I can bump N’Pu to 11 points, no problem.
Ability: Double Catamaran. At the beginning of each of your turns, decide if this ship is submerged or on the surface. If submerged, it can only move; it cannot shoot, be shot at, and it cannot dock or touch other ships.
Flavor: The T’Mroo is an interesting ship, one that the admiralty tries desperately to keep hidden. The crew have trained to hold their breath for extended periods of time underwater, and the hull, sails, and masts have been modified to use the ocean currents to move while underwater.
Ability: Catamaran. Firepot Specialist.
Flavor: From the outside, the Sa-Drah is not much to behold. However, her hold is filled with intense and homemade explosives, to surprise enemies in battle, or to amuse her captain.