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Ship movement can be treated under two general categories: tactical, short-range movement and long-range movement in wildspace or in the Phlogiston. Movement in the Phlogiston is used to travel the immeasurably large distances between crystal spheres. Wildspace movement is used for traveling the great distances of space between the planets. Tactical movement deals with the shorter ranges between objects in space and is the theater of ship-to-ship combat. The magic behind the spelljammer helms allows them to travel great distances in little time, but also causes them to slow down when they draw near other large objects, including other ships. For this reason movement is divided between long-range, high speed movement (such as when ships travel between planets, or within the phlogiston) and short-range, tactical, or maneuver speed. Because tactical movement often is triggered by (or followed by) combat, the rules for fighting from ship to ship are covered in those same sections. Traveling in Wildspace All celestial bodies within a crystal sphere float in an airless void called wildspace, or sometimes, arcane space. Conventional (those that take place on the material plane) interplanetary journeys around a solar system take place within wildspace. Traveling in a straight line, spelljamming ships can attain high velocity relatively quickly, spanning the great emptiness between the planets in a short time. The operative phrase, however, is "straight line". Upon making a turn, or coming into the gravity field of another large body, the spelljammer helm automatically decelerates to a more manageable speed described under Tactical Movement. This is a function of all spelljamming, regardless of the type of helm or owning race of the ship. Mind flayer serial helms and pools, major and minor helms, and even arcane devices all function under this limitation. A "large body" is any body of 10 tons or greater space displacement (a ton is 100 cubic yards, or a cube slightly less than 14 feet on a side), which includes most spelljamming ships, planets, stars, and other worthwhile celestial bodies. Small items such as boats and elvish flitters which rate under 10 tons do not have this effect. A ship can travel 25 million miles per day per point of its SR rating in wildspace. Thus, a ship with an SR of 4 can travel 100 million miles per day, or about 4 million miles per hour. An SR of 4 is considered standard, and all travel times throughout wildspace assume an SR of 4. Table 7-1: Spelljamming Helm Speed Table, below, shows the speeds that can be attained by spelljamming helms. Other devices that provide motive power to large structures, but that are not helms, typically allow for similar speeds, and will thus have their speeds rated in the same way (though there are devices that are restricted to slower speeds than those allowed by spelljamming helms, that have speeds rated in feet per round or miles per hour).
Table 7-1: Spelljamming Helm Speed Table
Minor Major Caster Atmospheric Tactical Wildspace Phlogiston Atmospheric Level SR Feet / Round Feet/Rnd Miles/Day Miles/Day SR Feet / Round 1 1 150 150 25 million 25 billion 1 150 2 1 150 150 25 million 25 billion 1 150 3 1 150 150 25 million 25 billion 1 150 4 1 150 150 25 million 25 billion 2 300 5 1 150 150 25 million 25 billion 2 300 6 2 300 300 50 million 50 billion 3 450 7 2 300 300 50 million 50 billion 3 450 8 2 300 300 50 million 50 billion 4 600 9 3 450 450 75 million 75 billion 4 600 10 3 450 450 75 million 75 billion 5 750* 11 3 450 450 75 million 74 billion 5 750* 12 4 600 600 100 million 100 billion 6 900* 13 4 600 600 100 million 100 billion 6 900* 14 4 600 600 100 million 100 billion 7 1050* 15 5 750* 750 125 million 125 billion 7 1050* 16 5 750* 750 125 million 125 billion 8 1200* 17 5 750* 750 125 million 125 billion 8 1200* 18 6 900* 900 150 million 150 billion 9 1350* 19 6 900* 900 150 million 150 billion 9 1350* 20 6 900* 900 150 million 150 billion 10 1500* * Ships traveling at a speed greater than SR 4 within an atmosphere risk being damaged in flight. Tactical Feet/Rnd 150 150 150 300 300 450 450 600 600 750 750 900 900 1050 1050 1200 1200 1350 1350 1500 Wildspace Miles/Day 25 million 25 million 25 million 50 million 50 million 75 million 75 million 100 million 100 million 125 million 125 million 150 million 150 million 175 million 175 million 200 million 200 million 225 million 225 million 250 million Phlogiston Miles/Day 25 billion 25 billion 25 billion 50 billion 50 billion 75 billion 75 billion 100 billion 100 billion 125 billion 125 billion 150 billion 150 billion 175 billion 175 billion 200 billion 200 billion 225 billion 225 billion 250 billion
At 100 million miles per day a spelljamming ship can travel from the earth to the sun in a single day. However, space is incredibly large, and that same ship would take 36 days to reach Pluto. Given that the crystal shell is as far from the last planet in a system as the last planet is from the primary star, a trip from the Sun to the crystal shell girding Earth's system would take 72 days.
Therefore, movement between the planets is time-consuming when dealing with the outer bodies, and relatively rapid among the inner bodies. Again, using the Earth/Sol system as an example, a ship from Earth with a spelljamming device could reach as far as the orbit of Saturn in a single week. (Of course, the planet may not cooperate by being there, but that is another matter. See Celestial Mechanics for information on planetary placement). What slows movement among the more crowded inner planets is the presence of multiple, occasionally overlapping gravity wells. Once a ship moves within the gravity well of a large body (10 tons or greater), it immediately drops to tactical (150 feet per SR) speed. It can descend to the planet's surface, move around in the planet's outer atmosphere, or leave the area again, after 1d8 rounds of warming up the spelljammer helm. The drop from spelljamming speed to tactical movement does not affect anyone riding on the ships. The effortless deceleration prevents spelljamming ships from colliding with other ships, meteors, asteroids, and planetary bodies creating the primary safety measure from such catastrophes. In reality, this often means that a ship in route from one point to another in a (relatively) more crowded section of space may have more encounters than a ship moving through an emptier area (out near the shell, for example) so the ship has to continually slow down between locations. Calculating Travel Times in Wildspace This is dealt with in more detail in the chapter on Celestial Mechanics, which adds the movement of the spheres themselves. But in general, the time between two planetary bodies can be figured as: Time to take off (in rounds) Time to escape the gravity well (in hours or days) Time to cover the distance to the next planet (in rounds, minutes, hours, or days, as appropriate) Time to land (in hours or days, reverse of time to escape the gravity well) As an example, a trip from Earth to Mars, assuming that they were as near as possible (about 50 million miles), would take: 1d8 rounds for warm-up on Earth + 2 hours at SR 4 to reach the edge of a class E world + Travel time = 50 million miles/100 million miles per day = ½ standard day or 12 hours + 2 hours at SR 4 to reach the surface of a class E world. So, total travel time is about 16 hours and 9 minutes. Not bad for wooden ships. Earth and Mars are rarely close to each other, however. If they were as far apart as possible, the travel time between them would be 2.3 days. This number crunching is for players who are interested. An easier method is provided in the Celestial Mechanics chapter. Very Close Bodies — If the time it would take to travel between two bodies is less than the time it would take to move out of one gravity well and into another, then the length of the trip is equal to the sum of both times, with no time between. For example, a ship moving at spelljammer-class speed would take three turns to travel from Earth to the Moon. But it takes four turns to move out of Earth's gravity well and three more turns to move to the lunar surface. Thus, the trip from Earth to the Moon takes seven turns. All of this assumes that the celestial bodies remain at the same relative distance during the course of the trip. In many systems, including the "real" one, this is not the case. How does the spelljamming DM figure travel times without going crazy? Method 1: The Short Way — All planets are considered to be close to each other when figuring travel times: Figure out the distance from the Primary, subtract the two, and divide by 100 million. This gives the number of days it will take. Round all fractions up to the nearest day. Method 2: The Long Way — All planets are considered to be at the furthest distance apart. Add the two distances from the primary and divide by 100 million. For each .04 of the remainder add an hour to the final time. Method 3: The Average Way — All planets are assumed to be at their average separation. Determine the distances using method 1, and method 2 and use their average. Round fractions up to the nearest day. Method 4: The Starcharter's Way — Check out the Celestial Mechanics section and use the Celestial
A ship with an SR of 1 travels 25 billion miles per day. a starbase. When entering tactical movement for the purpose of ship-to-ship combat. travel in the phlogiston is measured in hundreds of billions of miles. or flows. Travel off of a path in the Phlogiston reduces the maximum SR of a vessel by one. multiplied times ten. A ship with an SR of less than 1 is stuck. before the other combatants are able to react. Because the phlogiston is without landmarks or other permanent markers. Method 4 is recommended for long-term campaigns where the movement of the planets becomes an important factor (such as when an invasion is planned for the next time two planets are close to each other).Display for movement of the bodies. though the rainbow ocean does have some peculiarities of its own. the spelljammer has the Phlogiston Sense feat. 3. If this is not to your liking. and all involved parties make spot checks to see which combatants are aware. which are noted under the individual path descriptions. Ship-to-ship combat flows along the same lines as standard D&D combat. This option will make determining the travel time much simpler (and more akin to the method used in the original Spelljammer setting). The result. Where travel in wildspace is measured in hundreds of millions of miles. When traveling through the Phlogiston in this way. the ship will reach a random sphere within 200 to 800 days. The Surprise Round: If some (but not all) of the combatants are aware. A round of combat in space is the same as a standard round (6 seconds). A ship with an SR of 4 travels 100 billion miles per day (about 4 billion miles per hour). but takes slightly more time. and all travel times in between the spheres are calculated assuming an SR of 4. is the number of days that the vessel travels in the phlogiston before reaching its destination. and cannot travel under its own power. Movement in the Flow Travel in the Phlogiston is much like travel in wildspace. simply roll 1d10. Each hex is 50 yards (150 feet) across. Method 3 is the most accurate. Such tactical encounters can occur either in the Flow or in wildspace. This often means certain death for those on board. Combat between ships runs in the following way: 1. (just as they do when traveling at spelljamming speeds in wildspace) but this does not typically affect total travel time. you can instead assert that the Phlogiston is a sperate and infinite plane which borders on the Material Plane at the Crystal Spheres. Tactical Movement Tactical movement occurs when a ship encounters another large body. even for seasoned spelljammers. in particular when they are moving around the outer planets. of the Phlogiston to reach the particular sphere that is sought. such as ships and rogue planets. Some spheres cannot be reached directly along a path. with each ship acting in turn in a regular cycle. measurable spaces between the crystal spheres. 2. or transparency marked with a hex grid. Ships in the Flow slow down when they encounter other bodies. paper. and travelers must go through a third or fourth sphere in order to reach their goal. and that there are finite. but this is a very risky proposition. The Encounter: The DM determines the encounter distance and position. and lets the characters move about the system very quickly. Unless a locator device is used to locate a particular sphere. Method 2 slows them down a little. or the navigator is working off of a set of phlogiston charts. Some paths in the flow have their own special properties. it is very easy to get lost in the flow. use a battle-mat. The Regular Combat Round: Any combatants that did not act in the surprise round now roll initiative . Those with the proper tools can follow the natural paths. or even if you just prefer a simpler method of determining travel time between the spheres. It is possible to travel off of the natural paths. usually another ship. An SR of 4 is considered standard. or a planet. Method 1 is the fastest method. The rainbow ocean allows spelljamming ships to attain greater velocities. Variant: Infinite Phlogiston The rules in this article assume that ‘time’ and ‘space’ in the Phlogiston act in much the same manner as they do in the Prime Material Plane. then those who are aware get to act in a surprise round. Otherwise either continue rolling spot checks or proceed directly to the regular combat round. and both are handled similarly.
.and start acting as normal. .
as it is more difficult to keeps track of the goings on in one’s surroundings if one has his head down. Behind & Left (Port) 6. .2 tons 3 . instances in which one or more of the opponents will be largish creatures lying in ambush. and left with below).use the following table: Table 7-3: Spotting Difficulty Ship Size Very Fine Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Immense Tonnage ---1 . There are. When spotting ships or large creatures in open space .anything 1 ton or larger . Table 7-2: object encounter positioning Roll Position 1. Directly Ahead 2. if desired.60 tons 61 . He may call for Spot checks or other checks to see how aware the crew are for the enemy. the spelljammer helm will not permit the ships to reach sufficient speeds to make high-speed travel worthwhile. though the DM can determine this if he desires. Also apply a -2 penalty to the hiding creature’s spot roll. Since it is the nature of the spelljamming helm to stop when it nears the gravity plane of another body. an opposing craft may appear suddenly in the distance.10 tons 11 . when one is close to another large body (such as a ship or planet). Add 5 plus the creature’s Hide in Shadows roll to the DC for the check to spot that creature. instead of a spelljamming vessel. Evading or Escaping an Encounter Sometimes discretion is the better part of valor. Directly Behind 5. In these cases.30 tons 31 . many encounters will occur without the desire of either side. Ahead and Left Heading is usually toward the player's ship.The Encounter Given the nature of space movement. the DM determines which of the ships are aware of their opponents at the start of the battle.100 tons 101 to 200 tons 201 to 400 tons 401 or more tons Spot DC 24 20 16 12 8 4 0 -4 -8 -12 -16 Creature Size Small Medium Large Huge Gargantuan Colossal Immense Awesome DC Modifier +/-5 or more +4 -2 +2 +4 +7 +10 +40 +2 +4 +7 +10 +2 per hex beyond 15 Circumstances Contrast Stillness Six or more ships or creatures ¼ concealment ½ concealment Moonlight or ¾ concealment Starlight or 9/10 concealment Total Darkness or total concealment Ship or creature has ¼ cover Ship or creature has ½ cover Ship or creature has ¾ cover Ship or creature has 9/10 cover Ship or creatures are 15 or more tactical hexes away Hiding and Spotting It is not generally possible for a spelljamming vessel to ‘hide’ in wildspace. however. Ahead & Right (Starboard) 3. and then slow to combat speed immediately. Unfortunately. and he who fights and runs away lives to run another day. replacing right with above. Behind & Right 4. After the initial placement of the ships. The opposing ship(s) will appear 15 to 24 (25 minus 1d10) hexes away in a random direction determined by rolling 1d6 (and then rolling a second d6 for vertical placing.
All combatants who have not yet rolled initiative do so. there is no surprise round. ships who started the battle aware of their opponents each take an action during the surprise round. and thus is denied his Dexterity bonus to AC. If there is still a tie. At the start of a battle. the character on the helm is usually relatively immobile. The Surprise Round If some but not all of the ships are aware of their opponents. once he has cleared any interfering gravity wells. Throughout this article. moving from the . flip a coin. In effect. The helmsman must ‘warm up’ the spelljamming helm for 1d8 rounds before resuming spelljamming (wildspace or phlogiston) speeds. Normally. the people on the ship perform all actions. The helmsman moves the ship. so they roll for initiative. Ships must choose their move actions before performing any other actions. the first regular combat round begins.a ship cannot typically move on its own. For example. possibly allowing a faster ship to catch it. if there is nothing within 25 hexes of the ship (including debris).e. The ships’ initiative checks determine the order in which they act. The DM finds out what order the ships are acting in. a surprise round happens before the regular rounds begin. and a number of standard actions. the results of character actions translate into ship actions. Both will attempt to get into positions ideal for attack and defense. and they begin acting in initiative order (from highest to lowest). and each ship acts in turn. A ship cannot take two move actions (i. then the vessel may start traveling at spelljamming speeds.move actions and standard actions. use their helmsman’s Pilot Spelljammer skill. If no ships are aware of other ships. The movement of ships tends to be more complex. In initiative order (from highest to lowest).or whatever device drives the ship . adding the ship’s current maneuverability modifier. The ships who are aware of the opponents can act in the surprise round. continue making spot checks for all ships involved. with the check applying throughout the entire combat. Initiative Each round. the ship will continue to travel at tactical speeds. each ship makes a single initiative check. the ships who are tied go in order of maneuver bonus (highest first).The times listed under Takeoffs and Landings reflect the amount of time it takes to clear a planetary surface in order to attain high speeds. the type of character actions required for a given ship action are detailed. Technically. A double move) in a round. for ease of play. from highest to lowest. the types of actions a ship can take work differently. and so forth. Still. each ship gets to do something. because the free-floating and three-dimensional aspects of space combat allow for more variety and options than does moving along the ground. During this time. Tactical Movement The movement of spelljamming vessels across space in combat is much like the movement of warriors on the battlefield. the weaponeers fire the weapons. the "capture" distance is 25 hexes on the map. Characters and Ship Move Actions Ship movement is a result of the actions of the character sitting on the helm . If there is still a tie. The Regular Combat Round Once all the involved parties have become aware that there is an encounter going on. counting down from highest result to lowest. ships take no actions. many such actions are referred to as if the ship were taking the action. Ships who were unaware do not get to act in the surprise round and are assumed to be taking the Still move action. Ship Actions Because ships are operated by multiple people. If two or more ships have the same initiative check result. If all ships start the battle aware. it is referred to as the ship taking a move action. For smaller bodies (such as errant asteroids and pirate ships). That is. There are two types of actions a ship can take . A ship can take one (and only one) move action. when the helmsman moves the ship. However. based on the actions of those aboard. counted at the start of the ship's movement. Moving a ship via its helm is a standard action that does not provoke attacks of opportunity.
Thus if the ship moved forward one hex last round and two the current round. For example. The helmsman can take move-equivalent actions. For example. the ship must move forward at least one hex. ship combat has strict rules for facing. the ship must spend one speed point per hex face change. For example. The crew of men operating the rigging are also heavily involved. Thus if the ship moved forward one hex last round and two the current round. regardless of how maneuverable they are: moving forward one hex takes one speed point. an MC 7 ship can make 2 turns per hex.helm severs the link between the helmsman and the ship. Beyond these free turns. a ship with a turns per hex of 1/3 must move three hexes forward before every turn. but in order to make a third hex face change they must first move forward into another hex. After that. but need not all occur in the same round. In order to make additional turns the ship must move forward at least one hex. which is the number of hexes the ship can move on the hex grid each round. but need not all occur in the same round. The other number is turns per hex. Moving forward is simple. For example.termed speed points . they must have moved at least one hex this round. it cannot be facing one of the corners. a ship with a turns per hex of 1/3 must move three hexes forward before every turn. which means they must move forward more than one hex before every single hex face change. it could then change its hex facing by one side. This means that they can turn twice in a single hex. Unlike personal combat. Beyond these free turns the ship must spend one speed point per hex face change. This is the number of times a ship can change their facing by one without using speed points. In order to turn. as normal. Speed Change: A ship’s speed is the maximum number of hexes the ship can move in a round (determined by the helm). it uses the rotate move action. a ship with MC 9 has two free hex face changes every round. In order to make additional turns. If a ship wishes to change its facing it must spend one point of speed for each hex face they wish to turn. For each maneuverability class. if the ship is also moving forward this round in any manner. The Basics of Ship Movement All ships have a speed rating (SR). Table 7-4: Maneuverability Class Effects 12 11 Free Turns 4 3 Turns per Hex 6 5 1/6 Speed Change 7 7 Maneuver Modifier +8 +6 20 10 3 4 6 +4 9 2 3 6 +2 8 2 2 5 +1 7 1 2 5 0 6 1 1 4 -2 5 0 1 4 -4 4 0 ½ 3 -6 3 0 1/3 3 -8 2 0 ¼ 2 -10 1 0 1/5 2 -14 0 0 1 - Free turns: This is the number of times a ship can change their hex facing by one without using speed points. there are two corresponding numbers that affect turning. Operating rigging is a full round action that does not provoke an attack of opportunity. If the ship is simply rotating in place. which means they must move forward more than one hex before every single hex face change. The maneuverability class plays an important part in how a ship turns. the rigger will have to move to do his job. This is the number of times a ship can change hex facing within a single hex. a ship must use some of its speed points to change facing. an MC 8 ship can make 2 turns per hex. detailed below. In some instances. After that they can use the free turns as they see fit. Each hex has six sides. but ships . up to his normal movement rate. they can use the free turns as they see fit. Some ships have fractional turns per hex. Before a ship can use any of these free turns. This number is rated in hexes per round. Some ships have fractional turns per hex. and all ships follow the same rules.which are spent to move hexes on the combat map. and the front of the ship must be facing one of these sides. Note that free turns and turns per hex only apply to ships moving forward at all. All forward movement must be consecutive. Each Hex is 150 feet. Before a ship can use any of these free turns they must have moved forward at least one hex this round. The first is free turns. The number of hexes per round a ship can move works as a pool of points . but in order to make a third hex face change they must move forward into another hex. as normal. Turns per hex: This is the number of times a ship can change hex facing within a single hex. For example. For example. This means that they can turn twice in a single hex. This may provoke attacks of opportunity if the movement is through an enemy's threatened area. a ship with MC 9 has two free hex face changes every round. instantly bringing the ship to a dead halt. if the ship is also moving forward this round in any manner. All forward movement must be consecutive. it could then change its hex facing by one side.
Each round a ship has a maximum and minimum number of points they must spend on forward movement. or . The maximum number they can spend is either the maximum speed of their helm. or slow down to zero.must spend time accelerating and decelerating in order to reach maximum speed.
Maneuver bonus is equal to the average Profession: Sailor skill of the rigging crew plus the Pilot: Spelljammer skill of the helmsman. including the maneuver modifier. and remain in effect until the helmsman picks his next move action. and fail. defensive. This includes attacks with ship weapons.and the type of move action is chosen before any other ship actions are resolved. ramming. . He then takes the standard move action for the next three rounds. forward.the amount they spent last round plus the speed change of their helm. The ram modifier affects any rolls to successfully ram another target. defense.even unmoving ships are taking the still move action . If the maneuver roll fails. or how hard it is to ram a ship. personal weapons. is _10. and ramming capabilities of the ship. such as how hard it is for other ships to attack your ship. If the ship takes the same move action that it did on the previous round. The move actions of ships are not always performed automatically. in which case they take up more than one hex. he can take 10 on the three subsequent rounds after he rolls. If he then wished to take the full defensive maneuver action he would need to make a maneuver roll. several of the move actions for ships require a maneuver roll to succeed. The various move actions are detailed below. plus its current maneuverability modifier. There are nine different move actions: standard. and the rest of the ship turns around that hex. It also modifies the helmsman’s roll to avoid being rammed. The exception to this is the full defensive move action. that action requires a maneuver roll. The attack modifier affects any ranged attacks the ship makes against other ships or their crews. Each move action lists modifiers for three different things: attack. defense. Still. For example. as well as the AC of all those aboard against missile or spell attacks whose source is outside the ship. Note that the maneuverability class of a ship can change drastically from round to round during combat. offensive. In the case of multi-hex ships. the helmsman must determine how the ship is going to move for this round. The maneuverability modifier is based on the ship’s Maneuverability Class. and ramming. a ship using the forward action wants to take the standard move action on its next turn. still. including counter-ramming and shearing attacks. Because of this. rotate. and since the ship’s effective maneuver bonus. whichever is less. If the action has a listed Difficulty Class of 10 or less (this applies to the Forward. and some ships will be larger than this. the forward most hex is considered the front of the ship and is the turning point. and any magic spells or abilities that require rolls to hit. the ship can take 10 on the maneuver roll to succeed. the ship automatically takes the fail move action. they are based on this hex. Multi-Hex Ships Each hex is 150 feet long. If the roll succeeds. . the ship can move and modifiers listed for the move action take effect. A ship might be both longer and wider than 150 feet. When any turns are made. The minimum number of speed points they must spend on forward movement is the number of points they spent last round. Maneuver Modifier: This is a modifier applied to the maneuver roll whenever a ship attempts to do tactical maneuvering in ship to ship combat. This is done by deciding which type of move action the ship will take. minus their speed change. above. which requires a roll every round that it is performed. Each move action will affect the attack. and Rotate move actions). The type of move action the ship takes can affect other aspects of combat. This includes any other time the ship is required to make a maneuver roll against its current move action. If the action has a listed Difficulty Class higher than 10. Move Actions On a ship’s initiative. and defense bonuses are dodge bonuses. Attack bonuses are circumstance bonuses. Also see the section on spelljammer combat for more information. Ships must take a move action every round . A maneuver roll is the ship’s maneuver bonus. and may determine how the ship can move. as shown on Table 7-3. then a maneuver roll is not normally required. before anyone on board the ship can perform a ship action. divided by two. is it necessary to roll for these more simple move actions. The defense modifier affects the ship’s Armor Class against all attacks directed at the ship. full defensive. and there are many opportunities for things to go wrong. The maneuvering of a spelljamming ship is a team effort involving the helmsman and the crew operating the steering devices of the ship. automatically succeeding. The helmsman makes a maneuver roll and succeeds. or its rigging is damaged). possibly even in multiple directions. Only in instances when a maneuver roll is specifically called for (such as when the ship is rammed. so this modifier is tracked separately from the maneuver bonus derived from the skills of the riggers and pilot.
and does not get the free turns they would normally receive for their Maneuverability Class. The helmsman seeks to maneuver the ship suitable for ship weapon attacks.Standard Move Action: DC 15. A ship that was moving the previous round cannot take the still move action unless they can decelerate down to zero speed. The ship maneuvers only to try to ram. The rotate maneuver does not require a roll to succeed. Fail Move Action: Special. Rotating ships can take the ready action to rotate into position in order to counter-ram as well. The ramming move action. The ship can move two hex faces at the cost of one speed point. Defensive Move Action: DC 20. Rotate Move Action: DC 10. Attack -6 / Defense +4 / Ram -8 The full defensive move action is evasive maneuvering taken to its limits. Movement follows the normal rules. Attack +2 / Defense -3 / Ram -5 The offensive move action focuses on positioning a ship to optimize attacks with ship weapons or crewfired weapons. with no turning at all. though. and anyone attempting a ram against them roll only against their Armor Class. nor can free turns from MC be used. Attack -2 / Defense -2 / Ram +0 All other move actions give a penalty to ramming. Ramming Move Action: DC 20. this means the Maneuverability Class penalty is cumulative. A ship that was moving in the previous round cannot take the Rotate move action unless it can decelerate down to zero speed in one round. and the ship cannot spend points on any kind of movement. giving little attention to defense or ship weapons. often called ‘evasive maneuvers. . Succeeding in any other maneuver removes all penalties associated with the Fail move action. a roll must be made every round to perform the full defensive move action. the ship is maneuvered to focus more of defense. but rotating in the same spot. and ramming another moving vessel is pretty much impossible. and the ship can still never attempt a counter-ram. Movement otherwise follows normal rules. Movement follows the normal rules. Offensive Move Action: DC 20. Attack +0 / Defense +0 / Ram -3 The standard move action is a compromise between attack and defense. Still Move Action: DC 10. but cannot spend points on forward movement. Attack -5 / Defense -3 / Ram -6 This is the move action all ships take if they fail their roll to perform other moves actions. is optimized for it. giving less attention to defense. Attack -3 / Defense +2 / Ram -5 This move action. Anyone attempting to ram a rotating ship rolls only against its Armor Class. Unlike other move actions. should the ship continue to take the fail action. while giving equal attention to avoiding attacks from opponents. but it gives penalties to both attack and defense. Forward Move Action: DC 10. Movement follows the normal rules. The still move action does not require a roll to succeed. Attack -4 / Defense -2 This is simply moving forward. Movement follow the normal rules. Full Defensive Move Action: DC 25. This move action does not require a roll to perform. and thus has no penalties. . Attack -5 / Defense -4 This is simply not moving at all. Movement follows the normal rules.’ is the opposite of the offensive move action. Ships performing the fail move action have an effective Maneuverability Class of one worse that the previous round. Attack +0 / Defense -2 The rotate move action is for when the ship is not moving forward. the ship is maneuvered to focus completely on defense. but the rotating ship can attempt to counter-ram when appropriate. and attack is made secondary. and attack is ignored. Unmoving ships are easier to hit with ship weapons. The DM might allow a ship using the forward action to ram a nonmoving ship in its path of movement. Speed points cannot be spent on hex face changes.
or zero. they are pretty close together. Rolling requires a maneuver roll. minus their deceleration. using the same DC as the current move action. however. The majority of ships. Moving Backwards and Sideways Normally. below). as is the ship’s rigging. Otherwise it requires the ship to spend one point of Speed to roll. If you like things to be a bit more complex. the ship shifts immediately to the fail move action. If either ship fails. they crash (see Crashing. which allows it to keep the same heading and spend less Speed points maneuvering. Rolling Rolling is spinning along the beam of the ship. as shown in Table 7-3. The maximum number they can spend is either the maximum speed of their helm. Like turning a ship.Acceleration and Deceleration A ship’s speed is the maximum number of hexes that the ship can move in a round. and ships can change their up or down angle. may be in different hexes when viewed in the third dimension. Because of this. above. Making full use of the three dimensional space also means that ships that would appear to be in the same hex. or slow back down to a stop. The primary use of rolling is to bring weapons on one side of a ship to bare on an enemy on the other side. just like they can turn in a two dimensional arena. whichever is higher. never the corner of the hex. they need not make these rolls (see Ramming. The minimum number of speed points they must spend on forward movement is the number of points they spent last round. but ships must spend time accelerating and decelerating in order to move maximum speed. a ship’s vertical angle must face one of the sides of the hex. If a ship is moving at least speed 1 and no turns have yet been made this round it can roll to any angle as a free action. as they can freely move above or below one another with no effort or effect. rather than in the planescape sense). when looked at in two dimensions. along the direction they are facing. If this roll is failed. . are designed along lines specific to forward movement. below). you’ll want to stick with two-dimensional movement. however. Each round a ship has a maximum and minimum number of points they must spend on forward movement. the ship rolls instead of turning 180 degrees. With three dimensional movement. nor on his maneuver roll for the move action on his ship’s next round. This means that you may not have as many ships ‘stacked’ in the same hex as it would appear. When one ship is attempting to ram another. The helmsman cannot take 10 on this roll. . and each ship must make a maneuver roll versus its current move action. combat can take place on multiple planes (planes in the geometrical sense. Stacking. The acceleration and deceleration of a ship is based on its maneuverability class. consider adding three dimensional movement to your spelljammer combats. any movement in a direction other than forward in a round requires a maneuver roll for the current move action for every hex moved this way. whichever is less. When two ships actually are in the same hex. Hexes. or the amount they spent last round plus the acceleration of their vessel. and Three Dimensional Movement If you want to keep things fairly simple. ships move forward. If you decide to use two dimensional movement only. then any number of ships can stack within the same hex. but helms are not necessarily limited to this direction of travel and are actually capable of flying in any direction.
The tonnage of the ship is important in determining other qualities of the ship.16ft 16ft . For every hex beyond this. see the Outfitting Your Ship With Weapons section of this article. Unless specifically stated otherwise. Size Mod: The size modifier applies to attacks made with ship weapons and to the ship’s armor class. but uses ship sizes rather than creature sizes.64ft 64ft . as they do for attacks with personal weapons.60 tons 6 Huge 61 . they suffer a -4 penalty to hit.Size Modifier This may be further modified by the move action that the ship is taking. or 100 cubic yards. This is basically just like the size modifier that is applied to creatures. If they do not have the Heavy Weaponeer skill at all they suffer a total of -8 to hit. in tons.2 tons 9 Small 3 . based on its size in tons. Size affects the ship’s armor class and its ability to hit with ship’s weapons. and how difficult it is to attack from with ship’s weapons.256ft 256ft . If the crew leader does not have the appropriate Heavy Weapon Proficiency feat.4ft 4ft . The crew leader’s Base Attack is equal to the total number of ranks the leader of the crew has in the Heavy Weaponeer skill and his Wisdom bonus. .100 tons 5 Gargantuan 101 to 200 tons 4 Colossal 201 to 400 tons 3 Immense 401 tons or more 2 Size Mod +16 +8 +4 +2 +1 0 -1 -2 -4 -8 -16 Creature Size Small Medium Large Huge Gargantuan Colossal Immense Awesome Square Face 5x5x5 5x5x5 5x10x10 10x15x35 20x20x70 30x30x90 30x35x150 30x35x250 40x60x300 70x50x500 90x60x500 Dimension 2ft . see the Skills and Feats section of this article. Also see Table 1-3: Maneuverability Class Effects to learn more about maneuverability.30 tons 7 Large 31 . all ships have a size.10 tons 8 Medium 11 . among other things. in hexes or in feet. then the attack is a hit. such as how many crewmen it can sustain. Although the base attack for ships weapons is derived from a skill. Table 7-5: Ship Size. Square Face: The most likely facing of the ship in five foot squares. Resolving attacks with them is not all that different than resolving missile attacks during normal combat. One ton is 2700 cubic feet. due to an odd deck design. Tonnage: The volume of the ship. . The Attack Roll The basic attack roll is: 1d20 + Base Attack + Weapon Modifier . Base Attack: Attacking with a ship weapon is based on the skill of the leader of the weapon crew. Range: All ship weapons have a listed range. Each ship weapon has an attack modifier that is added to all attack rolls. and Equivalents MC by Ship Size Tonnage Size Very Fine -Fine -Diminutive -10 Tiny 1 . Otherwise. attacks from ship weapons are attack rolls. For more on Heavy Weapon Proficiencies and the Ship Weaponeer skill.128ft 128ft . MC by Size: The base maneuverability class of the ship. This size modifier is shown on Table 7-5. Some ships may have different square faces than this. not skill checks. Size Modifier: The size of the ship attacking will make it easier or more difficult to hit with ship weapons. Ship size is not on the same scale as creature size (even smaller ships tend to be relatively large compared to most living things. size in this article always refers to ship size.8ft 8ft . it is a miss. They receive no penalty to attack ships within this range. and larger ships dwarf even the oldest of terrestrial dragons). Weapon Modifier: Some weapons are more accurate than others. The total is compared to the target ship’s Armor Class.512ft Hex Face 1x1x1 1x1x1 1x1x1 1x1x1 1x1x1 1x1x1 1x1x1 1x1x2 1x2x2 2x2x4 2x4x4 Ship Size: Like creatures. Effects. they have a penalty of -2 to their attack roll. Hex Face: The size of the ship in 150 foot hexes. how maneuverable it is. Creature Size: The equivalent creature size for the corresponding ship size.Range Penalties + or . The rules for a ‘natural’ roll of one or a ‘natural’ roll of 20 apply normally.Ship Weapons Most ship in arcane space carry at least a few ship weapons on board.32ft 32ft . For more on weapons themselves. Dimension: The longest physical dimensions of a creature that size. if the result is equal to or greater than the target’s Armor Class.
below. though crew beyond this do not help. the crew leader. Unless it is mounted on a turret. When collateral damage occurs. below. The Firing Arcs are illustrated on the Illustrations page. Collateral Damage Collateral damage varies from ship-threatening results of combat to less dangerous situations. See Ships and Damage. Multi-hex ships work the same way. the attacker has scored a threat. down to a minimum of one man. add 1 round to the reload time. the direction a ship-mounted weapon is facing is important. and starboard (right). it also suffers from collateral damage. All damage from a critical is totaled before the target’s hardness is applied. termed its firing arc. Reload times assume that ammunition for the weapon is within 20 feet of the weapon and easily accessible. roll the damage three times. If the result is inapplicable ("Ha! You can't destroy the spelljammer helm! You blew it up last turn”) shift up to the next higher entry on the list. Finally. For more information on turrets. Whenever a ship takes more than 100 points of damage in a single attack. atmospheric travel. Subtract from this the hardness of the target’s hull. The firing arc of a weapon is determined by its placement and facing. The crew listed for a weapon is there only for the purpose of reloading. using all the same modifiers. The damage is then subtracted from the ship’s hit points. Actually firing a weapon requires only one man. add one to the Reload time. a weapon will be capable of firing into only one of these arcs. which impair the functioning of the ship. Apply each result to the ship as applicable. If the second roll is a success. and other circumstances can also cause a ship to suffer collateral damage. Threats and Critical Hits Each weapon has a threat rating. it can fire into a limited area. the attack is a critical hit. Reload Each ship weapon has a listing for crew and reload. aft. Table 7-6: Collateral Damage Roll Result 1 Loss of 10d10 Hit Points 2 Deck Crew Casualty 3 Siege Weapon Damaged 4 Ship Shaken 5 Hull Holed 6 Deck Crew Casualty 7 Interior Crew Casualty 8 Maneuverability Loss 9 Loss of 20d10 Hit Points 10 Ship Shaken Roll 11 12 13 14 15 16 17 18 19 20 Result Fire Loss of SR Interior Crew Casualty Siege Weapon Damaged Ship Shaken Hull Holed Maneuverability Loss Loss of 20d10 Hit Points Loss of SR Spelljammer Shock . See the Movement section of this article for more on rolls. On a critical hit. There are four firing arcs: forward. it is a normal hit. assuming all have one or more ranks in the Profession: sailor skill. Reload is the number of rounds the crew must spend reloading the weapons before it can be fired again. see the Other Equipment and Accessories section of this article. and the attack was a hit. roll the weapon’s listed damage twice. The listed crew is the number of crew required in order to have the listed reload time. If the attacker rolls this number or greater. If the weapon has a multiplier of x3. crashes. it immediately suffers from 1d3 collateral damage rolls. Whenever the ship is reduced to 50% of its total hit points. Note that doing a roll can allow a ship to bring weapons on one side of the ship to bare on another side. Unless the weapon is turreted. roll on the table below for each collateral damage result.Firing Arcs Because ship combat uses specific facing rules. If the second roll is a failure. roll its listed damage. Decide which hex of the ship a given weapon resides on. For every man under the listed crew. for more information on a ship’s hit points. Roll the attack again. Damage If a ship weapon succeeds in hitting its target. For every additional 20 feet away the ammunition is from the weapon. port (left). then use that single hex to determine its firing arc.
Concealment Concealment covers all circumstances where nothing physically blocks a shot. If it is ever important to know whether the cover was actually struck by an incoming attack that misses its intended target. there is nothing flammable onboard. Additional losses are cumulative.Loss of 10d10 or 20d10 Hit Points: This loss is in addition to the initial damage. or whatever would make things more interesting at that point). Maneuverability Loss: The ship drops one MC for 1d10 rounds. the captain. to a minimum of 1 SR. then the covering ship takes the damage intended for the target. the DM should determine if the attack roll would have hit the protected target without the cover. and this bonus keeps the covering ship from being hit. . Interior Crew Casualty: Same as Deck Casualty. Choose the target randomly from exposed crew. Hull Holed: The attack punches a hole in the ship where there was none before. according to the situation between the ships. go to the next entry. Cover Depending on the situation. go to the next entry. buy high enough to strike the target if there had been no cover. The covering ship has dodged out of the way and didn’t provide cover after all. if the cover is struck and the attack roll exceeds the AC of the covering ship. then the original target is hit instead. Loss of SR: The SR of the ship drops by one for 1d10 rounds while the helmsman readjusts his balance and senses to the new damage level. but everyone aboard is a potential target. In some cases it may cause the ship to break up or force another collateral damage check. See Table 7-8: Concealment. See Table 7-7: Cover Bonuses. and saving throws. A fire onboard as a result of this collateral hit (as opposed to greek fire or magic) inflicts no damage the first round. Ship Shaken: Ship rings from the blow of the attack. then the object used for cover was struck. Cover provides a bonus to a ship’s AC. disallowing any attacks or spell use that round. skill and ability checks. Fire: A fire starts somewhere in the ship. If the covering ship has an AC bonus due to its move action. The more cover a ship has. Concealment is subjectively measured as to how well concealed the defending ship is. but where something interferes with an attacker’s accuracy. Deck Crew Casualty: One exposed crew member is struck and suffers the same damage as the ship. Damage from this shrapnel is 2d8 hit points of damage. All on deck NPCs and PCs have to make a Reflex save DC 20 to maintain their balance. This can be particularly important to know in cases where a ship uses another ship as cover. and spelljamming mages. If the attack roll falls within a range low enough to miss the target with cover. but may spread. the helmsman is shaken for 1d4 rounds. and cannot take 10 on any maneuver rolls. On a successful save. If the character fails the saving throw. In cases where it is physically impossible for a fire to start (all the lights are magical. he takes 3d6 points of subdual damage and is shaken for 1d6+1 rounds. Spelljammer Shock: The spelljamming mage must make a Fortitude save versus a DC of 20. If a ship with a SR of 1 receives this result. Multiple rolls for the same attack are cumulative. and everyone is wearing cloths made of rock). but shattered parts of the ship's interior bouncing around during combat. A ship with a Maneuverability Class of 0 cannot lose any more maneuverability so the next entry is taken instead. Cover is assessed in subjective measurements of how much protection it offers a ship. All characters not sitting or otherwise firmly tied down (the spelljamming mage is considered secure) have a chance to fall to the deck. if its intent is to try to take the damage in orders to keep the covered ship from being hit. Its crew is unharmed. In such a case. A shaken character suffers a -2 morale penalty on attack rolls. A covering ship can choose not to apply its move action bonus to its AC. he enters a coma which lasts for 1d4+1 days. The DM determines the value of cover. below. Concealment always depends upon the point of view of the attacker. The DM chooses which part of the ship is holed (either by random roll. the bigger the bonus. If the helmsman is dropped to unconsciousness due to subdual damage from spelljammer shock. Ship Weapon Damaged: One of the ship’s weapons (chosen randomly) is inoperable until repaired (see Repairs). as determined by the DM! The effects of fire aboard ship are described below. All characters within 5 feet of that individual must make Reflex save DC 15 or take damage from shrapnel from the shattered deck or catapult shot. a ship may gain bonuses or suffer penalties due to cover. including prisoners. This reflects not so much the effect of the missile itself.
The attacking crew can target individual areas of the ship. and rigging is smaller than the ship it is on. modified by size. A weapon crew that recognizes the solid mass will typically aim for the non-solid sections of the ship. To find which section the crew attacks. Targeting Crew: Attacking the crew on an enemy ship with ship weapons is not easy. which can be found in Table 5-1: Ship Weapons. standard rigging is two sizes smaller than the ship it is on. . use the one that would produce the highest miss chance. starlight invisibility. or rigging. above. above. and then roll percentile dice to determine which is hit. the section that they strike will be random. and perfect rigging are one size smaller than the ship it is on. Plus. some ships are made up of identifiable sections that a crew may wish to target. Individual sections of a composite hull ship do not gain size modifiers separate from the ship when attacked randomly this way. Other Specific Targets: It is possible to target other specific areas of a ship. It follows the normal rules for ship weapon attacks. Composite Hull: A ship with a composite hull works similarly to a ship with solid mass. The weapon gains any bonuses or penalties to AC that the ship gains from cover or its move action. The percentage of the smaller ship’s tonnage that the larger ship devotes to the mooring space is used to determine the smaller ship’s level of cover in combat. These above rules assume attacks by ship weapons or similar assaults. Ship weapons have their own hardness and hit points. modified by the size of the weapon. and Equivalents. and terrestrial. total darkness Bonus to Reflex Saves +1 +2 +3 +4 Miss Chance 10% 20% 30% 40% 50% Additional Effect Improved Evasion for target Additional Effect cannot pinpoint target’s location Specific Targets There will be times when a weapon crew wishes to target specific parts of a ship. To find a character’s ship size. Minimal rigging is three sizes smaller than the ship it is on. refer to table 7-4: Ship Size. Attacks on ship weapon by characters using personal weapons follow all of the normal rules for attacking and damaging an object. topped out. If the crew is not aware that part of the ship is solid. twilight blur. See Solid Mass. The hit points and hardness for rigging can be found in table 3-4 and calculated using formula 3-1 in the Building Your Own Spelljamming Vessel section of this article. In addition. Strategic attacks by characters with cutting weapons can damage rigging much more effectively. Shell Ships: The two ships that make up the shell ship are typically targeted individually.Concealment gives the subject of a successful attack a chance that the attacker missed because of concealment. the defender must make a miss chance percentile roll to avoid being struck. Use the AC of the section that was struck to see if the attack was successful or not. composite hull ships have an overall set of hit points for the whole ship. Effects. Targeting Weapons: Ship weapons have an AC of 20. The non-solid section has its own AC and hit points. weapons. or they can simply aim at the ship as a whole. When targeting individual sections. or objects on a ship. Each of these situations works similarly. not worrying about which section they hit. as determined by the DM. asteroid field dense fog. find the percentage of the total tonnage that each section takes. Table 7-7: Cover Amount of Cover One quarter One half Three fourths Nine tenths Table 7-8: Concealment Amount of Concealment One quarter One half Three fourths Nine tenths Total Bonus to AC +2 +4 +7 +10 Example light fog. Targeting Rigging: Rigging has AC 20. . If the weapon crew does not realize that a ship has a composite hull. The rigging gains any bonuses or penalties to AC that the ship gains from cover or its move action. moderate fog moonlight. If the attacking ship hits. These above rules assume attacks by ship weapons or similar assaults. not Creature size). such as its crew. they fire normally. Solid Mass: Ships with solid mass do not combine the hit points of their two sections. but the character targeted gains a bonus to his AC based on his size (This is Ship size. for rules for such random attacks. the target gains any bonuses (but not penalties) to AC that the ship gains from cover or its move action. When multiple concealment conditions apply to a defender. In such cases the target’s AC is based on its materials and ship size. each section should modify its AC by size. Whatever section is hit will determine the hardness. Unlike solid mass ships.
Attacking with a jettison or fire projector requires the same roll. The target can take a full-round action to attempt to extinguish the flames before taking the secondary damage. then rolls to hit. Once a crew has taken the ready action to fire a ship weapon. but instead of the ship’s AC. As with any Reflex save. the crew leader can fire at any time. the difficulty is a flat DC 15 plus the ship’s current defense modifier from its move action. Some men in the crew may move during the full round action in order to retrieve and replace ammo for the weapon. Both a jettison and a fire projector allow saves for half damage. roll the projector’s damage a second time. Loading a weapon is a full round action that provokes attacks of opportunity. The crew chooses where they wish to center the attack. On the round following the attack. the conditions that will trigger the readied action need not be specific. and can hurt the crew. While the damage is minimal enough. which provokes attacks of opportunity as normal. First. but it may involve moving through a threatened area. it is possible for the crew leader to take a ready action in order to fire the weapon. anyone who took damage from a fire projector takes additional damage. If another ship has declared an action. the ship needs to make a maneuver roll for their current move action. the readied action goes after the declared action. The crew leader can still get specific if he wishes. below. Second. Fire Projector: The Reflex save against a fire projector is DC 13 for a light projector and DC 15 for a heavy projector. Damage from a fire projector also applies to a ship. the crew must take one of these three actions. Unlike a normal ready action taken by a character. Doing so works differently than normal ready actions. If they succeed by five or more. Jettison: The Reflex save against a jettison is DC 13 for a light jettison and DC 15 for a heavy jettison. but its center is 1d6x5 feet from their planned center. the initiative of the person and ship that took the action does not become one greater than the ship that they are acting against. It takes a successful Reflex saving throw (DC 13) to extinguish the flames. Ship Weapons and the Ready Action Because firing a ship weapon is a standard action. Roll 1d8 to determine the direction. as all attention is focused on hitting the enemy ship. which allows his readied action to go before a declared . Leaping into enough water to cover the character or magically extinguishing the flames automatically smothers them. or fired. He can fire between hexes of movement. See Fire. Both create area effects. The area of effect is a 10 foot radius for a light projector and 20 feet for a heavy projector. and thus does not harm anything with a hardness of 1 or better. whether they are killed or not. even if it also strikes characters. In order for a weapon to be loaded. Firing a weapon is a standard action that provokes an attack of opportunity. all initiative numbers remain the same. in Ships and Damage. Ships make a fortitude save versus these same Dcs to determine whether or not they catch fire from this attack. Rotating a turreted weapon to a different firing arc is a full round action that does not provoke attacks of opportunity. If half or more of the crew takes damage from a jettison. Rolling on the ground allows the character a +2 circumstance bonus to this save. If they succeed by less than five. the ship needs to make a maneuver roll for their current move action. the crew gains a bonus to their save based on any cover that they might benefit from. the attack hits. whether they are killed or not. Each hex of movement is considered a separate declared action. and this movement may provoke an attack of opportunity if it goes through an enemy’s threatened area. The area of effect is a 10 foot radius for a light jettison and a 20 foot radius for a heavy jettison. or after the ship has performed some action. turned. If Half or more of the rigging crew takes damage from a fire projector attack. even in the middle of someone else’s turn. the center of the area is where they planned.Jettisons and Fire Projectors These two ship weapons work differently than the others. when using a ready action to fire a ship weapon. Characters and Ship Weapons Ship weapons do not normally load and fire themselves. Each bit of shrapnel does approximately one point of damage. it can set the ship on fire.
. as a readied action normally would.action.
Hardness is subtracted from all damage as normal. multiplied by the attacker’s speed minus the defender’s speed. Any time a ship being rammed is reduced to zero hit points. which are illustrated below. plus the damage from ramming someone. as it determines the angle of attack. A successful maneuver roll (DC 25) reduces this by half. Aft On: Damage to the target is equal to base damage. It counts as a head on ram. The damage is reduced to zero with a successful maneuver roll. See Movement. Ramming has the potential to cause large amounts of damage. aft on. The attacking ship takes one half base damage from ramming. multiplied by the attacker’s speed plus the defender’s speed. defender’s maneuver bonus + maneuverability modifier + one-half the defender’s AC This may be further modified by the move action the attacking ship is currently taking. This makes .Ramming Most ship designed for warfare are outfitted with a ram. the attacker must move into that ship’s hex. A successful maneuver roll (DC 20) reduces this by half. as is the maneuverability of the ship. multiplied by the attacker’s speed minus one half of the defender’s speed. and its target’s AC. and is resolved normally. allowing them to plow into other ships. The base damage the attacker takes from ramming a ship is equal to one tenth of the target ship’s hit points before it was rammed. whichever is higher. both take the damage the other inflicts. Ramming can also result in a critical failure. There are four angles: head on. The base damage an attacker does to his target with a piercing ram or blunt ram is twice the ship’s tonnage. Ramming a ship may result in damage to your own ship. Characters and Ramming Ramming a ship is part of a ship’s movement. and aft. as well. also detailed below. multiplied by the attacker’s speed plus one half of the defender’s speed. It is possible for the ramming ship to reduce this damage via a piloting roll. This is unless the helmsman wishes to actually reduce his speed before ramming. although it can leave and reenter the hex. both ships may take damage. Counter Ramming Ramming a ship from the head on angle can be very risky. or the number of points it spent of forward movement this round. In some situations. The speed of the ramming ship is either the number of points it spent of forward movement last round. The speed of the target ship is the number of points it spent on forward movement on its last action. above. the enemy ship may be able to maneuver to ram you in return. The angle at which the ship rams its target determines the total damage done to both the attacker and the defender: Head On: Damage to the target is equal to base damage. The speed of the two ships is important when figuring damage. Aft: Damage is equal to base damage. When ramming. forward. A successful maneuver roll (DC 15) reduces this to zero damage. A successful maneuver roll (DC 30) reduces this by half. minus any speed points used to change facing this round. rather than that of the hull. a ship cannot ram another ship in the same hex. The Procedure for resolving a ram attempt is: 1d20 + attacker’s maneuver bonus + maneuverability modifier + or . and thus the actions of those involved are the same. Ramming is handled a bit differently than ship weapon attacks. the attacking ship takes only half of the normal damage that he would otherwise have taken. The defending ship automatically gets a counter-ram attempt against the attacking ship. which is called a counter-ram.size modifier vs. The attacking ship takes one-half base damage from ramming. The skill of the helmsman and crew of the ship is important. Forward: Damage to the target is equal to base damage. In order to ram another ship. the facing of the target and the direction from which the attacker approaches is important. Ramming Damage When one ship rams another. if it has a ram and an active helm. The attacking ship takes twice the base damage from ramming. but use the hardness of the frame. The attacking ship takes base damage from ramming. the target may be able to position itself to ram you at the same time. If both hit. but there is risk involved.
head on rams very dangerous. .
plus the maneuver modifier of the target ship. If either ship fails this roll. Blunt Ram An attack from a blunt ram severely shakes the target ship. above). anyone within 15 feet of the path may fall off of the ship if they do not succeed at a Reflex save (DC 15). and do x2 damage. then the helmsmen of both ships must make a contested Pilot Spelljammer roll. crashing automatically causes a Collateral Damage roll (See Collateral Damage. possibly deep into its interior. both ships come to a stop. Anyone on an open deck receives a +4 circumstance bonus to this saving throw. rather than one of them being the defending ship. or disengage from a lock. Crashes can also occur accidentally due to poor maneuvering or unseen obstacles. The target of a successful ram attack from a ship that has a piercing ram automatically takes a Hull Holed result from the Collateral Damage table. In the case of a ship crashing into an object. then uses this to judge any additional effects based on the situation. Piercing Ram An attack from a piercing ram puts a hole in the other ship. If the target ship is reduced to zero or fewer hit points. with all corresponding penalties. its crew may take the same damages listed above. their current move actions becomes the fail move action. above. with the point of impact being where the helm is connected to the ship. rather than another ship. Anyone within the listed ranges ofthe path is susceptible to damage. The target of a successful attack from a ship that has a blunt ram automatically takes a Ship Shaken result from the Collateral Damage table. as well as any additional collateral damage effects that might result from being rammed. and floating next to each other in the same hex. but within 30 feet must make a Reflex save (DC 17) or take 3d6 damage. If the target ship is reduced to zero hit points. Both ships must make a new maneuver roll for the maneuver that they were making when the ram occurred. Crew Damage Ramming a ship can harm or kill its crew members. then both ships are stopped. If the ships become locked. In addition to this. When one ship rams another. The winner of this contest determines whether or not the two ships are locked. Such attacks are crashes. simply use the crashing ship’s own . below. Critical Hits Ramming a ship with a blunt of piercing ram can result in a critical hit. Crashing A ship does not need a ram in order to ram into another ship. A crash works the same as a ram attack. Rams threaten on a 20. except both ships take damage as if they were the attacker. the attacking ship gains a +5 circumstance to this roll.Cover and Concealment These two situations can hinder a ram attack just as it would an attack from a ship weapon. If the helmsman of the ramming ship wishes to lock the two ships. especially those below decks. When ramming with a piercing ram. he must first make a Pilot Spelljammer roll against a DC of 15. another opposed Pilot Spelljammer check is required to separate them. in which case it can move through normally. Anyone within 15 feet of this location must make a Reflex save (DC 20) or take 5d6 damage. the damage is doubled (10d6 for those within 15 feet and 6d6 for those within 30 feet). and. Also see Grappling Rams. of course. If the ramming ship is reduced to zero hit points. and there is a path through the ship rather than an impact point. See the rules in the Ship Weapons section. Recovering from a Ram When one ship rams another. If he is successful. for more information. If both helmsmen want to disengage from the lock. Anyone farther than 15 feet. both may be thrown off balance. the two ships are grappled as if the ramming ship had a grappling ram. Once the two ships are locked together. If the two ships do not become locked. the two ships may become locked together. the destroyed ship need not bother rolling. The DM will need to determine where the ram strikes the ship. The DM determines where the hole is. as well as any additional collateral damage results that might result from being rammed. Also. based on the angle of the ram and the layout of the ships. with a successful save resulting in no damage. unless the ramming ship reduces its target to zero hit points. based on the angle of the attack. Anyone who might be adversely affected by this can make a reflex save (DC 20) to either avoid the effects or at least reduce the damage. or if one of the ships has no active helm. then the DC for unlocking the two ships is 20. with a successful save resulting in half damage.
. multiplied times its speed. the ship takes one tenth of its own hit points.hitpoints for the base damage (that is.
If the Pilot Spelljammer roll succeeds by 10 or more. but less than 10. Forces from both ships can also attempt to board the enemy ship. If the Pilot Spelljammer roll fails by ten or more points. In order to remove the smaller ship. that can be used to cut away sections of rigging on enemy ships. as do defenders with a portion of their rigging mounted internally (for a combined bonus of +8 for internal. tear away some or all of his rigging. as well as leaving the vessel stuck in the grapple. Using rigging shears is surprisingly easy when compared to a ram. and all of its consequences. the helmsman can opt to take that check. it can try to escape from the grapple. modified by the move action of the attacker (ram bonus) and the defender (defense bonus). These attacks are called shearing attacks. then the ship is able to break free without damaging its rigging. If the target ship is the same tonnage or smaller than the grappling ship. After the Pilot Spelljammer check is made. combined size. they are considered one ship with tonnage equal to their combined tonnage. which requires 1 round. but it does have the drawback of exposing the ship to it’s target’s ship weapons. then the rigging is damaged as if it were the target of a successful shearing attack. use the materials of the grappling ship’s frame). the smaller ship will simply be drug along with it. The DC is based on the size of the two ships and the materials that the grappling ram is composed of (if this is not listed. then all of the ships rigging will be torn away. Because the gravity of the larger ship overrides the gravity of the smaller ship. but the rigging will be damaged as if it were the target of a successful shearing attack (see Shearing Attacks. If the Pilot Spelljammer roll succeeds by five points or less. then the ship is able to break free. Defenders with solid rigging gain a +4 bonus to this roll. he may. Shearing Attacks A common tactic for smaller warships is to mount blades on the hulls. it can then move both ships around. Table 7-9: Escape DC for Grappling Rams Material DC Leather 12 Bone 14 Wood 15 Ceramic 16 Glass 11 Living Wood 15 Gravwood 15 Ironwood 17 Stone 18 Glassteel 20 Iron 20 Crystal 20 Steel 22 Mithral 23 Adamantine 25 Obdurium 30 Grapple Ram Size 1 size smaller Same size 1 size larger 2 sizes larger 3 sizes larger 4 sizes larger DC Modifier -4 0 +2 +4 +2 0 If the pilot succeeds at the check. he may opt to break free of the grapple and move away. after which either ship can move away from the other. or he can remain in the grapple and try to escape again is subsequent rounds. and the target must have rigging. then the ship is able to break free. the grappling will have to be cut away. In order to make a shearing attempt. both modified by ship size. If the Pilot Spelljammer roll succeeds by more than 5. It is a contest of maneuver rolls. . If the grappling ship manages to get a hold of its target. however. and the degree of success determined. making them less maneuverable. but less than ten. as shown on table 7-9. the ship must have rigging shears. The defending ship gains a +10 bonus to this roll. the target ship cannot escape from the grapple. This is a Pilot Spelljammer roll rather than a maneuver roll. depending upon how well he succeeds at the check. If the results of the Pilot Spelljammer check failed by five or more points. solid rigging). provided its helm is capable of moving a ship equal to the combined size of the two ships. below). If the pilot fails his check by five or more. since the armor of the ship usually won’t help much. The attacking ship enters into the target’s hex. known as rigging shears. Even if the helm of the target ship is capable of moving a hip of their new. or the crew ill have to overtake the smaller ship and retract its grappling ram. but all of the ships rigging will be torn away. then the ship’s rigging may be torn off anyway.Grappling Rams A ship using a grappling ram on another ship works a lot like a person trying to grapple another person. Shearing attacks are opposed maneuver rolls. passing over it. If the grappling ship is smaller than the target ship. The ship that initiated the grapple can withdraw its grappling ram.
in the same manner that an ocean puts stress on a seagoing vessel. but it is more difficult and possibly dangerous. and the ship breaks up into several smaller pieces. each with an equal portion of the ship’s tonnage and remaining hit points. it would not break up. This stress is what is felt by the rigging crew and used to intuit the direction that the helmsman is trying to move. they need to make a maneuver roll for their current move action. This field put enormous stress on the ship. This is what the listed hit points for a ship represent. It is possible to move the helm from its original fragment onto another one. If the shearing attack is successful. The procedure works as normal. whether from having your rigging destroyed or having no riggers. with all the penalties normally associated with that action. the ship’s move action immediately becomes the fail move action. which receives the brunt of the stress damage from the break up. If this roll is successful. but the attacking ship has a penalty of -4 to its attack roll. The automatically shuts the helm down. If a free floating ship took more damage than one-half of its total hit points. Any attacks made by the defending ship against its shearing attacker are made at a circumstance bonus of +2 to hit while the two ships are in the same hex (but not before or after). If a helm was linked to the ship and activated before the ship was repaired. While this stress does not feel significant to those aboard. but have poor form and no rigging whatsoever. dropping the ship’s effective rigging to none (i. except for the chunk with the helm. Ships that break up because of the helm field end up in 2d4 chunks. The results of a shearing attack depend upon the ship’s current rigging type. The hit points listed for a spelljamming ship are actually one-half of the ship’s total hit points. The second drawback is that shearing attacks may throw off the maneuvering of the ship.e. An active spelljamming helm creates a field around the vessel that moves the ship through space. above. and has only enough hit points to hold it together. The reasons that a ship has only one-half of its total hit points listed is because of the helm. just as if it has been the target of a shearing attack. worsening their MC by three. See the rules in the Ship Weapons section. They also suffer a -3 to AC. the ship would immediately break up. it has managed to shear away some of its own rigging. however. . since it does not have an active helm. The rigging’s hit points are reduced to one-half of their total). There are two drawbacks to making a shearing attack. it is destroyed. Thus. he has managed to shear away some rigging. the stresses placed on the ship by the helm’s field overwhelms the structural durability of the ship. If the attacking ship fails by 10 or more. two successful shearing attacks against any ship susceptible to such attacks will completely destroy its rigging (reducing it to rigging of none). the first half of the ship’s hit points are the most important and are tracked separately. it exerts considerable force on the ship that the helm is connected to. Cover and Concealment These two situations can hinder a shearing attack just as it would an attack from a ship weapon. Shearing Without Shears It is possible for a ship without rigging shears to try and pull away another ship’s rigging. If the ship has minimal rigging. otherwise. When a ship with an active helm is reduced to one half its total hit points (the total amount of hit points that are listed for the ship). nothing happens. Such fragments have an MC appropriate for their new size. and use that as a ship. but they do not tell the whole story of the ship’s durability. The ship’s new effective rigging type is used if the ship is successfully sheared again. The rigging’s hit points are reduced to zero). The change in the effective rigging type from a shearing attack does not reduce the number of men required to operate it. Because most ships operate in combat via an active helm. Ships and Damage The hit points of a ship work in the same manner as hit points for characters. All other types of rigging drop to minimal (i. . That is.If the attacker meets or exceeds the defender’s roll. The ship’s Maneuverability Class is modified appropriately. First. passing over the ship in the attempt makes the attacker particularly vulnerable to the target’s ship weapons.e. no rigging is no rigging. the ship has twice the listed number of hit points.
Some forms of personal ranged weapons will do normal damage. blankets. and electricity. Damage from Spells and Personal Weapons Attacks against ships from personal weapons or most spells tend to do less damage than ship weapons. A burning ship continues to take damage. the ship takes damage equal to the damage it took in the previous round. The ship is now on fire. most crews set up bucket brigades between the fire and the water. and unfortunately wood burns. Ships take half damage from ranged personal weapons. a rock hurled by a giant is much more akin to a catapult attack than a normal personal weapon. Ships make Fortitude saves based on the section of the ship that is targeted and the materials that section is made of. it is quite difficult for a ship to make most reflex saves. forward. allowing them to put three buckets per line on a fire each round. attended objects use their user’s saving throws. The two standard methods are smothering and water. The crew of the ship can try to put out a fire. it needs to make a Fortitude save. rotate. When a ship takes fire damage. But. This can be things such as extra sails. Spells use their normal DC. In order to smother a fire the crew must have access to something suitable for smothering. but the DC for the save is +20. They are immune to critical hits from anything but ship weapons and ramming attacks. Someone with a bucket and standing next to a water source can do the same thing. If struck on the decks or hull. The fortitude saves for the various materials can be found on Table 2-1 in the Ship Construction section. Ships are objects. and the fire creates smoke that pollutes the ship’s air envelope. Smothering does not work at all against fires that are currently doing 50 points of damage or more per round. For example. Each standard bucket (four gallons) of water put on a fire reduces its damage by one point. as well as any form of subdual damage. This assumes one man per five feet between the fire and the water. which is halved to 11. cargo canvas. the fire does its normal damage. fire. then the ship’s hardness reduces it to 6.Ships and Saving Throws Normally. and as such take less damage from certain types of attacks. due to size factors. On the third round. Cold attacks deal one-quarter damage to objects. The reduction of damage from being an object and hardness is then applied. On the second round. The DM will determine what is available and how long it will take to get it to the fire. and unattended objects automatically fail their saves. use the frame material. it may begin to burn. and as such may be treated as an attack from a ship weapon. Smothering works well for smaller fires. A ship’s reflex save is a maneuver roll. If the save is failed. Water works against all sizes of fire. and so on. but once a fire gets to a certain size. their saves work differently. consider both dipping a bucket and throwing it on the fire to be free . Even stone and metal can burn when hit by a magically hot fire. divide the damage by 2 before applying the object’s hardness. For characters running back and forth between the fire and the water. or still. and so on. In addition to damaging the ship. Anything other than a spell that does not have a listed DC should use the DC of a similar spell. A ship can make a Reflex save as long as the ship is taking a move action other than fail. Each subsequent round. while ships are objects. For example. If struck on the interior of the ship. Add the ship’s defense bonus to the roll. it does 24 (reduced to 7). When possible. but then peters out and the ship does not catch fire. Anything targeting the decks or the outer hull is based on the hull material. The DC of the save is based on its source. plus two. then the ship catches on fire. Every five points of fire damage (before being reduced by half and the ship’s hardness) reduces the ship’s current air supply by one man day. it is useless. Acid and sonic attacks deal full damage to objects. a wooden ship is struck by a fireball that does 20 points of damage and the ship fails its saving throw. but getting water to the fire may be difficult. Any time a ship takes damage from fire. Anything that targets the inside of the ship or the ship’s structural integrity is based on the frame materials. Every round of smothering a fire reduces it by five points of damage. as determined by the DM. use the hull material. fire also burns up breathable air and pollutes the air envelope. based on the materials where the fire struck. If the save is successful. Fire Most ships in arcane space are made of wood. Being caught in the middle of the void on a burning ship is a nightmare many spacefarers have. Ships have both Reflex and Fortitude saves. the fire does 22 points of damage.
though dipping the bucket in the water does provoke an attack of opportunity.actions. .
while its crew requirements remain the same. If there is still a tie. The secondary initiative is resolved on that ship’s initiative. The above applies to spellcasting as well. If the order of action is not in agreeance. and a crewman who wishes to get to the helmroom to talk to the helmsman. See Stacking in the Movement section. When standard. as if there were no rigging at all. depending on the desires and skill of the helmsmen. or attacking others on the same ship. Characters and Initiative In ship combat. his initiative becomes the same as the ship he boarded. the fire begins to do its damage to the ship. unless their own ship is not moving. casting spells on enemy ships (or on your own ship). As long as all of these characters agree. there are two weapon crew with weapons ready to fire this round. and solid rigging has a Fortitude save based on the type of materials that it is made of. Characters aboard a ship suffer the penalties to hit that their ship suffers due to size. and all characters aboard the ship also gain bonus.Often worse than the ship catching on fire is when the rigging goes up in flames. especially for sails. he will have a ship initiative of his own. If a character is not part of a ship. If the rigging is on fire. to reduce a fire by one point. it is hard to get water up into the rigging above. plus his Dexterity modifier. secondary initiative is rolled. flip a coin. A ship is normally considered to be in the center of its own hex at all times. there have been details on how the actions of the characters translate into ship actions. Otherwise spellcasting works as normal. If a character goes from one ship to another. rather than one. The DM will need to judge the difficulty of putting out a fire in rigging. On the initiative of his new ship. that he does not suffer any AC penalties the ship gains from move actions. For example. Putting out fires on the rigging can be very difficult. initiative is rolled among the characters aboard the ship. with the distance between ships being the most commonplace complication. the target gains any bonuses to AC that the ship gains from cover or its move action. Some examples of character actions that do not translate into ship actions are. or topped out rigging is reduced to half its hit points it becomes effectively minimal rigging. such as targeting them with spells or personal ranged weapons. terrestrial. If the character boards a ship. In addition. Character Actions Throughout the rules. if it is a factor for a given spell. he wants to start killing off its crew with fireballs. If this ties with another ship. This secondary initiative is separate from the initiative of the overall ship combat. as long as all aboard agree on the order of initiative. assume that it takes two buckets. it burns just like the ship would. moving about on a ship. Not all character actions in ship combat are also ship actions. Solid rigging is often the same as the rest of the ship (one bucket per point). all characters on board a ship act on that ship’s initiative. Solid rigging is often designed in a manner that makes it easier to get to. the order in which they act is determined arbitrarily by those on board. taking into account the range and potential cover a target might have. For most fires in sails. Rigging reduced to zero hit points becomes useless. they can act in whatever order they wish. full defensive gives the ship a +4 to AC. Thus. For example. Affecting Targets on Other Ships There will be times when a character wishes to do something that affects the people on another ship. If he left a ship and is in space on his own. two spellcasters who wish to cast spells this round. Once the rigging is destroyed. it is 150 feet away. if it is even possible. Sails have a Fortitude save of +0. . Because the enemy crew wants to stop him before the does damage. especially if that rigging is sails. a sorcerer teleports over to the deck of an enemy ship on his ship’s own initiative. Using personal ranged weapons against the crew of another ship uses the normal rules. For example. If the ship is in the same hex as another ship the actual distance can vary. use the ship’s Maneuverability modifier versus the character’s Dexterity modifier to break the tie. on subsequent rounds his initiative is equal to the initiative of the ship that he just left. Most such attacks are resolved normally. but do not suffer the -4 penalty of AC from the still move action. Normally. and is capable of acting. he may have to reroll his secondary initiative when he gets to the new ship. Any time a ship’s rigging is reduced the ship must make an immediate maneuver roll for its current move action. when one ship is one hex away from the other.
the attacking ship must have a number of successful grapples equal to the maximum speed of the target ship. and getting to the enemy ship may require jumping. The rigging and enclosure of the target ship can grant a circumstance bonus to AC against this attack. Most ships have strong points up and down the sides in order to tie off to docks. which grants a +16 to hit. Ships with minimal rigging gain a +1 to AC. Getting to an enemy like this is not easy. otherwise it is a move-equivalent action to tie off the rope. Grappling and Boarding Ships are expensive. Boarding a ship is typically straightforward. not their creature size. This is why most ships who are about to grapple have crewmen ready to swarm over onto the enemy ship. both ships must be relatively stationary. Spells that automatically hit creatures also automatically hit ships. but this is more difficult. an expendable and renewable resource. The crew stands ready with the rope and hooks. Grappling and piercing rams are covered in previous sections. Attacking a ship with ranged weapons works as if the ship was a creature with the given AC. This involves strong rope and grappling hooks. In order to reign in the target ship. and when they clash. boarding actions are quite common in space. This can sometimes be complicated by the position of the two ships. When trying to grapple a mobile ship. and Table 7-4 shows that small creatures are equal to very fine ships. With a successful hit. The attacking ship adds its attack modifier from its move action. so this typically does not pose a problem. There are three ways to grapple another ship: grappling ram. then he can do a quick. The crewman or someone assisting him must tie off the rope to a strong point on the ship. and do not apply. Each creature size has a corresponding ship size. they receive a bonus to hit based on their size. or one ship must be grappled with another. but casting spells against enemy ships is common. . a halfling wizard wishes to hit a ship with a ranged touch spell. then the ship moves up next to the target vessel. the attacking ship needs to succeed in a contest of maneuver rolls. A crewman can also throw a grapple whose rope is already tied off. the grapple is lodged somewhere on the enemy ship. Cutting a rope follows the normal rules for attacking objects. a ship’s crew can grapple another ship. Characters with 5 or more ranks in Rope Use allows for a +2 synergy bonus to the attack. It allows marines and other crewmen. With the right tools. including defense bonuses from the ship’s move action. Whenever a creature targets a ship with either spell or weapon. piercing ram. imposing a -4 penalty on the strike roll. since the ship will typically move away. Because of this.Affecting Other Ships It is rarely worth the bother to attack a ship with personal ranged weapons. such as polymorph any object. Bonuses from move actions are dodge bonuses and do apply. to eliminate the opportunity for them to do so. unless they require an attack roll. In order for one ships crew to board another ship. climbing. Failure means that the defending ship manages to stay out of range of the grappling hooks. Ships with partial enclosure gain an additional +1 to AC against this attack. both ships must not be moving. Otherwise the target ship can tear away on its next turn. This makes hooked boarding planks common. The crew on the target ship can cut the ropes if they have a cutting weapon available and have the time. Halflings are small. plus one. Area effect spells targeted on a ship also hit automatically. Targeting enemy ships with a spell is not any different that targeting a creature. . to take the brunt of the damage in ship combat. See Table 7-4. all bonuses from the ships hull are armor bonuses. and the defender adds its defense modifier from its move action. while ships with fully enclosed decks gain an additional +2 to AC. the victor often takes the other ship as his prize. while a ship with no rigging gains a +2. and crew grappling. In order to bring a ship close enough to grapple. The men on one ship move over to the other. If the crewman has five or more ranks of Rope Use. the crew typically take ready actions to throw their grapples when the target ship comes within range. breaking the ropes. There is no non-proficiency penalty for using a grappling hook in this manner. Getting a grappling hook to properly grapple the ship is a ranged attack against the ship’s AC. Ranged touch attacks work as normal. This size is their ship size. but adequate tie off as a free action that provokes an attack of opportunity. or both. For example.
Any ship can crash onto a planet or its ocean. In an atmosphere. Movement In Atmosphere Travel within planetary atmospheres is a very tricky business. but then taking off again is guaranteed to be a problem (see Crashes). per tactical speed point. A ship caught in a gale must make a Fort save (DC 20 plus 1 per 20 tons of the ship plus 2 per point of SR that the ship is traveling) each round or suffer 100 damage and a Collateral Damage Roll. the ship cannot take 10 on any of its maneuver rolls. Any time a ship does not have enough working riggers to meet the minimum requirements for the ship. a ship traveling at any speed over SR four must make a Fort save (DC 10 plus 1 per 20 tons of the ship plus 2 per point of SR over 4 the ship is traveling) each round or suffer 100 damage and a Collateral Damage Roll. down to a minimum of one man. Losing riggers reduces the maneuverability of the ship. Taking Off and Landing Only ships capable of landing on water or land can do so and take off safely. divided by six (the number of men required to operate the rigging). spelljammers are not really designed to stand up to the stress caused by wind and weather and in many ways landing on a planet is the most dangerous maneuver a spelljammer might routinely attempt. Anyone on the deck of a ship moving SR 4 or faster must make a Reflex save (DC 15 plus 5 per point of SR over four) or be blown clear off the deck. a ship that requires six riggers to operate loses two men. +8 and +12. Once . by default. Few characters that spend their lives on the ground travel 400 miles in their entire lives. some time is required to overcome the force of the body's gravity. though the ship always suffers at least one round of the detrimental effects. A flying ship in the SPELLJAMMER universe moves 150 feet per round for every point of its Spelljammer Rating (SR. All spelljammers can hover. however. A ship caught in a storm must make a Fort save (DC 15 plus 1 per 20 tons of the ship plus 2 per point of SR that the ship is traveling) each round or suffer 100 damage and a Collateral Damage Roll. The wind speed is simply too great. Riggers: Whenever a rigger is lost. When taking off from a celestial body. the detrimental effects may be reduced or eliminated. For example. which is measured in tens of miles. +10. also sometimes referred to as Tactical Speed or TS). recalculate the average of the crew’s Profession (sailor) skill. Weaponeers: For every man under the listed crew. all MCs are reduced by one level. A ship caught in strong winds must make a Fort save (DC 10 plus 1 per 20 tons of the ship plus 2 per point of SR that the ship is traveling) each round or suffer 100 damage and a Collateral Damage Roll. A ship caught in a Hurricane must make a Fort save (DC 25 plus 1 per 20 tons of the ship plus 2 per point of SR that the ship is traveling) each round or suffer 200 damage and two Collateral Damage Rolls. This is then averaged with the helmsman’s Pilot Spelljammer skill. with each lost man's skill equaling zero. When taking off from a body of class A or greater. and losing the helmsman renders the ship immobile. the ship comes to an immediate stop (and its move action. A weapon cannot be reloaded or fired without at least one crewman to operate it. It takes 1d4 rounds plus one round per size class of the body from the time a spelljamming mage sits upon the helm to when the ship is ready for takeoff. This totals to +40. The other men have skills of +10. This translates into about 17 miles per hour or 400 miles per day. This is a wonderful number when compared with most ground movement. becomes the Still action) If someone is standing by to step into a lost man’s position. Spelljammers are inherently less maneuverable within the atmosphere. a certain amount of time is required to allow the energies contained within the helm to overcome the force of normal gravity and take off. add one round to the reload time. Helmsman: If the helmsman dies or is rendered unconscious. Crew cannot normally work on deck when a spelljammer is moving faster than SR 4. losing weaponeers reduces the firing rate of the ship.Loss of Crew Losing crew members on a ship can have serious repercussions. for an average of +6.
000 feet Size Class G: 40. Time spent jetting about the atmosphere without climbing and such activities as aerial combat are not part of the time needed to escape from the gravity well.000 . precipitation (rain and snow) occurs only on a 1 in 6 chance in summer and winter.000.000 feet Size Class F: 10.000 feet Size Class C: 100 . and other space flotsam that can interfere with the movement of and combat between ships. Anything moving faster than five hexes per turn suffers the attack of a large jettison.1. These attacks occur once per debris hex encountered.000 .560.000 .000.000 miles across 4 days 8.this warm-up period is over. As a rule of thumb. Otherwise treat as gale force winds. a ship has a movement factor of 150 feet of movement in air. In general. Taking off from smaller celestial objects (such as other ships) do not have this warm-up requirement.000 miles across 4 hours 360.160.000 feet Size Class E: 4. Debris of sufficient mass will cause a ship moving at high velocity to slip into normal movement.000 miles across 1 day 2.000 feet Size Class J: 10.000 miles across 8 hours 720. comets. and 2 in 6 chance in spring and fall.000 . subject to local conditions.000.000 feet Size Class B: 10 .000 feet Size Class H: 100.080. regardless of its maneuverability class.000.100 miles across 80 minutes 120. For each point of a spelljammer's tactical speed rating. while those moving at a speed of four or five hexes per turn suffer the attack of a medium jettison. plus the distance the ship must travel straight up to get outside the planet's air envelope: Table 8-1: Take off and Landing Time by Planet Size Time to Distance of Gravity Size of Body Exit at SR 1 Well From Surface Size Class A: Less than 10 miles across 40 minutes 60.000 miles across 12 hours 1. The amount of time that it takes to get out of a planet's "gravity well" and attain full wildspace movement is determined by the planet's size. but in addition there are often small asteroids.000 miles across 2 hours 180. A ship can move slower than this per round or hover in place. Ships moving through debris-strewn hexes do so at risk.000 feet Size Class D: 1. Storms and hurricanes always include precipitation (which is already figured into their modifiers on the table below). the magics of a helm automatically corrects for the force of gravity. .640.000 .100. a modifier reduces movement and the time required to lift off.000 feet This assumes that the ship is moving in a straight line upward.40.10.000 .4. Those moving through at speeds of two or three hexes per turn suffer the attack of a small jettison.1. Those moving one hex per turn can do so normally and without danger. Debris Debris is a common consequence of battle. Table 8–2: Weather Conditions in Atmospheres Table 8–3: Landing and Takeoff Condition Roll 2d6 Spring/Fall Summer Winter Condition Time 2 Becalmed Becalmed Becalmed Becalmed Normal 3 Becalmed Becalmed Light Breeze Light Breeze Normal 4 Light Breeze Becalmed Light Breeze Favorable Normal 5 Favorable Light Breeze Favorable Strong Winds Time x 2 6 Favorable Light Breeze Strong Winds Rain and Snow Time x 2 7 Strong Winds Favorable Strong Winds Storm Time x 4 8 Storm Favorable Storm Gale Time x 4 9 Storm Strong Winds Storm Hurricane No takeoff or landing possible 10 Gale Storm Gale 11 Gale Gale Gale 12 Hurricane* Hurricane* Hurricane* * Hurricanes occur only if the previous day's weather was “Gale”. landing takes the same amount of time. In the above situations.10.000 feet Size Class I: 1.000 or more miles across 16 days 34.000 miles across 2 days 4. land or both is increased.320. the table below gives the amount of time a spelljamming ship will take to clear the gravity well with only a TS 1 rating.