Our flagship is the "Gelkin". It is a three masted large Nef (Size +6 in TMS and AM5) of Excellent (+3) quality treated as Supernatural since its hull is laminated wood, metal, and stone by magic. It has Soak +13 and 15 damage levels which makes if very tough compared to other ships (a comparable standard ship would have Soak +7 and 6 damage levels).
It has 200 tons of cargo capacity. Minimum crew of 18, though standard is 30 sailors and 20 marines. To match that it has Normal Cabins for all Crew and Marines, as well as 10 Ample Cabins for passengers and 4 Luxurious Cabins for the Captain, Marine Commander (a Hero Cult Redcap), and VIPs (Magi or other Redcaps mostly). It also has two ships boats.
Its speed under sail is 5 normal and 7 with magic, while its speed under oar is 3 normal and 4 with magic (1 purely magic without oar). For handling rolls it has +3 (+4 steering) normally, increasing to +5 (+6 steering) with magic. Magic items control the rigging, the wind, and the current which is where its speed and maneuverability comes from. They also allow it to do things other ships cannot like side slip and spin in place, as well as sail at full speed regardless of the wind direction (roughly 8~10 miles per hour regardless of wind and weather).
For fighting it has a light bulwark (which is actually one with the hull), an aft castle, crows nest, and five springals (1 fore, 2 mid-fore, and 2 mid-aft). Augmenting that is an enchanted item which deflects siege weapons and many charged items (including "special" ammo for the springals). Its marines are our most skilled and magically augmented troops, modeled after the Myrmidons of legend and lead by that Hero Cult Redcap (who portrays himself as Achilles reborn). Add to that the possibility of having up to two elder Magi in residence during important missions.
Other enchanted items it has include barrels that purify water, an "Anchor Stone", three communication slates (one to the Covenant, one to each of the other large warships in our fleet), protection from rot & dampness in the hold, magic lanterns, a flameless hearth (a stone that heats for cooking, within a ward that keeps flame/heat within it), unseen arm "handles", a magic crane, several enchanted tools for repairing the hull/sails, fish traps that create illusionary bait (with sight and smell), and it has an arcane connection which lets the Covenant track its location on a map of the Med. There is also an arcane connection that lets the Covenant read the ships log. There are also many wards against varies things scattered about the ship.
The Mystic Seas allowed us to build it to a much higher level of detail then anything in 5th would allow.