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by iron golems, but are not healed HP: 300

HUMANOID by fire either. Foremost among its Saving Throw: Ceramic


ARMORED SUITS weaponry is the Circuit Cannon, a Height: 30’
weapon connected to the Weapon:
spelljamming helm that can store 1 Circuit Cannon (Head)
ARCANE
GODSUIT the channeled magical energy of 2 Rapid Crossbows (Head)
the helmsman and direct it to 6 Helmseeker Pods (Chest)
Cost: 1,000,000 produce similar spell-effects 1 Light Scorpion (1 Hand)
Helm: Minor Helm or Major through a cannon-like conduit but 1 Weapon of Proficiency (1 Hand)
Helm amplified ten times (10X) its Shield: Wings – 100 HP each
T: 50 effects. Besides the circuit Ram: None
Crew: 1 cannon, the Godsuit is also armed Landing:
MC: B with 2 Accelerators mounted in Land – Yes
AR: 15 the head. The Accelerator has the Water – Yes
SR: As per Helmsman same stats as that can be found in
HP: 500 War Captain’s Companion. As The elven Armada during the
Saving Throw: Metal with most type of suits in the Ravager Wars developed these
Height: 30’ Spelljammer setting, the Godsuit butterfly-winged suits in answer
Weapon: is also armed with alternative to the Beholders’ Sentinel and the
1 Circuit Cannon (Head) weaponries like Helmseekers, Humans’ Knightsuit program.
2 Accelerators (Head) located in 10 pods in the chest These highly agile and versatile
10 Helmseeker Pods (Chest) area of the suit. It also has 1 armored suits are made of
1 Heavy Beam Weapon (2 Hands) Heavy Beam Weapon that is hardened glossy ceramic materials
1 Weapon of Proficiency (1 Hand) connected to the circuit cannon similar to that used on their ships.
Shield: Medium – 75 HP and can project a beam of yellow These gossamer material gives the
Ram: None energy at its chosen target suit its shiny, ethereal appearance.
Landing: (maximum range of 100 yards). A The armada’s Mothsuit is
Land – Yes successful hit inflicts 2d8+1 powered by either a Minor or
Water – Yes damage, also, the victim must Major Spelljamming Helm and as
make a DC Constitution check or such it is also armed with a
The pinnacle of spelljamming be pushed back for 10-40 yards. Circuit Cannon, enabling its elven
and armored technology As for its melee weapon, the helmsman to direct the stored-up
combined, the Godsuits were helmsman of the Godsuit can magical spell energy of the helm
created by the Arcane as a mold its Mold Weapon to a into a potent weapon. In the head
successor to the Sentinels to help Weapon of Proficiency of his section are two rapid-fire
instigate war and attrition choice. The Mold Weapon is only crossbows best used as anti-
throughout the Wild Space. The limited to any one sectional personnel weapons of the suit. It
Arcane may deem it more general melee weapon like sword, also has 6 Helmseeker pods in the
profitable for them if there are axe or spear and cannot be chest portion of the suit, three on
many provisions for war. Due to molded into a complex weapon the left and three on the right. It
the costly price and demand of like crossbow or catapult, for carries a Light Scorpion with 10
creating one, only a hand few example. loads of bolt and an additional
were ever created if not lost in the case of 10 more for instant
far reaches of the Crystal Spheres. ARMADA reloading. For melee combat, the
The automaton suit has a Strength MOTHSUIT Mothsuit also carries a Mold
of 25 for purposes of lifting, Weapon that can be molded into a
throwing or breaking objects. In Cost: 200,000 Weapon of Proficiency by the
addition to the Armor Rating Helm: Minor Helm or Major user. What sets the Mothsuit apart
conferred by its metal platings, Helm from most armored suits is that its
Godsuits are immune to non- T: 30 wing sections can be used as
structural or any normal weapon Crew: 1 shields to absorb damage from
does not have a + 1 or better MC: A most melee and missile attacks.
enchantment. These suits do not AR: 13 The wings curl up and fold to
have the vulnerability possessed SR: As per Helmsman protect the suit from head to foot.
Use of an Armada’s Mothsuit harmful wave of sonic energy at
is reserved exclusively for the
BARDIC
IAMBUSUIT its chosen target (maximum range
elven nations. Possession of a of 30 yards). A successful hit
Mothsuit by anyone else is Cost: 350,000 inflicts 2d6+2 damage, also, the
punishable by death at the hands Helm: Bardic Helm victim must make a DC
of the elven fleet. T: 35 Constitution check or be deafened
Crew: 1 for 1-4 rounds. The Iambus also
MC: D carries two Light Scorpions
ARMADA
LIGHT MOTH AR: 15 mounted on the shoulders and 2
SR: As per Helmsman deadly Cymbal Discs that can cut
Cost: 225,000 HP: 350 most metals when thrown and
Helm: Minor Helm or Major Saving Throw: Metal / Wood returns to Iambus if it misses. On
Helm Height: 30’ a successful hit, it deals 1D8
T: 25 Weapon: damage + Strength Bonus to the
Crew: 1 1 Sonic Cannon (Head) target hit.
MC: A 2 Light Scorpions (Shoulders) An Iambus’ weapon - magical
AR: 12 6 Helmseeker Pods (Chest) instrument can appear in any
SR: As per Helmsman 1 Musical Instrument (1 Hand) shape but each resembles
HP: 300 2 Cymbal Discs (2 Hands) (slightly) the musical instrument
Saving Throw: Ceramic or Wood Shield: None attached to the bardic helm.
Height: 30’ Ram: None
Weapon: Landing:
1 Circuit Cannon (Head) Land – Yes
BEHOLDER
SENTINEL 1
2 Rapid Crossbows (Head) Water – No
6 Helmseeker Pods (Chest) Cost: 300,000
1 Light Scorpion (1 Hand) The Iambus or Iambusuit is a Helm: Orbus
1 Weapon of Proficiency (1 Hand) specialized armored suit T: 20
Shield: Wings – 100 HP each specifically designed for a bardic Crew: 1 / 1 Orbus
Ram: None helmsman. Musical proficiencies MC: B
Landing: of any type can be used but skill AR: 16
Land – Yes in the musical instrument attached SR: 1
Water – Yes to the suit’s helm is mandatory to HP: 200
operate and propel the suit. Acting Saving Throw: Bronze-Metal
The Light Moth or Radiant like a major helm, the bardic helm Height: 20’
Suit is a new development in the gives the suit SR points in Weapon:
elven fleets. These suits first accordance to the bard’s 1 Multiple Circuit Cannon (Head)
appeared in Greyspace and experience level. Anti-Magic Ray Projector (Head)
Krynnspace evidently as testing As the bards plays the 4 Helmseeker Pods (Chest)
grounds for the prototype. The instrument, it activates the suit. 1 Trident (1 Hand)
entire body of the Light Moth is The music created can have a 3 Prong Trident Cannon (1 Hand)
covered with continual light soothing effect on those around it Shield: None
spells, making the armored suit who heals damage twice as fast or Ram: None
radiate and as bright as the sun. when it combat gains a boost in Landing:
These suits are evidently morale or plus to combat rolls (to Land – Yes
designed to provide light for the be determined by the DM). Water – Yes
elven fleet when in deep space In place of the Circuit
and to provide as a guide. Cannon, the Iambus has a Sonic These colossus-like creations
Any enemy attempting to fire Cannon that can convert the are actually animated suits of
at a Light Moth receives a - 4 bard’s music from its Musical armor created for the Sazaur
penalty to their attack unless the Instrument into a potent sonic beholders by the Arcane. The
attacker possesses a goggle of weapon either as a similar Sound suits were meant to help the
darkness. These goggles are type spell of the appropriate level Sauzar guard against unwanted
mandatory issue for pilots of the but amplified 10 times the effect intrusion into their Hive Complex.
Light Moth to avoid blindness. or as a sonic blast that can direct a Over time, several of these suits
fell into the possession of other can ride inside, peering out The suit also carries a bigger
Beholder nations and thus the race through the visor console. A compliment of Helmseekers with
to reverse-engineer and to create device in this chamber functions a total 8 pods distributed equally
more and varied Sentinels became something like a spelljamming on each chest portion.
the obsessions of these warring helm, turning the magical powers The Sentinel Type 2 is the
factions of beholders. of the beholder pilot into motive typical armored suits of the
But despite the differences of force. To create more SR for the warring beholder nations though
the creators or beholder owners of suit or to achieve spelljamming designs and rune marks may differ
these suits, the Sentinels all look speed if needed, additional for each beholder faction best
like hue suits of bronze armor, modifications in the suit enable suited for identification and
four to five times the height of a the beholders to insert one or aesthetics. It is commonly known
man and weigh more than 5,000 more orbus to beef up the suit’s as such as the Tyrant Soldier.
pounds. Sentinels are armed with rating. The more of these orbi are
multiple Circuit Cannons that can stored inside the suit the faster it
project and amplify the beholder’s can get.
BEHOLDER
SENTINEL 3
power from three of its eyes in The details depicted in this
any give direction tenfold. section is that of the smallest of Cost: 400,000
Besides that, when activated, the the beholder Sentinel, the Type 1 Helm: Orbus
front of the head is an Anti-Magic or more commonly called the T: 40
Ray Projector that can emit a cone Tyrant Scout. Crew: 1 / 3 Orbi
of anti-magic up to 150 yards MC: C
away. Within this cone, it cancels AR: 16
all supernatural abilities even that
BEHOLDER
SENTINEL 2 SR: 3
of the Sentinel suit and other eye HP: 400
rays. Cost: 400,000 Saving Throw: Bronze-Metal
The suit is also mounted with Helm: Orbus Height: 30’
Helmseekers with appropriate T: 40 Weapon:
pods hidden in the chest equal to Crew: 1 / 3 Orbi 1 Multiple Circuit Cannon (Head)
twice the tonnage of the suit. MC: C Anti-Magic Ray Projector (Head)
Sentinels carried huge tridents AR: 16 8 Helmseeker Pods (Chest)
also crafted of bronze. Carved SR: 3 1 Piercing Lance (1 Hand)
with line after line of intricate HP: 400 Shield: Small – 50 HP
rune work, these terminate in Saving Throw: Bronze-Metal Ram: Piercing
three cruel backbarbed prongs that Height: 30’ Landing:
crackle with power. With this it Weapon: Land – Yes
has two types of attack. Its trident 1 Multiple Circuit Cannon (Head) Water – Yes
strikes for 2d10 damage + Anti-Magic Ray Projector (Head)
Strength bonuses. Also the 8 Helmseeker Pods (Chest) This suit is all similar to the
beholder pilot can project its 1 Trident (1 Hand) Sentinel Type 2 by all specs
powers through the three prongs 3 Prong Trident Cannon (1 Hand) except it carries a huge Piercing
of the trident. The Sentinel points Shield: None Lance instead that can act as a
the weapon and projects three Ram: None Piercing Ram. It can act as a
beams of black energy at its Landing: melee weapon doing 1D10
chosen target (maximum range of Land – Yes damage when hitting a target.
60 yards). A successful hit inflicts Water – Yes Rather the pilot may decide to
2d6+1 damage; also, the victim lock the lance into the suit and
must make a DC Constitution This Sentinel is similar in carry out a ramming attack
check or drop unconscious for 1-4 most aspect to the Type 1 except instead. When it hits the target, it
rounds. it is bigger, tougher and faster follows all the effect as if the suit
Ordinarily, only beholders can than the Tyrant Scout. The made a Ramming attack. On a
operate and control these Sentinel Type 2 can carry up to 3 successful hit, the attack inflicts 1
constructs. The compartment is orbi inside the suit bolstering its point of damage for each ton of
hollow but crampy even for a SR to 3 thus making it faster than the suit times the number of hexes
small human or elf. A beholder the typical Sentinel Type 1. the suit moved in a straight line
prior to ramming (up to its MC: E or jawline of the head can drop
maximum SR).Round fractions AR: 20 down to reveal sets of Ribalds that
up. SR: 3 act out as the teeth. The Ribalds
In addition, a target hit by a HP: 300 can have from 20-24 tubes
piercing ram automatically suffers Saving Throw: Stone depending on the size of the Tank
the Hull Holed and Ship Shaken Height: 30’ head. They can only be fired once
critical hits. Weapon: with one set of reload before
This version of the beholder 1 Heavy Scorpion (Head) needing to be manually reloaded
Sentinel is commonly called the 2 Bombards (Eyes) for each tube again (takes 20-24
Tyrant Rammer. 1 Ribald (Mouth) rounds presuming that the
6 Helmseeker Pods (Bottom) tankhead is grounded and not
Shield: None operational). Underneath the tank,
BEHOLDER
SENTINEL 4 Ram: Blunt cavities strategically placed at the
Landing: underside and in between the
Cost: 500,000 Land – Yes landing pads are Helmseekers
Helm: Orbus Water – Yes with total number of pods equal to
T: 60 the twice the tonnage of the tank.
Crew: 1 / 5 Orbus Dwarven Tankheads, as their
MC: D name implies, are carved out
AR: 16 rocks and flying armored tanks. In
DWARF
TANKHEAD 2
SR: 5 order to move these massive
HP: 600 Cost: 400,000
fortresses, the dwarves use a
Saving Throw: Bronze-Metal Helm: Forge
different device known as the
Height: 40’ Forge, for motive power. The
T: 40
Weapon: Crew: 4
smallest of the Tankheads is about
1 Multiple Circuit Cannon (Head) MC: E
30 tons and needs at least 3
Anti-Magic Ray Projector (Head) AR: 20
dwarves to pilot it – a pilot to
12 Helmseeker Pods (Chest) SR: 4
steer the suit, a gunner to man the
1 Trident (1 Hand) HP: 400
various weapons and a forge
3 Prong Trident Cannon (1 Hand) Saving Throw: Stone
operator to continually run the
Shield: None Height: 35’
forges. The bigger the Tankhead
Ram: None Weapon:
the more dwarves are needed to
Landing: 1 Heavy Scorpion (Head)
run the forges. Though a tankhead
Land – Yes normally only needs one pilot and
2 Bombards (Eyes)
Water – Yes a gunner, the additional crews are
1 Ribald (Mouth)
8 Helmseeker Pods (Bottom)
needed to operate the bigger
The largest and most powerful Shield: None
forges found in the larger
amongst the Sentinel types, what Ram: Blunt
Tankheads.
more for they are the armored Landing:
The Tankhead is similar to
suits of the Hive Mothers. These Land – Yes
real world tanks wherein it is fully
Sentinels are the biggest in terms Water – Yes
armored and loaded with a variety
of size and are fully armored and
of weapons to take down its
difficult to hit. They carry more A bigger version of the Type 1
enemy suits. It has a Heavy
Helmseekers in twelve pods on its Tankhead with more tonnage,
Scorpion pod on top of the head
chest cavity. higher hit points, one additional
which is also serves as the main
This suit is also known as the crew member, more Ribald tubes
entrance chute going down the
Tyrant Queen or Ultimate Tyrant. and compliment of Helmseekers.
tank. The two eyes of the head
can retract to each produce a
DWARF
TANKHEAD 1 turreted Bombard. The bombards DWARF
TANKHEAD 3
can rotate up to a 45 degree angle
Cost: 300,000 so normally the Tankhead still Cost: 500,000
Helm: Forge needs to turn in order to give the Helm: Forge
T: 30 bombards a wider angle of fire. T: 50
Crew: 3 Besides the bombards the mouth Crew: 5
MC: E
AR: 20
DWARF
TANKHEAD 5 DROW
DARK MOTH
SR: 5
Cost: 700,000 Cost: 400,000
HP: 500
Helm: Forge Helm: Radiant Helm
Saving Throw: Stone
T: 70 T: 35
Height: 40’
Crew: 7 Crew: 1
Weapon:
MC: E MC: B
1 Heavy Scorpion (Head)
AR: 20 AR: 20
2 Bombards (Eyes)
SR: 7 SR: As per Helmsman
1 Ribald (Mouth)
HP: 700 HP: 350
10 Helmseeker Pods (Bottom)
Saving Throw: Stone Saving Throw: Ceramic / Metal
Shield: None
Ram: Blunt
Height: 50’ Height: 30’
Weapon: Weapon:
Landing:
1 Heavy Scorpion (Head) 1 Circuit Cannon (Head)
Land – Yes
2 Bombards (Eyes) 2 Rapid Crossbows (Head)
Water – Yes
1 Ribald (Teeth) 6 Helmseeker Pods (Chest)
14 Helmseeker Pods (Bottom) 1 Medium Scorpion (1 Hand)
Yet a bigger version of the
Shield: None 1 Weapon of Proficiency (1 Hand)
Type 2 Tankhead with more
tonnage, higher number of hit
Ram: Blunt Shield: Wings – 100 HP each
Landing: Ram: None
points, two more additional crew
Land – Yes Landing:
members, more Ribald tubes and
Water – Yes Land – Yes
compliment of Helmseekers.
Water – No
The Type 5 is the biggest
DWARF
TANKHEAD 4 among the Tankheads to roll out Rumor has it of dark colored
of the dwarven war factories. It is Mothsuits being encountered in
Cost: 600,000 almost as big as a ship. This the Wildspace. These armored suits
Helm: Forge capital tank of the dwarven are constructed from rock,
T: 60 armies. It has the largest tonnage precious metals and radiant
Crew: 6 that a forge can run, highest substances found only in the
MC: E number of hit points, maximum drow’s Undardark realm. These
AR: 20 number of crew members (7 – elements bind together to form the
SR: 6 anything more and it can spell hard structure and wings around
HP: 600 disaster for the tank crew while the body of the suit.
Saving Throw: Stone inside), most Ribald tubes and The Dark Moth carries the
Height: 45’ compliment of Helmseekers that a same compliment of weapons
Weapon: tank can carry in its payload. On typical in a Mothsuit. It has a
1 Heavy Scorpion (Head) the contrary as what most of their Circuit Cannon as well as 2 Rapid
2 Bombards (Eyes) enemies may perceive, the Type 5 Crossbows in the head. Six
1 Ribald (Mouth) Tankheads are the fastest among Helmseeker pods are lined up in
12 Helmseeker Pods (Bottom) the variety of Tankheads. This the chest area. It carries a bigger
Shield: None may be attributed to the enormous Medium Scorpion loaded with 10
Ram: Blunt size of the forge that provides its bolts and a case of reload for 10
Landing: motive force. more shots. For melee combat it
Land – Yes The Type 5 is mostly reserved carries its own Mold Weapon.
Water – Yes for the generals or commanders of The Dark Moth also has its
the dwarf army and are rarely own Shield Wings giving it is
Far bigger version of the Type seen outside of the Dwarven space enhanced versatility and able to
3 Tankhead with more tonnage, kingdoms or territories otherwise absorb 100 damage each If a Dark
higher hit points, three more it normally orbits a Dwarven Moth’s wings are totally
additional crew members, more Citadel or asteroid that serves as destroyed and breaks apart, it
Ribald tubes and compliment of its satellite moon protecting it. reduces the suit MC by -1.
Helmseekers.
Dark Moths are powerful and missile attacks and one Mold
deadly though luckily just like Weapon for melee attacks that the
HUMANS
KNIGHTSUIT
with most drow ships they mostly pilot can shape into a Weapon of
attack the neogi. Drow, in their Proficiency. Cost: 100,000
endless destruction of the “ugly” Since a giff is very magic Helm: Non-Magical Engine 40% /
have turn their sights on the neogi, resistant seldom do they use Furnace 30% / Artifurnace 20% /
viewing these creatures as an spelljamming helms or circuit Major or Minor Helms 10%
insult to Lolth, the drow’s leading cannons in their armored suits T: 30
deity, and to all drow aesthetics. Crew: 1 or 2
MC: D
GIFF
G. BOMBARD AR: 15
GIFF
JUGGERNAUT SR: 1 / 2 / 5 / As per Helmsman
Cost: 400,000 HP: 300
Cost: 200,000 Helm: Furnace 90% / Artifurnace Saving Throw: Metal
Helm: Furnace 90% / Artifurnace 10% Height: 30’
10% T: 65 Weapon:
T: 60 Crew: 1 2 Rapid Crossbows (Head)
Crew: 1 MC: D 2 Bombards (Shoulders) –or-
MC: D AR: 18 4 Helmseeker Cubes (Shoulders)
AR: 18 SR: 2 / 5 6 Helmseeker Pods (Chest)
SR: 2 / 5 HP: 650 2 Ribalds (Hips)
HP: 600 Saving Throw: Metal 1 Heavy Scorpion (2 Hands)
Saving Throw: Metal Height: 40’ 1 Great Sword (1 Hand)
Height: 40’ Weapon: Shield: Tower – 150 HP
Weapon: 2 Mini Bombards (Head) Ram: None
2 Mini Bombards (Head) 2 Ribalds (Chest) Landing:
2 Ribalds (Chest) 1 Great Bombard (2 Hands) Land – Yes
1 Bombard (2 Hands) 1 Tripod Water – No
1 Weapon of Proficiency (1 Hand) Shield: None
Shield: None Ram: Blunt In their bid to join the armored
Ram: Blunt Landing: suit race, the many human space
Landing: Land – Yes kingdoms and factions created
Land – Yes Water – No these low-cost, mass production
Water – No Giff G. Bombards, similar to suits that can fight at par with the
the ship name, are modified various armored suits of the other
The giff take pride in versions of the giff Juggernauts space-borne races.
themselves for having developed but are sturdier and with bigger, The Knightsuit is the tactical
these hard-hitting armored highly reinforced legs. These legs response of the humans, a highly
behemoths to serve their have retractable spikes that can dispensable, adaptable, heavily-
militaristic purposes. The giff drive down into the ground to armed armored suit that can be
Juggernaut is a huge 40 foot tall secure and stabilize the suit’s piloted by any non-spell user
armored suit powered by furnaces firing position. The suit has the including fighters. Knightsuits
or rarely artifurnaces (reserved for same complement of weapons as with spelljamming helms are
those of giff command). They are the Juggernaut except it carries a normally reserved for high
heavy, difficult to maneuver and far bigger hand held weapon, the ranking officials and commanders
carry enough exploding firepower Great Bombard. To secure the of human armies which have
that hardly delight anyone except huge weapon’s firing position, the spell-casting abilities .
for a giff, of course. suit normally carries its own What a Knightsuit lack in SR
It carries a full complement Tripod acting as a turret for the and MC, it more that makes up for
of weapons including 2 Mini great bombard. Once it employs a it with armor and weaponry.. A
Bombards in its large head area, tripod upon use of the great typical Mansuit is armed to the
two sets of Ribalds (12 tubes bombard, it provides an additional teeth with 2 Rapid Crossbows in
each) per side of the chest, a +2 bonus to attack rolls for the the head, 2 Bombards in the
standard hand-held Bombard for pilot. shoulder areas or alternatively 4
Helmseekers in housing cubes for MC: A its Mold Weapon to a Weapon of
each shoulder or any appropriate AR: 17 Proficiency of his choice.
combinations, 6 Helmseekers in SR: As per Helmsman
the chest, 2 sets of Ribalds (6-10 HP: 120
tubes each) in the hips. It also Saving Throw: Mithril
ILLITHID
CEREMORPH
carries a Heavy Scorpion for its Height: 10’
long-range arm with loads of 10 Weapon: Cost: 500,000
bolts and two cases full of 10 1 Circuit Cannon (Head) Helm: Series Helms
bolts for quick reloading. 2 Helmseeker Pods (Shoulders) T: 50
Normally it wields a huge 1 Light Beam Cannon (2 Hands) Crew: 2
version of a bladed weapon called 1 Weapon of Proficiency (1 Hand) MC: C
a Great Sword. Unlike the mold Shield: Force – 100 HP AR: 14
weapon, this blade has been fixed Ram: None SR: 4
upon construction and unique to Landing: HP: 500
the pilot of the ship. Other Land – Yes Saving Throw: Metal / Wood
configurations prefer to use the Water – No Height: 48’
Great Lance instead. It has the Weapon:
same stats as a lance but can be The pinnacle of human 1 Psychic Cannon (Head)
locked in place with the ingenuity in collaboration with 8 Helmseeker Pods (Chest)
Knightsuit for ramming attacks. A again the arcane is not getting 1 Heavy Scorpion (2 Hands)
successful hit results in the enemy bigger but in fact reducing the 1 Weapon of Proficiency (1 Hand)
target suffering a Hull Holed and size of their preferred armored Shield: None
Ship Shaken critical hit result. spelljamming suits to the size of Ram: 4 Piercing
In addition, the Knightsuit almost human. Landing:
wields a Tower Shield that can An even rarer construct since Land – Yes
absorb 150 points of damage it is fairly new, the Mansuit is Water – No
before it is destroyed. similar to the arcane’s Godsuit The sadistic Mind Flayers’
A Knightsuit with though around 10-12 feet in Ceremorphs are huge bipedal
spelljamming or similar helms height. It is powered by a Crown armored suits of the illithid
have different SR and MC of the Stars so it is capable of colonies. They look like huge
depending on the level of the attaining spelljamming speeds. hulking humanoid suits with large
helmsman. The suit itself has a permanent swollen heads, a gaping leech-like
Knightsuits may have create air spell infused so that it mouth with four retractable
different designs, colors and has an infinite envelope of piercing tentacles from the mouth
weapon configurations depending breathable air for the user even portion. The mouth is just for
on the various human nations and when traveling long distance in fearsome aesthetics and mostly
cultures that produced them. They the depths of wildspace. houses the psychic cannon that the
are the most numerous armored Since it has a helm of its own, Ceremorph is feared for.
suits in Wildspace due to the vast it also has a Circuit Cannon. The suit’s Psychic Cannon
resources of the numerous human Connected to the circuit cannon is serves as circuit-like cannon that
kingdoms found in the Known its Light Beam Weapon that can can extend and amplify the mind
Sphere and the low cost needed to fire a yellow beam of energy. at flayer pilot’s fearsome psionic
produce them. Some human its chosen target (maximum range blast outside of the suit by tenfold
kingdoms like those of the Shou of 100 yards). A successful hit (4d8+4) damage. It is the suits
Lung and Wa have different types inflicts 2d4+1 damage, also, the main weapon and favored form of
of armored suits of their own. victim must make a DC attack. Besides that, the suit
Constitution check or be pushed carries 8 Helmseeker pods located
back for 10-40 yards. The Force in the chest area. It is also
HUMANS
MANSUIT Shield is a similar to a wall of complemented with one Heavy
force and can take up to 100 Scorpion for large missile attack
Cost: a king’s ransom damage before dissipating. It will capability and one Mold Weapon
Helm: Crown of the Stars be reusable after 24 hours again. for melee combat capability that
T: 10 As for its melee weapon, the can transform to a Weapon of
Crew: 1 wearer of the Mansuit can mold Proficiency by the pilot.
NEOGI
BLACK WIDOW Besides its standard weapons Its most fearsome weapon are
of choice, the Black Widow has a its pair of Confusion Beams that
full complement of 2 Bombards can amplify the umber hulk’s
Cost: 600,000
located in the shoulders (which confusing gaze tenfold. Nearby
Helm: Lifejammer
makes the suit all the more beings that made eye contact with
T: 45
dangerous to use), 8 Helmseekers the beam and failed the
Crew: 1 / 5 Victims
in pods located in the chest appropriate DC checks would
MC: D
portion, 2 sets of Ribalds (8 tubes have their mind scrambled,
AR: 15
each) mounted on the hip area, wandering in some random
SR: 1-5
and 1 Mold Weapon that can directions, lashing out at those
HP: 450
transform into a Weapon of nearby, simply stand dazed and
Saving Throw: Metal / Gems
Proficiency by the pilot. confused. If the victim is hovering
Height: 45’
Black Widows are piloted by or flying in a suit then they start to
Weapon:
the neogi with their slave Umber fall (make check for Crashes).
2 Flame Projectors (Head)
Hulks having suits of their own Besides its confusing beams,
2 Bombards (Shoulders)
(refer to entry below for the neogi the suit also has 2 huge Mandible
8 Helmseeker Pods (Chest)
Hulksuit. Rams that it can use to ram and
8 Piercing Lancers (Back)
grapple a target of smaller or
2 Ribalds (Legs)
equal size. It also has 10
1 Weapon of Proficiency (1 Hand) NEOGI
HULKSUIT Helmseekers stored in its huge
Shield: None
chest area. For melee combat, the
Ram: Piercing or Grappling Cost: 500,000 suit uses a pair of Claws in its
Landing: Helm: Lifejammer hands and another pair of Claws
Land – Yes T: 50 in its feet when hovering or in
Water – No Crew: 1 / 5 Victims Wildspace.
MC: D Propulsion for the Hulksuits
The neogi have built the Black AR: 18 just like with the neogi Black
Widow - a specialized version for SR: 1-5 Widows make use of lifejammers
their armored suit for use as an HP: 500 with 1-5 victims imprisoned and
attack suit against long-time Saving Throw: Metal / Gems stored in the huge body of the
enemies (Long-time enemy for Height: 50’ suits. This unhuman setup is the
the neogi means those who have Weapon: main reason why neogi armored
beaten them once). 2 Confusion Beam (Head) suits are far larger than most
The Black Widow is a bipedal 1 Mandible Ram (Head) conventional armored suits of the
and humanoid in form painted jet 10 Helmseeker Pods (Chest) other spacefaring races.
black to strike fear in the enemies. 2 Claws (2 Hands)
It is notable for its four pairs of 2 Claws (2 Feet)
piercing lancers that look like Shield: None
ORCISH
SCORPION 1
long spidery legs. The leg-like Ram: Grappling
lancers, just like with the body of Landing: Cost: 180,000
the suit, are constructed of a Land – Yes Helm: The Pump
durable metallic substance highly Water – No T: 40
resistant to heat (+2 DC Check). Crew: 1
The legs end in spiked tips used to These hulking metallic mass MC: C
pierce and capture a captured for armored suits look similar to AR: 16
target adjacent to the suit. In the stature of its namesake. The SR: 1-9
combination of 2, 4 or all 8 Hulksuit looks like a cross HP: 400
piercing lancers, then the Black between a gorilla and beetle Saving Throw: Metal
Widow can grapple an enemy standing a towering 50 feet tall Height: 30’
target that is half or equal to the even when hunched. Used as the Weapon:
size of the suit. Then it can fire its main phalanx of armor by the 2 Rapid Crossbows (Head)
two salvos of flame projectors neogi, the Hulksuits are manned 2 Heavy Scorpions (Shoulders)
located in the head to burn its by their slave umber hulks. 10 Helmseeker Pods (Chest)
victim down every round. 6 Piercing Lancers (Back)
1 Extendable Tail Stinger (Tail) end in spiked claws used to pierce A bigger, badder version of
1 Tail Jettison (Tail) and capture a captured target the Scorpion designed to create
2 Ram-Claws (2 Hands) adjacent to the suit. In much havoc to its enemies. This
Shield: None combination of 2, 4 or all 6 version has bigger ram-claws and
Ram: Grappling / Piercing piercing lancers, then the longer piercing lancers protruding
Landing: Scorpion can grapple an enemy and extending from its back. The
Land – Yes target that is half or equal to the tail stinger is also longer and can
Water – No size of the suit. Then it can fire its jettison more ammunitions.
salvo of Heavy Scorpions located This suit is more likely
Of all the goblinoid races, at its shoulders and volley of powered by lifejammers instead
only the orcs, ogres and scros Helmseeker hidden in its chest of the conventional pump and has
have armored suits that they can portion. a hidden cubicle inside the suit to
pilot. The solid, deadly orcish Finally the Scorpion also tuck in its victims, drugged and
Scorpion represents the pinnacle makes use of its deadly Tail unconscious, for life draining.
of the orcish armored suit Stinger that can pierce an enemy This version of the Scorpion
innovation. Most were destroyed target on a successful hit. The is more likely reserved for the
during the first Unhuman War, effect is equal to a Hull Holed and lieutenants or field commanders
rarely seen during the Ravager Ship Shaken critical hit result. On of the orcish horde that lead the
Wars but rumors about and most rare occasion the tail end is various goblin ships and suits.
spacefarers think that orcs on sometimes loaded with debris or
scattered worlds have been iron spikes that the Scorpion can
steadily building new Scorpions Jettison away to veer off an
ORCISH
SCORPION 3
both ship and suit, as are other incoming volley of helmseekers
racers who were able to reverse- or to do damage to a pursuing Cost: 380,000
engineer and copy them. enemy ship or armored suit. Helm: Lifejammer 60% / Major
The Ram-Claws of the Helm 40%
Scorpion are controlled by the T: 60
pilot, using levers around him in
ORCISH
SCORPION 2 Crew: 1
the seat located in the helm. A MC: C
ram-claw may strike once per Cost: 280,000 AR: 16
round at a target in the same hex Helm: Lifejammer 60% / The SR: 1-9 or as per Victim or as per
only, either to grab or hit. Pump 40% Helmsman
Each claw should roll to hit T: 50 HP: 600
twice per round. Two successful Crew: 1 / 1 Victim Saving Throw: Metal
hits means a grab has been made; MC: C Height: 40’
a singlet hit means only a hit has AR: 16 Weapon:
occurred. Each hit causes 2d12 SR: As per Victim 1 Circuit Cannon (Head)
points of damage to the individual HP: 500 2 Heavy Scorpions (Shoulders
target. A grab causes 30 points of Saving Throw: Metal 12 Helmseeker Pods (Chest)
damage and a Hull Holed critical Height: 35’ 6 Piercing Lancers (Back)
hit result. Weapon: 1 Extendable Tail Stinger (End)
Besides its dreaded claws, the 2 Rapid Crossbows (Head) 2 Ram-Claws (2 Hands)
Scorpion also has 3 pairs of 2 Heavy Scorpions (Shoulders) Shield: None
Piercing Lancers similar to the 10 Helmseeker Pods (Chest) Ram: Grappling / Piercing
Black Widows found on its back 6 Piercing Lancers (Back) Landing:
(Sages argue who developed the 1 Extendable Tail Stinger (End) Land – Yes
unconventional weapon first – the 1 Tail Jettison (Tail) Water – No
neogis or the orcs?). The piercing 2 Ram-Claws (2 Hands)
lancers look like long segmented Shield: None The biggest among the orcish
insect legs. The leg-like lancers, Ram: Grappling / Piercing armored suits. They are reserved
just like with the body of the suit, Landing: for the generals and warlords of
are constructed of a durable Land – Yes the scattered orcish hordes hiding
metallic substance highly resistant Water – No in various distant worlds of
to heat (+2 DC Check). The legs Wildspace, delving for the time
that they recuperate their might Weapons transformed into a one- these scro armored suit is heavily
and return to deep space to exact handed Weapon of Proficiency as armed with conventional weapons
vengeance on the elves and their the pilot deems fit to employ. to the tusks or teeth literally.
armadas. The ogrish Mammoth suit is a
deadly adversary due to its
immense size and brutish force
SCRO
MANTISOID
OGRE
MAMMOTH enough to go toe-to-toe with the
highly agile Mothsuit or the Cost: 480,000
Cost: 720,000 powerful arcane Godsuit. Helm: Major Helm 90% /
Helm: Dealth Helm 70% / Mammoths often carry 1-2 Artifurnace 10%
Furnace 20% / Major Helm 10% kobold Arrows lashed to its back T: 60
T: 90 for use as satellite weapons or Crew: 1
Crew: 1 rams. They are manned by MC: C
MC: D additional kobold crew for each AR: 18
AR: 18 arrow. These kobolds are highly SR: As per Helmsman / 5
SR: As per Helmsman dispensable and sometimes serve HP: 600
HP: 900 as sortie of suicidal nature either Saving Throw: Metal
Saving Throw: Metal as firebomb or distraction to Height: 42’
Height: 70’ confuse enemy armored suits. Weapon:
Weapon: 1 Circuit Cannon (Head)
1 Circuit Cannon (Head) 2 Heavy Scorpions (Shoulders)
2 Piercing Rams (Head)
SCRO
BATTLE BOAR 12 Helmseeker Pods (Chest)
4 Heavy Scorpions (Shoulders) 1 Razor Crest (Back)
18 Helmseeker Pods (Chest) Cost: 780,000 2 Grappling Arms (2 Hands)
1 Heavy Scorpion (1 Hand Only) Helm: Major Helm 90% / 1 Jettison (Tail)
1 Weapon of Proficiency (1 Hand) Artifurnace 10% Shield: None
Shield: None T: 80 Ram: Grappling
Ram: Piercing Crew: 1 Landing:
Landing: MC: D Land – Yes
Land – Yes AR: 17 Water – No
Water – No SR: As per Helmsman / 5
HP: 800 The deadly scro Mantisoid
Formerly the pride of the ogre Saving Throw: Metal was specifically designed to
space fleets prior to their Height: 58’ combat the elven fleets. The
decimation in the first Unhuman Weapon: highly militaristic scro are a
War, the ogre Mammoth is the 1 Circuit Cannon (Head) –or- violent breed of goblinoid race
largest suit among the goblin race. 1 Flame Projector (Head) that has appeared only recently.
It has a Circuit Cannon for 2 Boar Tusks (Head) They are still rarely seen, but if
those suits with death helms or 2 Bombards (Shoulders) present trends do continue,
spelljamming helms. 16 Helmseeker Pods (Chest) wildspace travelers will
Its huge reinforced tusks 2 Ribalds (Hips) unfortunately see much more of
extending from the neckless head 2 Ribalds (Legs) them.
portion serve as Piercing Rams. 1 Heavy Scorpion (2 Hands) The scro sought to build new
Once ramming a target and 1 Weapon of Proficiency (1 Hand) more powerful suits to serve their
locking it in, it then barrages the Shield: Medium – 75 HP changed culture. One of the
locked target with its array of Ram: Piercing results was the Mantisoid. Its
Heavy Scorpions (four sets Landing: Grappling Arms are retractable
mounted on its shoulders) and Land – Yes and do 4d10 points of damage
Helmseekers (18 pods in all found Water – No each. They can be folded to reveal
on the chest section). flexible arms with digited hands
It also carries an additional The massive scro Battle Boar to utilize melee combat weapons.
hand-held Heavy Scorpion that it symbolizes the scro’s emerging The razor-sharp crests on its back
can use with just one hand while power within the spelljamming does 4d10 points of damage also
the other can wield a Mold arena. Not to be taken lightly, whenever it grazes and enemy
target as do each of the runners on Landing: Saving Throw: Metal
its grappling arms and legs. All of Land – Yes Height: 40’
these weapons are designed to Water – No Weapon:
slice clean through the wings that 1 Grappling Ram (Head)
exist on virtually all elven vessels The Toril oriental empire of 8 Helmseeker Pods (Chest)
and armored suits. Shou Lung, has become a noted 2 Light Scorpion (Wings)
Once an enemy is grappled, presence throughout Realmspace 1 Heavy Scorpion (2 Hands)
the Mantisoid can barrage the and beyond. Their signature 1 Weapon of Proficiency (1 Hand)
pinned target with its repertoire of armored suit is similar to their Shield: Wings – 100 Each
Circuit Cannon, batteries of 2 fabled Dragonship in design. The Ram: Grappling / Piercing
Heavy Scorpions and 12 pods of Dragonsuit is a bipedal humanoid Landing:
Helmseekers. construct with a dragon’s head Land – Yes
The exterior of the Mantisoid wings, claws and tail. The Water – No
is heavily plated with metal. It is dragon’s head emits a Flame
dulled and pitted as with all of Projector. On its shoulders are 2 The vodoni are a slave empire
their space vessels as the scro are Bombards that can fire in front of that spanned twelve crystal
not particularly concerned with the suit. Two sets of Ribalds (10 spheres. The vodoni enforcers
beauty and aesthetics. By contrast tubes each) are lined up on both were huge wolf-like warriors,
the functional parts of the sui (the hips. Each of its draconic wings is created by malevolent magics and
tips of the grappling arms, the mounted with a Chu Ko Nu or unspeakable processes and subject
razor back, etc.) are well oiled, oriental repeating crossbow for to terrible fits of battle rage. Their
burnished and buffed regularly to anti-personnel use. Wing-mounted armored suit of choice is the
maintain them all in tip top shape. chu ko nu must be manually vodoni Butcher. The vodoni
Most of the pilots of the reloaded at a ship or dry dock Butcher or better known as the
Mantisoid are scro war priests once all ammunitions are used up. Werewolf is a bipedal heavily
who are able to operate major The tail is equipped with a armored, ramming behemoth
helms. Those few who operate via Morning Star or Melon Ball used shaped like a huge red winged
artifurnace are piloted high for brandishing at its opponent at werewolf. The wolf’s head has an
ranking scro warlords and the rear. operable jaws that rip, tear and
generals of the horde. It carries a Mold Weapon that grab an enemy target mercilessly
can transform into a Weapon of when ramming. The Zalani
Proficiency of the pilot for close- created the Werewolf as a close-
SHOU
DRAGON SUIT range melee combat. combat armored suit designed to
The Dragon Suit is the ram, tear apart and barrage the
Cost: 250,000 standard armored suit of the line enemy target making the
Helm: Minor or Major Helm of the Shou Lung expeditionary Werewolf the standard armored
T: 45 forces. They are normally used for force of the vodoni fleet.
Crew: 1 defense and escort sorties of the In combat situations, the
MC: D Shou Lung Dragon Ships that Werewolf is purely an attack suit,
AR: 16 traverse the expanse of as indicated by its light AR and
SR: As per Helmsman Wildspace. forward placement of all its
HP: 450 weapons.
Saving Throw: Metal / Wood Besides the wolf’s head, it
Height: 35’
VODONI
BUTCHER carries 8 Helmseekers in its chest
Weapon: area, 2 Light Scorpions mounted
1 Flame Projector (Head) Cost: 375,000 on its wing’s joint section, 1 hand-
2 Bombards (Shoulders) Helm: Furnace 90% / Artifurnace held Heavy Scorpion for large
2 Ribalds (Hips) 10% missile attacks with 10 bolts and 2
2 Chu Ko Nu (Wings) T: 45 cases of 10 bolts for reload and 1
1 Weapon of Proficiency (1 Hand) Crew: 1 Mold Weapon that the pilot can
2 Grappling Claws (Feet) MC: C change into a Weapon of
1 Morning Star (Tail) AR: 16 Proficiency for closed-range
Shield: Wings – 75 Each SR: 2 / 5 melee attacks. Note that as for all
Ram: None HP: 450 wing-mounted scorpions must be
manually reloaded at a ship or dry while the other is normally MC: C
dock once all ammunitions are equipped with a Spelljammer AR: 14
used up. Detector making the Assassin a SR: 2 / 5
very difficult adversary to HP: 300
HUNTER –
VODONI surprise.
Besides its complicated array
Saving Throw: Metal
Height: 30’
KILLER of weapons and sensors found in Weapon:
the two heads, the Assassin is 2 Repeating Crossbows (Head)
Cost: 450,000 equipped with 2 large Helmseeker 6 Helmseeker Pods (Chest)
Helm: 2 Major Helms 80% / Firebombs that explode like two 2 Light Scorpion (Wings)
Grand Helm 20% hits from a flame projector 1 Light Scorpion (1 Hand)
T: 60 mounted in its breasts section and 1 Weapon of Proficiency (1 Hand)
Crew: 2 12 Helmseekers in its underneath Shield: Wings – 100 Each
MC: B them in the lower chest area. Ram: None
AR: 15 The Assassin is a very Landing:
SR: As per Helmsman / 5 maneuverable suit despite its huge Land – Yes
HP: 600 size because of its three wings – Water – No
Saving Throw: Metal one large wing at the central part
The Vodoni Scouter or
Height: 45’ of its back acting as a swiveling
Nightwolf looks like a bipedal,
Weapon: mast that allows it to change
humanoid, sleek, winged black
2 Grappling Rams (2 Heads) position and maneuver quickly.
werewolf. It is not equipped with
1 Circuit Cannon (1 Head) The other two smaller wings are
any type of ram unlike the other
1 Spelljammer Detector (1 Head) positioned at each side of the
Vodoni armored suits. Instead it
2 Helmseeker Firebombs (Chest) larger wing and act as rudders and
has a pair of Repeating Crossbows
12 Helmseeker Pods (Chest) all three wings also act as
in the head for anti-personnel use.
3 Light Scorpions (Wings) protective shields for the suit.
It carries 6 Helmseekers in the
1 Long-Range Scorpion (2 Hands) Each of the wings is mounted chest portion. The wings besides
1 Weapon of Proficiency (1 Hand) with a Light Scorpion that can fire serving as shields are also
Shield: 1 Large Wing – 100 HP independently with a load of 10
mounted with a Light Scorpion at
2 Smaller Wings – 75 HP Each bolts each. These wing-mounted
the top joints and can be used
Ram: Grappling / Piercing scorpions must be manually
independently of each other.
Landing: reloaded at a ship or dry dock
These wing-mounted scorpions
Land – Yes once all ammunitions are used up.
must be manually reloaded at a
Water – No The Hunter-Killer is the
ship or dry dock once all
vodoni ranged-combat suit. It also
ammunitions are used up.
Perhaps the most dreaded of carries a specially-designed Long- For range attacks, the vodoni
all vodoni armored suit is the Range Scorpion that has double Scouter uses a hand-held Light
Assassin or better known as the the standard range of normal Scorpion. It also carries a Mold
Hunter-Killer. It is designed to scorpions. Weapon that the pilot can
look like a twin-headed, winged, Occasionally, some vodoni
transform into a Weapon of
smiling she-werewolf. The Hunter-Killer wield special Mold
Proficiency for melee combat use.
configuration of the two heads Weapons that can turn into a
may vary with some suits with Weapon of Proficiency of the lead
some side-by-side with each other helmsman for close-range melee
WA EMPIRE
KAMISUIT
while others have heads that are combats.
facing front and back. But no Cost: 250,000
matter the formation the two VODONI
SCOUTER Helm: Ki Helm
T: 45
heads can both ram, rip and
grapple an enemy target (make Cost: 300,000 Crew: 1
separate ramming attacks for each Helm: Furnace 90% / Artifurnace MC: C
head with any hit resulting in the 10% AR: 16
victim being grappled). One head T: 30 SR: As per Ki of Helmsman
is mounted with a Circuit Cannon Crew: 1 HP: 450
Saving Throw: Metal SR: 2 or as per Helm breaks all of the joints of these
Height: 35’ HP: 120 unfortunates or cut off and heal all
Weapon: Saving Throw: Bone of their limbs.
2 Chu Ko Nu (Head) Height: 20’ or Higher An occasional Bone Suit pilot
2 Flame Projectors (Shoulders) Weapon: may be a lich or a vampire or
2 Ribalds (Hips) 2 Medium Ballista (Shoulders even a mummy with spell-casting
1 Great Katana (1 Hand) 1 Medium Scorpion (2 Hands) abilities that can operate a
1 Great Wakizashi (1 Hand) 1 Thigh Bone (1 Hand) spelljamming helm.
Shield: None Shield: Small – 50 HP
Ram: None Ram: None WONDERSEEKER
DARKVIPER
Landing: Landing:
Land – Yes Land – No Cost: 87,000
Water – No Water – No Helm: Major Helm 75% / Minor
Helm 15% / Furnace 10%
Wa, Pearl of the Orient, is an Some desperate, undead or fey T: 29
oriental empire in Toril comprised of spacefarers have been sighted
a number of islands. Wa has a feudal Crew: 1
using the skeletons of giants and MC: A
system with their great warriors other gargantuan humanoids for
living by the way of the sword or AR: 15
their own fiendish version of SR: 2 or as per Helm
bushido. That is why pilots of the Wa
armored suits. The statistics of HP: 290
Kamisuit are mostly kensai (master
swordsmen), samurai, or monks who such suits naturally vary from Saving Throw: Metal
have mastered the sword. The suit skeleton to skeleton, but a Height: 30’
does not have any circuit cannon or representative version appears Weapon:
equivalent but carries two Chu Ko here. 1 Circuit Cannon (Head) –or-
Nus for anti-personnel use. It has Undead pirates, particularly 2 Rapid Crossbows (Head)
two Flame Projectors located at the liches, use these suits in 2 Medium Scorpions (Shoulders)
shoulder areas and 2 Ribalds (10 combination with their huge
tubes each), one set lined up on each 6 Helmseeker Pods (Chest)
Skeletal Ships to raid and plunder 1 Heavy Scorpion (2 Hands)
side of the hips. the deepest parts of the space way.
Its most powerful weapons are of 1 Piercing Lancer (1 Hand)
Ballistas or rarely scorpions 1 Large Jettison (Tail)
course its two great bladed weapons
are tied and mounted on the Shield: Small – 50 HP
forged by master swordsmiths of Wa
from the most powerful metals – the skeleton’s shoulder blades while Ram: Piercing
Great Katana and the Great the rib cage support the helms. Landing:
Wakizahi. Treat each weapon as The Bone Suit normally Land – Yes
having the same specs as that of the carries a hand-held Medium Water – Yes
oriental katana and wakizashi but Ballista for large missile attacks.
with + 4 bonus to attack and damage. It also wields a Thigh Bone made The most successful early
Besides its great cutting prowess, the from the leg of a gargantuan
katana and wakizashi can also be human suit design prior to the
creature for use in melee. Knightsuits. The Darkviper or
used to deflect incoming large Naturally the helmsman or
missile and melee attacks. The pilot Vipersuit is a bipedal humanoid
pilot of the suit is very visible and suit of armor with a snake’s head.
can opt to replace one of his attacks
exposed to enemy fire. Some The head houses a Circuit Cannon
with that of a deflection instead on a
successful proficiency check. powerful undead spellcasters like usable by spelljamming helmsmen
liches commonly cast protective otherwise it is replaced by 2
spells within the rib cage to help Rapid Crossbows for those run by
UNDEAD
BONE SUIT protect them from unwanted Furnaces. It has a salvo of 6
missile fire. Helmseekers in its chest plus two
Cost: 24,000 Often such suits are powered Medium Scorpions mounted on its
Helm: Major or Minor Helm, by lifejammers into which broad shoulders.
Furnace or Lifejammer unfortunate captives are thrust. To It carries a hand-held Large
T: 12 avoid having waiting captives Scorpion for its range weapon
Crew: 1 shatter the bone structure of the with a load of 10 bolts plus a case
MC: C suit while struggling for freedom,
AR: 11 the undead owner of the suit often
of reloads for 10 more bolts for Ribalds line up on its hips (8 tubes
quick reloading. each). The heavy jettison are
Since the Darkviper is an old replaced with storage bays for
model of armored suit, it does not smoke powder. The heavy
carry any Mold Weapon as found scorpion armament is replaced by
in newer types of suits. Instead it hand-held Flame Projector. A
makes use of a Piercing Lancer very dangerous suit so to speak to
attack that doubles as a ramming be flying in into battle. A
device once it is locked and Fireviper though waterproof just
reinforced into the side of the suit. like its other cousins will not fight
On successful hit with a lancer it on water for its weaponry may be
automatically inflicts a Hull soaked in water and malfunction.
Holed and Ship Shaken critical hit
result. WONDERSEEKER
STINGVIPER
The favorite suit of Wonder-
seekers because it is easily handled
by just about any person, each Cost: 107,000
Wonderseeker’s Darkviper will Helm: Major Helm 75% / Minor
reflect the personality of its eccentric Helm 15% / Furnace 10%
pilot. T: 29
Crew: 1
MC: B
WONDERSEEKER
FIREVIPER AR: 15
SR: 2 or as per Helm
Cost: 127,000 HP: 290
Helm: Major Helm 75% / Minor Saving Throw: Metal
Helm 15% / Furnace 10% Height: 30’
T: 29 Weapon:
Crew: 1 1 Circuit Cannon (Head) –or-
MC: B 2 Rapid Crossbows (Head)
AR: 16 2 Heavy Scorpions (Shoulders)
SR: 2 or as per Helm 6 Helmseeker Pods (Chest)
HP: 290 1 Heavy Scorpion (2 Hands)
Saving Throw: Metal 1 Piercing Lancer (1 Hand)
Height: 30’ 1 Heavy Scorpion (Tail)
Weapon: Shield: Small – 50 HP
1 Circuit Cannon (Head) –or- Ram: Piercing
2 Mini Bombards (Head) Landing:
2 Bombards (Shoulders) Land – Yes
6 Helmseeker Pods (Chest) Water – Yes
2 Ribalds (Hips)
1 Flame Projector (2 Hands) The Stingviper, another
1 Piercing Lancer (1 Hand) variant, serves in world or sphere
Shield: Small – 50 HP defense. The tail jettison is
Ram: Piercing replaced with a Heavy Scorpion
Landing: and the other scorpions are
Land – Yes upgraded to Heavy, dropping the
Water – No MC to B.
The Fireviper is a re-armed Vipersuits are normally
and heavily armored version of preferred by Wonderseeker
the Vipersuit. Its AR rises to 16 though several human spacefaring
while its MC drops to B. The two factions have already deemed
scorpions on its shoulders are these suits usable by them.
replaced with 2 Bombards while
“deathsqueelers” or warrior particular bolawhip breaks and
BATTLE PODS dohwar being present in the broad the ship’s maximum SR is
cavity of the body acting crew as penalized by one point.. If all six
The next batch of suits veer away quarters; if so they will fly out of break, the whip pod is rendered
from the more traditional bipedal the suit’s body hatches wielding immobilized.
humanoid design of armored suits weegas (beak-blades).
as found in most space borne
races of the Spelljamming
HUMAN
GEODOME
universe. They look more like
GNOMISH
BOLAS
spherical balls or pods with Cost: 300,000
multiple sets of legs or even cute Cost: 25,000 Helm: Major Helm
flightless birds. The possibility of Helm: Bolawhip (Special) T: 50
finding oddity of suits in the vast T: 25 Crew: 1
reaches of Wildspace are endless. Crew: 1 / 6 Gnomes to pedal the MC: E
Contraption AR: 17
DOHWAR
USPO PENGUIN MC: AR: 15
D SR: As per Helmsman
HP: 500
SR: Special (maximum 6) Saving Throw: Metal
Cost: 40,000
HP: 250 Height: 50’
Helm: Minor Helm
Saving Throw: Metal / Wood Weapon:
T: 40
Height: 25’ not including 20 Circuit Cannons (Each Facet)
Crew: 2 / 4d12
Appendages 18 Medium Scorpions (18 Facet)
MC: E
Weapon: 2 Piercing Rams (1-F, 1-A)
AR: 14
1 Bolawhip (Front) Shield: None
SR: 2
2 Light Scorpions (End) Ram: Piercing
HP: 400
Shield: None Landing:
Saving Throw: Metal / Wood
Ram: None Land – Yes
Height: 40’
Landing: Water – No
Weapon:
Land – Yes
None (50% for Ribalds) (Chest)
Water – Yes This huge battle pod, similar
Shield: Wings – 100 HP Each
to Azlum Swith’s fabled Geodesic
Ram: Piercing
The gnomish Bolas, perhaps Airship, is a large icosahedron
Landing:
the strangest contraption in (d20 dice). It made of metal and
Land – Yes (75% Chance)
fantasy space – is propelled mirrored glassteel panels, and
Water – Yes
physically though wildspace by capable of being piloted by a
the movement of six whip-like single individual. Due to the
The Uspo is shaped like a
appendages placed on the nose of design and construction of the
bipedal mechanical penguin. Its
the battle pod. These appendages pod, it has a special bi-directional
massive wings are movable but
also serve as the Bolas’ main (and feature that allows it to move
are hard to use for protective
only) forward-facing weapon. forward or backward at its full
shields. They are rather deployed
As the bolas pick up speed, SR. In effect both fore and aft
perpendicular to the body during
the pods speed also increases. directions can be considered
landings. Theoretically, the wings
Each round the battle pod can be forward for the purposes of
are supposed to make the suit
accelerated or decelerated by one movement, although this can only
more maneuverable, but this does
SR. If the bolas use its whip-like be decided at the beginning of the
not work in actual practice.
appendages to attack an enemy round.
Uspo penguins are normally
target then its SR immediately Various polyhedral faces are
used by dohwar or giffs. Although
drops to 1, and it must accelerate designed to open and allow firing
the dohwar Uspo has no large
all over again. in a given direction of up to four
weapons for defense or offense,
When the Bolas strikes with Heavy Scorpions out of the
there is a 50% chance that the suit
its whips, each of the six eighteen available onboard, one
has 4d12 Ribalds hidden in its
appendages must make a separate for each facet.
broad body as security. There is
attack for 1d10 points of damage. Subsequently each of the
also a 5% chance of 4d12
If the attack roll results in a 1, that polyhedral facet may be used to
channel the potent firepower of 2 Medium Scorpions (Upper Tail)
the single Circuit Cannon at the 1 Medium Jettison (Upper Tail) NARWHAL
HUMAN

center of pod to fire the Shield: None BATTLE POD


helmsman’s amplified spells in Ram: None
whatever direction he so chooses. Landing: Cost: 90,000
Two of the facet in the fore Land – Yes Helm: Major Helm
and aft sections do not mount any Water – No (See Below) T: 50
weapons but instead holds a Crew: 1 / 2 Gunners
retractable Piercing Ram. The The graceful Dolphin Battle MC: D
rams can be used in a forward or Pod is the latest human battle pod AR: 16
backward ramming attack with no in many quantity in the void. It SR: As per Helmsman
penalty to the pod’s SR. On a combines a number of design HP: 480
successful hit, the target suffers a features ideal for human combat Saving Throw: Metal / Wood
Hull Holed and Ship Shaken and reconnaissance in space. Height: 45’
critical hit result. The bulk of the Dolphin Battle Weapon:
Favored by wizards, the Pod is enclosed and appears like a 1 Circuit Cannon (Lower Head)
Geodome battle pod often has diving dolphin from afar with the 1 Piercing Ram (Head)
additional magical protection as head on a lower level than its tail. 2 Medium Scorpions (Upper Tail)
well cast by the owner. It even has Its rear upper surveillance level 1 Medium Jettison (Upper Tail)
considerable space for cargo, a (tail) is place above the frontal Shield: None
laboratory, a library or for lower command level (head) and Ram: Piercing
passenger transport. above the decks of most opposing Landing:
The Geodome was originally vessels. It houses the two rotating Land – Yes
designed by an organization of turrets each mounted with a Water – No (See Below)
geometer and artificer wizards Medium Scorpion and a load
some centuries ago. After initial capacity of 10 bolts and five cases The Narwhal Battle Pod
construction, the plans and of bolts for quick reloading. It sometimes called Monodon is
specifications were later sold to also houses a Medium Jettison in similar in all aspects to the
the Arcane, who now build and its tail. The elevated position of Dolphin Battle Pod except it is
sell these battle pods to the able the turrets can give the gunners an more armored reducing AR by 1,
buyer normally groundling advantage over attack rolls. tougher and has an elongated
wizards who happen to change Its frontal lower command spiral Piercing Ram at the front.
upon an Arcane and desire to go level seats the helmsman and The length of the ram is almost as
into wildspace. contains the spelljamming helm lengthy as the front command
This battle pod is rumored to and a Circuit Cannon that can fire level.
have come from Mystaraspace. converted spell energy in a frontal When the pod hits an enemy
direction. Dolphins may also carry target it automatically inflicts a
10 firebombs on its underbelly.
DOLPHIN
HUMAN
In case of emergencies or
Hull Holed and Ship Shaken
critical hit result.
BATTLE POD when making planetfall, the front
command level can detach from
Cost: 70,000 the rear surveillance level to WHALE
HUMAN

become a Wreckboat (see stats in


Helm: Major Helm
SJ War Captain’s Companion BATTLE POD
T: 50
Crew: 1 / 2 Gunners module).
The Dolphin Battle Pod, Cost: 112,000
MC: D Helm: Major Helm
AR: 15 sometimes just called the Dolphin
or Porpoise, is quickly becoming T: 60
SR: As per Helmsman Crew: 1 / 2 Gunners
HP: 450 a popular battle pod for human
adventurers and other small MC: D
Saving Throw: Metal / Wood AR: 15
Height: 45’ parties in particular those that
need to make planetfall on large SR: As per Helmsman
Weapon: HP: 550
1 Circuit Cannon (Lower Head) worlds with rather excitable
groundlings. Saving Throw: Metal / Wood
Height: 65’ command ship designed for Lancers that can be used for
Weapon: fighting armored suits. Similar to striking an enemy or for landing
1 Circuit Cannon (Lower Head) the ship of the same name, it is the Cuttle Command Pod on dry
2 Heavy Scorpions (Upper Tail) taller than it is wide. It maintains land.
1 Heavy Jettison (Upper Tail) its gravity plane by having large The cuttle pod was originally
Shield: None weapons on six of the ten built during the Unhuman wars as
Ram: None tentacles. These tentacles extend a mobile command battle pod. It
Landing: out far enough horizontally to was primarily designed and used
Land – Yes change the orientation of the by humans, using many of the
Water – No (See Below) gravity plane to a horizontal axis same design techniques as the
running through the eyes of the Octopod. The Cuttle Command
The Whale Battle Pod or cuttle. As result, the Cuttle Pod appealed to human wizards in
better known as the Baleen is a Command Pod is much bulkier particular since of the height
bigger version of the Dolphin and nowhere near as similar to a tower where they can
class battle pods. It resembles a maneuverable as suit or battle pod move inside the pod.
diving big blue whale from afar. It built along more normal lines.
is almost one and a half the size Similar to the Octopod, the ILLITHID / HUMAN
OCTOPOD
and height of a Dolphin Battle bottom of the Cuttle’s head has a
Pod. The medium weapons are all beaked mouth that houses a
Cost: 70,000
replaced with their heavy versions turreted Circuit Cannon with a
Helm: Major or Minor Helm /
and carries double the cases of 360 degrees field of fire. If the
Pool Helm
reloads stored in the rear upper Cuttle Command Pod lacks a
T: 70
surveillance level. spelljamming helm then it is
Crew: 2
replaced with a Psionic Blaster
MC: D
instead if it runs on a Pool Helm.
CUTTLE
ILLITHID / HUMAN
The entire six levels of the
AR: 13
SR: As per Helmsman
COMMAND POD towering head are dotted with
HP: 700
batteries of Ribalds (approx. 200
Saving Throw: Metal / Wood
tubes) facing in all directions,
Cost: 100,000 Height: 30’ not including
Helm: Major Helm / Pool Helm though only a set of 10 tubes can
Tentacles
T: 100 be fired in any given direction at
Weapon:
Crew: 2 any given time unless the pod will
1 Circuit Cannon (Mouth)
MC: E maneuver in that direction.
70 Ribalds (Bulbous Head)
AR: 12 Four of the long tentacles
4 Heavy Scorpions (4 Tentacles)
SR: 5 or as per Helmsman trailing behind the bulbous head
4 Piercing Lancers (4 Tentacles)
HP: 1000 are armed with 1 turret-mounted
Shield: None
Saving Throw: Metal / Wood Heavy Scorpion each with loads
Ram: None
Height: 60’ not including of 10 bolts per unit. In addition
Landing:
two more legs are armed with a
Tentacles Land – Yes
turreted Dual Ballista that deals
Weapon: Water – Yes
1 Circuit Cannon (Mouth) double the damage when it hits
A huge pod suit reminiscent of
200 Helmseeker Pods (Head) the target but can only be fired a
the earthly cephalopod from
4 Heavy Scorpions (4 Tentacles) maximum of five times before
where its namesake was taken, the
2 Dual Ballistae (2 Tentacles) needing to reload. Like the wing-
Octopod moves through space or
4 Piercing Lancers (4 Tentacles) mounted weapons seen in other
in the air similar to those
Shield: None armored suits, quick-reloading by
creatures, its bulbous head first
Ram: None the helmsman is not possible once
followed by its armed tentacles.
Landing: all ammunitions are consumed.
Originally designed as convoy
Land – Yes The scorpions and dual ballistae
protector during the first
Water – Yes can only be reloaded manually on
Unhuman Wars, it weapons layout
a ship or once hangered in a dry
earned it its nickname Tailgunner,
The Cuttle Command Pod is a dock. although the suit has a good all-
six story smaller version of the The remaining four long
around field of fire.
tentacles end up in sharp Piercing
The bulbous head has a SR: As per Helmsman D (When Mounted)
beaked mouth at the bottom that HP: 180 AR: 11
houses a turreted Circuit Cannon Saving Throw: Thick Wood SR: As per Victim
with a 360 degrees field of fire. If Height: 18’ not including HP: 200
the pod lacks a spelljamming Antennae Saving Throw: Metal
helm then it is replaced with Weapon: Height: 20’
Psionic Blaster instead if it runs 1 Heavy Scorpion (Head) Weapon:
on a Pool Helm. 2 Shocking Grasps (Antennae) 1 Light Scorpion (Front)
The entire circumference of Shield: None Shield: None
the bulbous head perpendicular to Ram: None Ram: None
its axis are lined up all around Landing: Landing:
with batteries of Ribalds (approx. Land – Yes Land – No
70 tubes) though only a set of 10 Water – No Water – No
tubes can be fired in any given
direction at any given time. The Klicklikak is a distinctive, The Leech is little more than a
Four of the long tentacles sleek looking battle pod that lifejammer drive mounted on a
trailing behind the bulbous head resembles a large grasshopper’s dome. The dome is supported by
are armed with 1 turret-mounted head with two long antennae eight grappling legs, giving the
Heavy Scorpion each with loads trailing behind it. The suit’s name entire structure the appearance of
of 10 bolts per unit. Similar to means “Service to Klikral” in the a headless spider. It can be
wing-mounted weapons, quick- insectare’s native tongue. operated by a single neogi
reloading by the helmsman is not It carries a single Heavy together with its umber hulk
possible once all ammunitions are Scorpion mounted on its head in a slave.
consumed. The scorpions can only turret to provide a 360 degrees The Leech is designed to fit
be manually reloaded on a ship or field of fire. on the back of another living
once hangered in a dry dock. The two trailing antennae are creature, which may or may not
The remaining four long in fact charge with electricity and have space-faring abilities of its
tentacles end up in sharp Piercing on a successful hit (make separate own, and turn the tandem device
Lancers that can be used for attacks for each antennae) can and being into a spelljamming
striking an enemy or for landing inflict an equivalent of a Shocking ship. The process of using the
the Octopod on dry land. Grasp to enemy target but lifejammer drive kills the
The Octopod is a relic of amplified tenfold. harnessed creature slowly, so the
another time and place. It The insectare power the neogi can only use it in situations
appeared at the height of the first Klicklikak with a special where time is of the utmost
Unhuman Wars during an spelljamming helm consisting of a importance or where replacement
unlikely alliance between neutral shiny copper sphere with holes creatures are in abundance.
humans and illithids. The positioned in front of the Leeches are minimally armed
resulting hybrid has many mind helmsman. To propel the and usually carry only a single
flayer characteristics but was Klicklikak battle pod through Light Scorpion mounted at the
piloted by human mages and space, the insectare helmsman front of the dome. They normally
spellcasters and used primarily to inserts its two electrically charged use this is as a form of distraction
guard space caravans and convoys antennae into these holes. Only in order for the Leech to be able
from goblin depredation. Some insectares can use this helm, and, to flee from the fight.
octopods are still being used. contrariwise, cannot use other Of concern to the elves is the
helms. growing use of leeched kindori,
INSECTARE
KLICKLIKAK even scavvers or other gargantuan
NEOGI
LEECH creatures as weapons of terror.
Some leeches that are not
Cost: 20,000
attached to huge creatures are
Helm: Insectare Helm Cost: 60,000 – 300,000
loaded with flammable substances
T: 20 Helm: Lifejammer
or smoke powder and are being
Crew: 1 T: 20
crashed into civilized areas. The
MC: C Crew: 2
dead pilots are usually neogi, but
AR: 14 MC: B (Alone)
charred humans and dwarves have personnel weapons in a rolling ammunitions are consumed either
been dragged into the firestorm. and tumbling ground attack. doing it on each outer deck
For larger ships, the Urchin is personally or while the pod is
NEOGI
URCHIN used primarily as a close-assault docked on a hangar.
battle pod. Its common tactic is to The gravity plane runs along
land on the deck of an enemy ship the horizontal axis of the pod, but
Cost: 15,000
and simply roll over the exposed the Catamarans provide three
Helm: Lifejammer
crew (1-4 attacks per round for downward directions, allowing
T: 3
1d10 HP each). Direct damage to the K’r’r’r’ to operate the pod in
Crew: 1 / 2
the central pod takes 30 points of all three directions. The
MC: C
damage to destroy it. It takes 50 dimensionality of the of the
AR: 11
points of damage to destroy design is unique to the K’r’r’r’
SR: As per Victim
enough spikes to disable the battle and appears profoundly alien to
HP: 30/50
pod. beings of any races that evolved
Saving Throw: Thin Wood
Sometimes Urchins are also from ground-dwelling creatures.
Height: 21’including Spikes
loaded with enough smoke Similar to their ships, all
Weapon:
powder to convert it into a rolling Unity Pods are exactly identical
Piercing Rams
firebomb intent on bombarding and modular, able to link together
Shield: None
large vessels and ground targets. to form a single huge entity –
Ram: Piercing
hence the name. The resulting
Landing:
composite construct only occupies
Land – Yes K’R’R’R
UNITY PODS one hex, regardless of its eventual
Water – Yes
size. The binding maneuver is
Cost: 90,000 Each practiced by all K’r’r’r’ pilots
More categorized as a battle Helm: K’r’r’r’ Helms until it is only second nature to
pod than a ship, the Urchin is the T: 30 them. The minds of the K’r’r’r’
neogi response to the elven Crew: 1 Each helmsmen meld during linkage,
Flitters and armored suits of the MC: C with all the pods sharing the SR of
other races: a light, inexpensive AR: 12 the slowest link. When combined
pod for tactical support, SR: As per Helmsman with at least 10 or more pods, the
emergency use or suicidal HP: 300 composite construct can produce a
firebomb operations. An Urchin Saving Throw: Metal barrier similar to a wall of force
with a lifejammer moves Height: 24’ that protects all the component
according to the hit dice of the Weapon: pods in their specific front. The
victim; Urchins equipped with 3 Medium Scorpions (Decks) wall of force has a size of at least
more conventional, non- 1 Piercing Ram (Front) 240’ wide and 240’ high plus an
spelljamming drivers have a 10+ Force Barrier (see below) additional 24’ feet of wall for
tactical movement rate of one. Up Shield: None every additional pod that links
to 16 Urchins can be carried Ram: None with the system.
inside a single Deathspider and Landing:
strewn like mines behind it. Land – No
The Urchin looks like its Water – No
TANKIN
KOH GO-KAHN
ocean-dwelling namesake, with 8’
spikes jutting out of its spherical The Unity Pods are similar Cost: 250,000
body. A single neogi sits in a versions of the Unity Ships as Helm: Gem Helm
separate central sphere encased built by the spider-like K’r’r’r’. T: 35
inside the spiked hull, weighted so The design consist of single pod Crew: 1
that the pilot remains upright built on great Catamarans with MC: C
regardless of how the pod moves three outer decks and three AR: 16
or rolls into battle. The spikes are outriggers. SR: 5 or as Caster
reinforced and sharpened so that Each of the outer deck carries HP: 400
they can used as rams against a Medium Scorpion fed with 10 Saving Throw: Metal / Wood
armored suits and small ships, or, bolts. The scorpions must be Height: 17’ Cone 1/ 30’ Cone 2
more importantly as anti- reloaded manually once all Weapon:
4 Light Scorpions (2-F, 2-A) are not designed to ram, many a designed to look like a diving bird
1 Medium Scorpion (Front) Tankin pilot has maneuvered his of prey.
1 Heavy Scorpion (Top) pod to crash down on the deck of The Striking Hawk has a full
7 Helmseeker Pods (4-F, 3-F) an enemy ship, crushing right array of weapons consisting of 1
2 Piercing Rams (Bottom) through their main deck. Circuit Cannon mounted on the
Shield: None head, 6 Light Scorpions (3 on
Ram: Piercing The Koh Go-Khan is heavily each wing and properly arranged
Landing: armed for its size. Standard to give a 180 degrees field of
Land – No compliments include a Heavy fire), 1 Medium Scorpion
Water – No Scorpion, 1 Medium Scorpion and mounted on its tail aimed at the
4 Light Scorpions. Four rear, 1 Heavy Scorpion mounted
The Tankins have been Helmseekers are tucked in the on its neck aiming forward and 1
building spelljamming ships for fore section or lower cone while Bombard mounted on a turret at
centuries so they too have their three are placed in the aft section its back that has an all-around 360
own version of an armored suit to or upper cone. Different pilots degrees field of fire.
complement their void ships. will switch the weaponry around The two large claws of the
Just like with their ships, their as they see fit. Some even remove hawk facing forward act as
Koh Go-Kahn pods were designed all the weaponry from the fore Grappling Rams. Make a separate
with their religion in mind. deck and place one Large attack for each claw with a
Instead of a spherical body, the Scorpion in their place. successful hit resulting in the
pods were built in a conical target being grappled.
fashion to please their gods and TARIPONI HUMAN The wings of the Striking
assure them that Tankins would
STRIKING Hawk do not fold however and
not forget their origins and would HAWK thus cannot serve as a shield to
return to the ground from where protect the body.
they came. Cost: 150,000
Such religious notions are Helm: Major or Minor Helm
ancient history now days, but the T: 35
TARIPONI HUMAN
WARBIRD
Tankins still have a deep Crew: 1
appreciation for the look of some MC: C Cost: 350,000
of their original designs. So much AR: 12 Helm: Major Helm
so that they still build new ships SR: As per Helmsman T: 80
and battle pods in their image and HP: 340 Crew: 1
style, though with much newer Saving Throw: Wood MC: E
materials, construction, and Height: 18’ / 87’ Wingspan AR: 16
weaponry. SR: As per Helmsman
Weapon: HP: 780
1 Circuit Cannon (Head) Saving Throw: Wood
Koh-GoKahn literally translated 6 Light Scorpions (Wings)
means “Robust Cone.” The 1 Medium Scorpion (Tail) Height: 36’ / 124’ Wingspan
Tankins seem to take pride in 1 Heavy Scorpion (Neck) Weapon:
their adjectives and only use them 1 Bombard (Back) 1 Circuit Cannon (Head)
when they think they are precisely 2 Grappling Rams (Claws) 6 Heavy Scorpions (Wings)
appropriate. Robust may seem Shield: None 1 Heavy Jettison (Tail)
like a simple description to a Ram: Grappling 2 Heavy Scorpions (Neck)
human, but the ship is the Landing: 1 Bombard (Back)
embodiment of the word to the 2 Grappling Rams (Claws)
Land – Yes Shield: None
Tankins. Koh-GoKahns are mid- Water – No
sized battle pods. The hull is made Ram: Grappling
of sturdy Kippinner wood that Landing:
The humans of the Tariponi Land – No
grows only on Minna Gogog. nation built these rather unique
(Saves as Thick Wood without all suits. Instead of a humanoid or Water – No
the extra bulk and wasted space.) pod shape construction, it is
The lower cone shaped hulls are Another design of the humans
sheathed in metal. Though they of the Tariponi nations, the
Warbird is bigger, about twice the The four ram-like appendages, sphere. Because of this limitation,
size and wingspan of a Striking or claws above the pod’s head are the Quad is an extremely rare
Hawk. used to concentrate both the encounter outside of Realmspace.
All light and medium mages’ powers and light from When traveling within
scorpions have been upgraded to surrounding fire bodies and other wildspace, the Quad is unaffected
their Heavy Scorpion variety with sources (e.g., spell effects). This by the gravity planes and well of
the tail unit replaced with a Heavy magical energy and light is bodies smaller than 200 tons.
Jettison. focused through two-inch Normally a spelljamming ship or
The tariponi Warbird normally triangular prisms inlaid on each of suit must reduce its speed to
serves as the capital or command the four claws. This focusing tactical speed when it encounters
ship of a tariponi battle fleet. effect causes the entire pod to be any body weighing 10 tons or
bathed in bright, colorful light as more. The Quad Battle Pod,
long as at least one mage sits on however, has such a powerful
QUAD
THAY HUMAN
the grand helm. This light causes magical disturbance around it that
BATTLE POD all who attack the Quad of Thay its gravity plane cannot extend
Battle Pod to do so at a -4 penalty. beyond the outer boundaries of
Cost: Unknown Estimated 70,000 When in combat, the Quad the claws, nor can other ships’
Helm: Grand Helm generally attempts to outrun its gravity planes enter. Since gravity
T: 63 enemy., since its only attack form plane intersection does not occur,
Crew: 4 Mages / Priests comes from its four Circuit the Quad Battle Pod rarely slows
MC: A Cannons that can be operated down to tactical speeds.
AR: 17 / 21 independently of each other, one Very large ships (200 tons or
SR: As per Helmsmen for each mage sitting on the grand more) and planetary bodies of
HP: 630 helm. Type A and larger do have
Saving Throw: Metal / Gem It has a ramming attack using sufficient gravity to touch the
Height: 31’ the magic focusing claws. If an Quad and pull it out of
Weapon: opponent is rammed by these in spelljamming speeds. When this
4 Circuit Cannons (Claws) combat and the rolled by the Quad occurs, all the mages and priests
4 Blunt Rams (Claws) results in a natural 20, it causes inside the pod band together to
Shield: None twice the damage naturally but increase the pod’s SR and attempt
Ram: Blunt there is a 25% that 1d4 of the to outrun any attacks.
Landing: claws (or rams) break off. For
Land – Yes every claw that is broken, the
battle pod loses 25% of its
UNDEAD
SKULL HEAD
Water – No
mobility. Once all four claws have
Cost: Unknown Estimated 70,000
The Thay Quad Battle Pod is a broken off, the pod is incapable of Helm: Deathhelm
unique pod design. Instead of movement. T: 30
having a helm and helmsman, the When in wildspace, the Quad
Crew: 1 / 2 Minions
whole external pod is part of the Battle Pod can travel at double
MC: E
spelljamming helm. spelljamming speeds (that is, it
AR: 15
This grand helm, as it is can travel 200 million miles per SR: As per Victim
called, allows up to four mages to day). It is one of the fastest and HP: 300
sit in a circuit and concentrate most maneuverable among the Saving Throw: Bone (+4)
their magical energies toward suits and pods found in the Height: 32’
motive force. The level of the Known Spheres. Unfortunately, Weapon:
mages is added together and due to the magical phasing the 2 Bombards (Eyes)
divided by four, rounding up all pod goes through, the Quad can 2 Heavy Scorpions (Topside)
fractions. In other words, if three never enter the phlogiston on its 1 Ribalds (Mouth)
mages of 5th, 14th and 20th levels own power, nor it can travel in the 6 Helmseekers (Mouth)
were concentrating their energies, rainbow oceans. Only by being 2 Medium Scorpions (Underside)
the pod’s SR would be (5 + 14 + physically carried on the back of Shield: None
20) divided by 4, or 10. another spelljamming ship able to
Ram: None
navigate the flow could it be
Landing:
transferred to another crystal
Land – No and vampires with several liches know to xorn. If this is the case
Water – No reported also. then a single xorn can pilot a
Spheroid though it cannot fire its
There are a great many people XORN
SPHEROID catapults and jettison except for
who would like now just who is its main weapon – the Mass
responsible for the construction of Cost: 900,000 Driver. The mass driver is a large
these foul-looking battle pods. Helm: Elemental Power 70% / cannon more like a cavity on o the
The arcane as not divulging any Series Death Helms 20% / front of the Spheroid. By
information, as usual, but the fact Furnace 10% transmitting the motive force
that they are offering a substantial T: 300 captured by the helms to the
reward for a complete Skull Head Crew: 27-54 driver, it can fire or literally hurtle
battle pod is an indication that MC: E a small asteroid with the speed
they are much in the dark as the AR: 20 which is equivalent to the SR of
rest of the space scholars. SR: 2 or as per Victim the ship. The impact will cause
Hideous looking indeed, the HP: 3,000 damage equivalent to the tonnage
Skull Head is armed with a short- Saving Throw: Stone of the asteroid (maximum of 10
stub Bombard in each eye socket. Height: 80-120’ tons) multiplied by how far in
The mouth can open to reveal a Weapon: hexes the asteroid has traveled
complement of Ribalds (12 tubes) 1 Mass Driver (F) before hitting its target or simply
and 6 Helmseekers all lined up in 8 Heavy Catapults (2-FP, 2-FS, 2- 10d100 (100-1000) points of
the cavity. Two Heavy Scorpions AP, 2-AS) damage in a 100 yard radius (for
are mounted on the top of the 2 Heavy Jettisons (2-A) ground impacts). Used to
head each with a 90 degree field 3 Blunt Rams (1-F, 1-P, 1-S) bombard huge dwarven citadels
of fire while the underside is also Shield: None and tankheads and even ground-
mounted with two Medium Ram: Blunt level cities and fortresses, the
Scorpions. All scorpion batteries Landing: mass driver is indeed a fearsome
are loaded with 10 bolts and must Land – No weapon of mass destruction.
be manually reloaded when Water – No Luckily the xorns are
consumed (normally minions go immersed in their age old war
outside of the pod to do the The Spheroid is a smaller with the dwarves of wildspace so
reloading which is rather version of the xorn’s massive seldom has this weapon been used
hazardous at best). stone ship. It is similar in design, against groundling civilizations or
Those that have encountered simply solid or nearly solid other races.
these constructs and survived rounded asteroids fitted with
report that they are apparently weapons and used by the
constructed from actual bone. spacefaring Xorn. The xorn have
Some have even construed that devised a way of using death
the pods are actually real skulls helms in series to power their
that are magically enlarged. Most huge suits. These horrible devices
sages scoff at the idea, for the drain 4d6 hits points per day from
skill level of the caster would any being put into them, creating
have to be truly colossal to a constant need for slaves. The
attempt such a feat. The experts large number of crews listed
though all agree that the materials normally consist of 1 pilot and the
used to construct the Skull Head rest 70% xorn while 30% are
pods must undergo some magical slaves. Though the Spheroid only
enhancement, as the battle pod needs one xorn to pilot it, the rest
appears to be more hardy than it of the crew are gunners manning
would be if constructed of bone. the heavy catapults and jettisons
These battle pods are (they have an endless supply of
commonly piloted by evil clerics rocks and debris). Most of the
or necromancers and a handful of newer Spheroids, however, are
spellcasting undead like mummies powered by captured fire
elementals using a process only
similar to the Mansuit. The arms MC: F
GROUNDLING are replaced with 2 pairs of Heavy AR: 19
SUITS Scorpions batteries each loaded SR: 0
with 10 bolt. 4 more cases of bolt HP: 320
Lastly, we have the human reloads are mounted on its Saving Throw: Metal
Groundling Suits. Unlike the shoulders and back. The head of Height: 30’
Armored Suits and Battle Pods, the Defender is actually a relay Weapon:
these enormous constructions do for a spelljammer detector. 240 Helmseeker Pods (60 per
not possess any helms or similar Barrel Arm plus Reloads)
drives and are incapable of flight. HUMAN
MONSTER Shield: None
They are simply large heavily- Ram: None
armored walking constructs that Landing:
Cost: 100,000
are mounted with huge weapons Land – No
Helm: None
of various types depending on the Water – No
T: 42
required combat operation. Due to Crew: 2
this restriction they have to be The Phalanx is similar to the
MC: F
stowed on spelljamming ships for armless Defender. Its main
AR: 20
long-distance travel. Groundling weapons are 2 large barrels
SR: 0
Suits are usually used for defense instead of arms each housing 30
HP: 420
of groundling human cities and Helmseekers plus an extra 30
Saving Throw: Metal
strongholds against enemy more when the barrels are rotated
Height: 42’
spelljamming suits and vessels plus reloads. The head of the
Weapon:
coming from the skies above. groundling Phalanx is actually a
4 Great Bombards (Shoulders)
They are also used to further relay for a spelljammer detector.
4 Helmseeker Pods (Hands)
complement the armaments on Shield: None
deck of large spelljamming ships. Ram: None
HUMAN
VANGUARD
Common across their designs are Landing:
foot spurs that they can drive to Land – No Cost: 60,000
the ground to help stabilize the Water – No Helm: None
firing of their massive weapons. T: 30
The Monster is the biggest Crew: 2
MC: F
HUMAN
DEFENDER among the Groundling Suits, a
AR: 19
hulking, hunched bipedal
humanoid construct similar to the SR: 0
Cost: 60,000 HP: 300
Helm: None Mansuit. Unlike the Defender, it
has articulated arms that extend Saving Throw: Metal
T: 32 Height: 30’
Crew: 2 into 2 Helmseeker pods each. It is
heavily armored and has dozer Weapon:
MC: F 24 Helmseeker Pods (Chest)
AR: 19 blades on its feet to clamp to
ground. On its hunched back, it 1 Great Sword (1 Hand)
SR: 0 Shield: Tower – 150 HP
HP: 320 carries four mounted Great
Bombards that can fire over long- Ram: None
Saving Throw: Metal Landing:
Height: 30’ distances with highly destructive
effects. The head of the Land – No
Weapon: Water – No
4 Heavy Scorpions (2 Sets on groundling Monster is actually a
each Arms) relay for a spelljammer detector.
The Vanguard is similar to the
Shield: None Defender except the arms are
Ram: None HUMAN
PHALANX reverted back to be able to wield a
Landing: weapon like a Great Sword and a
Land – No Cost: 75,000 Tower shield. 24 Helmseekers are
Water – No Helm: None in its chest area. The head of the
The groundling Defender is a T: 32 groundling Vanguard is actually a
bipedal humanoid construct Crew: 2 relay for a spelljammer detector.
NEW MAGICAL FORCE SHIELD again a reload of 30 more
helmseekers right near the center
ITEMS Cost: 100,000 of the barrel on the other side.
Cost as written for a
CIRCUIT CANNON A Force Shield is a heavy Helmseeker Barrel is 20,000 gp
metal gauntlet normally found for a single unit not including the
Cost: 80,000 with a Mansuit. It has black flat individual Helmseekers. So that is
packet near the forearm portion. double the cost for a Phalanx’s
The fabled weapon of the When activated, it produces a arms alone notwithstanding the
Godsuits, Sentinels and other shimmering shield of force that ammunitions.
spelljamming helm-equipped suits can be wielded by the wearer to The weapon was originally
and battle pods, a Circuit Cannon defend with. The shield of force is devised by groundling human
is able to amplify the magical similar to a wall of force wherein factions for use with their Phalanx
spell energies of the helm user it can deflect any incoming groundling suits to defend against
and store them for prospective missile and melee attacks both aerial attacks but lately the
use. It works similarly to a physical and magical in nature. weapon made its way into the
spelljammer helm but the circuit The shield itself can take up to decks of several enterprising ship
cannon traps the spell first inside 100 points of damage counting captains as it became popular.
the contraption synonymous to the structural damage as one point
helm and upon the will of the and not amplified by ten. MOLD WEAPON
user, he can expend a spell stored The Force Shield is seldom
in order to use it on an enemy seen without the use of a Mansuit Cost: 50,000 – 250,000
target but this time its ten times but the gauntlet can used
the desired effect and range independently of the armored suit Another invention of the
(duration is still the same). This or vice versa. Arcane, a mold weapon is a
means the spells now has normal It was developed by the arcane magical item that looks like an
effects on large constructions like for use with the Mansuit armor. elongated sword handle but
buildings, ships, suits and pods without any blade, just a handle. It
and are not divided by ten. A 6th HELMSEEKER BARREL is normally etched with runes and
level mage casting a fireball spell crested with jewels. Upon the
at a human enemy will cause 6d6 Cost: 20,000 command of the user, melted
damage. But against a suit or ship metal-like substance discharges
it only causes around 6d6 divided A huge helmseeker-loaded outward from the tip of the handle
by 10 damage. But using a Circuit launcher in the shape of a barrel, and begins to form into a weapon
Cannon, the same mage can fire the contraption consists of a that the user is proficient with and
the same spell at a suit or ship and barrel-like container with two lid so desires. The weapon created is
inflict 6d6 damage normally. covers at both end. The barrel is basically limited to basic hand-
Since the circuit cannon is divided into two equal halves held weapons like swords, axes,
connected to the helm and shares right in its center and can be spears, javelins, longbows and
the same spell energies coming rotated when attached to a turret other typical weapons. Complex
from the user, the helmsman must on a ship or as arms for the weapons, weapons with multiple
remember not to spend all his Phalanx groundling suit. When components, or smoke powder-
available store spell energies pointed at the desired direction, a based ones like compound bows,
otherwise both the spelljamming cover can be flipped open by the crossbows, arquebuses, cannons,
helm and circuit cannon will be pilot to reveal a cluster of etc. cannot be created by a Mold
rendered powerless depriving him helmseeker pods ready to fire at Weapon.
of both mobility and offense. enemy targets. One side of the Prices for a Mold Weapon
Having at least a single spell barrel is loaded with up to 30 may vary depending on the size
stored in the circuit cannon will helmseekers and a reload of 30 (small, medium or large for suit
still power both devices enabling more stored right near the center use) and if it has magical
the user to move and fly but not of the barrel. Likewise, the other modifiers (+1, +2, +3 or higher
be able to achieve spelljamming half of the barrel also has a flip- enchantments) on it or special
speeds in the process so the user top cover and is equally loaded effects (flaming, shocking, vorpal
must be wary of his spell usage. with 30 more helmseekers and blade, etc.). Whatever attributes
the purchaser wishes for the found by the detector in exact spelljammer helm, and is subject
weapon, the Arcane may have one detail to the wearer to the same requirements for
of the right specs for him as long When the helmet is put on, the resting afterwards.
as he can pay the right price. wearer immediately gains a 360o The spelljammer detector
spherical picture of the space (bundled with a helmet or relay of
SPELLJAMMER DETECTOR / around his base. Every minute liaison) might be purchased for
HELMET OF LIAISON / detail can be seen in his mind. 300,000 gp or more, depending
RELAY OF LIAISON The positioning of these items upon availability and the reaction
changes as the base revolves, roll of the seller, but not for less.
Cost: See below rotates, changes headings, etc. If Additional helmets (of which
there is a chance that the user elven fleets may use as many as
Advanced or rich command ship, might lose an object that is being 12 on a single asteroid base) can
asteroid base, and groundling tracked, some significant details bought for 10,000 gp each. Relays
bases that have spelljammer might be missed, the user must are priced much cheaper starting
detectors normally have Relays make a Wisdom check. at 5,000 gp and up. The
for their Groundling Suits. A relay of liaison works spelljammer detector, can be used
A spelljammer detector is a similarly to a helmet of liaison but as long as a rested user is
rare item that looks like a huge is bigger and bulky to carry available.
insectoid face that stares blankly around. They are normally placed
into space. Commonly 40’ long or on top of a Groundling Suit acting UTILITY TOOL KIT
more, the detector shows the like a head. From the relay, tubes
locations of all man-sized or connect to a helmet which is worn Cost: 5,000
larger objects within a 20,000 by the pilot of the Groundling
yard radius (40 hexes). Suit. Since Groundling Suits are This is essentially a big tool
A spelljammer detector works normally stationed in a base or on box full of mechanical tools and
in conjunction with a helmet of the deck of a ship to defend it, other necessary equipment to field
liaison or a relay of liaison. they too can benefit from the repair a suit. It will not heal a suit
A helmet of liaison is effects given by a spelljammer or battle pod from loss of hull /
commonly used by a personnel on detector. One drawback is a suit hit points (that must be done
base of operation or asteroid. A suffering a critical hit result that magically or in a hangar) but will
helmet of liaison is needed to link may affect the helm may suffer remove a negative effect as a
the detector to the wearer of the the same effect to the relay result of a critical hit result such
helmet (much as with the smaller instead and the user suffers the as loss of MC, AR or even the
antennae of triangulation). The same fate. Using a detector is spread of fire (DM to decide if a
helmet relays the information fully as fatiguing as manning a particular effect can be repaired).

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