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Welcome to the Shipyard

Presented here are rules covering ship construction and ship to ship combat. Also
presented is rules for equipment commonly found on ships.
The ships of wildspace must fulfill a variety of needs. They must be able to retain
enough atmosphere within their air envelope to support a crew and passengers, and be
able to handle both the vacuum of wildspace and the glittering rainbow ocean of the
Flow. In some cases, they must be able to land on the surface of a large planet and later
be able to leave the planet.
The primary restriction in ship design for all races is to make the ship large enough to
support its crew, but not so large that it cannot be moved by a spelljamming mage or
priest. This double restriction sets the top and bottom limits for normal ship design.
Note that the Spelljammer is a unique craft whose very existence breaks some of the
limitations as described above – it is incredibly large, but it can still move itself normally.

Spelljammer Architecture
Ships in space have a number of attributes and statistics that describe their
performance and capabilities. Below is an overview of common terms.
Name: Common name of the ship type.
Built By: The race or entity that usually constructs this ship hull.
Used Primarily By: The race that generally uses this type of ship. This is usually (but
not always) the building race.
Tonnage: A ship's size is defined in tonnage — literally the amount of displacement
the ship takes up. Since this displacement also influences the amount of breathable air
surrounding the ship in space, a ship's tonnage is also a reflection of both its crew
capacity and requirements. One ton is not a measure of weight; instead, it is arbitrarily set
to equal 100 cubic yards (2,700 cubic feet, a cube approximately 14 feet on a side). A
mass that large will allow a single man to breathe comfortably for 4 to 8 months.
Cost: The typical cost of ships is given in the gold piece standard found throughout
most of space, this cost does not included standard armament. Some regions use other
means of counting money, but these can be converted to the gold standard (for example, a
system could bases its monetary system on steel, not gold, and a character looking for
supplies in such a system will have to negotiate in steel pieces at their listed conversion
rate).
Hit Dice: The method of assessing damage to a ship, as well as damage inflicted by
individuals in space combat. Initial hit points of ships are 1d10 per tonnage of ship (plus
any additional hit points for reinforced hull). This tonnage is 2,700 cubic feet in volume
with the limitation that the ships is limited to following thickness depending on what
material is made of: Wood 3 inches, Stone 2 inches, and Metal 1 inch. Hit points for a
ship functions just like they would for a monster or character (In fact some ships are
living). In addition to weapon damage that cause hit points of damage, there are many
attacks that can cause other effect to a ship, when a ship is attacked by magical effects it
receives the helmsman's base saving throw (i.e., it will not include magical devices that
the mage is wearing nor the characteristic modifiers for Constitution, Dexterity and
Wisdom). The ship is considered to have no bonus or penalties to saving throw for
characteristic modifiers. A ship that has lost half its hit points has many rents and holes in
it, while one that has lost all its hull points has been destroyed.
Most ship exteriors are considered to be thick wood, but there are also stone and metal
ships in use, along with reports of ceramic, leather, bone, and even ships of glass
strengthened by the glassteel spell. Ships construction is varied by the race that builds
them; these are noted in their descriptions.
Initiative: This determines when the ship moves.
Tactical Speed: A ships tactical speed (TS) is a reflection of the ship's speed and
relative power, and to a lesser extent its maneuverability. A ship with high TS can move
faster in a single round than one with low TS. The maximum tactical speed a ship can
achieve dependents on the power of the helm. Each TS rating is equivalent to 150 feet of
flight.
Tactical Maneuverability (TM): class refers to the maneuverability of the craft in
combat. This is a factor of sails, oars, fins, and other controlling devices over and above
those provided by the ship's rating. In general, the hull design of a ship determines its
TM, with the quickest being the graceful ships of the elves and the most sluggish being
sea vessels that have been converted into spacecraft. A ship can be powered by weak
helm and therefore have low TS, but a high tactical maneuverability can still function
well in tactical combat.
Spaceship tactical maneuverability is similar to those of flying creatures, but do not
function perfectly as a creature. They are rated as follows: perfect, good, average, poor
and clumsy, with perfect being the most maneuverable. A rating of clumsy for a ship
indicates that it is below minimum maneuverable standards. Such ships are usually
converted sea craft modified for space travel and are outclassed by all craft built
especially for space.
Armor Class: Armor Class for a ship is the same as the Armor Class of a character.
Armor reflects the difficulty that an attacker has in causing significant damage to the ship
because of its construction or maneuverability.
Armament varies from ship to ship. In a typical ship description, the standard
armament is provided. Additional armament may be provided, though this cuts down on
cargo space (the room that would normally be used for cargo is instead used to provide
space for large weapons and their ammunition). The initial armament number reflects the
number of armaments that can be built directly into the ship-further additions can be
made with each weapon taking up a certain amount of tonnage, be it ½, 1 or 1½ ton.
While a ship can have as much tonnage of weapon as can be fit onto a ship, it does
become impractical for do so (i.e., lack of crew space) As a general rule armament does
not exceed half the ship's total tonnage, this general rule allows some room for the crew's
needs and provides enough breathable air for long voyages.
Armament falls into a number of categories, along the lines of the siege machinery it
developed from:

Catapult: blunt stone thrower;


Ballista: extremely large crossbow;
Ram: punches holes in ships;
Bombard: very rare, expensive, and dangerous to use;
Jettison: scatters debris;
Alchemist Fire Projector: shoots liquid flame.
Further information on each of these weapons is given under the individual entries.
Ship Modifications: Ships more often then not do vary from one another in that one
ship will have a ram and another will be “topped out” in order to have excellent tactical
maneuverability. All ships will have at least one ship modification.
Crew: Each ship has two crew numbers. The first is the number of individuals needed
to run the ship under normal circumstances. The second is the number of individuals that
the ship can carry without dangerously overloading its atmospheric envelope. For
example, a ship with a crew rating of 10/35 requires 10 men to run the ship properly but
it can carry up to 35 without endangering its atmosphere. If only one number is present,
this means that the ship generally cannot carry passengers, but only crew.
When talking about maximum crew numbers and the air requirements of various races,
man-sized races are assumed. For races and creatures that are not medium sized use the
following to determine air consumption: ¼ man-days for tiny, ½ for small individuals, 2
man days for large, 4 man days for huge, 8 man days for gargantuan, and finally 16 days
for colossal sized creatures.
Crew listings are also less than those listed in the Player's Handbook and other sources
for groundling campaigns. This is because the spelljamming helm frees up a lot of
manpower otherwise needed (such as sailors and rowers). If a converted groundling ship
is returned to earth, it will need its full crew to function normally.
Air Capacity: The total amount of man-days worth of air that a ship carries.
Landing: Whether the ship can land on land or water without risking a crash. This
feature does not affect ships using space docks.
Hardness: This rating determines how much less damage the ship takes from attacks
that hit the ship. For example a ship made of wood has a hardness rating of 5, if struck for
33 points of damage from a medium catapult, the hardness subtracts 5 from this total
damage, so that the ship only takes 28 points of damage.
Material: Many types of material have the same hardness rating but spells and
creatures do not equally affect all materials so it is of importance to mentions what a ship
is made of. For example a ship made of wood will catch fire, while metal will not.
Power Type: Power type defines the type of helm, engine, or other motive force that
causes the ship to go through space. Most helms are powered by magical or other
mystical energy that is converted it into motive force. In other words, the ships run on
magic. Different power types have different limitations and capabilities. A ship with no
power is adrift, unable to control its motion. A ship can have multiple power sources. The
one "on-line" is the primary power source, while the others (including any spells) are
back-ups. The common power types (discussed in more detail under Power Sources) are:

Major Helms
Minor Helms
Serial Helms
Pool Helms
Forges
Furnaces
Lifejammers
Cargo Space Is the amount dedicated to storage of cargo. Each ton of a ship's size
reflects 2,700 cubic feet of space (typically 20 feet by 15 feet, and 9 feet in height) that
may be used for carrying (nonliving or non-breathing) cargo. A 30-ton frigate will
typically carry 7½ tons of cargo, about ¼ its normal tonnage. The remaining interior
space is needed for crew, armament, and other necessities. For each “large” weapon
added to a ship over and above its standard ordnance, a ½ ton is subtracted from the total
amount available for cargo (the weapons and their ammunition occupy that space). Some
ship designs not reflect 100 cubic yards per ton space in their design, these ship often not
carry their full amount of cargo due to lack of space for such.
Keel Length: Keel is the long dimension of the ship, usually but not always measured
along the ship's keel. This is the long dimension of the gravity plane.
Beam Length: Beam is the width of the ship, measured at the ship's widest point but
not counting any oars, poles, or sails that may widen the ship without effectively
contributing to its real tonnage.

Outfitting
Most ships of space were captured, refitted, or inherited by their present owners. Large
communities in space tend to build their own distinctive ships, which in turn are copied,
stolen, or bought by others in space, accounting for both the wide variety found
throughout the space lanes as well as the existence of a good group of "typical" ships.
The frame to the right has many links to various ships that will display ship description
and thier deckplans in this frame. Ship description will include: power sources,
armaments, and other magical and nonmagical equipment that may be helpful in space.
Prices are given, but the general rule is "what the market will bear" (which often
translates into "how much have you got?").
All ships and ship equipment are rare in space; there are a few "used spaceship shops"
in the known spheres, but they are few and far between, and seldom do they have more
than one or two ships available. Often initial adventurers hire on for some trading cartel
or as emissaries for some powerful wizard or enterprising faith, and take the ship in trade
of some heroic deeds. Such ships are usually bottom of the line, little more than tubs, but
can be converted into suitable adventuring vehicles with sufficient time and gold.
In general, there is a 10 percent chance that an item listed here is available at any large
space civilization. There is an additional 20 percent chance that there is a rumor that the
needed item can be found somewhere else in the system (either as treasure or part of a
hulk or belonging to someone else). This 20 percent chance increases by 5 percent for
every week spent in one location, so that an individual looking for a major helm on
Cooper's Rock has a 30 percent chance of coming up with a lead on it in three weeks'
time. The nature and details of such items are left to the DM (DM-check out the
Lorebook of the Void for ideas on what to include in such scavenger hunts).

Ship Hulls
There are a wide variety of ship hulls, ranging from converted oceangoing ships to the
space borne beholder tyrant ships to the organically grown ships of the elves.
The types listed in the shipyard come from various spelljammer box sets and modules
and including new ships created by many game masters who have embraced Spelljammer
as their campaign of choice. Also listed here is the galleon, the most common groundling
ship that is converted and taken into space (galleons are normally used by first-time
adventurers, as their poor armor ratings and low MCs, make them undesirable to more
experienced voyagers). Note that there is a difference between “tons” when describing
the displacement of an ocean-going ship and tonnage in SPELLJAMMERTM game terms,
where a spatial ton equals 100 cubic yards of atmosphere.

Ship Construction
The players and DM can experiment with new spelljamming ship designs themselves,
or they might handle ship design as campaign activity undertaken by the player
characters. Either way, the basic factors of ship design are tonnage, cost, and time.
Tonnage determines ship size (by limiting the size of the air envelope), minimum crew
size (a function of minimum rigging needed), maximum crew size (the amount of air
available), the type of spelljamming helm that can be fitted, the number and type of ship-
mounted weapons carried, and how much cargo space is available.
Materials used in the construction of the ship's hull determine its cost (which
determines Armor Class). Some special costs are keyed to tonnage (such as rigging and
any ram fitted).
Time is the amount of time needed to build, repair, or modify a ship. This comes into
play in an ongoing campaign, when the activities of many characters need to be
coordinated.

Shipbuilding Sequence

1. Pick Tonnage: determine hull size and cost


2. Select Ship Modifications
3. Determine AC
4. Determine MC and rigging required
5. Determine maximum/minimum crew size
6. Select helm type
7. Determine ship-mounted weaponry
8. Customize as desired

Ship Tonnage and Hull Construction


Select the size of ship desired. Table 6-1 equates general ship types with tonnages.
Hull Size: The easiest way to decide on a ship's size is to find an existing ship (like the
Hammership) can be used, or a new one can be created. If a new shape is desired, the DM
should oversee the process. The cost of creating a hull varies widely with the materials of
which it is made (see Hull Cost).
The maximum dimensions of a new ship can be derived from its tonnage, since a "ton"
is defined as 100 cubic yards of volume. To figure a ship's dimensions, picture a cube of
volume equal to the ship's then slice it up into "building blocks" from which the hull is
formed. In short, multiply tonnage by 100, find the cube root (to convert the cube's
volume to its side length in yards), and then multiply by 3 (to convert yards to feet,
rounding off). Thus, a 100-ton ship can be shaped from a cube 65 feet on a side. The cube
sizes for various ship tonnages are given in Table 5-2 on page 65.
The dimensions of the basic cube can be altered as desired (e.g., a 30' cube can be
shaped in several ways: 90' x30 'x10, 50' x27' x20', 125' x18' x12, etc). Final sizes can be
rounded down to the nearest 5 feet for ease of figuring.
Ships will have thickness that differs by material so that all material come to 1d10 Hit
Dice per ton. A typical wooden ship has a hull thickness of 3 inches which would require
a group of warriors hacking at it with axes for 30 hit points of damage before causing a
breech in the hull (and having to deal with the ships hardness rating). A ship made of
metal thickness would be about 1 inch thick and those of stone being 2 inches thick (also
requiring 30 hit points to breech the ships hull as well).
Note: A ship's deck should measure at least 10' of vertical space (double for giant sized
creatures). Thus, the minimum height of a three-deck ship would be 30 feet.

Hull Cost: To find the cost of manufacturing the hull, multiply the ship's tonnage by
the base cost on the Hull Cost, Armor Bonus and Hardness table (Table 6–4). The Armor
Bonus column gives the Armor Bonus of the material.
The costs can be altered by a material's scarcity, and by the availability of qualified
craftsmen. The DM can change the costs as desired. If other materials are made available
in the campaign, their values should be set according to the base Armor Rating and base
MC of the substances. The tables assume human capabilities and construction methods.
Thick hull will cost twice as much and grants twice as many hit points (see Ship
Modification – Thicken Hull).
Creating a craft from precious gems or metals does not necessarily give any bonuses to
its statistics. Much expensive construction is mere window dressing — kings and queens
from the riches of worlds often place the prestige of their pleasure craft before its
performance.

Time: The basic required for new construction is one day per ton in a dry dock capable
of handling ships designed for spelljamming operations. Some spelljamming cultures can
reduce the time required by up to one-half. The arcane can reduce this time even more, if
they are working on a familiar and standardized design.
If sub-standard facilities are used, or if the required specialists are not available, the
time required might be one-and-a half, twice, or even more times the base period.
New construction is treated quite differently than repair for cost and time. The ship
builders are much more interested in building new ships than in fixing old ones, and this
is reflected in their charges and in the priority they give the work.

Table 6-1: Ship Types


Ship Type Tonnage
Fleet Flagship 80–100
Fleet Flagship 60–80
Large Cargo Ship 60–80
Medium Warship Ship 40–50
Medium Cargo Ship 40–50
Small Warship 20–30
Privateer or Trader 20–30
Coastal or Groundling Craft 10–20
Shuttel 6–10
Escape Craft 0–5
Fighters (includes Flitters) 0–5

Table 6-2: Tonnage/Cube Table


Ship Tonnage Size of Cube
100 tons 65 feet
80 tons 60 feet
60 tons 55 feet
50 tons 50 feet
30 tons 45 feet
20 tons 40 feet
15 tons 35 feet
10 tons 30 feet
05 tons 25 feet
03 tons 20 feet
01 ton 15 feet

Table 6-3: Hull Cost, Armor Bonus and Hardness


Armor
Material Base Cost Bonus Hardness
Bone 1,000 gp +5 4
Bronze/Brass 2,250 gp +9 9
Ceramic 750 gp +6 3
Crystal 5,000 gp +7 7
Earthen 1,100 gp +2 5
Gems, Precious*
Ornamental Stones 2,500 gp +6 6
Semi-Precious Stones 5,000 gp +7 7
Fancy Stones 10,000 gp +8 8
Precious Stones 50,000 gp +8 8
Gem Stones 100,000 gp +8 8
Jewel (Gem Stones) 500,000 gp +8 8
Glass 5,000 gp +1 1
Glassteel 8,000 gp +10 10
Leather 300 gp +2 2
Mercane Composite 2,250 gp +13 8
Metal 2,500 gp +10 10
Metal-Nephelium 4,000 gp +10 10
Metal, Precious
Copper 2,500 gp +8 9
Silver 4,000 gp +8 8
Electrum 20,000 gp +7 7
Gold 40,000 gp +6 6
Platinum 160,000 gp +10 10
Mithral 640,000 gp +11 15
Adamantite 1,250,000 gp +12 20
Stone 2,000 gp +8 8
Wood 1,350 gp +7 5
* The assumption here is the builder is not going to use gemstones that are very brittle or soft.

Ship Modification
In this new version for spelljammer ship construction, I am introducing SHIP
MODIFICATION, sort of a variation on feats that characters get. Ships get a base of
three ship modifications plus an additional ship modification for every 5 HD the ship has
(5 HD equals 5 tons) to a maximum of 20 ship modifications plus an additional 3 if ship
is made of wood, 2 if ship is made of metal or stone, or 1 if ship is made of adamantite or
mithral (If DM permits a ship may be purchased at extra tonnage, without increase in
actual tonnage, so as to have more additional ship modifications — the Triop is a good
example of such a ship). For each ton of ship the ship has 1 HD, which in turn is equal to
a volume of 2,700 cubic feet (100 cubic yards, ½ HD is equal to 1,350 cubic feet [i.e., ½
tons]). The following is the size table chart used in the ship construct chart.

Table 6-4: Tonnage/Cube Table


Ship AC Bonus Creature Size
Tonnage Modifier Hit Points Equivalent
¼ to ¾ ton boat –2 +30 Huge
1 to 5 ton ship –4 +40 Gargantuan
6 to 40 ton ship –8 +60 Colossal
41 to 320 ton ship –16 +80 Titanic
321 or more tons –32 +120 Titanic

The following is the list of Ship Modifications:

AWAKEN SHIP [Ship Modification]


Some living-ships are awaken have an intelligence rating greater then 2, and can perceive
their surroundings.
Prerequisites: Living Ship
Benefit: Roll 3d6 to determine the ship intelligence and wisdom score. The ship gains
5d4 skill points with intelligence modifier being applied to each d4 rolled to determine
number of skill points that a living ship has. A living ship never has less then 5-skill
points regardless of its intelligence penalty.

BURST OF SPEED [Ship Modification]


This ship can briefly increase or decrease its speed.
Prerequisites: Nimble
Benefit: The ship when traveling in a straight line can briefly increase or decrease its TM
by two points, even if it exceeds its usual maximum. It can only do this only once every
four rounds and cannot make any “quick turns” in the same round.

FIGUREHEAD [Ship Modification]


Figureheads help sailors overcome superstitious nature and fears.
Benefit: Crews aboard a ship with a figurehead gain a +2 morale bonus to fear effect.
Figureheads run from 60–300 gp cost, with typically the most expensive being a painted
full figured female that is smiling (made of wood).

FRESHEN AIR [Ship Modification]


Some living ships can freshen the air supply of the ship air envelope (example: the elven
man-o-war).
Prerequisites: Living Ship
Benefit: The ship freshen the air envelope each day at a rate of 10 man-day per 1 ton of
the ship's sails. Each type of ship differs as to what portion of the ship freshens the air
supply (the elven man-o-war sails refresh the ships air supply, other ships might have an
organ that purifies the air supply).
Cost: An additional 10,000 gp per ton of sails used by the ship. A typical ship that is not
topped out will have 1 ton of sails per 10 tonnage of ship.

GHOST SHIP [Ship Modification]


The ship is an apparition that can manifest into reality.
Prerequisites: The ship perished with all crewmembers on board.
Benefit: The ship, crew and captain are now all undead. The ship has a Charisma score of
12–18 (10+2d4). The ship gains a defection bonus equal to its Charisma modifier. The
ship also has 50% chance of being missed by any given ship.
Normal: Most captains of ships will never slay all crew that is aboard a captured ship
least he spawns a ghost ship.

HAUNTED SHIP [Ship Modification]


The ship is haunted by either a friendly or more typically a unfriendly ghost or other form
of noncorporeal undead.
Prerequisites: The ship must have someone die on board whose spirit is restless.
Benefit: While ship's crew might not been keen being on board a haunted ship, other ship
captains are likely to avoid dealing with a haunted ship.
Special: The DM should create the haunting spirit and determine its goals, in most cases
this spirit is bonded to the ship. While boon at times, this ship modification is often a
bane.

HORN TUBES [Ship Modification]


The horn tubes are used to communicate with remote areas of the ship.
Benefit: Horn tubes consist of two tubes that run into every room on the ship. There is a
receiving tube as well as a sending tube. By blowing through the sending tube, the user
alerts the operator and can ask to be connected to a specific room of the whole ship. The
operator connects the two tubes together, and the two distant room occupants can
communicate with each other. When the communication is over, the operator unhooks the
tubes, and awaits another communications alert.
Except in the case of an all-ship bulletin, only tow rooms can talk with each other. Three
cannot be connected together. Also there is not limit to the number of communications
that can occur at the same time.
Cost: These items cost 1,000 gp for an operator's console that can hold tubes for 20
rooms (Ships that have more than 20 rooms must get more than one console, and there is
no limit to the number of consoles that can be used on a single ship). Each pair of tubes
costs 50 gp each. Each console takes ½ ton of cargo space.

HIDE PLATING [Ship Modification]


Hide plating consists of covering the hull's outer surface with animal hides or similar
materials. Using larger creatures is generally cheaper.
Benefit: This gives the ship a +1 Armor Class bonus if the creature's armor class is better
than the ship's AC. In addition, certain types of hides, such as dragon skin, can be
magically strengthened to +2 or even +3 at great cost. The table below shows the number
of creatures needed to increase the ship's AC, according to size.
Restrictions: Until the number of hides required is attached to the ship's hull, the ship
does not gain the AC bonus. Some creatures not have hides that would be suited for hide
plating such as oozes. Alignment and culture may restrict use of these materials at the
DM's option. (Most human and demihuman cultures would not allow the use of
intelligent or near-extinct creatures.)
Cost: The cost is 20 gp per CR value of each animal used in the improvement. (Even the
weakest creature is considered ¼ CR for purpose of calculating cost of hide plating.)

Needed per
Size of Hide Ship Ton
Tiny (2 feet or less) 64
Small (2 feet to 4 feet) 32
Medium-sized (4 feet to 8 feet) 16
Large (8 feet to 16 feet) 8
Huge (16 feet to 32 feet) 4
Gargantuan (32 feet to 64 feet) 2
Colossal (64 feet to 128 feet) 2

IMPROVED RAM [Ship Modification]


The ship has ram either an improvement of a blunt or piercing ram, or has an advance
ram type.
Prerequisites: Reinforced Frame, Ram
Benefit: The ship can have a choice of the following ram types: blunt (with the added
bonus that the ramming ship takes only half the ramming damage), claw, cone, and
grappling. Other specialized improved rams can be created (with DM approval).
Special: Ships with grappling rams can halve damage for each claw so as not take this
modification more then once (example: Scorpion). This modification can be taken more
than once.

INCREASED ARMOR [Ship Modification]


The ship's armor class is improved over what is normal for material and size.
Prerequisites: Reinforced Frame
Benefit: The ship is of advanced design and as such gain's a +2 bonus to its armor class
rating.
Special:This feat can be taken up to 5 times.

LANDING (LAND) [Ship Modification]


The ship can land on the ground without crashing.
Benefit: The ship is designed to land on the ground safely, most ship with this
modification use only one side of a gravity plane (otherwise cargo, mass, sails and
weapons would be crushed and crew members killed upon landing).
Normal: A spelljamming ship normally cannot land on land.

LANDING (WATER) [Ship Modification]


The ship can land on water without crashing.
Benefit: The ship is able to remain afloat on water surface and has some form of
movement while in water (i.e., sails, mechanical webbed feet etcetera). Naturally if the
ship takes on too much water it will sink.
Normal: A spelljamming ship normally cannot land on water.

LIVING SHIP [Ship Modification]


The ship or a portion of it is alive be it a plant, animal or mineral base life form.
Benefit: The ship heals 1 hit point per day per 2HD that the ship has. Living ships do not
have limbs (limb would require the ship to have the improved ram ship modification), nor
do they have senses to perceive the outside world, and at best have intelligence rating of
2 (roll 1d3-1 to determine intelligence).
Even living ship does not have a Constitution rating.

LUCKY [Ship Modification]


The ship has a reputation for being very lucky.
Prerequisites: Ship was designed and blessed by a priest with access Luck Domain and
has the skill: Profession (shipwright).
Benefit: The ship gains the power of good fortune, which is usable once per day. This
extraordinary ability allows the ship to reroll one roll that was just made. The result of the
reroll must be taken, even if it is worse then the original roll. This reroll may be applied
to any of the ship's weapon (including it ram), or to a sailor making a skill check that is
critical for the ship to make, or any other roll the DM sees fit.

MINIMIZE CREW [Ship Modification]


The ship requires less crew than what is needed to man the sails.
Benefit: The ship only requires one crewman per 2 tons of sails that he ship has.
Normal: A ship typically requires one crewman per ton of sails that the ship has.

NIMBLE [Ship Modification]


The ship is very maneuverable.
Benefit: The ship's maneuverability rating is increased by one

PLATING [Ship Modification]


Hull plating consists of covering the hull's outer surface with a stronger material than the
hull, usually metal scales or plates.
Benefit: Ship gains a +3 armor bonus, but its MC Rating is reduced by one.
Example: A 60-ton giff Clipper ship is plated with iron. Its Armor Rating changes from
16 to 18, but its MC is reduced from Poor to Clumsy. The plating costs 24,000 gp.
Cost: 400 gp per ton of ship (The metal plating is 1/8 of an inch in thickness.)

QUICK TURN [Ship Modification]


The ship is can change direction very rapidly
Prerequisites: Burst of Speed and Nimble
Benefit: The ship can spin to face any direction at a cost of 2 TM point. In melee game,
this movement must take place at the beginning or end of movement.

RAM [Ship Modification]


The ship has ram
Prerequisites: Reinforced Frame
Benefit: The ship gains the benefit of having a ram to use as a ships weapon. The ram
can either be blunt or piercing. The damage the ship does is dependent on its size and
speed it is traveling at (damage listed below is increased by 2d10 per TM that the ship is
traveling at time of ramming).
Special: Ships can take this ship modification more than once (example: Illithid
Dreadnought, which as two rams).

Size of Ship Damage Collateral Critical


Huge 2d10 17–20 (1d4) 17–20 (x4)
Gargantuan 4d10 17–20 (1d4) 17–20 (x4)
Colossal 8d10 17–20 (1d4) 17–20 (x4)
Titanic 16d10 17–20 (1d4) 17–20 (x4)
Titanic II 32d10 17–20 (1d4) 17–20 (x4)

REINFORCED FRAME [Ship Modification]


The ship is less likely to suffer a collateral hit
Benefit: When determining if a collateral threat is a collateral hit, the ship with
reinforced frame is considered to have +4 AC bonus only for the purpose of resolving the
collateral hit.
REINFORCED HULL [Ship Modification]
The ship is more durable then normal.
Benefit: The ship gains +5-hit points.
Normal: For purpose of breeching the hull with none siege weapon the hull has 30 hit
points per section of hull, 10 feet by 10 feet of area. Smaller section such as having just
enough room to squeeze a medium sized individual through takes about 5 hit points with
a hole about 4 feet in diameter.
Special: A Ship may gain this ship modification more than once.

SAILS [Ship Modification]


The ship has sails.
Benefit: Ship increases its maneuverability class by one. The ship's minimum crew is one
per ton of sails.
Normal: Ships normally only have 10% of their tonnage being sails.

SHIP OF THE LINE [Ship Modification]


A ship of the line built to perform better then most ships.
Prerequisites: Reinforced Frame, 40+ ton ship
Benefit: The ship gains +1 initiative bonus and +1 dodge bonus to AC.

STREAMLINED [Ship Modification]


This ship is very fast.
Prerequisites: Ship has minimum sails that either: follow the gravity plane and/or
follows the keel and/or place at very rear of ship (example: Eagle Ship)
Benefit: The ship's tactical speed rating is increased by one

SUBMERSIBLE [Ship Modification]


The ship is able to remain submerge under the water for an extended period of time.
Prerequisites: Landing (Water), Reinforced Frame, the ship must be air tight
Benefit: The ship is able to remain submerged for an extended period of time. The ship
has 4 man-days worth of air per tonnage of ship.

THICKEN HULL [Ship Modification]


The ship's hull is twice as thick then what it is normally allowed.
Benefit: The ship hull is thicker requiring 60 hit points to breech and ship now has 2d10-
hit points per tonnage. Wooden ships now have 3-inch thick walls, 2-inch walls for stone,
and 1 inch for metal walls. In addition the ship gains a +1 bonus to armor class.
Special: While this is a hefty bonus, any helm trying to move the ship be treated as if the
ship is doubled its tonnage, standard designs of 51 spatial tons or greater cannot be
moved if thicken by standard helms. For example a squid ship that is thicken hulled
cannot be powered by a minor helm despite that it only displaces spatially same amount
of space that a normal squid ship does. Ships that have thicken hull cost twice as much to
construct.

TOPPED OUT [Ship Modification]


The ship has 20% of their tonnage being sails.
Prerequisites: Sails
Benefit: The ship increases their maneuverability class by one higher then that of ship
with sails. The ship's minimum crew is one per ton of sails, and a ship that is topped out
has twice as much sails as standard rigged ship, it will require twice the number of men
manning the sails then.
Normal: Ships normally only have 10% of their tonnage being sails.

UNIQUE QUALITY [Ship Modification]


The ship has something that is very unique about it. I may have built into it a unique
weapon, like the Giff Great Bombard or the Gnomish Bola Ship. Other examples of
unique qualities is a ship include the scro mantis that cannot land it water but is air tight,
which allows it swap one prerequisite, such as "Landing (Water)" with another, such as
"Increased Armor" so that it can submerge in water without taking in water for extended
periods of time
Prerequisites: Reinforced Frame
Benefit: The ship has something unique which breaks normal ship construct by just a bit
(i.e., swapping out one ship modification for another) or a weapon that is just plain
strange. DM must approve all such unique qualities and no ship should have more two.

UNSINKABLE [Ship Modification]


The ship is said to be “unsinkable” because of its superb construction or material used in
its construction.
Prerequisites: Reinforced Frame, Reinforced Hull, and 80+ tonnage in size.
Benefit: The ship gains the following advantages: +1 to ships hardness and AC and lastly
it gains 20 hit points.

Sails and Culture


Many races in Wildspace view sails as demonstration of culture and attitude.

• The elven ships are grown from living plants. They have beautiful, lacy sails that
form monastic and fragile wings over their ships, imparting an air of delicacy and
elegance. Natural beauty and aesthetics are the highest goals of elven design.
• The neogi have sails resembling great, spiraling webs, and evoking the instinctive
human and demihuman fear of arachnids. They also prefer ships that have a basic
arachnid style to their construction. Long, multi-jointed legs used mainly for
grappling attacks are standard features aboard these craft.

Common Ship Modification by Race

If the DM wishes, each race has particular ship modifications that are found on nearly all
their ships. Below is a list of such ship modification by race.

Aarakocra: +1 TS; +1 AC with wood.


Beholder: Unique ship design and weaponry.
D Ad tit h ll d i f iliti t k thi t i l
Dwarf: Increased armor, when working with stone or gems materials this modification
can be taken 6 times
Elf: Freshen air and living ship
Giff: Reinforced frame, also lots of bombards
Gnome: Horn tubes and unique device
Goblinkin: +1 AC or MC
Halfling: +1 AC or MC
Human (general): +1 AC or MC, or one special (example: Triop and Vipership).
Human (groundling): -1 AC, MC clumsy when standard rigged.
Human (Wa): +1 MC: double construction rate with wood.
Illithid: +2 AC with thick wood; has MC as if rigged without standard rigging.
Lizard Men: +1 AC.
Mercane: Up to +3 overall, on any stat or combination of stats; build for others.
Neogi: +1 MC; grapple-ram; lifejammer
Scro: +1 AC or MC; claw-ram; usually doubles up on assigned crew.
Thri-Kreen: +1 MC; ships MC “perfect” if under 4 tons.
Vodonoi: Weapons have double range if manned by Enforcers/Destroyers; no alchemist
fire.

Armor Rating and Hardness


Most of the time, the construction material determines the armor class, hardness and
maneuverability class of a ship. Some ships may be made of unusual material (DM
decides the base AC, maneuverability class, and overall hardness) or may have different
portions of the ship made of different material. Sometimes this results in all the above
being improved (rarely), and some modifications will be mutually exclusive.
These values should be recorded on the ship's Ship Record Sheet. The values may
change during the testing of the optional Ship Architecture rules are used.

Maneuverability Class and Rigging


A ship designed for spelljamming operations has a base Maneuverability Class that
corresponds to its Material, Size, Rigging and Thickness of hull. All ships start with base
Maneuverability Class of 'Average', which assumes they are 'Gargantuan' size, has no
rigging, made of wood of standard thickness (3 inches). It should be noted that this
applies only to ships that are built by those who understand the mechanics of space
travel; otherwise the ships have a base Maneuverability Class of “Clumsy”.
Those ships of Colossal in size drop their maneuverability class by one, and ships of
Titanic size drop their maneuverability by two. Boats of Huge size increase their
Maneuverability Class by one.
Ships made out of metal (including precious metals) and Leather drop one
maneuverability class, while ships made out of stone (including gemstones) and earth
drop by two maneuverability class.
No rigging mean that the ship does not has the expense of having rigging, but ships
that have rigging improve their maneuverability class will be one class, while ships that
are 'topped out' (i.e., have 20% of their tonnage being sails) increase their
maneuverability by two. Ships with dwarven forges do not take a maneuverability
penalty or bonus for rigging.
Ships with thick hull, have maneuverability class be one class worse, the exception to
this is ships made out of stone (including gemstones) and earth. Conversely ships that are
'gutted' (i.e., thin hulled) increase their maneuverability rating by one.
Other Modifications like excellent design can increase the maneuverability rating by
one (see Ship Design and Architecture).

Crew Size
The number of crew a ship can safely hold is always equal to its tonnage. (Safe
transport is equal to four months of possible travel time before the air turns foul.) The
minimum number of crew a ship needs to properly function (without MC penalties) is the
first number of the crew entry in the ship statistics section of the ship description.
Crew Minimum: Generally, it takes one crewman per ton of sails. In other words, if a
coaster is 20 tons it has 2 tons of sails, requiring two crewmembers (deck crew or sailors)
to maneuver the sails. The captain, officers, helmsman, and navigator are added to he the
deck crew to get the minimum crew size. When minimum crew is not available the
maneuverability class is reduced (see Combat section). Ships that are topped out are a bit
more maneuverable.
Crew Maximum: Spelljamming craft have approximately 2,700 cubic yards of air per
ton of ship (remember that while a ship 100 cubic yards per ton of volume, its air
envelope is about 27 times larger in volume). This air has enough oxygen to support one
man-sized crewmember for four months. Creatures and characters of different sizes use
different amount of air (see Air Envelopes section).
Weapon Crews: the number of weaponeers needed per weapon carried determines the
number of crewmen a ship needs to man all weapons. Weapons crews are not included in
the minimum crew needed to maneuver the ship. Most ships designers make sure that the
number of the minimum crew and the weaponeers fall within the safety limit, but some
do not (The giff Clipper, for example, typically carries only half the full complement of
weaponeers).
Weapon Crews: the number of weaponeers needed per weapon carried determines the
number of crewmen a ship needs to man all weapons. Weapons crews are not included in
the minimum crew needed to maneuver the ship. Most ships designers make sure that the
number of the minimum crew and the weaponeers fall within the safety limit, but some
do not (The giff Clipper, for example, typically carries only half the full complement of
weaponeers).

Helm Selection
Most ships of 50 tons or less are equipped with a minor helm. Most ships of greater
than 50 tons are equipped with a major helm. Specific races typically use some helm
types, and some are so rare as to effectively unique.

Weapon Selection
All spelljamming vessels are capable of carrying large weapons. The craft's size
determines the amount of space that can be dedicated to weapons.
Only one-half of the ship's tonnage can be used for weapons. While exceptions do
exist and are dealt with latter. All ships, however, regardless of their size, are able to
carry at least one light weapon.
The addition of weapons does not increase the overall tonnage of the ship. For
example, an elven Damselfly, being a 10-ton vessel, can hold up to five tons of
armaments. It might have one heavy and one light weapon, on medium and three light, or
five light weapons. Heavy weapons take up 4 tons of space, Medium weapons take up 2
tons of space, and Light weapons take up 1 ton of space (Rams are considered light
weapons for purpose of space).
Turrets: Normally, ship mounted weapons only fire in a limited arc, depending strictly
upon their placement. A weapon mounted at the rear of a craft can only fire in the aft
firing arc; a weapon that points off the starboard can only fire in the starboard arc. Turrets
are rotating platforms that allow weapons to be turned to face different targets quickly.
Protected Turrets: These turrets provide shielding for weapon crew. They are double
the cost of standard turrets, but gives 50% cover (+4 AC cover bonus, and +2 Reflex
cover bonus) to the crew manning that heavy weapon. Small weapons can be moved
easily without a turret, but they can benefit from the cover a turret provides. A turret is
typically made of metal (hardness 10, 30 hit points) ½ inch thick. Cost of turrets is given
in the equipment section of the Concordance of Arcane Space
Dual-mount turrets: A dual mount for a large ship borne weapon does not increase
turret size; a dual mounted medium ballista takes a medium turret. If the players wish to
develop unusual mounts, the DM must approve the details.
Example of Ship Design: The Hammership, for example, is a smartly built ship.
Weighing 60 tons, it can safely hold 60 crewmembers, and it has a minimum crew of 24
individuals. Its three weapons (two heavy catapults and one heavy ballista) require 14
weaponeers to man all three. Added together, this means 38 crewmembers are necessary
to run the ship and man the guns. Subtracted from the 60-crew maximum, the
Hammership has 22 reserve crewmembers, should any “working” crew die for any reason
or another.
The Clipper ship, a giff spelljammer, however is not a smartly built craft. It weighs 65
tons with a minimum crew of 18. With 26 bombards, it requires 78 crewmembers to run
just the guns! This means a total of 96 crewmembers are needed to run everything —
nearly 50% higher than the ship's safe limit of 65.
However, most giff Clipper ships have 65 crewmembers. During moments of peace,
the crew loads all the bombards. A single crewmember stays with each of the 26
bombards, ready to fire at a moments notice. Inefficient, but it works for the giff.

Ship Design and Architecture


This assumes that the players have commissioned or designed a new ship type and
wish to build it. The stages of design are: planning, building, and the shakedown cruise.
For the planning, a shipwright with profession - shipwright must be hired to oversee
the project at an engineer's salary. Only one such shipwright can work on a design at one
time. Completion of the plans for a design takes as long as building the prototype. Once
the plans are complete, the ship can be built at the standard costs and time.
Once the construction is complete, the ship must sail on a shakedown cruise of at least
two weeks. At this time, the DM rolls 2d6 for MC, and 2d6 for AC. One die of each pair
is a “plus” die and one die is a “minus” die. If the total is plus 2 or more, upgrade the MC
by one or AC by 2 (superior design), if the total is –2 or less, reduce the MC by one or
AC by 2 (Design flaw). If the total is 1, 0, or –1, the MC or AC is as designed. If on
either results for AC or MC the result is a –5 the design is fatally flawed and must be
abandoned.
Ships of superior design will cost an additional 300 gp per tonnage of the ship, for
really large ships it may be more economical to simply have more tonnage.
Once at least three shipwrights have established a design with identical plans and
identical generated statistics, the ship becomes generally available for volume production.
The arcane, if presented with a prototype, may adopt and produced the design sooner if
the DM chooses.

Profession (shipwright) (Wis; Trained Only)


You are familiar with the techniques of ship design, construction and repair.
Check: Normal maintenance and simple repair does not require a skill check. You
need to make a Profession (shipwright) check when designing a ship. Ship designs
require a minimum of one week to complete. Plans for a simple ship are straightforward
(DC 15) to make. Ships with unusual features are harder, having a DC of 20+. Unusual
features include: designed for space, better maneuverability, non-wood materials. Those
of nonstandard shape (insect, fish, bird, etc.) increase the DC to 25 or higher. A failure
means that another check, and another week of work, is required. A critical failure means
the ship has some problems (bad maneuverability, structural flaws, and so on.
Special: The Profession (shipwright) skill only allows you to perform simple repairs
and modifications. The appropriate Craft skill (carpentry, blacksmithing, etc.) is required
for anything major.

Ship Construction Rules, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the
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©2002 Wizards of the Coast, Inc.

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Ship Construction Rules, © 1992 Wizards of the Coast, Inc.


d20™ System, Conversion of Ship Construction Rules ©2002, Mark T. Doolan
Original Source: War Captain's Companion Boxed Set

Equipment
In large spelljamming ports, shipwrights and shops that sell what any ship crew will
need for their long voyages. In addition to what the ship needs crews often have personal
needs that are not covered in the PHB.
Spelljamming Goods and Services

Table 7–1: Other Spelljamming Items


Item Cost Weight
Anchors/Tethers Per ton of ship 10 gp
Belaying Pin (wooden) 2 cp 2 lb.
Bells 12 sp 2 lb.
Boarding Plank 3 gp 250 lb.
Booms, Sail 1–40 gp —
Buttons (by the gross) 1 sp —
Canvas (per square yard) 4 sp 1 lb.
Crow's Nest 30 gp —
Grappling Hook 8 sp 3 lb.
Ladder (per 10 feet of length) 5 cp 20 lb.
Life Boats
Large 10,000 gp 2,000 lb.
Medium 5,000 gp 500 lb.
Small 500 gp 200 lb.
Life Preserver 4 sp ??
Map case 1 gp ½ lb.
Mooring bits 2 gp —
Netting (per tonnage of ship) 3 gp 50 lb.
Nonmagical Engines +/– 10,000-gp variable
Peg Leg
Child Novelty 1 cp ½ lb.
Wood 1 sp 1 lb.
Metal 1 gp 4 lb.
Ivory 3 gp 2 lb.
Brass/Copper 25 sp 4 lb.
Silver 25 gp 4 lb.
Gold 250 gp 4 lb.
Platinum 1,250 gp 4 lb.
Plating (per ton of ship)
Hide See Text —
Metal 400 gp —
Rams (per ton of ship)
Blunt 100 gp —
Grappling 200 gp —
Piercing Ram 100 gp —
Rigging (per ton of ship) 100 gp —
Rope (Nautical) See description See below
Rope (Standard) See description See below
Rope (Silk) See description See below
Spyglass 1,000 gp 1 lb.
Sextant – standard 20 gp —
– collector's edition 50 gp —
Sextant – spelljamming 100 gp —
– collector's edition 250 gp —
Star Charts 100 – 600 gp —
Turrets
Medium 500 gp —
Heavy 1,000 gp —
Light-Protected 500 gp —
Medium-Protected 1,000 gp —
Heavy-Protected 2,000 gp —
Wheel, Ship's 200 gp —
mechanical parts (per ton) 50 gp —

Table 7–2: Ship Armament


Item Cost Weight
Ballista Bolt 5 sp 4 lb.
Bombard Shot
Iron 2 gp 10 lb.
Stone 1 gp 10 lb.
Catapult Stone 3 sp 3–10 lb.
Alchemist Fire 500 gp 32 lb.
Jettison shot 2 sp 20 lb.

Armaments
Weapons in space have followed along the lines of their ground counterparts, and are
the descendants of siege machinery and large naval weapons. In addition to the wide
variety of personal weapons and magical abilities, there is a collection of catapults,
ballistas, trebuchets, and scorpions available to the buyer, as well as a variety of rams.
Bombards and other 'cannon' are used, but are not common — their effectiveness is
doubtful, their powers change from sphere to sphere, and the explosive nature of the
phlogiston makes carrying them dangerous at best.
All of the standard ships are capable of carrying a base number of large weapons. The
weapons themselves are not included in the cost of the ships — these are merely places
where the buyer can install weapons without eating up living or cargo spaces. For each
weapon added beyond that, some cargo space must be sacrificed. Some weapons count as
two or three for this purpose, and these are noted accordingly.
Ships typically have only a single ram, if they have any at all. If the ram is listed with
the ship's hull description, then it is an integral part of the ship. Otherwise it must be
bought and installed.
Weapons are listed in terms of hit points of damage they inflict (this applies to ship and
personal equally in 3E), the rate of fire (in number of shots per round, this assumes a full
crew manning the weapon), Base Attack value, range increment, and critical hit multiple.
A “1/2” rating for rate of fire means that the weapon fires one shot every two rounds. For
every man less than the required minimum manning the weapon, reduce the rate of fire to
the next slower level. For example, a medium catapult with a crew of three and a rate of
fire of 1/2 would have a rate of fire of 1/3 with a two-man crew and 1/4 with a single man
trying to operate the weapon. A weapon cannot fire without at least one crewmember.
Each siege weapon type of siege machinery has what is called Collateral Damage. The
first set of number is the chance on the natural attack roll on a D20 for the weapon to
cause Collateral Damage, a second roll to hit is required to determine if the ship has taken
collateral damage, the second number or range of numbers show the number of collateral
damage the ship takes.

Table 7–3: Siege Weapons


Range Base
Weapon Damage Critical Increment ROF Attack Crew Type Cost
19-
Ballista, Light 2d6 900 feet 1/2 +3 1 Piercing 400 gp
20/x3
19-
Ballista, Medium 3d6 600 feet 1/3 +3 2 Piercing 600 gp
20/x3
19-
Ballista, Heavy 4d6 300 feet 1/4 +3 4 Piercing 800 gp
20/x3
Ballista, Dual 19-
2d6 750 feet 1/3 +1 2 Piercing 800 gp
Light 20/x3
Ballista, Dual 19-
3d6 450 feet 1/4 +1 3 Piercing 1,200 gp
Med 20/x3
Ballista, Dual 19-
4d6 300 feet 1/5 +1 5 Piercing 1,600 gp
Heavy 20/x3
20,000
Bombard 4d10 x3 300 feet 1/3 +3 3 Bludgeoning
gp
60,000
Bombard, Great 10d10 x3 600 feet 1/3 +4 5 Bludgeoning
gp
Catapult, Light 2d10 x2 750 feet 1/2 +3 1 Bludgeoning 500 gp
Catapult, Medium 3d10 x2 600 feet 1/2 +3 3 Bludgeoning 700 gp
Catapult, Heavy 4d10 x2 450 feet 1/3 +3 5 Bludgeoning 1,000 gp
Gnomish,
2d6 x2 450 feet 1/4 +1 3 Slashing 800 gp
Sweepers
Alchemist Fire 18-
3d6 150 feet 1/4 +3 3 Fire 1,000 gp
Proj. 20/x2
Jettison, light 2d4 x2 450 feet 1/2 +3 2 Bludgeoning 400 gp
Jettison, medium 3d4 x2 300 feet 1/3 +3 3 Bludgeoning 600 gp
Jettison, heavy 4d4 x2 150 feet 1/4 +3 4 Bludgeoning 800 gp

Alchemist Fire Projectors, ballistas, catapults, gnomish sweepers, and jettisons for sake
of simplicity has the following additional characteristics: 25 hit points, AC 16, 5 hardness
and CR 2. All bombards, except he Great Bombard has the following characteristics: 25
hit points, AC 19, 10 hardness and CR 2. The Great Bombard has 50 hit points, AC 16,
10 hardness and CR 8. The AC takes into account that opposing ships firing on weapons
and ships has maneuverability (i.e., at least a 10 dexterity score) and the weapons not
have any cover or concealment bonus. Reduce the AC by 5 if weapons not have ships
maneuverability (i.e., treated as if having 0 dexterity score).

Ballistas: Ballistas include all devices, which throw bolts, javelins, and spears with
greater force than possible by human (or inhuman) strength. Most are built along the lines
of the crossbow, and are mounted on pivots on the ship's deck to fire at any targets.
Ballista has a collateral threat value of 20/1.
Bombards: Also called cannon, these items are very rare in the Known Spheres, for a
variety of reasons. They ten to be unreliable, both from the standpoint of being physically
untrustworthy and more importantly, because the chemical or magical reactions they
depend on sometimes vary from one world to another. Gunpowder may work perfectly
inside one shell, only to be inert in another, and is a magical jewelry polish in a third.
These differences are often written off as the whims of the gods themselves; to keep
mortals in their place, but the results is that bombards are rare. The other reason that
bombards is rare is that fire travels poorly through the phlogiston, and many a ship has
exploded as the result of a poorly protected powder magazine. If the DM chooses to
allow bombards and other cannon to operate in a particular sphere, any critical hit has a
10% chance of igniting the powder magazine, inflicting 2d10 points of damage and 5 feet
radius explosion per 10 charges in the magazine. A magazine typically can hold up to 100
charges and if a magazine has 100 charges it will explode for 20d10 points of damage in
a 50-foot radius (naturally this damage and radius is tripled in the phlogiston!).
Bombards are fixed in position once mounted, though they can be remounted in 1d4
minutes in a new position.
Bombards use magical smoke powder to function. One shot uses 10 charges of
powder. The scarcity of smoke powder (which is a magical substance in fantasy space)
makes bombards impractical compared to ballistas and catapults. Bombards has a
collateral threat value of 17–20/1d3.
Catapults: The general category of catapults is large, stone-throwing devices operated
by springs, cranks, or flywheels. Catapults are fixed in position once mounted and can
fire only one direction. A catapult firing forward is permitted to fire at any target across
its trajectory to a maximum of 10 range increments. All ranges take into account the
nature of wildspace and the Flow.
Catapults can be loaded with stone shot instead of large rocks. Stone shots is most
effective as an antipersonnel weapon and will not affect a ship as effectively as the
damage drops from d10 to d4 (the ship's hardness will prevent much of this damage), but
effects all personal within a 10 foot radius of the spot where it hits. Catapults have a
collateral threat value of 19–20/1d3.
Special: Catapults cannot attack a ships in the same hex or adjoining hex (each hex
being 50 yards).
Gnomish Sweepers: The saying goes, there is nothing in the universe that a gnome
cannot make more dangerous, and when the small creatures turn their attention to
weaponry, most intelligent species (except perhaps the Giff) move to another sector of
space. Occasionally, the gnomes come up with an invention that works most of the time,
which they then release on an unsuspecting galaxy, usually cheapening the quality in
order to bring the price down.
Gnomish sweepers are an example of such a device. Still experimental, they are
nothing more than a pair of light ballistas with a common mount so that they can be fired
in the same direction at the same time. The two bolts are linked with a heavy chain. The
intention of the chain is to be used as an antipersonnel weapon against enemy crews.
Early versions of the sweepers used chains long and thin enough to capture a couple of
small sized opponents, but soon worked out the bugs to the point that they could use them
against human opponents. The other problem with the sweepers remains uncorrected —
when the chain strikes something heavy, like a mast, weapon turret, or other piece of
deck furniture, chain tangles and is useless.
A gnomish sweeper affects all targets in a 10-foot square. It will continue on into the
next 10 foot square away from the ship firing it unless it meets with large, unmovable
object, which cause it to drop to the deck. In addition, every target within the 10-foot
square is forced to make a Reflex save (DC 20) to remain standing, the same as if a Ship
Shaken critical hit had occurred.
The gnomish sweeper does not inflict hull damage but can be used as a duel light
ballista in a crunch, with the same requirements for crew and reload time as a duel light
ballista (the weapon does not fire unless both bolts are loaded).
The gnomish sweeper's use as a weapon can be argued by military sage, but it should
be noted that after an initial outpouring that saw most gnomish ships carrying a sweeper,
practically no new gnomish ships carry the weapons. Gnomish sweeper has a collateral
threat value of 20/1.
Alchemist Fire Projectors: These devices shoot a thin stream of flaming, explosive
liquid. Though they can be devastating in combat, like bombards they are not popular
with ships that cross between the spheres because of the flammability of the Flow. In
fact, alchemist fire projectors are recipes for disaster in the phlogiston. They are popular,
however among crews that do not leave their spheres.
Alchemist fire projectors are only effective when two ships are close enough to share a
common air envelope, as the alchemical substance will be snuffed out if it passes into any
hex that does not have an air envelope.
Projectors affect the target and all others within a 5-foot radius delivering 3d6 hit
points of damage. On the following round the targets takes an additional 3d6 hit points of
damage. Targets can take a full round action to attempt to extinguish the flames before
taking this additional damage. It takes a successful Reflex saving throw (DC 15) to
extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping
into a body of water that has sufficient volume to be fully submerged or magically
extinguishing the flames automatically smothers the flames.
Ships carrying alchemist fire projectors are more vulnerable to critical hits, and ships
attacking them increase the critical hit threat range by one to determine whether a critical
hit has occurred. For example, a medium catapult has a critical hit threat range of 20.
Against a ship carrying an alchemist fire projector, this critical hit threat range is 19–20.
Alchemist fire projectors start fires where they hit, even on stone and treated wood:
flammable materials nearby will catch fire and feed the flames. (See fire in the next
chapter). Alchemist fire projectors have a collateral threat value of 17–20/1d2 plus fire.
Jettisons: A jettison consists of a series of small catapults loaded with stones, trash,
debris, iron spikes, and garbage, and used as an anti-personnel weapon to clear the
enemy's decks. Any type of catapult can be converted into a jettison of the same size by
loading it with small rocks instead of a single stone. A jettison, however cannot be
converted into a catapult.
Jettisons are mounted in place and cannot be moved. When fired, they hit a spot on the
ship and may affect every target within the weapons radius (make a separate attack roll
for every potential target). Feats such as deflect arrow allows Reflex save (DC 20 + base
attack of jettison) to avoid damage form jettison. Catapults have a collateral threat value
of 20/1. The radius is dependent on the size of the jettison with light jettison have a 5 foot
radius, medium having a 10 foot radius, and heavy having 15 foot radius.
Many spelljammers use catapults as temporary jettisons when they need to. Often
jettisons are mounted at the rear of ships to deter pursuers.
A jettison can be fired at an empty hex. This automatically sets up a field of debris in
that hex (see Combat).
Rams: The effects of ramming are covered in combat. They depend on the relative
sizes of the ship doing the ramming and its target. There are several different types of
rams, however. Rams are very deadly and have a collateral threat value of 17–20/1d4.
Piercing Ram: A piercing ram is a long, sharp prow used to break open and break
apart an enemy ship. An attack with a piercing ram can sometimes result in the two ships
being locked together.
Blunt Ram: This is a flattened ram designed to inflict internal damage by shaking up
the smaller ship. It can also break up other ships, but there is no change the ships will
become locked together after ramming.
Grappling Ram: The grappling ram incorporates one or more movable arms which
attach themselves to an opponent's ship after ramming, locking the ships together, very
useful during boarding situations. A grappling ram can also inflict damage on smaller
ships.
Turrets: A turret is a rotating platform. Weapons mounted on turrets can be turned to
face different targets quickly. For example, a heavy catapult mounted on a turret can be
swung to attack any ship in a 360-degree range.
Turrets can also provide partial cover for the crew. Protected turrets are available at
double the initial cost, and provide 50% cover (+4 AC cover bonus, and +2 Reflex cover
bonus) to the crew manning that heavy weapon. Small weapons can be moved easily
without a turret, but they can benefit from the cover a turret provides. A turret is typically
made of metal (hardness 10, 30 hit points) ½ inch thick.
Hull Armor: All ship's hulls come with a stand AC and Hit Points, determined by the
ship's shape and construction. Plating a ship can increase a ships armor class. And
thickening the hull can increase its hit points. One can also build a new ship of similar
design with stronger materials!
Metal Plating: Also called barding, plating a ship consist of covering it in metal plates
or scales. This protection gives the ship a +2 armor bonus, but the Maneuverability Class
is reduced by one step. This only works when covering ships that are made of material
with hardness less than that of metal. The metal plating is 1/8 of an inch in thickness.
Hide Plating: Much like metal plating, this type of plating only works if the creatures
hide covering the ship has naturally better armor then what the ship is made of. This
protects the ship as follows: ship gains a +1 AC bonus. This armor cost 20 gp per CR
value of creature that the hide was taken from. The number of hides it takes to cover 1
ton of ship depends on the size of creature. It takes the following number of creature
hides to cover 1 ton: 64 tiny, 32 small, 16 medium, 8 large, 4 huge, 2 gargantuan, and 1
for a colossal sized hide. (Some colossal creature may cover up to 2 tons!).
Improved Maneuverability: Each ship has a maneuverability rating determined by
the shape of the ship's hull and such standard features as sails, balloons, oars, outriggers,
and other physical accoutrements that can help shape the helmsman's spelljamming
abilities. A ship owner can add to these existing features to improve his ship's dexterity
and handling. This additional maneuvering equipment is called rigging, and requires both
an addition of manpower and cost.
Rigging: All spelljammers have rigging of some sort. Rigging a ship beyond its
standard results in an increase in the ship's maneuverability class (chapter 8: combat –
shearing attack and Chapter six: ship modification – Sails).
Rigging is many things, but never subtle. A nautiloid with additional steering oars or a
Shou Lung dragon ship with multiple sails will attract attention and enemies will know (if
they are familiar with the hull) whether a ship is full rigged. Such ships are referred to as
being “topped out”.
Alchemist Fire: Alchemist fire is a sticky, adhesive substance. It usually is stored in
stone or ceramic jugs, each jug containing enough alchemist fire for one shot. Loaded
into an alchemist fire projector and lit, it fires a stream of flame, which can set almost any
target ablaze. No one has yet refined it to the point where a hand-held projector is
feasible.
Alchemist fire is always flammable. If a cask is opened and comes in contact with fire,
it will explode automatically, causing 3d6 hit points of damage to everyone within a 5-
foot radius, and causing additional damage next round as if the alchemist fire landed in
that exact same spot. Any other alchemist fire containers exposed to this explosion will
also explode with identical results unless their containers withstand the damage.
Exploding alchemist fire also causes a fire in the hold.
The largest gnomish ship ever built — so far as is known — the Dreadnever, was
destroyed in this fashion when improperly stored alchemist fire was touched off in the
ship's magazine. The captain's last recorded words were “It's awful dark in here”)
Ballista Bolts: A ballista bolt is a large arrow used in all the standard ballistas. A
standard ballista bolt will fit a light, medium, or heavy ballista. The difference in damage
is caused by the power of the ballista's mechanism.
Catapult Stones: Unlike ballista bolts, three types of catapults stones are available,
one for each type of catapult: light, medium, and heavy. Only the proper sort of stone is
really useful in each type of catapult. A copper-pinching captain can use any type of
similarly sized and readily available rock to inflict similar damage, and some combats
have involved tossing tables, dead bodies, cows, and other items through space as shot.
Stone shot and Jettison shot: A bundle of stone shot or jettison shot can fit any
catapult or jettison. Usually this type of shot is stored as packages of rocks in thick bags,
which burst when fired. Almost any sort of stuff can be substituted in an emergency.
Bombard Shot: Two types of shot are used in bombards: large, round stones and cast
iron “cannonballs.” Using the latter increases the bombard's damage against a ship but
not against crewmembers. (Stone shot often breaks up on impact, scattering sharp
fragments, while iron is less likely to do so.) Bombards using iron shot have a +2
circumstance modifier to hit.

Table 7–4: Grenade-Like Weapons and Exotic Weapons


Grenade-Like Weapons Blast Range
Weapon Cost Damage Radius Increment Weight Type
Grenade
Bomb 150 gp 2d8 5 feet 10 ft. 1 lb. Fire
Smokebomb 70 gp Smoke 20 feet 10 ft. 1 lb. Obscurement

Exotic Weapons — Firearms Range


Weapon Cost Damage Critical Increment Weight Type Charge
Small
Pug Barrel Pistol 200 gp 1d8 16–20/x3 10 ft. 3 lb. Piercing 1
Wheel Lock Pistol 625 gp 1d10 18–20/x3 30 ft. 5 lb. Piercing 1
Medium-sized
Arquebus 300 gp 2d8 19–20/x3 50 ft. 10 lb. Piercing 1
Blunderbuss 300 gp 1d12 x2 10 ft. 12 lb. Piercing 1
Caviler 275 gp 2d6 18–20/x3 40 ft. 11 lb. Piercing 1
Large
Musket 500 gp 3d6 x3 150 ft. 20 lb. Piercing 2

Charge: For most guns this indicates the number of smoke/gunpowder charges
required to fire the gun.
Misfire: All firearms misfire on a natural 1 or 2 on an attack roll. Roll d%. If the result
is 01-03 firearm explodes causing 1d8 hit points of damage (the firearm in question is
destroyed as well), 04-20 the barrel becomes fouled, takes 30 minutes of cleaning the
firearm before the weapon can be used again, 21-45 The fire mechanism jams and
requires 1d4 full rounds to clear the jam, 46-67 smoke powder lacks power, the shot is
fired but has a range increment of 2 feet and the bullet does only 1d2 hit points of
damage, 68-77 fire mechanism fails to produce a spark, the firearm does not fire, but can
be fired next round without having to reload, 78-87 smoke powder failed to ignite, the
firearm does not fire, but can be fired next round without having to reload, 88-97 magical
misfire, the smoke powder causes a minor magical effect (such as the bullet being
disintegrated, or smoke comes out of the barrel and attacks the possessor for 1d3 hit point
before dissipating, DM creativity is encouraged), 98-00 firearm fires as normal but with
bullet enhanced with a minor magical effect (bullet does 1d3 extra damage after it hits
opponent as it turns into a grub and burrows further into the flesh of the opponent, DM
creativity is encouraged), due to the fact that the misfire occurred on a natural 1 or 2 it is
likely that the target of the attack was not struck. Minor magical effects would be equal to
cantrips and orisons.
Multiple Firearm Attacks: Characters can fire multiple firearms per round only if
they have multiple attacks due to high BAB, possesses the quick draw feat, and has
several firearms ready to fire.
Reloading: Reloading a firearm takes two full round actions, and provokes attacks of
opportunity. The process involves pouring smoke powder down the barrel and the lead
shot rammed home.
Two-Pistols Fighting: If the character wishes to fire two pistols at once, they are not
treated as light weapons (because of recoil). Other weapons can never be fired one-
handed.

Your DM may disallow some or all firearm weapons and you must check with him
before you purchase a firearm weapon to find out if he is allowing such in his campaign.
High strength modifiers never affect attack or damage from firearms (that is unless you
use your firearm as a club).

Arquebus: An arquebus is an early form of the musket that requires to two hands to
use effectively (that is unless you are large size), and almost as dangerous to its user as it
is to the target. To use an arquebus, you must have a supply of powder and shot and a
piece of slow-burning match or cord. These items may or may not be commonly
available. (Powder is treated as a magical item in these rules.) Reloading of the Arquebus
requires two full round actions that provoke attacks of opportunity.
Blunderbuss: A variation of the arquebus with a wide bore and a trumpet-like barrel,
like the arquebus this weapon requires two hands to use effectively. It has very poor
range, but has two advantages: it can fire stones, pellets, iron shot, or anything else that
fits down its gullet, and it can hit several targets simultaneously. The blunderbuss fires a
cone of shrapnel that is 15 feet across at first range increment, 30 feet across at second
range increment, and 45 feet across at third range increment. Every potential target must
be fired on within that area, whether friend or foe, and takes the damage if hit. Any
critical rolled only apply to the target that was hit. The blunderbuss causes not
appreciable damage beyond 30 feet. Reloading of the Blunderbuss requires two full
round actions that provoke attacks of opportunity.
Caviler: A lighter form of arquebus that requires to two hands to use effectively (that
is unless you are large size), which inflicts less damage but is greater chance of gaining a
critical hit. The caviler takes two hands to fire, but can be fired form hours horse back at
no penalty. Reloading of the Caviler requires three full round actions that provoke attacks
of opportunity.
Musket: A heavier, more powerful version of the arquebus that requires to two hands
to use effectively (that is unless you are large size), which requires a support to fire
correctly. This support is a Y-shaped pole jammed into the ground, upon which the barrel
rests. Resting the barrel on some other support (rocks, for example) results in a –2
penalty to hit. Firing it without any support results in a –4 penalty to hit. These penalties
do not affect the chance of misfire (large creatures may fire without any support with a –2
penalty and any support allows a large creature to fire with penalty).
Pug Barrel Pistol: This small short barreled pistol with a large bore, is often used a
hidden back up weapon. It is most effective at close range. While it has short range and
low damage it also has the largest critical hit range. Reloading of the pug barrel pistol
requires a full round action that provoke attacks of opportunity.
Wheel Lock Pistol: The wheel lock is the furthest advancement of gunpowder
technology, a further development of the arquebus. Reloading of the wheel lock Pistol
requires two full round actions that provoke attacks of opportunity.
Pistols: If the character wishes to fire two pistols at once, they are not treated as light
weapons (because of recoil). Other weapons can never be fired one-handed.
Bullets: These large, round, lead bullets are sold in bags of 10 for 3 gp. The bag has
negligible weight, but 10 lead bullets weight 2 pounds.
Smoke Powder: This wondrous substance is similar, though not identical, to
gunpowder. It is extremely scarce and, due to its volatile nature, dangerous to fabricate.
Smoke powder will be available in a campaign only if the DM allows it. If the DM
doesn't want it in the campaign, it simply doesn't exist.
Smoke powder is commonly found divided into two separate components--one, a
steely-blue granular substance, the other, a fine white powder. Alone, each component is
inert and harmless. However, when equal portions of the two are mixed together, the
smoke powder is complete and dangerous.
When touched by a flame, the mixed powder explodes with great force, noise, and
smoke. The size and force of the explosion varies according to the amount of smoke
powder used. A small, measured amount (a spoonful of each component) causes 1d2
points of damage. Such an amount is sufficient for a large firecracker or a single charge
of an arquebus (if these optional weapons exist in the campaign). Increasing the amount
increases the damage proportionally--doubling causes 2d2 points of damage, tripling
causes 3d2, and so on.
An explosion capable of causing 10 points of damage (5 charges) have a 5-foot radius
and those capable of 30 points of damage (15 charges) have a 10-foot radius. Blasts
capable of causing 50 or more points of damage (25 or more charges) have a radius of 15
feet, and affect items and fortifications as would a giant's blow.
When discovered, a pouch of smoke powder contains 3d6 charges. Charges from
several pouches of smoke powder can be combined to create bigger, more damaging
explosions. A single charge of smoke powder weights one ounce and 16 charges are 1
pound, and smoke powder is often sold in kegs and in water resistant powder horns.
Small kegs have 15-pound capacity and 20 pounds total weight, and cost 6,000 gp (this
assumes it is full to the brim with 240 charges)! Powder horns have 2-pound capacity and
total weight, and cost 800 gp (this assumes it is full to the brim with 32 charges) for a full
powder horn.
Caster Level: 9th; Prerequisite: Craft Wondrous Item, 9+ ranks of Alchemy; Market
Price: 25 gp; Weight: 1 pound per 16 charges.

Grenade Like Weapons


These explosive weapons require no proficiency to use, like other grenade like
weapons, and are ranged touch attacks. A direct hit with an explosive grenade like
weapons means that the weapon has hit the creature it was aimed at and everyone within
the blast radius, including that creature, takes the indicated damage. A miss requires a roll
for deviation as for regular grenade like weapons, but rather than dealing splash damage
to all creatures within 5 feet, the weapon deals the same damage to all creatures with the
blast radius of where it actually lands.
Bomb: This round smoke powder bomb must be lit before it is thrown. Lighting the
bomb is a standard action. The explosive deals 3d6 points of fire damage. Those caught
within the blast radius can make a Reflex save (DC 20) to take half damage.
Smoke bomb: This cylindrical bomb must be lit before it is thrown. Lighting it is a
standard action. One round after it is lit, this non-damaging explosive emits a cloud of
smoke in a 20-foot radius that persists in still conditions for 1d3+6 rounds and in windy
conditions for 1d3+1 rounds. Visibility within the smoke is limited to 2 feet. Everything
within the cloud has 90% concealment.

Table 7–5: Exotic Melee and Ranged Weapons


Exotic Weapons – Melee Range
Weapon Cost Damage Critical Increment Weight Type**
Small
Blade boot 15 gp 1d4 19-20/x2 — 1 lb. Piercing
Claw bracer 30 gp 1d4 19-20/x2 — 2 lb. Piercing
Gunsen 4 gp 1d3 x2 — 1 lb. Bludgeoning
Medium-Sized
Khopesh 20 gp 1d8 19-20/x2 — 12 lb. Slashing
Scourge 20 gp 1d8 x2 — 2 lb. Slashing
Large
Mancatcher 30 gp 1d4§ x2 — 8 lb. Bludgeoning
Scimitar, great 50 gp 2d6 18-20/x2 — 16 lb. Slashing

Exotic Weapons – Ranged Range


Weapon Cost Damage Critical Increment Weight Type**
Small
10
Bolas 1d6* x2 10 ft. 3 lb. Bludgeoning
gp
20
Bolas, barbed 1d6 x2 10 ft. 4 lb. Piercing
gp
20
Boomerang a 1d4* x2 20 ft. 2 lb. Bludgeoning
gp
15
Chakram 1d4 x3 30 ft. 2 lb. Slashing
gp
Medium-Sized
Jungle Throwing 5 Piercing and
2d4 x3 10 ft. 4 lb.
Knife gp Slashing

Simple Weapons – Melee Range


Weapon Cost Damage Critical Increment Weight Type**
Small
Belaying Pin 2 cp 1d3 x2 — 2 lb. Bludgeoning
Bottle b — 1d3 x2 10 ft. 2 lb. Bludgeoning & Slashing
Gaff/hook 2 gp 1d4 x2 — 2 lb. Piercing
Medium-Sized
Grappling Hook 5 gp 1d4 x2 10 ft. 3 lb. Bludgeoning & Piercing

Melee Weapons – Melee Range


Weapon Cost Damage Critical Increment Weight Type**
Small-Sized
Cutlass 15 gp 1d6 19-20/x2 — 3 lb. Slashing & Piercing
Medium-Sized
Machete 8 gp 1d8 19-20/x2 — 5 lb. Slashing
Sabre 20 gp 1d8 19-20/x2 — 4 lb. Slashing & Piercing
Large-Sized
Maul 15 gp 1d10 x3 — 20 lb. Bludgeoning
a
The boomerang returns only if it was thrown by a proficient user and misses its
target.
b
For the bottle and the vial, any hit breaks the item unless a successful saving throw
vs. normal blow is rolled. If a bottle is broken, it can then be used as a knife.

Belaying Pin:This is a weapon of convenience for sailors of any campaign. Belaying


pins are used to secure the lines of a ship's rigging, and there's always one nearby on the
deck of a ship.
Blade Boot: Custom fitted to the wearer's own boot, this device consists of a sturdy
sole assembly concealing a spring-loaded dagger. The buyer can simply add one blade to
either of his boots at the given cost, or buy a matching set for double the cost.
The wearer's movement is not impaired when the blades are retracted. With one or
both blades extended, the wearer cannot run or charge. A monk using the blade attacks as
if unarmed. The weapon finesse feat can be applied to blade boots.
Note: A character wearing blade boots gains a +4 circumstance bonus on Escape Artist
checks made to escape from rope bonds.
It takes a character trained in both Craft (Cobbling) and Craft (weaponsmithing) to
make blade boots. The Craft DC is 20 to refit an existing boot with a blade, or 15 to make
a new pair. Refitting a boot takes about a day of work, it the blade and materials are on
hand. Making a new pair of blade boots requires about a week.
Bolas: A bolas is a set of three weighted balls connected by leather cords. To attack,
you whirl the bolas in a circle over your head and then fling it at a target. The bolas
connect with your opponent with a successful ranged touch attack; disregard any armor,
shield, or natural armor bonus of the target.
A character struck by bolas must make a Reflex save (with a DC equal to the attack
roll of the bola's wielder). If the saving throw fails, the target takes subdual damage and
is considered pinned. (See "Grapple" in Chapter 8: Combat of the Player's Handbook for
more information.) The bolas can pin only a Tiny, Small, or Medium size target.
To escape the bolas, the pinned character must either breaks out (Strength check, DC
20), wriggle free (Escape Artist check, DC 20), or cut (or be cut) loose (5 hp and only
slashing weapons do damage).
Regardless of the method, escaping is a full round action. (Remember that a target can
use the take 10 or take 20 actions to escape if the situation allows.)
If the saving throw succeeds, the target suffers normal damage but is not pinned.
Bolas, Barbed:The barbed bolas is similar to a normal bolas, except that its weighted
balls are studded with hooked barbs.
The barbed bolas functions identically to the bolas except that its damage is not
subdual damage. In addition, on any failed attempt to break or wriggle free, the grappled
character takes additional 1d4 points of damage.
Boomerang: The boomerang is a curved throwing stick that will return to its thrower
on a miss. To catch a returning boomerang, the character must make an attack roll (as if
he were throwing the boomerang) and hit AC 10. Failure indicates that the boomerang
lands 10 feet away from the thrower in a random direction.
Bottle: Bottles are found in taverns and alehouses all over the world. Each time a
bottle hits, it must roll a successful saving throw vs. normal blow or break. A broken
bottle can be wielded as if it were a knife.
Chakram: The chakram is a throwing quoit or disk with a sharpened outer edge, about
a foot in diameter. It is thrown frisbee-style, with a rapid spin.
Claw Bracers: Popular with sorcerers and wizards of the Cult of the Dragon, a claw
bracer is a metal armband with three steel claws projecting from the top, extending about
4 inches beyond the tip of the wearer's extending fingers. The wearer can cast spells
normally while wearing the bracer, and cannot be disarmed. Many claw bracers are
magic weapons.
Cutlass: The cutlass is a heavy, slightly curved, single-edged blade of medium length.
It was popular with sailors and marines for hundreds of years. Its heavy basket hilt gives
the wearer a +2 circumstance bonus on any checks to resist being disarmed.
Gaff/hook: The gaff is a short, T-handled hook used to boat fish or handle heavy
crates. For 5 gp, a hook can be attached in place of a missing hand, which provides a
character with a weapon that cannot be disarmed.
Grappling Hooks: Grappling hooks are often used at sea and in sieges. Usually, they
are made from three or four iron hooks welded together and a sturdy length of rope.
Grapples can be thrown 50 feet horizontally plus/minus 10 feet per strength modifier or
30 feet vertically plus/minus 6 feet per Strength modifier. Although grapples aren't
intended for personal combat, a creative character can improvise a number of pull/trip
maneuvers with a grapple and length of rope.
Gunsen: This deceptive weapon resembles an oriental fan. It is both a parrying device
(bonus of +1 AC directed against one attack) and an effective bludgeon. The paper fan
contained in a gunsen is used to distract and confuse an opponent, and is often decorated
with beautiful designs.
Jungle Throwing Knife: These weapons were not really knives as commonly
envisioned; they had complex blades with two or more edged or pointed protrusions.
Because of their size and extravagant shapes, they might just as well be called throwing
axes. Such weapons are used on the Dark Continent, notably by the Yuan-ti.
Unlike most hurled weapons, jungle throwing knives were often thrown along a
horizontal plane as well as a vertical one. Because of their size and form, these weapons
inflicted more damage than most hurled weapons. Their multiple-edged branches
increased their chances of hitting an opponent, and they were even known to bounce over
or around shields to strike an enemy. Thus, they have + 1 circumstance bonus to hit when
hurled.
Khopesh: The khopesh looks like a normal longsword whose blade suddenly turns
sickle shaped about a foot from the hilt. It is heavy and awkward to use without a lot of
training. You can use the khopesh to make trip attacks due to its hook-like blade.
Machete: Many cultures regard the machete as a tool, and some cultures as a weapon
of war. It consists of a short, heavy, slightly curved blade designed for slashing. Many
varieties of tribal swords or fighting knives fall into the category of machetes, and may be
elaborately decorated blades of superior construction and balance. In eastern lands, these
blades are known as parangs.
Maul: The maul is simply a two-handed war hammer of enormous size. It is favored
by the dwarves.
Mancatcher: City guards and others who prefer to capture their opponents unharmed
use the mancatcher. A wielder who hits a Small or Medium size opponent with a
mancatcher can immediately initiate a grapple (as a free action) without provoking an
attack of opportunity. (See "Grapple" in Chapter 8: Combat of the Player's Handbook for
more information.)
In addition to the normal options available to a grappler, the wielder of a mancatcher
can attempt to pull his target to the ground (the equivalent of a trip attack though no roll
is necessary.)
The mancatcher has reach and cannot be used against adjacent opponents.
It is rumored that the strange subterranean race known as the kuo toa have a larger,
more dangerous version of this weapon called a pincer staff.
Sabre. The sabre is a duelist's weapon and is slightly curved slashing blade of medium
length. The sabre had one of the longest periods of service of any sword; they appeared in
Europe during the 11th century, and were still considered standard issue for cavalrymen
at the beginning of the 20th century. You gain a +1 circumstance bonus on your attack
rolls when you use a sabre while mounted.
Scimitar, Great: The great scimitar is common to Arabian style settings and is often
wielded by strong humanoid creatures (such as orcs).
Scourge: A scourge is a multi-tailed, barbed whip. The scourge is often dipped in a
poison delivered via a injury (such as large scorpion venom). With a scourge, you get a
+2 bonus on your opposed attack roll when attempting to disarm an enemy (including the
roll to avoid being disarmed if you fail to disarm your enemy).
You can also use this weapon to make trip attacks. If you are tripping during your own
trip attack, you can drop the scourge to avoid being tripped.

Other Spelljamming Equipment


There are a few other items that may be useful to the star voyager in his travels, some
magical, some not.
Anchors/Tethers:Anchors are used to moor a ship to a larger body such as an asteroid
or tie together tow ships. Anchors and tethers are also used at space docks to secure ships
and keep them from drifting off in difficult situations. In general, a larger ship will
generally require a larger anchor, but for very large ships, multiple tethers/anchors serve
the purpose as well as a single large anchor. They are not necessary for ships that can
only land on soil, or for those that can never land. (On those special spelljamming ships,
anchors are usually attached anyway, but for aesthetics alone). In wildspace, dropping an
anchor will not reduce the ship's MC, AC, or TM.
Belaying Pin: These short rods of metal or wood are wedged into the railing of a ship
to secure the lines from the booms and sails. These sails must be firmly anchored in place
to properly catch the currents of wildspace and the phlogiston. Wooden belaying pins
cost two copper pieces each, while metal ones cost 2 silver pieces each.
Bells: Bells are used to summon the crew from meal breaks, shift changes, sleep period
endings, or crew meetings. Ships typically have up to six bells. They are all controlled
from the navigator's, captain's, or the helmsman's chamber. Below, a list of bells is given
with the standard meaning:
1 Bell: Shift change, Sleep period end.
2 Bells: Meals are being served.
3 Bells: Meeting on the main deck.
Constant: Planet Ho! Sphere Ho! Intruder Alert!

Boarding Planks: These removable wooden platforms are commonly used during
boarding actions. Instead of swinging to the enemy ship using ropes and lines. These
planks are laid across the ships' railing to form a makeshift bridge. The crew then boards
the enemy craft on them to do battle.
If the ships move too far apart, the boarding planks all back to the gravity well of the
attacking ship. Boarding planks are 5 feet wide and 30 feet long, and can support 1,000
pounds each. Stronger ones are available, with special hooks and grapples (grappling
bridges) but cost up to ten times more.
Booms, Sail: Booms are long spars extending from the masts to secure the bottom of
the sail. Without the bracing provided by this wooden spar, the sail would flap uselessly.
Sail booms cost depends upon their size. Metal booms are also available, but may require
an additional crewmember to man. They cost ten times as much as their wooden
counterparts.
Buttons: These are needed for sailor's clothing, especially, those made of sailcloth.
When sails are worn, ripped, or otherwise rendered useless, crewmembers are generally
allowed to cut the fabric into pant and shirt material. This material, too strong for normal
sewing methods, is usually held together by snaps, rivets, or buttons.
Canvas: Canvas is the main material used in the construction of sails. When its life as
a sail (whether sea or space) is over, the canvas is often used as clothing. This worn and
comfortable material is often a prized possession, sought after by crewmen and port
tailors.
The material is sized and riveted to the specifications of the wearer. Commonly, the
ship's carpenter tailors the clothing when he has time. The carpenter tends to make 10 sp
for each pair of pants, and 8 silver pieces per shirt. The cloth normally fits snugly,
allowing the character to perform duties comfortably. (Some unpopular ship captains sell
their worn sails to port tailors for 1 sp per square yard instead of giving them to their
crew.)
Crow's Nest: The crow's nest is a small basket built near the top of the mainmast.
Here, a crew member can stand and look about for land (when traveling on water), crystal
spheres, planets, and other ships. If someone is up in the crow's nest, it is harder to sneak
up on a craft (a circumstance bonus of +2 to spot checks).
A crow's nest can be placed on the bottom of the vessel as well. This, however, limits
the crafts ability to land. (Landing on the ground would surely crush the nest, and anyone
inside it!)
Grappling Hook: Grappling hooks are very effective when used to grapple (or pull)
two ships together. They are useful in boarding enemy ships or in rigging a tow. The
following rules can be used for individual characters using grappling hooks.
A grappling hook requires a move equivalent action to real in 10 feet of rope, which
the grappling hook is attached to. A grappling hook has 20 feet range increment.
If the attack roll is a 20 when trying to grapple a ship, the player rolls again and rolls a
natural 20 a randomly determined crew member aboard the enemy craft suffers 1d6
points of damage, and the character must pull the grappling hook back and try again to
grapple the ship (or wall or other object). Any other critical hit result is ignored.
Ladder: Ladders are commonly used to board ships whether they are landing on water
or land. Without ladders, it would take a great deal of time to scale the mainmast to enter
the crow's nest.
Life Boats: Lifeboats are hard-shelled vehicles designed for one purpose: to bring the
occupants relatively safely to the surface of a planet or a rescue ship. The lifeboat falls
toward the nearest gravity well (using a lifeboat close to a star can have nasty results).
The lifeboat descends according to the rules listed for landing, but may only land. Once
landed, it will never fly again.
A lifeboat takes up as much tonnage as one-half the number of people it can carry. A
large lifeboat occupies 10 tons of cargo space (including jettisons for launching).
Collapsible versions shrink this requirement to 1 ton of storage, but collapsible lifeboats
require 2d4 rounds of setup before they can be launched. Collapsible versions cost three
times the listed price.
Life Preserver: Life preservers are round floatation devices used to rescue a comrade
who has fallen overboard. The basic cost of the item does not include a rope, which must
be attached before the preserver can be used.
In wildspace, the preserver is thrown out into the gravity plane of the ship, where it
falls up and down across the gravity plane until it is caught by the crewmember that has
fallen overboard or comes to rest on the plane. The rescued person can then be pulled
toward the ship, where he can grab netting, a ladder, or some other support. Some ships,
especially those that see heavy battle; have been seen with several dozen life preservers.
Map Case: Map cases are cylinders of bone, ivory, or leather that can hold up to two
rolled maps or similar papers. Once sealed inside, the papers are immune to water
damage and take no damage from special attacks as long as the map case survives.
Mooring Bits: Mooring bits are very similar to belaying pins in function. Mooring
bits, however, are used to secure a ship to a dock. A ship needs one mooring bit for every
25 tons (or portion thereof) of displacement. For example, the Hammership, a 60-ton
ship, requires three mooring bits. Without the required number of mooring bits, the ship
cannot be securely fastened to the dock. For example, in a storm, the ship will take 0-2 hit
points for every 10 minutes per mooring bit missing.
Netting: Ships with large, open decks are often covered with thick, twisted ropes
bound into a net. These nets serve to protect the crew partially from catapult fire and
boarding from other ships. Attacks coming from above must destroy the nets first before
hitting crewmembers. Each section of netting is 5 feet square and 50 hit points to destroy.
Netting reduces damage from catapults by providing damage reduction 5/ —. Typically a
heavy catapult will destroy a 5 feet square section of netting (other catapult type may
require more then one volley to destroy the netting, but most volleys will at least make a
hole in netting to allow a man-sized creature to pass thru netting). Against small arrow
fire the netting provides at best one-quarter concealment bonus (10% chance to miss).
In boarding actions, boarders must cut through the netting before they can attack the
enemy crew. Netting can be cut the same as grappling lines; it takes 10 hit points
minimum to create hole in the net for a medium sized creature to walk thru. Defenders
under the netting can attack boarders above the netting if the defenders are armed with
piercing weapons. The netting is composed of 120–150 feet of standard rope ¾ inch
thick.
Peg Leg: Now more novelty items than anything else, peg legs were originally
designed to replace a leg lost to accident or misadventure. Different sizes are available,
but they all generally cost the same, depending upon the manufacturing material used.
Only characters too poor or weak to bargain for a clerical regeneration spell resort to
these devices.
Rope, Nautical (Hawser): Rope serves two general purposes on a ship. The hawser is
a rope of great size and strength used for mooring and tethering. Hawsers are very rough
and can cause bleeding and blistering of the palms even after a few short minutes of use.
Twice pentad-braided for the greatest possible raw strength, almost nothing will break
them. This rope has 5 hit points per inch of diameter. Hawsers can be purchased in
lengths up to 1,000 feet. The raw weight of the rope is given in parenthesis.

Diameter 50 feet length 100 feet length


Thin 2 inches 8 gp (140 lbs.) 15 gp (280 lbs.)
Average 3 inches 15 gp (320 lbs.) 30 gp (640 lbs.)
Thick 4 inches 30 gp (570 lbs.) 60 gp (1,140 lbs.)

Rope, Standard: The standard hemp rope is also available. Constructed from high –
quality, tightly wound hemp, these are shaved to be less irritating to the unprotected
hand. Made of a blend of fibers, standard ropes are triple-braided for extra strength.
Standard hemp rope cost 1 gp per 50' of length.

Diameter 50 feet length 100 feet length


Extra Thin ¼ inch 2 sp (2 lbs.) 4 sp (4 lbs.)
Thin ½ inch 5 sp (10 lbs.) 1 gp (20 lbs.)
Average ¾ inch 1 gp (20 lbs.) 2 gp (40 lbs.)
Thick 1 inch 2 gp (35 lbs.) 4 gp (70 lbs.)

Rope, Silk: For lightweight strength and a smooth non-tearing surface, silk ropes are
the superior rope to own. Perfect for ship sails, these silken lines do not cause blistering
of palms, and their graceful construction keeps them from twisting into knots, or tearing
the delicate sails. However, silk is rare, ten times the cost of hemp, if it is available.

Diameter 50 feet length 100 feet length


Extra Thin ⅛ inch 3 gp (2 lbs.) 6 gp (4 lbs.)
Thin ¼ inch 5 gp (4 lbs.) 10 gp (8 lbs.)
Average ½ inch 10 gp (8 lbs.) 20 gp (16 lbs.)
Thick ¾ inch 20 gp (16 lbs.) 40 gp (32 lbs.)

Sextant: Normal sextants are simple brass navigational instruments that are used to
measure the altitudes of familiar celestial bodies in order to find the location of a ship on
a planet. (Usually a stationary object, like the brightest and most northern star, is used).
Nautical sextants are useless on a spelljamming ship.
Sextants are usually made of brass or copper. The standard brass sextant sells for 20
gp, and it well withstands the effects of saltwater and normal tarnishing. The special
collector's edition copper sextant sells for 50 gp (The copper costs much more because it
is sold pre-tarnished to give it that old, worn look).
Sextant, Spelljamming: The spelljamming sextant is a specialized navigational
instrument that is used to measure the altitudes, and relative distance between three
special, bright, and stationary celestial bodies. This sextant can determine the location of
a spelljamming craft within a crystal sphere when a character uses it with the proficiency
Celestial Navigation.
This item can be used on a seafaring ships, but somewhat less efficiently than a
nautical sextant. The spelljamming sextant sells for 100 gp for the brass model, and 250
gp for the copper tourist collector's version. (Like the standard sextant, this copper
version is sold pre-tarnished to give it an old worn, antique look).
Spyglass: The spyglass consists of a tow-part brass outer sheathing that protects two
precisely ground lenses. The outer sheathing comes in tow parts, one fitting snugly into
the other. By slipping the inner sheath in and out, objects far away can be seen as though
closer, and objects near can be see as though very close. The outer mechanism is difficult
to construct, and the special lenses inside are extremely expensive and time-consuming to
produce.
Star Charts: The star charts of a system vary in price according to how well that
system is known and visited. Star charts indicate that location and relative position of the
various planets in the system, but do not indicate current position. They are not magical
but are very useful for determining things like hostile forces, mean temperature, and
spaceborne powers operate in the region.
Wheel, Ship's: The ship's wheel controls the angle of the rudder and helps direct the
ship. While this is important for a seagoing vessel, it is not necessarily as important in
wildspace, unless the ship has a magical rudder. A non-magical ruder cost 200 gp, but the
mechanisms that run from the wheel to the rudder, on the other hand cost 50 gp per ton to
buy, mend, or replace.

Spelljamming Equipment, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the
D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.,
and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product
Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
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To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
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Spelljamming Equipment, © 1989, 1992 Wizards of the Coast, Inc.


d20™ System, Conversion of Spelljamming Equipment ©2002, Mark T. Doolan
Original Source: Concordance of Arcane Space, War Captain's Companion Boxed Set
and SRD Equipment 1

Ship Movement & Combat


Ship movement can be treated under two categories: long range and tactical. Long-
range movement is used for traveling over the great distances of space between the
planets, and along the rainbow ocean called the phlogiston that runs between the crystal
shells. Tactical movement deals with shorter ranges between objects in space and is the
theatre of ship-to-ship combat.
The magic behind the spelljammer 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 is used when ships travel between planets) and short range, tactical or
maneuver speed. Because tactical movement is often triggered by (or followed by)
combat, the rules for fighting from ship to ship are covered in those same sections.

Long-Range Movement

In Atmosphere
A flying ship in the SPELLJAMMER universe moves 50 yards per round for every
point of its tactical speed. This translates into about 17 miles per hour or 400 miles per
day, per tactical speed point. This is a wonderful number when compared with most
ground movement, which is measured in tens of miles. Few characters that spend their
lives on the ground travel 400 miles in their entire lives.

Taking Off and Landing


Only ships capable of landing on water or land can do so and take off safely. Any ship
can crash onto a planet or its ocean, but then taking off again is guaranteed to be a
problem (see Crashes).
When taking off from a celestial body, some time is required to overcome the force of
the body's gravity. When taking off from a body of class A or greater, 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. It takes 1d8 rounds from the time a spelljamming mage sits
upon the helm to when takeoff is ready. Once this random warm-up period is over, the
magics of a helm automatically correct the force of gravity. Smaller celestial objects
(such as other ships) do not have this warm-up requirement.
A ship's maneuverability class (MC) in atmosphere (that is, for flying combat) is the
same as when the ship is in space. In general, a spelljamming ship's high speed allows it
to evade all bit the fastest and most maneuverable opponents.
For each point of a spelljammer's tactical maneuver rating, a ship has a movement
factor of 150 feet of movement in air. A ship can move slower than this per round or
hover in place. Bear in mind, however, that opponents attacking a spelljamming ship that
hovers in midair gain a +2 circumstance to hit. Also keep in mind that a hovering ship is
considered to have no MC (i.e., has no Dexterity modifier).
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, the table below gives the amount
of time a spelljamming ship will take to clear the gravity well with only a TS 2 rating,
plus the distance the ship must travel straight up to get outside the planet's air envelope:

Size Class A: 8 minutes 12,000 feet


Size Class B: 15 minutes 24,000 feet
Size Class C: 30 minutes 48,000 feet
Size Class D: 1 hour 96,000 feet
Size Class E: 2 hours 180,000 feet
Size Class F: 4 hours 360.000 feet
Size Class G: 8 hours 720,000 feet
Size Class H: 16 hours 1,440,000 feet
Size Class I: 32 hours 2,880,000 feet
Size Class J: 64 hours 5,760,000 feet

The time required to get out of a planet's gravity well from it surface is the same
regardless of the planet's composition and/or whether it has an atmosphere.
This assumes that the ship is moving in a straight line upward. Ships that spent jetting
about the atmosphere without climbing and such activities such as aerial combat are not
part of the time needed to escape from the gravity well. In general, landing takes the same
amount of time.

Table 8–1: Weather Conditions in Atmospheres


Roll 2d6 Spring/Fall Summer Winter
2 Becalmed Becalmed Becalmed
3 Becalmed Becalmed Light Breeze
4 Light Breeze Becalmed Light Breeze
5 Favorable Light Breeze Favorable
6 Favorable Light Breeze Strong Winds
7 Strong Winds Favorable Strong Winds
8 Storm Favorable Storm
9 Storm Strong Winds Storm
10 Gale Storm Gale
11 Gale Gale Gale
12 Hurricane* Hurricane* Hurricane*
* Hurricanes occur only if the previous day's weather was “Gale”. Otherwise treat as gale
force winds.

As a rule of thumb, precipitation (rain and snow) occurs only on a 1 in 6 chance in


summer and winter, and 2 in 6 chance in spring and fall,, subject to local conditions.
Storms and hurricanes always include precipitation (which is already figured into their
modifiers on the table below).
In the above situations, a modifier reduces movement and the time required to lift off,
land or both is increased.

Table 8–2: Landing and Takeoff Condition


Condition Time Modifier
Becalmed Normal x1
Light Breeze Normal x1
Favorable Normal x1
Strong Winds Time x 2 x½
Rain and
Time x 2 x½
Snow
Storm Time x 4 x¼
Gale Time x 4 x¼
No takeoff or landing
Hurricane
possible

Effects on movement time and movement factor are cumulative. For example, a ship
trying to lift off from a class E planet normally takes 2 hours to get out of the planet's
gravity well. If it is trying to do so in strong winds, this time is doubled to eight turns and
the ship's tactical movement speed is halved. If the strong winds are accompanied by
rain, this time is doubled again to 16 turns and the ship's speed is quartered.

Traveling in 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 Combat. 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 (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 100 million miles per day regardless of its TS rating. This is the
speed of all spelljamming ships over long distances, regardless of the size of the ship or
the helm. As long as a ship has a functioning spelljamming device of any type, and an
individual who can use it, a ship can move 100 million miles in a single standard day
(about four million miles per hour).
At 100 million miles per day a spelljamming ship can travel from 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 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 spheres. 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 "normal" (50 yards per
TS) speed. It can descend to the planet's surface, or 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 primarily 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 minutes)
Time to cover the distance to the next planet (in rounds, minutes, hours, or days,
as appropriate)
Time to land (in hours or minutes, reverse of time to reach edge of gravity field)

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 TS 2
rating to reach 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 TS 2 rating to reach 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 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 Display for movement of the bodies.
Method 1 is the fastest method, and lets the characters move about the system very
quickly. Method 2 slows them down a little, in particular when they are moving around
the outer planets. Method 3 is the most accurate, but takes slightly more time. 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).

Movement in the Flow


The rainbow ocean allows spelljamming ships to attain greater velocities. These speeds
have defied measurement since the phlogiston is without permanent landmarks or
markers. Time is the only constant.
In general, it takes from 15-150 days to travel from one crystal sphere to another for
ships without sails. Ships with sails take 10-100 days and those that are topped out take
only 5-50 days! The sphere reached is random unless a locator device is used to find a
particular sphere. These locators, supplied by the Arcane or duplicated by spells, target
the particular sphere that is sought. Some spheres are unreachable from others due to the
Flow itself, and travelers must go through a third or fourth sphere in order to reach their
goal. These anomalies are noted under the individual spheres-which spheres are nearby
and can be reached regularly, and which ones are not. Some spheres drift into and out of
proximity with each other, so that just because you reach an area once does not mean that
you will find it again.
A ship's last port of call determines which spheres it can move to. Port of call is the
sighting or landing within a crystal sphere. If a ship heading for Krynn from Greyhawk
accidentally ends up at the Realms, the Realms becomes its new port of call.
Ships in the Flow slow down when they encounter other bodies, such as ships and
rogue planets, but this does not affect total travel time.

Tactical Movement
Tactical movement occurs when a ship encounters another large body, usually another
ship. Such tactical encounters can occur either in the Flow or in wildspace, and both are
handled similarly.
One of the maps in this product shows a hex grid against a star background, suitable
for marking ship locations in ship-to-ship combat. Each hex is 50 yards across. A round
of combat in space is the same as a standard round-one minute.
Movement and combat are handled in a two-dimensional format despite the fact that
space (even fantasy space) is three-dimensional. This is purely for the sake of simplicity.
Three-dimensional rules are very slow and add little or nothing to the flavor of the game.
Players and referees will do well to remember that this product is intended for use as a
role-playing aid. The SPELLJAMMER supplement is not a board game of ship-to-ship
combat. It provides a framework for playing the AD&D game in space. The game will be
far less interesting if played without the personal involvement of player characters
aboard ship.
Ship-to-ship combat flows along the same lines as standard AD&D combat. Initiative
is determined for the turn, then one side moves and fires, then the other. The chief
difference is the sense of scale involved. Missiles can travel through space several miles
before finding a target, while magic spells require a closer approach, and ramming and
boarding closer still.
Also, ship-to-ship combat poses danger to the characters involved of losing their ship
and being stranded in space. Many (but not all) enemy ships will rescue survivors (as
slaves if nothing else), but some, particularly during war, will leave the survivors to fend
for themselves.
Representing each ship is a stand-up playing piece and a cardstock sheet, listing its
capabilities and normal crew. Players who are piloting their own ships should note their
ship's abilities and those of significant passengers-like player characters-on board. A ship
with a variety of player characters on board has an advantage over one manned merely by
NPCs, even if those NPCs are mind flayers.

Facing
Each ship has a facing. It is pointed in a particular direction on the map. The playing
piece should be placed with its front crossing on of the six sides of the hex it is in. For
typical ships, the ship is in the hex where it's base is. Large objects, such as asteroids, the
Rock, and the Spelljammer, are in all the hexes that their pieces cover.
A ship can change its facing as part of its movement. How often it can do this depends
on its maneuverability rating.

Movement
The ship's maneuverability class determines all aspects of movement except the
maximum speed in which the ship can achieve, that is determined by the helm and
helmsman. A ship can always change its facing by one hex side at the end of its
movement for free, in addition to any other facing changes.

Table: Maneuverability Statistics


MC Max Minimum Max Dex Speed Reverse
Rating Turn Movement Bonus Change Speed
Perfect 180° none +6 3 3 TS
Good 120° none +4 2 2 TS
Average 60° 1 hex +2 2 1 TS
Poor 60° 2 hexes +1 1 none
Clumsy 60° 4 hexes +0 1 none

Max Turn: This is the amount of hex facings that a ship can change per hex.
Minimum Movement: This is the minimum number of hexes a ship has to take before
it can make a hex change.
Max Dex Bonus: This is the maximum Dexterity bonus that the helmsman gives to the
ships AC.
Speed Change: This is the maximum acceleration/deceleration per round that of the
Ships TS rating. Ships with major helms can decelerate as much as it wants or accelerate
up to maximum TS, even from a dead stop.
Reverse Speed: The ship maximum speed it can move backwards.

Speed
The total number of hexes moved is a ship's speed. A ship controlled by a spelljammer
helm or similar mystical engine can move as far as its TS permits. However, how fast it
can accelerate or decelerate depends on its previous move, its maneuverability, and the
type of helm used.
A ship with a major helm may set its TS each turn, up to its maximum. A major helm
onboard means that the ship can move one hex per turn, then seven (if a sufficiently
powerful mage is available) the next, and so on. Speed can only be changed at the
beginning of the move, never during the move.
All other devices for spelljamming are limited according to the MC of the ship
involved: A ship with an MC of Clumsy may, in one round, increase or decrease its speed
by one. A ship with an MC of Average can in one round increase or decrease its speed by
two. A ship with an MC of Perfect can increase or decrease its speed by three.
Full Reverse. A ship can reverse its direction and move backward; subject to the
limitations on its speed according to its MC.

Stacking
The DM determines the number ships that can be in the same hex at the same time.
Ships in the same hex have the option to board, ram, grapple, or engage in missile fire
and magic.

Combat
There are two general types of combat in space: boarding (ships latch onto one another
and battle royal begins) and ship-to-ship (in this type of battle the ships weapons are used
and long ranged spells are likely to be used).

Combat Sequence
Combat sequence generally runs as outlined in the Players Handbook page 118 with
the following modifications:

Initiative of when the ship moves is determined by the Helmsman, which is


modified by the crew experience.
Each weapon crew has its own initiative that is separate of the helmsman's
initiative. These siege weapon crew can delay weapon fire. Weapon crews that have
initiative can fire even before the ship moves (ships and weapon crew are separate
entities), as the ship moves or after the ship moves in a round (ships unless at a dead stop
are considered always in motion).
Many large weapons take more than one round to reload between shot.

Initiative
The helmsman with the higher initiative can choose to delay the movement of his ship.
This initiative and that of siege weapons is modified by crew quality:

Crew Quality Initiative


Green –1
Average 0
Trained +1
Crack +2

Ship-to-Ship Combat
The large weapons onboard ship, along with normal missile weapons, fire further in
space than within atmospheres. Therefore it is often a tactic for crews to fire volleys from
a long distance before boarding an enemy ship.
Large onboard weapons (catapults, bombards, ballistae, projectors, and jettisons) all
have a typical range and amount of damage they inflict which is summarized in Table 7–
3 (located in chapter 7: Equipment). These siege weapons may be aimed at either ship or
crew.
Special: Catapults cannot attack ships in the same hex or adjoining hex (each hex being
50 yards).

When using siege weapons against crew use the following system

Any weapon attacking the crew (hit point attacks) may attack any character on
deck or partially exposed. A player may not simply specify, "I'm attacking the captain,"
however. If he wants to attack the captain, he must tell the DM how he will identify the
captain. If the attacker has no clear idea of what the captain looks like, the DM should
assign the shot randomly among the potential targets;
Attacking the crew with other than siege weapons, such as bows and arrows
would likely mean massive penalties to hit. Firing a missiles (such as arrows) at another
ship without declaring a particular target requires that the “archer” only need to hit the
ships AC. Such blind shooting has only 50% chance of striking a creature and if
percentage chance indicates success then the attack is resolved as if the “archer” had a
BAB of +0.
A crewmember gets a one-point bonus to his armor class for the turn if the ship's
armor rating is better than the character's and that character's ship has the initiative that
turn (presumably, the helmsman or captain will maneuver the vessel so that its bulk
provides some protection against enemy fire);
A large weapon (catapult, ballista, etc.) that misses a human target can still inflict
damage on the ship. Roll for a hull hit, but damage is always 1 hull point maximum;
Hit Points
A ship's hull points are like a character's hit points. If a ship is reduced to 0 hull points,
its internal structure is destroyed and it begins to fall apart. Roll a six-sided die for every
10 tons of the ship (round fractions up). That is the number of large (atmosphere-
retaining) pieces of the ship that are left.
Some victors will sift through such debris looking for prisoners. Others will abandon
them. It is possible for survivors to lash up some sort of vessel from the junk to save him
or herself with a temporary helm or spelljamming mage.
Small weapons can inflict hit points of damage as well to ships, but the hardness of the
material that the ship is made of will make this a very slow method of destroying a ship.
Some sections of a ship, such as the door to the captain's quarter do not contribute to the
ship's internal structure. A character chopping at the hull with an axe, however, could
inflict hit points of damage to ship and with a lot of hard work and time chop a ship in
two (most crews are not going to let some crazed axe man cleave their ship in two) .
When a ship's hit point damage exceeds half of its hit points, the ship immediately
suffers 1d3 collateral damage.

Collateral Damage
Collateral damage varies from ship-threatening results of combat to less dangerous
situations, which impair the functioning of the ship. Only siege weapons (or weapons on
par with siege weapons) can inflict collateral damage outright, but sufficient application
of small weapons (the dwarf on the hull with a battle axe) could weaken a ship
sufficiently to push it past the 50% damage point and thereby causing 1d3 collateral
damage results.
Siege weapons have what is called Collateral Damage Threat (see description of each
siege weapon in Equipment section to see the what the treat range is for each type of
siege weapon). This threat range has a two numbers, the first number is the natural to hit
roll needed to have a collateral damage threat, and the second number after the slash is
the number of collateral damage results that occur if the crew makes a second attack roll
that also hits the ship.
When collateral damage occurs, roll on the table below for each collateral damage
result. Apply each result to the ship as applicable. If the result is inapplicable ("Hah! You
can't destroy the spelljammer helm! You blew it up last turn”, shift up to the next higher
entry on the list.

Roll Result
Loss of 10d10 Hit
1
Points
2 Deck Crew Casualty
3 Interior Crew Casualty
4 Ship Shaken
5 Siege Weapon Damage
6 Deck Crew Casualty
7 Hull Holed
8 Maneuverability Loss
Loss of 20d10 Hit
9
Points
10 Ship Shaken
11 Fire
12 Loss of TS
13 Deck Crew Casualty
14 Siege Weapon Damage
15 Ship Shaken
16 Hull Holed
17 Maneuverability Loss
Loss of 20d10 Hit
18
Points
19 Loss of TS
20 Spelljammer Shock

Definition of Effects
Loss of 10d10 or 20d10 Hit Points: This loss is in addition to the initial damage. In
some cases it may cause the ship to break up or force another critical hit check. Multiple
rolls for the same attack are cumulative.
Deck Crew Casualty: One exposed crewmember is struck and suffers the same as the
ship. Choose the target randomly from exposed crew. 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. Damage from this shrapnel is 1d12 hit points of damage.
Interior Crew Casualty: Same as Deck Casualty, but everyone aboard is a potential
target, including prisoners, the captain, and spelljamming mages. This reflects not so
much the effect of the missile itself, but shattered parts of the ship's interior bouncing
around during combat.
Ship Shaken: Ship rings from the blow of the attack. All characters not sitting or
otherwise firmly tied down (the spelljamming mage is considered secure) have a chance
to fall to the deck, disallowing any attacks or spell use that round. All on deck NPCs and
PCs have to make a Reflex save DC 20 to maintain their balance.
Siege Weapon Damaged: One siege weapon (chosen randomly) is inoperable until
repaired (see Repairs). Its crew is unharmed.
Hull Holed: The attack punches a hole in the ship where there was none before. The
DM chooses which part of the ship is holed (either by random roll, according to the
situation between the ships, or whatever would make things more interesting at that
point).
Fire: A fire starts somewhere in the ship, as determined by the DM! The effects of fire
aboard ship are described below. In cases where it is physically impossible for a fire to
start (all the lights are magical, there is nothing flammable onboard, and everyone is
wearing cloths made of rock), go to the next entry. A fire onboard as a result of this
collateral hit (as opposed to greek fire or magic) inflicts no damage the first round, but
may spread.
Loss of TS: The TS of the ship drops by one TS for 1d10 rounds while the helmsman
readjusts his balance and senses to the new damage level. Additional losses are
cumulative, to a minimum of 1 TS. If a ship with a TS of 1 receives this result, go to the
next entry.
Maneuverability Loss: The ship drops one MC for 1d10 turns. A ship with “perfect”
maneuverability drops to “good” MC rating, a “good” MC rating becomes “average”, and
so on. A ship with maneuverability rating of “clumsy” cannot lose any more
maneuverability so the next entry is taken instead.
Spelljammer Shock: The spelljamming mage must make a saving throw versus spells
or fall immediately into a coma, which lasts 1d4 days. In cases of serial helms, all
creatures linked up must save. In cases of foundries, artifurnaces, furnaces, and
"unknown drives" (such as the neogi's), the drive itself is rendered nonfunctional 1d4
days (no saving throw allowed). If no replacement is available and the mage fails his
saving throw, the ship immediately becomes SR 0 and can only move in a straight line at
its present speed.

Effects of Crew Losses on Ship Performance


The less manpower a ship has, the less capable it is of fighting and sailing effectively.
A ship may still handle itself in "reduced" circumstances, but not with the effect of a full
crew.
Large weapons require a minimum crew to fire properly. For each member missing out
of a large weapon crew, the weapon takes one round longer to reload and fire. A weapon
crewed by three men with a reload rate of 1/3 will take three rounds for three men to
reload and fire, four rounds for two men to reload and fire, and five rounds for one man
to reload and fire. Men that are lost during the reloading are considered as if lost at the
start of the reloading--that is, three men start reloading the above weapon, then one man
is lost as a causality, then the remaining men will need four full rounds (including those
that have already passed) to reload and fire.
Large weapons can be reloaded and fired as long as one man remains available to do
so. A large weapon without a crew cannot be fired. If a weapon is partially loaded, then
the crew is slain and a new crew arrives, the loading must begin again.
Loss of crew affects the maneuverability of a ship as well. The minimum number listed
for the crew indicates the number required for operating the ship at its listed
maneuverability class and does not include weapon crews. If less than that number is
available to operate the ship, set the sails, mans the oars, etc., then the ship is downgraded
in its maneuverability class. This loss may be from casualties, or may be because
handling crew has been reassigned to weapon crews, preparing for boarding, or fleeing
the ship.
If the crew is ever drops below minimum, it is treated as if it had no sails. Ships that
are topped out have crew less then minimum but more than half that number; lose
benefits of being “topped” out.
A ship will operate at 3 classes below its original class as long as there is at least one
crewman left to handle the rigging and someone at the helm. The MC of a ship may not
be downgraded beyond F maneuverability class.
When figuring out how many crewmembers are available, PCs and officers are
excluded, though they may be pressed into service to handle things during a battle
emergency. Normally, however, their activities prevent them from taking an active role in
the more mundane aspects of handling the ship, even in the heat of battle.
Ships that break up stop moving. The hex or hexes it occupies and all hexes
surrounding it are filled with debris. Surviving characters are scattered among the debris.

Debris
Debris is a common consequence of battle, but in addition there are often small
asteroids, comets, and other space flotsam that can interfere with the movement of and
combat between ships. Debris of sufficient mass will cause a ship moving at high
velocity to slip into normal movement.
Ships moving through debris-strewn hexes do so at risk. Those moving one hex per
turn can do so normally and without danger. Those moving through at speeds of two or
three hexes per turn suffer the attack of a small jettison, while those moving at a speed of
four or five hexes per turn suffer the attack of a medium jettison. Anything moving faster
than five hexes per turn suffers the attack of a large jettison. These attacks occur once per
debris hex encountered.

Fire
Whether as a result of collateral damage, a device such as the greek fire projector, or
spells such as fireball, fires sometimes get started on ships. Keep in mind that fire is an
energy attack and the damage is halved before it is applied against the ships hardness.
Fires inflict their initial damage the round they start. On each subsequent round, the
fire inflicts the same damage as on the round before, plus one hit point.
Putting out a fire requires one person for every point of damage the fire will cause that
round. For example, if a fire will inflict three hit points of damage to the hull of the ship
this round, then three people working with proper tools (assumed to be present) can
extinguish the blaze. If not enough people are available to put out a blaze, they can
reduce its severity by their actions. If two people fought our three-point fire, then the fire
would be reduced to a one-point fire at the end of the round (and the increase to a two-
point fire at the beginning of the next round).
The greatest danger from fire is its potential to poison the air envelope. For each 1 hit
point of the ship that burns 10 man days of air is consumed. Given enough fire damage a
ship air envelope will quickly become fouled or deadly.
A ship reduced to 0 hull points by fire, breaks up normally to form a field of debris.
The surviving debris (if on fire) will continue to burn and break up until the
disintegrating chunks are completely consumed. Ships entering the debris field while it is
still burning will suffer the effects of the fire critical hit.

Fields of Fire (Optional Rule)


While the portrayal of combat here is two-dimensional, in reality, a ship could be tilted
in any direction without affecting the occupants. As a result, almost any weapon can be
brought to bear against an attack from any direction. The limitations on this are for
weapons that fire to the bow and stern, including forward-facing catapults and rear-
mounted jettisons.
Non-movable weapons designed to fire toward the front and rear of the ship may only
fire at targets that are within the lines set up by the three frontal (or rear) hexes. They in
addition receive a +2 circumstance bonus to hit targets directly in front (for front-
mounted weapons). This is due to the "stability" of the shooting platform (as much
anything whirling through space can be considered "stable").

Morale (Optional Rule)


While morale rules are not given in 3E, the DM can include it for crew. To represent
this the crew need only make a Will save DC 15 to keep their cool in battle, with the
captain's Charisma modifier adding or subtracting to the crews save. Other situations can
lower or increase the base DC of the save, for example: The crew is about to engage the
neogi and none on the crew much like becoming food or fuel or the neogi lifejammers so
the DM lowers the DC to 13, the crew is also on a galleon that has a figure head (sailors
being superstitious) which helps booster their moral drops this to DC 11, the crew roll
and 9 normally not enough to make moral but fortunately the captain has a 14 charisma
(+2 bonus) and the crew keep their wits about them. The DM can add or subtract any
number of modifiers to the DC or the D20 roll.

Intermediate Range Combat


Intermediate range combat occurs generally within 1,200 feet of two ships (a distance
of 8 hexes, each hex being 50 yards in length). The 1,200 feet also generally represents
the maximum range of many missile weapons and long-range spells of very high
spellcasters (400 feet plus 40 feet per level of caster).
The closer the ships become, the more variety of spells and weapons the crew can
unleash against one another. Each captain best knows what range of combat his ship is
most capable. Captains that know they not strong at intermediate range combat will either
shoot siege weapons at very long ranges, flee or try to board other ship so his marines
superior hand to hand combat can come into play.

Ramming
Ramming is a common tactic in space for damaging or breaking up an enemy ship.
Ramming is best performed against other ships that are of roughly the same tonnage or
smaller.
A ship must announce its intention to ram before initiative is determined. The process
of ramming (steering to hit the opponent's ship, plus battening down all the loose gear for
the impact) requires time, and is not something that can be done on the spur of the
moment.
A ship cannot ram another ship that is in the same hex at the start of the turn, unless it
leaves the hex and reenters it later. A ship cannot ram another ship that is grappled with
it.
A ship may only attempt to ram once in its turn. It cannot attempt to ram a vessel once,
miss it, then ram another vessel in the same or an adjoining hex.
When ramming use the helmsman's Base Attack Bonus modified by size of the ship he
spelljamming and make an attack roll against the other ship's AC to determine if the
ramming is successful. In this case it is often better to have a priest at the helm than a
wizard because of their better chance to hit (a priest can run a ramming attack even if the
ship is equipped with a piercing ram). If a ship has no one individual at the helm (such as
the dwarven foundries), then the ship rams with Half the Base Attack Bonus of its
navigator. For example: Ashra Whitestaff (8th level wizard) is at the helm of a squid ship
(Colossal sized) and has a modified BAB of –4, she is trying to ram a Nautiloid (also
Colossal sized) with is AC 9. Ashra only needs to roll 13 or higher on a D20 to ram the
other ship.
Rams inflict damage according to their type, size of ship, speed it is traveling at, and
angle of attack. Before figuring ram results, the attacking player determines the adjusted
speed (TS) of the attacking ship (round fractions of the current TS down). The damage
done by the ship due to speed it is traveling at is 2d10-hit points of damage per TS at time
of ramming (If DM and player want to track fractional TS, then ½ TS does 1d10 hit
points of damage and ¼ TS does 1d4 hit points of damage).

Head On: The adjusted TS is the target's TS added to the attacker's TS. The
attacker receives half the ram damage inflicted on the defender.
Forward Angle: The adjusted TS is half the target's TS added to the attacker's TS.
The attacker receives one-fourth the damage inflicted on the target.
Aft Angle: The adjusted TS is half the target's TS subtracted from the attacker's
TS. If this less than one, the ram attempt fails. The attacker receives no damage from the
ram.
Aft On: The adjusted TS is the target's full TS subtracted from the attacker's TS.
If this is less than one, the ram attempt fails. The attacker receives no damage from the
ram.

A target with a rear ram can attempt a counter-ram if the attack fails (a hit means the
attacker impaled himself on the target's ram). Use the difference in TS and the target's
tonnage to determine any damage the attacker may take.

Size of Ship Damage Collateral Critical


Huge 4d10 17–20 (1d4) 17–20 (1d4)
Gargantuan 8d10 17–20 (1d4) 17–20 (1d4)
Colossal 16d10 17–20 (1d4) 17–20 (1d4)
Titanic 32d10 17–20 (1d4) 17–20 (1d4)

In addition to any collateral damage that the ship succeeds on delivering for rolling a
high attack roll, ship's struck by a piercing ram automatically suffers the Hull Holed and
Ship Shaken collateral hits. There is a chance that two ships will become locked together
when this happens (roll a d20, a result of 17–20 indicates that the two ship are locked
together).
In addition to any collateral damage that the ship succeeds on delivering for rolling a
high attack roll, ship's struck by a blunt ram automatically suffers the Ship Shaken
collateral hit plus one other collateral hit.
Grappling Rams inflict no damage, regardless of size or speed. If a ship with a
grappling ram strikes another ship, the two ships are considered grappled (see below).

Movement After Ramming


If the ramming ship misses its target or reduces the opposing ship to 0 hull points (so
that the opposing ship begins to break up), the ramming ship may continue its movement
up to its regular limits. If the ship hits its target without destroying it or is locked or
grappled with the target, its movement stops.
Ship crews may grapple in the same round as a ram, if so desired.

Size and Ramming


Ramming works best against ships that are the same size as or smaller than the
ramming ship. In certain cases, an opposing ship may be too large or small to be rammed
by a particular ship.
A ship cannot ram another ship that is 10% or less of the ramming ship's tonnage. For
example, a 100-ton ship cannot ram a ship of 10 tons or less. If such a ram is attempted,
the smaller ship must check for a crash (see below).
A ship may not ram another ship that is more than three times its tonnage. If it attempts
such a move, it must check under Crashes.
The exception to this is when using a grappling ram, which can be used against smaller
ships of any size (but only three times larger targets).

Ramming and Ship Positions


In general, a ship ramming another ship will maintain its positional relationship after
the collision. That is, a ram from the bow will strike the opposing ship on its bow; a ram
from the flank will strike the opposing ship in the flank, etc. Let the situation dictate the
relative positioning of the ships.
Head-On Ramming is a special case. Head on ramming is a dangerous situation, as it
exposes the ramming ship to the ram of the opposing ship, should one be carried. If the
attacking ship hits its target, the ram is handled normally. If the ramming ship misses its
target, the opposing ship has the opportunity to ram its attacker immediately. This is the
only time a ship is allowed to ram without having the initiative. In this situation, the
original target ship uses its speed from the previous turn when determining damage (this
is a reactionary move, so the ship has not had the chance to reach full, ramming speed).

Ramming Gargantuan Creatures


In general, living things cannot be effectively rammed (they are too small, they are too
small to generate their own gravity well so they just simply adjust to the “ramming
ship's” gravity well). Creatures of gargantuan size, however, are large enough that a ram
would have an effect. Gargantuan creatures take damage as ships; it is for this reason that
a critical threat range is given for ram damage.

Crashes
When two ships occupy the same hex, there are four possibilities:

They can crash into each other


They can ram each other
One ship can land on the other
The two ships can align courses or simply pass each other.

This section deals with crashes.


Occasionally a ship will make a sudden, unplanned landing (called impact) against a
larger object. This impact usually has disastrous results for the ship making the crash and
the ship that is being crashed into.
The helmsman makes a Reflex save with the DC determined by the ship
maneuverability class to avoid a crash and if successful can either fly off (in his part of
the turn) or land normally on the other ship or object. A vessel with no one controlling
makes its reflex save at –5.

Maneuverability Crash
Rating DC
Clumsy 25
Poor 23
Average 20
Good 18
Perfect 15

If there is a crash, the smaller ship is always assumed to be crashing into the larger
ship, regardless of the overall tactical situation. The crashing ship takes damage as if it
had been hit by a blunt ram of a ship of equal size and speed that it is currently traveling
at. If the hull points of the ship are reduced to 0, the ship breaks up (usually all over the
gravity plane of the other ship). All on board the crashing ship take the 2d10-hit points of
damage per TS that the crashing ship was traveling at, this damage is treated as falling
damage and magical effects or spells that help prevent damage from falling prevent
damage form crashing. Damage form crash is part falling and part debris damage, DMs
wishing to distinguish between how this damage is applied can assign 1d6 for falling and
1d4 for debris damage per 1d10 that the ship takes for TS (this is particularly useful if a
character has such protection as protection form arrows in effect).
The larger ship also takes the same amount of damage as the smaller ship that crashed.
Individuals on the ship being hit suffer the Ship Shaken critical result.
Crashing is not a situation that many captains look forward to, but in combat there is
often a need for "fireships" and other suicidal tactics where sacrificing a ship may help
turn the tide of battle. The crew of such a ship usually abandons it before the crash,
hoping to survive a "fall" to the surface of the other ship rather than die in the crash.

Shearing Attacks
A shearing attack is a close pass against an opposing ship with the intention of
dragging rigging, steering equipment, and other devices overboard to cripple the ship's
maneuverability.
Similar to ramming, the attacking helmsman's THAC0 is used to determine whether
the shear is successful. For ships without a spelljamming helm, the navigator performs
the attack at one-half his actual BAB (rounded down).
A shearing attack does the same damage as ramming a ship except that the damage is
applied only against the ships sails. A ships sails has 2 hit points per tonnage of ship, if
enough damage is done to sails the ship loses any maneuverability it would have gained
form having sails. Ships that are topped out take 2 hit points per ton before losing its
topped out maneuverability and 4 hit points per ton before losing all bonuses for having
sails.
If a shearing attack fails, the opposing ship has the option of immediately launching its
own shearing attacker.
Shearing attacks inflict no points of damage to the target ship's hull, but if a natural 20
is rolled for the attack, a collateral threat result occurs.

Grappling and Boarding


Often it is desirable to take over an opponent's ship without inflicting major damage. In
cases like this, a side with enough manpower can overwhelm the other side by grappling
and boarding. Certain types of ramming may also result in a grappling situation.
Either side can grapple, but the moving ship has the first opportunity. The purpose of
grappling is to bring the two ships together to allow either towing or boarding.
The most common method for grappling is a large hook at the end of a long rope or
chain. There are also ballista bolts, which are similarly equipped and can be fired into the
opponent's hull. In either case, once the hooks have caught hold, the two ships can be
hauled together.
A grappling hook requires about 5 feet of space from side to side to be thrown at
another ship in the same hex. The number of hooks that can be thrown depends on the
length of the ship making the attack and how many hooks it can bring to bear.
Two ships are considered grappled when the number of lines between them is at least
equal to one-tenth of the tonnage of a smaller ship. For example, a 50-ton ship and a 30-
ton ship are grappled if three or more grappling lines connect them. If there are fewer
lines than this connecting the two ships, either ship can break them all simply by moving
out of the hex. (This is a good way to pick up some free grappling hooks).
A grappling attack inflicts no damage but links the two ships together. Both ships are
immobilized once they are connected by sufficient grappling lines (unless one ship tries
to tow the other; see Towing).
Cutting Grapples. A crewman must make a normal attack roll to hit AC 5, then roll his
damage to cut a grappling line. A line has 5 hit points. Grappling chain is AC 15 and has
20 hit points. Grapples may be cut at anytime in the defender's turn, but often the ship has
been boarded by then.
A ship may be boarded in the round after it is grappled. Any characters standing by
and ready at the gunwale (typically the removable section of the vessel's side below the
deck level) at the beginning of the round can swarm aboard the enemy ship.
A crew (either side) will fight until defeated or it fails morale Will save (see optional
rule: morale); then it surrenders. Player Characters and important NPCs (as determined
by the DM) may fight as long and as hard as they wish, even to the death.
The DM may in a very dangerous situations have a morale Will save be made to see if
the crew will board in the first place (attacking a ship full of mind flayers is a risky
proposition even under the best of conditions). Such a morale check would be made after
the orders are given out, but before they are carried out.
In case of a failure of morale, the crew will retreat back to its native ship, it will
surrender (unless it is checking morale to determine whether it will board, in which case
the crew just refuses to attack). In certain cases (such as dealing with villainous neogi,
who are merciless), they will fight to the death.
Rapid Resolution of Small-Scale Combat
There will be situations, such as a crew all stocked by PC's, where the actions of every
character are important Similarly, there area situations where a long, large-scale combat
between conflicting sides of NPCs will just waste the players' time. The following is a
system can be used to resolve combat between large numbers of essentially featureless
NPCs.
It is strongly recommended that player characters not be factored into this procedure
for two reasons. First, PC's should be directly under their player's control. They should
not simply be part of a mathematical process. Second, if the PC's are very much superior
to their crewmembers, they will tip the scale toward the high end and throw off the
results. This system works best with crewmembers that are all pretty similar. If the crew
contains widely disparate members (minotaurs and hobgoblins, for instance), it is best to
treat them as two separate groups and determine their attacks and casualties separately.
Compare the CR ratings of 2 opposing groups; if the two groups are equal CR then
they mutually eliminate each other. In such a situation 25% of the each opposing group
will survive, as their wounds will stabilize.
With groups with differing CR ratings, the group will with the higher CR will win out,
the result is determined as follows: Those with CR being 4 higher then the opposing
group will likely only lose 20% of their hit points/resources, those with CR being 3
higher lose 35% of their hit points/resources, and those of CR being 2 higher lose 50% of
their hit points/resources, and finally those with only being 1 CR higher lose 75% of their
hit points/resources. Those creatures/groups that are 5 or more levels higher will lose
only 1d12 % of their hit points or none at all (DM's call).
This system while really fast does not take account the amount of necessary time to
resolve combat, as a quick and dirty calculation. Assume that most battles will take 1d4
rounds plus 1 round per CR of the weaker group of creatures. This is only for the purpose
if the DM plans on the PCs engaging a group a few rounds or minutes latter.

Towing
A ship that has been grappled may also be towed. Both ships are considered to be part
of the same larger ship; their tonnage is added together to determine if a spelljamming
helm or other device can move the whole mass.
Only the stronger of the two spelljamming devices will function when the ships are
linked, so that the weaker item will be inhibited until all the lines are cut. "Strength" is
determined by the ship's current SR. A large ship with a low SR may suddenly find itself
being dragged through debris fields by a smaller but more SR-powerful ship. If the SR's
are equal, then neither ship may move as long as both helms remain in working order.

Encounters, Evasion, and Running Away


Given the nature of space movement, an opposing craft may appear suddenly in the
distance, and then slow to combat speed immediately. Since it is the nature of the
spelljamming helm to stop when it nears the gravity plane of another body, many
encounters will occur without the desire of either side.
The opposing ship(s) will appear 25 minus 2d10 hexes away in a random direction
determined by rolling 1d6.
1. Directly Ahead
2. Ahead & Right (Starboard)
3. Behind & Right
4. Directly Behind
5. Behind & Left (Port)
6. Ahead and Left

Heading is usually toward the player's ship, though the DM can determine this if he
desires.
After the initial placement of the ships, there is no surprise roll. Some ships (such as
pirates) which travel with loaded ballistas may have a tactical advantage against
opponents. However, there are usually several rounds of maneuver before ships come
within effective weapon range of each other.
The DM determines the initial reaction of the other ship. For players here is a good
rule of thumb to determine intentions of other ship:

Hostile: All large weapons loaded, crew packed to the gunwales and armed to the
teeth, shouting for blood.
Unfriendly: All large weapons loaded.
Indifferent: One of the large weapons loaded, but crew unarmed.
Friendly: Large weapons unloaded, crew not carrying personal weapons.

It is possible to make a situation appear less threatening than it is through the use of
illusions, concealed weapons or crew, etc. The DM is encouraged to be as devious as
necessary. Players may also try to influence an enemy, when doing so consult page 149
of the D<G.
Sometimes discretion is the better part of valor, and he who fights and runs away lives
to run another day. Unfortunately, when one is close to another large body (such as a ship
or planet), the spelljammer helm will not permit the ships to reach sufficient speeds to
make high-speed travel worthwhile.
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. For smaller bodies (such as errant
asteroids and pirate ships), the "capture" distance is 25 hexes on the map, counted at the
start of the ship's movement. That is, if there is nothing within 25 hexes of the ship
(including debris).

Crews
Because so much of the glossy and important work of a spelljamming ship rests with
the captain and helmsman, the place of the normal is crew is often glossed over. However
the careful captain who trains his men well and treats them as more than dragon fodder
will be rewarded with a ship that can handle itself well in tactical situations. While the
helmsman determines the gross motive power of the ship, the men who man the rigging
and the oars control its heeling, tacking, and spinning.
Crews are divided into four classifications: green, average, trained and crack. Their
costs per man are below:
Green: 2 gp per standard month
Average: 4 gp per standard month
Trained: 6 gp per standard month
Crack: 6 gp per standard month

Payment is usually in advance for the first two months, with any extra money accrued
payable on landfall. In addition, crews that are going into hazardous situations (such as
when hiring privateers or adventures) may in addition demand a crew's cut of plunder —
a share equal to that of the leaders, to be distributed among the surviving crew. Such a
crew's cut will not improve their sailing ability but will affect their morale in combat
situations.

Green sailors are those that can be picked up anywhere — everyone from groundlings
eager to get into space to ex-mercenaries drowning their troubles in bars. They barely
know the difference between a hawser and a ballista. They are the warm bodies to fill the
ranks, but little more.
Average sailors are usually found around space citadels, asteroids, and other pockets
of civilization. They have had sailing experience before in space, and are competent to
run a ship fairly well. In any city of respectable size (such as the Rock) they can be found
in sufficient numbers to crew a vessel.
Trained sailors are the veterans of many voyages, often on a number of ships. They
are numerous, but that does not mean they are easy to find. In any large city area in
space, about 3d10 sailors can be found for hire. Of course, arrivals of new ships, ship
crew mutinying or abandoning people may change that number.
Crack sailors are not so much rare as very specialized. They are the best at hat they do
for a particular captain and aboard a particular ship. Taking a crack crew from a nautiloid
and putting it on a squid ship reduces it to trained status. The “crack” crew designation
gives greater benefits than a trained crew.

Initial Crew Status


Initially a crew has the rating of the majority of its members. A crew of 10 with one
trained, six average, and three green recruits is considered average while one with two
trained and eight green members will be considered green. This is for determining the
initial crew rating only, when a ship is just starting out in play.

Increasing Crew Status


A green crew becomes average after one month of travel. This reflects one month of
total travel, so that two days of travel, a week of hanging around dock, and two more
days of travel add up to only four days of travel. Thirty standard days are needed to break
in a green crew.
An average crew becomes trained after two more months of travel, including at least
one trip into the phlogiston. For unindoctrinated crews, the Flow is a spook-house filled
with nasty creatures, a belief which is too easily confirmed by beast such as ephemerals
and flow fiends.
A trained crew becomes crack after three more months, including at least one trip into
the phlogiston and one battle with another ship (known as “blooding the crew”). If during
al three of these months, the crew served under one captain, on the same ship, they attain
crack status.

Decreasing Crew Status


Crewmembers will be lost through the normal wear and tear of combat and travel in
space. As long as at least 20% of the original crew is still on board, the ship's crew status
stays the same. For example, if a ship with a trained crew of 10 men loses eight to a
krajen and then hires eight green replacements at the next stop, the ship still has a trained
crew. The old timers teach the ropes to the newcomers. The exception to this is crack
status. If a crack crew loses more than 50% of its members, it slips to trained status until
a new crew passes through the three-months process to regain its status.
Crews, regardless of their status, can man large weapons. The status of green, average,
trained or crack does not affect combat ability.

Effects of Crew Status


A crew that works together smoothly can increase both the speed at which a ship reacts
to enemy maneuvers (i.e., modifies the ship's initiative rolls) and the morale of the crew.

If the Crew is: Then Initiative is: Then Morale is:


Green: –2 –2
Average: –1 Unaffected
Trained: +0 +2
Crack: +1 +4

Weapon Terms
Any crewman or character can operate a large weapon such as catapult, ballista, or
jettison. There are specialists who have been trained in their use, however, and they tend
to be more valuable in combat. If player characters wish to invest, they may be able to get
special hirelings for these shipboard positions.
Any good-sized city will have a few large-weapon specialist available for hire. One to
10 will be available in any standard month, and their hiring rates are usually 6 gold per
month per specialist.
A single specialist will affect the firing of one large weapon onboard ship. Multiple
specialists are needed to maintain many weapons. A weapon specialist can help in the
repair and operation of any of the large weapon types that he is versed in, but can only
give his bonuses to one weapon at a time.
The large weapon assigned the weapon specialist has a +1 bonus to hit as long as the
weapon specialist is a crewman on the weapon team. Further, the weapon team may
suffer the loss of one member (who is not the specialist) and continue to operate with no
ill effect on its rate of fire.
A weapons specialist is usually versed in one type of weapon: catapult, ballista,
bombard (where available), alchemist fire projector, or jettison. Five percent of those
encountered will be knowledgeable in two weapons, and 1 in 20 of those will be versed
in three.
A character with proficiencies in any of these weapons can hire on as a weapon
specialist or use his proficiency to provide a bonus to hit from a single turret. A character
doing this cannot be engaged in another position on ship (such as captain, navigator, or
helmsman) or leave his position or the benefit is lost.

Spelljamming Ship Combat System, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS,
AD&D, the D&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of
Hasbro, Inc., and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are
considered Product Identity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
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To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Spelljamming Ship Combat System, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Spelljamming Ship Combat System ©2002, Mark T.
Doolan
Original Source: Concordance of Arcane Space

Angelfish
By: Mark Doolan

[ Deckplans ]
Built By: Humans (Ezhian Empire]
Used Primarily By: Humans (Ezhian Empire]
Tonnage: 13
Cost: 17,550 gp
Hit Dice: 13d10+60 (131 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Good
Maneuverability:
Armor Class: 15 (–8 size, +13 natural)
3 Light Ballista (crew: 1 each), 3 Light Catapult (crew: 1
Armament:
each)
Ship Modification: Increased Armor (x3, equals +6 AC), Nimble, Sails.
Crew: 5/13
Air Capacity: 1,456 man-days
Landing — Land: No
Landing — Water: No
Hardness: 5
Material: Wood
Power Type: Minor Helm
Cargo: 2 tons
Keel Length: 70 feet
Beam Length: 22 feet

The Angelship was first developed in Imperial Space 107 years ago, it was the
replacement of the now rarely seen Guppy, which was deemed too small for military use.
The ship is blistering with weapons, but all the weapons are light, the ship was meant to
fight a great distance.

THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF
THE COAST! OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative
Material" means copyrighted material including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be
recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or
the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy,
edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in
terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in
Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open
Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Created by ©2002, Mark Doolan


Image by Mark Doolan and Ron Pollard.

Blossom
By: Mark Doolan

[ Deckplans ]
Built By: Elves
Used Primarily By: Elves, Humans
Tonnage: 22
Cost: 79,700 gp
Hit Dice: 22d10+60 (181 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Good
Maneuverability:
Armor Class: 11 (–8 size, +9 natural)
Armament: 3 Large weapons (some have more or les weapons than this)
Ship Modification: Increased Armor (x2, equals +4 AC), Freshen Air, Landing
(water), Living Ship (heals 11 hit points per day), Sails,
Topped Out.
Crew: 10/22
Air Capacity: 2,464 man-days
Landing — Land: No
Landing — Water: Yes
Hardness: 5
Material: Wood and plant
Power Type: Minor Helm
Cargo: 11 tons
Keel Length: 70 feet
Beam Length: 70 feet

The blossom ship was created by a brillant half elf (whom looked to be completely
elven). When the EIN rejected plans (such a ship was not built to be very effective
warship) to build such a ship he simple obtained funding and resources form a group of
human women wizards that liked the beauty of the ship. It is graceful and very
maneuverabile.
The greatest advantage of the blossom ship is it bountiful supply of air which generates
50 man days of air per day, more than enough for a full crew (this is due to it being
topped out).
At time of this writting the blossom ship is found in Imperial Space.
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF
THE COAST! OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative
Material" means copyrighted material including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be
recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or
the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy,
edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in
terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in
Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open
Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Created by ©2002, Mark Doolan


Image by Mark Doolan
Notes: This is my first effort to create a ship both in image and in deckplans.

Bucentaur
By: Mark Doolan

[ Deckplans ]
Built By: Humans
Used Primarily By: Humans
Tonnage: 15
Cost: 20,250 gp (minimum)
Hit Dice: 15d10+60 (142 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Poor
Maneuverability:
Armor Class: 13 (–8 size, +11 natural)
Armament: Ram (piercing), 1 heavy catapult (Crew: 5)
Ship Modification: Increased Armor (x3, equals +6 AC), Landing (water), Ram,
Reinforced Frame
Crew: 4/15 or 51 (42 oarmen, catapult crew and officers)
Air Capacity: 1,680 man-days
Landing — Land: No
Landing — Water: Yes
Hardness: 5
Material: Wood
Power Type: Minor Helm
Cargo: 2 tons
Keel Length: 115 feet
Beam Length: 20 feet

The bucentaur ship is built and used by the Doges of the Moon of Chandria. These
ships are more for show then battle and when fully crewed from 51 to 60 men can stay no
more then 28 days in wildspace before fouling their air supply. Fortunately the Doges
rarely extend their time in space beyond this time as they use these ships as command
ships to patrol the space around their moon. In addition to its use as a command ship it is
also used for pleasure and diplomatic missions. The Doges have given many fine parties
on board thier bucentaur ships.
What the ship lacks in standard armament they often make up for with magical
firepower, no doge is without his court wizard and seers. The sheer number of men that
can pour out of the main deck can overwhelm all but the largest ships. Some doges are
found of using alchemist fire projectors instead of heavy catapults.
At time of this writing the few other races or spheres make use of the bucentaur ship
for space travel, although many worlds have had such ships used on their worlds oceans
or have in the past. The bucentaur is listed as only costing 20,250 gp but due to expensive
furnishing and exquisite detail of artistry that adorn them they can be much more
expensive, typically from 40,000 gp to 50,000 gp in value.

THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF
THE COAST! OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative
Material" means copyrighted material including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be
recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or
the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy,
edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in
terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in
Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open
Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Created by ©2002, Mark Doolan


Image by Unknown Artist. Used without permission. All rights reserved.

Notes: The first time I saw the pic of this ship I was inspired to create the deckplans
for the ship and include it into my campaign.

Crab-Ship
By: Mark Doolan

[ Deckplans ]
Built By: Giff, Human and Scro
Used Primarily By: Giff, Human and Scro
Tonnage: 17
Cost: 42,500 gp
Hit Dice: 17d10+60 (153 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Clumsy
Maneuverability:
Armor Class: 14 (–8 size, +10 natural)
2 Ram-claws (crew: 2 each), 2 Medium ballista (crew: 2
Armament:
each), 1 heavy catapult (crew: 5), 2 light jettison (crew: 2
each)
Ship Modification: Improved Ram (claws), Increased Armor (x1, equals +2 AC),
Landing (land), Reinforced Frame, Ram.
Crew: 4/17
Air Capacity: 1,904 man-days
Landing — Land: Yes
Landing — Water: No
Hardness: 10
Material: Metal
Power Type: Minor Helm
Cargo: 7 tons
Keel Length: 50 feet
Beam Length: 60 feet

The crab-ship was designed by Master Marine Humphred Munchausen (a giff with
some rather high intelligence), after he and his crew fought against a few scorpion ships.
Each of the crab ship's ram claws do 4d10 points of damage. The one design flaw of the
ship was that it has no sails, resulting in poor manuverbility. Not long after the ship came
into service that some Scro spy's seen the ship and then stole the plans, so as to create the
ship in scro dock yards.
The ship shows some other poor design qualities as well, the number of weapons. It
would take a crew of 21 to run all the weapons and pilot the ship. This will eat away the
man-days of air supply in no time at all. It is for this reason that the crab ship does not
make many voyages into the Flow (they want to stay in sphere close to planets so as to
replenish air supply).
With the right amount of magic (freshen air and other such magics) the crab ship can
become a usefull ship to have in a fleet.
Currently most crab ships are either used by Scro or the Hyperian Marines (the
commander of the Hyperian Marines is Humphred Munchausen).
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF
THE COAST! OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative
Material" means copyrighted material including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be
recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or
the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy,
edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in
terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in
Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open
Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Created by ©2002, Mark Doolan


Image by Mark Doolan and Ron Pollard.

Sunfish
By: Mark Doolan

[ Deckplans ]
Built By: Humans (Ezhian Empire]
Used Primarily By: Humans [Ezhian Empire]
Tonnage: 37
Cost: 65,110 gp
Hit Dice: 37d10+75 (278 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Average
Maneuverability:
Armor Class: 18 (–8 size, +13 natural, +3 plating)
2 Medium Ballista (crew: 4 each), 4 Bombards (crew: 3
Armament:
each], 1 Heavy Catapult (crew: 5)
Ship Modification: Increased Armor (x3, equals +6 AC), Nimble, Plating,
Reinforced Frame, Reinforced Hull (x3, equals +15 hit
points), Sails
Crew: 8/37
Air Capacity: 4,144 man-days
Landing — Land: No
Landing — Water: No
Hardness: 5
Material: Wood and Metal Plates
Power Type: Minor Helm
Cargo: 6 tons
Keel Length: 105 feet
Beam Length: 32 feet

The Sunfish is a wooden ship with metal plating that is overlapped creating an effect
much like scales of a fish over its surface. The minimum crew represents 4 sailors to man
the sails, captain, helmsman, navigator and high priest. To man all the ships weapons
takes an additional 19 men, leaving 10 additional crewmembers. The additional crew
often comprises some 4 to 6 marines, a master marine, wizard of some renown and an
assistant priest to the high priest.
The Sunfish is used only by the Ezhian Empire which is found only in Imperial
Space. The Ezhian Empire is a bit touchy about others making use of their ship designs
and will confiscate any such ship.

THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF
THE COAST! OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative
Material" means copyrighted material including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be
recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or
the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy,
edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in
terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in
Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open
Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Created by ©2002, Mark Doolan


Image by Mark Doolan and Ron Pollard.

Notes: When I first started my campaign I not want my players to go into space and
find only empty void as this would lead them to find more desirable 'romping grounds' to
play in. It is for this reason I created the Ezhian Empire. When I created this empire I
want something that the Empire could be seen has having that other organization and
merchant guilds did not have and was obvious to the casual observer... I struck apon the
idea of ships that look just a bit like 'ocean fishes'. This told the player that I had intended
to make my sphere more that just a pearl of planets on the way to other campaigns (such
as greyspace and realm space).

Unicorn-Ship
By: Matthew Webber and D20 conversion by Mark T. Doolan
[ Deckplans ] [ 2nd Edition Statistics ]
Built By: Elves, Humans
Used Primarily By: Elves, Humans
Tonnage: 26
Cost: 35,100 gp
Hit Dice: 26d10+60 (203 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Average
Maneuverability:
Armor Class: 15 (–8 size, +13natural)
Ram (piercing), 1 heavy catapult (crew 5), 2 medium ballistae
Armament:
(crew 2 each)
Ship Modification: Increased Armor (x3, equals +6 AC), Landing (land),
Landing (water), Ram, Reinforced Frame, Sails
Crew: 8/26
Air Capacity: 2,912 man-days
Landing — Land: Yes
Landing — Water: Yes
Hardness: 5
Material: Wood
Power Type: Minor Helm
Cargo: 6¼ tons
Keel Length: 200 feet (240 feet with tail sail)
Beam Length: 45 feet

The unicorn-ships now seen in the known spheres are based on a one-of-kind ship
called Alicorn Star (see Other Configurations). When the gnome
Nimfaratillarmisarrendilon — Nimf for short — told stories of this wonderous ship most
were sceptical, yet some elven engineers have gone to great lengths to recreate this ship
from the scaps of papers that Nimf has provided. It was not only elves that made an effort
to create a standard for a unicorn-ship design but also some human engineers that had a
fascination with unicorns.
This ship design has been perfected to its current standards, but still it does not match
the splendor of the Alicorn Star that Nimf provided. The typical unicorn-ship is made of
wood and some have gone so far as to enchant the ram/horn with special abilities.
Keeping the ship painted white and having the ram/horn polished makes for a lot of work
for the crew — after all with a ship that looks like a unicorn it should look pure and
noble. For those that love weapons and find that the ship has too few, just place more
weapons on the same deck of the heavy catapult and/or add more to the underside of the
ship, where the legs are.
All in all this ship is a must for those that love beauty.
Other Configurations
Dark Unicorn: This metal unicorn ship is painted all black by its evil captain and plies
Realm space for its victims. The captain is said to be a red wizard from Thay (where
wizards are said to have performed horrid experiments on living unicorns with an
injection of demon blood too corrupt them to evil). The heaviness of the metal hull limits
the Dark Unicorn to land only on land (it too heavy to land in water... it would sink under
the waves), but increases the AC to 18.
The Alicorn Star: The one and only Alicorn Star is a centaur-built and crewed ship,
and is fashioned from living wood: the vast majority of the hull is a single, living piece,
and to an extent is self-repairing. Metal fittings, bracings, and the piercing ram are
bonded magically to the hull, and give a +2 enhancement bonus its armor class.
Unlike the unicorn-ship the Alicorn Star has four main deck levels, three above the
gravity plain and an inverted deck below the gravity plane, which is also the water-line
when landing in water. When the ship is sailing on a calm waters of a lake, the unicorn's
lips just clear surface of the lake. The lower deck has emplacements of two forward
heavy ballistae in the knees. The ship's bridge is situated at the rear of the highest deck,
behind the catapult. Everything is scaled for centaur usage, and the weapons take
correspondingly less crew to operate (suggest half human compliment). Due to the fact
that the Alicorn Star is built to centaur-size its ceilings are 12 feet tall and has a keel
length of 240 feet and 55 feet beam. All in all the Alicorn Star should be close to 100 tons
by the original 2E rules and 50 tons by the D20 ship contruction rules here at the
Shattered Fractine.
The inverted deck is accessed by a ten-meter "hole" traversed by a bridge that
corkscrewes 180', centered on the gravity plane. There were also "tunnels" in the forelegs
allowing access to the knee ballistae. During water landings these were sealed and
inaccessible.
The ship's power source is actually a living creature, called a Kara. Kara are non-
corporeal energy creatures able to survive in both Wildspace and the Phlogiston. They
don't usually fraternise with organics, but the Star's Kara, nicknamed Beauty by the crew,
is blind, at least in regard to a normal Kara's poly-dimensional senses. Vulnerable, she
serves to move the Star in exchange for its physical security. A helm is needed: a mage
wearing an artifact called the Crown of Seeing. This extends a mage's senses and
facilitates a telepathic link with Beauty, essentially enabling her to function with full
vision. But in most respects, treat it like a normal spell-jamming helm. Beauty resembles
a spinning sphere of glowing rainbow energy. Some 30' in diameter, she occupies a large
multi-deck spherical chamber in the ship's "hind-quarters".
Captian Satin Truebolt, an imposing centuar captian, pilots her vessel mostly in
Truespace.
Click on image of the Alicorn Star to see it in it full size at Matthew Webber's site
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF
THE COAST! OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative
Material" means copyrighted material including derivative works and translations (including into other computer languages), potation,
modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be
recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations,
environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or
the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy,
edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in
terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content
distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly
licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or
co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly
licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in
Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open
Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open
Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

Created by ©2002, Matthew Webber


Image by Matthew Webber
d20™ System, Conversion of Unicorn-Ship ©2002, Mark T. Doolan

Notes: I toiled over the deckplans for nearly 18 months till I was pleased with the
deckplans, when I showed them to Matthew Webber, the first words he used to describe
the deckplans... Inspired!

Battle Dolphin
Source: The Legend of Spelljammer: Captians and Ships

[ Deckplans ] Battle Dolphin Dolphin–Shuttle


Built By: Humans Humans
Used Primarily By: Any Race Any Race
Tonnage: 37 3
Cost: 49,950 gp 4,050 gp
Hit Dice: 37d10+85 (289 hp) 3d10+40 (57 hp)
Initiative: As the helmsman As the helmsman
Tactical Speed: 150 feet per TS of helm 150 feet per TS of helm
Tactical
Average Good
Maneuverability:
Armor Class: 15 (–8 size, +13 natural) 15 (–4 size, +9 natural)
Armament: 2 medium catapults (Crew 3 each) None
Ship Modification: Increased Armor (x3, equals +6 Increased Armor (x1,
natural armor), Reinforced Frame, equals +2 natural armor),
Reinforced Hull (x5, equals +25 hit Landing (water), Sails.
points), Sails.
Crew: 10/37 1/3
Air Capacity: 4,144 man-days 336 man-days
Landing — Land: No No
Landing — Water: No Yes
Hardness: 5 5
Material: Wood Wood
Power Type: Minor Helm Minor Helm
Cargo: 9¼ tons 1 ton
Keel Length: 250 feet 40 feet
Beam Length: 30 feet 15 feet

The graceful battle dolphin is the latest human ship to appear in any quantity in the
void. It combines a number of design features necessary to human travel and commerce
in space. Like the hard-shell nautiloids, the bulk of the battle dolphin is enclosed. It
maintains an upper 'surveilance' level which places it above the decks of opposing ships.
Most importantly, the galleon-like portion of the upper deck can seperate from the main
ship and make planetary landings on worlds with water ports. The small galleon is less
likely to attract attention in the port of many non-spelljamming worlds than a fully-armed
hammership.
The command bridge of a battle dolphin my be located either in the forward bridge or
in the detachable upper deck. Typically the dolphin shuttle is where it is located when
only one helm is found on the ship.
When in combat, there is only 1 in 12 chance that the dolphin-shuttle is struck by
successful attack.

Battle Dolphin, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo,
the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used
with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per
Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.
To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Battle Dolphin, © 1991 Wizards of the Coast, Inc.


d20™ System, Conversion of Battle Dolphin ©2002, Mark T. Doolan

Cuttle Command
Source: The Legend of Spelljammer: Captians and Ships

[ Deckplans ]
Built By: Humans, Illithids
Used Primarily By: Any Race
Tonnage: 60
Cost: 81,000 gp
Hit Dice: 60d10+115 (445 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Poor
Maneuverability:
Armor Class: 11 (–16 size, +17 natural)
4 Heavy ballistas (crew 4 each), 2 heavy catapults (crew 5
Armament:
each), heavy jettison (crew 4)
Ship Modification: Increased Armor (x5, equals +10 natural armor), Reinforced
Hull (x7, equals +35 hit points), Landing (land), Reinforced
Frame, Sails
Crew: 10/60
Air Capacity: 6,720 man-days
Landing — Land: Yes
Landing — Water: No
Hardness: 5
Material: Wood
Power Type: Major Helm
Cargo: 2½ tons
Keel Length: 240 feet (120 feet to each side of the gravity plane)
Beam Length: 250 feet

The cuttle command is taller than it is wide along its hull. It maintains its gravity plane
by having four large tentacles extending horizontally some 125 feet from the main 'tower'
of the ship to change the orientation of the gravity plane. At the end of each of these long
tentacles are mounted four heavy weapons. This poor quality design drops the
maneuverability of the ship by one MC.
The first 20-cuttle ships built were set up as a command ship in the first unhuman
wars. Their poor design caused many shipyards to build no more cuttle commands. These
vintage cuttles are now either destroyed, used by a few wizards or mostly abandoned.
Occasionally a new vessel appears, usually a scratch-built jobs piloted by the same
wizard who commissioned it built.

Cuttle Command, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo,
the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used
with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per
Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Cuttle Command, © 1991 Wizards of the Coast, Inc.


d20™ System, Conversion of Cuttle Command ©2002, Mark T. Doolan

Damselfly
Source: Lorebook of the Void and Issue #45 of the Dungeon Magazine

[ Deckplans]
Built By: Human
Used Primarily By: Any Race
Tonnage: 5
Cost: 12,500 gp
Hit Dice: 5d10+40 (68 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Average
Maneuverability:
Armor Class: 18 (–4 size, +12 natural)
1 Medium Catapult (crew: 3) and 1 Medium Ballistae (crew:
Armament:
2)
Ship Modification: Increased Armor (x1, equals +2 AC), Landing (land), Sails.
Crew: 2/5
Air Capacity: 560 man-days
Landing — Land: Yes
Landing — Water: No
Hardness: 10
Material: Metal
Power Type: Minor Helm
Cargo: 1¼ tons
Keel Length: 100 feet
Beam Length: 20 feet

The damselfly is a version of the standard dragonfly. The main body is made of metal
and all exposed decks have been covered. On the top deck there is a medium catapult that
is on a rotating turret (the turret is rotated from below), and on the lower weapons deck is
a medium ballistae.
Refinements in the ship's wings reduce the number of men needed for full operation to
two, including the spelljamming mage himself. The spelljammer helm is usually located
on the enclosed bridge itself, behind a forward portal of glass or crystal that is affected by
a glassteel spell. The ship can be operated from the deck without endangering the crew.
The damselfly has a captain (usually the owner) who also holds any other position that
is needed. Damselfly captains tend to be loners, either preferring or needing relative
peace and quiet. The damselfly is a hermit's ship, used by those who want to shut the
universe out.

Damselfly, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Damselfly, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Damselfly ©2002, Mark T. Doolan

Dragonfly
Source: Lorebook of the Void

[ Deckplans]
Built By: Humans
Used Primarily By: Humans, Elves
Tonnage: 5
Cost: 6,750 gp
Hit Dice: 5d10+45 (73 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Good
Maneuverability:
Armor Class: 15 (–4 size, +9 natural)
Armament: 1 Light Catapult (crew: 1) OR 1 Light Ballistae (crew: 1)
Ship Modification: Increased Armor (x1, equals +2 AC), Landing (land),
Reinforced Hull (x1, equals +5 hit points), Sails.
Crew: 2/5
Air Capacity: 560 man-days
Landing — Land: Yes
Landing — Water: No
Hardness: 5
Material: Wood
Power Type: Minor Helm
Cargo: 2½ tons
Keel Length: 95 feet
Beam Length: 20 feet

The dragonfly, with the tradesman (below) is one of the workhorses of wildspace. Its
small size and good maneuverability make it ideal for transporting small groups, very
important persons, and small packages. These features also make the dragonfly the idea
ship for smuggling and fast exploration.
The dragonfly also is highly recommended as a wizard's ship. A truly antisocial mage
can load most of his supplies on board and turn the dragonfly into a mobile laboratory
and workshop, placing himself literally millions of miles from nowhere. There he can
work in relative peace. A large number of dragonfly hulks found in various systems were
once used for this purpose, abandoned when their masters moved on or died as a result of
their experiments.
The dragonfly is capable of being handled (badly) by a single man, but operates best
with a three-man crew, not including any men required to man the spelljamming helm.
The captain is usually the navigator and the quartermaster. The first officer doubles as the
helmsman and the cook.
Dragonfly, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Dragonfly, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Dragonfly ©2002, Mark T. Doolan

Dragonship
Source: Lorebook of the Void

[ Deckplans]
Built By: Humans
Used Primarily By: Humans
Tonnage: 18
Cost: 24,300 gp
Hit Dice: 18d10+65 (164 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Clumsy
Maneuverability:
Armor Class: 15 (–8 size, +13 natural)
Armament: 2 Medium Ballistae (crew: 2 each)
Ship Modification: Increased Armor (x3, equals +6 AC), Landing (water),
Reinforced Hull (x1, equals +5 hit points), Sails.
Crew: 5/18
Air Capacity: 2,016 man-days
Landing — Land: No
Landing — Water: Yes
Hardness: 5
Material: Wood
Power Type: Minor Helm
Cargo: 1 tons
Keel Length: 150 feet
Beam Length: 20 feet

The oriental empire of Shou Lung of the world Toril has dabbled in space exploration.
In fact, Shou Lung's approach to space exploration is typical of the oriental nations
throughout known space. While "western" nations dismiss space travel or turn their
attentions to more militaristic ends, the oriental nation pushes its experimentation with
fantasy space forward. The dragonship of Shou Lung is an example of such
experimentation and reflects the mindset of an organized groundling empire reaching into
space.
The Shou dragonship is boatish, and suffers in space - as all groundling craft do. The
helm is located below decks in the rear, with a domes opening above to allow a clear
view of space and the captain. The large structure on the deck itself is a small shrine to
the crew's venerated gods and ancestors, to the Path and the Way, and to the emperor, by
whose hand the entire mission is set into effect.
A typical Shou dragonship has both a captain and a helmsman. Perhaps the most
important post on a Shou ship belongs to the recorder. The recorder's task is to keep notes
on all encounters, collect specimens and trophies, and to act as the official diplomat from
Shou Lung. To that end, each recorder is given a number of blank scrolls of official
greeting from the emperor. The recorder is empowered to fill in the name of the
appropriate race and present them.
The crews are armed with repeating crossbows, a groundling invention that has found
great favor in space, making Shou crews both respected and feared.
Of course, if you cast your bread upon the waters, some of it will turn soggy. A large
number of captains and recorders exposed to the marvels of wildspace space suddenly
wonder why they would throw in with some small time emperor when there are whole
worlds out there to be discovered or even conquered.
The result is a large number of dragonships no longer loyal to the emperor, cruising
around the sphere, taking what they need. Such ships end up in the hands of adventurers,
merchants, pirates, and other "free agents" of space. These ships reflect their owner's
needs - armor plating or increased maneuverability, more weapons (up to three more
heavy weapon mounts), and alternate power sources.

Dragonship, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Dragonship, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Dragonship ©2002, Mark T. Doolan

Galleon
Source: Lorebook of the Void

[ Deckplans ]
Built By: Human
Used Primarily By: Any Race
Tonnage: 18
Cost: 24,300 gp
Hit Dice: 18d10+65 (164 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Clumsy
Maneuverability:
Armor Class: 13 (–8 size, +11 natural)
Armament: 3 Large weapons
Ship Modification: Figurehead, Increased Armor (x2, equals +4 AC), Landing
(water), Reinforced Frame, Reinforced Hull (x1, equals +5 hit
points), Sails.
Crew: 9/18
Air Capacity: 2,016 man-days
Landing — Land: No
Landing — Water: Yes
Hardness: 5
Material: Wood
Power Type: Major Helm
Cargo: 7 tons
Keel Length: 130 feet
Beam Length: 30 feet

The galleon is the best ocean going craft that groundling nations can bring into space.
It is nothing more than a sailing ship with the spelljammer helm-purchased or salvaged
from some wreck-attached. Of the peoples of the known worlds, only the nation of Shou
Lung on Toril sponsors a realistic approach to space travel. Other nations dabble, though,
and the most thoughtful of them use the galleon as their vessel of choice. Bulky and slow,
it still gets the job done, and its large cargo hold carries a great deal of spoils from other
lands.
Galleon, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Galleon, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Galleon ©2002, Mark T. Doolan

Giff Bireme
Source: The Legend of Spelljammer: Captians and Ships

[ Deckplans ]
Built By: Giff
Used Primarily By: Giff
Tonnage: 16
Cost: 28,125 gp (cost includes the great bombard)
Hit Dice: 16d10+60 (148 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Average
Maneuverability:
Armor Class: 13 (–8 size, +11 natural)
2 light ballistas, 1 great bombard (also doubles as a ram,
Armament:
blunt)
Ship Modification: Increased Armor (x2, equals +4 natural armor, this is due to
superior design), Landing (water), Ram (blunt), Reinforced
Frame, Sails, Unique Quality (great bombard).
Crew: 5/16 (each Giff counts as 2 crewmen)
Air Capacity: 1,792 man-days
Landing — Land: No
Landing — Water: Yes
Hardness: 5 (10 for the great bombard weapon)
Material: Wood (the great bombard is made of metal)
Power Type: Minor Helm
Cargo: 1½ tons
Keel Length: 155 feet
Beam Length: 30 feet

The giff bireme resembles a single decked groundling bireme, and indeed such craft
were initially used as the frames for early versions of this vessel. Its rowing banks are
planked over and its prow removed, replaced with a great bombard of cold iron banded
with steel rings, which runs half the length of the ship and can only fire in the direction
the ship is moving. In game terms, this means that the great bombard will fire only fire
along a straight row of hexes, which the ship is facing.
The great bombard is of masterwork quality (all 1½ tonnage in size), which gives a +1
to hit bonus to hit. This mighty bombard may also be capped with a great brass blunt ram,
usually sculpted in the shape of a giff's head.
When in combat any attack that exceeds a to hit roll by 3 or more has a 1 in 10 chance
to damage the great bombard it self. The great bombard can take 50 hit points of damage
before it becomes inoperable.

Great Bombard, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo,
the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used
with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per
Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp
The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Great Bombard, © 1991 Wizards of the Coast, Inc.


d20™ System, Conversion of Great Bombard ©2002, Mark T. Doolan

Hammership
Source: Lorebook of the Void

[ Deckplans ]
Built By: Humans
Used Primarily By: Humans, lizard men, some elves
Tonnage: 22
Cost: 33,150 gp
Hit Dice: 22d10+60 (181 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Average
Maneuverability:
Armor Class: 15 (–8 size, +13 natural)
Armament: Ram (blunt), 1 heavy ballista (crew 4), 2 heavy catapult (crew
5 each)
Ship Modification: Increased Armor (x3, equals +6 AC), Landing (water), Ram,
Reinforced Frame, Sails
Crew: 7/22
Air Capacity: 2,464 man-days
Landing — Land: No
Landing — Water: Yes
Hardness: 5
Material: Wood
Power Type: Major or minor helm
Cargo: 4 tons
Keel Length: 250 feet
Beam Length: 25 feet

Another standard human ship of space, the hammership is large and powerful, capable
of withstanding large amounts of punishment and dealing out a massive amount with its
blunt ram. If the squid ship is the light warship of space, this is the heavy galleon.
Hammerships are found, with small modifications to their design throughout all known
space. The hammership's design has been relatively unchanged, such that hulks several
millenniums old resemble those under construction in the asteroid dry docks of the
Mercane. Even the elves and mind flayers, with their own distinctive ships, use the
hammership design for their ships used in workhorse and supply situations.

Hammership, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Hammership, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Hammership ©2002, Mark T. Doolan

Klicklikak
Source: War Captain's Companion Boxed Set

[ Deckplans ]
Built By: Insectare
Used Primarily By: Insectare
Tonnage: 8
Cost: 10.800 gp
Hit Dice: 8d10+60 (104 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Average
Maneuverability:
Armor Class: 13 (–8 size, +11 natural)
Armament: 1 medium ballista (Crew: 2), 1 heavy catapult [360°] (Crew:
5)
Ship Modification: Increased Armor (x2, equals +4 natural armor), Landing
(land), Nimble
Crew: 2/8
Air Capacity: 896 man-days
Landing — Land: Yes
Landing — Water: No
Hardness: 5
Material: Wood
Power Type: Minor Helm
Cargo: 1 ton
Keel Length: 35 feet (head), +45 feet (antennae)
Beam Length: 30 feet

The Klicklikak is a distinctive, sleek-looking ship that resembles a grasshopper's head


with two long antennae trailing behind it. The ship's name means "Service to Klikral" in
the insectare native tongue.
Klicklikak, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Klicklikak, © 1992 Wizards of the Coast, Inc.


d20™ System, Conversion of Klicklikak ©2002, Mark T. Doolan
Image by Mark Doolan and Ron Pollard.

Lanceship
Source: The Astromundi Cluster

[ Deckplans ]
Built By: Human
Used Primarily By: Any Race
Tonnage: 10
Cost: 16,500 gp
Hit Dice: 10d10+60 (115 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Average
Maneuverability:
Armor Class: 13 (–8 size, +11 natural)
Armament: Ram (piercing) and 1 Medium Ballistae (crew: 2)
Ship Modification: Increased Armor (x2, equals +4 AC, this is due to superior
design), Landing (land), Ram, Reinforced Frame, Sails.
Crew: 2/10
Air Capacity: 1,120 man-days
Landing — Land: Yes
Landing — Water: No
Hardness: 5
Material: Wood
Power Type: Minor Helm
Cargo: 2 tons
Keel Length: 100 feet (120 feet with back sails)
Beam Length: 20 feet

The lanceship is a full-enclosed ship that resembles its namesake. Maneuvering is


accomplished through the use of sails that fold out from the back of the vessel and an
ingeniously liked rudder. both are manipulated from within. To land, the lanceship crew
lowers twin skids from the bottom of the lance.
The lanceship is very easy to operate, and requires a minimum crew (the captian and
one man on the sails). Though only two crewmen are needed, there are often several
more aboard to serve as boarding parties or ship defense.
Lanceship, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Lanceship, © 1993 Wizards of the Coast, Inc.


d20™ System, Conversion of Lanceship ©2002, Mark T. Doolan

Man-O-War
Source: Lorebook of the Void

[ Deckplans ]
Built By: Elves
Used Primarily By: Elves
Tonnage: 22
Cost: 36,500 gp
Hit Dice: 22d10+60 (181 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Average
Maneuverability:
Armor Class: 14 (–8 size, +12 natural)
2 medium ballistae (crew: 2 each), 1 medium catapult (crew:
Armament:
3), 1 medium jettison (crew: 3)
Ship Modification: Increased Armor (x3, equals +6 AC), Freshen Air, Living
Ship (heals 11 hit points per day), Sails
Crew: 6/22
Air Capacity: 2,464 man-days
Landing — Land: No
Landing — Water: No
Hardness: 3
Material: Ceramic and plant
Power Type: Major Helm
Cargo: 9 tons
Keel Length: 200 feet
Beam Length: 20 feet

The man-o-war is a highly maneuverable, well-built ship. These elven ships are grown
from glossy relatively brittle plants, giving them their shiny, ethereal appearance. The
ships remain "alive," much like the tree, throughout their life. The man-o-war's
crystalline wings require constant pruning and shaping to keep the ship from becoming
too unwieldy.
All elven ships may be repaired in the normal fashion since blocks of weed and even
stone can be grafted onto the ship. This is possible as long as 20% of the ship remain in
its original position. Losses beyond that point make the ship no longer repairable. Even if
the ship should survive a battle, which over of 80% of its original structure is damaged, it
will need to have its hull fully restored (at twice the listed price for such repairs).
The man-o-war sials generates 20 man days of air per day, this allows the man-o-war
to stay in space a very long time before needing to enter port to renew its air supply.

Man-O-War, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Man-O-War, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Man-O-War ©2002, Mark T. Doolan
Scro Mantis
Source: SJS 1 "Goblins' Return, page 58

[ Deckplans ]
Built By: Scro
Used Primarily By: Scro
Tonnage: 25
Cost: 70,000 gp
Hit Dice: 25d10+60 (198 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Poor (superior design)
Maneuverability:
Armor Class: 16 (–8 size, +14 natural)
Armament: 2 Grappling Rams (crew 2 each), 2 medium ballistae (360°
crew 2 each), 1 heavy catapult (crew 5)
Ship Modification: Improved Ram (claws), Increased Armor (x2, equals +4 AC),
Landing (land), Ram, Reinforced Frame, Unique Quality
(Submersible)
Crew: 5/25
Air Capacity: 2,800 man-days
Landing — Land: Yes
Landing — Water: No (see below)
Hardness: 10
Material: Metal
Power Type: Major or minor helm
Cargo: 2¼ tons
Keel Length: 150 feet (210 feet with claws extended)
Beam Length: 30 feet

The Mantis ship is water tight but do not land on water because its rear cargo doors
being mounted so low. Its grappling arms(rams) are retractable and do 4d10 hit points of
damage each. They can be folded down under the front of the ship to allow an
unobscured view of the forward portals. When landing on solid surface the arms must be
raised out of the the way first. The razor-sharp crest on its back does 1D4 hit points of
damage whenever it grazes an enemy ship, as do each of the runners under the vessel. All
of these weapons are designed to slice through the wings the exist on virtually all elven
vessels.
Once a ship is grappled, a boarding party waiting in the sally room shoots down a slide
mounted in the mouth of the Mantis. Up to three medium sized humanoids can board a
grappled ship pre round. Sliding down is a move equivent action. The slide is slick
enough that it requires a climb check DC 30 to climb back into the Mantis. The mouth of
the Mantis can be pulled shut as well. It takes two crewmen to work the winches that
open and close the mouth.
The spelljamming helm room is considered a holy place by the scro, one that can only
be entered by the warpriest and the captian. Even the captian must have express
permission of the warpriest to enter. Anyone needing to speak to the warpriest while he is
at the helm must stand in the narror hallway that adjoins the room. Anyone breaking this
taboo is immediately put to death.

Scro Mantis, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Scro Mantis, © 1991 Wizards of the Coast, Inc.


d20™ System, Conversion of Scro Mantis ©2002, Mark T. Doolan

Neogi Deathspider
Source: Lorebook of the Void

[ Deckplans ]
Built By: Neogi
Used Primarily By: Neogi
Tonnage: 75
Cost: 56,250 gp
Hit Dice: 75d10+100 (513 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Poor
Maneuverability:
Armor Class: 10 (–16 size, +16 natural)
Armament: Ram (grappling), 4 heavy ballista (crew 4 each), 1 heavy
jettison (crew 4), 1 heavy catapult (crew 5)
Ship Modification: Improved Ram, Increased Armor (x5, equals +10 AC), Ram,
Reinforced Frame, Reinforced Hull (x4, equals +20 hit
points), Sails
Crew: 13/75
Air Capacity: 8,400 man-days
Landing — Land: No
Landing — Water: No
Hardness: 3
Material: Ceramic
Power Type: Major helm
Cargo: 19 tons (this includes the 13 tons of flight deck)
Keel Length: 175 feet
Beam Length: 55 feet

One of the largest of the standard ships of space, the deathspider is the pride and joy of
the neogi, a deadly xenophobic race of slavers and murderers. Its large size and
distinctive shape make the deathspider easily recognizable in space. As a result, it is
usually attacked on sight.
The neogi deathspider is divided into the command section and the cargo pits. The
command section is in the forward half of the vessel and contains the bridge, the
spelljammer helm, and the crew's quarters. The larger "abdomen" of the craft is used as
weapons platform, cargo space and slaves' quarters. The top half of the abdomen can
slide back to reveal a small citadel perched on the lower haunches. This structure is
normally only revealed in battle situations, since the deathspider's weapons platforms are
usually located there.

Neogi Deathspider, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D
logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are
used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity
per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.
Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Neogi Deathspider, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Neogi Deathspider ©2002, Mark T. Doolan

Neogi Mindspider
Source: Lorebook of the Void

[ Deckplans ]
Built By: Neogi
Used Primarily By: Neogi
Tonnage: 5
Cost: 12,500 gp
Hit Dice: 5d10+40 (68 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Poor
Maneuverability:
Armor Class: 16 (–4 size, +10 natural)
Ram (grappling), Ram (piercing, rear), 1 medium jettison
Armament:
(crew 3), 2 medium catapult (crew 3 each)
Ship Modification: Improved Ram (grappling), Ram (x2 front and rear),
Reinforced Frame
Crew: 3/5
Air Capacity: 560 man-days
Landing — Land: No
Landing — Water: No
Hardness: 10
Material: Metal
Power Type: Major Helm
Cargo: ½ ton
Keel Length: 40 feet
Beam Length: 15 feet

The mindspider is a new ship; the general adventuring public knows little about it. This
will change over time as the mindspider gathers the same reputation as the neogi
deathspider (see below)---a deadly craft that should be attacked on sight.
The mindspider is a lighter, faster and more maneuverable, stronger craft than the
deathspider, but carries less weaponry. It is used in situations where subtlety or what
passes in neogi terms for subtlety, is needed. Being a small ship, it cannot fully man its
weapons and remain for long on its own, it is for this reason that it is found with
deathspiders or not to far from a planet with breathable air.

Mindspider, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Mindspider, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Mindspider ©2002, Mark T. Doolan

Nautiloid
Source: Lorebook of the Void

[ Deckplans ]
Built By: Illithids
Used Primarily By: Illithids
Tonnage: 35
Cost: 47,250 gp
Hit Dice: 35d10+65 (258 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical Good
Maneuverability:
Armor Class: 17 (–8 size, +15 natural)
Armament: Ram (piercing), 3 medium ballistae (crew 2 each), 1 medium
catapult (forward, crew 3), 1 medium jettison (rear, crew 3)
Ship Modification: Increased Armor (x4, equals +8 AC), Landing (water), Ram,
Reinforced Frame, Reinforced Hull (x1, equals +5 hit points),
Sails, Streamlined
Crew: 10/35
Air Capacity: 3,920 man-days
Landing — Land: No
Landing — Water: Yes
Hardness: 5
Material: Wood
Power Type: Series helm or pool helm
Cargo: 6 tons
Keel Length: 125 (180 feet if one includes the piercing ram)
Beam Length: 30 feet

The nautiloid reflects the nature of the illithids. Its coiled shell provides the comfort of
enclosed space which protectings the illithids from the rays of the fire/radiant bodies. It is
the standard ship of the line of the spacefaring illithid nations.
A standard mind flayer crew has 10 illithids, plus 2-5 additional flayers (depending
upon the number of series helms in use). The number of series helms in use determines
the ship's tactical speed. A mind flayer ship has a single captain and first officer, the
remainder of the group being crew.
If additional crewmen are on board, they are nearly aways slaves of the illithids. These
expendable slaves (treat most of the slaves as either commoners or experts of 1st thru 4th
level) are used to man the catapults, while the illithids remain in relative comfort of the
interior. Humans are the slaves of choice, but sometimes other races can be found as
slaves on a nautiloid.

Nautiloid, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Nautiloid, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Nautiloid ©2002, Mark T. Doolan

Scorpion
Source: Lost Ships

[ Deckplans ]
Built By: Scro
Used Primarily By: Scro
Tonnage: 5
Cost: 14,000 gp
Hit Dice: 5d10+40 (67 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Average
Maneuverability:
Armor Class: 16 (–4 size, +10 natural)
2 Ram-claws (crew: 2 each), 1 Heavy ballista (crew:4), 1
Armament:
heavy catapult (crew: 5),
Ship Modification: Improved Ram (claws), Landing (land), Reinforced Frame,
Ram.
Crew: 9/18
Air Capacity: 560 man-days
Landing — Land: Yes
Landing — Water: No
Hardness: 10
Material: Metal
Power Type: Minor Helm
Cargo: 1½ tons
Keel Length: 75 feet
Beam Length: 20 feet

The scorpion is a small but very tough and deadly spelljamming vessal that looks much
like its name sake. The each claw takes two crew members to operate, this along with the
scro warriors that man the ballista and catapult requires a miminum of 15 crew members
(the last two members being the captian and helmsman). In addition most scorpian ships
will carry an additional 5 crew members (elite scro marines). The scorpion ship's 560
man-days of air supply is stretched so thin the most only stay out on patrol for only 28
days, but when going on a raid they will carry much more troops then this as they know
that on the way home they will have fewer to breath the air. Most scorpion ships that
cross the phlogistion will have only a living crew of 5 one of which one is a priest that
commands skeleton assult troops. Once they cross into another sphere it is time to find a
world to repentish supplies of food, air and orc warriors.

Scorpion, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Scorpion, © 1990 Wizards of the Coast, Inc.


d20™ System, Conversion of Scorpion ©2002, Mark T. Doolan

Squid-Ship
Source: Lorebook of the Void

[ Deckplans ]
Built By: Humans
Used Primarily By: Humans, lizardfolk
Tonnage: 17
Cost: 28,050 gp
Hit Dice: 17d10+60 (154 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Average
Maneuverability:
Armor Class: 15 (–8 size, +13 natural)
Ram (piercing), 1 medium ballistae (crew 2 each), 1 heavy
Armament:
catapult (crew 5)
Ship Modification: Horn Tubes, Increased Armor (x3, equals +6 AC, this is due
to superior design), Landing (water), Ram, Reinforced Frame,
Sails.
Crew: 4/17
Air Capacity: 1,904 man-days
Landing — Land: No
Landing — Water: Yes
Hardness: 5
Material: Wood
Power Type: Minor Helm
Cargo: 2 tons
Keel Length: 70 feet (250 feet with tail fin and ram)
Beam Length: 25 feet

The squid ship-officially the cephalopod class brig is known throughout space by its
more common name.
Many scholars believe that the original design for the squid ship was crested by
revolting prisoners of an illithid slave-world, who fused together elenents of sea ships and
the standard nautiloid design. Sone sages poing to the existence of such ships in spheres
where the mind flayer is either extinct ot unknown as proot against this theory, but the
tale remains.The straight lines and goof maneuverability of the squid ship make it one of
the most populat vessels of its size . It is usually used for trading, exploration. and
privateering.
The squid ship's simple design allows a relatively small crew to handle the rigging and
maneuvering. The captain is usually found on the aft deck, where he gets a good view of
most of the ship. The spelljammer helm is usually located diredtly beneath the captain's
station, with connunications to the helm via speaking tube.
Squid-Ship, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Squid-Ship, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Squid-Ship ©2002, Mark T. Doolan

Tradesman
Source: Lorebook of the Void

[ Deckplans ]
Built By: Human
Used Primarily By: Any Race
Tonnage: 17
Cost: 22,950 gp
Hit Dice: 17d10+70 (164 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Good
Maneuverability:
Armor Class: 15 (–8 size, +13 natural)
Armament: 1 medium ballistae (crew 2), 1 light catapult (crew 1)
Ship Modification: Increased Armor (x3, equals +6 AC), Reinforced Hull (x2,
equals +10 hit points), Sails.
Crew: 6/17
Air Capacity: 1,904 man-days
Landing — Land: No
Landing — Water: No
Hardness: 5
Material: Wood
Power Type: Major or Minor Helm
Cargo: 2½ tons
Keel Length: 120 feet
Beam Length: 30 feet

The standard tradesman is the most common ship in civilized space, varying in
weaponry and added features from Greyspace to Realmspace to the ends of fantasy space.
It is used by nearly all races that can be found in wildspace (including races not typically
found in wildspace such as halflings).
The tradesman is a common short range merchant ship, plying its way between the
planets, not equipped to deal with much more than a similarly equipped vessel that has
turned pirate. The tradesman is often a first ship for deep-space adventurers.

Tradesman, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.
To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Tradesman, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Tradesman ©2002, Mark T. Doolan

Triop
Source: War Captain's Companion Boxed Set

[ Deckplans ]
Built By: Arcane
Used Primarily By: Gnolls, goblins, humans, illithids
Tonnage: 45
Cost: 146,250 gp
Hit Dice: 45d10+80 (328 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Average
Maneuverability:
Armor Class: 17 (–16 size, +33 natural)
2 light ballistas (Crew: 1 each), 2 light catapults (Crew: 1
Armament:
each), 2 light jettisons (Crew: 2 each), 1 blunt ram
Ship Modification: Burst of Speed, Increased Armor (x5, equals +10 natural
armor), Landing (land), Landing (water), Nimble, Quick
Turn, Ram, Reinforced Frame, Sails, Unique Quality (x2,
remain submerged for a few minutes and ramming with its 45
feet wide blunt inflicts 50% less damage).
Crew: 8/45
Air Capacity: 5,040 man-days
Landing — Land: Yes
Landing — Water: Yes
Hardness: 8
Material: Mercane Composite
Power Type: Minor Helm
Cargo: 12 tons
Keel Length: 135 feet
Beam Length: 60 feet (head), 10 feet (tail)

The Triop is a relatively new ship to the Spelljamming universe, but it has proven to be
any opponent even the elven captions do not wish to engage. Its hard, Mercane
Composite shell is extremely difficult to penetrate. The ship has a few open decks, but
the weapons that protrude from these openings limit the amount of walking space. Its
thick, shelled doors can be closed and partially sealed to keep out air and water. This
ability also allows the Triop to submerge in liquids for 2d8 minutes. If the vessel is still
under water at the end of this time, it never surfaces again.
The Triop has the unique ability to increase or decrease its TS (even above its normal
maximum) by two points for one round, once every four rounds. It accomplishes this feat
by simply flexing its lateral fins with a very quick, jerky motion. (For example, it could
speed up from its maximum TS of 6 to TS 8 for one round. Its TS would return to its
previous speed the following round). Any attempt to turn in the round while making this
sudden burst of speed will result in the ship spinning wildly out of control.
A Triop can also manipulate its fins to spin and face any direction, but only at the
expense of two TS points. Only one of these two special maneuvers can take place in a
four round period. These fins will be damaged on any Maneuverability Loss collateral
hit, making it impossible for the Triop to perform these special maneuvers until they are
repaired (this collateral hit will not effect the ship's standard maneuverability).
The blunt ram of the Triop is a very special construction. Instead of having a ram
assembly placed onto the front of the ship, the whole of the frontal carapace of the vessel
is the ram. This gives the ship a 45 feet wide ram. This ram is so sturdy that it acts as a
bumper, reducing by 50% any damage the Triop might otherwise suffer while inflicting a
ram on another ship.
The aft sails on the Triop are used primarily as a steering mechanism. If these are
destroyed , the craft loses one MC step.

Triop, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D
logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Triop, © 1992 Wizards of the Coast, Inc.


d20™ System, Conversion of Triop ©2002, Mark T. Doolan
Tyrant Ship
Source: Lorebook of the Void

[ No Deckplans ]
Built By: Mercane
Used Primarily By: Beholders
Tonnage: 23
Cost: 52,900 gp
Hit Dice: 23d10+65 (192 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Clumsy
Maneuverability:
Armor Class: 20 (–8 size, +18 natural)
Armament: Special
Ship Modification: Increased Armor (x5, equals +10 AC), Reinforced Hull (x1,
equals +5 hit points).
Crew: 8/23
Air Capacity: 2,576 man-days
Landing — Land: No
Landing — Water: No
Hardness: 8
Material: 'Stone'
Power Type: Major Helm
Cargo: 11 tons
Keel Length: Varies
Beam Length: Varies

The tyrant ships are the most diverse class of ships in fantasy space. They look like
walnut shells, huge eyeballs, shells carried by squid like tentacles - even huge beholders.
The above stats apply to a "typical" tyrant ship, but there are commonly both larger and
smaller tyrant ships in the spaceways.
The individuality of the tyrant ship reflects the individual nature of the beholder races.
While all beholders share the same basic form and abilities, the creatures' genetic lines
are plastic, such that small regional differences result in radically different looking
creatures. The trouble is that all beholders have their own ideal as far as perfection, and
they consider all other species of their race mutants, suitable only for elimination from
the gene pool.
Each tyrant ship reflects the individuality and racial paranoia of its master. Each ship
also is a reflection of its own subspecies. But all share the same basic structure: a concave
"shell" indented with small pockets. These pockets are the resting place of the beholders,
tentacles down. At the center of the bowl usually rests the eye mother, surrounded by a
number of orbi.
Beholder ships usually lack weapons, but make up for it with one of the most terrifying
weapons in space: The combined force of a large number of beholders in a single place.
A "beholder circuit" of common beholder, orbus, and a queen can provide a beam of
magical energy about 1,200 feet (8 hexes in tactical combat) in length and up to 300 feet
across at the base.
This beam can do a number of things based on the beholder's natural magical ability:
Charm Person: One target - if within range - per common beholder in the circuit.
Targets do not need to be grouped together, though all must be within the area of effect.
Any one target need only save once against this spell. Charm Monster: As charm person.
Sleep: For each common beholder in the circuit, a target may be affected. The intensity
or effect of the magical sleep is not increased, nor may one target be affected by multiple
sleep spells.
Telekinesis: Add 300 lbs. to the normal spell's capacity for every additional common
beholder in the circuit. As a rule of thumb, consider 300 lbs. about the weight of 1 ton of
ship (this is simplification, since 1 ton of stone ship is very different from 1 ton of thin
wooden ship).
Flesh to Stone: One target for every common beholder in the circuit. Such targets must
be within a 10-foot radius.
Disintegrate: Each common beholder in the after the first increases the area of effect of
the spell as if an additional disintegrate was cast.
Fear: One target can be affected for every common beholder in the circuit. These
targets can be anywhere within the eye's area of effect, and may be chosen by the
beholder. A target cannot be required to make more than one saving throw.
Slow: One target can be affected for every common beholder in the circuit. If cast on
the helmsman, he only gets a partial action if he fails his saving throw, with this partial
action the mage can either move the ship (the ship only moves on the helmsman's
movement action) or perform some other partial action.
Cause Serious Wounds: One target can be affected for every common beholder in the
circuit. Multiple attacks with this spell can be used on any target.
Death Ray: One target can be affected for every common beholder in the circuit, but all
such targets must be within a 10-foot radius.
Anti-magic Ray: The most deadly of the beholder's arsenal of attacks in space, this ray
affects everything within the target area. Should it strike the spelljammer helm, it will
shut it down rendering the ship helpless. A ship's upper decks usually provide adequate
cover from this ray but used in conjunction with the disintegrate attack, the ray can easily
and quickly immobilize an opponent. Note that the antimagic ray can work against other
antimagic rays as well. The key to dealing with aggressive beholder ships is to stay out of
the range, and use what maneuverability and speed is available to escape. Long-range
attacks work best, but even causing a tyrant ship to break up poses its own problems: The
surviving beholders will attempt to swarm over to the victorious ship, either to destroy it
or capture it as a temporary home for their queen.
The magic that combines the effects of many beholders and produces a single,
effective attack is within the hull of the tyrant ship. The arcane cannot deal in
spelljamming helms to the orbus-using beholders instead provide a variety of unique
shells for each subspecies, with the design registered as a unique "trademark" of that
particular species.
There are three general types of beholders bred to the task of space travel. One is the
common beholder of which most groundlings live in fear; the intelligent eye tyrant. These
beholders are the only type that cans survive without the others, and it is believed that
their presence on many planets is the result of crashed ships. The common beholder
makes up the bulk of the tyrant ship's crew.
One to six orbi surround the central queen. These are the creatures that provide the
ship's spelljamming power. They channel the energy of the other beholders into a motive
force. An orbus can do this as long as the common beholder is in the circuit, but needs the
queen to provide direction.
The term beholder queen is a misnomer. Beholders are sexless, but show personality
traits that outsiders tend to interpret as male or female properties. The queen rests at the
center of the shell, the ultimate captain, controlling the actions of all the crew. All the
ship's energies pass through her massive central eye in attacks.

Tyrantship, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Tyrantship, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Tyrantship ©2002, Mark T. Doolan
Wasp
Source: Lorebook of the Void

[ Deckplans]
Built By: Lizardfolk
Used Primarily By: Lizardfolk, humans
Tonnage: 12
Cost: 19,800 gp
Hit Dice: 12d10+60 (126 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Average
Maneuverability:
Armor Class: 15 (–8 size, +13 natural)
Armament: 1 Heavy Ballistae (crew: 4)
Ship Modification: Increased Armor (x3, equals +6 AC this is due in part to
superior design), Landing (land and water), Sails.
Crew: 4/12
Air Capacity: 1,344 man-days
Landing — Land: Yes
Landing — Water: Yes
Hardness: 5
Material: Wood
Power Type: Minor Helm
Cargo: 1¾ tons
Keel Length: 80 feet
Beam Length: 20 feet

The wasp is a relative of the dragonfly, built to suit the lizardfolk's physique. It is one
of the few vessels designed first and foremost with the lizardfolk in mind, but even as
such looks slapdash and poorly engineered.
The lower decks of the central section are bowed outward and flooded for use by the
lizardfolk and as a storage area for their pets. The raised hump on the wasp's back
provides high ground for the ship's main turret, usually a ballista.
Many lizardfolk ships carry "crew mascots" in the flooded bulkhead. These mascots
are often schools of fish, such as grouper and sharks, and sometimes used to feed the
lizard men (and provide a convenient method of disposing of unneeded prisoners). Some
ships carry large creatures such as octopi, squid, or eyes of the deep.
Wasp, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the AD&D
logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Wasp, © 1989 Wizards of the Coast, Inc.


d20™ System, Conversion of Wasp ©2002, Mark T. Doolan

Whale
Source: The Legend of Spelljammer: Captians and Ships

[ Deckplans ]
Built By: Humans
Used Primarily By: Humans
Tonnage: 124
Cost: 217,000 gp
Hit Dice: 124d10+150 (832 hp)
Initiative: As the helmsman
Tactical Speed: 150 feet per TS of helm
Tactical
Poor
Maneuverability:
Armor Class: 14 (–16 size, +17 natural, +3 plating)
Armament: 3 Medium jettison, ram (blunt)
Ship Modification: Flippers [i.e., Sails], Increased Armor (x5, equals +10 natural
armor), Landing (water), Plating (+3 AC), Reinforced Frame,
Reinforced Hull (x14, equals +70 hit points)
Crew: 20/124
Air Capacity: 13,888 man-days
Landing — Land: No
Landing — Water: Yes
Hardness: 5
Material: Wood
Power Type: Major Helm
Cargo: 28 tons
Keel Length: 250 feet
Beam Length: 40 feet (90 ft. with Flippers)

The heavy armored whale-class ship looks like the sea mammal it is named after, a
huge sperm whale. It is as long as the squid-ship, but having many more decks which are
enclosed and a huge blunt ram in the front. Titanic in size the whale ship is is perfect for
hauling large bulk of freight and passengers. Its lack of maneuverability makes it
ineffective as a combat craft, but whales have been used in that capacity in the past in
large battles.
Instead of the typical sails found on many ships, the whale-ship has "flippers" for what
little control the craft has that is manned by oarsmen. Large number of the crew serve in
maintenance, those whale ships used as passenger liners usually have these crewmen
doing double duty as pursers, cooks, and servants to those on board.

Whale, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, the D&D logo, the
AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used with
permission. All titles, and all proper nouns, including character names, locations, and named items are considered Product Identity per Section
1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.
©2002 Wizards of the Coast, Inc.

Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:
Use of WIZARDS OF THE COAST® Product Identity including proper names and product titles is hereby permitted exclusively via this ESD
Conversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most recently published
version of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of
this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-
wotc-adndspljmr.html

Whale, © 1991 Wizards of the Coast, Inc.


d20™ System, Conversion of Whale ©2002, Mark T. Doolan

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