04-01-2006, 11:29 PM | #11 |
Join Date: Oct 2005
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Re: help with sailing ships please
Already have it (LT that is) Bill. One of my all-time favorites.
Good stuff Hal, thanks. Any links you want to send me I'll happily eat up. PM or post here. |
04-02-2006, 07:57 PM | #12 | |
Join Date: Oct 2005
Location: Boston, MA
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Re: help with sailing ships please
Quote:
Pentekonter (TL 2) Subassemblies: Body (3926 cf), 1 35' Mast Features: Floatation Hull, Fine Lines Components: Propulsion: 52 Rowing Stations, 1 Square Sail (Area: 490) Controls: Primative Crew: Master, First Mate, Pilot, 52 Rowers, 6 Sailors, 15 Soldiers, 2 Medics, 1 Service Crew (Cook). 79 Total Crew Accomodations: Short Occupancy. Roomy Crew Station (Pilot), 52 Normal Seats (Rowers), 18 Normal Seats (Soldiers, Medics, Service Crew), 8 Exposed Roomy Standing Room (Master, First Mate, Sailors) Cargo Space: 200 cf (Provisions for 5 days take up 94.8 cf. The rest, I assume, is filled with ships stores, weapons, ammunition (i.e., arrows), and some personal items for the crew) Empty Space: 0 cf Assemblies: Body (3926 cf, ~1493 square feet surface area, 1120 HP) Mast (~4.2 cf, ~15.8 square feet surface area, 31 HP) Structure: Light, Wooden. Armor: DR 4 Expensive Wooden Armor on all faces Top Deck: Area: 654 square feet Ram (+1 per die of collision damage) Statistics: Empty Weight: 23647.55 lbs Usual Internal Payload (100 cf of provisions at 12 lbs/cf, 100 cf of cargo at 20 lbs/cf, 79 crew at 200 lbs): 19000 lbs Loaded Weight (lbs): 42647.55 lbs Loaded Weight (tons): ~21.3 Volume: 3930.288 cf Size Modifier: 6 Price: $13,575.51 Health: 10 Performance: Hydrodynamic Drag: 81.3 Water Speed (Rowing): 8.8 mph/7.7 kts Water Speed (Sailing, Fresh Breeze): 13.8 mph/12 kts Water Acceleration (Rowing): .1 mph/s Water Acceleration (Sailing): .5 mph/s Water Maneuver Rating: 0.02 Water Stability Rating: 2 Water Deceleration: .1 mph/s Draft: 3 feet As you can see, I made the crew size bigger. One could conceivably make the sailors, medics, and service crew part of the same contingent that rows, reducing the crew to 71 (76 with 20 soldiers). I didn't know how much cargo to put in, so I just doubled the space needed for provisions. It actually performs substantially better than the historical version, and could probably get going quite fast for a ram, assuming the rowers used extra effort. ST 10 rowers are assumed, although higher ST wouldn't be unusual. I'd think rowers would get quite a workout on a regular basis. I assumed the occupancy would be short -- adding hammocks for the crew would make the ship much bigger. I read somewhere (probably in a game manual, so I'm not that sure it's accurate) that rowed ships like this often pulled ashore at night and the crew slept there, instead of aboard ship. There are no castles (superstructures), although they could be added. I'm not sure what I would put in those spaces, though. I could also add a corvus, if you like. There is no artillery. I assume the soldiers include at least some archers, because otherwise the only weapon is the ram. Displacement is an issue, as Vehicles implies displacement should be about 1 ton per 35 cf of body volume, which would make it 112 tons, although the actual mass if fairly close to your displacement figure. Draft is also close, but Vehicles does not calculate freeboard. Somewhere on these boards and in the Basic Set is the formula to convert empty weight into 4e HP. I don't have GURPS Greece -- waiting till it's on e23. I do have Low-Tech, but I haven't cross compared whatever is in there to this one yet. So, what do you think? Anything else you’d like to see? I was able to do this one in a little more than an hour, once I put aside the time to do it, so I could probably do some more on a semi-daily basis. Last edited by MrId; 04-03-2006 at 10:09 AM. Reason: Weird typos that I missed the first time around. |
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04-03-2006, 08:59 AM | #13 | |||||||
Join Date: Aug 2004
Location: Wellington, NZ
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Re: help with sailing ships please
Quote:
I didn't know how much cargo to put in, so I just doubled the space needed for provisions. It actually performs substantially better than the historical version, and could probably get going quite fast for a ram, assuming the rowers used extra effort .ST 10 rowers are assumed, although higher ST wouldn't be unusually. I'd think rowers would get quite a workout on a regular basis. [/quote] That's more likely to result in advantages like Fit and extra FP than more ST. Also, the rowing speed is quite possibly pretty close to correct - many sources that pre-date the construction of the replica (actually near-replica) trier/trireme in the late 80s (IIRC) give rather low speeds. The replica managed something like 8-10 knots with a volunteer crew of British university students with next to no training, and it was overweight and tended to hog more than a historical example probably did. Quote:
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04-03-2006, 10:04 AM | #14 | ||
Join Date: Oct 2005
Location: Boston, MA
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Re: help with sailing ships please
Quote:
A "Low-Tech/Fantasy Ships Thread" in the style of the 25-point and 50-point characters thread is a good idea, too. A web site sounds like too much work for right now. Maybe once I get a bigger collection going. Quote:
However, I hope that gives the original poster an idea of the GURPS Vehicles output, and maybe a useful ship. It would be relatively easy to update to TL 3, if that suits the campaign better. TL 4 would be more of a challenge, but it could be a small version of a Lepanto-era galley. Last edited by MrId; 04-03-2006 at 08:25 PM. Reason: Weird typo |
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04-03-2006, 11:41 AM | #15 | |
Join Date: Oct 2005
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Re: help with sailing ships please
Quote:
I third the idea of a weekly (-ish) ship stats thread. It's a great idea. |
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04-03-2006, 09:02 PM | #16 |
Join Date: Jan 2006
Location: Finland
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Re: help with sailing ships please
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04-09-2006, 08:27 PM | #17 |
Join Date: Dec 2005
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Re: help with sailing ships please
I have a specific question: my player's party is looking to charter a TL 3 cog (or any ship, really) to travel around 750 miles. Low Tech says cogs can travel a little over 200 miles per day, but they prevailing winds and currents are with the players so I'm rounding it up to 250.
First question: Does this sound reasonable? Second question: How much would this cost? |
04-11-2006, 03:40 AM | #18 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: help with sailing ships please
Here are some urls I've accumulated over time...
http://www.bruzelius.info/Nautica/Provisions/Vademecum(1707)_p149.html Added a working "shorter link" here http://tinpan.fortunecity.com/lennon/897/ships.html http://www.bruzelius.info/nautica/Rigging/Vademecum(1707)_p131.html http://www.chebucto.ns.ca/~jacktar/yourown1.html http://www.hamilton-scourge.city.ham...a/glossary.htm http://www.hms.org.uk/discus/ http://www.hms-victory.com/ http://www.hobbyworldinc.com/ http://ils.unc.edu/maritime/home.shtml http://www.hazegray.org/danfs/sail/rattle_s.htm http://www.larsonweb.com/Transfer/Mi.../SailRules.htm http://www.cronab.demon.co.uk/marit.htm http://www.rodlangton.com/napoleonic/frame.htm http://www.naut-res-guild.org/ http://www.cronab.demon.co.uk/gen1.htm http://hegewisch.net/blindkat/pirates/ships.html http://home.flash.net/~dadis/other/other.htm http://www.sailingwarships.com/ http://www.cronab.demon.co.uk/INTRO.HTM http://www.theageofsail.com/ (the Articles of War - good site) http://www.io.com/gibbonsb/articles.html (MASSIVE material and links) http://www.boat-links.com/ http://sailing-ships.oktett.net/square-rigging.html http://web.telia.com/~u46103669/skepp/victory.html I've not included any URLS for the USS CONSTITUTION, as I'm sure your google-fu is up to the task. Ultimately however - these URL's are but a tip of the iceberg in what you can find online. The idea here is to keep an open mind on what you find at these sites giving you ideas on what to google the next time around. Also gentlemen, if you can get your hands on a copy or two of HEART OF OAK or PRIVATEERS & GENTLEMEN (Heart of oak is the wargame rules, the other two books make a complete set of PRIVATEERS & GENTLEMEN), I heartily suggest you do so for use with the Age of Nelson era. Also, if you're inclined, pick up a copy of Wooden Ships and Iron men if you can on EBAY, or perhaps consider the purchase of CLOSE ACTION here. In any event, if I can help in any way on other things, send me an email. Warning: I suggest you indentify yourself in a way that doesn't look like spam, as I liberally delete emails that look like spam ;) **** This will remain for a short time longer, get the urls you want before it is too late. **** Last edited by hal; 05-06-2006 at 10:59 AM. |
04-11-2006, 09:18 PM | #19 |
Join Date: Oct 2005
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Re: help with sailing ships please
Wow. Thanks Hal. That was basically what I was looking for. I found about a third (maybe less) of those. I was here to post what I'd found, now I need to read through what you sent first. Hopefully I'll have a summary up by tomorrow.
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04-12-2006, 05:33 AM | #20 |
MIB
Join Date: Sep 2004
Location: London, UK
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Re: help with sailing ships please
Another one to look at, is the Pilot's Almanac for Columbia Games' HARN.
(http://www.columbiagames.com/cgi-bin...roduct_id=4002) It contains information about how the ships are crewed and sailed, and also contains a basic design system for creating new models. Although the information is designed for HARN, I can't see any problem with adapting this product to use with GURPS. (Yes, I own it and use it quite extensively.)
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