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).