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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:
http://www.dmsguild.com/product/225337/Vehicle-
Triconter ............................................................................. 6 Construction-Kit
Lembus ...................................................................................... 7 The Vehicle Construction Kit allows you to build many
kinds of vehicle for Dungeons & Dragons 5th edition, with
Penteconter ......................................................................8 rules for vehicular combat.
Bireme .......................................................................................9
Trireme ................................................................................. 10
Hoplitagogos / Hippagogos ........................... 11
Quadrireme ......................................................................12 Version 2.2
Quinquereme ..................................................................13 Author. Duncan Timiney (Marasmusine). If you
have any questions or feedback, you can email
Hexareme ............................................................................ 14 me at duncan_timiney@hotmail.com
Septirime ............................................................................. 15 Images. All images are public domain or CC0
Octeres .................................................................................16 (creative commons no-attribution).
Enneres .................................................................................17 Format. http://homebrewery.naturalcrit.com/
Deceres ................................................................................. 18
Dodecareme ..................................................................... 19
Tessarakaidecere ...................................................... 20
Hexadecere ...................................................................... 21
Eikosere ...............................................................................22
Trikonteres .....................................................................23
Tessarakonteres ........................................................ 24
Hellenistic Siege Engines 25

CONTENTS
1
For travel, rowers work in shifts, with half working the oars
Galleys 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 Galleys are usually equipped with a square sail, and used
coastal trading and raiding, and amphibious landings. when the galley is running downwind or on a broad reach.
This gives the galley its indicated "maximum" speed with
Low Freeboard. Light galleys (of 30 laden tons or less) have half-crewed oars.
little distance between the waterline and the top deck. This Unfenced Vessels. Some galleys do not have a full deck,
gives the advantage that they can move through shallow with the crew exposed to the elements. The crew of an
waters and rivers. In addition they are easily beached, and unfenced ship do not gain cover from the vehicle unless they
portaged on rollers (at 2 miles per day). However, they fair are prone.
poorly in the open sea and are vulnerable to damage dealt by
stormy weather. Steering Oars. On many galleys, steering is achieved with
Coastal Ships. Galleys make day-long journeys: they do not one or more large steering oars rather than a rudder.
have quarters. For long journeys the crew must rely on being Steering oars are represented by a, undersized rudimentary
able to stop at night near a settlement, or to beach at an area helm. Both the pilot and the additional helm crew have equal
with fresh water. duty in operating the steering oars and are noted as
"steerers" in the crew list.
Galleys
Travel Damage
Ship Cost Speed (mph) War Speed Crew Passengers Cargo (tons) AC HP Threshold
Skiff 250 gp 6 80 ft. 13 – ½ 15 85 5
Eikosoros 605 gp 9 70 ft. 22 – 3½ 15 150 5
Triaconter 1,070 gp 8 65 ft. 34 6 8 15 200 10
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
Trireme 5,120 gp 12½ 115 ft. 187 20 6 15 250 15
Quadrireme 10,300 gp 12½ 115 ft. 218 65 4 15 275 15
Quinquereme 15,150 gp 12½ 115 ft. 324 94 6 15 310 15
Hexareme 17,680 gp 12½ 115 ft. 386 112 7 15 320 15
Septireme 18,950 gp 12½ 115 ft. 420 135 7 15 330 15
Octeres 23,370 gp 12½ 115 ft. 510 150 9 15 350 15
Enneres 26,520 gp 12½ 115 ft. 578 165 10 15 370 15
Deceres 29,050 gp 12½ 115 ft. 639 190 11 15 380 15
Dodecareme 35,360 gp 12½ 115 ft. 771 224 14 15 410 15
Tessarakaidecere 40,420 gp 12½ 115 ft. 898 256 16 15 420 15
Hexadecere 47,140 gp 12½ 115 ft. 1,029 290 18 15 450 15
Eikosere 171,500 gp 11 85 ft. 2,167 1,000 50 15 700 25
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
The skiff is a small lembus: a small, fast galley with an
unfenced deck and lacking a sail. They are favored by pirates Skiff
and couriers. It has two files of six rowers and one steering
oar. Huge object

Dimensions: 20 ft. length, 3 ft. beam, single unfenced deck Armor Class: 15
Design Notes: 3 tons laden (mass ii). Good streamlining. Hit Points: 80
Drag 0. Speed: 6 mph

STR DEX CON


Crew
14 (+2) 4 (−3) 11 (+0)
12 rowers (strong)
1 steerer Damage Threshold: 5
Acceleration / Deceleration: 2 mph / 5 mph
Cargo: 1,000 lbs
Combat Crew: 12 rowers, 1 steerer
Damage. If a single attack deals 8 or more damage, a slot is Cost: 250 gp
disabled; if 40 or more damage, two slots are destroyed.
Turning. 2 rotations.
Slot Components

Speed 1 Wood structure


The skiff's speed assumes a strong rowing team working in 2–7 Oars (6 rowers)
shifts. 8–10 Cargo hold (1,000 lbs)
Speed is 8 mph with a full rowing team. 11 Wood structure
Speed is 9 mph if the rowing team are making power 12–17 Oars (6 rowers)
strokes.
18 Wood structure
19 Seating (1 utilitarian for steerer)
20 Helm (steering oar)

GALLEYS
4
Eikosoros
The eikosoros is a broad 20-oared galley popular among
adventurers for its affordability and multiple roles: it can be Eikosoros
used as a trader, light warship, or explorer. The oars occupy
almost the full length of a single unfenced deck, with one Huge object
steering oar in the stern. Armor Class: 15, sail is AC 11
Dimensions: 40 ft. length, 10 ft. beam, single unfenced deck Hit Points: 150
Design notes: 10 tons laden (mass iv). Drag −2 (from mass) Speed: 9 mph

STR DEX CON


Crew
16 (+3) 1 (−5) 11 (+0)
1 superintendant
20 rowers (strong)
1 steerer Damage Threshold: 5
Acceleration / Deceleration: 2 mph / 5 mph
While in use, the sailing rig requires 1 rigger. Cargo: 3.5 tons
Crew: 22
Cost: 605 gp
Combat
Damage. If a single attack deals 15 or more damage, a slot is
disabled; if 75 or more damage, two slots are destroyed. Slot Components
Turning. 4 slow turns over 1 minute
1 Wood structure
2–5 Oars (10 rowers)
Speed 6–9 Cargo hold (2 tons)
The eikosoros's speed assumes a strong rowing team
working in shifts, with a light wind in broad reach. 10 Sailing rig (square)
11 Wood structure
Speed increases to 10½ mph in a strong wind.
Speed is 7½ mph with a full rowing team and no sail. 12–14 Cargo hold (1.5 tons)
Speed is 8 mph if the rowing team are making power 15–18 Oars (10 rowers)
strokes. 19 Helm (steering oars)
Seating (1 utilitarian for superintendant)
20 Wood structure

GALLEYS
5
Triconter
The triaconter is a broad 30-oared galley used as both a
merchant vessel and a war ship. The oars occupy almost the Triaconter
full length of a single unfenced deck, with one steering oar in
the stern. A small forecastle is intended for a squad of Huge object
spearmen or archers. Armor Class: 15; sail is AC 11
Dimensions: 60 ft. length, 10 ft. beam, single unfenced deck Hit Points: 200
Design notes: 20 tons laden (mass v). Drag −3 (from mass). Speed: 8 mph

STR DEX CON


Crew
17 (+3) 1 (−5) 11 (+0)
2 officers
1 superintendant
30 rowers (strong) Damage Threshold: 10
Acceleration / Deceleration: 2 mph / 5 mph
1 steerer Cargo: 8 tons
While in use, the sailing rig requires 1 rigger. Crew: 34
Passengers: 6
Cost: 1,070 gp
Combat
Damage. If a single attack deals 20 or more damage, a slot is
disabled; if 100 or more damage, two slots are destroyed. Slot Components
Turning. 4 slow turns over 1 minute
1 Wood structure
2 Seating (6 utilitarian for marines)
Speed 3–5 Oars (16 rowers)
The triconter's speed assumes a strong rowing team working
in shifts, with a light wind in broad reach. 6–9 Cargo hold (4 tons)
10 Sailing rig (square)
Speed increases to 11 mph in a strong wind.
Speed is 7 mph with a full rowing team and no sail. 11 Wood structure
Speed is 7½ mph if the rowing team are making power 12–15 Cargo hold (4 tons)
strokes. 16–18 Oars (14 rowers)
19 Helm (steering oars)
Seating (3 utilitarian)
20 Wood structure

GALLEYS
6
Lembus
The lembus is a stripped-down galley with an unfenced deck
and lacking a sail. They are favored by pirates, and also see Lembus
use as couriers and warships. This example is one of the
larger of its kind, with two files of twenty-six rowers and able Huge object
to carry several squads of fighters. Armor Class: 15
Dimensions: 50 ft. length, 10 ft. beam, single unfenced deck Hit Points: 175
Design notes: 20 tons laden (mass v). Good streamlining. Speed: 8½ mph
Drag −5 (−3 from mass, −2 from streamlining)
STR DEX CON

Crew 17 (+3) 1 (−5) 11 (+0)


2 officers
1 superintendant Damage Threshold: 10
Acceleration / Deceleration: 2 mph / 5 mph
52 rowers (strong) Cargo: –
1 steerer Crew: 56
Passengers: 36
Cost: 1,700 gp
Combat
Damage. If a single attack deals 17 or more damage, a slot is
disabled; if 87 or more damage, two slots are destroyed. Slot Components
Turning. 4 slow turns over 1 minute
1 Wood structure
2–6 Oars (26 rowers)
Speed 7 Wood structure
The lembus's speed assumes a strong rowing team working
in shifts. 8–13 Seating (36 utilitarian)
14–18 Oars (26 rowers)
Speed is 11 mph with a full rowing team.
Speed is 12 mph if the rowing team are making power 17–18 Cargo hold (2 tons)
strokes. 19 Helm (steering oars)
Seating (3 utilitarian)
20 Wood structure

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

GALLEYS
8
Bireme
The bireme is a pure warship developed from the Combat
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
secure a boarding action by marines. They are used to Speed
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
warriors who can engage in boarding actions with the ship's Speed increases to 15 mph in a strong wind.
marine detachment. Speed is 12 mph with a full rowing team and no sail.
The bireme has 120 rowers in two levels, one person to an Speed is 12½ mph if the rowing team are making power
oar. It carries 12 marines. strokes.
Dimensions: 80 ft. length, 10 ft. beam, 1 deck
Design notes: 40 tons laden (mass vi). Good streamlining.
Drag −5 (−3 from mass, −2 from streamlining)
Bireme
Gargantuan object
Crew
2 officers Armor Class: 15; sail is AC 11
1 superintendant Hit Points: 215
120 rowers (strong) Speed: 12 mph
2 steerers
While in use, the sailing rig requires 1 rigger. STR DEX CON
17 (+3) 1 (−5) 11 (+0)

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

Crew STR DEX CON


3 officers 18 (+4) 1 (−5) 11 (+0)
2 superintendants
180 rowers (strong)
2 steerers Damage Threshold: 10
Acceleration / Deceleration: 2 mph / 5 mph
While in use, the sailing rig requires 1 rigger. Cargo: 6 tons
Crew: 128
Passengers: 12
Combat Cost: 5,120 gp
Damage. If a single attack deals 25 or more damage, a slot is
disabled; if 125 or more damage, two slots are destroyed.
Turning. 4 slow turns over 1 minute Slot Components
1 Wood structure
Ram
Speed
The trireme's speed assumes a strong rowing team working 2 Seating (20 utilitarian for marines)
in shifts, with a light wind in broad reach. 3–8 Oars (90 rowers)
Speed increases to 16 mph in a strong wind. 9 Sailing rig (square)
Speed is 12½ mph with a full rowing team and no sail. 10 Wood structure
Speed is 13½ mph if the rowing team are making power
strokes. 11–16 Oars (90 rowers)
17–18 Cargo hold (6 tons)
19 Helm (steering oars)
Seating (5 standard)
20 Wood structure

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

Crew STR DEX CON


4 officers 18 (+4) 1 (−5) 11 (+0)
1 superintendant
96 rowers (strong) Damage Threshold: 10
2 steerers Acceleration / Deceleration: 2 mph / 5 mph
6 other crew Cargo: 6 tons
While in use, the sailing rig requires 1 rigger. Crew: 109
Passengers: 134
Cost: 4,400 gp
Combat
Damage. If a single attack deals 25 or more damage, a slot is
disabled; if 125 or more damage, two slots are destroyed. Slot Components
Turning. 4 slow turns over 1 minute 1 Wood structure
2–5 Seating (80 utilitarian)
Speed 6–8 Oars (48 rowers)
The trireme's speed assumes a strong rowing team working 9 Sailing rig (square)
in shifts, with a light wind in broad reach.
10 Wood structure
Speed increases to 15 mph in a strong wind. 11–13 Oars (48 rowers)
Speed is 10 mph with a full rowing team and no sail.
Speed is 10½ mph if the rowing team are making power 14–16 Seating (60 utilitarian)
strokes. 17–18 Cargo hold (6 tons)
19 Helm (steering oars)
Seating (5 standard)
20 Wood structure

GALLEYS
11
Quadrireme
The "four" or "tetreres" polyreme expands the design of the
bireme, widening the beam to allow an extra rower per oar. Quadrireme
The wider beam makes polyremes of this size a stable
fighting platform, allowing for a catapult and greater Gargantuan object
numbers of marines, usually 65. Armor Class: 15; sail is AC 11
Dimensions: 140 ft. length, 15 ft. beam, 1 deck, 80 tons laden Hit Points: 275
(mass vii) Speed: 12½ mph
Design notes: 80 tons laden (mass vii). Good streamlining.
Drag −6 (−4 from mass, −2 from streamlining) STR DEX CON
18 (+4) 1 (−5) 11 (+0)
Crew
4 officers Damage Threshold: 10
Acceleration / Deceleration: 2 mph / 5 mph
2 superintendants Cargo: 4 tons
200 rowers (strong) Crew: 218
2 steerers Passengers: 65
10 other crew Cost: 10,300 gp
3 crew are required for the heavy lithobolos, drawn from
the complement of marines.
While in use, the sailing rig requires 1 rigger.
Slot Components
1 Wood structure
Combat Ram
Damage. If a single attack deals 27 or more damage, a slot is 2 Archery tower (for 25 marines)
disabled; if 137 or more damage, two slots are destroyed. 3 Heavy lithobolos (90 ammo)
Turning. 4 slow turns over 1 minute
4–8 Oars (100 rowers)
9 Sailing rig (square)
Speed 10 Wood structure
The quadrireme's speed assumes a strong rowing team
working in shifts, with a light wind in broad reach. 11–15 Oars (100 rowers)
16–17 Seating (50 utilitarian)
Speed increases to 16 mph in a strong wind.
Speed is 11½ mph with a full rowing team and no sail. 18 Cargo hold (4 tons)
Speed is 12½ mph if the rowing team are making power 19 Helm (steering oars)
strokes. Seating (6 standard)
20 Wood structure

GALLEYS
12
Quinquereme
The "five", "penteres" or "pentereme" polyreme has about the
same beam and length as the quadrereme, but is taller, with Quinqureme
an extra level of rowers: 300 in total. The lowest bank has
one person to an oar, while the upper banks have two people Gargantuan object
to an oar. The bow mounts two heavy lithobolo, and the deck Armor Class: 15; sail is AC 11
carries 94 marines. Hit Points: 310
Dimensions: 140 ft. length, 15 ft. beam, 1 deck. Speed: 12½ mph
Design notes: 120 tons laden (mass viii). Good streamlining.
Drag −6 (−4 from mass, −2 from streamlining) STR DEX CON
18 (+4) 1 (−5) 11 (+0)
Crew
7 officers Damage Threshold: 15
Acceleration / Deceleration: 2 mph / 5 mph
3 superintendants Cargo: 6 tons
300 rowers (strong) Crew: 324
2 steerers Passengers: 94
12 other crew Cost: 15,150 gp
6 crew are required for the heavy lithoboloi, drawn from
the complement of marines.
While in use, the sailing rig requires 2 riggers.
Slot Components
1 Wood structure
Combat Ram
Damage. If a single attack deals 31 or more damage, a slot is 2 2 × Heavy lithoboloi (30 ammo each)
disabled; if 155 or more damage, two slots are destroyed. 3 Archery tower (for 36 marines)
Turning. 3 slow turns over 1 minute
4–8 Oars (150 rowers)
9 Sailing rig (square)
Speed 10 Wood structure
The quinqureme's speed assumes a strong rowing team
working in shifts, with a light wind in broad reach. 11–15 Oars (150 rowers)
16–17 Seating (70 utilitarian)
Speed increases to 16 mph in a strong wind.
Speed is 11½ mph with a full rowing team and no sail. 18 Cargo hold (6 tons)
Speed is 12½ mph if the rowing team are making power 19 Helm (steering oars)
strokes. Seating (10 standard)
20 Wood structure

GALLEYS
13
Hexareme
The "six" or hexere polyreme has 360 rowers along three
levels. By increasing the beam of the quinquereme design, Hexareme
the lowest bank can accomodate two rowers per oar. Two
heavy lithoboloi are installed near the bow, and the deck Gargantuan object
carries 112 marines. Armor Class: 15; sail is AC 11
The hexareme acts as a flagship, often the largest ship in a Hit Points: 320
typical navy. Speed: 12½ mph
Dimensions: 140 ft. length, 20 ft. beam, 2 decks
Design notes: 140 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
6 officers Cargo: 7 tons
4 superintendants Crew: 386
360 rowers (strong) Passengers: 112
2 steerers Cost: 17,680 gp
14 other crew
6 crew are required for the heavy lithoboloi, drawn from
the complement of marines.
While in use, the sailing rig requires 2 riggers. Slot Components
1 Wood structure
Ram
Combat 2 2 × Heavy lithoboloi (60 ammo each)
Damage. If a single attack deals 32 or more damage, a slot is 3 Archery tower (for 42 marines)
disabled; if 160 or more damage, two slots are destroyed.
Turning. 3 slow turns over 1 minute 4–8 Oars (180 rowers)
9 Sailing rig (square)
10 Wood structure
Speed
The hexareme's speed assumes a strong rowing team 11–15 Oars (180 rowers)
working in shifts, with a light wind in broad reach. 16 Seating (42 utilitarian)
Speed increases to 16 mph in a strong wind. 17 Archery tower (for 42 marines)
Speed is 11½ mph with a full rowing team and no sail. 18 Cargo hold (7 tons)
Speed is 12½ mph if the rowing team are making power
strokes. 19 Helm (steering oars)
Seating (10 standard)
20 Wood structure

GALLEYS
14
Septirime
The "seven" or "hepteres" polyreme is a flagship similar to
the hexareme, but extends the upper bank with a standing Septirime
rower to each oar. Two heavy lithoboloi are installed near the
bow, and the deck carries 135 marines. Gargantuan object

Dimensions: 140 ft. length, 20 ft. beam, 2 decks Armor Class: 15; sail is AC 11
Design notes: 150 tons laden (mass viii). Good streamlining. Hit Points: 330
Drag −6 (−4 from mass, −2 from streamlining) Speed: 12½ mph

Crew
7 officers STR DEX CON
4 superintendants 18 (+4) 1 (−5) 11 (+0)
392 rowers (strong)
2 steerers Damage Threshold: 15
15 other crew Acceleration / Deceleration: 2 mph / 5 mph
6 crew are required for the heavy lithoboloi, drawn from Cargo: 7½ tons
the complement of marines. Crew: 420
While in use, the sailing rig requires 2 riggers. Passengers: 135
Cost: 18,950 gp

Combat
Damage. If a single attack deals 33 or more damage, a slot is Slot Components
disabled; if 165 or more damage, two slots are destroyed. 1 Wood structure
Turning. 3 slow turns over 1 minute Ram
2 2 × Heavy lithoboloi (80 ammo each)
Speed 3 Archery tower (for 50 marines)
The septirime's speed assumes a strong rowing team 4–8 Oars (196 rowers)
working in shifts, with a light wind in broad reach. 9 Sailing rig (square)
Speed increases to 16 mph in a strong wind. 10 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 11–15 Oars (196 rowers)
strokes. 16 Seating (50 utilitarian)
17 Archery tower (for 50 marines)
18 Cargo hold (7 tons)
19 Helm (steering oars)
Seating (11 standard)
20 Wood structure

GALLEYS
15
Octeres
The "eight" polyreme is a flagship with the two-level
arrangement of the quadrireme but with four rowers to each Octeres
of the 60 oars. Three heavy lithoboloi are installed near the
bow, and the deck carries 150 marines. Gargantuan object

Dimensions: 150 ft. length, 25 ft. beam, 2 decks. Armor Class: 15; sail is AC 11
Design notes: 185 tons laden (mass viii). Good streamlining. Hit Points: 350
Drag −6 (−4 from mass, −2 from streamlining) Speed: 12½ mph

STR DEX CON


Crew
18 (+4) 1 (−5) 11 (+0)
8 officers
5 superintendants
480 rowers (strong) Damage Threshold: 15
Acceleration / Deceleration: 2 mph / 5 mph
2 steerers Cargo: 9 tons
15 other crew Crew: 510
9 crew are required for the heavy lithoboloi, drawn from Passengers: 150
the complement of marines. Cost: 23,370 gp
While in use, the sailing rig requires 2 riggers.

Slot Components
Combat
Damage. If a single attack deals 33 or more damage, a slot is 1 Wood structure
Ram
disabled; if 165 or more damage, two slots are destroyed.
Turning. 3 slow turns over 1 minute 2 3 × Heavy lithoboloi (40 ammo each)
3 Archery tower (for 55 marines)

Speed 4–8 Oars (240 rowers)


The octeres's speed assumes a strong rowing team working 9 Sailing rig (square)
in shifts, with a light wind in broad reach. 10 Wood structure
Speed increases to 16 mph in a strong wind. 11–15 Oars (240 rowers)
Speed is 11½ mph with a full rowing team and no sail. 16 Seating (55 utilitarian)
Speed is 12½ mph if the rowing team are making power
strokes. 17 Archery tower (for 55 marines)
18 Cargo hold (9 tons)
19 Helm (steering oars)
Seating (13 standard)
20 Wood structure

GALLEYS
16
Enneres
The "nine" polyreme is a large flagship constructed by
commanders who wish to out-do the sixes, sevens and eights Enneres
of other navies. Three heavy lithoboloi are installed near the
bow, and the deck carries 165 marines. Gargantuan object

Dimensions: 150 ft. length, 25 ft. beam, 2 decks, 210 tons Armor Class: 15; sail is AC 11
laden (ix) Hit Points: 370
Design notes: 210 tons laden (ix). Good streamlining. Drag Speed: 12½ mph
−6 (−4 from mass, −2 from streamlining)
STR DEX CON

Crew 19 (+4) 1 (−5) 11 (+0)


9 officers
6 superintendants Damage Threshold: 15
Acceleration / Deceleration: 2 mph / 5 mph
540 rowers (strong) Cargo: 10 tons
2 steerers Crew: 578
21 other crew Passengers: 165
9 crew are required for the heavy lithoboloi, drawn from Cost: 26,520 gp
the complement of marines.
While in use, the sailing rig requires 3 riggers.
Slot Components
Combat 1 Wood structure
Ram
Damage. If a single attack deals 37 or more damage, a slot is
disabled; if 185 or more damage, two slots are destroyed. 2 3 × Heavy lithoboloi (60 ammo each)
Turning. 3 slow turns over 1 minute 3 Archery tower (for 62 marines)
4–8 Oars (270 rowers)
Speed 9 Sailing rig (square)
The enneres's speed assumes a strong rowing team working 10 Wood structure
in shifts, with a light wind in broad reach.
11–15 Oars (270 rowers)
Speed increases to 16 mph in a strong wind. 16 Seating (62 utilitarian)
Speed is 11½ mph with a full rowing team and no sail.
Speed is 12½ mph if the rowing team are making power 17 Archery tower (for 62 marines)
strokes. 18 Cargo hold (10 tons)
19 Helm (steering oars)
Seating (15 standard)
20 Wood structure

GALLEYS
17
Deceres
The "ten" polyreme is a flagship with five rowers per oar.
Three heavy lithoboloi are installed near the bow, and the Deceres
deck carries 190 marines.
Gargantuan object
Dimensions: 160 ft. length, 25 ft. beam, 2 decks.
Design notes: 230 tons laden (ix). Good streamlining. Drag Armor Class: 15; sail is AC 11
−6 (−4 from mass, −2 from streamlining) Hit Points: 380
Speed: 12½ mph

Crew STR DEX CON


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

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

Speed increases to 16 mph in a strong wind. 10 Wood structure


Speed is 11½ mph with a full rowing team and no sail. 11–15 Oars (300 rowers)
Speed is 12½ mph if the rowing team are making power 16 Seating (70 utilitarian)
strokes.
17 Archery tower (for 70 marines)
18 Cargo hold (11 tons)
19 Helm (steering oars)
Seating (17 standard)
20 Wood structure

GALLEYS
18
Dodecareme
This heavy polyreme — the "twelve" — approaches the limit
of how many people can feasibly operate a single oar. It has Dodecareme
two levels of oars with six rowers to an oar. The bow mounts
a one-talent lithobolos, and the deck carries 224 marines. Gargantuan object

Dimensions: 170 ft., 30 ft. beam, 2 decks. Armor Class: 15; sail is AC 11
Design notes: 280 tons laden (ix). Good streamlining. Drag Hit Points: 410
−6 (−4 from mass, −2 from streamlining) Speed: 12½ mph

STR DEX CON


Crew
19 (+4) 1 (−5) 11 (+0)
13 officers
8 superintendants
720 rowers (strong) Damage Threshold: 15
Acceleration / Deceleration: 2 mph / 5 mph
2 steerers Cargo: 14 tons
28 other crew Crew: 771
5 crew are required for the one-talent lithobolos, drawn Passengers: 224
from the complement of marines. Cost: 35,360 gp
While in use, the sailing rig requires 3 riggers.

Slot Components
Combat
Damage. If a single attack deals 41 or more damage, a slot is 1 Wood structure
Ram
disabled; if 205 or more damage, two slots are destroyed.
Turning. 3 slow turns over 1 minute 2 1 x One-talent lithobolos (250 ammo)
3 Archery tower (for 84 marines)

Speed 4–8 Oars (360 rowers)


The dodecareme's speed assumes a strong rowing team 9 Sailing rig (square)
working in shifts, with a light wind in broad reach. 10 Wood structure
Speed increases to 16 mph in a strong wind. 11–15 Oars (360 rowers)
Speed is 11½ mph with a full rowing team and no sail. 16 Seating (84 utilitarian)
Speed is 12½ mph if the rowing team are making power
strokes. 17 Archery tower (for 84 marines)
18 Cargo hold (14 tons)
19 Helm (steering oars)
Seating (21 standard)
20 Wood structure

GALLEYS
19
Tessarakaidecere
The "fourteen" polyreme is a heavy warship with seven
rowers per oar and a two-talent lithobolos mounted near the Tessarakaidecere
bow. The deck can carry 256 marines.
Gargantuan object
Dimensions: 170 ft., 35 ft. beam, 2 decks.
Design notes: 320 tons laden (x). Good streamlining. Drag −6 Armor Class: 15; sail is AC 11
(−4 from mass, −2 from streamlining) Hit Points: 420
Speed: 12½ mph

Crew STR DEX CON


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

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

Speed increases to 16 mph in a strong wind. 10 Wood structure


Speed is 11½ mph with a full rowing team and no sail. 11–15 Oars (420 rowers)
Speed is 12½ mph if the rowing team are making power 16 Seating (96 utilitarian)
strokes.
17 Archery tower (for 96 marines)
18 Cargo hold (16 tons)
19 Helm (steering oars)
Seating (24 standard)
20 Wood structure

GALLEYS
20
Hexadecere
The "sixteen" polyreme is a heavy warship with eight rowers
per oar. This is the largest practical size for a single-hulled Hexadecere
galley. The bow is armed with a two-talent lithobolos and the
deck carries 290 marines. Gargantuan object

Dimensions: 180 ft., 35 ft. beam, 2 decks. Armor Class: 15; sail is AC 11
Design notes: 370 tons laden (x). Good streamlining. Drag −6 Hit Points: 450
(−4 from mass, −2 from streamlining) Speed: 12½ mph

STR DEX CON


Crew
19 (+4) 1 (−5) 11 (+0)
17 officers
10 superintendants
960 rowers (strong) Damage Threshold: 15
Acceleration / Deceleration: 2 mph / 5 mph
2 steerers Cargo: 18 tons
40 other crew Crew: 1,029
7 crew are required for the two-talent lithobolos, drawn Passengers: 290
from the complement of marines. Cost: 47,140 gp
While in use, the sailing rig requires 3 riggers.

Slot Components
Combat
Damage. If a single attack deals 45 or more damage, a slot is 1 Wood structure
Ram
disabled; if 225 or more damage, two slots are destroyed.
Turning. 2 slow turns over 1 minute 2 1 x Two-talent lithobolos (120 ammo)
3 Archery tower ( for 110 marines)

Speed 4–8 Oars (480 rowers)


The hexadecere's speed assumes a strong rowing team 9 Sailing rig (square)
working in shifts, with a light wind in broad reach. 10 Wood structure
Speed increases to 16 mph in a strong wind. 11–15 Oars (480 rowers)
Speed is 11½ mph with a full rowing team and no sail. 16 Seating (110 utilitarian)
Speed is 12½ mph if the rowing team are making power
strokes. 17 Archery tower (for 110 marines)
18 Cargo hold (18 tons)
19 Helm (steering oars)
Seating (27 standard)
20 Wood structure

GALLEYS
21
Eikosere
The "twenty" is a super-galley catamaran with two large
decere ("ten") hulls: 1,000 rowers each, along two banks; five Eikosere
rowers on each upper and lower oar.
At the front of each bow is a two-talent lithoboloi and 2 Gargantuan object
heavy lithoboloi. Each outer broadside is lined with 8 heavy Armor Class: 15; sail is AC 11
lithoboloi. The deck can carry 1,000 marines. Hit Points: 700
Dimensions: 360 ft. length, 80 ft. beam, 3 decks. Speed: 11 mph
Design notes: 1,000 tons laden (xii). Drag −5 (−4 from mass,
−1 from catamaran) STR DEX CON
21 (+5) 1 (−5) 11 (+0)
Crew
43 officers Damage Threshold: 25
Acceleration / Deceleration: 2 mph / 5 mph
20 superintendants Cargo: 50 tons
2,000 rowers (average) Crew: 2,167
4 steerers Passengers: 1,000
100 other crew Cost: 171,500 gp
74 crew are required for the two-talent lithoboloi and
heavy lithoboloi, drawn from the complement of marines.
While in use, the sailing rig requires 6 riggers.
Slot Components
1 Wood structure
Combat Ram
Damage. If a single attack deals 70 or more damage, a slot is 2 i. 1 × Two-talent lithobolos (front, 60 ammo)
disabled; if 350 or more damage, two slots are destroyed. ii. 4 × Heavy Ballista (front, 30 ammo each)
Turning. 1 slow turn over 1 minute iii. Archery tower (100 marines)
3 i. 1 × Two-talent lithobolos (front, 60 ammo)
ii. 4 × Heavy Ballista (front, 30 ammo each)
Speed iii. Archery tower (100 marines)
The eikosere's speed assumes an average rowing team 4–7 Oars (left hull, 1,000 rowers)
working in shifts, with a light wind in broad reach. 8 i. 8 × Heavy lithoboloi (left, 30 ammo each)
ii. Cargo hold (left hull, 25 tons)
Speed increases to 14 mph in a strong wind.
Speed is 9 mph with a full rowing team and no sail. 9 i. 8 × Heavy lithoboloi (right, 30 ammo
Speed is 10 mph if the rowing team are making power each)
strokes. ii. Cargo hold (right hull, 25 tons)
10 Sailing rig (square)
11 Wood structure
12– Oars (right hull, 1,000 rowers)
15
16– Seating (600 utilitarian)
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
The "thirty" is a super-galley catamaran with two "fifteen"
hulls: 1,600 rowers each, along two banks; eight rowers on Trikonteres
each upper oar, and seven on the lower.
At the front of each bow is a two-talent lithoboloi and 4 Gargantuan object
heavy lithoboloi. Each outer broadside is lined with 12 heavy Armor Class: 15; sail is AC 11
lithoboloi. The deck can carry 1,600 marines Hit Points: 800
Dimensions: 400 ft. length, 100 ft. beam, 3 decks Speed: 11 mph
Design notes: 1,500 tons laden (xii). Drag −5 (−4 from mass,
−1 from catamaran) STR DEX CON
21 (+5) 1 (−5) 11 (+0)
Crew
68 officers Damage Threshold: 25
Acceleration / Deceleration: 2 mph / 5 mph
32 superintendants Cargo: 75 tons
3,200 rowers (average) Crew: 3,454
4 steerers Passengers: 1,600
150 other crew Cost: 262,920 gp
134 crew are required for the two-talent lithoboloi and
heavy lithoboloi, drawn from the complement of marines.
While in use, the sailing rig requires 6 riggers.
Slot Components
1 Wood structure
Combat Ram
Damage. If a single attack deals 80 or more damage, a slot is 2 i. 1 × Two-talent lithobolos (front, 60 ammo)
disabled; if 400 or more damage, two slots are destroyed. ii. 8 × Heavy Ballista (front, 30 ammo each)
Turning. 1 slow turn over 1 minute iii. Archery tower (150 marines)
3 i. 1 × Two-talent lithobolos (front, 60 ammo)
ii. 8 × Heavy Ballista (front, 30 ammo each)
Speed iii. Archery tower (150 marines)
The trikonteres's speed assumes an average rowing team 4–7 Oars (left hull, 1,600 rowers)
working in shifts, with a light wind in broad reach. 8 i. 12 × Heavy lithoboloi (left, 30 ammo
each)
Speed increases to 14 mph in a strong wind. ii. Cargo hold (left hull, 37½ tons)
Speed is 9 mph with a full rowing team and no sail.
Speed is 10 mph if the rowing team are making power 9 i. 12 × Heavy lithoboloi (right, 30 ammo
strokes. each)
ii. Cargo hold (right hull, 37½ tons)
10 Sailing rig (square)
11 Wood structure
12– Oars (right hull, 1,600 rowers)
15
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
The "fourty" is a super-galley catamaran with two eikosere
("twenty") hulls: 2,000 rowers each, along three banks; eight Tessarakonteres
rowers on each upper oar, seven on the middle and five on
the lower. The ship's upper oars are 65 feet in length! Gargantuan object
At the front of each bow is a three-talent lithoboloi and 5 Armor Class: 15; sail is AC 11
heavy lithoboloi. Each outer broadside is lined with 15 heavy Hit Points: 870
lithoboloi. The deck can carry 1,940 marines. Speed: 11 mph
Dimensions: 420 ft. length, 120 ft. width, 3 decks
Design notes: 1,900 tons laden (xii). Drag −5 (−4 from mass, STR DEX CON
−1 from catamaran)
21 (+5) 1 (−5) 11 (+0)

Crew Damage Threshold: 25


Acceleration / Deceleration: 2 mph / 5 mph
84 officers Cargo: 95 tons
40 superintendants Crew: 4,318
4,000 rowers (average) Passengers: 1,940
4 steerers Cost: 325,850 gp
190 other crew
174 crew are required for the three-talent lithoboloi and
heavy lithoboloi, drawn from the complement of marines.
While in use, the sailing rig requires 6 riggers. Slot Components
1 Wood structure
Ram
Combat 2 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
3 i. 1 × Three-talent lithobolos (front, 120
ammo)
ii. 10 × Heavy Ballista (front, 30 ammo each)
Speed iii. Archery tower (210 marines)
The tessarakonteres's speed assumes an average rowing
team working in shifts, with a light wind in broad reach. 4–7 Oars (left hull, 2,000 rowers)
8 i. 15 × Heavy lithoboloi (left, 30 ammo each)
Speed increases to 14 mph in a strong wind. ii. Cargo hold (left hull, 47½ tons)
Speed is 9 mph with a full rowing team and no sail.
Speed is 10 mph if the rowing team are making power 9 i. 15 × Heavy lithoboloi (right, 30 ammo
each)
strokes. ii. Cargo hold (right hull, 47½ tons)
10 Sailing rig (square)
11 Wood structure
12– Oars (right hull, 2,000 rowers)
15
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
Harpax
Hellenistic Siege Engines The harpax is a heavy lithobolos modified to shoot a harpoon
Some galleys described in this supplement are armed with with a rope of iron bands. It uses the same statistics as the
one or more lithoboloi. A lithobolos is a stone-throwing heavy lithobolos, but can only attack targets within normal
torsion catapult similar to a ballista. 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 If a tethered target attempts to move further away from the
combat. 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 The rope can be cut. It has 20 hit points and an AC of 18.
ballista or medium mangonel.
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.
A fire siphon consists of a vat of alchemical ingredients,
Lithobolos, Heavy heated with bellows and pressurized with a pump. The
The heavy lithobolos launches tones weighing 30 lbs, each resulting mixture of alchemist's fire is forced through a
costing 3 sp. It requires 3 crew, and takes 6 turns to load, aim bronze pipe and through a nozzle — usually mounted on a
and fire. pivot and with the shape of a tiger or dragon head.
Lithobolos Stone. Ranged Weapon Attack: +6 to hit, range It takes three actions to attack with the siphon: one to
150/600 ft., one target. Hit: 16 (3d10) bludgeoning damage. operate the pump, one to operate the bellows, and one to
direct the nozzle.
Lithobolos, One-Talent
The three-talent lithobolos launches stones weighing 120 lbs, Alchemist's Fire. Ranged Weapon Attack: +6 to hit, range
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.
Lithobolos Stone. Ranged Weapon Attack: +6 to hit, range A creature can use an action to try and put out a fire, if it is
150/600 ft., one target. Hit: 22 (4d10) bludgeoning damage. holding a suitable item for smothering. (Water will not work,
and causes the fire to spread.) The creature makes a DC 15
Lithobolos, Two-Talent Dexterity saving throw. On a success, one fire is extinguished.
The three-talent lithobolos launches stones weighing 120 lbs, Against a vehicle, multiple instances of ongoing fire
each costing 1 gp. It requires 7 crew, and takes 12 turns to damage within the same component are added together for
load, aim and fire. the purpose of overcoming damage threshold. When the
Lithobolos Stone. Ranged Weapon Attack: +6 to hit, range component is destroyed, the damage spreads to an adjacent
150/600 ft., one target. Hit: 27 (5d10) bludgeoning damage. component.
Lithobolos, Three-Talent Volatile. A fire siphon is a volatile component.
The three-talent lithobolos launches stones weighing 180 lbs, Cost and Ammunition. Replenishing the fire siphon with
each costing 2 gp. It requires 12 crew, and takes 24 turns to greek fire costs 20 gp per shot.
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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