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 TechnologyINTRODUCTION
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 LyonsCONVERSION 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 gpSui 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 pointsDAMSELFLY
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 pointsSQuipsHIP
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,