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INTRODUCTION CONVERSION FoRUMLAS ‘THACO and Armor Rating ‘Summary of Mechanics removed or simplified Suir MecHANICS Basis Ship Manewverability Class Power Sources Armaments Armaments Table ‘Ship Modifications ComBaT Encounters: Gargantuan Monsters ‘Ship Movement Flow of Combat Crew Breaking Apart Criticals CONTENTS Surrs Beholder Tyrant Ship Caravel Dwarvish Citadel Damseltly Dragonfly Dragonship Elven Armada Flitter Galleon Gaomish Sidewheeler Hammership Man-0.War Mosquito Nautoloid Deathspider Mindspider ‘Squidship ‘Tradesman, Wasp Ship Costs Making a Ship From Scratch CrysTAL SPHERES & SYSTEMS Crystal Spheres ‘The Phiogiston ‘Systems and Random Generation Planetary Encounters Level of Technology INTRODUCTION pelljammer! Such a unique setting. One that When I first read ita few years ago it immediately caught my imagination and set it ablaze with GOIN) ideas. Alas, it was written for a time long past ) Welt unfair Tsay! So began my attempt at converting it to the Sth edition ruleset. In order to doo [enlisted the help ofa friend of mine that was far more familiar with the 2nd edition ruleset as Ihad never played it before. Together we created a basic formula to convert the armor class values ofthe existing ships. Beyond that I began hammering out the rest. The book you fare now reading is the culmination of that process as well as some play testing to make sure elements worked, and of course revisions there after, Despite this being plenty to run a Spelljammer game in Se, itis highly recommended that any DM planning on running a Spelljammer game should purchase and fully read the original 2nd edition books in addition to this one. Itis a simpler version of the core Spelliammer rules, and does not contain many of the same things the original books did For example the rules on air and gravity, these can easily be handwaved by the DM and therefor serve no real purpose in converting. Originally the text PDF I released to the public was a no frills printer friendly black and white document, but I like ‘many am a visual kind of person. So using NaturalCrits Homebrewery, Ihave refashioned the PDF into a much nicer want to thank those that are responsible for any of the artwork used in this document. I'd also like to thank the creators of The Homebrewery, for which without this document would not exist This document is free to any who wish to use it privately or publicly. t should never be sold in any way and contains elements (such as artwork and copyright) that is not owned by me. It isa labor of love and fandom, and should WoTC ever release an official campaign setting book for Se this will became obsolete Enjoy! “Robert Lyons CONVERSION FORMULAS AND PRINCIPLES One of the nice things about the Spelliammer setting is that a lot ofthe elements are individual unto itself meaning that ‘much can be left as is. Some things however, such as THACO and Armor Rating need to be converted. In addition some mechanics, I felt were overly complicated and therefore streamlined or cut outin order to keep in line with Se's style, THACo To Atrack Bonus CONVERSION FORMULA ‘Attack Bonus = 20-THACO +2 ‘This puts a THACO of 18 at a +4 attack bonus, Armor RaTING To ARMOR CLASS (CONVERSION FORMULA ‘Armor Clase = 20- Armor Rating +2 ‘This puts an Armor Rating of 4 at an Armor Class of 18, SUMMERY OF MECHANICS REMOVED OR ‘SIMPLIFIED ‘The following mechanics have been removed in order to streamline gameplay. More information on the mechanies| ccan be found in the corresponding chapters. + Crew status and their statistis (see chapter on combat) * Declaring ifone is going to perform a ramming attack is no longer needed + The calculation of % to lock with another ship when using piercing ram ‘+ Ship saving throw system has been removed ‘+ The way in which PCs and NPCs can damage a ship and the forumula for converting hit point damage to hull point damage (sce chapter on combat) ‘+ How to calculate total ship movement and initiative (see chapter on combat) + Spelljammer Helm types have been revised to be in line with magic items of Se (see chapter on ship mechanics) + Ship rating has been changed to ship power and Manewverability Class now has modifiers associated to them (see chapter on ship mechanics) + Changes had to be made to the critical hit chart involving. the ‘Loss of SR’ and ‘Spelljammer Shock" effects (see chapter on combat) Also itis a d10 table now. ‘+ Series Helms and Orbus Helms have been given a ‘maximum rating and had their tonnage restrictions removed (see chapter on ship mechanics) ‘+ Poot helms and Gnomish helms have been removed due toredundancy + Bombards and Greek Fire Projectors have been removed ddue to redundancy + Ramming mechanies have been modified (eee chapter on armaments) + Towing has been modified (see chapter on combat) + Added Beholder ships, because... beholders. Races, Space Monsters, etc. Suir MECHANICS Much of the way in which ships function remains the same. Their Hull Points value, tonnage, cargo, etc, all remain unchanged Armor Rating and Weapon THACO have been converted using a formula (see chapter on Conversion Formulas), “All ofthe ships presented in the core Spelljammer books have been converted and can be seen in the chapter Ship Cards’ Basics In order for a ship to be space worthy it needs a proper power ‘source. Many exist but the most commonly used and most versatile is the Spelljammer Helm. In order for a ship to leave ‘planet or make any movement in space it must have a Ship Power of 1. Ships also have other requirements such as needing a specific amount of crew in order to operate, this is detailed on each ship's card. When creating your own ship, consider the ships overall size, armaments, and facilities ‘when determining the proper amount of crew needed in order to operate, Ships have two types of travel, Long-Distance which is basicaly like a warp speed and Short Distance which is used for combat, landing, surveying, etc When a ship is traveling in Long-Distance mode, any obstruction (such as a planetary body or another ship) will cause the traveling ship to immediately and safely slow to ShortDistance speed in order to prevent a fatal crash. This is how pirates often initiate their atacks, by waiting in highly traveled areas, Al ships travel atthe same speed when in Long-Distance mode regardless ofthe ships power or its maneuverability class. A ship can cover 100 million miles in a 24 hour period ‘Thatis earth hours, in general it's just easier to use earth time references. Short-Distance travel is measured using a hex grid Each, hex represents 500 yards and unlike ground based combat, 2 for more ships can occupy the same space. ‘A ship can move 1 hex per total ship movement this is ‘much like ground based movement) however its important to note that changing the facing ofa ship also uses I full movement. This is because the way in which armaments are mounted to a ship requires specific facings (unless a turret is, installed) to be used in order to be effective. More on ship ‘movement is covered in the chapter on combat. ‘Ships have different methods of landing and some don't have any. Some ships can land on water or land however ifa ‘ship has neither it can never land on a planet, icinstead ‘would need to stay in the air or crash. Ifit crashes on a planet it's likely never going to suffer too much damage to be spaceworthy unless repaired first. ‘All ships can however dock with space stations (that have docks) and in some cases, such as with single-man small ‘ships, can dock onto other larger ships (ithe cargo bay is large enough) Suir MANEUVERABILITY CLASS Every ship has « maneuverability class rating. ‘The maneuverability class of a ship isa general representation of that ships ability to turn and move through space. From a mechanical standpoint the rating effects two factors, initiative and overall movement (see chapter on ‘combat for mote information). ‘There are methods of modifying a ship to have a better or ‘worse maneuverability class (described in Ship Modifications and Other Equipment) Ship Manewverability Class Modifier A 45 +4 8 #2 4 +0 nmoo® Power Sources Every ship typically has 2 power sources, a primary and a backup. These are generally not sold with the ship and instead are transferred from one ship to another during a trade or sale Below are the different types of power sources, Sreuiyamocr Hetas These are the most commonly used type of power method because of their versatliy. They require a spell casting class capable of casting Ist level spells or higher to be seated in them. When the spell caster sits upon one they choose aleve, of spel to expend into the helm. The level of spell determines the ships power rating fr the next 12 hours Ifthe easter is separated from the helm at any point before the 12 hours the ship's power drops to 0 and another spel slot must be used in order to power the ship again. ‘spell caster can only use @ helm for 12 hours ata time, cach hour beyond that will require another spell slot and inflict I level of exhaustion tothe helmsman. Because of this most ships like to have more than one caster on them ia order to rotate helmsman, There are four quality ranks of Spellemmer Helms: Normal - 150k gold +1 (care) -250 gold +2 (very rare) -400k gold +3 legendary) - priceless Use the chart below to determine ship power levels as related to the helms rarity and spel level east into it. Spell Slot Level Ship Power (normal/+1/+2/+3) Ast waa 2nd Vyajaj3 ard 2/2/3)3 ath 2/3/3/4 Sth 3/3/4)4 6th 3/4)4)5 7th 4/4/56 8th 4151616 sth 5/6/6)7 Orsus (Beholder ships - 300k gold) ‘The Orbus are beholders that have been bred specifically for running a ship and cannot do anything clse. Each Orbi provides a ship with 1 ship power to a maximum of 5. They have 10 AC and 50 hit points. ‘Their eyes are blind and have milky white cataracts over them, They have almost no will of their own and will follow orders regardless of who gives them, for this reason the Beholders never willingly trade, sell or give them to other races and would rather disintegrate them. ‘The price listed is what a beholder might sella single Orbi toanother beholder for Sunres Het (Mithid ships- 75k gold per helm) ‘These were invented by the Ilthids (Mind Flayers) but have been adapted by many creatures that lack the normal ‘means of easting spells but have spell ike casting abilities (such as psionies) Each helm provides 1 ship power. A single ship can have a ‘maximum of 5 series helms ata time, Unlike Spelljammer helms, Series helms do not cause exhaustion and the ship ‘power rating can be modified on the fy by either adding or removing a helmsman, This allows the tactical advantage to a series helm ship when they are ambushed as they ean potentially raise their ship power. Generally when long distance traveling a ship fitted with series helms will only have one helmsman seated. Forces (Dwarven ships - 500k gold for the forge and 100k gold per ‘year in materials) ‘Many Dwarves lack direct magic casting, but make up for it in creative erating. This in itself isa type of innate magic and the Dwarves have developed a way of harnessing it to power ‘ships through space. Dwarven ships are more akin to mountains than ships, and the forge is a literal forge where they create weapons, armor, trade goods, etc. The forge requires 200 cubic yards for every 50 Dwarves. 100 Dwarves generates 1 ship power. I's for this reason alone that a Dwarven ship, is quite literally a full size city, usually with a mine. ‘They range in size from 100 tons to 700 tons. A side effect of the forge is a large amount of tradeable goods. Every ‘month spent moving in space generates 10,000 gold in tradeable goods. A negative side effect is that after awhile the ‘mines run dry and the ship is no longer self sustainable. These are often abandoned only to become monster lais, Forwacus ‘A furnace uses the energies within a magic item to fuel a ship. single magic item confers a ship with power for 1 ‘month, the amount of power depends on the quality of ‘magical item (see chart below) After the month is up the item is completely consumed, furthermore once placed into.a furnace the item cannot be removed as it becomes magically bound to the furnace. Furnaces are often installed as a back- ‘up means of power as they are very reliable. Rarity Ship Power Cost Common 1 100k gp Uncommon 2 200k gp Rare 3 300k gp Very Rare 4 400k gp Legendary 5 500k gp Artifact not compatible NA AurirunNacE priceless ‘An artifurnace functions in the same fashion as a regular furnace except that it uses an artifaet for power. The artifact hhas an endless supply of magical energy and as such is never ‘consumed and provides a constant ship power of & Once an artifact is placed within an artifurnace i can never be removed LIFRJAMMER (G0k gold) Lifejammers are generally used by more evil races like the 'Neogi, or slavers, They are fueled by the life energy ofa living being and can cause death, The helm can be set to extract, specific amounts of life energy providing the ship with specific ship power levels oa maximum of 5 A creature seated ina lifejammer takes 1d6 necrotic damage per ship power level every 12 hours, The damage cannot be healed until a Greater Restoration spell has been cast on the ARMAMENTS ‘The armaments remain largely the same. Its important to note that 2 damage values are listed, Hit Points and Hull Points. Hit Points pertain to attacking creatures, and Hull Points pertain to attacking ships. By default in this conversion ammo is not tracked. the DM may choose to change this in order to create additional costs on the players. Durability is represented as hull points. A weapon can be {targeted by an opposing ship at disadvantage, and ifit reduced to 0 hull points it become inoperable. It costs 1/4 the cost of the weapon to repair it ‘Allarmaments have a set attack bonus when used, a players stats do not modify this bonus. CATAPULTS: Catapults are a large stone throwing device that function on a fixed position (unless turreted) A forward facing catapult is capable of targeting its three forward hexes, BALLIsTAS Aboallista fires large bolts, javelins, or spears. They are ‘mounted on a pivoting base and can fire in any direction, All balistas have the turreted feature. Rams Rams are large devices that are mounted to the front or rear ‘ofa ship. They have no attack bonus when rolling to hit. In ‘order to ram, the attackng ship must move 2 hexes in a straight line before entering the same hex of the ship It is ramming. The amount of damage dealt by a ram is based ‘upon the tonnage of the ship itis attached to, asis their price. Jetsons “Ajetion ia spacial kind of atapulthat are specifically designed as antipersonal weapons. They ae ypealy loaded ‘wth shrapnel such as small stones, trash, debris, and the like. They are used to clear enemy decks without causing any damage to the opposing ship and therefore ae typical used br pirate crows, The attack rll of jetison applies toll creatures within i's area of effet. STANDARD ARMAMENTS ‘The weaponry ofa ship is limited only by the ships design. Every ship has an SA value that represents the amount of ‘weapon bays the ship comes within it's stock configuration, “Typically these will be mounted evenly to each facing when possible. In cases where there is only I weapon on a shi ‘usually mounted to the front or rear ofthe ship. ARMAMENTS: jit rit Tre Points HullPoints Range Durability Crew Cost Light Catapult 210 1220S Mediurn Catapult 341022 19-208 Heavy Catapult 3d10 24418-2010 1000 gp Light Balista 24s —ONA NAS 400 gp 1 500 gp 3 5 1 Medium Ballsta 346 NA 20 8 2 600 gp 4 1 700 gp Heavy Ballista 3410 NA 10 800 gp Piercing Ramm NA NA 3 100 gp per ton of ship Blunt Ram NA NA NA 100 gp per ton of ship Grappling Rara NA NA NA 200 gp per ton of ship Light Jettison (5ft radius) NA 5 400 gp a NA 600 gp radius) Heavy jettison (1 5ft radius) NA 800 gp Sui MoprricaTIons Ships can be heavily modified to suit the individual needs of their crew: Additional equipment can be purchased and installed into a ship. Generally these features are stripped from a ship when itis sold returning it to its 'Stock’ state, ‘weapons and helms ate also stripped and sold seperately, ‘WEAPON Bays (600 gold) You can have additional weapon bays installed onto a ship atthe cost of I ton of cargo space per weapon bay, however you cannot exceed more than half of a ships total cargo space. For example if ship has a cargo space of 10 tons, you could add a maximum of 5 additional weapon bays, leaving 5 tons of cargo space. TorzeT Mountinc (Light 300 gold, Medium 500 gold Heavy 1000 gold) ‘Turrets are mounted rotating weapons platforms that allow ‘a weapon to be fired in any direction, For double the price a turret can be outfitted with plating that protects the crew ‘manning the turret. The plating adds *4 AC to the crew Hut Anon Ships can be outfitted with a few types of armoring options, these can be stacked, however only I type of plating can be used on a ship. Plating a ship, while useful, makes it stand ut. Pirates are more likely to attack a ship that has been plated * Increased Thickness - 100 gold per ton of ship. This increases the thickness ofthe hull but decreases cargo ‘space by 20% Ships with no cargo space cannot have this procedure done to them. A ship can only have its hull thickness increased once. Adds #1 toAC. + Iron Plating - 300 gold per ton of ship. By mounting ‘exterior plating to the hull ships defenses are reinforced. ‘This however causes the Mancuverabilty Class to decrease by 1 rating. A ships MC cannot be reduced below F Adds +2 to AC and reduces MC by 1 rank + Adamantine Plating - 1000 gold per ton of ship. ‘Similar to iron plating, except that it protects the ship from eritical attack rolls. Ships with Adamantine Plating sll suffer a critical effect when reduced to half hull points. Adds #2 to AC, reduces MC by I rank, protects from critical atack roll ‘+ Mythril Plating - 1000 gold per ton of ship. This type of, plating is strong and light, allowing a ship to gain the benefit of the armor class increase without suffering the maneuverability reduction that iron and adamantine plating causes. Adds +2 to AC. ‘IupRoveD MANEUVERABILITY. Ships can he modified in a few ways that wil allow their maneuverability class to increase. ‘+ Rigging - 100 gold per ton of ship. Additional rigging is installed into the ship, this has 2 downsides however. The hip will now require 50% more crew members to ‘operate, and rigging is not subtle. A ship with rigging beyond its normal model's specifications make prime targets for pirates. This ean only be done once to a ship. MC rank +1, requires 50% more crew. ‘+ Stripping - 100 gold per ton of ship. By removing non: essential weight from the ship its maneuverability is increased This however causes its Armor Class to drop by 2 points. A ship that has been stripped cannot be further stripped. Stripping a ship is the opposite of thickening the hull therefore the two cancel each other out. MC rank +1, ACL Passage DEVICE (10k gold per ton of ship) A device created by the race known as the Arcane, it allows ships to create a portal on the shell of a Crystal Sphere, The portal remains open for 1d4 hours and is large enough to allow many ships through at once. Porta Locator (5000 gold) Another device created by the arcane, it allows a ship to locate any natural of unnatural nearby portals on a crystal sphere’ shell Ithas « 90% accuracy rate and they are often thrown into the sale ofa ship as a give away to sweeten the deal Prangtary Locator (2000 gold) ‘A magical desk-sized table that creates parchment map of a shell when its magic is activated, Activating the desk requires the expenditure ofa level 1 spel sot. The maps tend to be innaccurate, often missing much ofa spheres planetary bodies upon scan, Star CHARTS (100600 gota) ‘These carry the layouts of a particular system and often, include details added by the seller that may not appear on. other maps or be found by scanners. They will also often contain notes on regional temperatures and controlling factions ANcHORS AND TeTHERS (10 gold per ton of ship) These allow ships to moor at asteroids or tote to other ships. Most ships are sold with these already equipped Lire Boats (Large -20 people 10k gold Medium -5 people 5k gold ‘Small -2 people 1k gold) ‘The only purpose of these are to transport groups of people from a ship to the surface ofa planet. They literally just fll down to the surface. Once there, they cannot take offand are discarded They take up a tonnage equal to half the amount of people they can carry, for example a large life boat takes up 10 tons of cargo space. ComBaT In space no one can hear your ship being ripped apart by reavers. Combat between ships happens, whether you're on the winning side however.. The interesting partis that death (other than crew, who are akin to red shirts) is not common ‘when being defeated by another ship. Reavers, Neori, Ilithids, and even Beholders will generally take prisoners, cither for slaves or possibly even food ENCOUNTERS ‘When two ships come into shortdlistance range with one another i's not always going to be a combat situation, Many meetings like this occur simply because two ships were passing too close to one another during long-distance travel ‘When this happens both parties will generally want to move fon. You can use the two charts below to determine the type of race group (and by proxy ship) and their motives. d20 Race d6 Motive eine atest ee pet 3-4 Beholder 2 Indifferent 5-6 tlithid 3. Friendly 7-8 Reaver (always hostile) 4 pa. 2, Dwarven 5 Follows fever 6 Abandoned 2 1B Giff 14- Human 16 17: Adveniurng Grou ie eieesy 19 Gargantuan Monster 20 The Spelljarnmner GARGANTUAN MONSTERS While rare, there are space traveling monsters of gargantuan, sizes. These are creatures like Astral Dragons, Space Krakens, Turtle Planets, and more. All Wildspace travelers fear these massive creatures, and for good reason. ‘The easiest way to create the statblocks of these monsters is to take an existing creature (gpiealy of the gargantuan GARGANTUAN Monster TEMPLATE. You can easily create space faring gargantuan ‘monsters using the following conversion methods on existing monsters, Hull Points: Use the creature's hit point value as their hull points (their hit point value for player damage would remain the same). Example; an Ancient Blue Dragon would now have a Hull Point and Hit Point value of 481. In order for players to be able to deal hit point damage from their own attacks and spells they would still need to follow the rules of ship combat and would need to grapple the beast or board it (using the rules in the BMG on Climb onto a Bigger Creature — p.271) however that is very risky in open wildspace. ‘Movement: All space faring monsters have a fly moverent, regardless ifthe creature you are converting has it or not. To determine how many hhexes they can move on their turn take whichever movement they have the most of and divide it by 10 (rounded up). Example; an Ancient Blue Dragon could move 8 hexes Range: Attacks, Spells, Skills, etc made by the creature would do a proportionate range in hexes. Example; an Ancient Blue Dragons breath attack normally covers a 120 foot line that is 10 feet wide, which equates to 24 squares long by 2 squares wide, In space it would cover 24hexes long. by 2 hexes wide. Miscellaneous: Nealy everything else will remain the same (AC, Initiative, etc), you may need to tweak individual special features at time of conversion to fit your new creatures needs. Surp MOVEMENT Crew ‘Movement in shortdistance range is determined by (wo factors, ship maneuverability class and ship power. Each maneuverability class has a modifier associated with it Gee ship mechanies for the chart) To determine the total ‘movement ofa ship you add the maneuverability class ‘modifier with the ship power, ‘Soa ship that has a manewerability class of C with a ‘normal spelljammer helm operating on a Ist level spell would hhave a total movement of 4 t's important to note that a ship's, total movement will be 0 if t loses its ship power and it cannot take any movement until it regains at least 1 ship power In order to go from short-distance to long distance travel a ship needs to move 5 hexes in a straight line and have no other ships within a 10 hex vicinity. Facing isa very important factor in ship to ship combat, All weapons on a ship are mounted to specific facings, therefore in order to use that weapon (unless itis turreted) the ship needs to be facing in the proper direction. To that end, changing the facing of a ship counts as movement, For example a ship has total movement of 4, it can move in ‘a straight line in the direction its facing 4 hexes or it ean use | movement to change it's facing then move 3 hexes in a straight line. It.could also change its facing by 2 and then ‘move 2 hexes forward, or any combination ofits total movement. INITIATIVE Initiative is very easy to determine. Much like rolling for ground based combat, you simply roll a d20 and add the ships maneuverability class modifier fora total score. Each ship rolls initiative and combat proceeds according to the order rolled. additional ships come into play in subsequent rounds, roll initiative when they first appear and then put them into the order of tums in the next round FLow oF COMBAT ‘When initiating combat you must first determine the following factors ‘+ Position ships coming out of long-distance travel will be 10 hexes away from one another + Total movement + Initiative After you have set the stage with all that information combat proceeds similarly to ground based combat. Each ship can perform a move action or an attack action. ‘These can be done in any order (movement then attack or vice versa). Irhowever a ship wants to split its movement (attacking in between) that is called a flyby’ maneuver and all attack rolls will be done at disadvantage. ‘When a ship takes the attack action, all weapons that can attack targets within range act at once. Weapons can target ‘multiple ships, but each weapon must be manned by either the PCs or hired erew in order to be operated. Ship combat does not use the opportunity attacks mechanic, Most Ships require a erew to operate, and seldom will anyone work for free. You can use the table below as options for hiring various ‘erew members. Al price values are to be paid by the players up front and again each month of in game time. ‘There are two types of crewman, those that can spelljam ‘and those that eannot. The benefit of the first category is that they can be used as pilots allowing ships that can‘t land to ‘stay afloat while an away team (players) explores a planet. They also allow players to save their spell slots in case a ‘combat breaks out. For this reason erew that cast costa lot more. These NPCs are taken from the Monster Manual (MIM) and Volo's Guide to Monsters (VGM) the DM may allow additional options from ‘ther resources, SPELLJAMMING CREW Cost NPC 5 gp Acolyte (MM) 5 gp Apprentice Wizard (VGM) 15 gp Bard (VM) 15 gp Druid (MM) 17 gp Priest (MM) 20 gp illusionist (VGM) RecuLar Crew Cost NPC 2—p Commoner (MM) 4gp Guard (MM) 5g Scout (MM) ep Thug (MM) 7 gp Berserker (MM) Bgp Veteran (MM) gp Swashbuckler (VGM) 10gp Archer (VGM) BREAKING APART When a ship is reduced to 0 Hull Points it begins to break: apart. Roll a d6 for each 10 tons of ship to determine the amount of large atmosphere-retaining pieces break apart. Victors will usually sift through such debris looking for anything that can be salvaged (including prisoners). If the player's ship is breaking apart, each player must. make a DCS Dexterity saving throw to determine if they are able to stay on board with one of the atmosphere-etaining pieces. On a fil the player is floating in space. A medium sized player retains enough oxygen to survive 1d10+2 turns, a small (halfling, gnome) takes less oxygen with it and only has, enough for 1d6+1 turns. Large and Gargantuan creatures bring enough oxygen to last 14204 turns. Towne A ship can tow another ship by grappling them as long as the opposing ship has a ship power of 0 Once grappled the towing ship's power is halved, once in long-distance travel the rate of travel i still 100 million miles, every 24 hours. CRITICALS Critical hite are where the fun is at! In Spelliammer when a ship hits critically you roll on the critical table to determine what extra effect occurs, you also double damage dice as with ground based combat. Al ships suffer a random eritcal effect when they are brought below 50% Hull Points, this means a critical can potentially trigger 2 critical effects ifit also brings the hull points below the 50% mark. CRITICAL RESULTS: d10 Result Effect 1 SHull The ship takes damage Points 2 Deck Crew Random deck crew member dies Casualty 3. Interior Random interior crew member dies Crew Casualty All standing crew must make DC 15 Dex save or fall prone and be unable to se weaponry 4. Ship Shaken 5 Weapon Damage ‘A random ship weapon breaks 6 HullHoled The attack punctures a hole in the ship 7 10Hull The ship takes damage Points 8 Fire _ A fire starts somewhere on the ship dealing 1 damage atthe start of a round. Itincreases by 1 each round as it spreads. 9 Power Ship power drops to 0, if a Speljammer Failure helmis being used anew spell must be cast into it. Continual power helms shut ‘down for only 1 round 10 Spelliammer eljanmer The spelling caster must make a concentration check (based on what the Ie pointdirage woud be) on flue the caster falls into a coma for 1d days [e.rester Restoration spl ends the effect early) The ship's power becomes Oa onan era vacate cette takes the Pein ora ackup rethod is employed. In the case ofa series fm orbit all creatures must make the save, losing 1 shi power per fallure. in the case of Forges, Turnaces, and Artifumaces they afe rendered nonfunctional for 1d4 days. & DaMAGING SHIPS Players and NPCs can only damage a ship when they are on. the ship itself (such as the ease when boarding) or when txappled to another ship (asing ranged attacks) When thy deal damage the ship faca 1 Hl Pint for CaRAvEL every 10 Hit Points dealt. Anything below 10 Hit Points has Often used by the human race. no elect and is not cumulative. —— Hull Points 10 Suips Maneuverabilty Class F (+0) Power Type Speljarimer BEHOLDER TYRANT SHIP ee ae Landing Capabilities Water ‘Amor Class 22 SAT Hull Points 23 ‘Gewei0 Maneuverabity Class C (+3) Tactics. Depends on the crew. Power Type Orbus (144) Songs tore Cargo Space 11 tons Actions Lanting Capablities None Light Catapult +6 to hit ange 5 henes, one target saz Hit 1d2 hall points, 2410 hitpoints. Crew 15.23 Tactics. Beholders prefer to board ships and take the crew as slaves. Actions Piercing Ram. Hit 2 hull points. Distingration Beam, ~5 to hit, range 5 hexes, one target. Hit 244 hull points Sloop Bosra OC 16 Wieser sere evge 3 rerenral aaeentehel ete cten ties fal elcepecel DwarvisH CITADEL remain unconscious for 1 minute. The target ‘A floating city ship inhabited and used by dwarves. Raceline caseee a athe eon Sieve ay oer aia ie aaa on Irvor Gass 22 constructs and undead. Hull Points 300 Manewverabiltiy Class € (+1) Power Type Forge Tonnage 300 tons Cargo Space 50 tons Landing Capabilities None SA25 Crew 100-300 Tactics, Assaults all threats head on. Actions ‘5x Light Catapult +6 to Fit, range 5 hexes, one target Hit 1a2 hal points, 2440 hit points 15x Medium Catapult +5 to hit, range 4 hexes, one target. Hit 242 hal points, 3410 hitpoints 5 Heavy Catapult +4 to hit, range 3 hexes, one target. Hit 2d4 hull points, 3410 hit points DAMSELFLY AA ship used by many races. Looks like an insect. ‘Armor Class 18 Hull Points 10 Maneuverabiltiy Class D (+2). Power Type Spelliammer Tonnage 10 tons Cargo Space 5 tons Landing Capabilities Land SA1 Crew 2-10 Tactics. Depends on crew. Actions Light Catapult +6 to hit, range 5 hexes, one target. Hit1d2 hull points, 2410 hit points. DRAGONFLY ‘small and fst ship used by many races, An upgraded version of the Damsel ‘Armor Class 14 Hull Points 10 Maneuverabity Class (+3) Power Type Spelljammer Tonnage 10 tons Cargo Space 5 tons Landing Capabilities Land SAT Crew 3-10 Tactics. Depends on crew. Actions ‘Mediurn Catapult +5 to hit, ange 4 hexes, one target. Hit 2d2 hull points, 3410 hit points, DRAGONSHIP Allarger ship decorated to look like a dragon. ‘Armor Class 17 Hull Points 45 Maneuverabiltiy Class D (+2). Power Type Spelliammer Tonnage 45 tons Cargo Space 22 tons Landing Capabilities Water SAB Crew 20.45 Tacties. Depends on crew Actions Blunt Ram Hie hull points 2x Medium Catapult +5 to hit, ange 4 hexes, one target. Hit 2d2 hull points, 3410 hit points. ELVEN ARMADA ‘A massive elven capitol ship. Power Type Spelljammer +2 Tonnage 100 tons Cargo Space 50 tons Landing Capabilities None SA14 Crew 40-100 Tactics. Depends on crew. Actions ‘Sx Light Catapult. +6 to hit, range 5 hexes, one target. Hie 142 hull points, 2410 hit points. 5x Mediu Catapult +5 to hit, range 4 hexes, one target. Hit 2d2 hull points, 3d10 hit points. 2x Heavy Catapult +4 to hit, range 3 hexes, one target. Hit 2d4 hull points, 3410 hit points 2x Light fettison.+7 to hit, range 3 hexes, radius ft Hit 146 hit points. FLITTER A 1 person transport ship. Often used by the elves. ‘Armor Class 14 Hull Points 1 Manewverabilty Class 8 (+4) Power Type Speljammer Tonnage | tons Cargo Space None Landing Capabilities Land, Water SAO Crew Tactics Typically only used for travel. When used for combat it is strictly a ship made to board enemy vessels. Actions Piercing Ram. Hit hull point. GALLEON Avery common human ship typically used for transporting goods. ‘Armor Class 15 Hull Points 40 ‘Maneuverabiliy Class E (+1) Power Type Spelliammer Tonnage 40 tons Cargo Space 20 tons Landing Capabilities W/ater 3 Crew 20-40 g Tactics. Depends on crew. Actions Light Catapult +6 to hit, range 5 hexes, one target Hit 142 hull points, 2410 hit points. Medium Catapult +5 to hit, range 4 hexes, one target. Hit 2d2 hull points, 3410 hit points Light fettison +7 to hit, range 3 hexes, radius Sf. Hit 146 hit points. GNOMISH SIDEWHEELER Accomplex ship of spinning gears and steaming flumes. Only gnomes would be caught using this Hull Points 30 Maneuverabiltiy Class E (+1) Power Type Speliammer Tonnage 30 tons Cargo Space 15 tons Landing Capabilities Land, Water SAO | Tactics. Gnomes are generally care free and don't carry any armaments. Usually they are more interested in trade. HHAMMERSHIP ‘A deadly warship used mostly by humans and lizard ‘Armor Class 16 Hull Points 60 Manewverabiltly Class D (+2. Power Type Spelliammer +1 Tonnage 60 tons Cargo Space 30 tons Landing Capabilities Water SAB Crew 24-60 Tactics. Depends on crew. Actions Blunt Ram Hit 6 hall points. Catapult +6 to hit, range 5 hexes, one target Fir 1d2 hull points, 2410 hit points Medium Catapult +5 to hit, range 4 hexes, one target. Hit 2d2 hull points, 3470 hit points Light Jetison +7 to hit, range 3 hexes, radius Sf. Hit 1é6 hit points MaAn-O-WaR ‘An elven warship. ‘Armor Class 15 Hull Points 60 Maneuverabiltiy Class C (+3). Power Type Spelliammer +1 Tonnage 60 tons Cargo Space 30 tons Landing Capabilities None SA4 Crew 10-60 Tactics. Depends on crew. Actions. Piercing Rar. Hit 6 hull points. 2x Light Catapult +6 to hit, range 5 hexes, one target. Hit 142 hull points, 2410 hit points. 4x Medium Catapult. +5 to hit, range 4 hexes, one target. Hit 2d2 hull points, 3410 hit points. —_-_——————— es MosguiTo ‘A smaller ship used by many races. Generally used for transport. ‘Armor Class 17 Hull Points 6 Manewverabiltiy Class 8 (+4). Power Type Spellammer Tonnage 6 tons Cargo Space 3 tons Landing Capabilities Land, Water SAO Crew 1-6 Tactics. The standard configuration of this ship doesn't include weapons, however its a popular choice among gangs of pirates to mount a single Weapon and use multiple ships to swarm prey. ‘Typically fa weapon is mounted itis aturreted light eatapule Actions. Light Catapult. +6 to hit, range 5 hexes, one target. Hit 12 hull points, 2410 hit points. ‘One of the most feated ships in wildspace. They are often operated by Mind Flayer colonies. Armor Class 18 Hull Points 35 Maneuverabiliy Class D (+2), Power Type Series Helm (1d4) Tonnage 35 tons, Cargo Space 17 tons Landing Gapabites Water Crew 10-35 Tactics. Mind Flayers are slavers but they also eat brains. Depending on their mood they may board and take hostages or simply destroy a ship and collect the bodies for brain harvesting afterwards. Actions 2x Light Catapult +6 to hit, range range 5 hexes, one target. Hit 1d2 hull points, 2410 hit points. 2x Medium Catapult +5 to hit, range 4 hexes, one target. Hit 2d2 hull points, 3410 hit points. Heavy Catapult +4 to hit, range 3 hexes, one target. Hit 2d4 hull points, 3410 hit points. DEATHSPIDER These ae used by a spacefaring race knowin as the Neogi as both warships and tradeships. ‘Armor Class 17 Hull Points 100 Maneuverabity Class E (+1) Power Type Lifejammer or Spelliammer +1 ‘Tonnage 100 tons Cargo Space 50 tons Landing Capabilities None SAG Crew 30-100 Tactics. Neogi always take slaves and as such will ty to grapple other ships and send their umber hulk eervants aboard. Actions (Grappling Ramm. Hit target is grappled 2x Light Catapult +6 to hit, range 5 hexes, one target. Hit 1d2 hull points, 2410 hit points 2x Medium Catapult +5 to hit, range 4 hexes, one target. Hit 2d2 hull points, 3410 hit points Catapult. 4 to bit, range 3 hexes, one target. Hit 2d4 hull points, 3410 hit points MINDSPIDER Another highly feared ship. These are used by @ spacefaring race kiown as the Neogi ‘Armor Class 18 Hull Points 40 Maneuverabity Class C (+3). Power Type Lifejammer ‘Tonnage 40 tons 2 20 tons Landing Capabilities None SA Crew 3-40 Tactics, Neogi always take slaves and as such will try to grapple other ships and send their umber hulk servants aboard. Actions Grappling Ram. Hit target is grappled. Piercing Ram. Hit 4 hull points. 2x Light Catapult +6 to hit, range 5 hexes, one target. Hit 142 hull points, 2410 hit points 2xMedium +5 to hit, range 4 hexes, one target. Hit 242 hull points, 3410 hit points SQuipsHIP This iconic ship is known for looking like a squid ‘Some Mind Flayers take offense to this fact. ‘Armor Class 17 Hull Points 45, Maneuverabilty Class D (+2). Power Type Speliammer Tonnage 45 tons Cargo Space 23 tons Landing Capabilities Water SAS Crew 12.45 Tactics, Depends on the crew. Actions Piercing Ram. Hit 4 hull points. 2x Light Catapult. +6 to hit, range 5 hexes, one target. Hit 1d2 hull points, 2410 hit points. Medium Catapult +5 to hit, ange 4 hexes, one target. Hit 2d2 hull points, 3410 hit points. ‘TRADESMAN (One of the most common and versatile ships. Armor Class 17 Hull Points 25 Maneuverabiltiy Class D (+2) Power Type Spelljammer Tonnage 25 tons ‘Cargo Space 13 tons Landing Capabilities None SA2 Crew 10-25 Tactics. Depends on the crew. Actions LUght Catapult +6 to hit, range 5 hexes, one target Hit 1d2 hull points, 2410 hit points. Medium +5 to hit, range 4 hexes, one target. Hit 242 hull points, 3610 hit points ee ‘REPAIRING SHIPS Any shipyard be it one that deals in spelljammers or not, ean ‘repair ships. ‘Ship Repair = 100 gp per hull point. ‘WASP ‘Another common ship used for a variety of things. ‘Armor Class 16 Hull Points 18 Maneuverabilty Class D (+2) Power Type Spelljarmer Tonnage 18 tons Tactics. Depends on the crew. Actions Piercing Ram. Hit hull point. Medium Catapult +5 to it, range 4 hexes, one target. Hit 242 hull points, 3d10 hit points Suir Costs At some point players will more than likely want to buy their ‘own ship, or a second ship, Ships are always gold in a stock slate and do not include a helm or weaponry. For pricing a ship use the following formula; ‘Ship Cost (in gp) = Tonnage of ship X 1000 MAKING A SHIP FROM SCRATCH ‘You can use the following guidelines to create ships of your own. ‘Theme Perhaps the most important partis determing what you want your ship to be able to do. [sit a small and fast fighter ship, or is a massive warship. Hull Points and Tonnage These two stats are always the same as one another and directly relate to the size of the ship. Ifyou want your ship to be large, increase it's hull points and tonnage. You shouldn't exceed 300, 2s anything larger would Constitute more of a floating city Cargo Space Normally this should be half the tonnage of the ship. IFyou want your ship to have more defense you can reduce this value to add to [AC (see Increased Thickness in Ship Modifications) Maneuverabilty Class The faster you want your ship to be the higher rating it should have. Standard Armament A good starting point for this would be 10% of the tonnage. Grew Al ships need at least 1 crew, larger ships need more than just 1. A good minimum would be half ora thitd of the total tonnage, and a good ‘maximum would be equal to the tonnage: Landing Capability Think about the design of the ships lower half. Would it sit well on land? Could it act like a boat on water? —_—_—_— CrysTAL SPHERES, SYSTEMS, & PLANETS. Space works a litle differently in Spelljammer than in reality. ‘The planes also function slighty differently in a spelliammer campaign. All ofthe crystal spheres and the planets therein exist on the Prime Material plane. Because of this if PCs exit through a portal on a plane that isn't the same one they arrived through they may end up in an entirely different erystal sphere, (CRYSTAL SPHERES Space is made up of Crystal Spheres. Inside each crystal sphere is a collection of solar systems, asteroid belts, comets, or anything else you wish to fil it with, ‘The exterior ofa crystal sphere is an invisible barrier, commonly refered to as the shell that prevents everything. from leaving that sphere. The only way to cross into or out of, a sphere is through portals, openings inthe shell These can be natural or created, THE PHLOGISTON ‘The space between crystal spheres i filled with an infinite fog of swirling colors known a8 The Phlogiston. Itis often called the Rainbow Ocean, ‘The phlogiston is both a boon and a bane to those passing through it, There are lows within the phlogiston that can allow a ship incredibly fast transportation between crystal “spheres. These flows cant be seen withthe naked eye, however they can be fet like a strong breeze. This makes navigation tricky to those that are inexperienced. Teis also very dangerous. The phlogiston is highly flammable. Even the slightest spark can set off an explosion. Ifa fire spel is cast it immediately goes off at the location of the caster. Its radius is doubled and damage dealt is. ‘maximized. Thankfully there is a soft luminous glow about the phlogiston, so torches and fire aren't needed for light. SysTEMs Because the size of erystal spheres arent specific, they can be as large or as small as you'd like and contain any number of planetary systems. ‘There are many resources on the internet for premade eystal spheres, including ones for published campaign settings such as The Forgotten Realms (known as Realmspace} You can of course create your own. ‘The following sections describe how to randomly generate ‘systems and their contents through a series of tables. It's best todo this prior toa sessions as part of your prep, but can be used on the fly as well SYSTEM TABLE 146 1. No Star (planets are in fixed positions) 2 2Stars 3-51 Star 6 Black Hole (planets are slowly being drawn into it) ‘To generate the number of planets in a system just roll a 12 Grou can use a higher or lower value die ifyou prefer) ‘Then roll on the following tables to determine each planet, PLANET TyPE 14100 1.10 Earth-like. Mixed biomes with various species. 11-20 Planet covered in fire and lava, Has many portals to the plane of fire, 21-30 A planet covered in ash, some volcanoes still exist, but it is mostly barren. 31-40 A collection of gases or clouds with sparse floating lands. It contains clean atmosphere and has many portals to the plane ofa 41-50 A large fat world, roll on the table again to determine the biome (ignore this result gotten again. 51-60 Ice Planet with many mountains and forests 61-70 Entirely water with no land masses. Many portals to the plane of water exist here me 71-80 Ahot desert planet. 81-50 A planet covered in jungle, tererpatures tend to be hot and humid with lots of rain. 91.39 A planet made anost entirely of some rae gem or metals guarded bys powerul create stich a, ancient dragon 100. The planets alving creature itself (See Combat CGargantuan Monat) PLaNer Size 14100 12° Size 3-5 SizeB 6-10 Size 11-20 SizeD 21-45 SizeE 46-60 Size F 61-70 SizeG 71-80. Size H 81.90 Size! 91-100 Size | Less than a 10 mile diameter 10-100 miles diameter 100-1,000 miles diameter 1k-4k miles diameter 4k-10k rniles diameter 10k-40k miles diameter 40k-100k miles diameter 100k-1en miles diarneter ‘Im-10m miles diameter Larger than 10m miles diameter to ED, To give your planets alittle more flavor roll on the following table. PLaNerary EXTRAS 1100 1-10 Single moon, reroll on this table. 11-20 1d4 moons. 21-25 1d4 moons, reroll on this table. 26-35 A cluster of asteroids surrounds the planet 36-45 Aring of earth surrounds the planet, it has ‘egatition and can support if 46-55 A ring of fire surrounds the planet, the planet has no night cycle. 56-65 Aring of water or ice surrounds the planet. 66.75 The planets hotter than t's tye normally would 76.85 The planets colder thanit's type normally would 86-90 There is no atmosphere, but there are remnants of past civilizations. 90-95 Vast cities and villages dot the planet, but are completely empty. A sinister force hidden in i's Iairis responsible and doesn't lke the trespassing of the PCs. 96- The great Modron Marc i taking place on this 100 planet. ns PLANETARY ENCOUNTERS Encountering creatures on planets should almost always Ifyou are using the tables above, most planets will have specifi biome, this can aid you in determining what the players may come across there, Xanathar's Guide to Everything has a great set of tables for random encounters based on environment and PC level that you can use. LEVEL OF TECHNOLOGY When the PCs travel toa new planet, you may need to consider the level of technology that planet has. In general this is D&D, in other words, you don't want to extend into the realm of modern or futuristic technology sich as computers and advanced machines, Use medieval fantasy (with magic as a replacement for technology) as a starting point, then go backwards if you desire, For example, you may create a planet where the civilizations have only just discovered how to use magic and don't know anything about spelljamming or even anything of spells beyond a certain low level, Or maybe they don't know ‘magic at all! Civilizations like this would surely view the PCs as gods for good or ill and could make for some fun roleplaying ‘You may be thinking ‘why can't use computers and ships like the Millenium Falcon’ in my game. Well you can if you ‘want to, but that wouldn't be Spelljammer. At that point you'd be playing something more like Paizo's Starfinder, which just init the same,

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