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Published by uygufguuydadsdas, 2022-08-28 07:48:44

VCK_Hellenistic_Galleys_2.2

VCK_Hellenistic_Galleys_2.2

Hellenistic Galleys

For Dungeons & Dragons 5th Edition
Version 1.2

Contents

Galleys 2 Introduction

Skiff ............................................................................................4 This is supplemental material for the Vehicle Construction
Eikosoros .............................................................................5 Kit, which can be found at the Dungeon Masters Guild:
Triconter .............................................................................6 http://www.dmsguild.com/product/225337/Vehicle-
Lembus ......................................................................................7 Construction-Kit
Penteconter ......................................................................8
Bireme .......................................................................................9 The Vehicle Construction Kit allows you to build many
Trireme .................................................................................10 kinds of vehicle for Dungeons & Dragons 5th edition, with
Hoplitagogos / Hippagogos ...........................11 rules for vehicular combat.
Quadrireme ......................................................................12
Quinquereme ..................................................................13 Version 2.2
Hexareme ............................................................................14
Septirime .............................................................................15 Author. Duncan Timiney (Marasmusine). If you
Octeres .................................................................................16 have any questions or feedback, you can email
Enneres .................................................................................17 me at [email protected]
Deceres .................................................................................18 Images. All images are public domain or CC0
Dodecareme .....................................................................19 (creative commons no-attribution).
Tessarakaidecere ......................................................20 Format. http://homebrewery.naturalcrit.com/
Hexadecere ......................................................................21
Eikosere ...............................................................................22
Trikonteres .....................................................................23
Tessarakonteres ........................................................24

Hellenistic Siege Engines 25

CONTENTS

1

Galleys For travel, rowers work in shifts, with half working the oars
while the other half rests. The statistics in this supplement
Galleys are ships that primarily use rowers for propulsion. show the galley's speeds for half and fully-crewed oars.
They do not fair well in the open ocean, but are ideal for
coastal trading and raiding, and amphibious landings. Galleys are usually equipped with a square sail, and used
when the galley is running downwind or on a broad reach.
Low Freeboard. Light galleys (of 30 laden tons or less) have This gives the galley its indicated "maximum" speed with
little distance between the waterline and the top deck. This half-crewed oars.
gives the advantage that they can move through shallow Unfenced Vessels. Some galleys do not have a full deck,
waters and rivers. In addition they are easily beached, and with the crew exposed to the elements. The crew of an
portaged on rollers (at 2 miles per day). However, they fair unfenced ship do not gain cover from the vehicle unless they
poorly in the open sea and are vulnerable to damage dealt by are prone.
stormy weather. Steering Oars. On many galleys, steering is achieved with
one or more large steering oars rather than a rudder.
Coastal Ships. Galleys make day-long journeys: they do not Steering oars are represented by a, undersized rudimentary
have quarters. For long journeys the crew must rely on being helm. Both the pilot and the additional helm crew have equal
able to stop at night near a settlement, or to beach at an area duty in operating the steering oars and are noted as
with fresh water. "steerers" in the crew list.

Galleys Travel War Speed Crew Passengers Cargo (tons) AC HP Damage
Cost Speed (mph) 80 ft. 13 – ½ 15 85 Threshold
Ship 70 ft. 22 – 3½ 15 150
Skiff 250 gp 6 65 ft. 34 6 8 15 200 5
Eikosoros 5
Triaconter 605 gp 9 10

1,070 gp 8

Penteconter 1,635 gp 8 65 ft. 59 10 12 15 220 10
Lembus 1,700 gp 8½ 105 ft. 56 36 – 15 175 10

Bireme 3,410 gp 12 110 ft. 128 12 4 15 215 10
Hoplitagogos 4,400 gp 10½ 90 ft. 109 134 6 15 250 10
5,120 gp 12½ 115 ft. 187 20 6 15 250 15
Trireme 10,300 gp 12½ 115 ft. 218 65 4 15 275 15
Quadrireme 15,150 gp 12½ 115 ft. 324 94 6 15 310 15
Quinquereme 17,680 gp 12½ 115 ft. 386 112 7 15 320 15
Hexareme 18,950 gp 12½ 115 ft. 420 135 7 15 330 15
Septireme 23,370 gp 12½ 115 ft. 510 150 9 15 350 15
26,520 gp 12½ 115 ft. 578 165 10 15 370 15
Octeres 29,050 gp 12½ 115 ft. 639 190 11 15 380 15
Enneres 35,360 gp 12½ 115 ft. 771 224 14 15 410 15
Deceres 40,420 gp 12½ 115 ft. 898 256 16 15 420 15
Dodecareme 47,140 gp 12½ 115 ft. 1,029 290 18 15 450 15
Tessarakaidecere 171,500 gp 11 85 ft. 2,167 1,000 50 15 700 25
Hexadecere
Eikosere

Trikonteres 262,920 gp 11 85 ft. 3,454 1,600 75 15 800 25
Tessarakonteres 325,850 gp 11 85 ft. 4,318 1,940 95 15 870 25

Travel Speed. This is the galley's typical travel speed, with
the rowers working in shifts and a light favourable wind (if
the galley has a sail).

War Speed This is the galley's combat speed in feet, using
fully crewed oars making power strokes, and no sail.

Passengers. Passenger occupancy is utilitarian and for short-
term voyages only.

GALLEYS

2

Polyremes
Polyremes are warships developed from the pentenconter.
They benefit from a full deck and multiple banks of rowers.
The rowers on light polyremes are also able warriors, while
heavy polyremes make use of slaves or convicts.
Crew. The vehicle statistics give crew numbers for the
captain, rowers, supterintendants, weapon crew and marines.
The other deck crew might include lookouts, pipers or
drummers, a quartermaster, a doctor or cleric, and
shipwrights (for minor repairs or organizing portage).
Nomenclature. The names of polyremes are derived from
the number of rowers on one side of the hull per
interscalmium (or "cross-section"). For example, the trireme
(or "three") has one rower for each of three oars on each side
per interscalmium. The hexareme (or "six") has two rowers
for each of three oars on each side.

Super-Galleys
To acheive more formidable warships, nations with access to
a lot of timber and manpower can construct catamaran
galleys — two fully-oared hulls bound together by a
rectangular weapons platfrom, bedecked with multiple
archery towers, command tents and siege engines. These
"super-galleys" resemble floating fortresses.
Crew. Super-galleys typically have 200 oars (50 along each
hull side) on two or three banks. They make use of slaves
rather than trained oarsmen, relying on huge numbers of
marines to repel boarders and to make amphibious assaults.
Slaves often do not work in shifts and work until they drop
(and thrown into the water). This does not adversely effect the
ship's speed so long as fresh labor can be captured from
coastal settlements or enemy ships.
Armament. The upper deck has multiple lithoboloi along the
fore, port and starboard edges. Often, one or two of these
weapons along each edge are replaced with harpax to
prevent faster enemy ships from escaping. Archery towers to
the fore and aft resemble small forts.
Prestige Ships. These vessels are the end result of one-
upmanship between coastal navies. They are perhaps too
cumbersome to be used effectively in battle, except to inspire
fear with their tremendous size. They might be constructed
as prestige ships — a showpiece for a single short journey.
Such a ship will be highly decorated, with painted hulls,
sculpted wales and festooned command tents.

GALLEYS

3

Skiff Skiff
The skiff is a small lembus: a small, fast galley with an
unfenced deck and lacking a sail. They are favored by pirates Huge object
and couriers. It has two files of six rowers and one steering Armor Class: 15
oar. Hit Points: 80
Dimensions: 20 ft. length, 3 ft. beam, single unfenced deck Speed: 6 mph
Design Notes: 3 tons laden (mass ii). Good streamlining.
STR DEX CON
Drag 0. 14 (+2) 4 (−3) 11 (+0)

Crew Damage Threshold: 5
Acceleration / Deceleration: 2 mph / 5 mph
12 rowers (strong) Cargo: 1,000 lbs
1 steerer Crew: 12 rowers, 1 steerer
Cost: 250 gp
Combat
Slot Components
Damage. If a single attack deals 8 or more damage, a slot is 1 Wood structure
disabled; if 40 or more damage, two slots are destroyed. 2–7 Oars (6 rowers)
8–10 Cargo hold (1,000 lbs)
Turning. 2 rotations. 11 Wood structure
12–17 Oars (6 rowers)
Speed 18 Wood structure
19 Seating (1 utilitarian for steerer)
The skiff's speed assumes a strong rowing team working in 20 Helm (steering oar)
shifts.

Speed is 8 mph with a full rowing team.
Speed is 9 mph if the rowing team are making power
strokes.

GALLEYS

4

Eikosoros Eikosoros
The eikosoros is a broad 20-oared galley popular among
adventurers for its affordability and multiple roles: it can be Huge object
used as a trader, light warship, or explorer. The oars occupy Armor Class: 15, sail is AC 11
almost the full length of a single unfenced deck, with one Hit Points: 150
steering oar in the stern. Speed: 9 mph
Dimensions: 40 ft. length, 10 ft. beam, single unfenced deck
Design notes: 10 tons laden (mass iv). Drag −2 (from mass) STR DEX CON
16 (+3) 1 (−5) 11 (+0)
Crew
Damage Threshold: 5
1 superintendant Acceleration / Deceleration: 2 mph / 5 mph
20 rowers (strong) Cargo: 3.5 tons
1 steerer Crew: 22
While in use, the sailing rig requires 1 rigger. Cost: 605 gp

Combat Slot Components
1 Wood structure
Damage. If a single attack deals 15 or more damage, a slot is 2–5 Oars (10 rowers)
disabled; if 75 or more damage, two slots are destroyed. 6–9 Cargo hold (2 tons)
10 Sailing rig (square)
Turning. 4 slow turns over 1 minute 11 Wood structure
12–14 Cargo hold (1.5 tons)
Speed 15–18 Oars (10 rowers)
19 Helm (steering oars)
The eikosoros's speed assumes a strong rowing team
working in shifts, with a light wind in broad reach. Seating (1 utilitarian for superintendant)
20 Wood structure
Speed increases to 10½ mph in a strong wind.
Speed is 7½ mph with a full rowing team and no sail.
Speed is 8 mph if the rowing team are making power
strokes.

GALLEYS

5

Triconter Triaconter
The triaconter is a broad 30-oared galley used as both a
merchant vessel and a war ship. The oars occupy almost the Huge object
full length of a single unfenced deck, with one steering oar in Armor Class: 15; sail is AC 11
the stern. A small forecastle is intended for a squad of Hit Points: 200
spearmen or archers. Speed: 8 mph
Dimensions: 60 ft. length, 10 ft. beam, single unfenced deck
Design notes: 20 tons laden (mass v). Drag −3 (from mass). STR DEX CON
17 (+3) 1 (−5) 11 (+0)
Crew
Damage Threshold: 10
2 officers Acceleration / Deceleration: 2 mph / 5 mph
1 superintendant Cargo: 8 tons
30 rowers (strong) Crew: 34
1 steerer Passengers: 6
While in use, the sailing rig requires 1 rigger. Cost: 1,070 gp

Combat Slot Components
1 Wood structure
Damage. If a single attack deals 20 or more damage, a slot is 2 Seating (6 utilitarian for marines)
disabled; if 100 or more damage, two slots are destroyed. 3–5 Oars (16 rowers)
6–9 Cargo hold (4 tons)
Turning. 4 slow turns over 1 minute 10 Sailing rig (square)
11 Wood structure
Speed 12–15 Cargo hold (4 tons)
16–18 Oars (14 rowers)
The triconter's speed assumes a strong rowing team working 19 Helm (steering oars)
in shifts, with a light wind in broad reach. Seating (3 utilitarian)
20 Wood structure
Speed increases to 11 mph in a strong wind.
Speed is 7 mph with a full rowing team and no sail.
Speed is 7½ mph if the rowing team are making power
strokes.

GALLEYS

6

Lembus Lembus
The lembus is a stripped-down galley with an unfenced deck
and lacking a sail. They are favored by pirates, and also see Huge object
use as couriers and warships. This example is one of the Armor Class: 15
larger of its kind, with two files of twenty-six rowers and able Hit Points: 175
to carry several squads of fighters. Speed: 8½ mph
Dimensions: 50 ft. length, 10 ft. beam, single unfenced deck
Design notes: 20 tons laden (mass v). Good streamlining. STR DEX CON
17 (+3) 1 (−5) 11 (+0)
Drag −5 (−3 from mass, −2 from streamlining)
Damage Threshold: 10
Crew Acceleration / Deceleration: 2 mph / 5 mph
Cargo: –
2 officers Crew: 56
1 superintendant Passengers: 36
52 rowers (strong) Cost: 1,700 gp
1 steerer
Slot Components
Combat 1 Wood structure
2–6 Oars (26 rowers)
Damage. If a single attack deals 17 or more damage, a slot is 7 Wood structure
disabled; if 87 or more damage, two slots are destroyed. 8–13 Seating (36 utilitarian)
14–18 Oars (26 rowers)
Turning. 4 slow turns over 1 minute 17–18 Cargo hold (2 tons)
19 Helm (steering oars)
Speed Seating (3 utilitarian)
20 Wood structure
The lembus's speed assumes a strong rowing team working
in shifts.

Speed is 11 mph with a full rowing team.
Speed is 12 mph if the rowing team are making power
strokes.

GALLEYS

7

Penteconter Penteconter
The penteconter is the larger 50-oared cousin of the
triconter. Gargantuan object
Dimensions: 100 ft. length, 10 ft. beam, single unfenced deck Armor Class: 15; sail is AC 11
Design notes: 30 tons laden (mass vi). Drag (water) −3 Hit Points: 220
Speed: 8 mph
Crew
STR DEX CON
4 officers 17 (+3) 1 (−5) 11 (+0)
1 superintendant
52 rowers (strong) Damage Threshold: 10
2 steerers Acceleration / Deceleration: 2 mph / 5 mph
While in use, the sailing rig requires 1 rigger. Cargo: 12 tons
Crew: 59
Combat Passengers: 10
Cost: 1,635 gp
Damage. If a single attack deals 22 or more damage, a slot is
disabled; if 110 or more damage, two slots are destroyed. Slot Components
1 Wood structure
Turning. 4 slow turns over 1 minute 2 Seating (10 utilitarian for marines)
3–5 Oars (26 rowers)
Speed 6–9 Cargo hold (4 tons)
10 Sailing rig (square)
The penteconter's speed assumes a strong rowing team 11 Wood structure
working in shifts, with a light wind in broad reach. 12–15 Cargo hold (4 tons)
16–18 Oars (24 rowers)
Speed increases to 11 mph in a strong wind. 19 Helm (steering oars)
Speed is 7 mph with a full rowing team and no sail. Seating (5 utilitarian)
Speed is 7½ mph if the rowing team are making power 20 Wood structure
strokes.

GALLEYS

8

Bireme Combat
The bireme is a pure warship developed from the
penteconter, upgrading it with a full deck and two banks of Damage. If a single attack deals 21 or more damage, a slot is
rowers. The bireme acts as an invasion ship or an an escort disabled; if 107 or more damage, two slots are destroyed.
for merchant vessels.
Turning. 4 slow turns over 1 minute
In naval battles, they crash into the enemy ship an a
distinctive bronze ram, and grappling hooks are used to Speed
secure a boarding action by marines. They are used to
support heavier war galleys, using their superior speed to The biremes's speed assumes a strong rowing team working
outflank the enemy. in shifts, with a light wind in broad reach.

The bireme has a full, fenced deck. The rowers able Speed increases to 15 mph in a strong wind.
warriors who can engage in boarding actions with the ship's Speed is 12 mph with a full rowing team and no sail.
marine detachment. Speed is 12½ mph if the rowing team are making power
strokes.
The bireme has 120 rowers in two levels, one person to an
oar. It carries 12 marines. Bireme
Dimensions: 80 ft. length, 10 ft. beam, 1 deck
Design notes: 40 tons laden (mass vi). Good streamlining. Gargantuan object
Armor Class: 15; sail is AC 11
Drag −5 (−3 from mass, −2 from streamlining) Hit Points: 215
Speed: 12 mph
Crew
STR DEX CON
2 officers 17 (+3) 1 (−5) 11 (+0)
1 superintendant
120 rowers (strong)
2 steerers
While in use, the sailing rig requires 1 rigger.

Damage Threshold: 10
Acceleration / Deceleration: 2 mph / 5 mph
Cargo: 4 tons
Crew: 128
Passengers: 12
Cost: 3,410 gp

Slot Components
1 Wood structure
Ram
2 Seating (12 utilitarian for marines)
3–8 Oars (60 rowers)
9 Sailing rig (square)
10 Wood structure
11–16 Oars (60 rowers)
17–18 Cargo hold (4 tons)
19 Helm (steering oars)
Seating (3 standard)
20 Wood structure

GALLEYS

9

Trireme Trireme
The trireme is a warship that adds an outrigger to the bireme
to house an extra bank of rowers. Gargantuan object
Dimensions: 105 ft. length, 10 ft. beam, 1 deck, 60 tons laden Armor Class: 15; sail is AC 11
Hit Points: 250
(mass vii) Speed: 12½ mph
Design notes: 60 tons laden (mass vii). Good streamlining.
STR DEX CON
Drag −6 (−4 from mass, −2 from streamlining) 18 (+4) 1 (−5) 11 (+0)

Crew Damage Threshold: 10
Acceleration / Deceleration: 2 mph / 5 mph
3 officers Cargo: 6 tons
2 superintendants Crew: 128
180 rowers (strong) Passengers: 12
2 steerers Cost: 5,120 gp
While in use, the sailing rig requires 1 rigger.
Slot Components
Combat 1 Wood structure
Ram
Damage. If a single attack deals 25 or more damage, a slot is 2 Seating (20 utilitarian for marines)
disabled; if 125 or more damage, two slots are destroyed. 3–8 Oars (90 rowers)
9 Sailing rig (square)
Turning. 4 slow turns over 1 minute 10 Wood structure
11–16 Oars (90 rowers)
Speed 17–18 Cargo hold (6 tons)
19 Helm (steering oars)
The trireme's speed assumes a strong rowing team working Seating (5 standard)
in shifts, with a light wind in broad reach. 20 Wood structure

Speed increases to 16 mph in a strong wind.
Speed is 12½ mph with a full rowing team and no sail.
Speed is 13½ mph if the rowing team are making power
strokes.

GALLEYS

10

Hoplitagogos / Hippagogos Hoplitagogos /
These transport galleys are based on the trireme hull, with Hippagogos
half the rowers and no bronze ram. The hoplitagogos is a
troop transport galley, while the hippagogos is used to Gargantuan object
transport fresh horses or other riding beasts for resupplying Armor Class: 15; sail is AC 11
cavalry. Hit Points: 250
Dimensions: 105 ft. length, 10 ft. beam, 1 deck Speed: 10½ mph
Design notes: 60 tons laden (mass vii). Good streamlining.
STR DEX CON
Drag −6 (−4 from mass, −2 from streamlining) 18 (+4) 1 (−5) 11 (+0)

Crew Damage Threshold: 10
Acceleration / Deceleration: 2 mph / 5 mph
4 officers Cargo: 6 tons
1 superintendant Crew: 109
96 rowers (strong) Passengers: 134
2 steerers Cost: 4,400 gp
6 other crew
While in use, the sailing rig requires 1 rigger. Slot Components
1 Wood structure
Combat 2–5 Seating (80 utilitarian)
6–8 Oars (48 rowers)
Damage. If a single attack deals 25 or more damage, a slot is 9 Sailing rig (square)
disabled; if 125 or more damage, two slots are destroyed. 10 Wood structure
11–13 Oars (48 rowers)
Turning. 4 slow turns over 1 minute 14–16 Seating (60 utilitarian)
17–18 Cargo hold (6 tons)
Speed 19 Helm (steering oars)
Seating (5 standard)
The trireme's speed assumes a strong rowing team working 20 Wood structure
in shifts, with a light wind in broad reach.

Speed increases to 15 mph in a strong wind.
Speed is 10 mph with a full rowing team and no sail.
Speed is 10½ mph if the rowing team are making power
strokes.

GALLEYS

11

Quadrireme Quadrireme
The "four" or "tetreres" polyreme expands the design of the
bireme, widening the beam to allow an extra rower per oar. Gargantuan object
The wider beam makes polyremes of this size a stable Armor Class: 15; sail is AC 11
fighting platform, allowing for a catapult and greater Hit Points: 275
numbers of marines, usually 65. Speed: 12½ mph
Dimensions: 140 ft. length, 15 ft. beam, 1 deck, 80 tons laden
STR DEX CON
(mass vii) 18 (+4) 1 (−5) 11 (+0)
Design notes: 80 tons laden (mass vii). Good streamlining.
Damage Threshold: 10
Drag −6 (−4 from mass, −2 from streamlining) Acceleration / Deceleration: 2 mph / 5 mph
Cargo: 4 tons
Crew Crew: 218
Passengers: 65
4 officers Cost: 10,300 gp
2 superintendants
200 rowers (strong) Slot Components
2 steerers 1 Wood structure
10 other crew Ram
3 crew are required for the heavy lithobolos, drawn from 2 Archery tower (for 25 marines)
the complement of marines. 3 Heavy lithobolos (90 ammo)
While in use, the sailing rig requires 1 rigger. 4–8 Oars (100 rowers)
9 Sailing rig (square)
Combat 10 Wood structure
11–15 Oars (100 rowers)
Damage. If a single attack deals 27 or more damage, a slot is 16–17 Seating (50 utilitarian)
disabled; if 137 or more damage, two slots are destroyed. 18 Cargo hold (4 tons)
19 Helm (steering oars)
Turning. 4 slow turns over 1 minute Seating (6 standard)
20 Wood structure
Speed

The quadrireme's speed assumes a strong rowing team
working in shifts, with a light wind in broad reach.

Speed increases to 16 mph in a strong wind.
Speed is 11½ mph with a full rowing team and no sail.
Speed is 12½ mph if the rowing team are making power
strokes.

GALLEYS

12

Quinquereme Quinqureme
The "five", "penteres" or "pentereme" polyreme has about the
same beam and length as the quadrereme, but is taller, with Gargantuan object
an extra level of rowers: 300 in total. The lowest bank has Armor Class: 15; sail is AC 11
one person to an oar, while the upper banks have two people Hit Points: 310
to an oar. The bow mounts two heavy lithobolo, and the deck Speed: 12½ mph
carries 94 marines.
Dimensions: 140 ft. length, 15 ft. beam, 1 deck. STR DEX CON
Design notes: 120 tons laden (mass viii). Good streamlining. 18 (+4) 1 (−5) 11 (+0)

Drag −6 (−4 from mass, −2 from streamlining) Damage Threshold: 15
Acceleration / Deceleration: 2 mph / 5 mph
Crew Cargo: 6 tons
Crew: 324
7 officers Passengers: 94
3 superintendants Cost: 15,150 gp
300 rowers (strong)
2 steerers Slot Components
12 other crew 1 Wood structure
6 crew are required for the heavy lithoboloi, drawn from
the complement of marines. Ram
While in use, the sailing rig requires 2 riggers. 2 2 × Heavy lithoboloi (30 ammo each)
3 Archery tower (for 36 marines)
Combat 4–8 Oars (150 rowers)
9 Sailing rig (square)
Damage. If a single attack deals 31 or more damage, a slot is 10 Wood structure
disabled; if 155 or more damage, two slots are destroyed. 11–15 Oars (150 rowers)
16–17 Seating (70 utilitarian)
Turning. 3 slow turns over 1 minute 18 Cargo hold (6 tons)
19 Helm (steering oars)
Speed
Seating (10 standard)
The quinqureme's speed assumes a strong rowing team 20 Wood structure
working in shifts, with a light wind in broad reach.

Speed increases to 16 mph in a strong wind.
Speed is 11½ mph with a full rowing team and no sail.
Speed is 12½ mph if the rowing team are making power
strokes.

GALLEYS

13

Hexareme Hexareme
The "six" or hexere polyreme has 360 rowers along three
levels. By increasing the beam of the quinquereme design, Gargantuan object
the lowest bank can accomodate two rowers per oar. Two Armor Class: 15; sail is AC 11
heavy lithoboloi are installed near the bow, and the deck Hit Points: 320
carries 112 marines. Speed: 12½ mph

The hexareme acts as a flagship, often the largest ship in a STR DEX CON
typical navy. 18 (+4) 1 (−5) 11 (+0)
Dimensions: 140 ft. length, 20 ft. beam, 2 decks
Design notes: 140 tons laden (mass viii). Good streamlining. Damage Threshold: 15
Acceleration / Deceleration: 2 mph / 5 mph
Drag −6 (−4 from mass, −2 from streamlining) Cargo: 7 tons
Crew: 386
Crew Passengers: 112
Cost: 17,680 gp
6 officers
4 superintendants Slot Components
360 rowers (strong) 1 Wood structure
2 steerers
14 other crew Ram
6 crew are required for the heavy lithoboloi, drawn from 2 2 × Heavy lithoboloi (60 ammo each)
the complement of marines. 3 Archery tower (for 42 marines)
While in use, the sailing rig requires 2 riggers. 4–8 Oars (180 rowers)
9 Sailing rig (square)
Combat 10 Wood structure
11–15 Oars (180 rowers)
Damage. If a single attack deals 32 or more damage, a slot is 16 Seating (42 utilitarian)
disabled; if 160 or more damage, two slots are destroyed. 17 Archery tower (for 42 marines)
18 Cargo hold (7 tons)
Turning. 3 slow turns over 1 minute 19 Helm (steering oars)

Speed Seating (10 standard)
20 Wood structure
The hexareme's speed assumes a strong rowing team
working in shifts, with a light wind in broad reach.

Speed increases to 16 mph in a strong wind.
Speed is 11½ mph with a full rowing team and no sail.
Speed is 12½ mph if the rowing team are making power
strokes.

GALLEYS

14

Septirime Septirime
The "seven" or "hepteres" polyreme is a flagship similar to
the hexareme, but extends the upper bank with a standing Gargantuan object
rower to each oar. Two heavy lithoboloi are installed near the Armor Class: 15; sail is AC 11
bow, and the deck carries 135 marines. Hit Points: 330
Dimensions: 140 ft. length, 20 ft. beam, 2 decks Speed: 12½ mph
Design notes: 150 tons laden (mass viii). Good streamlining.
STR DEX CON
Drag −6 (−4 from mass, −2 from streamlining) 18 (+4) 1 (−5) 11 (+0)

Crew Damage Threshold: 15
Acceleration / Deceleration: 2 mph / 5 mph
7 officers Cargo: 7½ tons
4 superintendants Crew: 420
392 rowers (strong) Passengers: 135
2 steerers Cost: 18,950 gp
15 other crew
6 crew are required for the heavy lithoboloi, drawn from Slot Components
the complement of marines. 1 Wood structure
While in use, the sailing rig requires 2 riggers.
Ram
Combat 2 2 × Heavy lithoboloi (80 ammo each)
3 Archery tower (for 50 marines)
Damage. If a single attack deals 33 or more damage, a slot is 4–8 Oars (196 rowers)
disabled; if 165 or more damage, two slots are destroyed. 9 Sailing rig (square)
10 Wood structure
Turning. 3 slow turns over 1 minute 11–15 Oars (196 rowers)
16 Seating (50 utilitarian)
Speed 17 Archery tower (for 50 marines)
18 Cargo hold (7 tons)
The septirime's speed assumes a strong rowing team 19 Helm (steering oars)
working in shifts, with a light wind in broad reach.
Seating (11 standard)
Speed increases to 16 mph in a strong wind. 20 Wood structure
Speed is 11½ mph with a full rowing team and no sail.
Speed is 12½ mph if the rowing team are making power
strokes.

GALLEYS

15

Octeres Octeres
The "eight" polyreme is a flagship with the two-level
arrangement of the quadrireme but with four rowers to each Gargantuan object
of the 60 oars. Three heavy lithoboloi are installed near the Armor Class: 15; sail is AC 11
bow, and the deck carries 150 marines. Hit Points: 350
Dimensions: 150 ft. length, 25 ft. beam, 2 decks. Speed: 12½ mph
Design notes: 185 tons laden (mass viii). Good streamlining.
STR DEX CON
Drag −6 (−4 from mass, −2 from streamlining) 18 (+4) 1 (−5) 11 (+0)

Crew Damage Threshold: 15
Acceleration / Deceleration: 2 mph / 5 mph
8 officers Cargo: 9 tons
5 superintendants Crew: 510
480 rowers (strong) Passengers: 150
2 steerers Cost: 23,370 gp
15 other crew
9 crew are required for the heavy lithoboloi, drawn from Slot Components
the complement of marines. 1 Wood structure
While in use, the sailing rig requires 2 riggers.
Ram
Combat 2 3 × Heavy lithoboloi (40 ammo each)
3 Archery tower (for 55 marines)
Damage. If a single attack deals 33 or more damage, a slot is 4–8 Oars (240 rowers)
disabled; if 165 or more damage, two slots are destroyed. 9 Sailing rig (square)
10 Wood structure
Turning. 3 slow turns over 1 minute 11–15 Oars (240 rowers)
16 Seating (55 utilitarian)
Speed 17 Archery tower (for 55 marines)
18 Cargo hold (9 tons)
The octeres's speed assumes a strong rowing team working 19 Helm (steering oars)
in shifts, with a light wind in broad reach.
Seating (13 standard)
Speed increases to 16 mph in a strong wind. 20 Wood structure
Speed is 11½ mph with a full rowing team and no sail.
Speed is 12½ mph if the rowing team are making power
strokes.

GALLEYS

16

Enneres Enneres
The "nine" polyreme is a large flagship constructed by
commanders who wish to out-do the sixes, sevens and eights Gargantuan object
of other navies. Three heavy lithoboloi are installed near the Armor Class: 15; sail is AC 11
bow, and the deck carries 165 marines. Hit Points: 370
Dimensions: 150 ft. length, 25 ft. beam, 2 decks, 210 tons Speed: 12½ mph

laden (ix) STR DEX CON
Design notes: 210 tons laden (ix). Good streamlining. Drag 19 (+4) 1 (−5) 11 (+0)

−6 (−4 from mass, −2 from streamlining) Damage Threshold: 15
Acceleration / Deceleration: 2 mph / 5 mph
Crew Cargo: 10 tons
Crew: 578
9 officers Passengers: 165
6 superintendants Cost: 26,520 gp
540 rowers (strong)
2 steerers Slot Components
21 other crew 1 Wood structure
9 crew are required for the heavy lithoboloi, drawn from
the complement of marines. Ram
While in use, the sailing rig requires 3 riggers. 2 3 × Heavy lithoboloi (60 ammo each)
3 Archery tower (for 62 marines)
Combat 4–8 Oars (270 rowers)
9 Sailing rig (square)
Damage. If a single attack deals 37 or more damage, a slot is 10 Wood structure
disabled; if 185 or more damage, two slots are destroyed. 11–15 Oars (270 rowers)
16 Seating (62 utilitarian)
Turning. 3 slow turns over 1 minute 17 Archery tower (for 62 marines)
18 Cargo hold (10 tons)
Speed 19 Helm (steering oars)

The enneres's speed assumes a strong rowing team working Seating (15 standard)
in shifts, with a light wind in broad reach. 20 Wood structure

Speed increases to 16 mph in a strong wind.
Speed is 11½ mph with a full rowing team and no sail.
Speed is 12½ mph if the rowing team are making power
strokes.

GALLEYS

17

Deceres Deceres
The "ten" polyreme is a flagship with five rowers per oar.
Three heavy lithoboloi are installed near the bow, and the Gargantuan object
deck carries 190 marines. Armor Class: 15; sail is AC 11
Dimensions: 160 ft. length, 25 ft. beam, 2 decks. Hit Points: 380
Design notes: 230 tons laden (ix). Good streamlining. Drag Speed: 12½ mph

−6 (−4 from mass, −2 from streamlining) STR DEX CON
19 (+4) 1 (−5) 11 (+0)
Crew
Damage Threshold: 15
11 officers Acceleration / Deceleration: 2 mph / 5 mph
6 superintendants Cargo: 11 tons
600 rowers (strong) Crew: 639
2 steerers Passengers: 190
20 other crew Cost: 29,050 gp
9 crew are required for the heavy lithoboloi, drawn from
the complement of marines. Slot Components
While in use, the sailing rig requires 3 riggers. 1 Wood structure

Combat Ram
2 3 × Heavy lithoboloi (90 ammo each)
Damage. If a single attack deals 38 or more damage, a slot is 3 Archery tower (for 70 marines)
disabled; if 190 or more damage, two slots are destroyed. 4–8 Oars (300 rowers)
9 Sailing rig (square)
Turning. 3 slow turns over 1 minute 10 Wood structure
11–15 Oars (300 rowers)
Speed 16 Seating (70 utilitarian)
17 Archery tower (for 70 marines)
The deceres's speed assumes a strong rowing team working 18 Cargo hold (11 tons)
in shifts, with a light wind in broad reach. 19 Helm (steering oars)

Speed increases to 16 mph in a strong wind. Seating (17 standard)
Speed is 11½ mph with a full rowing team and no sail. 20 Wood structure
Speed is 12½ mph if the rowing team are making power
strokes.

GALLEYS

18

Dodecareme Dodecareme
This heavy polyreme — the "twelve" — approaches the limit
of how many people can feasibly operate a single oar. It has Gargantuan object
two levels of oars with six rowers to an oar. The bow mounts Armor Class: 15; sail is AC 11
a one-talent lithobolos, and the deck carries 224 marines. Hit Points: 410
Dimensions: 170 ft., 30 ft. beam, 2 decks. Speed: 12½ mph
Design notes: 280 tons laden (ix). Good streamlining. Drag
STR DEX CON
−6 (−4 from mass, −2 from streamlining) 19 (+4) 1 (−5) 11 (+0)

Crew Damage Threshold: 15
Acceleration / Deceleration: 2 mph / 5 mph
13 officers Cargo: 14 tons
8 superintendants Crew: 771
720 rowers (strong) Passengers: 224
2 steerers Cost: 35,360 gp
28 other crew
5 crew are required for the one-talent lithobolos, drawn Slot Components
from the complement of marines. 1 Wood structure
While in use, the sailing rig requires 3 riggers.
Ram
Combat 2 1 x One-talent lithobolos (250 ammo)
3 Archery tower (for 84 marines)
Damage. If a single attack deals 41 or more damage, a slot is 4–8 Oars (360 rowers)
disabled; if 205 or more damage, two slots are destroyed. 9 Sailing rig (square)
10 Wood structure
Turning. 3 slow turns over 1 minute 11–15 Oars (360 rowers)
16 Seating (84 utilitarian)
Speed 17 Archery tower (for 84 marines)
18 Cargo hold (14 tons)
The dodecareme's speed assumes a strong rowing team 19 Helm (steering oars)
working in shifts, with a light wind in broad reach.
Seating (21 standard)
Speed increases to 16 mph in a strong wind. 20 Wood structure
Speed is 11½ mph with a full rowing team and no sail.
Speed is 12½ mph if the rowing team are making power
strokes.

GALLEYS

19

Tessarakaidecere Tessarakaidecere
The "fourteen" polyreme is a heavy warship with seven
rowers per oar and a two-talent lithobolos mounted near the Gargantuan object
bow. The deck can carry 256 marines. Armor Class: 15; sail is AC 11
Dimensions: 170 ft., 35 ft. beam, 2 decks. Hit Points: 420
Design notes: 320 tons laden (x). Good streamlining. Drag −6 Speed: 12½ mph

(−4 from mass, −2 from streamlining) STR DEX CON
19 (+4) 1 (−5) 11 (+0)
Crew
Damage Threshold: 15
15 officers Acceleration / Deceleration: 2 mph / 5 mph
9 superintendants Cargo: 16 tons
840 rowers (strong) Crew: 898
2 steerers Passengers: 256
32 other crew Cost: 40,420 gp
7 crew are required for the two-talent lithobolos, drawn
from the complement of marines. Slot Components
While in use, the sailing rig requires 3 riggers. 1 Wood structure

Combat Ram
2 1 x Two-talent lithobolos (75 ammo)
Damage. If a single attack deals 42 or more damage, a slot is 3 Archery tower (for 96 marines)
disabled; if 210 or more damage, two slots are destroyed. 4–8 Oars (420 rowers)
9 Sailing rig (square)
Turning. 2 slow turns over 1 minute 10 Wood structure
11–15 Oars (420 rowers)
Speed 16 Seating (96 utilitarian)
17 Archery tower (for 96 marines)
The tessarakaidecere's speed assumes a strong rowing team 18 Cargo hold (16 tons)
working in shifts, with a light wind in broad reach. 19 Helm (steering oars)

Speed increases to 16 mph in a strong wind. Seating (24 standard)
Speed is 11½ mph with a full rowing team and no sail. 20 Wood structure
Speed is 12½ mph if the rowing team are making power
strokes.

GALLEYS

20

Hexadecere Hexadecere
The "sixteen" polyreme is a heavy warship with eight rowers
per oar. This is the largest practical size for a single-hulled Gargantuan object
galley. The bow is armed with a two-talent lithobolos and the Armor Class: 15; sail is AC 11
deck carries 290 marines. Hit Points: 450
Dimensions: 180 ft., 35 ft. beam, 2 decks. Speed: 12½ mph
Design notes: 370 tons laden (x). Good streamlining. Drag −6
STR DEX CON
(−4 from mass, −2 from streamlining) 19 (+4) 1 (−5) 11 (+0)

Crew Damage Threshold: 15
Acceleration / Deceleration: 2 mph / 5 mph
17 officers Cargo: 18 tons
10 superintendants Crew: 1,029
960 rowers (strong) Passengers: 290
2 steerers Cost: 47,140 gp
40 other crew
7 crew are required for the two-talent lithobolos, drawn Slot Components
from the complement of marines. 1 Wood structure
While in use, the sailing rig requires 3 riggers.
Ram
Combat 2 1 x Two-talent lithobolos (120 ammo)
3 Archery tower ( for 110 marines)
Damage. If a single attack deals 45 or more damage, a slot is 4–8 Oars (480 rowers)
disabled; if 225 or more damage, two slots are destroyed. 9 Sailing rig (square)
10 Wood structure
Turning. 2 slow turns over 1 minute 11–15 Oars (480 rowers)
16 Seating (110 utilitarian)
Speed 17 Archery tower (for 110 marines)
18 Cargo hold (18 tons)
The hexadecere's speed assumes a strong rowing team 19 Helm (steering oars)
working in shifts, with a light wind in broad reach.
Seating (27 standard)
Speed increases to 16 mph in a strong wind. 20 Wood structure
Speed is 11½ mph with a full rowing team and no sail.
Speed is 12½ mph if the rowing team are making power
strokes.

GALLEYS

21

Eikosere Eikosere
The "twenty" is a super-galley catamaran with two large
decere ("ten") hulls: 1,000 rowers each, along two banks; five Gargantuan object
rowers on each upper and lower oar. Armor Class: 15; sail is AC 11
Hit Points: 700
At the front of each bow is a two-talent lithoboloi and 2 Speed: 11 mph
heavy lithoboloi. Each outer broadside is lined with 8 heavy
lithoboloi. The deck can carry 1,000 marines. STR DEX CON
Dimensions: 360 ft. length, 80 ft. beam, 3 decks. 21 (+5) 1 (−5) 11 (+0)
Design notes: 1,000 tons laden (xii). Drag −5 (−4 from mass,
Damage Threshold: 25
−1 from catamaran) Acceleration / Deceleration: 2 mph / 5 mph
Cargo: 50 tons
Crew Crew: 2,167
Passengers: 1,000
43 officers Cost: 171,500 gp
20 superintendants
2,000 rowers (average) Slot Components
4 steerers 1 Wood structure
100 other crew
74 crew are required for the two-talent lithoboloi and Ram
heavy lithoboloi, drawn from the complement of marines. 2 i. 1 × Two-talent lithobolos (front, 60 ammo)
While in use, the sailing rig requires 6 riggers.
ii. 4 × Heavy Ballista (front, 30 ammo each)
Combat iii. Archery tower (100 marines)
3 i. 1 × Two-talent lithobolos (front, 60 ammo)
Damage. If a single attack deals 70 or more damage, a slot is ii. 4 × Heavy Ballista (front, 30 ammo each)
disabled; if 350 or more damage, two slots are destroyed. iii. Archery tower (100 marines)
4–7 Oars (left hull, 1,000 rowers)
Turning. 1 slow turn over 1 minute 8 i. 8 × Heavy lithoboloi (left, 30 ammo each)
ii. Cargo hold (left hull, 25 tons)
Speed 9 i. 8 × Heavy lithoboloi (right, 30 ammo
each)
The eikosere's speed assumes an average rowing team ii. Cargo hold (right hull, 25 tons)
working in shifts, with a light wind in broad reach. 10 Sailing rig (square)
11 Wood structure
Speed increases to 14 mph in a strong wind. 12– Oars (right hull, 1,000 rowers)
Speed is 9 mph with a full rowing team and no sail. 15
Speed is 10 mph if the rowing team are making power 16– Seating (600 utilitarian)
strokes. 17
18 3 × Archery tower (100 marines each)
19 Helm (steering oars)
Seating (2 opulent, 6 luxury, 55 standard)
20 Wood structure

GALLEYS

22

Trikonteres Trikonteres
The "thirty" is a super-galley catamaran with two "fifteen"
hulls: 1,600 rowers each, along two banks; eight rowers on Gargantuan object
each upper oar, and seven on the lower. Armor Class: 15; sail is AC 11
Hit Points: 800
At the front of each bow is a two-talent lithoboloi and 4 Speed: 11 mph
heavy lithoboloi. Each outer broadside is lined with 12 heavy
lithoboloi. The deck can carry 1,600 marines STR DEX CON
Dimensions: 400 ft. length, 100 ft. beam, 3 decks 21 (+5) 1 (−5) 11 (+0)
Design notes: 1,500 tons laden (xii). Drag −5 (−4 from mass,
Damage Threshold: 25
−1 from catamaran) Acceleration / Deceleration: 2 mph / 5 mph
Cargo: 75 tons
Crew Crew: 3,454
Passengers: 1,600
68 officers Cost: 262,920 gp
32 superintendants
3,200 rowers (average) Slot Components
4 steerers 1 Wood structure
150 other crew
134 crew are required for the two-talent lithoboloi and Ram
heavy lithoboloi, drawn from the complement of marines. 2 i. 1 × Two-talent lithobolos (front, 60 ammo)
While in use, the sailing rig requires 6 riggers.
ii. 8 × Heavy Ballista (front, 30 ammo each)
Combat iii. Archery tower (150 marines)
3 i. 1 × Two-talent lithobolos (front, 60 ammo)
Damage. If a single attack deals 80 or more damage, a slot is ii. 8 × Heavy Ballista (front, 30 ammo each)
disabled; if 400 or more damage, two slots are destroyed. iii. Archery tower (150 marines)
4–7 Oars (left hull, 1,600 rowers)
Turning. 1 slow turn over 1 minute 8 i. 12 × Heavy lithoboloi (left, 30 ammo
each)
Speed ii. Cargo hold (left hull, 37½ tons)
9 i. 12 × Heavy lithoboloi (right, 30 ammo
The trikonteres's speed assumes an average rowing team each)
working in shifts, with a light wind in broad reach. ii. Cargo hold (right hull, 37½ tons)
10 Sailing rig (square)
Speed increases to 14 mph in a strong wind. 11 Wood structure
Speed is 9 mph with a full rowing team and no sail. 12– Oars (right hull, 1,600 rowers)
Speed is 10 mph if the rowing team are making power 15
strokes. 16– Seating (1,000 utilitarian)
17
18 3 × Archery tower (150 marines each)
19 Helm (steering oars)
Seating (2 opulent, 8 luxury, 90 standard)
20 Wood structure

GALLEYS

23

Tessarakonteres Tessarakonteres
The "fourty" is a super-galley catamaran with two eikosere
("twenty") hulls: 2,000 rowers each, along three banks; eight Gargantuan object
rowers on each upper oar, seven on the middle and five on Armor Class: 15; sail is AC 11
the lower. The ship's upper oars are 65 feet in length! Hit Points: 870
Speed: 11 mph
At the front of each bow is a three-talent lithoboloi and 5
heavy lithoboloi. Each outer broadside is lined with 15 heavy STR DEX CON
lithoboloi. The deck can carry 1,940 marines. 21 (+5) 1 (−5) 11 (+0)
Dimensions: 420 ft. length, 120 ft. width, 3 decks
Design notes: 1,900 tons laden (xii). Drag −5 (−4 from mass, Damage Threshold: 25
Acceleration / Deceleration: 2 mph / 5 mph
−1 from catamaran) Cargo: 95 tons
Crew: 4,318
Crew Passengers: 1,940
Cost: 325,850 gp
84 officers
40 superintendants Slot Components
4,000 rowers (average) 1 Wood structure
4 steerers
190 other crew Ram
174 crew are required for the three-talent lithoboloi and 2 i. 1 × Three-talent lithobolos (front, 120
heavy lithoboloi, drawn from the complement of marines.
While in use, the sailing rig requires 6 riggers. ammo)
ii. 10 × Heavy Ballista (front, 30 ammo each)
Combat iii. Archery tower (210 marines)
3 i. 1 × Three-talent lithobolos (front, 120
Damage. If a single attack deals 80 or more damage, a slot is ammo)
disabled; if 400 or more damage, two slots are destroyed. ii. 10 × Heavy Ballista (front, 30 ammo each)
iii. Archery tower (210 marines)
Turning. 1 slow turn over 1 minute 4–7 Oars (left hull, 2,000 rowers)
8 i. 15 × Heavy lithoboloi (left, 30 ammo each)
Speed ii. Cargo hold (left hull, 47½ tons)
9 i. 15 × Heavy lithoboloi (right, 30 ammo
The tessarakonteres's speed assumes an average rowing each)
team working in shifts, with a light wind in broad reach. ii. Cargo hold (right hull, 47½ tons)
10 Sailing rig (square)
Speed increases to 14 mph in a strong wind. 11 Wood structure
Speed is 9 mph with a full rowing team and no sail. 12– Oars (right hull, 2,000 rowers)
Speed is 10 mph if the rowing team are making power 15
strokes. 16– Seating (1,140 utilitarian)
17
18 3 × Archery tower (190 marines each)
19 Helm (steering oars)
Seating (2 opulent, 12 luxury, 110 standard)
20 Wood structure

GALLEYS

24

Hellenistic Siege Engines Harpax

Some galleys described in this supplement are armed with The harpax is a heavy lithobolos modified to shoot a harpoon
one or more lithoboloi. A lithobolos is a stone-throwing with a rope of iron bands. It uses the same statistics as the
torsion catapult similar to a ballista. heavy lithobolos, but can only attack targets within normal
range. On a successful hit, the harpoon lodges in the target,
VCK: Artillery and Gun Artillery has more information on tethering it to the vehicle.
how siege engines work with Vehicle Construction Kit
combat. If a tethered target attempts to move further away from the
vehicle, make a contest of Strength between the two ships. If
The following statistics are taken from VCK: Artillery II: one ship is more massive than the other, it has advantage on
Catapults. The same supplement can be used to replace a its Strength check. If the target wins the contest, the harpoon
galley's siege engine with other catapults of the same mass. detaches.
For example, a heavy lithobolos can be replaced with a heavy
ballista or medium mangonel. The rope can be cut. It has 20 hit points and an AC of 18.

A heavy lithobolos can also be replaced with one harpax, Fire Siphon
one fire siphon, or two polybolos (see below).
A heavy lithobolos can be replaced with a fire siphon.
Lithobolos, Heavy A fire siphon consists of a vat of alchemical ingredients,

The heavy lithobolos launches tones weighing 30 lbs, each heated with bellows and pressurized with a pump. The
costing 3 sp. It requires 3 crew, and takes 6 turns to load, aim resulting mixture of alchemist's fire is forced through a
and fire. bronze pipe and through a nozzle — usually mounted on a
pivot and with the shape of a tiger or dragon head.
Lithobolos Stone. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 16 (3d10) bludgeoning damage. It takes three actions to attack with the siphon: one to
operate the pump, one to operate the bellows, and one to
Lithobolos, One-Talent direct the nozzle.
Alchemist's Fire. Ranged Weapon Attack: +6 to hit, range
The three-talent lithobolos launches stones weighing 120 lbs,
each costing 6 sp. It requires 5 crew, and takes 10 turns to 20/60 ft., one target. Hit: On the start of each of its turns,
load, aim and fire. the creature or object takes 10 (3d6) fire damage.
A creature can use an action to try and put out a fire, if it is
Lithobolos Stone. Ranged Weapon Attack: +6 to hit, range holding a suitable item for smothering. (Water will not work,
150/600 ft., one target. Hit: 22 (4d10) bludgeoning damage. and causes the fire to spread.) The creature makes a DC 15
Dexterity saving throw. On a success, one fire is extinguished.
Lithobolos, Two-Talent Against a vehicle, multiple instances of ongoing fire
damage within the same component are added together for
The three-talent lithobolos launches stones weighing 120 lbs, the purpose of overcoming damage threshold. When the
each costing 1 gp. It requires 7 crew, and takes 12 turns to component is destroyed, the damage spreads to an adjacent
load, aim and fire. component.
Volatile. A fire siphon is a volatile component.
Lithobolos Stone. Ranged Weapon Attack: +6 to hit, range Cost and Ammunition. Replenishing the fire siphon with
150/600 ft., one target. Hit: 27 (5d10) bludgeoning damage. greek fire costs 20 gp per shot.

Lithobolos, Three-Talent

The three-talent lithobolos launches stones weighing 180 lbs,
each costing 2 gp. It requires 12 crew, and takes 24 turns to
load, aim and fire.

Lithobolos Stone. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 33 (6d10) bludgeoning damage.

Polybolos

The "many-thrower" is a lithobolos capable of automatically
loading a 1-lb stone from a magazine using a windless and
flat-chain mechanism. The magazine holds 10 stones. It
requires 2 crew, and takes 2 turns to aim and fire. Two stones
can be loaded into the magazine with one action.

Lithobolos Stone. Ranged Weapon Attack: +6 to hit, range
100/400 ft., one target. Hit: 5 (1d10) bludgeoning damage.

SIEGE ENGINES

25


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