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Spelljammer Additions


Reach for the Skies

 

 

Section 1 - Character Options

1.1 - Races

Dracon

Relative newcomers to this corner of the Astral Sea, the dracons have quickly established themselves amongst the spacefaring peoples. Steady, prudent, and mighty in presence, their stature can only continue to grow.

Robust as an Asteroid

A dracon sets an imposing figure. Their heavy bodies of thick hide are grey in colour, standing on broad and flat elephantine feet and with an extra long and muscular tail. Their six fingered hands end in sharp claws, and their sleek heads are draconic in nature and topped with swept back horns. Despite their size they move with ease, and like a charging rhinoceros they can close the distance with surprising quickness. Dracons are vegetarian and live comparatively long lives.

All in Step

Traditional dracon society shares a strong herd instinct, organizing itself around huge family units commonly called a herd. This instinct is strong enough that a dracon that finds itself isolated often takes ill, its health deteriorating until they can reunite or find a substitute family, even a non-dracon one.

The head of herd is given the title of kaba. The method of choosing the kaba is completely opaque to most non-dracons, with a combination of genealogy, kinship, and relations that interact in intricate ways to determine the ‘eldest’ and thus the one who will guide the herd.

When two herds meet, their respective kabas compare lineages and exchange favours in order to set their position with respect to any interactions. Should the herds choose to merge, the whole process begins anew to appoint its kaba, which may result in neither of the existing kabas being reappointed.

There is little upset or shame if this happens; dracons consider being a kaba a duty to the herd, and it is in some ways a reward to be replaced so the weight of the position is no longer on your back.

Ritual complexity also extends to other all other aspects of herd life, with a series of formalities that forestalls friction and outward dissention.

Disagreements are handled by way of a strict and stylized dueling code. So accustomed to rituals are the dracon that if properly challenged by an outsider, unless there is some special circumstance, most will feel honour-bound to accept the challenge and abide by its results.

The kaba of a herd is always assisted by a shalla, who combines the role of advisor, healer, and priest. Larger herds often have multiple shallas, helping to oversee and maintain the many ritual traditions. In their priestly duties, the shalla mediates between the herd and the equally intricate dracon pantheon. With this life of community, consideration, and communion, dracons view themselves as highly civilized people, patient and willing to accommodate towards a solution rather than stubbornly (and needlessly) holding their ground.

Travelling the stars

Little is known about the dracon’s homeworld, other than it being described as dry and arid, with shallow seas and endless plains of grasslands and desert terrain. The reluctance of dracons to describe their home to others may arise from caution and distrust, possibly stemming from tragic interactions in the past. The dracon pantheon does contain references to a spiderlike dark spirit of malice, one that might hint at equally dark encounters with the neogi.

Despite their restraint and their deep-seated instincts however, there are many dracons who have left their traditional herds to become explorers and adventurers. Dracons maintain cordial relationships with most other spacefaring species for both benefit and out of curiosity. Spurred on by this curiosity, a dracon could bond with another family, such as a ship’s crew or an adventuring party, to discover what is out there. A dracon might also have found themselves stranded or separated from their herd though some manner of misfortune, and too bonded with their new companions. It is also not out of the realm of possibility that a more independently minded dracon could choose to leave their herd to commandeer their own future out in the Astral Sea and beyond.

Dracon Names

All Names: Aerlo, Ava, Ayzorph, Cherral, Chirp, Eirun, Imcet, Irath, Qatam, Quiph, Qusath, Raim, Raivn, Ridder, Ruuz, Saidru, Saiva, Suvar, Thaia, Trivit, Tyld, xiata, Zial PART 1 | CHARACTER OPTIONS

 

 

Dracon Traits

Dracon share certain racial traits.

Ability Score Increase. your Constitution score increases by 1.

Formal Puissance. Living with care and awareness within a large herd , dracons are as strong in spirit and discernment as they are in body. your choice of your Strength or Intelligence or Wisdom score increases by 2.

Age. Dracons mature at about the same rate as humans, reaching adulthood around the age of 20. They live to be around 180.

Size. Dracon generally stand around 8 feet tall, and on average they weigh around 2400 lbs. your size is Large (however, see Dracon Build).

Dracon Build. Because of your unique physiology:

  • You are considered mounted, riding a mount of Medium size.
  • You cannot ride most mounts.
  • You have disadvantage to climb checks.
  • You can serve as a mount for a humanoid of size Medium or smaller.
  • You have advantage on Strength (Athletics) checks to move, lift, or break objects.
  • Your humanoid torso is roughly the same size as that of a human. For the purposes of using weapons and other tools, your size is treated as Medium.

Speed. your base walking speed is 35 feet.

Natural Weapons. you are never unarmed. you are proficient with your claws and tail, which are simple melee weapons that deal 1d3 slashing (for claws) or 1d6 bludgeoning (for tail) damage. These weapons possess the Light and Finesse properties.

Powerful Blow. When you hit a creature with an attack roll, you can attempt a special shove against the target and each creature ad jacent to them (you are immune to this effect). Each affected creature must a Strength saving throw versus a DC of 8 + your Constitution modifier + your proficiency bonus. A creature is both pushed 5 feet and knocked prone on a failed save. After you use this trait, you can’t use it again until you finish a short or long rest.

Ritual Challenge Specialty. Contests and challenges were a regular part growing up in the herd. As such, you honed yourself in a particular way to be successful. Choose one of the following options:

Tail Strike. your tail Natural Weapon has a reach of 10 feet.

Tough Hide. When you calculate your AC, add +1 to the total. If your calculated AC is less than 11 + your Constitution modifier, you may use that value instead.

 

 

1.2 - Classes

1.3 - Backgrounds

1.4 - Spells

Enhance Spelljamming

5th-level transmutation, ritual

Wizard

Casting Time:
10 minutes
Range:
0
Components:
V,S,M (a drop of mercury)
Duration:
Concentration, up to 8 hours

For the duration of the spell, you increase the Spelljamming rating of a ship you are on by .5 . This spell ends if you leave the air envelope of the ship you have affected.

Invisibility Cloak

5th-level illusion

Bard, Cleric, Wizard

Casting Time:
1 action
Range:
30 feet
Components:
V,S,M (a glass replica of the object worth at least 100 gp)
Duration:
Concentration, up to 1 hour

You render one non-living object of up to 50 cubic feet (50 ft. X 50 ft. X 50 ft., or 35 tons on a Spelljamming ship) invisible for the duration of the spell. If the spell cannot affect the entire object targeted due to size, the spell fails.

Objects and creatures on or inside the object at the time of casting are likewise rendered invisible, though they can see the object and others on or in the object as normal. To affected creatures, a slight shimmer covers the object or creatures affected by the spell, easily identifying anything that has been rendered invisible by the spell.

If an affected object or creature leaves the object, the invisibility is broken for that item or creature. Likewise, if a creature or object aboard the affected item attacks or casts a spell, the invisibility is broken for that object or creature. If the object itself attacks or casts a spell, the entire spell is terminated.

At Higher Levels. For every spell level above 5th, you can affect an additional 50 cubic feet.

Mending (Replaces PHB)

Transmutation Cantrip

Casting Time:
1 minute
Range:
Touch
Components:
V,S,M (two lodestones)
Duration:
Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. This item can restore a damaged item to 1 hit point, but does not otherwise repair lost hit points. It cannot affect items that have a Damage Threshhold, Damage Resistance or Immunity to bludgeoning, piercing or slashing damage or that has been reduced to dust.

Repair

3rd level Transmutation

Casting Time:
1 action
Range:
30 feet
Components:
V, S, M (an irregular piece of cloth)
Duration:
Instantaneous

You target an object in range, which begins to repair itself - dents buff out, broken items mend, missing components rebuild themselves and so on. The target regains 3d10 hit points, so long as the total exceeds the target’s Damage Threshhold. If the item was a permanent magical item or construct creature, it restores the magic or animating magic to the item or creature.

At Higher Levels. When you cast this spell at 4th level or higher, for every spell level above 3rd you repair an additional 1d10 hit points.

PART 1 | CHARACTER OPTIONS

 

 

Part 2 - Spelljamming

Spelljamming ships can reach incredible speeds - they need to, considering the vast distances between celestial bodies, let alone systems.

Speed and Distance

When cruising through Wildspace or in the Astral Sea, spelljamming ships are propelled by magical forces that allow them to move at an incredible pace of 1,000 miles per hour.

Luckily, unlike our own universe, in the fantasy realms of D&D objects in space are not the millions and billions of miles apart - a day’s journey at Spelljamming speed is usually sufficient to reach a realm’s closest moon, and few realms require more than a month to traverse from a central planet or sun to the edge of a wildspace’s system astral border.

The ebb and flow of the forces in Wildspace and Astral Sea allow vessels traveling at spelljamming speeds to easily avoid small pockets of “dead” space and objects that would prove fatal if collided with at such speeds.

However, this magical propulsion force dissipates near large bodies such as planets, moons or other phenomena - including certain creatures or spelljamming vesssels, such as the whale-like kinori. At the least, any substantial object of 1 ton or more that has its own air envelope can disrupt the ability to spelljam near it.

Travel

An individual pilot typically helms a spelljamming ship for 8 hours, but can handle up to 14 hours per day - allowing 8 hours for rest, and 2 hours for meals and breaks. At spelljamming speeds, this allows the pilot to move a spelljamming vessel 8,000 to 14,000 miles in a single day (i.e, 1,000 miles per hour).

It is possible for a pilot to push themselves for longer periods, but doing so is exhaustive - anything over 14 hours of piloting inflicts one level of exhaustion in the pilot from the magical stress of helming the vessel. Each additional 4 hours of piloting without a long rest will inflict an additional level of exhaustion. At 2 levels of exhaustion or more, a spelljamming vessel is reduced to half spelljamming speed - and possibly tactical speed will be affected as well. Once a pilot reaches 5 levels of exhaustion, they are incapable of piloting a spelljamming vessel at spelljamming or tactical speeds any further until they reduce their exhaustion level to 4 or less.

Interception

A spelljamming pilot can sense the oncoming approach of a “dead” area as far as an hour away and normally avoid it with ease. However, if for some reason the “dead” area is in motion or a small adjustment will not avoid intecepting the “dead” area, a Spelljamming Vessel (Int) check is required to avoid it. The DC will be based on the speed and size of the object. If it is another spelljamming vessel that is actively attempting to intercept another, an opposed check is made between the two vessels. Even if interception occurs, the two objects will slow from spelljamming speeds at a distance of ten keel lengths (using the larger vessel) between each other’s own air envelope. For example, if two space galleons were to intercept (with a keel length of 130 feet), they would drop out of spelljamming speeds no closer than 1,300 feet from each other.

Generally speaking, once an object has moved so there is at least ten times the keel length of another vessel of one ton or more away from any other vessel, a spelljamming ship may return to spelljamming speeds - though this does not preclude enemy ships from pursuing a fleeing vessel.

Celestial Bodies

Luckily there is a maximum distance that an object can draw a vessel out of spelljamming speeds. Objects over 1,000 tons - such as large asteroids like the Rock of Braal or planets like Toril - have a static distance to which they affect vessels. In such cases, a vessel drops out of spelljamming speeds at no more than 5 miles from the object. Most vessels can cover this distance to or from such an object at tactical speed in less than an hour.

Near such places of “dead” space, whose area of effect fluctuates just beyond their air envelope, spelljamming movement is greatly disrupted and other means of maneuver and motion are required. The most common method employs harnessing what is known as the celestial winds - an undulating, radiant breeze that emanates from the Astral Sea and permeates almost all of Wildspace. This phantom, starry breeze can fill the sails of a spacefaring ship like an earthbound wind, and many creatures native to Wildspace can glide through it as easily as one might fly or swim. Creatures moving along the celestial winds move at much slower speeds, known as “Tactical Speed”.

 

 

Space Sickness

Creatures unfamiliar to the slight undulations of spelljamming vessels might experience mild nausea or other ill effects. Beings that are not native to Wildspace or that do not have a background in space travel should make a DC 10 Constitution save after their first hour of travel. On a failure, the target is Nauseated (treat as Poisoned) for the duration of the trip, and 1d4 hours afterward. If the target succeeds the saving throw on a trip, they do not need to make saves on future trips, having gotten their “spacelegs”.

Repairing Ships

Nonmagical repairs to a damaged ship can be made while the vessel is berthed. Repairing 1 hit point of damage to a berthed ship takes 1 hour and costs 20 gp for materials and labor. Damage to shipboard weapons can be repaired just as quickly (1 hit point per hour), but at half the cost (10 gp per hit point).

You can’t repair a ship with the mend cantrip, or any spell whose ability to repair hit points fails to exceed the ship’s Damage Threshold.

Berths that have spellcasters with access to the repair spell charge 50 gp per hit point restored, and can perform castings as listed below.

Note that the listing belows are not necessarily the maximum capacity of the spellcasters, but their general willingness to dedicate resources to an individual customer. In unusual cases, such as emergencies, characters may be able to negotiate for extra castings.

Example Repair
Berthing Berthing Castings per day
Ad hoc A pier outside a village one 3rd (16 hp)
Small Fishing Village two 3rd (16 hp)
Medium A coastal town three 3rd (16 hp), one 4th (22 hp)
Large Rock of Braal three 3rd (16 hp), three 4th (22 hp), two 5th (27 hp)
Metropolian Waterdeep six 3rd (16 hp), six 4th (22 hp), four 5th (27 hp), two 6th (33 hp)
{{footnote PART 2 SPELLJAMMING}}

 

 

Part 3 - Ship to Ship Combat

The basic rules within the official Spelljammer book provide adequate information for handling a simple theater of the mind system where two ships are intent on closing to end up in a boarding action. However, a system is needed for those that want a more nuanced method of handling ship-to-ship combat, including tracking fleet and armada scale actions.

Tabletop Combat

The following rules assume the use of a battlemat with squares or hexes.

Encounter Distance

For the purposes of tabletop combat, assume ships slow to tactical speed once they come within one space mile (4,000 ft.) of each other. Because of the on-rushing speed of each vessel, the two ships begin manuevering within approximately 10 keel lengths of one another.

If one ship has surprised the other, the surprising vessel may choose to approach along the side or rear of the surprised ship, and the distance between vessels should be 5 times the keel length of the surprised vessel.

Example, for a flying fish, normal encounter distance would be 1,200 feet - or about 9 hexes, or if surprised at a range of 600 feet (4 hexes). Generally speaking, the two ships will be angled towards each other.

Scale

Using 1 inch hexes or squares, each division is 135 feet, and each tabletop turn is the equivilant of 3 rounds of normal D&D combat.

Ship hit points are divided by 5 for the purposes of tracking damage in this scale.

Ship weapons use the Ship Scale damage (see Weapons chapter).

Spell and hand-to-hand weapon damages are divided by 5 in this scale.

Movement

The tables below show some basic information for how far a ship can move, based on its current tactical speed.

Movement
Ship’s Current Speed Hexes
.5 - 7.5 MPH 1
8 - 12.5 MPH 2
13 - 17.5 MPH 3
18 - 22.5 MPH 4
23 - 27.5 MPH 5
28 - 32.5 MPH 6
33 MPH - 37.5 MPH 7
38 MPH - 42.5 MPH 8
43 MPH - 47.5 MPH 9
48 MPH - 52.5 MPH 11

Manuevering

Each ship has a Manueverability Class (MC). This is a rating of how acrobatic and manueverable the ship is. The table below indicates how many hexsides a ship may turn.

Manuevering
Manuever Turns
Class (MC) Degrees per Hex
7 180 degrees 3
6 135 degrees 2
5 90 degrees 1
4 45 degrees 1/2**
3 20 degrees 1/3**
2 5 degrees 1/5**
1

-** The ship must move the number of hexes indicated after the slash before it can turn one hexside. This turn can be split over multiple rounds of movement.

Dash

The ship moves up to twice the ship’s tactical speed and suffers disadvantage on any attacks it makes.

Bank

The ship moves in two dimensions, rolling into the turns it makes, allowing it to increase its Maneuvering Class by 1, up to 7. The ship can move up to its Tactical speed while banking. However, since the ship’s deck tends to be orientated somewhat perpendicular to its flight path, any ranged weapon attacks the ship makes are at disadvantage. PART 3 | SHIP COMBAT

 

 

Sheer Turn

The ship moves fast and turns hard. It increases it Manuevering Class by 1, up to 7. It can also move up to twice its Tactical speed. However, the stress damages the ship, causing it to take 5 (1d10) damage per 10 tons, ignoring Damage Thresholds.

Any ranged attacks the ship makes are at disadvantage. Also, any undermanned weapons cannot be loaded on a turn a ship evades, though any undermanned weapons that are already loaded can be fired - though at disadvantage.

Move

The ship can move up to it’s tactical speed.

Evade

The ship moves in an erratic pattern in an attempt to avoid being hit. The ship gains a bonus to its AC equal to 1 + 1/2 the pilot’s proficiency modifier. It also adds this bonus to its save when attempting to avoid a ram.

The ship cannot attempt a ram in the turn it evades. It moves at half speed, rounded down and its Manueverability Class (MC) is lowered to the next level for its turn.

Any shipborne attacks made while evading are done so at disadvantage. Also, any undermanned weapons cannot be loaded on turn a ship evades, though any undermanned weapon that is already loaded can be fired - though at disadvantage.

Push Past

A ship that contacted another vessel or obstacle can attempt to manuever around or through the obstacle. The pilot makes a DC 15 Space Vessel (Intelligence) check. If the opposing vessel is manned and likewise wishes to be clear, the check is made with advantage (as if the opposing vessel were aiding the action). On a failure, the vessel clears but takes 1/2 damage from colliding and scraping past the obstacle and can move up to its Tactical speed. If the check is failed by 4 or more, the vessel is brought to a halt and suffers damage as if it had fully collided with the opposing vessel.

Reverse Course

If a ship starts it turn at 0 speed (or is already moving in reverse), it can choose to move in reverse at a speed up to half its half its tactical speed. A ship cannot use sails to reverse course and must have some other form of propulsion, such as oars or a screw.

Stop

The ship makes no move this turn and its speed becomes 0. The ship cannot have dashed or performed a sheer turn in the prior turn.

A ship that does not move grants advantage to attacks made against it and automatically fails any attempt to evade obstacles or a ram.

Initiative

Each ship involved in the combat rolls for initiative seperately, rolling 1d20 + ship’s tactical speed in MPH. It is suggested initiative is rerolled each round and based on the ship’s current tactical speed. If you wish to speed up this step for large fleet battles, it is suggested you simply use each ship’s current speed for determining initiative.

 

 

Taking Actions

On it’s turn, a ship can take one move action and perform one action from below.

Aimed Attack

To use this action, the ship cannot be moving faster than tactical speed, the enemy ship must not be obscured by another enemy vessel or obstacle and the weapon must be at short range. The ship fires any or all of its fully-manned shipboard weapons, using 3 loads of ammunition. You roll two dice and take the lower result. On a hit, you deal normal damage and can choose one critical effect from the critical hit table below.

Attack

The ship fires any or all of its fully-manned shipboard weapons, using 3 loads of ammunition. You roll one attack for each weapon, or two dice and take the lower result if you have disadvantage. Each weapon deals damage or effects seperately.

Any undermanned weapons are loaded only. If an undermanned weapon is already loaded from the previous round, they can be fired, using up 1 load of ammunition. Each weapon is activated independantly.

Ship weapons are fired by using Seige Weapon (Int) and may be fired before, during or after moving. If the target is at long range, the attack is made with disadvantage. Likewise, if a ship is moving faster than its tactical speed, any attacks are made at disadvantage. If there is another ship or obstacle in the way the attack is made with disadvantage.

If a hit is a natural 20, a critical hit is scored. Roll on the table below for the effect.

Critical Hit Effects
1d10 Roll Effect
1 Manuevering Hit The ship’s method of tactical manuevering is hit. The ship’s Manuevering Class is reduced by 1
2 Crew Hit If the crew deck is open or the ship has been Hulled, make a roll against a crew counter on the boarding action table using the number of d10’s for the weapons attack as it CrR*. If using role-playing rules 1d6 random crewmembers are struck by the weapon’s attack. If the crew deck is enclosed, treat this as Hulled.
3-5 Hulled The ship suffers double damage
6 Weapon Struck One of the ship’s weapons of the attacker’s choice takes damage. If using the tabletop helm display, mark the weapon as Damaged. If already Damaged, it is destroyed).
7 Compartment If the ship has been Hulled, the ship loses 1 ton of cargo or suffers damage to one of the target’s vessel modules (or destroys it, if already damaged), otherwise treat this as Hulled.
8 Spelljamming Helm Damage The ship cannot go to Spelljamming speed and cannot exceed its maximum Tactical Speed. The ship cannot Dash or make a Sheer Turn until after its next turn. If the pilot is in an exposed area, or the ship has previously suffered a Hulled critical hit, the pilot suffers the weapon’s damage (if using helm display, the Spelljammer helm is marked as Wounded, or if Wounded, it is destroyed and the ship is dead in space)

-* Example. A Magonel (5d10) hits a Neogi ship with an exposed Umber Hulk (CrR 5). The attacker would roll a 1:1 Ratio on the Boarding Action table, Wounding the Umber Hulk on a roll of 10-19, or Destroying it on a 20. If the crew had been a normal crew (CrR 1), the attacker would roll on the 5:1 Ratio column, wounding the crew on a roll of 2-4, and destroying it on a roll of 5+).

Boarding Action

If two vessels are in the same space and moving 0 MPH, or a spaceborne boarding party has reached the space of a vessel, they can attempt a boarding action. This can be conducted as 3 rounds of normal D&D scale combat. If you wish to expedite the resolution of the boarding action, you can use the ship’s two Crew Rating (CrR) values. to more swiftly resolve the action. See the boarding action section for more details.

 

 

Ram

A ship must be able to cross the path of an enemy vessel to perform a ram. The ramming ship’s crew braces for impact and can only fire one fully-manned weapon (consuming 1 load of ammunition) just prior to the first ram - though the attack is made at disadvantage. The ramming vessel makes a Space Vessel (Int) check against DC 8 + your Space Vessel (Int) skill to successfully ram. The check is made with disadvantage if the enemy’s vessel is more manueverable, or with advantage if the enemy vess is less manueverable.

If the ram is successful, the two vessels come to a dead stop, and boarding actions can begin. The two vessels suffer 2d10 damage, plus 1d10 per 10 tons of the enemy vessel - or damage from the vessel’s ram, whichever is greater. In addition, the rammed vessel takes an additional 1d10 damage for every 5 MPH the ramming vessel was moving. The pilot of each vessel can make a DC 15 Space Vessel (Int) check to half the damage from the ram.

example: A 25 ton Flying Fish is rammed by a 60 ton Hammership, who is going at 12 MPH. On a hit, the Flying Fish will deal 4d10 bludgeoning damage to the Hammership. In return, the Hammership would deal 8d10 (weight) + 2d10 (speed) bludgeoning damage for a total of 10d10 damage, but because of its ram (x2 ship damage) it will deal 18d10 bludgeoning damage to the Flying Fish.

If the ram is failed, the ramming vessel continues any remaining movement. This may allow it to swing about to ram another ship or possibly even a previous ship it attempted to ram.

Boarding Actions

If you want to resolve fleet-level boarding actions quickly, use the system below.

One by one, select a Crew Counter from each ship, and compare the Crew Rating (CrR) of each to find a ratio. Match the highest CrC untouched crew counters first, then Beaten and then finally Wounded.

If crew counters are remaining after all opposing crew counters have been matched, place the selected counter on an existing counter and add 1 to the stack’s ratio. Repeat this process until all additional crew counters have been added, or the side with additional crew counters wishes to cease adding to the ratios.

After all counters have been matched to find a ratio, each side rolls a d20 for each match and references the chart below for the results. Repeat for each opposing crew counter. All damage effects are applied after all die rolls have been made.

Ratio
1d20 Roll 1:3+ 1:2 1:1 2:1 3:1 4:1 5+:1
1
2 B W
3 B W W
4 B W D W
5-9 B W D D D
10-19 B W D D D D
20 B W D D D D D

Beaten (B)

The Crew Counter is repulsed by the enemy attack. Turn the counter 90 degrees to one side to indicate this condition. A Wounded counter can be Beaten. If a Beaten back Crew Counter is beaten back again, it is Wounded. If a Beaten Crew Counter is already Wounded, it is Destroyed instead.

Wounded (W)

The Crew Counter is wounded. Flip the crew counter to its Wounded side. The Wounded side should indicate that its Crew Rating (CrR) is halved. If a Wounded Crew Counter is Wounded again, it is Destroyed instead.

Destroyed (D)

The Crew Counter is Destroyed. Remove the Crew Counter. If you are playing a campaign and the vessel survives, there is a 25% chance that the Crew counter is recovered, though it starts any future engagements Wounded, unless the Crew is able to take an Extended Rest (1 week shipborn or 3 days at a stardock, spaceport or planetbound).

Retreat

If a crew counter is Wounded and not Beaten, you can choose to have it retreat from the boarding action if another non-beaten counter can replace it. The counter that is retreated gains the Beaten condition by retreating, however.

 

 

Example 1. A Space Galleon and a Hammership attempt a boarding action. The Space Galleon has 4 crew counters with a CrC 1. The Hammership has 5 crew counters with a CrC 1.

Three of the Space Galleon counters match one to one against the Hammership crew (1:1 ratio), while the Hammership is able to bring two crew against the last Space Galleon’s counter (1:2 ratio for the Space Galleon, and 2:1 ratio for the Hammership).

For three of the attacks, they are made on the 1:1 ratio, with the enemy crew being Beaten back on a 5-9, Wounded on a 10-19 and Destroyed on a 20. The attacking Space Galleon crew rolls first, getting a 5, 12 and 13. The Hammership crew will have one counter Beaten back (5), and two Wounded (12 & 13). However, before applying results, the Hammership makes their rolls - 2, 10 & 4. This will Wound (10) one Space Galleon crew.

For the last group, the Space Galleon rolls one die on the 1:2 ratio, getting a 19, which will result in a Beaten back to one of the last two Hammerhead’s crew. Conversely, the Hammership makes one roll on the 2:1 ratio, getting a 12, resulting in a Destroyed result for the Space Galleon’s fourth crew counter.

Example 2. Continuing the combat between the Space Galleon and Hammerhead from above, The Space Galleon now has two full-strength counters and one Wounded crew counter remaining (one was destroyed). Conversely, the Hammership has one untouched crew counter, two Beaten crew counters, and two Wounded counters.

The Space Galleon matches one full-strength counters to the Hammership’s untouched counter. The Space Galleon’s second full-strength counters are matched to the Hammership’s two Beaten crew counters, and the Space Galleon’s Wounded crew counter is matched up to the two Hammership Wounded counters.

The Space Galleon rolls for its first full counters (1:1 ratio), getting a 16. The untouched Hammership counters will become Wounded. The Space Galleon then rolls for its second untouched counter (1:2 ratio), getting a 17 (Beaten) - however, since both of the Hammership’s counters are already Beaten, one will become Wounded. However, before applying the damage, the Hammership rolls for its untouched crew counter (1:1 ratio), getting a 7, no effect. Its then rolls for its two Beaten crew (2:1 Ratio) ganging up on the Space Galleon’s second untouched crew counter, getting 19, resulting in the enemy counter being Destroyed.

The Space Galleon then rolls for its last Wounded crew counter (Crc 1/2; 1:2 ratio), getting a 5 (no effect). Conversely, the Hammership rolls one die for its two Wounded crew counters ganging up on the single Space Galleon crew (CrC 1/2 each; 2:1 ratio), getting a 9 - which Wounds the Space Galleon counter. Because the Space Galleon crew counter is already Wounded, it is instead Destroyed.

The final tally after this round of boarding actions is that the Space Galleon has one full-strength crew counter and it’s remaining three crew counters have been Destroyed. The Hammership has one Beaten counter and three Wounded counters.

Example 3. A Neogi Deathspider and a Flying Fish attempt a boarding action. The Neogi Deathspider has 5 crew counters with a CrC 5, representing Umber Hulks on board the ship. The Flying Fish has 2 crew counters with a CrC 1 each.

The Neogi decide to only send 2 counters to fight with the Flying Fish crew. The Neogi could send all 5, giving one Umber Hulk crew counter a CrC 7 (where 2 additional crew counters were stacked on the 1st Umber Hulk crew counter) and the other Umber Hulk crew counter CrC 6 (with 1 additional crew counter stacked on the 2nd Umber Hulk crew counter), but their ratio is so high, it would not benefit them, and since there are only 2 opposing counters, the Neogi side would only end up making two attack rolls, instead of 5.

Each Flying Fish crew count attacks on the 1:3+ column, scoring a Beaten on the Umber Hulk counters only if they roll a 20. Conversely, the Umber Hulk crew counters roll on the 5+:1 ratio column, Wounding the Flying Fish crew on a roll of 2-4, and Destroying the Flying Fish crew counter on a roll of 5-20. Needless to say, it’s not looking good for the Flying Fish crew.

Range

For tabletop action, the basic ranges listed for various weapons is simply too short. Multiply all ranges - for siege weapons, crew ranged weapons and spells by 3 when fired outside of the air envelope of an object of an object of 100 tons or less.

For example, a Flying Fish is armed with Ballista with a range of 120 ft./480 ft. . When used in tabletop combat, this would instead be a range of 360 ft./1,440 ft. or 3 hexes/11 hexes.

Escaping

A ship that is beyond 4,000 feet (30 hexes) from any ship or object of 1 ton or more at the end of a round (not its turn) and is facing 120 degrees or more away from the closest such object can resume spelljamming away from the area.

Note that if a ship flees the area but is pursued by a ship or object, the chase rules should be used to see if the fleeing ship can get away or is caught up to by its pursuer. If the latter happens, assume the ships drop to tactical speed within a mere 5 times the keel length of the smaller ship.

 

 

Ship Summary

Ship Cost Tons AC HP DT Crew Cargo Round MPH MC Keel Beam Weapons
Aerochariot 10,000 gp 1/2T 13 40 7 1/2 1/4T 175 ft. 20 7 40 ft. 5 ft. B
Arrowship 6,000 gp 2T 19 110 20 1/2 1/2T 130 ft. 15 7 20 ft. 20 ft. F, Rp
Angelship 33,000 gp 33T 15 265 15 8/33 21T 120 ft. 13.5 5 130 ft. 135 ft. x2B, M
Anglership 30T 19 250 15 15T 90 ft. 10 4 90 ft. 30 ft. E
Antlership (tri) 75,000 gp 10T 13 170 7 5/10 5T 90 ft. 10 3 45 ft. 250 ft. M, x2Rp
Antlership (quad) 100,000 gp 50T 13 275 7 25/75 37T 60 ft. 6.5 3 67 ft. 250 ft. x2M, x2Rp
Antlership (pent) 150,000 gp 100T 13 600 7 50/100 50T 60 ft. 6.5 3 67 ft. 250 ft. x2M, x2Rp
Argosy 300,000 gp 150T 17 850 17 55/200 100T 30 ft. 4.5 4 175 ft. 175 ft. x2B, x2M
Arkenaught 400,000 gp 200T 17 1,100 15 2/300 100T 5 ft. 1.5 2 500 ft. 300 ft.
Armada 400,000 gp 100T 13 600 10 40/100 50T 90 ft. 10 4 300 ft. 30 ft. 6xB, 6xM, x2J, x3Bo
Balloon 1/2T 11 25 5 1/3 20 ft. 2 2 20 ft. 20 ft.
Batship 225,000 gp 45T 19 325 20 1/45 23T 130 ft. 15 5 180 ft. 30 ft. x4B, Bw, Rp, Bi, Gh
Battlesteamer 10,000,000 gp 100T 19 600 20 68/100 100T 30 ft. 4.5 3 200 ft. 50 ft.
Battlewagon 240,000 gp 80T 19 500 20 40/160 20T 30 ft. 4.5 3 150 ft. 50 ft. x6B, x4Bo, F, x8M, Rb
Battle Barge 60,000 gp 60T 14 400 10 24/60 40T 50 ft. 5.5 2 145 ft. 60 ft. x6B,x4M, x2J,Rp
Battle Dolphin 70,000 gp 70T 15 450 15 12/70 35T 90 ft. 10 4 250 ft. 30 ft. x2M
Bloatfly 140,000 gp 48T 19 340 20 6/40 42T 60 ft. 6.5 3 155 ft. 55 ft. x36B
Bolaship 25,000 gp 25T 15 225 15 10/25 12.5T 120 ft. 13.5 4 12 ft. 15 ft. x2B, Bola
Bombard 50,000 gp 40T 15 300 20 20/40 20T 90 ft. 10 3 140 ft. 30 ft. x2B, GC
Boneship 24,000 gp 12T 13 184 7 1/12 1T 130 ft. 15 5 200 ft. 35 ft. x2B, Bw
Caravel 10,000 gp 10T 15 150 15 8/10 5T 110 ft. 12.5 2 70 ft. 20 ft. B
Cargo Barge 25,000 gp 25T 15 225 15 0/2 20T 60 ft. 6.5 2 40 ft. 20 ft.
Catamaran 500 gp 8T 14 140 10 1/2 4T 175 ft. 20 6 25 ft. 10 ft.
Citadel, Heavy 600,000 gp 300T 17 1,600 17 100/300 150T 5 ft. 0.5 3 250 ft. 200 ft. x24M, x3J
Citadel, Light 100,000 gp 150T 17 850 17 50/200 50T 30 ft. 4.5 3 250 ft. 250 ft.
Clipper 195,000 gp 65T 17 425 17 18/65 23T 60 ft. 6.5 3 260 ft. 40 ft. x26Bo
Coaster 10,000 gp 10T 15 150 15 8/10 5T 100 ft. 11 2 60 ft. 20 ft. B
Cog 20,000 gp 20T 15 200 15 10/20 10T 70 ft. 7.5 2 90 ft. 20 ft.
Corbina 2,500 gp 5T 13 125 7 1/5 2.5T 120 ft. 13.5 4 60 ft. 50 ft. B
Crystal Ship 300T 12 1,600 15 20/300 150T 5 ft. 0.5 200 ft. 170 ft.
Cuttle Command 100,000 gp 100T 15 600 15 30/100 50T 15 ft. 1.5 3 120 ft. varies x4B, x2M, J
Damselfly 20,000 gp 10T 19 200 15 2/10 5T 150 ft. 17 4 100 ft. 20 ft. B, M
Darkstar 35,000 gp 10T 19 150 20 4/20 5T 130 ft. 15 5 75 ft. 20 ft. B, J, Rb
Darkviper 87,000 gp 30T 19 250 20 1/30 16T 150 ft. 17 7 125 ft. 15 ft. x3B, M, J
Deathglory 210,000 gp 70T 19 450 20 18/70 35T 60 ft. 6.5 3 80 ft. 55 ft. x2B, x2M, J, Tl, x2 Wc
Deathspider 500,000 gp 100T 14 600 15 30/100 50T 125 ft. 14 3 175 ft. 50 ft. x4B, M , J, Rg
Dirigible 12T 13 160 5 6T 45 ft. 5 5 50 ft. 15 ft.
Doombat 5T 14 125 10 1/5 2.5T 160 ft. 18 6 70 ft. 50 ft. B, F
Dragonfly 5,000 gp 10T 14 150 10 5T 150 ft. 17 5 100 ft. 20 ft. B or M
Dragonship 50,000 gp 45T 15 325 15 20/45 22T 90 ft. 10 4 150 ft. 20 ft. x2B
Drakkar 10,000 gp 10T 15 150 15 10/20 7T 90 ft. 10 2 100 ft. 20 ft. B, M or J
Dreadnought 90,000 gp 90T 15 550 15 20/90 45T 80 ft. 9 3 175 ft. 95 ft. x2B, x2M, J, T
Dromond 8,000 gp 16T 15 180 15 10/16 8T 135 ft. 15 3 175 ft. 15 ft. x3B, M or J
Eagle Ship 35,000 gp 35T 15 275 15 8/35 18T 120 ft. 13.5 5 150 ft. 50 ft. x2B, M, x2J
Eel Ship 10,000 gp 20T 14 200 10 4/20 8T 120 ft. 13.5 5 110 ft. 15 ft. B, M
Flitter 4,000 gp 1T 13 105 10 1 150 ft. 17 6 20 ft. 5 ft.
Flying Fish 20,000 gp 25T 15 250 15 10/25 13T 120 ft. 13.5 4 120 ft. 30 ft. B, M
Flying Pyramid 180,000 gp 90T 17 550 17 6/90 26T 45 ft. 5 2 80 ft. 80 ft. x10B, x10J
Frigate 30T 15 250 20 /30 15T 125 ft. 14 100 ft. 20 ft.
Galley 20,000 gp 20T 15 200 20 15/20 150T 100 ft. 11 2 130 ft. 20 ft. x3B, M, J
Hammership 40,000 gp 60T 15 400 15 24/60 30T 105 ft. 12 4 250 ft. 25 ft. B, 2xM, Rb
Hummingbird 18,000 gp 7T 14 135 10 2/10 3T 175 ft. 20 7 100 ft. 20 ft. MM, Rp
Hunter-Killer 240,000 gp 60T 13 400 10 10/60 30T 90 ft. 10 5 260 ft. 40 ft. x2B, x2M, x2Bo, x2J
Iambus 35,000 gp 35T 15 275 15 4/35 17.5T 70 ft. 8 4 180 ft. 20 ft. x4B
Ironclad 250,000 gp 25T 17 250 15 /25 12T 90 ft. 10 3 140 ft. 20 ft. x12Bo
Jade Spider 150,000 gp 20T 19 200 20 7/20 10T 150 ft. 17 6 40 ft. 20 ft.
Junk 2,500 gp 20T 15 200 15 4/20 14T 60 ft. 6.5 2 75 ft. 30 ft. x2B, Bo
Keelship 1T 15 100 10 3/4 1/2T 100 ft. 11 6 60 ft. 20 ft. B

 

 

Ship Summary

Ship Cost Tons AC HP DT Crew Cargo Round MPH MC Keel Beam Weapons
Klicklikak 20,000 gp 20T 15 200 15 10/20 10T 130 ft. 15 5 80 ft. 30 ft. B
Lamprey 20,000 gp 26T 15 250 15 8/26 6T 125 ft. 14 6 115 ft. 25 ft. x4B, GJ
Lanceship 15T 14 175 10 2/15 7T 160 ft. 18 6 120 ft. 20 ft. B, Rp
Leaf-ship 280,000 gp 70T 13 450 10 20/65 30T 60 ft. 6.5 4 250 ft. 40 ft. x4B, M, Rp
Leech Ship 60,000 gp 20T 19 200 20 2/20 10T 130 ft. 15 6 50 ft. 30 ft. M
Leviathan 1,200,000 gp 400T 19 2,100 20 120/400 290T 15 ft. 1.5 2 305 ft. 95 ft. x3Bo, x8M, Rb
Libraria 30,000 gp 30T 15 250 15 5/30 15T 120 ft. 13.5 3 120 ft. 25 ft. B, Rp
Living Ship 25,000 gp 25T 15 250 15 3/25 10T 120 ft. 13.5 4 80 ft. 20 ft. B
Lobster 15T 19 175 20 3/15 15T 120 ft. 13.5 4 75 ft. 25 ft. B, M, x2C
Locust 375 gp 3/4T 14 75 10 2/3 175 ft. 20 7 14 ft. 4 ft. B or M
Longship 2,000 gp 4T 15 300 15 4/12 10T 90 ft. 10 3 75 ft. 15 ft. B or C or J
Lyrandar Airship 30T 15 250 15 3/30 15T 90 ft. 10 4 250 ft. 20 ft. x2B, M
Magician’s Booth 25T 15 225 15 1/3 spc 120 ft. 13.5 7 5 ft. 5 ft.
Mammoth 90,000 gp 90T 15 550 15 27/90 36T 100 ft. 11 3 135 ft. 45 ft. x4B, x4M, J, Rb
Mantis 90,000 gp 60T 19 400 15 12/75 20T 100 ft. 11 5 170 ft. 25 ft. x2B, M, x2Rg
Monarchmoth 400,000 gp 100T 13 600 10 40/100 50T 30 ft. 4.5 4 300 ft. 50 ft. x2B, x2M, x2J, x2Bo
Mindspider 120,000 gp 40T 19 300 15 3/40 20T 90 ft. 10 5 40 ft. 15 ft. x2M, J, Rg, Rp
Mosquito 3,000 gp 6T 15 130 15 1/6 6T 130 ft. 15 5 100 ft. 15 ft.
Nautiloid 50,000 gp 35T 15 400 15 10/35 17T 90 ft. 10 4 180 ft. 30 ft. x4B, M, T
Nightmare Carriage 1T 15 100 15 1 1T 90 ft. 10 7 15 ft. 10 ft.
Nightwolf 160,000 gp 40T 13 300 10 3/40 20T 125 ft. 14 6 50 ft. 20 ft. x2M, J
Octopus 70,000 gp 70T 15 450 15 13/70 35T 60 ft. 6.5 4 100 ft. 50 ft. x2B, x2M, T
Patriarch 90T 15 550 15 15/90 10T 60 ft. 6.5 5 190 ft. 50 ft. x4B, X2M, T, Rp
Porcupine Ship 15,000 gp 30T 14 250 10 8/30 18T 100 ft. 11 4 85 ft. 60 ft. x4B, Mi
Quad of Thay 567,000 gp 63T 19 415 15 10/63 31.5T 100 ft. 11 7 50 ft. 50 ft. x4Rp
Radiant Moth 12,500 gp 25T 14 225 10 4/25 13T 135 ft. 15 4 90 ft. 30 ft. x3B, x3M
Rowboat (Skiff) 1/2T 14 50 1/4 1/4T 120 ft. 13.5 4 15 ft. 5 ft. H
Sanctorum 80T 16 500 15 1/80 40T 30 ft. 3.5 2 100 ft. 100 ft. B
Scalpel Ship 20,000 gp 5T 13 115 10 2/5 2.5T 150 ft. 17 6 25 ft. 10 ft. B, C, x5Rp
Scorpion Ship 25,000 gp 60T 19 250 15 6/60 12T 90 ft. 10 5 75 ft. 25 ft. B, M,x2C
Shrike Ship 20,000 gp 30T 15 250 15 14/30 20T 120 ft. 13.5 6 100 ft. 20 ft. x3B, Rp
Sidewheeler 90,000 gp 30T 19 250 15 20/30 15T 90 ft. 10 3 120 ft. 25 ft.
Sloop 15T 15 175 15 4/15 8T 120 ft. 13.5 4 150 ft. 15 ft.
Smalljammer 30,000 gp 20T 11 200 1/20 15T 125 ft. 14 6 65 ft. 40 ft.
Space Canoe 1/4T 12 25 3 1/3 1/4T 30 ft. 3.5 6 15 ft. 5 ft.
Space Galleon 30,000 gp 40T 15 400 15 20/40 20T 90 ft. 10 3 130 ft. 30 ft. x2B, M
Squid Ship 25,000 gp 45T 15 300 15 12/45 20T 90 ft. 10 4 250 ft. 25 ft. x2B, M, Rp
Star Moth 40,000 gp 60T 13 400 15 10/60 30T 90 ft. 10 5 200 ft. 20 ft. x2B, M
Star Yacht 625,000 gp 10T 15 150 15 5/10 5T 150 ft. 17 6 75 ft. 15 ft. x2B
Starbroom 15 13 5 1 1/10T 50 ft. 5.5 6 5 ft. 2 ft.
Stone Galleon 120,000 gp 60T 17 400 15 11/20 30T 50 ft. 5.5 3 200 ft. 50 ft. x3B, x15Gb
Stone Ship 900,000 gp 300T 17 1,600 15 54/300 75T 15 ft. 1.5 3 250 ft. 200 ft.
Swan Ship 16,000 gp 32T 14 260 10 12/32 26T 125 ft. 14 5 100 ft. 40 ft. x2B, M
Thorn Ship 12,000 gp 3T 13 115 10 1/6 2T 150 ft. 17 6 50 ft. 10 ft. B, F
Tradesman (Thoric) 33,000 gp 30T 19 450 15 30T 100 ft. 11 3 120 ft. 100 ft. Bo, J
Triop 90,000 gp 45T 19 325 15 10/45 22.5T 115 ft. 13 5 135 ft. 60 ft. x2B, x2M, x2J, Rb
Tsunami 600,000 gp 200T 15 1,100 20 75/200 100T 60 ft. 6.5 5 950 ft. 70 ft. x12B, x10M, x6Bo, x3J
Turtle Ship 40,000 gp 40T 19 300 15 12/40 30T 70 ft. 8 4 95 ft. 70 ft. x3B, M
Tyrant Battleship 46,000 gp 40T 17 300 15 3/10 20T 90 ft. 10 4 100 ft. 100 ft. x3E
Tyrant Destroyer gp 25T 17 225 15 2/6 12.5T 105 ft. 12 4 105 ft. 40 ft. x2E
Tyrant Carrier gp 100T 17 750 15 7/25 50T 60 ft. 6.5 3 180 ft. 180 ft. x4E
Tyrant Scout 26,000 gp 13T 17 165 15 1/4 5T 135 ft. 15 5 120 ft. 50 ft. E
Unity Ship 90,000 gp 30T 19 250 15 15/30 10T 120 ft. 13.5 5 120 ft. 25 ft. x3B
Urchin 1,500 gp 3T 14 115 10 2-Jan 1 1/2T 120 ft. 13.5 5 5 ft. 5 ft. Rp
Upso 40,000 gp 40T 15 300 15 20/60 20T 80 ft. 9 3 200 ft. 90 ft.
Velocipede gp 13T 19 165 15 1/13 55 ft. 6 6 5 ft. 2 ft.
Voidcarpet gp 1T 11 50 1/4 1/2T 30 ft. 3.5 7 9 ft. 6 ft.

 

 

Ship Summary

Ship Cost Tons AC HP DT Crew Cargo Round MPH MC Keel Beam Weapons
Wasp Ship 20,000 gp 18T 15 250 15 8/18 10T 120 ft. 13.5 4 80 ft. 20 ft. B
Werewolf 240,000 gp 60T 13 400 10 24/60 30T 60 ft. 6.5 4 230 ft. 50 ft. B, x2M, Rg
Whaleship 90,000 gp 90T 16 550 15 20/90 50T 30 ft. 4.5 3 250 ft. 40 ft. J
Whelk 120,000 gp 40T 13 300 10 30/40 20T 90 ft. 10 4 120 ft. 30 ft. M, J
Wraithship 55T 14 275 10 20/40 20T 120 ft. 13.5 3 130 ft. 30 ft. x2B, M
Wreckboat 4,000 gp 4T 15 120 15 1/4 1/2T 175 ft. 20 7 30 ft. 15 ft. B
Xebec 18,000 gp 12T 14 200 10 5/12 6T 90 ft. 10 2 65 ft. 15 ft. Bo, J, Rb
Yawl 76,000 gp 7T 19 135 15 2/2 90T 60 ft. 6.5 2 30 ft. 10 ft.
Yawl Wagon 1,000 gp 1T 15 100 15 0 2T 1
Zeppelin gp 22T 13 105 5 6/22 16T 90 ft. 10 4 150 ft. 40 ft. x2B, M

Ad = Adamantine Drill

B = Ballista

Be = Beholder

Bo = Bombard

Bw = Breath Weapon

E = Eye Weapon

F = Fire projector

Gb = Spacesea Giant with Boulder

GC = Great Cannon

H = Harpoon

M = Magonel

Mi = Mines

MM = Magic Missile

Rb = Ram, Bludgeoning

Rp = Ram, Piercing

Rg = Ram, Grappling

T = Tentacles

Tl = Tangle Line

Ts = Tail Sting

Wc = Water Cannon

 

 

Section 3 - Ships

Standard Ship Positions

While a spelljamming vessel at the minimum requires a pilot to maneuver the vessel, on any sizable ship there are number of positions that characters might fulfill - other than as crew or passengers. The more notable positions are listed below, along with their duties and possible skills they need to perform those duties.

Pilot

Required

This is the individual responsible for maneuvering the vessel at spelljamming and tactical speeds. Spelljamming ships rarely turn on a dime, thus the pilot generally relies on Spelljammer Vessel (Wis) skill checks to deftly maneuver the vessel to a desired position.

Combat Action: You can use Spelljammer Vessel (Wis) to make initiative rolls.

Captain

Required

This individual is responsible for the efficient running of the ship, and has the final say in all matters regarding the ship’s disposition. The captain’s duty is to co-ordinate the actions of everyone else aboard the ship. On some ships, the pilot also acts as the Captain, but in stressful situations such as combat the demands of maneuvering and commanding is difficult, causing such an individual to suffer disadvantage on skill checks for both positions.

Combat Action: Make a DC 15 Persuasion (Cha) check. On a success one other position on the ship gains advantage on its next d20 roll.

Cook

Optional

This individual is responsible for feeding and watering the crew. Many are consummate rumormongers as well, and are charged with keeping up the morale of the crew along long voyages. Cooks need to be proficient with Cooking Utensils (Int), and it never hurts to be good at Performance (Cha) and Insight (Cha). Cooks tend to work hand-in-hand with the Quartermaster, and it may even be a position filled by the Quartermaster themselves.

Engineer

Optional This individual is resposible for co-ordinating and maintenence of the ship’s seconday power source. They must be able to quickly take orders from the pilot and initiate any course or speed changes. The engineer should be proficient in Smith’s Tools and Persuasion (or Intimidation) to get the best effort out a crew that powers the secondary power source. This position might be combined with the Pilot, Captain or First Mate’s position on some ships.

Combat Action: Make a DC 15 Arcana (Int) check. On a success, you can increase the ship’s Speed by 1.

First Mate

Optional

The first mate is generally only a position filled on large ships that have a significant number of crew on board. They are the assistant to the Captain, ensuring the orders given to them are filled out by the crew in an efficient fashion, allowing the Captain to tend to other duties. They should be skilled in Charisma (Persuasion), Wisdom (Insight) and Charisma (Intimidation) when the situation calls for it. On some ships, the First Mate may act as a Navigator, or may even be the spokesperson for the crew, relaying their mood and needs to the Captain. Combat Action: During Boarding Actions, you replace the d20 roll with a Persuasion (Cha) or Intimidation (Cha) check.

Optional

This individual is responsible for tracking the course of the vessel. They must be able to juggle many facts at once to both know where they’ve been, where they are going and how long it will take them. They generally use Survival (Wis) to plot courses directly, though a dose of Intelligence (History) is often desired to know about the local inhabitants and hazards in an area. Military vessels and ships with valuable cargo generally have a dedicated individual as the navigator - who keeps the route secret from the general crew. Most other vessels regulate the navigator’s job to the Pilot, Captain, Master of the Tops or First Mate.

Combat Action: Make a DC 15 Insight (Wis) check. On a success, one enemy ship you select must truthfully tell you its speed and which direction it intends to turn for the round.

Tops

Optional

This individual is responsible for adjusting whatever means the vessel uses for maneuvering at tactical speeds - usually sails. The Master of the Tops generally isn’t actually maneuvering the ship, but instead adjusting and trimming the sails to catch the maximum amount of celestial winds to keep the vessel moving. This generally requires a Wisdom (Nature or Survival) skill check to get top speed. In a pinch, the Pilot can also acts as the Master of the Tops, but attempting to do both jobs at once inflicts disadvantage on both checks.

Combat Action: Make a DC 15 Spelljammer Vessel (Wis) check. On a success, the ship’s Manueverability Rating is increased by 1, up to 7.

 

 

Quartermaster

Optional

This individual is responsible for storing and doling out supplies on the vessel. Generally the quartermaster holds the money purse for the ship, doling out salaries as well as being in charge of purchasing supplies for the next voyage. The quartermaster’s duties requires a mix of Intelligence (Investigation) to locate hard-to-find items, Charisma (Persuasion) to barter deals and Intelligence (Survival) to properly plan purchases for upcoming voyages. During a voyage, the quartermaster may also act as the ship’s cook, since its food stores are their responsibility. On very small ships, the Captain or Pilot may act as the quartermaster.

Combat Action: Make a DC 15 Persuasion (Cha) check. On a success, a number of ship weapons equal to your proficiency bonus use one less load of ammuntion apiece when used.

Weapons Master

Optional

This individual is responsible for the co-ordination of a vessel’s weapons and armory. This individual is in charge of training the crew to fight and fight effectively. They also generally are in charge of the keys to the armory - a position not enviable for those on a ship nearing mutiny. A Weapon Master’s duties generally come on line in combat, but in-between combats their duties include training others in the use of personal and ship-board weapons, as well as keeping the crew discipline in line - usually through Charisma (Persuasion), but Charisma (Intimidation) if necessary.

Combat Action: Make a DC 15 Seige Weapon (Int) check. On a success, a number of ship weapons equal to half your proficiency bonus attacks with advantage.

Surgeon

Optional

This individual is responsible for the well-being of the crew. They monitor for diseases, such as scurvy, as well as treat any illnesses. They may also need to perform first aid or even surgery on members of the crew. Surgeons need to be proficient with Intelligence (Medicine), and it is helpful to have proficiency with Surgery Tools and Healer Kits.

Combat Action: Make a DC 15 Medicine (Wis) check. On a success, turn a Wounded crew counter to Beaten or prevent a Wounded crew counter from being Destroyed.

Shipsmith

Optional

This individual is in charge of repairs performed on the ship. They provide routine maintenance of the ship’s hull, as well as examining the ship for damage or wear. Shipsmiths need to be proficient with Smith’s tools and/or Carpentry tools, based on the ship’s materials. On smaller ships this may be a job assumed by the First Mate or Quartermaster.

Combat Action: When the ship is struck by an enemy weapon, make a DC 15 Carpentry (Str) check. On a success, half the damage from the attack. This can only be done once per turn.

 

 

Section 3.1 - Ship Building

The information below can be used to customize or otherwise use as a basis to create your own ship or to modify existing ones.

1. Select Tonnage

Select your ship’s tonnage, from 1 to 100 tons.

2. Determine Size

Using the tonnage, determine the width of the ship (beam), the length of the ship (keel) and the number of decks the ship has.

3. Material

Determine the material that the ship is made of. This will set the base AC for the ship, its raw cost and overall hit points.

4. Determine Cargo Tonnage

Cargo tonnage is equal to half the ship’s overall tonnage, but can be increased or decreased at a cost.

5. Select Modules

Based on the ship’s tonnage, this will provide space for weapons and any special locations or features of the ship. The modules you select will affect the final price of the ship.

6. Determine Power Source and Backup Power Source

In this step, you purchase the spelljamming power source and any backup power source to allow the ship to move at tactical speed.

7. Determine Speed and Manueverability

In this step, you use the ship’s tonnage, spelljamming helm, backup power source and any speed modification modules to calculate the ships’s spelljamming speed and its tactical speed.

8. Select Weapons

If you purchased any weapon mount modules, you can now place armaments on your ship. This will affect the minimum crew for the ship and overall cost.

9. Determine Crew

At this time, calculate the minimum crew, based on ship positions. A full crew is always equal to the tonnage of the ship. If you are outfitting the ship for use, you now select the training level of the crew, which will affect the ship’s final cost.

10. Determine Final Cost

Add all prices up from the previous steps to determine the cost of the ship.

Tonnage

Spelljamming ships under 5 tons are exceptionally difficult to control at spelljamming speeds, and quickly break down after only a few days at spelljamming speed. On the other end of the spectrum, normal spelljamming helms cannot move a vessel over 100 tons in weight.

A ship’s tonnage determines the ship’s base Manueverability Class (MC) and the speed modifier for its tactical speed power source.

Tonnage
Ship Base Base
Tonnage Class MC Speed MPH
1-5 Shuttle 6 150 ft. (17 MPH)
6-10 Light 5 130 ft. (15 MPH)
11-25 Medium 4 120 ft. (13.5 MPH)
26-50 Heavy 4 90 ft. (10 MPH)
51-75 Ship of the Line 3 60 ft. (6.5 MPH)
76-100 Dreadnought 3 30 ft. (4.5 MPH)
100+ Starbase 2 15 ft. (1.5 MPH)

 

 

Size

Spelljammer ship tonnage is not a weight measurement, but a dimensional measurement. One ton is approximately 100 cubic yards or a cube 15 feet on each side.

The table below give quick calculations for the keel length of a spelljamming ship, based on its beam width. The bolded column indicates the “perfect ratio” for a earth-based style ship where the ratio of beam, keel and tonnage match real world ships.

The table below assumes one deck. If you wish to have multiple decks, shorten the keel to “stack” the decks. For example, if you had a 10 ton ship with a beam 20 ft. wide, you might want split the ship into two decks, with one being 85 feet long and the second deck being 80 feet long. The split does not have to be even; for example, if you wanted a 40 ton galleon with a 30 ft. beam, you could give it two main decks each 165 feet long (330 ft.), with a fore and aft top deck 60 feet long (an additional 120 ft, for a total 450 ft.)

Keel Length
Tons 10 ft. 15 ft. 20 ft. 25 ft. 30 ft. 40 ft. 50 ft.
1 30 20
2 65 45 30 25
3 100 65 50 40 30
4 135 90 65 50 45
5 165 110 80 65 55
6 135 100 80 65 50
7 155 115 90 75 55
8 180 135 105 90 65 50
9 200 150 120 100 75 60
10 225 165 135 110 80 65
15 335 250 200 165 125 100
20 450 335 270 225 165 135
25 560 420 335 280 210 165
30 675 505 405 335 250 200
35 785 590 470 390 295 235
40 900 675 540 450 335 270
45 1010 755 605 505 375 300
50 1125 840 675 560 420 335
55 1235 925 740 615 460 370
60 1350 1010 810 675 505 405
65 1460 1095 875 730 545 435
70 1575 1180 945 785 590 470
75 1685 1265 1010 840 630 505
80 1800 1350 1080 900 675 540
85 1910 1430 1145 955 715 570
90 2025 1515 1215 1010 755 605
95 2135 1600 1280 1065 800 640
100 2250 1685 1350 1125 840 675

When determining your ship’s layout, consider one ship deck to be 10 feet tall.

Material

A ship’s basic material determines several things. See the material table below to determine hit points.

Material Cost AC HP DT
Leather/Canvas 50 gp 11 5
Bone 150 gp 12 5 5
Ceramic 600 gp 13 5 10
Crystal 5,000 gp 14 5 15
Stone 1,500 gp 17 5 15
Metal 2,700 gp 19 5 15
Wood 300 gp 15 5 15
Thin Wood 150 gp 14 5 7
Thick Wood 500 gp 16 5 15

Armor Class (AC)

The ship’s basic overall Armor Class. This can be modified by an Armor Plating module or magical items built into the ship. Mundane spells such as mage armor, shield, shield of faith and barkskin cannot be used on a vessel, and thus have no effect on its AC.

Hit Points (HP)

This is the number of hit points that the ship recieves base on its tonnage. A ship of at least 1 ton starts with 100 hit points, plus an additional 5 hit points per ton of the vessel’s mass.

Damage Threshold (DT)

Before a weapon attack can deal any damage to the vessel, the total damage of the attack must equal or exceed the Damage Threshold. When met or exceeded, the ship takes the full damage of the attack.

 

 

Modules (Optional)

The table below shows the amount of module space a spelljamming ship has available, based on its tonnage.

Total Module
Tonnage Tons
2-6 1
7-12 2
13-18 3
19-24 4
25-30 5
31-36 6
37-42 7
43-48 9
49-54 10
55-60 11
61-66 12
67-73 13
74-78 14
79-84 15
85-86 16
97-100 17

The following modules can be purchased for spelljamming ships

Min
Module Cost Tons
Brig 200 gp 1
Bulwark 100 gp 1
Food Galley 750 gp 2
Quarters, Double Bunk 250 gp 1
Quarters, Passenger 1,000 gp 1
Quarters, Single Bunk 500 gp 1
Quarters, Triple Bunk 100 gp 2
Propulsion Bench 75 gp *
Rigging 350 gp 1
Smuggling Hold 850 gp 1
Storage Locker 150 gp 1
Storage Tank 300 gp 1
Weapon Mount 250 gp 1
Work Area 200 gp 1

Modules are specialized areas of the ship that are cordoned off from the a ship’s cargo or other open areas. They have a specialized use that adds a small bit of overhead to a ship’s construction costs. You can purchase and combine multiple tons of a given module to create larger or multiple areas on the ship.

Unused Module tons can be converted to Cargo space, and vice versa. However, it is very rare for a ship to dip below half of its cargo tonnage, even for passenger liners.

Brig

A specialized storage locker, brigs are lockable cages for keeping live beasts, unruly crew or prisoners. They are generally made of metal and have a good lock on them (DC 15 Lock). A brig can be made into up to four seperate cells per ton. They normally are made to hold up to 2 medium-sized prisoners per cell, with a maximum capacity 18 medium-sized prisoners per ton.

Bulwark

This extra reinforcement of the ship, taking up space to give the ship an extra 25 hit points.

Food Galley

Generally only found on larger ships, a food galley is essentially a kitchen, complete with some sort of stove for cooking and preparing food. Due to the flammable nature of most ships, galleys are lined or treated with special materials or use special construction to keep from burning down the ship, hence their expensive nature.

One ton of food galley can accomodate 9 crewmembers at one time. Generally, a ship only needs a food galley for a crew of 30 or more, and is usually large enough to accomodate 1/3 of the crew at any given time. For example, a Flying Fish has a crew of 25, but decides it wants to add a food galley. One third of it’s crew is 8, so a single ton for a food galley module would be sufficient for the ship.

Quarters

Quarters contain isolating walls for some level of privacy and sepration from a ship’s cargo. It also containing one or more beds (or hammocks) and a storage locker or other way to secure the crew’s.

Passenger quarters tend to be the most flamboyant, to make guests comfortable on long voyages and attractive to draw paying customers. These quarters always have a bed and are usually large enough for additional furniture - with a wardrobe closet and table being common amenities. Passenger quarters can accomodate up to 2 passengers per ton. Multiple tons are often combined to create larger suites or multiple but seperate cabins.

Triple Bunk quarters are generally quite tight. They are usually reserved for bunking crew or soldiers for short duration trips. Hammocks are the common form of bed, but stacked cots are possible. There is rarely any room for personal gear other than a hook or peg to hang things upon. Triple Bunk quarters must be purchased in a minimum of two tons. Each ton actually contains enough space to hold 18 medium-sized individuals, or up to 27 medium-sized individuals on short trips.

Double Bunk quarters are the standard accomodation for crews on most ships. It consists of either two hammocks or a bunk bed with space underneath the lower bunk for a trunk or rucksack to store personal goods. Each ton contains enough space to comfortably fit 12 medium-sized individuals, and can support up to 18 medium-sized individuals for a short time.

 

 

Single bunk quarters are generally reserved for ship officers or the captain. They are actually a grade below passenger quarters, tending to be more utilitarian than roomy. More often than not, they have a bed instead of a hammock. However, they can be fairly spaceous and if consisting of several tons may have room for extra furniture or decorations such as wardrobes, tables or bookshelves. Each ton of a single bunk quarter supports up to 4 seperate rooms with a single bunk each. Often multiple tons are combined to create one room for a captain, admiral or other important crew member.

Rigging

This module covers rudders, fins and rigging lines and other features that enhance a ship’s maneuverability. A vessel using sails already has basic rigging included in its tonnage. Adding a rigging module is done to further increase a ship’s handling. If a certain amount of ship’s tonnage is dedicated to rigging, increase the ship’s manueverability as follows.

1/10th ship’s tonnage increase the ship’s manueverability class by 1, up to 7.

1/5th ship’s tonnage increase the ship’s manueverability class by 2, up to 7.

Propulsion Bench

This module must be bought in pairs if the ship has a beam wider than 15 feet. Each ton consists of enough benches to comfortably seat up to three medium sized individuals, or can seat up to six medium sized individuals in a confined space. One ton of propulsion benches accomodates 1 unit of power for Oars or a Propeller, or 2 units if confined quarters are used.

Smuggling Hold

This is a concealed section of the ship used to hide goods or even individuals. They may be false floors, a room accessed by a secret panel or door or even a false ceiling. Those searching in the immediate vicinity of a suspected smuggling hold can find it with a successful DC 15 Perception (Wisdom) check. Locating the mechanism of a discovered smuggling hold requires a successful DC 15 Investigate (Int) check for those who are not already familiar with how to access the area.

Storage Locker

This is an isolated, lockable room (DC 12 Lock) that is used to store valuables or other items that need to be isolated in some manner. They may be used to store and protect food, bombard powder or other ammunition, monetary goods, weapons or other items. They are required for furnace and boiler secondary power sources. In the latter two cases, they take up 1 ton per 10 power units.

Storage Tank

This is a sealed container for holding water or other liquids on-board with little risk of them being tipped over or otherwise spilled. They are required for boiler secondary power sources. The storage tank takes up 1 ton per 10 ship tons.

Weapon Mount

This sets aside space to mount weapons on the ship. This mount consists of a turntable to maneuver the weapon in 360 degrees, a means to attach the weapon on the turntable and space for 20 pieces of ammunition.

Work Area

This is a room or space set aside to hold specialized equipment and a work bench or table on which to perform tasks. This may range in items from a cartographer’s table, surgeon’s table, a cook’s prep area, a wizard’s lab, a cleric’s altar or a carpenter’s workbench. It is assumed to include basic tools and 20 uses of supplies for the individual to perform their duties or other sundry tasks.

 

 

Power Sources

There are a variety of methods by which a spelljamming ship can swiftly travel through Wildspace. The major known and widely used power sources are listed below. Their cost is not factored into the base cost of the ship, and must be purchased seperately.

Spelljamming Helms
Ship
Weight
Helm Type Cost SR(max) Max
Minor Helm 7,500 gp 1 50 tons
Major Helm 17,000 gp 1 (2*) 100 tons
Series Helm 10,000 gp 1 50 tons
Pool Helm 12,000 gp 1 +50 tons
Orbus 30,000 gp 1 +20 tons
Forge 50,000 gp 1/2 700 tons
Gnomish Helm 5,000 gp +1/2 (1) +25 tons
Crown of Stars Artifact 1 50 tons
Furnace 3,500 gp +1/2 (2) +25 tons
Artifurnace Artifact 1 100 tons
Lifejammer 5,000 gp +1/2 (2*) +25 tons
Eldritch Engine 9,000 gp +1/2 (1) +20 tons

Spelljamming Rating (SR)

Use this modifier when calculating spelljamming speeds (normally 1,000 mph).

Ship Weight Max

Each spelljamming helm has a maximum ship tonnage that it can power. Multiple Pool helms, Orbi, Furnaces, Lifejammers and Eldritch Engines can be combined together to power heavier ships.

Minor Helm

Minor helms are the typical device used to control a spelljamming ship. It can take a variety of forms, from a simple wooden stool to a grand throne of any type. They must be physically affixed to the ship and attuned to the vessel via a ritual that takes one hour to complete. If the minor helm is ever removed from the ship it controls, its magic is lost.

Major Helm

Major helms are relatively rare and can usually be easily differentiated from minor helms by their superior craftsmanship and unusual appearance. A major helm is bound to a ship via a ritual that takes an hour to complete. It can be moved around the ship, but must be in contact with the hull to be used. However, if the helm is removed from the ship, or the ship is destroyed it can be bound to a new ship by placing it on the new vessel and performing the hour-long ritual to bind it to the new ship. When this is done, any connection to the old ship, if it still remains, is lost.

A Major helm can have a Spelljamming Rating (SR) of 2, but only for ships of 50 tons or less.

Series Helm

A series helm is a pool of two or more spelljamming helms slaved together. If one pilot is taken out, as long as there is at least one additional pilot in the pool, control of the ship is unaffected. Unfortunately with a series helm, the multiple pilots do not combine their abilities to enhance control of the ship as in a pool helm. Likewise, if the pilots do not agree on the ships course, each round the pilots must make a Charisma ability check, with the highest result taking control of the ship. While this generally causes no issues over a long voyage, it can create a lot of havoc in battle where split-second unison is required to be effective.

Pool Helm

A pool helm is similar to a series helm, consisting of two or more minor spelljamming helm. However, unlike a series helm the pilot’s ability creates a singular pool of power that creates a more powerful force the more members it contains. Unlike a series helm, in a pool helm one individual is in control of the ship and all other individuals contribute power to the primary pilots control of the ship.

Orbus

Orbus are special offshoots of the beholder race whose primary function is to provide power to a ship - primarily a beholder vessel. They can be used to power any vessel they attune to, but their difficult creation and general greed of beholders make them very difficult to acquire.

Forge

A forge is a magically induced fiery crucible that is used to propel vessels in space. A forge is powered by the act of a craftsman using the crucible to forge items of value. For every 10 gp value of items created in the forge, it provides one hour of power to the vessel. Forges are powerful enough that they are used to primarily move large objects such as asteroids or other such massive objects.

Gnomish Helm

These bizarre contraptions appear to be slapdash clockwork or steamwork spelljamming helms, powered by quasimagical means. They can be dangerous things, requiring frequent maintenance to keep some sort of semblance of functionality.

 

 

Crown of Stars

These magical artifacts take the appearance of a worn piece of jewelry, ranging from a ring, armband, necklace, torc or crown. Unlike a helm, they do not need to be affixed to a ship to function, though they can only be bound to a single ship and require one hour of attunement to power the vessel. Once attuned, the crown and its bearer can travel any distance from the attuned ship - as long as they remain on the same plane - and the bond is not broken. While they are best used while aboard the bonded vessel, they can be used to remote pilot a ship - though doing so is done at a disadvantage.

Furnace

An older form of spelljamming, furnaces were the precursors to forge helms. Using a magical crucible, they consume objects to provide spelljamming power.

If fed mundane items, the item is consumed and provide 1 hour of spelljamming power per 5 pounds of material that is burned. The material to be burned in this manner, of course, must be easily combustible - such as wood, paper, coal and the like.

If fed a magic item, the item is consumed and provides 12 hours worth of power per rarity of the item (common = 12 hours, uncommon = 24 hours, rare = 36 hours, very rare = 48 hours, legendary = 60 hours).

Artifurnace

A refined version of the furnace, this helm consists of a platform or other form of storage for an artifact or relic. It then uses the magic from this artifact or relic to power vessel. The item is not destroyed by the furnace, but instead provides unending power for the helm to operate on. Best of all, the item may still be used while providing power to the vessel - as long as the item remains within the confines of its seat of power.

Lifejammer

These evil devices are powered by the life force of other creatures. They take a variety of forms from torturous chairs to iron maidens or cruel cages. By draining the life force of those confined within the helm, it provides motive power to the vessel. Unlike other helms, the individuals attached to the helm have no power over the speed or course of the vessel. An independant throne, linked to the lifejammer allows an attuned pilot to control the direction and speed of the vessel. Like a pool helm, multiple lifejammers can be linked together to feed into the pilot’s chair to control larger or quicker vessels.

An individual lifejammer helm holds the victim in place (Escape DC 22). When initially placed in the helm and for each hour of use, the victim must make a DC 15 Constitution save. On a failure the helm drains one hit point from the victim and provides one hour of use. Victims cannot rest to regain hit points or use hit dice while restrained in a lifejammer helm.

A lifejammer can be used to obtain a Spelljamming Rating (SR) of 2, but only if the ship’s tonnage is 50 tons or less.

Eldritch Engine

This is a catch-all phrase used for exotic spelljamming helms. They vary widely in appearance and means of use, but provide the same function as a regular spelljamming helm. They can be used by any individual knowledgable about their use and do not require class levels in a spell-using class to function. Eldritch engines can be slaved together in a manner similar to a pool helm, with one engine in control and the remainder combining a pool to add their power to the primary.

Backup Power Sources

While a spelljamming helm provides the incredible speeds needed to move from world to world, ships need a secondary form of locomotion when slowed to tactical speed. Though in theory a spelljamming helm could perform this task, it does so clumbsily and imprecisely in jerking stops and starts.

Backup Power Sources
Cost per
Source Ship Ton
Astral Feathers 12 gp
Boiler 5 gp
Crystal Sails 15 gp
Furnace 15 gp
Night Sails 8 gp
Oars 2 gp
Propeller 7 gp
Solar Sails 10 gp

Each ship needs to be supplied with at least one backup power source to control the ship at non-spelljamming speeds.

A ship can have multiple backup power sources, or mixed forms of power sources - usually helpful if one or the other power source should break down or be destroyed. A ship that gains an advantage from a power source (such as being in the dark with Night Sails) must have at least 50% devoted to the power source that provides an advantage.

If you wish to increase or decrease the base speed of a ship, consult the table below. For every 5 ft. you wish to increase or decrease the ship’s speed, the back up power source takes up or gives back the tonnage space indicated on the table below. You can never gain back more than 1/2 the ship’s space by decreasing the ship’s speed.

 

 

Speed Increase/Decrease
Ship Tonnage Space Used
1-5 1/4 tons
6-10 1/2 tons
11-25 1 tons
26-50 2 tons
51-75 3 tons
76-100 4 tons
101+ 5 tons

Astral Feathers

Woven into sails, these multicolored feathers works like solar sails in Wildspace, but provide additional power when brought into the Astral Sea, increasing ship speed by 10 ft. per round in the Astral Sea. Likewise, in the Astral Sea, the ship’s Manueverability Class is improved by 1, up to 7 when it is exclusively powered by Astral Feathers. Astral Feathers can be adjusted and controlled by the spelljammer pilot.

Crystal Sails

While crystal sails harness celestial winds to move similarly to solar sails, they are also living structures that produce air, slowly refreshing a vessel’s air as it moves. Crystal sails replenish 1 ton of air an hour per 10 ship tons. Crystal Sails function in the Astral Sea, but produce no air in that realm. Crystal Sails can be adjusted and controlled by the spelljammer pilot or adjusted by the crew on a ship.

Night Sails

While solar sails use celestial winds to power them, night sails use the cold of deep space to provide motive power. The further the vessel is from a radiant celestial object, the better they work.

When more than 70,000 miles from a radiant celestial body or in the shadow of a celestial object when within 70,000 miles, they increase the Manueverability Class of the vessel by 1, up to 7. Also, Perception (Wis) checks to spot a vessel bedecked with night sails is made at a disadvantage.

Night sails work normally in the Astral Sea, but provide no Manueverability Class bonus. They do still cause Perception (Wis) checks to be made at disadvantage.

Night sails can be adjusted and controlled by the spelljammer pilot or adjusted by the crew on a ship.

Solar Sails

The most common form of providing spelljamming ships with a tactical speed, these gossamer sails run on celetial winds that move through a Wildspace system. Solar sails are the default method of propulsion of most spelljamming races. They work in both the Astral Sea and Wildspace. Solar sails can be adjusted and controlled by the spelljammer pilot or crew aboard the ship.

Oars

Perhaps the second most common form of tactical locomotion, these special oars are treated so that they act like seaborne oars in areas of astral rivers, seas or lakes in Wildspace or anywhere in the Astral Sea. Oars require the installation of propulsion bench modules to be powered. Oars are favored by mind flayers and their allies. Oars are controlled by a crew member seperate from the spelljammer pilot.

Boiler

This strange invention consists of an iron or brass cylinder filled with heated water. As the water turns to steam it turns gears that provide a magical force to propel the vessel through Wildspace. A boiler requires a storage locker module to store the fuel for the boiler, and a tank module to contain the water. Boilers are favored by gnomes and their allies. Generally, an engineer controls the boiler, but it is possible to place the control panel at the spelljammer’s helm.

Furnace

Similar to the Spelljamming furnace, this lesser furnace burns fuel to produce a motive force to propel a vessel through Wildspace. Dwarves jealously guard the secret to combine spelljamming furnace and a tactical furnace in one object, reducing the space taken up for two seperate forms of movement. A furnace requires a storage locker module to store the fuel for the furnace. Furnaces are favored by dwarves and their allies. An engineer controls the furnace instead of the spelljammer pilot.

Propeller

Another odd invention, this power source uses a series of pedals connected to chains to turn a propeller at the sides or rear of the vessel. Propellers require the installation of propulsion bench modules to be powered. Propellers are favored by giff and their subjects. Like oars, they are controlled by a crew member seperate from the spelljammer pilot.

For example, a flying fish starts as a Medium ship (25 tons) with a base speed of 120 ft. per round. If equipped with Solar Sails, it would add 250 gp to the ship’s cost.

To increase the flying fish’s speed to 130 ft. per round using Solar Sails, you would need to dedicate 2 tons of ship space to the extra rigging, at a cost of 20 gp.

If you wish to decrease the flying fish’s speed, you could regain up to 17 tons of space, dropping the ship’s speed down to 35 ft. per round and reducing the ship’s price by 170 gp.

 

 

Weapons

Weapons
Weapon Load Ship
/Aim Hex Scale
Weapon Cost AC HP /Fire Range Range Damage Damage Special
Ballista 50 gp 15 50 1/1/1 120/480 3/11 16(3d10) P 3d6
Beamer -/1/1 350/1,500
Bombard 2,000 gp 19 75 1/1/1 600/2,400 13/53 44(8d10) B 8d6
Drill
Magonel 100 gp 15 100 2/2/1 200/800 5/18 27(5d10) B 5d6 60 ft. min range
Jettison 2/—/1
Great Bombard 3/—/1
Great Rocket 5/—/1 1,000/5,000 22/37 20 ft. sphere
Fire Projector 1/1/1 120 3 33(6d10) F 6d6
Lightning Rod —/1/1 180 4 33(6d10) L 6d6
Magic Missile —/1/1 240 5 22(4d10) F 4d6 Attack with Advantage
Mine Dropper 1/—/1
Psychic Scream —/1/1 120/480 3/11 33(6d10) T 6d6
Ram, Blunt 2d10 + 1/5 Tonnage d10 2d6 + 1/5 Tonnage
Ram, Grappling 2d10 + 1/5 Tonnage d10 2d6 + 1/5 Tonnage
Ram, Piercing 2d10 + 1/5 Tonnage d10 2d6 + 1/5 Tonnage
Rocket 1/1/1 400/1,200 9/27 27(5d10) F 5d6 10 ft. sphere
Sweeper 1/1/1 120/480 3/11 22(4d10) B 4d6 Crit 19-20; Crit always Crew
Tail Stinger —/1/1 Reach
Tangle Line —/—/1 Reach
Tentacles —/—/1 Reach

Ram, Blunt & Piercing

When the vessel successfully performs a ram, it deals 2d10 bludgeoning or piercing damage, plus 1d10 bludgeoning or piercing damage per 5 tons of the vessel (minimum 3d10 total). Thus, a flying fish (25 tons) with a blunt ram would deal 7d10 bludgeoning damage and with a piercing ram would deal 7d10 piercing damage.

Ram, Grappling

When the vessel successfully performs a ram, it deals damage and initiates a grapple. Normally, this is 2d10 bludgeoning damage, plus 1d10 per 5 tons of the vessel (minimum of 3d10 total). Thus, a flying fish (25 tons) with a grappling ram would deal 7d10 piercing damage, and the two vessels would be grappled. To escape the grapple, the grappled ship must use its action to make a DC 15 Space Vessel (Int) check, freeing itself on a success. The ship that initiated the grapple can choose to end the grapple with a single action.

If the grappled vessel is twice the tonnage or more of the grappling vessel, the grappled vessel can continue moving, though its Manueverability Class is reduced by 1, down to 0. The converse is also true of the grappling vessel.

 

 

Crew

A spelljamming ship can safely host a crew equal to its tonnage. It can hold double that for short trips, and up to triple its tonnage in crew in emergencies.

The minimum crew for a ship to fully function is equal to 1/10th the ship’s tonnage, plus the crewmembers for each weapon (normally, one per load, aim and fire action), plus one for the pilot. For every ten crew members, one officer is needed.

Crew Rating

If you intend to use the tabletop rules for combat, you should precalculate the CR rating of the crew. A crew’s rating starts with a base of 1.

Take the full ship’s complement and subtract the weapon’s crew. Divide the result by the Counter value below to determine the number of crew counters the ship will recieve. If you have a remainder left over, round up to the nearest whole number if you are left with 6 crewmembers or more. If you have 5 crewmembers down to 2 crewmembers remaining, round up, but one of the crew counters starts as Wounded. If have 1 crew member remaining, discard the remainder.

Crew Size Base Rating
Size Counts As CrR
Small 1 1
Medium 1 1
Large 4 1
Huge 9 1
Colossal 16 1

For example, flying fish has a full crew complement of 25, with 8 weapon crew, leaving 17 crewmembers. If staffed by Medium creatures, it would have 2 Crew Counters with a Crew Rating (CrR) of 1.

Crew Rating Modifiers
Modifiers Mod
Green Crew -1
Skilled Crew +0
Veteran Crew* +1
Crack Crew* +2
Martial Pro. +1
CR above 1/2 +CR
AC 14 - 18 +1
AC 19 - 22 +2
AC 23+ +3
Damage Resist** +1
Damage Immune** +3

-* If the crew has a CR of 1 or greater ignore this modifier and use the CR instead -** Do not count if the enemy team can bypass the Damage Resistance or Immunity

From our example above, if the crew were veterans (+1), all proficient with martial weapons (+1) and wearing scale mail (AC 14, adding +1), they would have 2 Crew Counters with a Crew Rating (CrC) of 4.

Cargo

Generally speaking, a spelljamming ship has cargo space equal to half its tonnage. Ships devoted to transporting goods sometimes expand up to three-quarters of a ship’s tonnage for holding cargo. A ship can also reduce its cargo tonnage to increase space for modules to hold additional crew, weapons or purposes. Note that spelljamming ship tonnage is volume, not weight - a single ton accounts for a 15 foot by 15 foot by 15 foot (15 cubic feet) area.

 

 

Section 3.2 - Ships

This section gives complete stat blocks for the various ships, as well as any special rules or details. The hit points noted in brackets are used for the tabletop battle system.

Aerochariot

The is a one or two-person fighter designed to harrass the crew of enemy vessels. Normally, they can only operate within the confines of an air envelope, thus they are often used to protect space ports, asteroids or planets.

An aerochariot that can also operate outside of an air envelope (referred to as an aerospacechariot) costs 10x as much as a regular aerochariot.

Single person aerochariots can only fire once every three rounds, while a two-person fighter can fire once every other round.

Many aerochariots carry hand bombs, which are dropped by either the pilot or the second crewman. A fully loaded aerochariot can carry approximately 25 hand bombs.

Aerochariot

Gargantuan vehicle (space)


Cost
500 gp
Armor Class
12 (thin wood)
Hit Points
40 [8] DT 7
Crew
1/2 CrC — Counter
Cargo
Landing Gear
Land - yes / Water - yes
Tonnage
1 ton Speed 175 ft. (20 MPH) MC 7
Keel
40 ft. Beam 5 ft. Decks 1
Modules (1)
Weapon Mount
Helm
No Helm
Secondary Power
Solar Sails (aerospacechariot only) Power Units 35

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 1 or 2)
Cost
50 gp (ballista), 5 gp (bolt) Arc Fore
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire (undermanned)
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Hand bomb (crew: 1)

Cost 150 gp Arc special

Actions
1 fire
Att
DC 8 + Siege Weapon (Int); Dexterity save Range special Dam 10 (3d6) fire damage.

A hand bomb must be dropped while passing above another vessel, inside its air envelope.

Arrowship

The is a one or two-person fighter designed to harrass the crew of enemy vessels. They are often launched from larger ships to swarm and disable an enemy vessel. Their range is extremely limited due to the fact the pilot is encased in a lifejammer helm, so the trip is usually one-way if any spelljamming is required. In emergency situations, they can be used as lifeboats to reach nearby safe havens.

Arrowship

Gargantuan vehicle (space)


Cost
6,000 gp
Armor Class
15 (wood)
Hit Points
110 [22] DT 15
Crew
1/2 CrC — Counter
Cargo
1/2 Ton
Landing Gear
Land - yes / Water - no
Tonnage
2 tons Speed 150 ft. (17 MPH) MC 7
Keel
20 ft. Beam 20 ft. Decks 1
Modules (1)
Weapon Mount, Rigging
Helm
Lifejammer Helm
Secondary Power
Solar Sails

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Flame Projector (crew: 1 or 2)
Cost
Arc F/A
Armor Class
19
Hit Points
30
Cost
1,000 gp (flame projector), 5 gp (oil)
Actions
1 load/1 aim/1 fire (undermanned)
Attack
DC 8 + Seige Weapon (Int); Space Vessel (Wis) Range 120 Dam 33 (6d10) fire, half on a successful save
Piercing Ram
Cost
Included in ship cost Arc Fore

Att Space Vessel (Int) Range 0 Dam 22 (4d10) piercing damage, then comes to a dead stop.

 

 

Angelship

These wide-winged ships are often colorfully decorated. They are surprisingly agile and swift for their size. A popular variant of the Angelship is the Night Flyer variant, with the Solar Sails replaced with Night Sails.

Angelship

Gargantuan vehicle (space)


Cost
Armor Class
16 (thick wood)
Hit Points
265 [53] DT 15
Crew
8/33 CrC 1/3 Counters
Cargo
21 Tons
Landing Gear
Land - yes / Water - no
Tonnage
33 tons Speed 120 ft. (13.5 MPH) MC 5
Keel
130 ft. Beam 135 ft. Decks 2 (covered) +.5 (open)
Modules (6)
Weapon Mount x3, Triple bunk quarters x2, Single bunk quarters
Helm
Minor Helm
Secondary Power
Solar Sails Add’l Power Units 6

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P, F/S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp (magonel), (stone) Arc Aft
Armor Class
15 Hit Points 50
Actions
2 load/ 2 aim/ 1 fire
Att
Siege Weapon (Int) Range 200(min 60)/800 Dam :: 27 (5d10) bludgeoning

Anglership

This unusual ship is used for deep Wildspace exploration or by stealthy pirate crews. Its unusual main weapon gives off a glow that can be seen from great distances, luring curious ships to it. Pirates tend to paint the ship itself black, allowing them to slip close to an enemy before they can make out the source of the glow.

Anglership

Gargantuan vehicle (space)


Cost
33,000 gp
Armor Class
19 (metal)
Hit Points
250 [50] DT 15
Crew
8/30 CrC 1/3 Counters
Cargo
21 Tons
Landing Gear
Land - no / Water - yes
Tonnage
30 tons Speed 55 ft. (6 MPH) MC 4
Keel
90 ft. Beam 30 ft. Decks 3 (enclosed)
Modules (6)
Weapon Mount, Double bunk quarters x3, Single bunk quarters
Helm
Minor Helm
Secondary Power
Night Sails

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Lightning Rod (crew: 3)
Cost
50 gp (lightning projector) Arc F/P/S
Armor Class
19
Hit Points
100 (DT 15)
Actions
- load/1 aim/1 fire
Attack
DC 8 + Seige Weapon (Int); Space Vessel (Wis) Range 120 Dam 33 (6d10) lightning, half on a successful save.

 

 

Antlership, Tripoint

Antlerships are grown entities, believed to be created from the antler horns of some great spacefaring creature. These ships are almost exclusively manned by ghoulish undead and piloted by a powerful lich who hail from an unnamed chain of Wildspace worlds overrun by their kind.

Tripoint antlerships appear to be scouts sent to seek out and report Wildspace realms yet unclaimed by the unnamed empire of the dead.

Antlership, Tripoint

Gargantuan vehicle (space)


Cost
75,000 gp
Armor Class
13 (bone)
Hit Points
170 [34] DT 7
Crew
5/10 CrC —/1 Counter
Cargo
5 tons (100 Medium undead)
Landing Gear
Land - no / Water - no
Tonnage
10 tons Speed 105 ft. (12 MPH) Manuevability 3
Keel
45 ft. Beam 250 ft. Decks 1
Modules (3)
Weapon Mount, Work Area x2
Helm
Minor Helm
Secondary Power
Night Sails

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Animation Slab

As a ritual that takes one hour, a crewmember can animate up to 3 zombies from available corpses. Once this ability is used, it cannot be used again for 24 hours.

Weapon: Magonel (crew: 5)

Arc Turret

Armor Class
15
Hit Points
100
Cost
100 gp
Actions
2 load / 2 aim / 1 fire
Attack
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft.
Damage
27 (5d10) Bludgeoning
x2 Piercing Ram
Cost
Included in ship cost Arc Fore

Att Space Vessel (Int) (Advantage) Range 0 Dam 22 (4d10) bludgeoning damage, then comes to a dead stop.

Antlership, Quadpoint

Like its cousin, the tripoint antlership, the quadpoint antership is made of some sort of bony antler structure harvested by the legions of a mysterious undead empire.

Once the spacefarers of the undying empire locate a Wildspace realm worthy of conquering, a Pentapoint “base” is sent to the system with a host of quadpoint antlerships warships to subdue the local populace. The ships begin their campaign by passing low over the world to be conquered and dropping ghoulish marines and mindless zombies onto the world.

In these cases, the quadpoint’s cargo space is loaded with such undead, being able to carry up to 1,000 such undead per ship for the assault.

Antlership, Quadpoint

Gargantuan vehicle (space)


Cost
100,000 gp
Armor Class
13 (bone)
Hit Points
275 [55] DT 7
Crew
25/75 CrC 2/7 Counters
Cargo
37 tons (1,000 Medium undead)
Landing Gear
Land - no / Water - no
Tonnage
50 tons Speed 55 ft. (6 MPH) Manuevability 3
Keel
67 ft. Beam 250 ft. Decks 1
Modules (10)
Weapon Mount x2, Work Area x5, Cargo x3 (50 Medium undead)
Helm
Major Helm
Secondary Power
Night Sails

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Animation Slab

As a ritual that takes one hour, a crewmember can animate up to 9 zombies or 6 ghouls from available corpses. Once this ability is used, it cannot be used again for 24 hours.

Weapon: 2x Magonel (crew: 5)
Arc
Turret
Armor Class
15
Hit Points
100
Cost
100 gp
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning
x2 Piercing Ram
Cost
Included in ship cost Arc Fore

Att Space Vessel (Int) (Advantage) Range 0 Dam 66 (12d10) bludgeoning damage, then comes to a dead stop.

 

 

Antlership, Pentapoint

Like its brethren, the pentapoint antlership is made of some sort of bone-like antler shaped into a ship and piloted by a lich from an unnamed undead empire. The pentapoint is a command ship that acts as a base and operation center for lesser antlerships.

Unlike the quadpoint and tripoint, the pentapoint is rarely stuffed with undead for a world assault. Instead, it tends to contain the “nobility” of the undead empire - a collection of ghoul lords, vampires and their entourage who are masters over the myriad fleets of quadpoints in the assault.

However, that does not mean these ships are lightly defended - besides the crew and nobility a large contingent of powerful undead are kept on hand to repel boarders or reinforce nearby quadpoints.

Antlership, Pentapoint

Gargantuan vehicle (space)


Cost
150,000 gp
Armor Class
13 (bone)
Hit Points
600 [120] DT 7
Crew
50/100 CrC 5/10 Counters
Cargo
50 tons (Usually 5 tons reserved for undead; 100 Medium undead)
Landing Gear
Land - no / Water - no
Tonnage
100 tons Speed 45 ft. (5 MPH) Manuevability 3
Keel
67 ft. Beam 250 ft. Decks 2
Modules (17)
Weapon Mount x2, Passenger quarters x15
Helm
Major Helm
Secondary Power
Night Sails

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: 2x Magonel (crew: 5)
Arc
Turret
Armor Class
15
Hit Points
100
Cost
100 gp
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning
x2 Piercing Ram
Cost
Included in ship cost Arc Fore

Att Space Vessel (Int) (Advantage) Range 0 Dam 121 (22d10) bludgeoning damage, then comes to a dead stop.

Argosy

Used generally by the dwarf-like race known as the grav, this “ship” is a slow-moving asteroid that slowly traverses asteroid-laden systems in search of resources to mine. Access to the ships interior is hidden by cleverly crafted craters that conceal entrances or portholes to the exterior. Likewise, the ships weapons are hidden behind false rocky craters or outcroppings, which can be moved aside and extended to provide covering fields of fire.

Argosy

Gargantuan vehicle (space)


Cost
300,000 gp
Armor Class
17 (stone)
Hit Points
850 [170] DT 15
Crew
55/200 CrC 5/20 Counters
Cargo
100 tons
Landing Gear
Land - yes / Water - no
Tonnage
150 tons Speed 30 ft. (4.5 MPH) Manuevability 4
Keel
175 ft. Beam 175 ft. Decks 1 (enclosed)
Modules (30)
Weapon Mount x4, Triple bunk quarters x11, Double bunk quarters, Single bunk quarters, Food galley x6, Work area x5
Helm
Forge
Secondary Power
Furnace Add’l Power Units 3 (45 tons)

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Concealed Appearance

When not moving or attacking, an argosy is indistinguishable from an uninhabited asteroid. All Perception (Wis) and Investigation (Int) checks made to determine its true nature while inactive are made with disadvantage.

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc:: F/P/A, F/S/A
Armor Class
15
Hit Points
50
Cost
50 gp (ballista), 5 gp (bolt)

It takes one action to load the ballista, 1 action to aim it, and 1 action to fire it.

Weapon: x2 Magonel (crew: 5)
Arc
Turret
Armor Class
15
Hit Points
100
Cost
100 gp
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

 

 

Arkenaught

An arkenaught is a strange vessel used to transfer large numbers of individuals from one location to another - sometimes as troop transports or as trade or colonizing ships. They are usually oviod in shape, but can take a wide variety of forms, including that of massive sea-going passenger liners.

Most are unarmed, but those expecting the possibility of attack may reduce the crew quarters to mount a weapon or two - usually one 360 degree turret on top and one on the underside.

Arkenaught

Gargantuan vehicle (space)


Cost
400,000 gp
Armor Class
17 (stone)
Hit Points
1,100 [220] DT 15
Crew
2/300 CrC —/30 Counters
Cargo
100 tons
Landing Gear
Land - yes / Water - no
Tonnage
200 tons Speed 5 ft. (1.5 MPH) Manuevability 2
Keel
500 ft. Beam 300 ft. Decks
Modules (40)
Double crew quarters x25, Work Area x4, Food Galley x11
Helm
Series Helm
Secondary Power
Solar Sails Power Units 1

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Armed Arkenaught

Gargantuan vehicle (space)


Cost
400,000 gp
Armor Class
17 (stone)
Hit Points
1,100 [220] DT 15
Crew
2/300 CrC —/30 Counters
Cargo
100 tons
Landing Gear
Land - yes / Water - no
Tonnage
200 tons Speed 5 ft. (1.5 MPH) Manuevability 2
Keel
500 ft. Beam 300 ft. Decks
Modules (40)
Double crew quarters x20, Triple crew quarters x3, Work Area x4, Food Galley x11
Helm
Series Helm
Secondary Power
Solar Sails Power Units 1

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Magonel (crew: 5)
Cost
500 gp Arc Turret
Armor Class
15
Hit Points
100
Cost
100 gp
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam :: 27 (5d10) Bludgeoning

 

 

Armada, Elvin

These gossamer monstrosities are used both as fortresses and communities by astral elves. Like most of their ships, elvin armadas are grown from living crystal.

Armadas are usually “anchored” at a single location and only moved during times of war.

Armada

Gargantuan vehicle (space)


Cost
400,000 gp
Armor Class
13 (ceramic)
Hit Points
600 [120] DT 15
Crew
40/100 CrC 4/10 Counters
Cargo
50 tons
Landing Gear
Land - no / Water - yes
Tonnage
100 tons Speed 90 ft. (10 MPH) Manuevability 4
Keel
300 ft. Beam 30 ft. Decks 1
Modules (5)
Weapon Mount x10
Helm
Major Helm
Secondary Power
Solar Sails Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x6 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc x3 F/P/A, X3 F/S/A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: x6 Magonel (crew: 5)
Cost
500 gp Arc Turret
Armor Class
15
Hit Points
100
Cost
100 gp
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam :: 27 (5d10) Bludgeoning
Weapon: Jettison (crew: 3)
Cost
600 gp Arc Aft
Armor Class
15 Hit Points 100
Actions
2 load / 1 fire
Att
A ship that enters the jettison’s space must make a DC 15 Spelljamming Vessel (Int) check to avoid. Dam 11 (2d10) bludgeoning damage and enemy vessel comes to a dead stop.
Weapon: x2 Bombard (crew: 5)
Cost
2,000 gp Arc F/P, F/S
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam 44 (8d10) Bludgeoning

 

 

Balloon

A balloon is a canvas bag filled a lifting gas. They are incapable of spelljamming on their own, but are used to travel to or from vessels in orbit or used as observation platforms.

Balloon

Gargantuan vehicle (space)


Cost
Armor Class
11 (cloth and thin wood)
Hit Points
25 [5] DT 5
Crew
1/3 CrC — Counters
Cargo
Landing Gear
Land - yes / Water - no
Tonnage
1/2 ton Speed 20 ft. (2 MPH) Manuevability 1
Keel
20 ft. Beam 20 ft. Decks 1
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 1; undermanned)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

Batship

The batship is a unique vessel found in Realmspace. Its pilot bonds with the ship, and the ship in turns becomes an extension of the pilot.

While the ballistas aboard the ship have their own crew, the pilot operates most of the other weapons and can only use one attack a turn.

Batship

Gargantuan vehicle (space)


Cost
225,000 gp
Armor Class
16 (metal & crystal)
Hit Points
325 [65] DT 15
Crew
1/45 CrC —/4 Counters
Cargo
23 tons
Landing Gear
Land - no / Water - yes
Tonnage
45 tons Speed 105 ft. (12 MPH) Manuevability 5
Keel
180 ft. Beam 30 ft. Decks 2 (1 partially enclosed)
Modules (9)
Weapon Mount x4, Double Bunk Quarters x4, Single Bunk Quarters x2
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 21

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Breath Weapon (crew: pilot)
Cost
Arc Fore
Actions
1 fire
Att
DC 8 + Space Vessel (Int); Space Vessel (Wis) or Dex Range Cone 300 ft. Dam :: 93 (17d10) fire, half on a successful save

The breath weapon targets any vessel and exposed crew in the cone.

Grappling Ram (crew: pilot)
Cost
Arc Aft/Fore
Att
Space Vessel (Int) Range 0 Dam 60 (11d10) piercing damage and start a grapple.
Bite (crew: pilot)
Cost
Arc Fore
Atta
Space Vessel (Int) (crit 19+) Range 0 Dam 44 (8d10) piercing damage.
Grappling Hook
Cost
Arc Aft/Fore
Att
Space Vessel (Int) Range 90 Dam 16 (3d10) piercing damage and start a grapple.

 

 

Battlesteamer

The battlesteamer is the pinnacle of Giff shipcraft. These massive, unique ships are used to project a terrifying force against enemy fleets and bases.

Battlesteamer

Gargantuan vehicle (space)


Cost
10,000,000 gp
Armor Class
19 (metal)
Hit Points
600 [120] DT 15
Crew
68/100 CrC 7/10 Counters
Cargo
22 tons
Landing Gear
Land - no / Water - yes
Tonnage
100 tons Speed 60 ft. (6.5 MPH) Manuevability 4
Keel
200 ft. Beam 50 ft. Decks 3 (2 enclosed)
Modules (17)
Weapon Mount x25, Storage Tank x10, Storage Locker x2, Triple Bunk Quarters x3, Double Bunk Quarters x4, Single Bunk Quarters, Food Galley x3
Helm
Minor Helm
Secondary Power
Boiler Power Units 14

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x3 Giant Bombard (crew: 6)
Cost
60,000 gp (cannon) 1,000 gp (cannonball) Arc x2 F/P/S, A/P/S
Armor Class
19
Hit Points
250
Actions
3 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam 88 (16d10) Bludgeoning
Weapon: x16 Bombard (crew: 3)
Cost
2,000 gp Arc 8x P, 8x S
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam 44 (8d10) Bludgeoning

Battlewagon

Battlewagon

Gargantuan vehicle (space)


Cost
240,000
Armor Class
19 (metal)
Hit Points
500 [100] DT 15
Crew
40/160 CrC 4/16 Counters
Cargo
23 tons
Landing Gear
Land - yes / Water - no
Tonnage
80 tons Speed 60 ft. (5.5 MPH) Manuevability 3
Keel
150 ft. Beam 50 ft. Decks
Modules (5)
Weapon Mount x19, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Major Helm
Secondary Power
Solar Sails Power Units 12

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x6 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: x8 Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning
Weapon: Flame Projector (crew: 1 or 2; undermanned)
Cost
Arc F/A
Armor Class
19
Hit Points
30
Cost
1,000 gp (flame projector), 5 gp (oil)
Actions
1 load/1 aim/1 fire
Attack
DC 8 + Seige Weapon (Int); Space Vessel (Wis) Range 120 Dam 33 (6d10) fire, half on a successful save
Blunt Ram
Cost
Included in ship cost

Att Space Vessel (Int) Range 0 Dam 22 (4d10) bludgeoning damage, then comes to a dead stop.

 

 

Battle Barge

Battle Barge

Gargantuan vehicle (space)


Cost
60,000 gp
Armor Class
12 (thin wood)
Hit Points
400 [80] DT 10
Crew
24/60 CrC 2/6 Counters
Cargo
40 tons
Landing Gear
Land - no / Water - yes
Tonnage
60 tons Speed 70 ft. (8 MPH) Manuevability 2
Keel
145 ft. Beam 60 ft. Decks
Modules (5)
Weapon Mount x12, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Major Helm
Secondary Power
Solar Sails/Oars Power Units 14

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x6 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: x4 Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning
Weapon: x2 Jettison (crew: 3)
Cost
600 gp Arc Aft
Armor Class
15 Hit Points 100
Actions
2 load / 1 fire
Attack
A ship that enters the jettison’s space must make a DC 15 Spelljamming Vessel (Int) check with disadvantage to avoid. Damage :: 11 (2d10) bludgeoning damage and the enemy vessel comes to a dead stop.
Piercing Ram
Cost
Included in ship cost

Att Space Vessel (Int) Range 0 Dam 66 (12d10) bludgeoning damage, then comes to a dead stop.

Battle Dolphin

A battle dolphin has a sloop integrated into its upper hull. The sloop can be disengaged from the battle dolphin, but it leaves the hull of the battle dolphin unpowered.

Battle Dolphin

Gargantuan vehicle (space)


Cost
70,000 gp
Armor Class
15 (wood)
Hit Points
450 [90] DT 15
Crew
12/70 CrC 1/7 Counters
Cargo
35 tons
Landing Gear
Land - no / Water - no
Tonnage
70 tons Speed 115 ft. (13 MPH) Manuevability 4
Keel
250 ft. Beam 30 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Major Helm
Secondary Power
Solar Sails Power Units 23

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

 

 

Bloatfly

Bloatfly

Gargantuan vehicle (space)


Cost
140,000 gp
Armor Class
19 (metal)
Hit Points
340 [68] DT 15
Crew
6/40 CrC 1/4 Counters
Cargo
42 tons
Landing Gear
Land - no / Water - yes
Tonnage
48 tons Speed 60 ft. (6.5 MPH) Manuevability 3
Keel
155 ft. Beam 55 ft. Decks
Modules (5)
Weapon Mount x36, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 16

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x36 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc 9x F/P, 9x F/S, 9x A/P, 9x A/S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

Bolaship

Bolaship

Gargantuan vehicle (space)


Cost
25,000 gp
Armor Class
15 (wood)
Hit Points
225 [45] DT 15
Crew
10/25 CrC 1/2 Counters
Cargo
12.5 tons
Landing Gear
Land - no / Water - no
Tonnage
25 tons Speed 70 ft. (8 MPH) Manuevability 4
Keel
12 ft. Beam 15 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Bola Power Units 14

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Bola
Cost
Arc Fore

Armor Class 12 Hit Points 75 Att Siege Weapon (Int) Range 15 ft. Dam 5 (1d10) bludgeoning and start a grapple. The ship comes to a dead stop

 

 

Bombard

Bombard

Gargantuan vehicle (space)


Cost
50,000 gp
Armor Class
15 (wood)
Hit Points
300 [60] DT 15
Crew
20/40 CrC 2/4 Counters
Cargo
20 tons
Landing Gear
Land - no / Water - yes
Tonnage
40 tons Speed 90 ft. (10 MPH) Manuevability 3
Keel
140 ft. Beam 30 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x4, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 18

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc P, S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Attack
Siege Weapon (Int) Range 120/480 Damage :: 16 (3d10) piercing
Weapon: Giant Cannon (crew: 4)
Cost
100 gp 1,000 gp (giant cannonball) Arc Fore
Armor Class
19
Hit Points
250
Actions
3 load / — aim / 1 fire
Att
Seige Weapon (Int) Range 600 ft./2,400 ft. Dam :: 88 (16d10) Bludgeoning

Boneship

Boneship

Gargantuan vehicle (space)


Cost
24,000 gp
Armor Class
13 (bone)
Hit Points
185 [37] DT 7
Crew
1/12 CrC 1 Counter
Cargo
1 ton
Landing Gear
Land - no / Water - yes
Tonnage
12 tons Speed 130 ft. (15 MPH) Manuevability 5
Keel
200 ft. Beam 35 ft. Decks
Modules (5)
Helm
Minor Helm
Secondary Power
Night Sails Power Units 26

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P, F/S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Attack
Siege Weapon (Int) Range 120/480 Damage :: 16 (3d10) piercing
Weapon: Breath Weapon
Cost
Arc Fore
Actions
1 load / — aim / 1 fire
Att
DC 8 + Space Vessel (Int); Space Vessel (Wis) or Dex Range cone 90 ft. Dam :: 27 (13d10) force damage

The breath weapon damages the vessel and any exposed crew.

 

 

Caravel

Caravel

Gargantuan vehicle (space)


Cost
10,000 gp
Armor Class
15 (wood)
Hit Points
150 [30] DT 15
Crew
8/10 CrC 1 Counter
Cargo
5 tons
Landing Gear
Land - no / Water - yes
Tonnage
10 tons Speed 110 ft. (12.5 MPH) Manuevability 2
Keel
70 ft. Beam 20 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 22

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

Cargo Barge

Cargo Barge

Gargantuan vehicle (space)


Cost
25,000 gp
Armor Class
15 (wood)
Hit Points
225 [45] DT 15
Crew
0/2 CrC — Counters
Cargo
20 tons
Landing Gear
Land - yes / Water - yes
Tonnage
25 tons Speed 60 ft. (6.5 MPH) Manuevability 2
Keel
40 ft. Beam 20 ft. Decks 1
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
None or Minor Helm
Secondary Power
None or Boiler Power Units 12

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

 

 

Catamaran

Catamaran

Gargantuan vehicle (space)


Cost
500 gp
Armor Class
14 (thin wood)
Hit Points
140 [28] DT 10
Crew
1/2 CrC 2 Counters
Cargo
4 tons
Landing Gear
Land - no / Water - yes
Tonnage
8 tons Speed 175 ft. (20 MPH) Manuevability 6
Keel
25 ft. Beam 10 ft. Decks 1
Modules (5)
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 35

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Citadel, Heavy

Heavy Citadel

Gargantuan vehicle (space)


Cost
600,000 gp
Armor Class
17 (stone)
Hit Points
1,600 [320] DT 15
Crew
100/300 CrC 10/30 Counters
Cargo
150 tons
Landing Gear
Land - no / Water - no
Tonnage
300 tons Speed 5 ft. (.5 MPH) Manuevability 3
Keel
250 ft. Beam 200 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Furnace
Secondary Power
Furnace Power Units 1

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x24 Magonel (crew: 5)
Cost
100 gp Arc x6 F, x6 P, x6 S, x6 A
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Attack
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

 

 

Citadel, Light

Light Citadel

Gargantuan vehicle (space)


Cost
100,000 gp
Armor Class
17 (stone)
Hit Points
850 [170] DT 15
Crew
50/200 CrC 5/20 Counters
Cargo
50 tons
Landing Gear
Land - no / Water - no
Tonnage
150 tons Speed 30 ft. (4.5 MPH) Manuevability 3
Keel
250 ft. Beam 250 ft. Decks 2 (1 enclosed)
Modules (5)
Helm
Wind Captain’s Chair
Secondary Power
Wings of Stone Power Units 3

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x8 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc x2 F, x2 P, x2 S, x2 A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

Clipper

Clipper

Gargantuan vehicle (space)


Cost
195,000 gp
Armor Class
17 (metal & wood)
Hit Points
425 [85] DT 15
Crew
18/65 CrC 2/6 Counters
Cargo
23 tons
Landing Gear
Land - no / Water - yes
Tonnage
65 tons Speed 60 ft. (6.5 MPH) Manuevability 3
Keel
260 ft. Beam 40 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Major Helm
Secondary Power
Solar Sails Power Units 12

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x26 Bombard (crew: 5)
Cost
2,000 gp Arc x13 F/P, x13 F/S
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam 44 (8d10) Bludgeoning

 

 

Coaster

Coaster

Gargantuan vehicle (space)


Cost
10,000 gp
Armor Class
15 (wood)
Hit Points
150 [30] DT 15
Crew
8/10 CrC 1/2 Counters
Cargo
10 tons
Landing Gear
Land - no / Water - yes
Tonnage
10 tons Speed 100 ft. (11 MPH) Manuevability 2
Keel
60 ft. Beam 20 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 20

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

Cog

Cog

Gargantuan vehicle (space)


Cost
2,000 gp
Armor Class
15 (wood)
Hit Points
200 [40] DT 15
Crew
10/20 CrC 1/2 Counters
Cargo
10 tons
Landing Gear
Land - no / Water - yes
Tonnage
20 tons Speed 70 ft. (7.5 MPH) Manuevability 2
Keel
90 ft. Beam 20 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 14

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

 

 

Corbina

Corbina

Gargantuan vehicle (space)


Cost
2,500 gp
Armor Class
13 (canvas & thin wood)
Hit Points
125 [25] DT 7
Crew
1/5 CrC — Counters
Cargo
2.5 tons
Landing Gear
Land - no / Water - yes
Tonnage
5 tons Speed 120 ft. (13.5 MPH) Manuevability 4
Keel
60 ft. Beam 50 ft. Decks 1 enclosed
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Astral Feathers Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

Crystal Ship

Crystal Ship

Gargantuan vehicle (space)


Cost
gp
Armor Class
14 (crystal)
Hit Points
1,600 [320] DT 15
Crew
20/300 CrC 2/30 Counters
Cargo
150 tons
Landing Gear
Land - no / Water - no
Tonnage
150 tons Speed 15 ft. (1.5 MPH) Manuevability 4
Keel
200 ft. Beam 170 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Major Helm
Secondary Power
Eldritch Engine Power Units 3

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x7 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc T, F/P, F/S, x2P, x2S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

 

 

Cuttle Command

Cuttle Command

Gargantuan vehicle (space)


Cost
100,000 gp
Armor Class
15 (wood)
Hit Points
600 [120] DT 15
Crew
10/25 CrC 2 Counters
Cargo
50 tons
Landing Gear
Land - yes / Water - no
Tonnage
100 tons Speed 15 ft. (1.5 MPH) Manuevability 3
Keel
120 ft. Beam 120 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Major Helm
Secondary Power
Solar Sails Power Units 3

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x4 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F, P ,S ,A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: x2 Magonel (crew: 5)
Cost
100 gp Arc F, A
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

Damselfly

Damselfly

Gargantuan vehicle (space)


Cost
20,000 gp
Armor Class
19 (metal)
Hit Points
200 [40] DT 15
Crew
2/10 CrC 1 Counters
Cargo
5 tons
Landing Gear
Land - yes / Water - no
Tonnage
10 tons Speed 150 ft. (17 MPH) Manuevability 4
Keel
100 ft. Beam 20 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 30

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

 

 

Darkstar

The darkstar is a sleek, cigar-shaped vessel made of enclosed metal. The bridge of the vessel protrudes slightly from the top for better viewing. The ship has a special invisibility cloak, used to move undetected or attack enemy vessels unseen.

Darkstar

Gargantuan vehicle (space)


Cost
38,550 gp + invisibility cloak
Armor Class
19 (metal) DT 15
Hit Points
250 [50]
Crew
7/10 CrC 1 Counter
Cargo
4 tons
Landing Gear
Land - no / Water - yes
Tonnage
10 tons Speed 45 ft. (5 MPH) Manuevability 6
Keel
75 ft. Beam 20 ft. Decks 2 (enclosed)
Modules (2)
Weapon Mount x2, Invisibility Cloak (1T), Triple Bunk Quarters x2, Propulsion Bench (cramped)
Helm
Minor Helm
Secondary Power
Propeller Power Units 18

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Invisibility Cloak
Cost
Included in ship cost

The pilot uses an action to make the Darkstar become invisible for 1 hour or until it fires a weapon or moves faster than Tactical speed. This ability can only be used once per long rest.

Weapon: Ballista (crew: 3)
Cost
50 gp (ballista), 5 gp (bolt) Arc Fore
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam :: 16 (3d10) piercing
Weapon: Jettison (crew: 3)
Cost
600 gp Arc Aft
Armor Class
15 Hit Points 100
Actions
2 load / 1 fire
Att
A ship that enters the jettison’s space must make a DC 15 Spelljamming Vessel (Int) check to avoid. Dam 11 (2d10) bludgeoning damage and the enemy vessel comes to a dead stop.
Blunt Ram
Cost
Included in ship cost

Att Space Vessel (Int) Range 0 Dam 22 (4d10) bludgeoning damage, then comes to a dead stop.

Darkviper

Darkviper

Gargantuan vehicle (space)


Cost
87,000 gp
Armor Class
19 (19)
Hit Points
250 [50] DT 15
Crew
1/30 CrC —/3 Counters
Cargo
16 tons
Landing Gear
Land - no / Water - yes
Tonnage
30 tons Speed 150 ft. (17 MPH) Manuevability 7
Keel
125 ft. Beam 15 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x3 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

 

 

Deathglory

Deathglory

Gargantuan vehicle (space)


Cost
210,000 gp
Armor Class
19 (metal)
Hit Points
450 [90] DT 15
Crew
18/70 CrC 2/7 Counters
Cargo
35 tons
Landing Gear
Land - no / Water - yes
Tonnage
35 tons Speed 60 ft. (6.5 MPH) Manuevability 3
Keel
80 ft. Beam 55 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 14

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P, F/S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dama 16 (3d10) piercing
Weapon: x2 Magonel (crew: 5)
Cost
100 gp Arc F,A
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam :: 27 (5d10) Bludgeoning
Weapon: x2 Bombard (crew: 5)
Cost
2,000 gp Arc P,S
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam 44 (8d10) Bludgeoning
Weapon: x2 Tangle Line (crew: 3)
Cost
gp Arc P,S
Armor Class
15
Hit Points
50
Att
Siege Weapon (Int) Range 100/400 Dam 16 (3d10) Piercing and start a grapple.

Deathspider

Deathspider

Gargantuan vehicle (space)


Cost
500,000 gp
Armor Class
14 (Crystal)
Hit Points
600 [120] DT 15
Crew
30/100 CrC 3/10 Counters
Cargo
100 tons
Landing Gear
Land - no / Water - no
Tonnage
100 tons Speed 125 ft. (14 MPH) Manuevability 3
Keel
175 ft. Beam 50 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Major Helm
Secondary Power
Solar Sails Power Units 25

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x4 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc x2 F/P/A, x2 F/S/A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam :: 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning
Grappling Ram
Cost
Included in ship cost

Att Space Vessel (Int) Range 0 Dam 110 (20d10) piercing damage and starts a grapple, then comes to a dead stop.

 

 

Dirigible

Dirigible

Gargantuan vehicle (space)


Cost
gp
Armor Class
13 (canvas & thin wood)
Hit Points
160 [32] DT 13
Crew
3/12 CrC —/1 Counters
Cargo
6 tons
Landing Gear
Land - no / Water - no
Tonnage
12 tons Speed 45 ft. (5 MPH) Manuevability 5
Keel
50 ft. Beam 15 ft. Decks 1
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Eldritch Engine Power Units 9

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Turret
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

Doombat

Doombat

Gargantuan vehicle (space)


Cost
gp
Armor Class
14 (thin wood)
Hit Points
125 [25] DT 10
Crew
1/5 CrC — Counter
Cargo
2.5 tons
Landing Gear
Land - yes / Water - no
Tonnage
25 tons Speed 120 ft. (13.5 MPH) Manuevability 6
Keel
70 ft. Beam 50 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Attack
Siege Weapon (Int) Range 120/480 Damage :: 16 (3d10) piercing
Weapon: Flame Projector (crew: 1 or 2; undermanned)
Cost
Arc F/A
Armor Class
19
Hit Points
30
Cost
1,000 gp (flame projector), 5 gp (oil)
Actions
1 load/1 aim/1 fire
Attack
DC 8 + Seige Weapon (Int); Space Vessel (Wis) Range 120 Dam 33 (6d10) fire, half on a successful save

 

 

Dragonfly

Dragonfly

Gargantuan vehicle (space)


Cost
5,000 gp
Armor Class
14 (thin wood)
Hit Points
150 [30] DT 10
Crew
3/10 CrC —/1 Counters
Cargo
5 tons
Landing Gear
Land - yes / Water - no
Tonnage
45 tons Speed 150 ft. (17 MPH) Manuevability 5
Keel
100 ft. Beam 20 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 30

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

Dragonship

Dragonship

Gargantuan vehicle (space)


Cost
50,000 gp
Armor Class
15 (wood)
Hit Points
325 [65] DT 15
Crew
20/45 CrC 2/4 Counters
Cargo
22 tons
Landing Gear
Land - no / Water - yes
Tonnage
45 tons Speed 90 ft. (10 MPH) Manuevability 4
Keel
150 ft. Beam 20 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 18

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P/A, F/S,A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

 

 

Drakkar

Drakkar

Gargantuan vehicle (space)


Cost
10,000 gp
Armor Class
15 (wood)
Hit Points
150 [30] DT 15
Crew
10/20 CrC 2 Counters
Cargo
7 tons
Landing Gear
Land - no / Water - yes
Tonnage
10 tons Speed 90 ft. (10 MPH) Manuevability 2
Keel
100 ft. Beam 20 ft. Decks 1
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 18

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

Dreadnought

Dreadnought

Gargantuan vehicle (space)


Cost
90,000 gp
Armor Class
15 (wood)
Hit Points
550 [110] DT 15
Crew
20/90 CrC 2/9 Counters
Cargo
45 tons
Landing Gear
Land - no / Water - yes
Tonnage
90 tons Speed 80 ft. (9 MPH) Manuevability 3
Keel
175 ft. Beam 95 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Pool Helm x4
Secondary Power
Solar Sails Power Units 16

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F, A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Attack
Siege Weapon (Int) Range 120/480 Damage :: 16 (3d10) piercing
Weapon: x2 Magonel (crew: 5)
Cost
100 gp Arc F/P, F/S
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning
Tentacles
Cost
Arc Fore
Att
Seige Weapon (Int) Range 75 ft. Dam 110 (20d10) bludgeoning damage and starts a grapple. The ship comes to a dead stop.

 

 

Dromond

Dromond

Gargantuan vehicle (space)


Cost
8.000 gp
Armor Class
15 (wood)
Hit Points
180 [36] DT 15
Crew
10/16 CrC 1/2 Counters
Cargo
8 tons
Landing Gear
Land - no / Water - yes
Tonnage
16 tons Speed 135 ft. (15 MPH) Manuevability 3
Keel
175 ft. Beam 15 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 27

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x3 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F, P, S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam :: 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

Eagle Ship

Eagle Ship

Gargantuan vehicle (space)


Cost
35,000 gp
Armor Class
15 (wood)
Hit Points
275 [55] DT 15
Crew
8/35 CrC 1/3 Counters
Cargo
8 tons
Landing Gear
Land - yes / Water - no
Tonnage
35 tons Speed 120 ft. (13.5 MPH) Manuevability 5
Keel
150 ft. Beam 50 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P/A, F/S/A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

 

 

Eel Ship

Eel Ship

Gargantuan vehicle (space)


Cost
10,000 gp
Armor Class
14 (thin wood)
Hit Points
200 [40] DT 10
Crew
4/20 CrC —/2 Counters
Cargo
8 tons
Landing Gear
Land - no / Water - yes
Tonnage
20 tons Speed 120 ft. (13.5 MPH) Manuevability 5
Keel
110 ft. Beam 15 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

Flitter

Flitter

Gargantuan vehicle (space)


Cost
4,000 gp
Armor Class
13 (ceramic)
Hit Points
105 [21] DT 10
Crew
1 CrC — Counters
Cargo
1/2 tons
Landing Gear
Land - no / Water - no
Tonnage
1 tons Speed 150 ft. (17 MPH) Manuevability 6
Keel
20 ft. Beam 5 ft. Decks 1
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 30

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

 

 

Flying Fish

The flying fish is the workhorse of wildspace, used by all manner of spacefarers as a common cargo ship. It is lightly armed, fairly manueverable and swift - better suited for avoiding combat that squaring off with enemy ships. Its easily adaptable frame and common appearance has made it well-liked by smugglers, who can seriptiously slip in and out of areas without standing out from the crowd or appear menacing.

Flying Fish

Gargantuan vehicle (space)


Cost
20,000 gp
Armor Class
15 (wood)
Hit Points
250 [50] DT 15
Crew
10/25 CrC 2 Counters
Cargo
13 tons
Landing Gear
Land - no / Water - yes
Tonnage
25 tons Speed 120 ft. (13.5 MPH) Manuevability 4
Keel
125 ft. Beam 30 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

Flying Pyramid

Flying Pyramid

Gargantuan vehicle (space)


Cost
180,000 gp
Armor Class
17 (stone)
Hit Points
550 [110] DT 15
Crew
6/90 CrC 1/9 Counters
Cargo
26 tons
Landing Gear
Land - yes / Water - no
Tonnage
90 tons Speed 45 ft. (5 MPH) Manuevability 2
Keel
80 ft. Beam 80 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Major Helm
Secondary Power
Eldritch Engine Power Units 9

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x10 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc x2 Turret, x2 F, x2 P, x2 S, x2 A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

 

 

Frigate

Frigate

Gargantuan vehicle (space)


Cost
gp
Armor Class
15 (wood)
Hit Points
250 [50] DT 15
Crew
6/30 CrC 1/3 Counters
Cargo
15 tons
Landing Gear
Land - no / Water - yes
Tonnage
30 tons Speed 125 ft. (14 MPH) Manuevability 4
Keel
100 ft. Beam 20 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 25

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x4 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc 2x P, 2x S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Turret
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

Galley

Galley

Gargantuan vehicle (space)


Cost
20,000 gp
Armor Class
15 (wood)
Hit Points
200 [40] DT 15
Crew
15/20 CrC 1/2 Counters
Cargo
10 tons
Landing Gear
Land - no / Water - yes
Tonnage
20 tons Speed 100 ft. (11 MPH) Manuevability 2
Keel
130 ft. Beam 20 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails/Oars Power Units 20

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x3 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc P, S, A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

 

 

Hammership

Hammership

Gargantuan vehicle (space)


Cost
40,000 gp
Armor Class
15 (wood)
Hit Points
400 [80] DT 15
Crew
24/60 CrC 2/6 Counters
Cargo
30 tons
Landing Gear
Land - no / Water - yes
Tonnage
60 tons Speed 105 ft. (12 MPH) Manuevability 4
Keel
250 ft. Beam 25 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Major Helm
Secondary Power
Solar Sails Power Units 21

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: x2 Magonel (crew: 5)
Cost
100 gp Arc x2F
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning
Weapon: Blunt Ram
Cost
Att
Space Vessel (Int) Range :: 0 Dam 77 (14d10) bludgeoning damage and the ship comes to a dead stop.

Hummingbird

Hummingbird

Gargantuan vehicle (space)


Cost
18,000 gp
Armor Class
14 (thin wood)
Hit Points
135 [27] DT 15
Crew
2/10 CrC —/1 Counters
Cargo
3 tons
Landing Gear
Land - yes / Water - no
Tonnage
7 tons Speed 175 ft. (20 MPH) Manuevability 7
Keel
100 ft. Beam 20 ft. Decks 1
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 35

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Force Projector (crew: 1 each)
Cost
Arc Turret
Armor Class
13 Hit Points 50
Actions
— load/ — aim/ 1 fire
Attack
Siege Weapon (Int) Range 240 Damage 22 (4d10) force damage
Piercing Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam 16 (3d10) piercing damage

 

 

Hunter-Killer

Hunter-Killer

Gargantuan vehicle (space)


Cost
240,000 gp
Armor Class
13 (ceramic)
Hit Points
400 [80] DT 10
Crew
10/60 CrC 1/6 Counters
Cargo
30 tons
Landing Gear
Land - yes / Water - no
Tonnage
60 tons Speed 90 ft. (10 MPH) Manuevability 5
Keel
260 ft. Beam 40 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Major Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: x2 Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning
Weapon: x2 Bombard (crew: 5)
Cost
2,000 gp Arc P,S
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Damage :: 44 (8d10) Bludgeoning

Iambus

Iambus

Gargantuan vehicle (space)


Cost
35,000 gp
Armor Class
15 (wood)
Hit Points
275 [55] DT 15
Crew
4/35 CrC —/3 Counters
Cargo
17.5 tons
Landing Gear
Land - no / Water - yes
Tonnage
25 tons Speed 70 ft. (8 MPH) Manuevability 4
Keel
180 ft. Beam 20 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Eldritch Engine Power Units 14

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x4 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Attack
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

 

 

Jade Spider

Jade Spider

Gargantuan vehicle (space)


Cost
150,000 gp
Armor Class
16 (ceramic & metal)
Hit Points
200 [40] DT 15
Crew
7/20 CrC 1/2 Counters
Cargo
10 tons
Landing Gear
Land - yes / Water - no
Tonnage
25 tons Speed 120 ft. (13.5 MPH) Manuevability 4
Keel
125 ft. Beam 30 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Radiant Helm
Secondary Power
Night Sails Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Boarding Drill (crew: 8)
Cost
Arc Fore
Armor Class
19 Hit Points 100
Actions
6 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 0 Dam 16 (3d10) piercing and the enemy ship is Breached and the attacking vessel may begin boarding actions.
Weapon: Grappling Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam 27 (7d10) Piercing and start a grapple. The ship comes to a dead stop.

Jade Spider Command

Jade Spider Command

Gargantuan vehicle (space)


Cost
1,000,000 gp
Armor Class
16 (ceramic & metal)
Hit Points
600 [120] DT 15
Crew
20/100 CrC 2/10 Counters
Cargo
50 tons
Landing Gear
Land - no / Water - yes
Tonnage
100 tons Speed 30 ft. (4.5 MPH) Manuevability 2
Keel
250 ft. Beam 180 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Radiant Helm
Secondary Power
Night Sails Power Units 6

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Boarding Drill (crew: 8)
Cost
Arc Fore
Armor Class
19 Hit Points 100
Actions
6 load/ 1 aim/ 1 fire
Attack
Siege Weapon (Int) Range 0 Damage :: 16 (3d10) piercing and the enemy ship is Breached and the attacking vessel may begin boarding actions.
Weapon: Grappling Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam 121 (22d10) Piercing and start a grapple. The ship comes to a dead stop.

 

 

Junk

Junk

Gargantuan vehicle (space)


Cost
2,500 gp
Armor Class
15 (wood)
Hit Points
200 [40] DT 15
Crew
4/20 CrC —/2 Counters
Cargo
14 tons
Landing Gear
Land - no / Water - yes
Tonnage
20 tons Speed 60 ft. (6.5 MPH) Manuevability 2
Keel
75 ft. Beam 30 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 12

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc P/A, S/A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Bombard (crew: 3)
Cost
2,000 gp Arc F,P,S
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam :: 44 (8d10) Bludgeoning

Keelship

Keelship

Gargantuan vehicle (space)


Cost
gp
Armor Class
15 (wood)
Hit Points
100 [20] DT 15
Crew
3/4 CrC — Counters
Cargo
1/2 tons
Landing Gear
Land - no / Water - yes
Tonnage
1 tons Speed 100 ft. (10 MPH) Manuevability 6
Keel
60 ft. Beam 20 ft. Decks 1
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails/Oars Power Units 20

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

 

 

Klicklikak

Klicklikak

Gargantuan vehicle (space)


Cost
20,000 gp
Armor Class
15 (wood)
Hit Points
200 [40] DT 15
Crew
10/20 CrC 1/2 Counters
Cargo
10 tons
Landing Gear
Land - yes / Water - no
Tonnage
20 tons Speed 130 ft. (15 MPH) Manuevability 4
Keel
80 ft. Beam 30 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Eldritch Engine Power Units 26

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Turret
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

Lamprey

Lamprey

Gargantuan vehicle (space)


Cost
20,000 gp
Armor Class
15 (wood)
Hit Points
250 [50] DT 15
Crew
8/26 CrC 1/3 Counters
Cargo
6 tons
Landing Gear
Land - no / Water - yes
Tonnage
26 tons Speed 125 ft. (14 MPH) Manuevability 6
Keel
115 ft. Beam 25 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 25

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x4 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc x2 F/P, x2 F/S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Attack
Siege Weapon (Int) Range 120/480 Damage 16 (3d10) piercing
Weapon: Grappling Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam 37 (7d10) piercing and start a grapple. The ship comes to a dead stop

 

 

Lanceship

Lanceship

Gargantuan vehicle (space)


Cost
gp
Armor Class
14 (thin wood)
Hit Points
175 [35] DT 10
Crew
2/15 CrC —/1 Counters
Cargo
6 tons
Landing Gear
Land - no / Water - yes
Tonnage
15 tons Speed 160 ft. (18 MPH) Manuevability 6
Keel
120 ft. Beam 20 ft. Decks 2 (1 enclosed)
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

Leaf-Ship

Leaf-Ship

Gargantuan vehicle (space)


Cost
280,000 gp
Armor Class
13 (ceramic)
Hit Points
450 [90] DT 10
Crew
20/65 CrC 2/6 Counters
Cargo
30 tons
Landing Gear
Land - no / Water - yes
Tonnage
70 tons Speed 60 ft. (6.5 MPH) Manuevability 4
Keel
250 ft. Beam 40 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Major Helm
Secondary Power
Solar Sails

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x4 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning
Weapon: Piercing Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam 88 (16d10) piercing

 

 

Leech Ship

Leech Ship

Gargantuan vehicle (space)


Cost
60,000 gp
Armor Class
19 (metal)
Hit Points
200 [40] DT 15
Crew
2/20 CrC —/2 Counters
Cargo
10 tons
Landing Gear
Land - no / Water - no
Tonnage
20 tons Speed 130 ft. (15 MPH) Manuevability 6
Keel
50 ft. Beam 30 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Minor Helm
Secondary Power
Night Sails Power Units 26

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Magonel (crew: 5)
Cost
100 gp Arc Turret
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

Leviathan

Leviathan

Gargantuan vehicle (space)


Cost
1,200,000 gp
Armor Class
19 (metal)
Hit Points
2,100 [420] DT 15
Crew
120/400 CrC 12/40 Counters
Cargo
290 tons
Landing Gear
Land - no / Water - yes
Tonnage
400 tons Speed 15 ft. (1.5 MPH) Manuevability 2
Keel
305 ft. Beam 95 ft. Decks
Modules (5)
Weapon Mount x2, Double Bunk Quarters x2, Single Bunk Quarters
Helm
Eldritch Star Engine
Secondary Power
Eldritch Engine Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: 3x Bombard (crew: 3 each)
Cost
2,000 gp (bombard) Arc F/P, F/S, A
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam :: 44 (8d10) Bludgeoning
Weapon: x8 Magonel (crew: 5)
Cost
100 gp Arc 2x F/P/S, 2x F/P, 2x F/S, 2x A
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200 ft. (60 ft. min)/800 ft. Dam 27 (5d10) Bludgeoning

 

 

Libraria

Libraria

Gargantuan vehicle (space)


Cost
30,000 gp
Armor Class
15 (wood)
Hit Points
250 [50] DT 15
Crew
5/30 CrC —/3 Counters
Cargo
15 tons
Landing Gear
Land - no / Water - yes
Tonnage
30 tons Speed 120 ft. (13.5 MPH) Manuevability 3
Keel
120 ft. Beam 25 ft. Decks
Modules ()
Helm
Artifurnace
Secondary Power
Furnace Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Ram
Cost
Arc
Att
Space Vessel (Int) Range 0 Dam 44 (8d10) piercing damage

Living Ship

Living Ship

Gargantuan vehicle (space)


Cost
25,000 gp
Armor Class
15 (wood)
Hit Points
250 [50] DT 15
Crew
3/25 CrC —/2 Counters
Cargo
10 tons
Landing Gear
Land - no / Water - yes
Tonnage
25 tons Speed 120 ft. (13.5 MPH) Manuevability 4
Keel
80 ft. Beam 20 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Treant

Cost Arc turret

Armor Class
16 Hit Points 138
Actions
1 load/ 1 aim/ 1 fire
Att
+10 to hit Range 60/180 Dam 28 (4d10 + 6) bludgeoning damage
Weapon: Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam (2 + /5 d10) damage

 

 

Lobster

Lobster

Gargantuan vehicle (space)


Cost
25,000 gp
Armor Class
15 (wood)
Hit Points
175 [35] DT 15
Crew
3/15 CrC —/1 Counter
Cargo
15 tons
Landing Gear
Land - yes / Water - yes (submersible)
Tonnage
15 tons Speed 120 ft. (13.5 MPH) Manuevability 4
Keel
75 ft. Beam 25 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc turret
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) Bludgeoning
Weapon: x2 Claw
Cost
Arc F/P, F/S
Actions
— load / — aim / 1 fire
Att
Space Vessel (Int) Range 0 Dam 11 (2d10) slashing damage and start a grapple.

Locust

Locust

Gargantuan vehicle (space)


Cost
375 gp
Armor Class
14 (thin wood)
Hit Points
75 [17] DT 10
Crew
2/3 CrC — Counters
Cargo
— tons
Landing Gear
Land - yes / Water - yes
Tonnage
3/4 ton Speed 175 ft. (20 MPH) Manuevability 7
Keel
14 ft. Beam 4 ft. Decks
Modules ()
Helm
None
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Fore
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire (undermanned)
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage

 

 

Longship

Longship

Gargantuan vehicle (space)


Cost
2,000 gp
Armor Class
15 (wood)
Hit Points
300 [60] DT 15
Crew
4/12 CrC —/1 Counters
Cargo
2 tons
Landing Gear
Land - no / Water - yes
Tonnage
4 tons Speed 90 ft. (10 MPH) Manuevability 3
Keel
75 ft. Beam 15 ft. Decks 1
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails/Oars Power Units 18

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage

Lyrandar Airship

Lyrandar Airship

Gargantuan vehicle (space)


Cost
gp
Armor Class
15 (wood)
Hit Points
300 [60] DT 15
Crew
3/30 CrC —/3 Counters
Cargo
15 tons
Landing Gear
Land - no / Water - no
Tonnage
30 tons Speed 90 ft. (10 MPH) Manuevability 4
Keel
250 ft. Beam 20 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Elemental Engine Power Units 18

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x3 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P, F, F/S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage
Weapon: Magonel (crew: 5)
Cost
100 gp Arc F/P/S
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage

 

 

Magician’s booth

Wondrous Item, Legendary (Requires Attunement)

This impossible vessel usually takes the outward appearance of a wardrobe closet about 5 feet wide and deep, and 8 feet tall. However, those daring to step into the claustrophobic interior find it to be vastly bigger on the inside, thanks to the extradimensional pocket it contains.

The entrance opens up immediately into the bridge of the vessel, with interior doors leading deeper into the vessel. Though it lacks windows, the individual attuned to the vessel can sense the exterior surroundings as if they were standing in the vessel’s space.

The interior of the vessel can be infinitely configured by the whim of the individual attuned it. It takes one hour of concentration to reconfigure the interior of the vessel, and it can only be performed once per day.

If the vessel is destroyed while occupants are still inside, they are ejected from the vessel. If the occupant succeeds a DC 15 Dexterity save, they can escape to the current plane they are on. If they fail, as the vessel collapes in on itself the occupant is hurled to a random plane of existance.

Magician’s booth

Medium vehicle (space)


Cost
gp
Armor Class
15 (wood)
Hit Points
225 [45] DT 15
Crew
1/3 CrC — Counters
Cargo
12.5 tons
Landing Gear
Land - yes / Water - no
Tonnage
25 tons Speed 120 ft. (13.5 MPH) Manuevability
Keel
5 ft. Beam 5 ft. Decks varies
Modules ( 5 )
Helm
Minor Helm
Secondary Power
Eldritch Engine Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Mammoth

Mammoth

Gargantuan vehicle (space)


Cost
90,000 gp
Armor Class
15 (wood)
Hit Points
550 [110] DT 15
Crew
27/90 CrC 3/9 Counters
Cargo
36 tons
Landing Gear
Land - no / Water - yes
Tonnage
90 tons Speed 100 ft. (11 MPH) Manuevability 3
Keel
135 ft. Beam 45 ft. Decks
Modules ()
Helm
Major Helm
Secondary Power
Solar Sails Power Units 20

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x4 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc x2 F/P, x2 F/S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: x4 Magonel (crew: 5)
Cost
100 gp Arc P, S, 2x A
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) Bludgeoning
Weapon: Jettison (crew: 3)
Cost
600 gp Arc Aft
Armor Class
15 Hit Points 100
Actions
2 load / 1 fire
Att
A ship that enters the jettison’s space must make a DC 15 Spelljamming Vessel (Int) check to avoid. Dam 11 (2d10) bludgeoning damage and the enemy vessel comes to a dead stop.
Weapon: Bludgeoning Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam 110 (20d10) bludgeoning damage

 

 

Mantis

Mantis

Gargantuan vehicle (space)


Cost
90,000 gp
Armor Class
19 (metal)
Hit Points
400 [80] DT 15
Crew
12/75 CrC 1/7 Counters
Cargo
20 tons
Landing Gear
Land - yes / Water - yes
Tonnage
60 tons Speed 100 ft. (11 MPH) Manuevability 5
Keel
170 ft. Beam 25 ft. Decks
Modules ()
Helm
Major Helm
Secondary Power
Solar Sails Power Units 20

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage
Weapon: x2 Grappling Ram
Cost
Arc
Att
Space Vessel (Int) (Advantage) Range 0 Dam 88 (16d10) slashing damage and start a grapple. The ship comes to a dead stop.
Weapon: Sheering Blades
Cost
Arc P,S
Att
Space Vessel (Int) Range 0 Dam 11 (2d10) slashing damage.

Monarch Moth

Monarch Moth

Gargantuan vehicle (space)


Cost
400,000 gp
Armor Class
13 (ceramic)
Hit Points
600 [120] DT 10
Crew
40/100 CrC 4/10 Counters
Cargo
50 tons
Landing Gear
Land - no / Water - yes
Tonnage
100 tons Speed 30 ft. (4.5 MPH) Manuevability 4
Keel
300 ft. Beam 50 ft. Decks
Modules ()
Helm
Major Helm
Secondary Power
Night Sails Power Units 6

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x4 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc x2 F, x2 A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: x2 Bombard (crew: 3 each)
Cost
2,000 gp (bombard) Arc P, s
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam :: 44 (8d10) Bludgeoning
Weapon: x2 Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) Bludgeoning
Weapon: x2 Jettison (crew: 3)
Cost
600 gp Arc Aft
Armor Class
15 Hit Points 100
Actions
2 load / 1 fire
Att
A ship that enters the jettison’s space must make a DC 15 Spelljamming Vessel (Int) check to avoid. Dam 11 (2d10) bludgeoning damage and the enemy vessel comes to a dead stop.

 

 

Mindspider

One of the most feared vessels of wildspace, these vessels are crafted and utilized by the hide-bound neogi. While many neogi clans are merely aggressive but peaceful traders, they are enough clans who engage in piracy and the slave trade to cause most vessels to run from or fire on these vessels at first sight.

When piloted by neogi, there will be an equal number of neogi and their mentally dominated umber hulk slaves aboard.

Mindspider

Gargantuan vehicle (space)


Cost
120,000 gp
Armor Class
19 (metal)
Hit Points
300 [60] DT 15
Crew
3/40 CrC —/4 Counters
Cargo
20 tons
Landing Gear
Land - no / Water - no
Tonnage
40 tons Speed 90 ft. (10 MPH) Manuevability 5
Keel
40 ft. Beam 15 ft. Decks
Modules ()
Helm
Lifejammer
Secondary Power
Night Sails Power Units 18

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Magonel (crew: 5)
Cost
100 gp Arc Turret
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) Bludgeoning
Weapon: Grapping Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam 55 (10d10) piercing damage and start a grapple. The ship comes to a dead stop.
Weapon: Piercing Ram
Cost
Arc Aft
Att
Space Vessel (Int) Range 0 Dam 55 (10d10) piercing damage. The ship comes to a dead stop.

Mosquito

Mosquito

Gargantuan vehicle (space)


Cost
3,000 gp
Armor Class
15 (wood)
Hit Points
130 [26] DT 15
Crew
1/6 CrC — Counters
Cargo
6 tons
Landing Gear
Land - yes / Water - yes
Tonnage
6 tons Speed 130 ft. (15 MPH) Manuevability 5
Keel
100 ft. Beam 15 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 26

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

 

 

Nautiloid

Almost exclusively used by mind flayers, these sleek but unnerving ships are usually clad with night sails to make easy dectection of them difficult. Few who encounter these ships survive to pass their tale on to others.

Nautiloid

Gargantuan vehicle (space)


Cost
50,000 gp
Armor Class
15 (wood)
Hit Points
400 [80] DT 15
Crew
10/35 CrC 1/3 Counters
Cargo
17 tons
Landing Gear
Land - no / Water - yes
Tonnage
35 tons Speed 90 ft. (10 MPH) Manuevability 4
Keel
180 ft. Beam 30 ft. Decks
Modules ()
Helm
Series Helm
Secondary Power
Night Sails Power Units 18

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Teleport

As an action, the pilot can teleport the ship and all aboard to a destination on a different plane of existance. Once used, this ability cannot be used again for 24 hours.

Weapon: x4 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P, F/S, F
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) Bludgeoning
Weapon: Jettison (crew: 3)
Cost
600 gp Arc Aft
Armor Class
15 Hit Points 100
Actions
2 load / 1 fire
Att
A ship that enters the jettison’s space must make a DC 15 Spelljamming Vessel (Int) check to avoid. Dam 11 (2d10) bludgeoning damage and the enemy vessel comes to a dead stop.
Weapon: Tenacles
Cost
Arc Fore
Att
Space Vessel (Int) Range 60 ft. Dam (4d10) bludgeoning damage and start a grapple. The ship comes to a dead stop.

Nightmare Carraige

This wheeled carriage does not require a spelljamming helm but is instead pulled by two Nightmares. By commanding the nightmares to a chosen destination, their natural ability allows them to reach spelljamming speeds and transport themselves and occupants of the carriage to their destination. Normally, the nightmares travel for only 8 hours a day, but still cover 8,000 miles in that timespan. They can possibly be pushed to travel further, but gain a level of exhaustion for each additional 4 hours they travel at spelljamming speeds in a 24 hour period.

Nightmare Carriage

Gargantuan vehicle (space)


Cost
gp
Armor Class
15 (wood)
Hit Points
100 [20] DT 15
Crew
1 CrC — Counters
Cargo
1/2 tons
Landing Gear
Land - yes / Water - no
Tonnage
1 ton Speed 90 ft. (10 MPH) Manuevability 7
Keel
15 ft. Beam 10 ft. Decks 1
Modules ()
Helm
2x Nightmare
Secondary Power
2x Nightmare

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

 

 

Nightwolf

Nightwolf

Gargantuan vehicle (space)


Cost
160,000 gp
Armor Class
13 (ceramic)
Hit Points
300 [60] DT 10
Crew
3/40 CrC —/4 Counters
Cargo
20 tons
Landing Gear
Land - no / Water - yes
Tonnage
40 tons Speed 125 ft. (14 MPH) Manuevability 6
Keel
50 ft. Beam 20 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Night Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Bombard (crew: 3 each)
Cost
2,000 gp (bombard) Arc F/P, F/S, A
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam :: 44 (8d10) Bludgeoning
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) Bludgeoning
Weapon: Ram
Cost
Arc
Att
Space Vessel (Int) Range 0 Dam (2 + /5 d10) damage

Octopus

Octopus

Gargantuan vehicle (space)


Cost
70,000 gp
Armor Class
15 (wood)
Hit Points
450 [90] DT 15
Crew
13/70 CrC 1/7 Counters
Cargo
35 tons
Landing Gear
Land - yes / Water - no
Tonnage
70 tons Speed 60 ft. (6.5 MPH) Manuevability 4
Keel
100 ft. Beam 50 ft. Decks
Modules ()
Helm
Pool Helm
Secondary Power
Night Sails Power Units 12

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: x2 Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) Bludgeoning
Tentacles
Cost
Arc Aft
Armor Class
15
Hit Points
100
Att
Space Vessel (Int) Range 50 ft. Dam 16 (3d10) bludgeoning damage and start a grapple.

 

 

Patriarch

Patriarch

Gargantuan vehicle (space)


Cost
gp
Armor Class
15 (wood)
Hit Points
550 [110] DT 15
Crew
15/90 CrC 1/9 Counters
Cargo
10 tons
Landing Gear
Land - no / Water - yes
Tonnage
90 tons Speed 60 ft. (6.5 MPH) Manuevability 4
Keel
190 ft. Beam 50 ft. Decks
Modules ()
Helm
Major Helm
Secondary Power
Eldritch Engine (Psychic) Power Units 12

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x4 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc x2 P, x2 S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: x2 Magonel (crew: 5)
Cost
100 gp Arc x2 turret
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) Bludgeoning
Tentacles
Cost
Arc Turret
Armor Class
15
Hit Points
100
Att
Space Vessel (Int) Range 50 ft. Dam 16 (3d10) bludgeoning damage and start a grapple.
Weapon: Grappling Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam 110 (20d10) piercing damage and start a grapple. The ship comes to a dead stop

Porcupine Ship

Porcupine Ship

Gargantuan vehicle (space)


Cost
15,000 gp
Armor Class
14 (thin wood)
Hit Points
250 [50] DT 10
Crew
8/30 CrC 1/3 Counters
Cargo
18 tons
Landing Gear
Land - no / Water - yes
Tonnage
30 tons Speed 100 ft. (11 MPH) Manuevability 4
Keel
85 ft. Beam 60 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 20

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

x4 Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Ram Mine
Cost
Arc F/P/S/A
Att
Space Vessel (Int) Range 0 Dam 44 (8d10) piercing damage plus 16 (3d10) fire damage. If the ship is rammed itself, the ramming vessel takes 44 (8d10) piercing damage plus 16 (3d10) fire damage, half on a successful DC 15 Space Vessel (Int) save.

 

 

Quad of Thay

Unlike most spelljamming ships, the quad of Thay is piloted and protected by a cabal of wizards. Though the ship can ram, its primary method of attack is for the four piloting mages to combine their powers to cast spells through the ship’s focus. Each attack through the Arcane Focus expends one spell slot of 2nd level or higher.

Quad of Thay

Gargantuan vehicle (space)


Cost
567,000 gp
Armor Class
19 (metal)
Hit Points
415 [83] DT 15
Crew
10/63 CrC 1/6 Counters
Cargo
31.5 tons
Landing Gear
Land - yes / Water - no
Tonnage
63 tons Speed 100 ft. (11 MPH) Manuevability 7
Keel
50 ft. Beam 50 ft. Decks 2 (1 enclosed)
Modules ()
Helm
Pool Helm
Secondary Power
Eldritch Engine Power Units 20

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Arcane Focus (crew: 4)
Cost
Arc Turret
Armor Class
15
Hit Points
75
Actions
— load / — aim / 1 fire
Att
Arcana (Int) Range 120 Dam 27 (5d10) force damage, plus 5 (1d10) force damage per spell level above 2nd.
Weapon: x4 Piercing Ram
Cost
Arc
Att
Space Vessel (Int) (Advantage) Range 0 Dam (14d10) piercing damage

Radiant Moth

Radiant Moth

Gargantuan vehicle (space)


Cost
12,500 gp
Armor Class
14 (thin wood)
Hit Points
225 [45] DT 10
Crew
4/25 CrC —/2 Counters
Cargo
13 tons
Landing Gear
Land - yes / Water - no
Tonnage
25 tons Speed 135 ft. (15 MPH) Manuevability 4
Keel
90 ft. Beam 30 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 27

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Celestial Radiance

Enemies targeting the ship who are within 180 feet of the Radiant Moth have disadvantage to their attacks.

Weapon: x3 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F,P,S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: x3 Magonel (crew: 5)
Cost
100 gp Arc F, P, S
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) Bludgeoning

 

 

Rowboat (Skiff)

Rowboat (Skiff)

Gargantuan vehicle (space)


Cost
gp
Armor Class
15 (wood)
Hit Points
50 [10] DT 15
Crew
1/4 CrC — Counters
Cargo
500 lbs.
Landing Gear
Land - no / Water - yes
Tonnage
1/2 ton Speed 120 ft. (13.5 MPH) Manuevability 6
Keel
15 ft. Beam 5 ft. Decks 1
Modules ()
Helm
None
Secondary Power
Solar Sails/Oars Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Harpoon

Cost Arc F/P/S Armor Class 19 Hit Points 30 Actions — load / — aim / 1 fire Att Martial Weapon (Str) Range 30/120 Dam 4 (1d8 + Str mod) piercing damage and start a grapple.

Sanctorum

Flying Mansion

Sanctorum

Gargantuan vehicle (space)


Cost
gp
Armor Class
16 (wood and stone)
Hit Points
500 [100] DT 15
Crew
1/40 CrC —/4 Counters
Cargo
40 tons
Landing Gear
Land - yes / Water - no
Tonnage
80 tons Speed 30 ft. (4.5 MPH) Manuevability 2
Keel
100 ft. Beam 100 ft. Decks 3
Modules ()
Helm
Major Helm
Secondary Power
Eldritch Engine Power Units 6

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc turret
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing

 

 

Scalpel Ship

These nasty ships are designed for attacking and carving up space beasts, such as kindori, space kraken or other such giant space creatures. They are sometimes used by pirates or raiders who prefer to tear enemy ships apart to get at the goods within.

Scalpel Ship

Gargantuan vehicle (space)


Cost
20,000 gp
Armor Class
13 (ceramic)
Hit Points
115 [23] DT 10
Crew
2/5 CrC — Counters
Cargo
2.5 tons
Landing Gear
Land - yes / Water - no
Tonnage
5 tons Speed 150 ft. (17 MPH) Manuevability 6
Keel
25 ft. Beam 10 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 30

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage
Scything Talons

Cost Arc F/P/S Armor Class 13 Hit Points 50

Att
Seige Weapon (Int) Range 15 ft. Dam 16 (3d10) slashing damage
Weapon: Piercing Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam 16 (3d10) piercing damage and the target is Breached and the attacking ship may start a boarding action.

Scorpion Ship

Scorpion Ship

Gargantuan vehicle (space)


Cost
25,000 gp
Armor Class
19 (metal)
Hit Points
250 [50] DT 15
Crew
6/60 CrC 1/6 Counters
Cargo
12 tons
Landing Gear
Land - yes / Water - no
Tonnage
60 tons Speed 90 ft. (10 MPH) Manuevability 5
Keel
75 ft. Beam 25 ft. Decks
Modules ()
Helm
Major Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage
Weapon: x2 Claws (crew: 1 each)
Cost
Arc F/P, F/S
Att
Space Vessel (Int) Range 0 Dam 11 (2d10) slashing damage and start a grapple.

 

 

Shrike Ship

Shrike Ship

Gargantuan vehicle (space)


Cost
20,000 gp
Armor Class
15 (wood)
Hit Points
250 [50] DT 15
Crew
14/30 CrC 1/3 Counters
Cargo
20 tons
Landing Gear
Land - yes / Water - no
Tonnage
30 tons Speed 120 ft. (13.5 MPH) Manuevability 6
Keel
100 ft. Beam 20 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x3 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage
Weapon: Piercing Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam 44 (8d10) piercing damage and the ship comes to a dead stop.

Sidewheeler

The sidewheeler is favored by gnomes, who also use a unique method of providing power for the paddlewheel, by harnessing giant space hamsters into the wheel. Other races tend to replace the hamsters with boilers or pedals to power the paddlewheel.

Sidewheeler

Gargantuan vehicle (space)


Cost
90,000 gp
Armor Class
19 (metal)
Hit Points
250 [50] DT 15
Crew
20/30 CrC 2/3 Counters
Cargo
15 tons
Landing Gear
Land - no / Water - yes
Tonnage
30 tons Speed 90 ft. (10 MPH) Manuevability 3
Keel
120 ft. Beam 25 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Paddle Power Units 18

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P, F/S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage
Weapon: Magonel (crew: 5)
Cost
100 gp Arc turret
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage

 

 

Sloop

Sloop

Gargantuan vehicle (space)


Cost
gp
Armor Class
15 (wood)
Hit Points
175 [35] DT 15
Crew
4/15 CrC Counters
Cargo
8 tons
Landing Gear
Land - no / Water - yes
Tonnage
15 tons Speed 120 ft. (13.5 MPH) Manuevability 4
Keel
150 ft. Beam 15 ft. Decks 2 (1 enclosed)
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x3 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P, F/S, A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage
Weapon: Magonel (crew: 5)
Cost
100 gp Arc F/P/S
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage

Smalljammer

The smalljammer is the offspring of the massive spelljammer. It is primarily a scouting and courier ship. Its primary offensive weapon is a necrotic ray from its tail. Since this weapon has no effect on ships, it is either targeted against enemy crew or used to dissuade space creatures from approaching the vessel and harming it.

Smalljammer

Gargantuan vehicle (space)


Cost
30,000 gp
Armor Class
11 (leather)
Hit Points
200 [40] DT
Crew
4/15 CrC W/1W Counters
Cargo
15 tons
Landing Gear
Land - no / Water - no
Tonnage
20 tons Speed 125 ft. (14 MPH) Manuevability 6
Keel
65 ft. Beam 40 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Illusionary Appearance

As an action, the pilot can alter the appearance of the smalljammer to appear as a ship, object or creature of the same approximate size. The illusion lasts for 1 hour, plus an additional hour per spell level slot the pilot augments the ability with. The illusion is broken if interacted with or the smalljammer attacks. Once this ability has been used, it cannot be used again for 24 hours.

Weapon: Necrotic Ray
Cost
Arc Fore
Armor Class
11
Hit Points
50
Actions
— load / — aim / 1 fire
Att
Seige Weapon (Int) Range 120 Dam 27 (5d10) necrotic damage.

 

 

Space Canoe

Lacking a spelljamming helm, space canoes are generally used by crew to explore nearby asteroids or as a shuttle between ships or a spacedock.

Space Canoe

Gargantuan vehicle (space)


Cost
gp
Armor Class
12 (canvas & thin wood)
Hit Points
25 [5] DT 5
Crew
1/3 CrC — Counters
Cargo
500 lbs.
Landing Gear
Land - no / Water - yes
Tonnage
1/4 ton Speed 30 ft. (3.5 MPH) Manuevability 6
Keel
15 ft. Beam 5 ft. Decks 1
Modules ()
Helm
None
Secondary Power
Oars Power Units 3

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Space Galleon

These vessels are generally terrestial ships with a spelljamming helm affixed to them, and their canvas sails upgraded to solar sails. They are relatively cheap ships for first-time spelljammers, but their ability to also ply terrestial waters in a familiar fashion makes them popular with many captains.

Space Galleon

Gargantuan vehicle (space)


Cost
30,000 gp
Armor Class
15 (wood)
Hit Points
400 [80] DT 15
Crew
20/40 CrC 2/4 Counters
Cargo
20 tons
Landing Gear
Land - no / Water - yes
Tonnage
40 tons Speed 90 ft. (10 MPH) Manuevability 3
Keel
130 ft. Beam 30 ft. Decks 3 1/2 (2 enclosed)
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 18

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P, F/S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Aft
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage

 

 

Spelljammer

This unique artifact of Wildspace takes the appearance of a giant manta ray with a sparkling city upon its back. It features in many space legends and its secrets and power has been sought by various spacers for centuries, if not millenium.

Spelljammer

Gargantuan vehicle (space)


Cost
7,500,000,000 gp
Armor Class
20 (adamantine)
Hit Points
3,000 [600] DT 15
Crew
1/1,500,000 CrC 150,000 Counters
Cargo
750,000 tons
Landing Gear
Land - no / Water - yes
Tonnage
1,500,000 tons Speed 150 ft. (17 MPH) Manuevability 6
Keel
1,575 ft. Beam 3,100 ft. Decks
Modules (300,000)
Weapon x155, Double crew quarters x125,000 ,Single crew quarters x25,000, Work areas x100, Food Galley x56,000, Brig x100, Storage Locker x90,000, Engine x 3,645
Helm
Ultimate Helm
Secondary Power
Solar Sails Power Units 30

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x60 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc x20F/P/S, x20F/P/A, x20F/S/A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage
Weapon: x90 Magonel (crew: 5)
Cost
100 gp Arc x30F/P/S, x30F/P/A, x30F/S/A
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage
Weapon: Tail Sting (crew: 1, pilot only)
Cost
Arc F
Actions
— load / — aim / 1 fire
Att
+11 Ranged Spell Attack to hit Range 270 ft./round (MC 4) Dam Anything 10 ft. or smaller is destroyed. Other objects take 22 (4d10) force damage. The spelljammer cannot use the attack again while the current attack is active.

Squid Ship

Squid Ship

Gargantuan vehicle (space)


Cost
25,000 gp
Armor Class
15 (wood)
Hit Points
300 [60] DT 15
Crew
12/45 CrC 1/4W Counters
Cargo
20 tons
Landing Gear
Land - no / Water - yes
Tonnage
45 tons Speed 90 ft. (10 MPH) Manuevability 3
Keel
250 ft. Beam 25 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.
Weapon: Bombard (crew: 3 each)
Cost
2,000 gp (bombard) Arc F/P, F/S, A
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam :: 44 (8d10) bludgeoning damage.
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage.
Weapon: x2 Piercing Ram
Cost
Arc Fore
Att
Space Vessel (Int) (Advantage) Range 0 Dam (11d10) piercing damage. The ship comes to a dead stop.

 

 

Star Moth

The common ship of militaristic Astral elves, this ship appears as a gossamer-winged version of its namesake grown from a peculiar crystal. Astral elves tend to take a dim view of this ship in the possession of those of other races.

Star Moth

Gargantuan vehicle (space)


Cost
gp
Armor Class
13 (ceramic)
Hit Points
400 [80] DT 15
Crew
10/60 CrC 1/6 Counters
Cargo
60 tons
Landing Gear
Land - no / Water - no
Tonnage
30 tons Speed 90 ft. (10 MPH) Manuevability 5
Keel
200 ft. Beam 20 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P, F/S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage.
Weapon: Jettison (crew: 3)
Cost
600 gp Arc Aft
Armor Class
15 Hit Points 100
Actions
2 load / 1 fire
Att
A ship that enters the jettison’s space must make a DC 15 Spelljamming Vessel (Int) check to avoid. Dam 11 (2d10) bludgeoning damage and comes to a dead stop.

Star Yacht

Star Yacht

Gargantuan vehicle (space)


Cost
625,000 gp
Armor Class
15 (wood)
Hit Points
150 [30] DT 15
Crew
5/10 CrC W/1 Counters
Cargo
5 tons
Landing Gear
Land - no / Water - yes
Tonnage
10 tons Speed 150 ft. (17 MPH) Manuevability 6
Keel
75 ft. Beam 15 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P/S, A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.

 

 

Starbroom

Wondrous Item, Rare

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. Furthermore, the broom magically replenishes air for up to one individual while being used.

The starbroom is incapable of spelljamming speeds, but makes an excellent courier, scout, shuttle or method of transport to and from spelljamming vessels or short jaunts into Wildspace.

Starbroom

Medium vehicle (space)


Cost
gp
Armor Class
15 (wood)
Hit Points
13 [2] DT 15
Crew
1/2 CrC — Counters
Cargo
200 lbs.
Landing Gear
Land - no / Water - no
Tonnage
Speed 50 ft. (5.5 MPH) Manuevability 6
Keel
5 ft. Beam 2 ft. Decks
Modules ()
Helm
None
Secondary Power
Eldritch Engine Power Units 10

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Stone Galleon

Stone Galleon

Gargantuan vehicle (space)


Cost
120,000 gp
Armor Class
17 (stone)
Hit Points
400 [80] DT 15
Crew
11/20 CrC 1/2 Counters
Cargo
30 tons
Landing Gear
Land - no / Water - yes
Tonnage
60 tons Speed 50 ft. (5.5 MPH) Manuevability 3
Keel
200 ft. Beam 50 ft. Decks 2
Modules ()
Helm
Major Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x3 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F, P, S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage

 

 

Stone Ship

Stone Ship

Gargantuan vehicle (space)


Cost
900,000 gp
Armor Class
17 (stone)
Hit Points
1,600 [320] DT 15
Crew
54/300 CrC 5W/30 Counters
Cargo
75 tons
Landing Gear
Land - yes / Water - no
Tonnage
300 tons Speed 15 ft. (1.5 MPH) Manuevability 3
Keel
200 ft. Beam 20 ft. Decks 1
Modules ()
Helm
Elemental Helm
Secondary Power
Eldritch Engine Power Units 3

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Swan Ship

Swan Ship

Gargantuan vehicle (space)


Cost
16,000 gp
Armor Class
14 (thin wood)
Hit Points
260 [52] DT 10
Crew
12/32 CrC 1W/3W Counters
Cargo
26 tons
Landing Gear
Land - no / Water - yes
Tonnage
32 tons Speed 125 ft. (14 MPH) Manuevability 5
Keel
100 ft. Beam 40 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage.

 

 

Thorn Ship

Thorn Ship

Gargantuan vehicle (space)


Cost
12,000 gp
Armor Class
13 (ceramic)
Hit Points
115 [23] DT 10
Crew
1/6 CrC —/1 Counters
Cargo
2 tons
Landing Gear
Land - no / Water - yes
Tonnage
3 tons Speed 150 ft. (17 MPH) Manuevability 6
Keel
50 ft. Beam 10 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.
Weapon: Flame Projector (crew: 1 or 2; undermanned)
Cost
Arc F/A
Armor Class
19
Hit Points
30
Cost
1,000 gp (flame projector), 5 gp (oil)
Actions
1 load/1 aim/1 fire
Attack
DC 8 + Seige Weapon (Int); Space Vessel (Wis) Range 120 Dam 33 (6d10) fire, half on a successful save.

Tradesman (Thoric)

Tradesman (Thoric)

Gargantuan vehicle (space)


Cost
33,000 gp
Armor Class
19 (metal)
Hit Points
450 [90] DT 15
Crew
12/30 CrC 1/3 Counters
Cargo
100 tons
Landing Gear
Land - yes / Water - yes
Tonnage
30 tons Speed 100 ft. (11 MPH) Manuevability 3
Keel
120 ft. Beam 100 ft. Decks 1
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Bombard (crew: 3 each)
Cost
2,000 gp (bombard) Arc turret
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam :: 44 (8d10) Bludgeoning
Weapon: Jettison (crew: 3)
Cost
600 gp Arc Aft
Armor Class
15 Hit Points 100
Actions
2 load / 1 fire
Att
A ship that enters the jettison’s space must make a DC 15 Spelljamming Vessel (Int) check to avoid. Dam 11 (2d10) bludgeoning damage and the enemy vessel comes to a dead stop.

 

 

Triop

Triop

Gargantuan vehicle (space)


Cost
90,000 gp
Armor Class
13 (bone & stone)
Hit Points
325 [65] DT 15
Crew
10/45 CrC 1/4W Counters
Cargo
22.5 tons
Landing Gear
Land - no / Water - yes
Tonnage
45 tons Speed 115 ft. (13 MPH) Manuevability
Keel
135 ft. Beam 60 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.
Weapon: x2 Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage.
Weapon: Jettison (crew: 3)
Cost
600 gp Arc Aft
Armor Class
15 Hit Points 100
Actions
2 load / 1 fire
Att
A ship that enters the jettison’s space must make a DC 15 Spelljamming Vessel (Int) check to avoid. Dam 11 (2d10) bludgeoning damage and the enemy vessel comes to a dead stop.
Weapon: Bludgeoning Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam 115 (11d10) bludgeoning damage and the ship comes to a dead stop.

Tsunami

Tsunami

Gargantuan vehicle (space)


Cost
600,000 gp
Armor Class
19 (metal)
Hit Points
1,100 [220] DT 15
Crew
75/200 CrC 7W/20 Counters
Cargo
100 tons
Landing Gear
Land - no / Water - no
Tonnage
200 tons Speed 60 ft. (6.5 MPH) Manuevability 5
Keel
950 ft. Beam 70 ft. Decks
Modules ()
Helm
Pool Helm
Secondary Power
Eldritch Engine Power Units 14

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x12 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc x6 P, X6 S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.
Weapon: x6 Bombard (crew: 3 each)
Cost
2,000 gp (bombard) Arc F, x2P, x2S, A
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam :: 44 (8d10) bludgeoning damage.
Weapon: x10 Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage.
Weapon: x3 Jettison (crew: 3)
Cost
600 gp Arc Aft
Armor Class
15 Hit Points 100
Actions
2 load / 1 fire
Att
A ship that enters the jettison’s space must make a DC 15 Spelljamming Vessel (Int) check with disadvantage to avoid. Dam 15 (3d10) bludgeoning damage and the enemy ship comes to a dead stop.

 

 

Turtle Ship

Turtle Ship

Gargantuan vehicle (space)


Cost
40,000 gp
Armor Class
19 (metal)
Hit Points
300 [60] DT 15
Crew
12/40 CrC 1/4 Counters
Cargo
30 tons
Landing Gear
Land - no / Water - yes (submergable)
Tonnage
40 tons Speed 70 ft. (8 MPH) Manuevability 4
Keel
95 ft. Beam 70 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x3 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage.

Tyrant Battleship

Tyrant Battleship

Gargantuan vehicle (space)


Cost
46,000 gp
Armor Class
17 (stone)
Hit Points
300 [60] DT 15
Crew
3/10 CrC 1/1 Counters (13P)
Cargo
20 tons
Landing Gear
Land - no / Water - no
Tonnage
40 tons Speed 90 ft. (10 MPH) Manuevability 4
Keel
100 ft. Beam 100 ft. Decks 4 (enclosed)
Modules ()
Helm
Orbus
Secondary Power
Eldritch Engine Power Units 18

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x3 Eyestalk Cannon
Cost
Arc turret, F/P, F/S, A
Armor Class
17
Hit Points
50
Att
Ranged Spell Attack +8 to hit Range 120/480 ft. Dam 45 (10d8) force damage.

 

 

Tyrant Destroyer

Tyrant Destroyer

Gargantuan vehicle (space)


Cost
gp
Armor Class
17 (stone)
Hit Points
225 [45] DT 15
Crew
2/6 CrC 1/1 Counters (13P)
Cargo
12.5 tons
Landing Gear
Land - no / Water - no
Tonnage
25 tons Speed 105 ft. (12 MPH) Manuevability 4
Keel
105 ft. Beam 40 ft. Decks 2 (enclosed)
Modules ()
Helm
Orbus
Secondary Power
Eldritch Engine Power Units 21

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Eyestalk Cannon
Cost
Arc turret, F/P, F/S
Armor Class
17
Hit Points
50
Att
Ranged Spell Attack +8 to hit Range 120/480 ft. Dam 45 (10d8) force damage.

Tyrant Carrier

Tyrant Carrier

Gargantuan vehicle (space)


Cost
gp
Armor Class
17 (stone)
Hit Points
750 [150] DT 15
Crew
7/25 CrC 1/2W Counters (13P)
Cargo
50 tons
Landing Gear
Land - no / Water - no
Tonnage
100 tons Speed 60 ft. (6.5 MPH) Manuevability 3
Keel
180 ft. Beam 180 ft. Decks 1
Modules ()
Helm
Orbus
Secondary Power
Eldritch Engine Power Units 12

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x3 Eyestalk Cannon
Cost
Arc turret, F, P, S
Armor Class
17
Hit Points
50
Att
Ranged Spell Attack +8 to hit Range 120/480 ft. Dam 45 (10d8) force damage.

 

 

Tyrant Scout

Tyrant Scout

Gargantuan vehicle (space)


Cost
gp
Armor Class
17 (stone)
Hit Points
165 [35] DT 15
Crew
1/4 CrC W/W Counters (13P)
Cargo
5 tons
Landing Gear
Land - no / Water - no
Tonnage
13 tons Speed 135 ft. (15 MPH) Manuevability 4
Keel
120 ft. Beam 50 ft. Decks 2 (enclosed)
Modules ()
Helm
Orbus
Secondary Power
Eldritch Engine Power Units 27

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Eyestalk Cannon
Cost
Arc turret, F/P/S
Armor Class
17
Hit Points
50
Att
Ranged Spell Attack +8 to hit Range 120/480 ft. Dam 45 (10d8) force damage.

Unity Ship

Unity Ship

Gargantuan vehicle (space)


Cost
90,000 gp
Armor Class
19 (metal)
Hit Points
250 [50] DT 15
Crew
15/30 CrC 1W/3 Counters
Cargo
10 tons
Landing Gear
Land - no / Water - yes
Tonnage
30 tons Speed 120 ft. (13.5 MPH) Manuevability 5
Keel
120 ft. Beam 25 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x3 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.

 

 

Urchin

Urchin

Gargantuan vehicle (space)


Cost
1,500 gp
Armor Class
14 (thin wood)
Hit Points
115 [23] DT 10
Crew
15/30 CrC 1W/3 Counters
Cargo
1 1/2 tons
Landing Gear
Land - no / Water - yes
Tonnage
3 tons Speed 120 ft. (13.5 MPH) Manuevability 5
Keel
5 ft. Beam 5 ft. Decks
Modules ()
Helm
Lifejammer
Secondary Power
Solar Sails Power Units 24

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Piercing Ram
Cost
Arc F/P/S/A
Att
Space Vessel (Int) Range 0 Dam 15 (3d10) piercing damage. If the ship is rammed, the ramming ship takes 16 (3d10) piercing damage.

Upso

Upso

Gargantuan vehicle (space)


Cost
40,000 gp
Armor Class
15 (wood)
Hit Points
300 [60] DT 15
Crew
20/60 CrC 2/6 Counters
Cargo
20 tons
Landing Gear
Land - no / Water - yes
Tonnage
40 tons Speed 80 ft. (9 MPH) Manuevability 3
Keel
200 ft. Beam 90 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

 

 

Velocipede

Flying bicycle, favored by space clowns. Despite its small size, it acts as a minor helm, allowing its sole occupant to travel Wildspace at mind-boggling speeds. Luckily, most of these bizarre vessels are only found in Clownspace, as the primary method of interplanetary travel.

Outside of Clownspace, they are generally stored in a larger vessel and only deployed as scouts or when a clown force wishes to assault a planet or spacedock, such as the Rock of Braal.

Velocipede

Large vehicle (space)


Cost
gp
Armor Class
19 (metal)
Hit Points
165 [33] DT 15
Crew
1 CrC Counters
Cargo
6.5 tons
Landing Gear
Land - yes / Water - no
Tonnage
13 tons Speed 55 ft. (6 MPH) Manuevability 6
Keel
5 ft. Beam 2 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Pedals Power Units 11

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Voidcarpet

Wondrous item, very rare

You can speak the carpet’s command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. In addition, the carpet provides 3 months of air for up to four individuals.

A carpet can carry up to 2,000 lbs. , but it flies at half speed if it carries more than its normal capacity.

Voidcarpet

Gargantuan vehicle (space)


Cost
gp
Armor Class
11 (canvas)
Hit Points
50 [10] DT
Crew
1/4 CrC — Counters
Cargo
1,000 lbs.
Landing Gear
Land - yes / Water - no
Tonnage
1 ton Speed 30 ft. (3.5 MPH) Manuevability
Keel
9 ft. Beam 6 ft. Decks 1
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 6

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

 

 

Wasp Ship

Wasp Ship

Gargantuan vehicle (space)


Cost
20,000 gp
Armor Class
15 (wood)
Hit Points
250 [50] DT 15
Crew
8/18 CrC 1/2 Counters
Cargo
10 tons
Landing Gear
Land - yes / Water - no
Tonnage
18 tons Speed 120 ft. (13.5 MPH) Manuevability 4
Keel
80 ft. Beam 20 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.

Werewolf

Werewolf

Gargantuan vehicle (space)


Cost
240,000 gp
Armor Class
13 (ceramic)
Hit Points
400 [80] DT 10
Crew
24/60 CrC 2W/6 Counters
Cargo
30 tons
Landing Gear
Land - no / Water - yes
Tonnage
60 tons Speed 60 ft. (6.5 MPH) Manuevability 4
Keel
230 ft. Beam 50 ft. Decks
Modules ()
Helm
Major Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.
Weapon: Magonel (crew: 5)
Cost
100 gp Arc F/P, F/S
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage.

 

 

Whaleship

Whaleship

Gargantuan vehicle (space)


Cost
90,000 gp
Armor Class
16 (thick wood)
Hit Points
550 [110] DT 15
Crew
20/90 CrC 2/9 Counters
Cargo
50 tons
Landing Gear
Land - no / Water - yes
Tonnage
90 tons Speed 30 ft. (4.5 MPH) Manuevability 3
Keel
250 ft. Beam 40 ft. Decks
Modules ()
Helm
Major Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x4 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc x2F/P, x2F/S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.
Weapon: Bombard (crew: 3 each)
Cost
2,000 gp (bombard) Arc F
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam 44 (8d10) bludgeoning damage.
Weapon: Bludgeon Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam 110 (20d10) bludgeoning damage and the ship comes to a dead stop.

Whelk

Whelk

Gargantuan vehicle (space)


Cost
120,000 gp
Armor Class
13 (ceramic)
Hit Points
300 [60] DT 10
Crew
30/40 CrC 3/4 Counters
Cargo
20 tons
Landing Gear
Land - no / Water - yes
Tonnage
40 tons Speed 90 ft. (10 MPH) Manuevability 4
Keel
120 ft. Beam 30 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage.
Weapon: Jettison (crew: 3)
Cost
600 gp Arc Aft
Armor Class
15 Hit Points 100
Actions
2 load / 1 fire
Att
A ship that enters the jettison’s space must make a DC 15 Spelljamming Vessel (Int) check to avoid. Dam 11 (2d10) bludgeoning damage and the enemy ship comes to a dead stop.

 

 

Wraithship

Wraithship

Gargantuan vehicle (space)


Cost
gp
Armor Class
15 (wood)
Hit Points
275 [55] DT 15
Crew
30/40 CrC 3/4 Counters
Cargo
20 tons
Landing Gear
Land - no / Water - yes
Tonnage
55 tons Speed 120 ft. (13.5 MPH) Manuevability 3
Keel
130 ft. Beam 30 ft. Decks
Modules ()
Helm
Major Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F/P, F/S
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.
Weapon: Magonel (crew: 5)
Cost
100 gp Arc A
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage.

Wreckboat

Wreckboat

Gargantuan vehicle (space)


Cost
4,000 gp
Armor Class
15 (wood)
Hit Points
120 [24] DT 15
Crew
1/4 CrC — Counters
Cargo
1,000 tons
Landing Gear
Land - no / Water - yes
Tonnage
4 tons Speed 175 ft. (20 MPH) Manuevability 7
Keel
30 ft. Beam 15 ft. Decks 1
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Fore
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing damage.

 

 

Xebec

Xebec

Gargantuan vehicle (space)


Cost
18,000 gp
Armor Class
14 (thin wood)
Hit Points
200 [40] DT 10
Crew
5/12 CrC W/1 Counters
Cargo
6 tons
Landing Gear
Land - no / Water - yes
Tonnage
12 tons Speed 90 ft. (10 MPH) Manuevability 2
Keel
65 ft. Beam 15 ft. Decks 2 (1 enclosed)
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Bombard (crew: 3 each)
Cost
2,000 gp (bombard) Arc turret
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam 44 (8d10) bludgeoning damage.
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage.
Weapon: Bludgeoning Ram
Cost
Arc Fore
Att
Space Vessel (Int) Range 0 Dam (5d10) bludgeoning damage and the ship comes to a dead stop.

Yawl

Yawl

Gargantuan vehicle (space)


Cost
76,000 gp
Armor Class
19 (metal)
Hit Points
135 [27] DT 15
Crew
2/2 CrC W Counters (16P)
Cargo
90 tons (towed)
Landing Gear
Land - yes / Water - no
Tonnage
7 tons Speed 60 ft. (6.5 MPH) Manuevability 2
Keel
30 ft. Beam 20 ft. Decks 1
Modules ()
Helm
Major Helm
Secondary Power
Pedals Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

 

 

Yawl Wagon

Yawl Wagon

Gargantuan vehicle (space)


Cost
1,000 gp
Armor Class
15 (wood)
Hit Points
100 [20] DT 15
Crew
CrC — Counters
Cargo
2 tons
Landing Gear
Land - yes / Water - no
Tonnage
1 tons SpeedManuevability
Keel
10 ft. Beam 20 ft. Decks 1
Modules ()
Helm
Secondary Power
Power Units

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Zeppelin

Zeppelin

Gargantuan vehicle (space)


Cost
gp
Armor Class
13 (canvas & thin wood)
Hit Points
105 [21] DT 5
Crew
7/22 CrC 1/2 Counters
Cargo
16 tons
Landing Gear
Land - yes / Water - no
Tonnage
22 tons Speed 90 ft. (10 MPH) Manuevability 4
Keel
150 ft. Beam 40 ft. Decks
Modules ()
Helm
Minor Helm
Secondary Power
Solar Sails Power Units 18

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: x2 Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc F,A
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Magonel (crew: 5)
Cost
100 gp Arc turret
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) bludgeoning damage.

 

 

Generic Ship Template

Ship Name

Gargantuan vehicle (space)


Cost
XX gp
Armor Class
YY (material)
Hit Points
100 + tonnage/5 [1/5 hp] DT ZZ
Crew
?/tonnage CrC Counters
Cargo
1/2 tonnage
Landing Gear
Land - yes/no / Water - yes/no
Tonnage
tonnage Speed ft. ( MPH) Manuevability
Keel
? ft. Beam ? ft. Decks
Modules ()
Helm
Helm Type
Secondary Power
Solar Sails Power Units 1/5 tonnage

Damage Immunities
poison, psychic, necrotic
Condition Immunites
blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconsious

Weapon: Ballista (crew: 3 each)
Cost
50 gp (ballista), 5 gp (bolt) Arc Aft
Armor Class
15 Hit Points 50
Actions
1 load/ 1 aim/ 1 fire
Att
Siege Weapon (Int) Range 120/480 Dam 16 (3d10) piercing
Weapon: Bombard (crew: 3 each)
Cost
2,000 gp (bombard) Arc F/P, F/S, A
Armor Class
15
Hit Points
75
Actions
1 load / 1 aim / 1 fire
Att
Seige Weapon (Int) Range 600/2,400 Dam 44 (8d10) Bludgeoning
Weapon: Magonel (crew: 5)
Cost
100 gp Arc Fore
Armor Class
15
Hit Points
100
Actions
2 load / 2 aim / 1 fire
Att
Seige Weapon (Int) Range 200(60 min)/800 Dam 27 (5d10) Bludgeoning
Weapon: Jettison (crew: 3)
Cost
600 gp Arc Aft
Armor Class
15 Hit Points 100
Actions
2 load / 1 fire
Att
A ship that enters the jettison’s space must make a DC 15 Spelljamming Vessel (Int) check to avoid. Dam 11 (2d10) bludgeoning damage.
Weapon: Ram
Cost
Arc
Att
Space Vessel (Int) Range 0 Dam (2 + /5 d10) damage

 

 

Section 3.3 - New Equipment

Blackjammer’s Sabre

Artifact scimitar

Boarder’s Harness

jetpack with storage

Boarding Vest

provides air and propulsion to move from one ship to another.

Bracelet of Air

provides fresh air

Bombard Gauntlet

wrist-mounted cannonball

Carpet of the Stars

Flying Carpet for space (has an air envelope)

Ghost Rigging

invisible rigging that only works for allies

Hadozee Wings

grants hadozee-like sailing

Ship in a Bottle

Flying Fish in small glass bottle

Star Broom

Flying Broom designed for space (has an air envelope)

Wildspace Anchor

allows anchorage to 100 ton or larger object in space

 

 

Section 4 - Locations

The Rock of Braal is but one port of many among the multiverse. Discussed below are other famous locations that one might find across the vastness of Wildspace.

Hellsport

Hellsport is an unusual port of call in a rather seedy Wildspace realm. It is located at the edge of the realm for easy access from Astral Sea visitors, allowing individuals to mostly avoid the corsair fleets and raiders found deeper within the system. Only a short distance from Hellsport is an Astral Lake known as the Deep Dark, where brave monster hunters battle colossal space-dwelling creatures, returning their corpses for profits at Hellsport’s landings.

Overview

Hellsport was founded on a nickel-iron asteroid, with the first building being the Temple of Asmodeus. Over the ages, the temple has been expanded and additional core buildings made of various stone and metal framing have added to the size of the port. As one nears the docks, the newer constructions give way to “temporary” wooden buildings and cloth structures. Closest to the ports, the city’s buildings are often made of the remains of ships and other vessels, with floating docks leading to islands where grand ships have become permanently moored and homes to dozens - if not hundreds - of residents.

People

The mood of Hellsport is somewhat jovial and carefree. Individuals of all common walks of life fill the streets, dealing, trading and carousing as they will. A “do as thou wilt” atmosphere permeates the populace, but likewise there is a clear sense that the populace will not tolerate acts of wanton violence or cruelty towards other; the Warlocks of the Temple punish those who get out of line and cause too much trouble, and the general population has no qualms about vigilantism against those who seek to overty disrupt the freedoms the port offers.

That does not mean that crime does not exist in the city - gangs and corrupt guilds are rampant, and the sale of goods and people that other places would condemn are practiced regularly throughout the city. Theft and other crimes occur regularly off the beaten path of the Straight and Narrow. However, only a fool performs such acts openly, and then only once before dragged off to the ports dungeons or made an example by the irate population.

The one thing Hellsport lacks is a noble class. Off-port nobility are tolerated, at best but no individual can claim a title of nobility on the port or its ship-isles. The closest one can come is to being a high-ranking cleric of the Temple of Asmodeus whose power is respected and feared. However, any such positions of power are tenous, and generally only hold as long as the individual can command the allegiance of those below them.

Oddly, there a great many shrines to other deities throughout the Straight and Narrow on Hellsport. While full-blown churches are not allowed to be built, singular priests and pilgrims of these other deities are tolerated, though most individuals rarely welcome priests into their homes or establishments. Proselyting of any sort is forbidden, and is one act to surely bring the Asmodean brotherhood down on such an offender - if the populace doesn’t burn the individual at the stake first.

Time

Hellsport has a thirteen hour day and equal night on its shore. The port actually gains little light from the realm’s sun - which appears as little more than a bright candle in the black sky. Instead, Hellsport is mostly lit thanks to what is known as the Cold Star - a bright, winking white light “north” and 30 degrees above the horizontal plane of Hellsport that appears in the sky as large as a dinner plate. Since the city rotates on its horizontal axis, this light provides a day and night cycle, though it provides no heat to the city - The city keeps off the chill of Wildspace with both the great bonfire atop the Temple and from stategically placed bonfires, hearths and furnaces throughout the port.

The Cold Star

No one knows what the Cold Star truly is - attempts to approach the star have ended with explorers and their ships consumed in radiant fire or driven mad on approach. Many a tale is whispered on Hellsport that the Cold Star is in truth a bound celestial being or an enemy celestial being keep dire watch over the city, but the truth is unknown to any of the port’s inhabitants or visitors.

The Deep Dark

This massive astral lake spans just over 100,000 miles (around 10 days travel). Unlike most other astral lakes, it interior is dim and crimson-hued. While flush with all sorts of astral fish, it is also home to some of the most fearsome astral monstrosities of the region - astral leviathans, space kraken and even a terrifying cosmic horror known as the Sin Eater.

 

 

Keyed Locations

Temple of Asmodeus

The central core of Hellsport is the (in)famous temple at its center. Build upon the iron-nickel asteroid core of the floating city, the Temple consists of a central tower of basalt flanked by two white marble towers, each slightly smaller in stature to the central tower. Likewise, the central tower is bedecked with grand stained glass windows and its guilded edges are carved reliefs of intertwining vines and leaves. The great basalt tower is topped with an ever-burning bonfire, which acts as a lighthouse beacon to locate the city. The two adjacent towers are plain and windowless, with their only feature being polished brass bands that bind it to the central tower. Only worshippers are allowed beyond the marble steps to the Temple, though it is believed fiendish visitors - and sneaky individuals - can enter the rumored tunnels beneath the Temple. Few dare to contemplate what occurs within the walls of the Temple itself, but the warlocks of the Temple present a friendly, if not sinister, face to the Temple. It is also known - and feared- that the white block towers of the Temple houses the city’s jails, though those few who have served their sentence and return remember no details other than pure dread from their stay.

The Strait And Narrow

This wide, winding street runs from the foot of the Temple of Asmodeus to the main docks of Hellsport. The street is lined with shops, taverns, shrines and entertainment booths of all sorts. During the day, people move shoulder to shoulder up and down the street as they go about their business. Fiends are said to mingle among the crowds, but they are never seen - cloaked in magical or mundane disguises and otherwise keeping a low profile. For all it’s business, crime is not tolerated along the street or its side shops. Illegal business and actions are instead restricted to the narrow, shadow-filled side roads, alleys and other places off the main road. The streets are heavily monitored and patrolled by the Warlocks of the Temple to ensure the peace.

The Black Tooth

One of the oldest businesses off the main road, this building is reached via access of a wooden ramp to its highest level. Commanding a scenic view over the port proper, it deals in potions and exotic liquors, with many storage levels digging into the city’s core. Among the more knowledgable, it is also known for the poisons one can buy - to those who are trusted enough to access the second level from its top (via a secret hatch on one side of the ramp). Further known to only the most trusted in the city is Hellsport’s assassin guild. Though anonymous contact can be made with the guild in various spots throughout the port, only the master assassins and their most favorable customers are allowed to access the core levels of the Black Tooth and its dark chambers. It is in these dark chambers that the assassins also keep their most secret prisoners - those either too important to kill, or for whom customers have paid exhorbant fees to keep them imprisoned and tortured in the mind-bending prisons of the assassins.

The Docks

The main draw of Hellsport, the various docks at the mouth of the port are multi-tiered levels where ships come to buy, sell, trade or have minor repairs or upgrades installed into the ship.

More than a smattering of business occurs upon the docks and their berths - though such dealing are unprotected and is very much a “buyer beware” situation. Because the Warlocks will tax any open trade or business they encounter in this area, all such business is usually conducted on-ship or within one of the many shanties that dot the docks or landings proper.

The one way to be ensured denial of berthing is to fail to pay a Warlock taxes or bribes that is observed by one of the Temple’s affiliates. There are also many who come to Hellsport whose business stretches no further than docks themselves, never venturing beyond a visit of travelling merchants to their ship to conduct business.

However, berthed ships are never except from inspection, and Warlocks will not hesitate to levy taxes, duties or other charges on vessels they feel have or intend to conduct business in the port proper. Of course, Warlocks frown on any business performed out of berthing and within sight of Hellsport, and have been known to destroy, seize or fine individuals and ships they catch doing so, acting as befits the Warlock’s mood and the reaction of those involved. A typical “protected” berthing costs 2 gp per day, while a “simple” berthing is 5 sp per day. The latter though, offers no protection against raiders, plunderers, pickpockets and other dock hazards, though it also generally has more chance of being randomly boarded and inspected - usually just before departure.

The Drydocks

Situated to the left of the centrally aligned docks, the drydocks are enclosed structures of wooden ramps, steel scaffolding and stone hangars. Damaged ships unable to berth at the docks or those requiring extensive refits or upgrades can request to have their ships towed to the drydocks for repairs. The carpenters and workmen of the drydocks tends to be superior to any such work done in the general docks area, though its prices tend to reflect such quality work. Warlocks ensure that any work done in the drydocks is guaranteed in its quality - a guarantee that does not extend to regular repairs at the normal docks.

 

 

The Pits

Situated to the right of the docks, this cave-like structure of wooden beams and stone and steel factories are used to process the space leviathans hunted in the Deep Dark. Generally there are at least two titanic beasts under work in this foul-smelling area at a given time, their carcasses being stripped and processed for consumption by the various businesses and customers within Hellsport. Oddly, the pits also act as the mortuary for Hellsmouth, where the bodies of the dead are cremeated and shuttled past the port’s air enveloped to be scattered in the dark beyond.

The Furnaces

One of the more unusual areas of Hellsport, the furnaces are an industrial section on the right-hand side of the port. Great iron towers belch colorful smoke that is directed via extended tubes outside the air envelope of the port. The furnaces employ a large number of workers, and all of its materials come from off-port, usually brought to Hellsport from the various pirate and mining fleets further within the system. While some work is catered to in-system individuals, most is sold in the great markets on and off the Straight And Narrow. All sorts of objects are manufactured at the furnaces - many of which include magical dweomers from their crafting process, if not in the abilities the object possesses.

The Rickets

Most of the left side of Hellsport, within a few avenues distance of the Temple are residential districts concocted of wood and sailcloth. These slums stretch several stories tall and down to the stone buildings of the ports core and are filled to bursting with the cast-offs of ships and refugees - mostly from the inner worlds, but also from visiting ships that never made it out of their berthing. The rickets can be a dangerous place - unsecured buildings, wild gangs of street urchins and slaver gangs are among its most prominent hazards.

The Stones

The “middle class” of Hellsport dwell in the core of the port, which is a maze-like structure of stone buildings that forms the foundation of the port. This stone was imported to Hellsport from one location or another - mostly from the inner planets and in a few rare cases imported from distant Wildspace realms. In a couple of the rarest cases, the stone is believed to have imported from the outer planes - including the Nine Hells, Gehenna, Hades and in one case, a (defiled) stone shrine from Mount Celestia that is secretly buried deep within one forgotten section of the port. Most of the surface level stone buildings are inhabited by a mix of well-to merchants or retired seafarers. The deeper into the stone one goes, the poorer the folk generally are - but unlike the Rickets, abject poverty and the crime associated with it is relatively rare. Those who live in the poor inner grottos generally do so in ignorance of their poverty, well-fed but lacking knowledge or desire for the finery above their heads.

It should also be noted that in the deepest, abandoned sections of the Stones wander a wide variety of fiends. These fiends generally keep to themselves and rarely venture into the inhabited sections of the port, and there are vague tales among the learned that some of the deepest areas are direct portals to portions of the lower planes themselves.

 

 

Section 5 - Features

There are many strange and amazing features within the realm of wildspace. A few of the more common ones are listed below.

The Astral Stream

Vast streams of colorful astral material wafts into Wildspace from the Astral Sea, creating rivers and lakes of starry material. The motion of planets in a realm prevent these streamers from forming in planetary paths, so they tend to create veins that stretch above and below the planetary plane of a Wildspace realm. The larger rivers produce their own air envelope and centrally-pulling gravity well. They are usually filled with an assortment of space guppies, feeding kindori, scavvers and other spacesea creatures. In some places, these confluences gather into great lakes, usually bobbing with asteroids or other terran objects caught in the grip of the streamer’s gravity.

Because these rivers and lakes produce both an air envelope and gravity well, spelljamming ships are slowed to tactical speed when they are approached. These areas are easily avoided by ships at spelljamming speeds as their currents are languid and predictable, and are out of most major travel lanes. However, ships needing to restore their food stores, or which ply in astral sea food trade need only take a short divergence to reach these areas and conduct themselves in a wide range of fishing activities - from singular pole fishing to using nets to sweep the rivers and in some unsavory cases, hunting kindori and the other vast beasts of the astral rivers and lakes like the seaborne hunters of old.

Astral Lakes and Seas

In some areas, astral rivers combine to form expansive areas of luminous starry material. The smaller of these gatherings, usually less than a thousand miles across, are referred to as astral lakes. From the outside, they have appearances similar to nebulas in our own universe.

Larger collections of astral rivers are sometimes referred to as seas. Seas can be up to several million miles across and can exert as much gravity as a large planet.

Fishing

The rules for rod-based fishing can be found in the Astral Adventurer’s Guide. Net fishing in an Astral River or lake requires a fishing net and a DC 15 Wisdom (Survival) check per net. A successful check gathers 5 lbs. of fish (5 meals worth), plus an additional 5 lbs. per point the check was succeeded by. A failure with a natural roll of 2 indicates the net is tangled or otherwise damaged and must be repaired (at least 1 hour’s work) before use. A failure with a natural roll of 1 indicates an encounter with a predatory fish of some sort (usually a scavver) that attacks the crew or vessel.

Harpoon hunting for Kindori and other colossal creatures - such as Astral Krakens, Dreadnoughts or the like, use the normal ship-based and personal combat rules; hunting down such colossal beasts is not a task for the weak of heart!

Objects in Wildspace

Asteroids

A wide variety of space debris tumbles through Wildspace, ranging in size from small pebbles to moon-sized asteroids and other objects. Free-floating rocky debris, for the purposes of this game are termed Asteroids, and they are relatively unmoving from their position, allowing them to be revisited over and over. An asteroid must be a minimum of at least 50 feet across to produce an air envelope and gravity plane that can interfere with spelljamming. Over the many years floating in Wildspace, asteroids surprisingly fill their air envelope with fresh air. Ships sometimes take advantage of this to replenish fouled air by merging with the asteroid’s air envelope. It takes approximately a week for an asteroid to clean its own fouled air envelope if otherwise left alone.

Comets

Comets and other moving objects are an occasional hazard in Wildspace. Luckily, these objects generally not moving at Spelljamming speeds and are easily detected by vessels and avoided. In rare occassions though, these fast-moving objects may either be undetectable, masked or actually alter course to seek out collision with spelljamming vessels, such as Murder Comets (see Boo’s Astral Menagerie). Generally speaking, known obstacles can be automatically avoided. In some cases, a ship may be forced to pass through such an obstacle (such as the Rain of Tears, a meteor shower near Selune’s moon port in Realmspace), which forces the ship to tactical speed to manuever through the area. Other unexpected obstacles can generally be avoided with a successful DC 15 Wisdom (Spelljamming Vessel) skill check. In rare cases, dangerous obstacles may seek out nearby spelljamming ships, drawn to such ships by magic or sentience. In such cases, an opposed Wisdom (Spelljamming Vessel) skill check may be required to avoid the obstacle, with failure indicating interception, which slows the vessel to tactical speed.

 

 

Celestial Bodies

The first are celestial temples, generally dedicated to gods of the sky, sun, stars or moon. In spelljamming realms, temples to these gods may exist, either as part of a larger port or possibly as a freestanding edifice. Most are open and welcome to peaceful travellers, offering services, spells, berthing and/or places of worship for those travelling through Wildspace. Modrons, oddly, have scattered outposts throughout wildspace, where they observe celestial mechanics and in rare cases may act as drydocks for spelljamming ship repairs - though usually at the cost of a mandatory attendance of one of the Modron’s conferences on celestial mechanics.

Infernal Realms

The second phenomena are the smattering of infernal realms sometimes found in remote and forbidding places of Wildspace. Whether a foul temple to a fiendish power, prison for such beings or the touchstone for an infernal incursion, these realms are generally found in obscure areas and reek of their infernal inhabitants. In one exceptional case, there is a known temple to Asmodeus in a realm replete with corsairs and pirates, a great floating city colloquially known as Hellsport, in which all manner of pleasures and items can be found - many of which are highly illegal in other realms.

Conversely, there are cautionary tales of a forgotten realm whose planets were overrun in a demonic incursion brought on by own inhabitants foul practices, its planets now hellish realms and its sun devoured by an apocalyptic entity that still hungers for all that draw near it. Likewise, spacer tales speak of other realms in an enternal war between celestial and fiendish forces, with the very planets in contention by rival forces.

 

 

Section 6 - Systems

The Spelljammer campaign book covers the basics of three systems. A few additional systems are covered below.

Known Systems

Generally speaking, ignore the distances stated for objects given in older supplements. As a rule of thumb uses the “days” from the central body to an object to recalculate the distance. A spelljamming ship is assumed to be manned for a 14 hour run time at a pace of 1,000 miles an hour (14,000 miles per day).

Clownspace

Clusterspace

Deadspace

Greyspace

Herospace

Krynnspace

Realmspace

The Shattered Sphere

Overview

The Inner Ring

Known as the sun realms, there are two great planets of the inner ring - Sunburst and

Sunburst

The Middle Ring

The Outer Ring

The outer ring consists of rock and ice fragments. It is fraught with a variety of stellar beasts, many of which are mutated or spawned by a cosmic horror known as the Dreamer. Small galleys are in common use here, for trade or raiding. The inhabitants

Denizens

Azorians

Worshippers of the sun gods, dwellers in the inner ring. They preform sacrifices in the belief that it keeps the suns burning. They raid and demand tribute from the middle and outer ring to fuel their sacrifices.

Pelepians

Dwellers in the broken realms, the pelepians are mostly independant, though several have banded together for mutual trade and trust. They fear the might of the azorians and are cautious towards the ontonians, both who have been known to raid their realms for goods and people.

Ontonians

Survivors of the outer ring, ontonians are fiercely independant. They generally keep to themselves and rebuff the Azorians. Some trade with the Pelepians with the strange wonders they extract from the Astral Sea. Ontonians include humans and goliaths, with many of the humans having frost giant bloodlines.

Dieties and Powers

Tzolec

God of the sun and mighty serpent of the sky, worshipped by azorians. Tzolec has two children - the child of light and the child of night. This trio forms the azorian pantheon

Huelz

God of trade, worshipped by the pelepians. One of the most respected of the dozen gods. Every community that has a spelljamming port has a temple or shrine dedicated to Huelz and his household.

Ozeris

God of protection, worshippped by the pelepians. Ozeris is invoked to provide protection against raiding and is prominent in almost all established pelepian communities. Ozeris is reputed to have a mighty army that he dispatches to protect the communities of the system. The spelljamming force known as the Children of Ozeris consists of mortal followers who provide a sort of police force for the system in Ozeris’s name.

Fruz

Giant god of cold, worshipped by the ontonians. Fruz has thirteen sons and daughters that form the ontonian’s pantheon.

 

 

Section 7 - Monsters

Albari

Allura

Anadjiin (Realmspace)

Astrosphinx

Beholder Mage (Wildspace)

Bionoid

Bloodsac

Buzzjewel

Chandos (Realmspace)

Chattur

Colossus

Comet Steed (Crystal Spheres)

Contelate (star pattern avatar - usually an animal or humanoid)

Contemplator (Engineer)

Death Shade (Skull & Crossbones)

Delphinid

Dimensional Catcher (Space Ant Lion)

Dizantar

Dreamslayer

Dweomerborn (rewrite, elementals created from spelljamming exhaust)

Fal(madaraatha)

Feesu Swarm

Flowfiend

Gammaroid

Gazling (Beholder PC, cantrip eyes)

Giant, Spacesea

Golem, Furnace

Gonn (celestial)

Gossamer

Grav

Gravisslayer (uses Gravity, created during the Inhuman Wars)

Great Dreamer

Greatswan

Gromman

(Rock) Hopper

Horg (Greyspace)

Hummerfly (Heart of the Enemy)

Insectare

Isopterite (Crystal Spheres)

Kasharin (Legend of the Spelljammer)

Kirr (K’r’r’r)

Lavaworm

Lhee

Lutum (mudfolk)

Mercurial Slime

Meteorspawn

Monitor

Navigator Owl (space owl)

Nay-Chur (Space Worm)

Necrokine (Chronicles of Riddick style undead; users of anterships)

  • Zombie
  • Ghoul
  • Vampire
  • Lich

Neogi Lich (Undead Great Old One)

Oortling

Plainsjan

Plasman

Puffer

Pyroserpent

Q’nidar

Rogue Moon

Sarphardin

Sentinel (Wildspace)

Shadowsponge (Lost Ships)

Skullbird

Skykine (Greyspace)

Sleek

Slinker

Space Drake (Skull & Crossbones)

Spaceworm (Lost Ships)

Spirit Warrior

Spiritjam

Starforged Warforged who escaped Eberron

Star Selkie

Stargazer (intelligent baskilisk)

Thagar (Lost Ships)

Tinkerer (Lost Ships)

Vodoni (Under the Dark Fist) -Vodoni Breeder Gen(17-18);AC 5; Mv 12; HD Ftr9/Wiz16; #Att 3/2; Dmg by weapon; SA spells; SD eagle vision (staff of power, longsword +3 defender; bracers of defense AC 2, cloak of protection +4) -Vodoni Conqueror Int very;AC 5 (hide);Mv 9;HD 10; #At 2 or 3; Dmg 1d10/1d10/1d8; SA blood rage; SD +1 weapon to hit; SZ L -Vodoni Enforcer Int Ave;AC 4 (chain + shield);Mv 9;HD 7; #At 2 or 3; Dmg 1d8/1d8/1d6;SA blood rage; SD +1 weapon to hit; SZ M

Witchlight Marauder

Xixchil

Yitsan

Zard

Zurchin

 

 

Section 8 - Spells

Repair Ship

4th level Transmutation

Warp Wood

4th level Transmutation

 

 

Section 9 - Scenarios

Scav Hunters

Tradesman vs. Void Scavver

The White Kindori

3 ships vs. aggresive Kindori

The Duel

2 ships vs. 2 ships

Raiders

2 Pirate Ships vs. Convoy (5 cargo ships + 1 combat ship)

The Prize

Pirate Ship vs. Pirate Ship to board and take cargo from citadel

The Battle of Five Stars

Scro fleet vs. Elven Fleet

A New Challenger

Giff fleet vs. Elven Fleet

The Trap

Pirate Ship attempts to flee Elvin Navy

The Hammer of Justice

Smugglers attempt to evade Elvin inspection

 

 

Section 10 - Miscellaneous

Wherein random ideas from the past are dropped, to eventually be made into usable ideas.

The Gith Wars

For a millennium, Vlaakith, the lich queen of the githyanki has ruled from the Mouldering Throne in an island chain of dead gods - one composed literally of dead gods collected together in the Astral sea and loosely linked together by adamantine chains between the ancient corpses.

For nearly half that time, Vlaakith has engaged in Great War between her githyanki and the separatist githzeria who have resisted united the race as one. However, a recent acquisition of the dead god known as the Whispering One has turned her attention to conquest of the Astral sea and the realms beyond.

She has recently formed legions of elite gish warriors under command; soldiers armored with white aether armor and trained in the arts of warlock magic. She has organized legions of these soldiers onto wedge shaped, astral-faring vessels whose arcane powers are rumored to have been whispered to her by latest dead god acquisition.

As these malovent forces find portals to other astral islands and realms, their wyrm-riding legions are unleashed on the world, intent on bringing the various populace to their knees. Once subjugated, a tithe of their population is returned to the Chained Isle, where they are tortured and transformed into more githyanki legionaires.

As Vlaakith’s grip expands and her legions grow, rebel factions have been organizing to resist her.

First among them was the remnants of the Astral elvin nation. While its armada had been smashed by Vlaakith’s superior forces, the elves were able to escape with enough ships to provide the other races with a means of covertly moving about and evading the githyanki battle ships.

The inhuman Neogi have struck a bargain with Vlaakith’s forces, allowed to keep their own territories and conduct raids in nearby systems in return for large tithes of the slaves they take. However, everyone knows that sooner or later one side or the other will turn, and many believe Vlaakith has the strong advantage.

The beholder worlds, though small, have been able to resist Vlaakith’s incursions, with varying success. When united, they can easily repel an invasion force, but the beholders have been known to betray another on occasion, causing the cluster of worlds to slowly diminish as it is picked apart.

The Giff alliance, though small, remains on the move after the fall of the Elvin Armada. Striking from secret bases, the small fleets of swift Giff patrol craft raid Vlaakith convoys and smaller bases, quickly vanishing before the massive war vessels of the githyanki can move in to counter strike their raids.

The dwarven holds are split - some are mighty enough to repel Vlaakith’s legions, others smart enough to bargain their wares for semi-indepenance, others destroyed or enslaved to produce mor arms, ships and weapons for the legions of the githyanki. Among the Escaped, dwarf engineers are prized for keeping a Spelljamming ship operating.

Hiding in the dark between the stars, the mind flayer nautiloids strike without warning and disappear as quickly once they have sated their dark appetites. They greatly fear and avoid the githyanki, but prey on virtually all other humanoid races in the night sky.

Sigil of the Outlands has become a haven to those fleeing from the legions of Vlaakith. Though the Lady of Pain has been unwilling to take a side in the conflict, she has so far been able to resist the mass invasion of Vlaakith’s forces - though she has been unable to effectively prevent small gish raiding parties from seeking individuals or targets within the city. Hushed rumors hint that Lady may not be able to keep Vlaakith away forever…

To this come the player characters, brought into the world when their world is attacked and overwhelmed by Vlaakith’s legions. Forced into the stars to escape the enslavement or destruction of their world, characters must find a way to exist - if not strike back against - this realm ruled by the Lich Queen and her beloved…

Just use the githyanki and the Lich Queen for the Empire (Lich Queen = Palpatine, Githyanki in white plate = stormtroopers, Dead gods = Super Star Destroyers/Death Star). The Lady of Pain becomes Mon Mothma…A rogue modron as R2-D2/C3P0?