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Geobukseon (Turtle Ship)

by WhisperingWolf more by them Jun 12, 2024 5 likes 10 downloads

Part of: Saltmarsh and more... Fabula Ultima

Downloads
10
Assets
892
Size
16.5w x 27.25d x 20h
Format
Slab
Status
Complete
License
BY-NC-ND

Licence: CC BY-NC-ND · Attribution-NonCommercial-NoDerivatives

Tags

The Korean turtle ship was made famous by Admiral Yi Sun-Shin during the Imjin Wars aka Hideyoshi's Invasions. Some consider it histories first ironclad ship, but all agree it was the first ship in Asia that went from the traditional ram and board naval warfare to a focus on long-range combat using its 36-pound cannons.

Spiked Iron Hull

AC
20
DR
20
Max HP
500
Current HP

Special
·        The Crew has full cover when onboard this Ship.

·        Any creature attempting to board the Ship from above must succeed on a DC 18 Dexterity saving throw or take 4d10 piercing damage from the spikes.

Notes
At 0 the ship breaks apart and begins to sink.

Abilities
STR
CON
DEX
CHAR
INT
WIS

Score
18
20
4
0
0
0

Saves
+4
+5
-3
0
0
0

Immunities
Poison, Psychic

Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated,

Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious

Total Passengers
41 (5 Minimum, to move with sails)
Travel Speed
4 mph (35 ft. per round)

Movement

Helm
Crew
1 Pilot

AC
18
Max HP
50
Current HP

Notes
·        When damaged split the total damage with the Hull.

·        At 0HP the ship can’t turn, unless it switches to its oars.

·        The Pilot can add their Prof to the Ships DEX Save.

Oars
Crew
10

AC
18
Max HP
100
Current HP

Speed
20ft

Notes
·        When damaged split the total damage with the Hull.

·        -5ft of speed for every 25 damage taken.

Sails
Crew
4

AC
14
Max HP
50
Current HP

Speed
25ft no wind, 35ft with the wind, 15ft against the wind

Notes
·        When damaged split the total damage with the Hull.

·        -5ft of speed for every 25 damage taken.

Actions

Forward Light Cannon
Crew
4

AC
24
Max HP
50
Current HP

Attack
Lead Gunner’s WIS + Prof
Range
300/1,200ft
Damage
6d10

Notes
·        2 Attacks when fully crewed (2 crew per Cannon).

·        When damaged split the total damage with the Hull.

·        Lose 1 Cannon for every 50 damage taken.

Rear Light Cannon
Crew
4

AC
24
Max HP
50
Current HP

Attack
Lead Gunner’s WIS + Prof
Range
300/1,200ft
Damage
6d10

Notes
·        2 Attacks when fully crewed (2 crew per Cannon).

·        When damaged split the total damage with the Hull.

·        Lose 1 Cannon for every 50 damage taken.

Left Light Cannon
Crew
12

AC
24
Max HP
150
Current HP

Attack
Lead Gunner’s WIS + Prof
Range
300/1,200ft
Damage
6d10

Notes
·        6 Attacks when fully crewed (2 crew per Cannon).

·        When damaged split the total damage with the Hull.

·        Lose 1 Cannon for every 50 damage taken.

Right Light Cannon
Crew
12

AC
24
Max HP
150
Current HP

Attack
Lead Gunner’s WIS + Prof
Range
300/1,200ft
Damage
6d10

Notes
·        6 Attacks when fully crewed (2 crew per Cannon).

·        When damaged split the total damage with the Hull.

·        Lose 1 Cannon for every 50 damage taken.

 

Special Actions

 

Maneuver Crew

Requires
Prof with Sea Ships

Effect
You can move a number of crew equal to your CHA MOD + Prof to another station.

Example: Move 4 gunners from the left cannons to the forward cannons

War Drum

Requires
Prof with drums

Effect
Grant the ship Adv on Action, Saving Throw, or Ability Check until the start of their next turn.

Combat Repair

Requires
Prof with Carpenter/Tinker Tools or the Mending spell

Effect
Heal a part of the ship: Tools = 1d4 + Prof, Mending = 1d8 + Spellcasting Mod

Long Rest Actions

 

Field Repair

Requires:
Prof with Carpenter/Tinker Tools or the Mending spell

Effect:
Heal a part of the ship: Tools = 1d4 + Prof, Mending = 1d8 + Spellcasting Mod

Dry Dock Repair

Requires:
Prof with Carpenter/Tinker Tools or the Mending spell, and to be at a dock.

Effect:
Heal a part of the ship: Tools = 1d4 + Prof, Mending = 1d8 + Spellcasting Mod

Cargo

Cargo
Max
50 Tons
Total
 

Item

lb
Item

lb

 
 
 
 
 
 

 
 
 
 
 
 

 
 
 
 
 
 

 
 
 
 
 
 

Possible Upgrades

Cannon | Improved
Cost per Cannon
1,000gp

AC
24
Max HP
50
Attack
+1
Range
600/2,400ft
Damage
8d10

 

Cannon | Heavy
Cost per Cannon
2,500gp

AC
24
Max HP
75
Attack
+2
Range
800/3,200ft
Damage
10d10

 

Cannon | Spell
Cost per Cannon
2,500gp

AC
24
Max HP
100
Attack
+3
Range
1,000/4,000ft
Damage
10d12

Special
This Cannon uses 1 Mana to fire and does not need cannonballs.

 

Figure Head | Blessed
Replaces
Forward Light Cannon
Cost
3,500gp

AC
20
Max HP
100
Ammo
8 shots per 2 Oil Barrels, one round to reload

Requires
A Divine Spell Caster

Special
Can be used as an Arcane Spell Focus, it also allows the caster to target any creature on the Ship with a spell. The Caster must be touching the Figure Head.

 

Figure Head | Flaming
Replaces
Forward Light Cannon
Cost
3,000gp

AC
20
Max HP
100
Crew
2
Ammo
8 shots per 2 Oil Barrels, one round to reload

Special
Releases a 90 ft. long, 20 ft. wide line of flame from its dragon-headed prow. Each target in that area must make a DEX Save DC = (8 + Lead Gunner’s WIS + Prof), taking 4d6 fire damage on a failed save, or half as much damage on a successful one. Targets that are flammable continue to burn.

Example: a wooden Ship that is hit has a 20ft area set on fire, at the start of its next turn it takes another 4d6 fire damage, 1d6 for every 5ft area on fire. A Action can be taken by the crew to put out the fire, each crew member can put out a 5ft area. If left unchecked the fire will spread to all adjacent flammable objects at the end of the turn.

 

Figure Head | Gas
Replaces
Forward Light Cannon
Cost
3,000gp

AC
20
Max HP
100
Crew
2
Ammo
8 shots per 2 Gas Barrels, one round to reload

Special
Releases a 15ft cone of poison gas from its dragon-headed prow. Each target in that area must make a DEX Save DC = (8 + Lead Gunner’s WIS + Prof), taking 6d6 poison damage on a failed save, or half as much damage on a successful one.

 

Figure Head | Runed
Replaces
Forward Light Cannon
Cost
3,500gp

AC
20
Max HP
100

Requires
A Arcane Spell Caster

Special
Can be used as an Arcane Spell Focus, it also increases the range of spells to 600ft. The Caster must be touching the Figure Head.

 

Figure Head | Totem
Replaces
Forward Light Cannon
Cost
3,500gp

AC
20
Max HP
100
Ammo
8 shots per 2 Oil Barrels, one round to reload

Requires
A Primal Spell Caster

Special
Can be used as a Primal Spell Focus, it also allows the caster to use an Action and 1 Mana to calm the weather within 30ft of the ship. The Caster must be touching the Figure Head.

 

Hull | Anti-Magic Runes
Cost
50,000gp

Special
As an Action 8 Mana can be spent to activate an Anti-Magic Spell around the ship for 10 minutes. Creatures inside are also affected by the spell. This disables a Spell Engine & Cannons if installed.

 

Hull | Cloaking Runes
Cost
10,000gp

Special
As an Action 2 Mana can be spent to activate a Invisibility Spell around the ship for 1 hour.

 

Sails | Billowing Sails
Cost
15,000gp

Special
When using these sails you always travel with the wind regardless of its direction.

 

Sails | Mending Sails
Cost
10,000gp

Special
These Sails regain 1d4 HP at the start of the round.

 

Steam Engine
Replaces
Sails
Crew
3
Cost
10,000gp

AC
15
Max HP
50
Current HP

Speed
5 mph or 50ft per round

Special
·        The engine does not need wind, but consumes 1 ton of coal per day.

·        Once every other hour an Action can be taken to boost the Ships speed to 8 mph or 80ft per round for 10 minutes.

·        Repaired with Tinker Tools

 

Combustion Engine
Replaces
Sails
Crew
2
Cost
25,000gp

AC
17
Max HP
75
Current HP

Speed
8 mph or 80ft per round

Special
·        The engine does not need wind, but consumes 1 ton of fuel every 2 days.

·        Once every other hour an Action can be taken to boost the Ships speed to 12 mph or 120ft per round for 10 minutes.

·        Repaired with Tinker Tools

 

Spell Engine
Replaces
Sails
Crew
1
Cost
50,000gp

AC
17
Max HP
75
Current HP

Speed
10 mph or 100ft per round

Special
·        The engine does not need wind, but consumes 1 Mana every day.

·        As an Action a 1 Mana can be spent to teleport the Ship 500ft in a straight line in any direction.

·        Repaired with Tinker Tools

 

Cloud Engine
Replaces
Sails
Crew
1
Cost
75,000gp

AC
14
Max HP
25
Current HP

Speed
30ft no wind, 40ft with the wind, 20ft against the wind

Special
·        This engine needs an Air or Fire Elemental as a crew member.

·        This engine allows the ship to fly, will fall when it breaks.

·        Repaired with Tinker Tools

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