The following ship stats are for 2nd Edition AD&D.
The scale of the Man-O-War deckplans in the Adventures In Space Boxed Set are too small for the sixty ton, "terror of wildspace" which the ship is supposed to be. This is a redesign of the ship to make it more of the threat which the rules claim it should be. A smaller varient, the Elvish Cutter, was made to use the original deckplans.
Built on the largest hull commonly available in space, the Elvish Man-O-War is an extremely versatile craft. Its basic design is derived from the much smaller Elvish Cutter, but the Man-O-War is a much sturdier and heavily armed warship. The ship follows the same basic forms of all elvish ships; a titanic butterfly in space.
In its basic form, the Man-O-War is a far-ranging warship. Its weapons are distributed throughout the craft for advantageous firing positions and to prevent a single mass damage spell from disabling them all. The "head" of the craft serves, like on the Cutter, as a weapons pit for two medium ballista. Unlike the cutter, the head is much bigger and there is room for a medium catapult on top. This catapult does not take up the entire space, as elvish archers like to use the forward deck as the prime position for them to rain down their deadly arrows on enemy ships. Behind the catapult is the bridge, where the captain commands the ship. He communicates with the rest of the ship via voice tubes (sometimes magical). The helm is located here as well, reducing risks of miscommunication between the captain and the helmsman. Above the bride is another catapult, protected in a turret.
Behind the bridge is a massive open space, capped by a hemispherical glass ceiling. This space was purposely added by elvish designers to make the craft one of the most versatile in space. It is easily modifiable, and can be changed to suit the needs of the ship's owner or the mission. At times, it serves as a garden, a barracks, a cargo bay, or a hanger. Ships that have fallen into other races' hands have a variety of other uses for this space as well.
Beyond this space is the quarters of the captain and his officers. Their quarters are the most spacious and of the best quality on the ship. Above the officer quarters is the flight deck, which serves as landing platform for flitters of the Navy. The rear section of the flight deck is another weapons platform for two more medium ballista.
The main deck, below the command deck, is the largest section of the craft. The quarters of the sailors, marines, and the weapon teams are all located on this deck. Guest quarters and even a brig are also located on this deck.
The lowest deck, with an opposite gravity plane than the upper decks, is the observation deck. The galley, mess hall, and special rooms for mages are all part of this deck. Some ships have libraries and magical labs for onboard mages, while others convert the space into quarters for priests.
An elvish Man-O-War needs surprisingly few men to fly or fight. A mere dozen sailors are needed to keep the vast wings of the craft under control. Another twenty elves are needed to man all the weapons, leaving almost thirty elvish marines and archers to conduct boarding operations and man archery nests. The captain, the helmsman, the ship's primary mage, and at least four guards will always be located on the bride. Archers will be located on the forecastle and the flight deck. Marines pretty much roam the rest of the ship, filling in for those who fall in battle and stand ready for boarding actions.
Patrol: One of the primary purposes of the Man-O-War is as a deep range patrol ship. The elves have special configuration for this type of mission. The multi-purpose space behind the bridge is converted into a massive garden. This garden, lit by magical lights and watered by magical spells, is large enough to freshen the entire air envelope. In this fashion the craft can remain in deep space for as long as the food and water holds out. Some craft equipped with magical items can remain in space for years at a time. This is the type of craft most often encountered by ships of other races in space. It is also the most common warship of the fleet.
Light Carrier: This type of ship is not commonly seen these days. The armada has replaced most of these craft, but they are still seen in some spheres. To fill this role, the multi-purpose space is converted into a hanger for two flitters, with another two flitters able to attach on the roof of the hanger. To launch, there is a large set of doors set in the side of the ship. A flitter is attached on top of each wing, and another flitter is hung underneath each wing. One last flitter is docked on the flight deck. In total, this ship is capable of launching a squad of nine flitters. This type of ship is most commonly used to support command ships and is most often found in larger fleets. Typically, 1-4 of these ships will be found in the larger fleets.
Troop Carrier: Sometimes the Fleet will have need to transport a large number of troops over a long distance. The Patrol-configured Man-O-War is especially good for this, as the interior garden provides enough air for almost 200 people. Typically, a troop carrier will have a full crew in addition to fifty-to-one hundred and fifty additional troops. Parts of the ship may be converted into barracks to house so many men. However, with the need for air eliminated, the elves can transport the troops farther and faster than fleets using more conventional ships. These ships are either converted to make landings or have a number of flitters onboard (attached to the wings) to deploy troops.
Trader/ Cargo Hauler: The most common non-military craft the elves use, a trader Man-O-War most often converts the garden into a second cargo hold. This gives them an additional 12 tons of cargo space. This modification is most commonly seen on in-system traders; most flow-running traders forgo the additional cargo space for the advantages of the large garden. The Fleet sometimes uses this configuration of Man-O-War to support their larger fleets.
Command Craft: In the days before the elvish Armada, this craft was a common sight. They served as flagships for virtually every fleet the elves had. However, recently, they were replaced by the Armada. Most were converted into deep patrol craft, while others were mothballed. They are now found in spheres without a large elvish presence (such as spheres without any resident elves). These ships will serve as flag for a small fleet of 2-5 elvish cutters.
For this duty, the Man-O-War's hull is strengthened to hold a pair of towers (located over the gardens). The first tower is two stories tall, and serves as a turret for an additional medium ballista. The two levels below the ballista serve as barracks and an armory. The second tower, over three and a half stories tall, is the office and private chambers for the admiral assigned to the craft. The tower also holds a room for his personal aide and secretary.
Saloon: In at least one case, an enterprising band of elves and dwarves have bought a Man-O-War from the Fleet and converted it into a roaming saloon. They travel the spacelanes, looking for ships with thirsty crews. The prices they charge are high, but men on long voyages with no sign of civilization in sight are more than willing to pay. They also sell star charts and directions to those that have become lost. Their ship, the Thirsty Tankard, is a welcomed sight in many spheres. Even pirates and raiders will not attack it; any ship that does can expect immediate attacks from ships the Tankard has serviced. Even the Fleet has toyed with the idea of introducing such craft into their larger fleets to boost morale.
Temple: Sometimes powerful elvish priests will decide to go on long missions to convert elves in other spheres to their faith. To this end they use specially converted Men-O-War as mobile shrines. The crew are always drawn from the faithful and are loyal to the priest. With their faith guiding them, these brave elves search the spheres for lost elvish colonies and worlds that have not received the benefit of their "enlightenment." Depending on the situation, these ships are either welcomed or shot at on sight.
Top Deck 1 Top Catapult (in turret) 2 Flight Deck 3 Rear ballista Command Deck 1 Forecastle with catapult 2 Bridge 3 Chart Room and Navigation 4 State Room 5 Access to Top Catapult 6 Garden/Multi-purpose room 7 Officer Quarters 8 Captain's Quarters 9 To Main Deck 10 Rear Catapult Main Deck 1 Foreward weapon's pit 2 Armory 3 Crew Quarters 4 Marine Quarters 5 Guest Quarters 6 Access to Command & Observation Decks 7 Guard Quarters 8 Brig 9 Access to Rear Catapult 10 Cargo Bay Doors 11 Cargo Bay 12 Jettison Observation Deck 1 Mess Hall 2 Kitchen 3 Privies 4 Pantry 5 Sail Lockers 6 Laboratory 7 Library
The scale of the Man-O-War deckplans in the Adventures In Fantasy Space Boxed Set are too small for the sixty ton, "terror of wildspace" which the ship is supposed to be. This is a new ship design more fitting to the given layout and size. New deckplans were made for the original Man-O-War.
Built By: Elves
Used Primarily By: Any
Cost: 40,000 gp
Tonnage: 20
Hull Points: 20 tons
Crew: 6/20
Maneuver Class: B
Landing-Land: No
Landing-Water: Yes
Armor Rating: 7
Saves As: Ceramic
Power Type: Major or Minor Helm
Ship's Rating: As Helmsman
Standard Armament:
2 Medium ballistae (FP, FS); Crew: 2 each
1 Medium catapult (FA); Crew: 3
1 Medium jettison (A); Crew: 3
Cargo Capacity: 10 tons
Keel Length: 150'
Beam Width: 20'
A light and fragile-appearing ship, the elvish cutter is surprisingly tough. The design is streamline and simple. The elves find this simple design advantageous because if its ease in construction and repair. It is also extremely maneuverable and agile, easily making tight moves and can quickly get into the best firing positions.
The "head" of the craft contains the main weapons pit with two medium ballista, each positioned behind one of the ship's massive glass "eyes." Typically, a half-dozen elves are stationed here, keeping the weapons firing at maximum efficiency. Behind this weapons pit is the main body of the ship. Most of the crew quarters are located on the same deck as the forward weapons pit, as is access to the cargo bay. Above this deck is the battle deck, where the officer quarters and the bridge is located. This is the "brains" of the ship, and it is from the bridge the captain commands the ship and the helm is located. The small deck fore of the bridge is where the elves conduct their boarding actions against enemy ships. This forward deck is also the elves primary position for elvish archers, and during a battle, a half dozen elvish archers will take position here to rain deadly arrows down upon their foes.
Above the bridge is the turreted medium catapult, which can be turned to fire upon enemy ships fore and aft. Three or four elves man this catapult; some of these elves serve double duty as archers when enemy ships come in range of their longbows. Behind the catapult is the flight deck, where elvish flitters dock with the cutter. Some captains put a medium ballista on this deck to increase firepower, but doing so prevents flitters from landing. At the very aft of the ship, behind the cargo hold, is the jettison. Typically, three elves will man this weapon, but sometimes this weapon will be unmanned if the enemy ship is enclosed. Four elves are needed to control the massive wings of this craft.
Most elvish cutters are owned and operated by elves, either by their military or private citizens. Military ships have a strict chain of command, but most other ships have very loose command structures. Despite the small size of the cutter, many IEN captains tend to be gun-ho and near suicidal in their approach to battle. This is undoubtedly due to the fact that most young elves start their long careers commanding these ships to learn proper military tactics before given the responsibility of a larger ship.
A number of these craft have fallen the hands of other races. This is unavoidable given the vast numbers of these craft. Almost any crew can be encountered on a cutter, from men to illithids to scro.
Military: A vast number of cutters are in service of the Elvish Imperial Navy. These ships are standard in their configuration, but the elves keep a number of modified cutters on hand for special duties. Younger captains have little choice in the configuration of their ships, but the more experienced captains have the influence and resources in the Navy to modify their ships to suit their needs.
Free Adventuring: The small size of the cutter makes it a choice for adventurers without hordes of henchmen or the money to support a larger craft. Said ships are most often salvaged from ancient battlefields or hulks drifting in the void. Because these ships can repair themselves over time and can replenish their air envelopes make them very attractive to adventures. Configurations of such ships will vary greatly. One group, the Crimson Marauders, painted their ship black and red and embedded spearheads on almost every exposed part of their ship. Their ship, the Marauder, was dangerous to board because of the risk of boarders impaling themselves on the spearheads.
Trading: The majority of elvish cutters are in the hand of elvish merchants. Merchant ships are usually unchanged from standard, but sometimes the merchants will sacrifice the aft jettison to gain some cargo space. The jettison also gets in the way of loading cargo, and offers one more place for pirates to board the ship. The doors that the jettison fires out of are sometimes sealed and cargo is moved only through the huge cargo doors in the ceiling.