); 
   
   
   
   
   
  Captain: Wild Card d8 Boating 
   
  19-20  
  The Devil’s Companions: Crew 150% of Normal size (Veteran Privateers), 
   
   
   
   
   
  Captain: Wild Card d10 Boating 
   
  � 50F Passenger and Cargo table:  The only way to travel in Caribdus is by ship, and at every port 
  there are passengers and small cargoes waiting for a trip to some other place.  Ship owners can 
  supplement their incomes by providing passage to travelers, and even shipless adventurers can get from 
  here to there – for a little coin. 
   
  Notes: The normal price of a passage is $1 per map square, counting the shortest path by sea.  The ship 
  owner provides provisions as part of the fare.  The passenger(s) sling a hammock in the hold or in the 
  crew’s quarters.  Cabin passage is much more lavish, with each passenger using up two passenger spaces 
  
  and two provisions each day, but paying $5 per map square traveled.  You must take the entire party to 
  get the fees.  Normal payment is half in advance and half when the ship docks at the destination. 
   
  Before your ship leaves the port, roll your Streetwise and add your Charisma modifier.  You must 
  announce a destination port.  For each success and raise roll once on the table below, using the Units 
  Column on page 36.  (e.g. Azy Cay 1d6-3, Brigandy Bay 1d6,  Baltimus 1d6+3).  A roll of 1 is always 
  Mail and Posts. 
   
  Units Roll 
  Cargo  
   
  # of People 
   
  Fee paid to Ship 
  0 or less:  
  Mail and Posts   
  No Passenger  
  25 crowns 
  1:  
   
  Poor Travelers  or 
  1d6 
   
   
  Half  Normal Fare 
  2: 
   
  Poor Sailors 
   
  1d6 
   
   
  No Fare (but can count as crew) 
  3:  
   
  Single Traveler 
  1 
   
   
  Normal fare 
  4:  
   
  Traveling Family 
  1d4+1  
   
  Normal Fare 
  5:  
   
  Small Cargo  
  No Passenger  
  50 crowns 
  6:  
   
  Sea dogs 
   
  1d6+1  
   
  Normal Fare (but can count as crew) 
  7:  
   
  Rich Traveler  
  1-2 
   
   
  Cabin Fare 
  8:  
   
  Rich Cargo 
   
  1 
   
   
  Cabin Fare + 100 crowns 
  9: 
    
  Rich Entourage 
  1d4+1  
   
  Cabin Fare 
   
  Mail and Posts:  A single letter to a specific party, or a small sack of general mail to be taken to your 
  next port.  A letter normally costs $1 to send. 
   
  Small Cargo: One small package to be delivered to a specific person.  Could be documents, a gift, or a 
  small but valuable item such as a fine watch, and engraved spyglass, or spices.  Takes up no cargo 
  space. 
   
  Poor Travelers:  Farmers, wounded soldiers, widows and orphans.  They can only pay half the normal 
  passage price but will help with chores if they can.  A successful Persuasion check will convince one of 
  them to join your crew.  Will NOT fight if the ship is attacked. 
   
  Poor Sailors:  They cannot pay a fare but agree to join the crew for this voyage.  A successful 
  Persuasion check will convince one of them to join your crew permanently, and one more will join for 
  each raise.  Will NOT fight unless they succeed in making a group Spirit check. 
   
  Single Traveler:  A peddler, a young person off to see the world, a famous person traveling in disguise.  
  Will NOT fight if the ship is attacked. 
   
  Traveling family:  A number of related persons traveling together, such as settlers, a wedding party,  or 
  poor nobility.  Will NOT fight if the ship is attacked. 
   
  Small Cargo:  A cargo of some greater worth, such as gems, letters of credit, deeds to ships or property, 
  or a rare item such as chronometer clock or a case of navigation instruments.  Takes up no cargo space. 
   
   
  
  Sea Dogs:  Sailors or Privateer’s men on a holiday or traveling to their next job.  A successful 
  Persuasion check will convince one of them to join your crew permanently, and one more will join for 
  each raise.  Will NOT fight unless they succeed in making a group Spirit check. 
   
  Rich Traveler:  A wealthy merchant, a noble, a famous soldier or sailor, a mage, an ambassador.  If there 
  are two travelers the second may be a spouse, a servant, a secretary, or a body guard.  Will NOT fight 
  unless each succeeds in making a Spirit check. 
   
  Rich Cargo:  A very valuable but bulky cargo, such as priestly vestments, church items, pearl brocaded 
  silks, or a tapestry or carpet – it requires it’s own cabin space, it comes in a locked chest, and it’s cabin 
  should be kept under lock and key.  It takes up one Passenger  Space. 
   
  Rich Travelers:  A number of related wealthy persons traveling together, such as merchants, high 
  officials, a wedding party, or nobility.  Will NOT fight if the ship is attacked. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  SHIPS – Changes, Clarifications, and Additions: 
   
  Ships are listed here in order of size, from smallest to largest.  Please note the following changes: 
   
  Stores – most ships have a basic ability to store food,  except for the very smallest such as Wave Riders 
  and Dinghies.  Stores is the number of provisions a ship can carry without needing to use a cargo space.  
  This space may NOT be used for cargo, passengers, or guns. 
   
  Masts/Oars – For purposes of critical hits the ship has however many masts and/or oars as listed that 
  can be eliminated.  See the table at the end of the section for a quick reference. 
   
  Repairs and Careening – Just a quick reference.  Smaller boats have been adjusted to a more 
  manageable number.  It would be silly to pay $600 to careen a $500 Dinghy. 
   
  Notes:  Larger ships carry small boats to move people and cargo in places where there are no docks or 
  they don’t want to stay very long.  Two Dinghies may be carried in place of a Longboat. 
   
  Cargo Spaces:  Space on a ship is surprisingly versatile.  It is already noted in the rules that you can add 
  guns to your cargo spaces.  Guns can be taken out and the space used for Cargo (for each two guns 
  removed add one cargo space).  Cargo spaces can be used for passengers, each cargo space converted 
  can hold 4 passengers and 50 additional stores. 
   
  Extra Wounds:  Ships are much harder to sink than the current rules show.  Ships above a certain size 
  have extra wounds.  A normal ship or character will be listed as -1/-2/-3/Sunk.  Extra wounds are listed 
  with the appropriate modifier added to the wound line:  -1/-1/-2/-2/-2/Sunk. 
   
  (The ships added from the 50F Companion have been altered somewhat.  The reasons are posted at the 
  end of the column.) 
   
   
  Wave Rider 
  Acceleration: 6 
  Toughness: 8(2) 
  Top Speed: 8  
  Crew: 1 
  Travel Speed: 1 
  Cargo Space: 0 
  Handling: +3  
  Stores: 0 
  Masts/Oars: 1/0 
  Guns: 0 
  Repairs: $60@ 
  Careening: $50/1 day 
  Wounds: -1/-2/-3/Sunk 
  Cost: $1,000 
  Notes: -2 to be hit with cannonballs or 
  chainshot.  Size: 8’ long, 2.5’ wide, 3” thick. 
   
   
   
   
   
   
  Dinghy 
  Acceleration: 1 
  Toughness: 8(2) 
  Top Speed: 2  
  Crew: 1+3 
  Travel Speed: 1 
  Cargo Space: (1*) 
  Handling: 0  
  Stores: 0 
  Masts/Oars: 0/1 
  Guns: 0 
  Repairs: $60@ 
  Careening: $50/1 day 
  Wounds: -1/-2/-3/Sunk 
  Cost: $500 
  Notes: -1 to be hit with cannonballs or 
  chainshot.  The cargo space may not mount 
  cannons of any type.  Size: 12’ long, 4’ wide, 1’ 
  above waterline. 
   
   
  
  Longboat 
  Acceleration: 2 
  Toughness: 10(2) 
  Top Speed: 6  
  Crew: 6+4 
  Travel Speed: 1 
  Cargo Space: (1) 
  Handling: +1  
  Stores: 0 
  Masts/Oars: 1/1 
  Guns: 0 
  Repairs: $80@ 
  Careening: $400/2 days 
  Wounds: -1/-2/-3/Sunk 
  Cost: $2500 
  Notes: Acc/Top Speed rowing is 2/4.  The cargo 
  space may not mount cannons, but may mount a 
  Bowchaser. Size: 24’ long, 6’ wide, 2’ above 
  waterline. 
   
   
  Skiff 
  Acceleration: 4 
  Toughness: 13(2) 
  Top Speed: 8  
  Crew: 1+7 
  Travel Speed: 2 
  Cargo Space: 3 
  Handling: +1  
  Stores: 50 
  Masts/Oars: 1/0 
  Guns: 2 
  Repairs: $110@ 
  Careening: $1100/6 days 
  Cost: $10,000 
  Wounds: -1/-1/-2/-3/Sunk 
  Notes: Heavy Armor.  Size: 40’ long, 18’ wide, 
  3’ above waterline. May carry 1 Dinghy. 
   
   
  Sloop 
  Acceleration: 3 
  Toughness: 13(2) 
  Top Speed: 10 
  Crew: 1+11 
  Travel Speed: 2 
  Cargo Space: 4 
  Handling: +1  
  Stores: 100 
  Masts/Oars: 2/0 
  Guns: 4 
  Repairs: $110@ 
  Careening: $1100/6 days 
  Cost: $20,000 
  Wounds: -1/-1/-2/-3/Sunk 
  Notes: Heavy Armor.  Size: 66’ long, 24’ wide, 
  4’ above waterline. May carry 1 Dinghy. 
   
   
   
   
   
   
   
  Hoy 
  Acceleration: 2 
  Toughness: 14(2) 
  Top Speed: 8  
  Crew: 2+8 
  Travel Speed: 1 
  Cargo Space: 8 
  Handling: +0  
  Stores: 50 
  Masts/Oars: 2/0 
  Guns: 4 
  Repairs: $120@ 
  Careening: $1200/6 days 
  Cost: $15,000 
  Wounds: -1/-1/-2/-3/Sunk 
  Notes: Heavy Armor.  Size: 60’ long, 28’ wide, 
  4’ above waterline. May carry 1 Dinghy. 
   
   
   
   
  Schooner 
  Acceleration: 4 
  Toughness: 14(2) 
  Top Speed: 12 
  Crew: 4+8 
  Travel Speed: 2 
  Cargo Space: 4 
  Handling: +2* 
  Stores: 100 
  Masts/Oars: 2/0 
  Guns: 4 
  Repairs: $120@ 
  Careening: $1200/6 days 
  Cost: $20,000 
  Wounds: -1/-1/-2/-3/Sunk 
  Notes: Heavy Armor.  *Additional +1 Handling 
  to avoid running aground.  Size: 70’ long, 20’ 
  wide, 4’ above waterline. May carry 1 Dinghy. 
   
   
  Crumster 
  Acceleration: 3 
  Toughness: 16(4) 
  Top Speed: 10 
  Crew: 8+12 
  Travel Speed: 3 
  Cargo Space: 6 
  Handling: -1  
  Stores: 200 
  Masts/Oars: 2/0 
  Guns: 8 
  Repairs: $120@ 
  Careening: $1200/6 days 
  Cost: $25,000 
  Wounds: -1/-1/-2/-3/Sunk 
  Notes: Heavy Armor.  Size: 62’ long, 26’ wide, 
  5’ above waterline. May carry 2 Dinghies. 
   
   
   
   
   
   
   
  
  Brigantine 
  Acceleration: 3 
  Toughness: 18(4) 
  Top Speed: 10 
  Crew: 12+20 
  Travel Speed: 3 
  Cargo Space: 6 
  Handling: 0  
  Stores: 250 
  Masts/Oars: 2/0 
  Guns: 12 
  Repairs: $140@ 
  Careening: $1400/7 days 
  Cost: $30,000 
  Wounds: -1/-1/-2/-2/-3/Sunk 
  Notes: Heavy Armor.  Size: 100’ long, 25’ 
  wide, 7’ above waterline. May carry 2 Dinghies. 
   
   
   
   
   Kieran Cutter 
  Acceleration: 4 
  Toughness: 20(6) 
  Top Speed: 12 
  Crew: 12+20 marines 
  Travel Speed: 2 
  Cargo Space: 2 
  Handling: +1  
  Stores: 250 
  Masts/Oars: 2/0 
  Guns: 16 
  Repairs: $140@ 
  Careening: $1400/7 days 
  Cost: $80,000 
  Wounds: -1/-1/-2/-2/-3/-3/Sunk 
  Notes: Heavy Armor.  Size: 125’ long, 30’ 
  wide, 8’ above waterline.  May carry 2 
  Longboats. 
   
   
   
   Galley 
  Acceleration: 2 
  Toughness: 17(4) 
  Top Speed: 8  
  Crew: 120+16 
  Travel Speed: 2 
  Cargo Space: 4 
  Handling: +1/-2 
  Stores: 300 
  Masts/Oars: 1/3 
  Guns: 8 
  Repairs: $130@ 
  Careening: $1300/7 days 
  Wounds: -1/-1/-2/-3/Sunk 
  Cost: $25,000 
  Notes: Acc/Top Speed is 1/3 with sail; 
  Handling: +1 rowing, -2 sailing; Heavy Armor; 
  Ram (AP 4 and halves damage when ramming).  
  Size: 116’ long, 12’ wide, 4’ above waterline.  
  May carry 2 Dinghies. 
   
   
   
  Junk 
  Acceleration: 2 
  Toughness: 17(3) 
  Top Speed: 10 
  Crew: 12+36 
  Travel Speed: 3 
  Cargo Space: 8 
  Handling: -1  
  Stores: 500 
  Masts/Oars: 3/0 
  Guns: 8 
  Repairs: $140@ 
  Careening: $1400/7 days 
  Cost: $60,000 
  Wounds: -1/-1/-2/-2/-3/-3/Sunk 
  Notes:  Heavy Armor.  May carry 1 Dinghy and 
  1 Longboat. Size: 140’ long, 50’ wide, 12’ 
  above waterline 
    
   
   Frigate 
  Acceleration: 2 
  Toughness: 15(2) 
  Top Speed: 10 
  Crew: 12+24 
  Travel Speed: 3 
  Cargo Space: 10 
  Handling: 0  
  Stores: 400 
  Masts/Oars: 3/0 
  Guns: 8 
  Repairs: $140@ 
  Careening: $1300/7 days 
  Cost: $30,000 
  Wounds: -1/-1/-2/-2/-3/-3/Sunk 
  Notes:  Heavy Armor.  May carry 1 Dinghy and 
  1 Longboat. Size: 160’ long, 40’ wide, 11’ 
  above waterline. 
   
   
   
  Galleon 
  Acceleration: 2 
  Toughness: 20(4) 
  Top Speed: 12 
  Crew: 30+40 
  Travel Speed: 3 
  Cargo Space: 8 
  Handling: -3*  
  Stores: 750 
  Masts/Oars: 4/0 
  Guns: 16 
  Repairs: $160@ 
  Careening: $1600/8 days 
  Cost: $125,000 
  Wounds: -1/-1/-1/-2/-2/-3/-3/Sunk 
  Notes:  Heavy Armor.  *Additional +2 
  Handling during storms.  May carry 2 
  Longboats. Size: 160’ long, 52’ wide, 16’ above 
  waterline. 
   
   
   
   
  
  Man of War 
  Acceleration: 2 
  Toughness: 24(4) 
  Top Speed: 12 
  Crew: 40+120 
  Travel Speed: 3 
  Cargo Space: 6 
  Handling: -3  
  Stores: 2000 
  Masts/Oars: 4/0 
  Guns: 32 
  Repairs: $200@ 
  Careening:  
   
   
   
   
  $2000/10 days 
  Cost: $500,000 
  Wounds: -1/-1/-1/-2/-2/-2/-3/-3/-3/Sunk 
  Notes:  Heavy Armor.  *Additional +2 
  Handling during storms.  May carry 4 
  Longboats. Size: 168’ long, 48’ wide, 16’ above 
  waterline. 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  NOTES: 
  The Crumster, Hoy, and Schooner from the 50F 
  Companion have been heavily modified.  If you 
  wish to use them as written just take the 
  numbers from the 50F Companion (p. 9).  As 
  has been pointed out, 50F lacks small ships 
  between crew sizes of 1 and 12.  I felt that a 
  little more variety between those numbers was a 
  good thing, so rather than make all the ships 6 
  crew + passengers they were changed as 
  presented here: 
   
   By the 1800’s, the Hoy had become a barge 
  with a sail – it only required a small crew, could 
  carry a lot of cargo for it’s size, but was slow 
  and not very seaworthy.  It was very common 
  for a family to live aboard in the spacious aft 
  deckhouse. 
   
  Schooners were renowned for their speed and 
  their fore-and-aft rigging allowed them to out 
  sail most square-rigged ships.  The high speed 
  and excellent handling comes with a price – 
  schooners were fragile, and lacked interior 
  room. 
   
  Cromsters are sort of a poor man’s Brigantine – 
  a stepping stone to better ships.
   
  Customizing Ships 
   
   
  There are many, many ways to alter a ship to suit a specific task or an owner’s whim.  Ship 
  modifications are broken down into Edges and Hindrances, and just like characters you must buy 
  enough Hindrances to off set the Edges you buy for your ship.  A ship may take as many Hindrance 
  points as it has masts.  Wave Riders, Dinghies, and Longboats may NOT take Hindrances. 
   
   
  Hindrances and Edges are chosen when the ship is built.  Edges may not be added after a ship is 
  built.  Hindrances may be removed only at a dockyard, the time and cost is the same as Careening to 
  remove a minor Hindrance, and double the time and cost to remove a Major Hindrance.  Hindrances 
  marked with an * may never be removed, so they reduce the price of a ship by $1000 for a Minor 
  Hindrance and $2000 for a Major Hindrance, 
   
  Edges: 
  Balanced Rudder (minor)  +1 Handling. 
  Deep Holds (minor/major)  add 1 cargo spaces (minor), or add 2 cargo spaces to the ship (major). 
  
  Drop Keel (major)  +2 to avoid running aground. 
  Extra Quarters (minor)  Add 10% (round up) passengers (always at least 1 more passenger added). 
  Fast Rig (minor)  +1” Acceleration with sails. 
  Happy Ship (minor)  magic used to aid the ship is +1, magic used to harm the ship is -1. 
  Lucky (major)  +1 to all Boating and Navigation rolls made for this ship. 
  Shallow Draft (minor)  +1 to avoid running aground. 
  Sharp Keel (minor)  +1 Navigation. 
  Sheer Hull (minor) – +2” Top Speed. 
  Smuggling Compartments (minor)  1 existing cargo space is hidden (Notice with a raise to find). 
  Sturdy Hull (major)  +2 Toughness – increases repair and careening costs as well. 
  Sweeps (minor )  (Skiffs, Sloops, Hoys, Schooners ONLY) add Oar 1 to the ship’s Masts/Oars. 
   
   
  1”/2” Acc/Top speed, Handling 0 w/sweeps.  Requires ½ of the crew (round up) to use. 
   
   
   
  Hindrances: 
  *Brittle Timbers (minor)  Repairs cost double. 
  Broad Beam (minor)  -2” of Top Speed 
  *Cramped Quarters (minor)  lose 10%  (round up) Passenger space (at least 1 passenger lost). 
  Crooked Keel (minor)   -1 to Navigation Rolls.  
  Deep Draft (minor)   -1 to avoid running aground. 
  Flimsy Masts/Oars (minor)   -1” acceleration. 
  *Haunted (minor)   magic used to aid the ship is -1, magic used to harm the ship is +1. 
  Leaky Hull (minor)   -2 Toughness. 
  *Old (major)  Careening costs 50% more and take 50% longer. 
  Sluggish (minor)   -1” of speed. 
  Small Rudder (minor)   -1 Handling. 
  *Tight Holds (minor or major)   -1 cargo space (minor) or -2 cargo spaces (major). 
  Unhandy (major)   -1 to ALL boating rolls made with this ship. 
  Vermin (major)  Lose 2d6 in provisions every day. 
  Warped Rudder (minor)  Aces cannot use their abilities with this ship.
   
  
SOURCE: textdata/thevault/50 Fathoms/50 Fathoms Ship Stuff.pdf