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Furyia
Vice Captain

PostPosted: Mon Aug 20, 2007 8:51 am


SHIP TYPES


Merchant - 6 cannons/15 men
Schooner - 8 cannons/75 men
Sloop - 10 cannons/50 men
Barque - 12 cannons/90 men
Brigantine - 14 cannons/100 men
Galley - 16 cannons/63 men
Caravel - 35 cannons/100 crew

Frigate - 40 cannons/120 men
Galleon - 50 cannons/200 men ((Large/slow))
Warship or Man-O-War (ship-of-the-line) - 60 cannons/250 men
PostPosted: Sat Aug 25, 2007 1:53 pm


SHIP WEAPONS
((With a great amount of help from Komitadjie))


Cannons (Carronade): Typical weapon of most ships. The increased amount of cannons can increase the damage a ship can do, but also lower it's speed. They are great for battle, but are not good for particular shots. They tend to destroy everything within it's radius. The carronade in particular does more damage, but needs to be in close range. It is also easier to reload. Shorter barrel, easier to move from recoil position to firing position.
--1d10 of damage.
--0 post reload.

Cannons (Long guns): Typical weapon of most ships. The increased amount of cannons can increase the damage a ship can do, but also lower it's speed. They are great for battle, but are not good for particular shots. They tend to destroy everything within it's radius. The long guns fire much longer distance than the other cannons, but take reload time.
--1d8 of damage.
--1 post reload.

Mortars: HUGE, short-barrel guns that fired a very heavy projectile in a long, lobbing trajectory. Slow to load, slow to aim, and hard to hit with. Instad of a twelve to twenty pound ball, the fired shot that was sometimes a hundred or more pounds. Only mountable on the first deck.
--3d8 damage.
--2 posts to reload.
--1d10 miss? 1-3 miss. 4-10 hit.

Kiln: The kiln can be used in order to heat the cannonballs. Heating the cannonballs increases the damage because there is a chance that the target catches fire.
--1d10 fire? 1-3 fire. 4-10 no fire.

Furyia
Vice Captain


Komitadjie

PostPosted: Sat Aug 25, 2007 4:43 pm


A brief rundown of naval weapons, to be used as needed.

Swivel Guns
Swivel guns are small cannons, typically firing a projectile no larger than two inches, or a small canister of musket balls. They are mounted on the rails of the ship by means of a pivoting post, and can be carried around the ship by two men to face the enemy on whatever side of the ship they are needed. The swivel gun is not a ship-sinker, the projectile is too small and too light, but they can be very effective at close range against exposed personnel, especially enemy gun crews, or groups of boarders on your own deck.


Long Guns
The long cannon is the weapon of choice for most navel vessels. Powerful and long-ranged, it is able to deliver a projectile weighing between eight and forty pounds with good accuracy at medium to long ranges. The long gun suffers somewhat in reloading speed, it has a long barrel that requires the gun to run in a long distance for loading, then be winched back into position by ropes before it can be fired again. Typical projectiles for a long gun would include iron balls, chain shot (two smaller cannon balls hooked together with a short length of chain to destroy enemy rigging), bar shot (Similar to chain shot, only the balls are smaller and hooked to each other with a sliding bar), or grape shot (canisters of grape-sized lead balls for killing exposed personnel).


Carronades
Carronades are similar to long guns, except with a much shorter barrel and a larger bore. The carronade fires solid or grape shot in loads ranging from twelve to seventy pounds, but is only useful at short range because of its lesser power and shorter barrel. The short barrel also makes reloading easier and faster, as the gun does not need to slide in or out as far when fired. This reduces the amount of winching on the gun lines the crew needs to do between shots. The heavier projectiles deal more damage than the faster, smaller round from a long gun, but lose energy much faster, making the carronade's range only about a third that of a long cannon.


Mortars
The mortar is an uncommon weapon to see aboard a ship, but under the right circumstances it is a devastating weapon. Firing a solid ball weighing upwards of a hundred pounds in a high, arcing trajectory from a very short barrel, the mortar can devastate an enemy vesel with only a few hits. The recoil of firing is tremendous, limiting a ship to only a few of these weapons for fear of damaging the firing vessel from recoil forces. The reload time is also lengthy, due to the requirement of lifting the massive projectile into the muzzle of the gun. Accuracy is generally poor due to the long flight time and high path, but a deck-mounted mortar can be rotated to fire off either side of the vessel, giving a single mortar the ability to cover both sides of the ship.
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