-Nate
The Mediterranean
Galley
A throwback to the
days of ancient Greece and Rome, this vessel combines rudimentary
sailing ability with the propulsion by rowing, making it a versatile
craft when used close to shore. Although it is slowly being replaced
by European-styled sailing ships, it still sees some use among the
Mediterranean corsairs—especially those who have access to
prisoners or slaves for manning it.
Outside of the
banks of oars, perhaps the most striking feature of the galley is the
reinforced beak at the prow, using for ramming enemy vessels. In
addition to its impact damage, this ram often lets the galley become
stuck to its foe and thus provides a boarding ramp for a ship's
soldiers.
The galley also
boasts a pair of masts, each normally fitted with a large lateen
sail. It is designed with a shallow draft, allowing it to move in
much closer to the shore than other ships can manage.
Galley
Huge Warship
Draft:
2 fathoms
Structure
Dice:
6d8 (27 sp)
Hardness:
6
Maneuverability:
-2 (-2 size)
Speed:
70 ft./7 knots (sails), or 50 ft./5 knots (rowed)
Turn
Rate:
2 (sails) or 10 (rowed)
AC:
8 (-2 size)
Weapons
Fore:
Varies; often five cannon
Weapons
Aft:
Varies
Weapons
Broadside:
None
Damage:
4d4 (cannon); 4d6 (ram)
Special
Qualities:
Can be propelled by oars
Crew:
15 sailors and/or 75 rowers
Passengers:
10
Cargo:
15 tons
Deck Plan
Refer to the
appropriate map for the following location descriptions.
1. Lower Aft Deck
This area, covered
by the upper aft deck, is some of the rare space for cargo and
passengers aboard the galley. Given its size, it is often divided
into smaller areas, including quarters for the captain, officers and
passengers.
2. Rowing Pit
Given that rowers
are often kept chained to the long benches in this area, this area
often stinks of sweat and excrement. Indeed, sometimes it becomes so
bad that a crew will intentionally breach the ship's hull and sink it
in shallow water, allowing the crew members to wash out the area,
before repairing the holes and re-floating the vessel.
The chains and
ankle shackles have hardness 10 and 10 hit points; it takes a DC 25 Disable Device check to pick the lock, a DC 30 Escape Artist check to slip out the manacles, or a DC 26 Strength check to
break a chain.
3. Lower Foredeck
More space for
cargo and crew quarters is found here, sheltered by the foredeck
above. Because the ship often carries cannon on the upper foredeck,
material such as powder, shot and other equipment is often stored in
this area.
4. Upper Aft Deck
Although open on
the sides, this area is covered by a roof structure. It is from here
that the ship is steered, and the captain and other members of the
crew usually gather here while the vessel is under way. Following a
raid, this area can be pressed into service for storing spoils.
Additionally, galleys sometimes carry rearward-firing chase guns on
this deck.
5. Raised Walkway
This long, narrow
platform runs the length of the rowing pit, allowing crew
members—often sporting whips—to move among the rowers without
having to descend into the sweating mass of bodies.
6. Raised Foredeck
There is a roof
above this section, just as with the aft deck. When a galley carries
cannon, they are most often arranged here in a group of five pointing
forward. This allows them to deal an extra punch during a ramming
attack, sometimes being loaded with shot in order to clear a deck of
enemies before the corsairs and janissaries storm across in a
boarding action.
Just ahead of
this area is the ship's beak-like ram, which also serves as a
boarding ramp during close-combat actions.
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