|Hull Quality||1D6 + 3||Seaworthiness Max||12||Structure Points||30|
|Crew Strength||Typical Crew||Maximum Speed||Fatigue Cost|
|Full Crew||20 oarsmen, Steersman, Captain, Carpenter, cook, Master Oarsman, Lookout||Race||Normal|
|Half crew||10 oarsmen, Steersman, lookout, Master Oarsman||Cruise||Doubled|
|Minimum Crew||4 Oarsmen, Steersman, Lookout||Back Oars||Tripled|
|Type||Speed (knots)||Fatigue Lost/Hour *|
* If rowing into a head-wind, double fatigue costs.
X = Speed depends on the strength of the storm and how well the crew handles the ship. This varies widely but takes into account the Captain's Shiphandling skill.
All speeds are cumulative, so a small galley rowing at cruise speed with a following moderate wind would be moving at 9 knots and rowing at cruise speed into a moderate head-wind would give a speed of 3 knots.
The small galley is a jack-of-all-trades as it can be used for trade, for raiding and for warfare, it is best suited for hopping along a coastline but can be used for short journeys across the open sea and also for sailing. A full crew of 20 oarsman allows the full rowing speed to be achieved, but a part crew also allows a reduced speed to be kept up. With a favourable wind, the galley can be made to perform quite adequately. Usually, the oarsmen can perform several jobs on board ship, so some may also be fishermen, others carpenters, others traders and others warriors. On a raiding expedition, most would be warriors, on a trading mission, some would be traders and others guards. The steersman is normally an initiate or acolyte of Dormal and is the first officer on board ship. He is responsible for steering and controlling the ship and is often also the Captain. The Master oarsman is responsible for keeping the oarsmen in step and for rotating the oarsmen so that all are not rowing at the same time. Once again, the Steersman/Captain may take on this role.