Storm & Sail: Amended scale rules

Recently I’ve been thinking about a simple way to represent scale/differently sized vessels in my Storm & Sail game; I didn’t want to make it too complex, you can see the rules I arrived at in full in the rules google doc:

For ease of viewing they’re also reproduced below:


Ships have a size rating, the sizes are as follows (if it is necessary in a game then human-sized creatures count as size 0), the default group ship begins at size 2:


  • Size 1: Small vessels – Pinnace, sloops and barques.
  • Size 2: Medium sized vessels – Barques, Fluyts, Brigs and Merchantman.
  • Size 3: Large vessels – Galleons and Frigates.


In any vessel attacking a smaller vessel than itself adds +2 damage on a successful hit per point of difference in size (so a frigate successfully hitting a pinnace would add +4 damage); however larger vessels are less maneuverable, a smaller ship trying to flee or out-maneuvre a larger vessel gains +2 to the attempt for every point of difference in size (so if the pinnace attempted to use it’s maneuverability to dodge the incoming frigate attack it would gain +4 to do so).

One thought on “Storm & Sail: Amended scale rules”

  1. Could also just add an aspect to the ship indicative of it’s size and throw a couple of free invokes on it. The narrative itself could dictate when it is an advantage or a disadvantage. If a group can narrate the advantage of a smaller faster ship while invoking those relevant aspects (ie running away through a narrow break in a cliff) that will go a lot further than simply adding damage when ships are larger.

We love hearing what you think, however any spam or abusive posts will be ruthlessly removed and deleted, as will those that ramble off topic.