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		<id>http://2d4chan.org/mediawiki/index.php?title=Pandorym&amp;diff=374020</id>
		<title>Pandorym</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Pandorym&amp;diff=374020"/>
		<updated>2023-02-20T09:00:33Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:4500:A540:C0B8:CB72:5D8F:A7: /* How to tell if your DM is using Pandorym */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Pandorym&lt;br /&gt;
|Symbol =&lt;br /&gt;
|Aliases = The God-Slayer, The Utter Annihilation &lt;br /&gt;
|Alignment = Lawful Evil&lt;br /&gt;
|Divine Rank = &lt;br /&gt;
|Pantheon = Elder Evils&lt;br /&gt;
|Portfolio = Psionics, god-slaying&lt;br /&gt;
|Domains = &#039;&#039;&#039;3E:&#039;&#039;&#039; Destruction, Law, Evil, Vile Darkness, Liberation, Madness, Mind, Fury, Hatred &amp;lt;br&amp;gt;&#039;&#039;&#039;4E:&#039;&#039;&#039; Darkness, Freedom, Destruction, Madness, Vengeance&amp;lt;br&amp;gt;&#039;&#039;&#039;5E:&#039;&#039;&#039; War, Death&lt;br /&gt;
|Home Plane = Unknown&lt;br /&gt;
|Worshippers = Star Spawn&lt;br /&gt;
|Favoured Weapon =&lt;br /&gt;
}}&lt;br /&gt;
[[File:Pandorym.jpg|thumb|A small fragment of Pandorym&#039;s mind and the crystal shard that contains it. [[Rape|This &#039;&#039;alone&#039;&#039; is CR 25 in 3E]].]]&lt;br /&gt;
&#039;&#039;&#039;Pandorym, the God-Slayer&#039;&#039;&#039; is an [[Elder Evils|Elder Evil]] whose physical form resembles a huge [[Sphere of Annihilation]], originating from &amp;quot;[[Blind Eternities|the space between the planes]]&amp;quot; (explicitly not the [[Far Realm]], as [[What|it is a being of Law]]). The name is a reference to the Greek myth of [https://en.wikipedia.org/wiki/Pandora%27s_box Pandora&#039;s Box], if it wasn&#039;t obvious, and rightfully so - if its body and mind were ever reunited, [[Exterminatus|it would proceed to destroy all the gods and thus end the universe]].&lt;br /&gt;
&lt;br /&gt;
It also indirectly gave us the epitome of [[Lawful Stupid]], an [[Inevitable]] Kolyarut named Obligatum VII (7th in his line, since people had the common sense to stop the previous 6) which is/was [[Derp|trying to free the Elder Evil as recompence for being &#039;unfairly&#039; trapped by some wizards&#039; bad-faith contract, regardless of the deicide-allowing consequences]]. He&#039;s so much an exemplar of it that he&#039;s our mascot for the very concept. Expect any mention of him or his equally idiotic predecessors/successors to be met with [[rage]].&lt;br /&gt;
&lt;br /&gt;
==How it became as it is now==&lt;br /&gt;
Essentially, Pandorym was summoned to the D&amp;amp;D multiverse by a cabal of [[Wizard|wizards]] hoping to blackmail the [[Gods of Dungeons and Dragons|gods]]. They promptly [[Chaos|formed a contract with it]] to have it destroy the universe. They then split Pandorym&#039;s mind from it body and sealed said mind into a nigh-indestructable crystal and cut it into shards (splitting said mind into pieces), and proceeded to thereaten its reunification in order to do said blackmail. [[Not as planned|This went as about as smoothly as you&#039;d expect]], [[FAIL|with the gods immediately smiting them]], leaving Pandorym split ever since.&lt;br /&gt;
&lt;br /&gt;
==And that&#039;s where this idiot comes in...==&lt;br /&gt;
{{fail}}&lt;br /&gt;
[[File:Obligatum VII.jpg|thumb|The posterboy of Lawful Stupid himself, and a true [[That Guy]].]]&lt;br /&gt;
Since Pandorym is somehow a being of Law, it managed to write down a compelling argument for why its imprisonment was unlawful (probably by possessing some [[Rules Lawyer]]) and sent it to [[Mechanus]]. Since the Inevitables that review these contracts are [[Alignment#Lawful Neutral|Lawful Neutral]], they didn&#039;t give a shit about the consequences, [[Lawful Stupid|only following the law to the letter]], and thus created the Obligatum line of Kolyaruts to free the Elder Evil from its mind-body split. [[Derp|Why the Varakhuts, another Inevitable type that is meant to prevent deicide, didn&#039;t intervene has never been explained]].&lt;br /&gt;
&lt;br /&gt;
Naturally the gods were [[Khorne|&#039;&#039;pissed&#039;&#039;]], but since punishing Mechanus was also frowned upon, they instead sent their mortal followers to intercept the Obligatums every time the latest iteration was sent out. This succeeded 6 times, but for some reason the Inevitables said &#039;seventh time&#039;s the charm&#039; and sent Obligatum VII. This is the Kolyarut that player adventurers are called on to intercept (alongside rescuing a man who got corrupted by Pandorym in the suggested campaign), and as such the one you&#039;re going to fight. It&#039;s a level 3 [[Hexblade]] (could be an Eldritch Knight in newer EDs) and level 5 [[Occult Slayer]], carrying an adamantium sword it hopes to use to shatter the crystal preventing Pandorym&#039;s mind from reuniting with its body, as well as golden plate armor.&lt;br /&gt;
&lt;br /&gt;
==Fighting it==&lt;br /&gt;
Since Pandorym becoming whole again would essentially result in an [[Rocks fall, everyone dies|instant TPK]] (this thing can destroy all the gods, remember), adventures will never encounter the complete Elder Evil. They&#039;ll only encounter its Sphere of Annihilation-like body and its corrupting mind-shard separately.&lt;br /&gt;
&lt;br /&gt;
===Body of Pandorym===&lt;br /&gt;
[[File:Giant-sphere-of-annihilation.jpg|thumb|What Pandorym&#039;s physical form probably looks like.]]&lt;br /&gt;
The Body of Pandorym is found in some extradimensional prison (probably a [[demiplane]], though that&#039;s really up to the DM). You aren&#039;t as much going to &#039;fight&#039; it as attempt to destroy it before you get bored or run out of ways to try to, since, well, it &#039;&#039;is&#039;&#039; described as a giant Sphere of Annihilation that&#039;ll eat all the damage or tricks you can throw at it. Controlling it isn&#039;t an option either, for those cheeky bastards who think they can use the [[Talisman of the Sphere]] to control it or just attempt to move it will find it&#039;ll just move closer to them instead. Destroying it &#039;&#039;might&#039;&#039; be possible by exploiting the fact that chucking a [[Bag of Holding]] or other extradimensional storage item into a Sphere has a chance to destroy both of them and temporarily open a rift to the [[Astral Plane]], but what right-thinking Party would &#039;&#039;ever&#039;&#039; want to get rid of that extra carrying capacity, even if it&#039;s to save the multiverse?&lt;br /&gt;
&lt;br /&gt;
===Mind-Shard of Pandorym===&lt;br /&gt;
A fragment of the mind of Pandorym is the thing you actually fight in a campaign featuring Pandorym. A CR 25 (3/3.5E) Huge Outsider (or Aberrations in newer EDs) that relies on psionic powers, the Mind Shard of Pandorym &#039;&#039;will&#039;&#039; [[Tzeentch|mindrape]] your party if you&#039;re not prepared.  The full Mind of Pandorym is not given stats as it is too powerful for the players to defeat, and can only be stopped by divine intervention.  Oh, and even while sharded [[FATAL|it can corrupt even high-level characters]], meaning you could very well have party members turn against you at any point. You might also find Mr. Lawful Stupid himself defending it, so he can later [[Heresy|shatter a reassembled crystal imprisoning the Elder Evil with his Adamantine sword]]. General strat is to prepare countermeasures against Psychic damage and the like, and focus on Obligatum if he&#039;s there - long as he&#039;s taken out of the equation, [[Just as planned|you&#039;ll win even if you lose]] as Pandorym can&#039;t be freed now ([[Rage|until Obligatum VIII comes along, at least]]).&lt;br /&gt;
&lt;br /&gt;
==How to tell if your DM is using Pandorym==&lt;br /&gt;
If your DM isn&#039;t basing your campaign around stopping Obligatum VII from completing his Lawful Stupid duties, (and also if you get hints of him being around that should be a red flag) a sign that you might want to try and find lore on it is the shutting off of the planes from one another and divine magic and influence decreasing. This is due to the gods panicking and shutting everything down in order to protect themselves (though if Pandorym is reunited, [[Grimdark|doing all that was useless]]). If your in Eberron keep an meta eye on if your doing a lot of work around the Mournlands even going into it on a regular basis. As one of the possible origins of the Mournlands is Pandorym it would make a logical capstone to the adventure.&lt;br /&gt;
&lt;br /&gt;
A glowing rune of binding will also appear in the sky, growing ever brighter until [[Slaanesh|the sky is a revolting mess of rainbow colors]] right before Pandorym becomes whole. Keeping track of this sky-rune&#039;s size is probably the best way to keep track of how much time you have before [[End Times|the day of reckoning]]. Just be careful not to stare, since the DM can treat looking at the rune like looking at a [[Prismatic Wall]] - aka it can blind you.&lt;br /&gt;
&lt;br /&gt;
Once you find out where the crystal shards storing Pandorym&#039;s mind are in the multiverse, gear up, have your (hopefully) high-level spellcaster use &#039;&#039;plane shift&#039;&#039; with the tuning fork set to the frequency of Pandorym&#039;s prison, and [[BLAM|deal with]] the Elder Evil and whoever has been corrupted to free them.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[https://www.gmbinder.com/share/-LNa95CLcSwIUPkRniO3 Homebrew 5E stats for the Shard of Pandorym, as well as other Elder Evils]&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Nonhuman-Deities}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]]&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons Gods]]&lt;br /&gt;
[[Category:Elder Evils]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:4500:A540:C0B8:CB72:5D8F:A7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Spelljammer_Vessels&amp;diff=443291</id>
		<title>Spelljammer Vessels</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Spelljammer_Vessels&amp;diff=443291"/>
		<updated>2023-02-20T08:52:39Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:4500:A540:C0B8:CB72:5D8F:A7: /* USS Constitution, (Old Ironsides) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{dnd-stub}}&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
&lt;br /&gt;
The defining feature of [[Spelljammer]] as a setting is, of course, the vast array of magical vessels that are used to travel through [[Wildspace]] and the [[Phlogiston]]/[[Astral Plane]]. On this page, /tg/ aims to list the basics of each and every single one of those fantastical space-sailing ships. For the magical engines that power them, see the [[Spelljammer Helm]] page.&lt;br /&gt;
&lt;br /&gt;
=Ship Stats=&lt;br /&gt;
::Built By: who manufactures it&lt;br /&gt;
::Used Primarily By: how uses it most often, the people that are not piss poor pcs that latches onto the first direct they find. &lt;br /&gt;
::Tonnage: as Spelljammers Helms has a maximum weight limit, tonnage often indicates the size of the ship.&lt;br /&gt;
::Ship Type: breaks up tonnage into 6 size grades of ships: &lt;br /&gt;
:::Flitters are the smallest, under 6 tons, and usually equipped with a rudder of propulsion instead of a helm, used in any role a speedboat could fill. Quick, cheap, but fragile and needs another ship to get anywhere before running out of air. Used for small-scale landings, boarding actions, and escape boats. &lt;br /&gt;
:::Shuttles (10-20 tons) in between Flitters and Small ships. Usually are connected with a large source of air that is a flagship, space station, or moon-sized object, but the helm allows it to operate further away than a Flitter. Used as patrol boats or transport things that a dingy can&#039;t hold. &lt;br /&gt;
:::Small ships (20-30 tons)&lt;br /&gt;
:::Medium ships (40-50 tons). &lt;br /&gt;
:::&#039;&#039;Now needing a Greater Spelljammer Helm.&#039;&#039;&lt;br /&gt;
:::Heavy ships (60-80 tons)&lt;br /&gt;
:::Fleet Flagship (80-100 tons).&lt;br /&gt;
::Hull Points: damage before the ship stops working,&lt;br /&gt;
::Crew: the practical minimum or reasonable maximum crew needed to run the ship&lt;br /&gt;
::Maneuverability Class: Ship ability to turn rated A to G.&lt;br /&gt;
::Power Type: what helms are typically used&lt;br /&gt;
::Weapons: Typical ship armaments &lt;br /&gt;
::Keel/Beam: ship dimensions by Length and Width.&lt;br /&gt;
&lt;br /&gt;
=Ships=&lt;br /&gt;
== USS Constitution, (Old Ironsides)==&lt;br /&gt;
::Built By: United States Navy&lt;br /&gt;
::Used Primarily By: United State&#039;s navy&lt;br /&gt;
::Ship Type: frigate &lt;br /&gt;
::Tonnage (IRL): 1,576&lt;br /&gt;
::Cargo Capacity Tonnage: N/A&lt;br /&gt;
::Crew: 450&lt;br /&gt;
::Landing: N/A&lt;br /&gt;
::Hull Armor: Heavy Wooden Plating&lt;br /&gt;
::Power Type: Sail&lt;br /&gt;
::Keel/Beam: 175 Ft(waterline)/43 ft &lt;br /&gt;
::Weapons: 52 Cannons&lt;br /&gt;
::Cost: 300,000 Dollars (18 century)&lt;br /&gt;
We list Constitution as a point of reference so you can better get a sense of the scale of these ships. If you compare the stats Old Ironside&#039;s is in the right ball park in terms of volume in terms of keel and beam, but is much, much, &#039;&#039;&#039;MUCH&#039;&#039;&#039; heavier. Spell jammer explains this by putting a cap on how much mass Spelljammer Helm can move about. Even so you might argue that it&#039;s unfair to compare an 18th century ship to Spell Jammer&#039;s, and while Old Ironside&#039;s is a heavy ship, even the 237 ton&#039;s of a large 16th century oared galley is overwhelming to a Spell Jammer. The presumed reason why the size is so comparably limited is that it avoids turning every single large space ship into it&#039;s own mega dungeon, with four deck&#039;s and at least 175 feet (at the water line so it&#039;s actually a little bigger) per deck, Old Ironside could play host to multi-hour dungeon crawl all on her own. In any case: if your in a Spell Jammer and see a ship flying Old Glory from the top mast, stay clear or your in for a 26 gun paddling.&lt;br /&gt;
&lt;br /&gt;
== Angelship ==&lt;br /&gt;
::Built By: [[Kobold]]&lt;br /&gt;
::Used Primarily By: Kobolds&lt;br /&gt;
::Ship Type: Medium Ship&lt;br /&gt;
::Tonnage (2e): 33 &lt;br /&gt;
::Cargo Capacity Tonnage: 21&lt;br /&gt;
::Crew: 8/33, 12/66 if manned by small creatures &lt;br /&gt;
::Landing: Land&lt;br /&gt;
::Hull Armor: Thick Wood&lt;br /&gt;
::Power Type(2e): Minor helm&lt;br /&gt;
::Keel/Beam: 130 ft./135 ft.&lt;br /&gt;
::Weapons: 2 Medium Ballistae, 1 Blunt Ram, 1 Medium Catapult&lt;br /&gt;
::Cost: 33,000 gp&lt;br /&gt;
&lt;br /&gt;
Created by Kobolds and strangely doesn&#039;t have a draconic-related name. They are as big and just as wide as a Grounder&#039;s Galley. Were the main kobold vessel before the [[Elven Imperial Fleet]] destroyed most of them and their presence in wild space. Used more by merchants, but Rumored a few kobold warships are still prowling, painted black, cloaked in invisibly magic, and dubbed &amp;quot;Night Angels&amp;quot;.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Angelship-2e.webp&lt;br /&gt;
Angelship Deck Plans.webp&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Antlership ==&lt;br /&gt;
::Built By: Unknown&lt;br /&gt;
::Used Primarily By: Undead&lt;br /&gt;
::Ship Type: Small, Medium, Large, or Flagship&lt;br /&gt;
::Tonnage: 50-100&lt;br /&gt;
::Hull Points: 50-100&lt;br /&gt;
::Crew: 5/10/50-100&lt;br /&gt;
::Manueverability Class: E&lt;br /&gt;
::Landing: Can&#039;t Land &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: Bone&lt;br /&gt;
::Power Type: Major Helm&lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: 2 Light Catapults (360 degrees), 2 Rams&lt;br /&gt;
::Cargo: 25-50 tons&lt;br /&gt;
::Keel/Beam Length: 45ft. by 250ft.&lt;br /&gt;
::Cost: 75,000 to 150,000 gp&lt;br /&gt;
&lt;br /&gt;
Crafted from what is believed to be antlers of massive yet unknown creatures. As who made the ships is also unknown, we have few leads. Given Antlers grow over time, we have many different sizes of Antlership ranging from small ship tonnage to flagship wight. Given the shape it&#039;s probably some kind of giant space moose.&lt;br /&gt;
&lt;br /&gt;
The ship likes to ram into other ships. the  Antlership does have a problem in the form of having a single exposed deck, leaving the Spelljammer and helm (not to mention the crew) exposed. The proposed solution is to have a bunch of crew sitting in fake Spelljammer helms to confuse the enemy. (still don&#039;t fix the crew&#039;s weakness to fireballs).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Antlership.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Argosy==&lt;br /&gt;
::Built By: [[Grav|Gravs]]&lt;br /&gt;
::Used Primarily By: Gravs&lt;br /&gt;
::Ship Type: Flagship+&lt;br /&gt;
::Tonnage: 150 tons&lt;br /&gt;
::Hull Points: 150&lt;br /&gt;
::Crew: 55/200&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 0&lt;br /&gt;
::Saves As: Stone&lt;br /&gt;
::Power Type: Grav Helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 2 Heavy ballistae, 2 Medium ballistae&lt;br /&gt;
::Cargo: 100 tons&lt;br /&gt;
::Keel/Beam: 175 ft/ 175 ft&lt;br /&gt;
::Cost: 300,00 GP&lt;br /&gt;
&lt;br /&gt;
Ships made by the Dwarf-like mining race with Gravity powers. With the exception of a flattened side for purpose of safe landing, the Argosy looks like an airless asteroid, with armaments and even the air pocket hidden inside the shell, which is weird given how air works in Spelljammer. Gravs like don&#039;t want to draw attention to themselves as they do their job as space miners but will draw the Keened eyed that notices an moving object with a gravity plane but no air envelope. (you still have to chance it by holding your breath to investigate and probably have to fight what&#039;s inside to do so).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Argosy.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Barge of Ptah (Battle Barge)==&lt;br /&gt;
::Built By: Humans worshipers of [[Ptah]]&lt;br /&gt;
::Used Primarily By: Humans&lt;br /&gt;
::Ship Type: Large ship&lt;br /&gt;
::Tonnage: 60 tons&lt;br /&gt;
::Hull Points: 60&lt;br /&gt;
::Crew: 24/60&lt;br /&gt;
::Manueverability Class: F&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 8&lt;br /&gt;
::Saves As: Thin Wood&lt;br /&gt;
::Power Type: Major Helf&lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: 6 Medium ballistae, 4 Medium catapults, 2 Medium jettisons&lt;br /&gt;
::Cargo: 40 tons&lt;br /&gt;
::Keel/Beam: 145 ft. by 60ft.&lt;br /&gt;
::Cost: 60,000 gp&lt;br /&gt;
&lt;br /&gt;
Since the earliest recorded memory of Spelljamming humans, made by the worshipers of [[Ptah]], god of travels, as mobile temples, and were used to defend fellow humans against orc, ogre, kobold, and goblin attacks (earning the moniker Battle Barge). Despite being a ship built for battle and spreading Ptah blessings, the temple ships got wealthy from tithes, making them targets for pirates. Although the enemies it was built to combat were well known for swarming tactics on the ground, guess the Barge only had to deal with one or two ramshackle ships as this ship was too slow to deal with the pirate swarms. The majority of Barge of Ptah has now been looted and set adrift, with only a few continuing their mission for [[Ptah]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Barge of Ptah.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battlewagon==&lt;br /&gt;
::Built By: [[Scro]]&lt;br /&gt;
::Used Primarily By: [[Scro]]&lt;br /&gt;
::Ship Type: Large Warship&lt;br /&gt;
::Tonnage: 80&lt;br /&gt;
::Hull Points: 80&lt;br /&gt;
::Crew: 40/160&lt;br /&gt;
::Manueverability Class: E&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 3&lt;br /&gt;
::Saves As: Metal&lt;br /&gt;
::Power Type: Major helm&lt;br /&gt;
::Ship&#039;s Rating: 2&lt;br /&gt;
::Standard Armaments: 4 Turret-mounted bombards, 1 alchemy fire projector, 6 Medium ballistae, 8 Medium catapults, Blunt Ram&lt;br /&gt;
::Cargo: 20 tons&lt;br /&gt;
::Keel/Beam: 150ft./50ft.&lt;br /&gt;
::Cost: 240,000 gp&lt;br /&gt;
&lt;br /&gt;
A powerful boar-shaped battleship, a symbol of the Scro picking up the pieces of their spacefaring orc ancestors and then face punching down all other wildspacers back down to their home worlds with the spiky bits, starting with the elves and their smug navy. They mean business when they named their six current Battlewagons: Decapitator, Conflagrator, Devastator, Euiscerator, Mutilator, and Defenestrator.&lt;br /&gt;
&lt;br /&gt;
==Blade/Arrow==&lt;br /&gt;
::Built By: Goblins, Kobolds&lt;br /&gt;
::Used Primarily By: Goblins, Kobolds, Humans, giff &amp;amp; gnomes for weapons testing&lt;br /&gt;
::Ship Type: Flitter&lt;br /&gt;
::Tonnage: 2&lt;br /&gt;
::Hull Points: 2&lt;br /&gt;
::Crew: 1/2&lt;br /&gt;
::Manueverability Class: A&lt;br /&gt;
::Landing - Land: No (Yes if equipt with wooden runners)&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 4&lt;br /&gt;
::Saves As: Metal (Blade)&lt;br /&gt;
::Power Type: Lifejammer helm or death helm&lt;br /&gt;
::Ship&#039;s Rating: As per victim&lt;br /&gt;
::Standard Armaments: 1 Alchemy Fire projector, 1 Piercing Ram&lt;br /&gt;
::Cargo: 1/2 ton&lt;br /&gt;
::Keel/Beam: 20ft. by 20ft.&lt;br /&gt;
::Cost: 6,000 gp&lt;br /&gt;
&lt;br /&gt;
Goblin Blades are small, short-range attack ships which was an improvement on the armorless Kobold Arrow. Kobolds used to kamikaze or on suicidal raids, with many buried in the dirt on many worlds.&lt;br /&gt;
&lt;br /&gt;
==Bloatfly==&lt;br /&gt;
::Built By: [[Lizardfolk]]&lt;br /&gt;
::Used Primarily By: Lizardfolk&lt;br /&gt;
::Ship Type: Medium ship&lt;br /&gt;
::Tonnage: 48&lt;br /&gt;
::Hull Points: 48&lt;br /&gt;
::Crew: 6/40&lt;br /&gt;
::Manueverability Class: E&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 6&lt;br /&gt;
::Saves As: Metal&lt;br /&gt;
::Power Type: Furnace (15%); minor helm (85%)&lt;br /&gt;
::Ship&#039;s Rating: 2 (Furnace) or as per helmsman&lt;br /&gt;
::Standard Armaments: 18 twin-mounted Medium ballistae&lt;br /&gt;
::Cargo: 6 tons plus 36 tons dedicated to egg-tubes&lt;br /&gt;
::Keel/Beam: 155 ft. by 55 ft.&lt;br /&gt;
::Cost: 144,000 GP&lt;br /&gt;
&lt;br /&gt;
A lizardfolk ship created with the most state-of-the-art and well-armed ship for the primary purpose of ensuring their eggs can orbit as close to fire worlds, so the next generation will sock up those sun rays and become bigger and smarter. &lt;br /&gt;
&lt;br /&gt;
For protection, its covered by 18 twin-mounted ballistae turrets. Though created as flying incubator, all that firepower is useful in conquering planets.&lt;br /&gt;
&lt;br /&gt;
==Bolaship==&lt;br /&gt;
::Built By: [[Gnomes]] &lt;br /&gt;
::Used Primarily By: Gnomes (who else?)&lt;br /&gt;
::Ship Type: Small ship&lt;br /&gt;
::Tonnage: 25&lt;br /&gt;
::Hull Points: 25&lt;br /&gt;
::Crew: 10/25&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 5&lt;br /&gt;
::Saves As: Thick wood&lt;br /&gt;
::Power Type: Bolawhip (special)&lt;br /&gt;
::Ship&#039;s Rating: Special (maximum 6)&lt;br /&gt;
::Standard Armaments: 1 Bolawhip, 2 Light ballistae&lt;br /&gt;
::Cargo: 12.5 tons&lt;br /&gt;
::Keel/Beam: 12 ft. by 15 ft.&lt;br /&gt;
&lt;br /&gt;
With up to 12 gnomes peddling as hard as they can, they cause the whips in front of the ship to produce could be surmised a weird physics reaction between centrifugal/centripetal forces and [[Wildspace]] gravity planes which somehow allows this hideous conglomeration of superfluous gadgets that passes for a gnomish ship move faster the speed of light like a spelljammer helm.&lt;br /&gt;
&lt;br /&gt;
==Catamaran==&lt;br /&gt;
::Built By: Humans&lt;br /&gt;
::Used Primarily By: Humans&lt;br /&gt;
::Ship Type: Flitter/escape vessel&lt;br /&gt;
::Tonnage: 1 ton&lt;br /&gt;
::Hull Points: 1&lt;br /&gt;
::Crew: 2/1&lt;br /&gt;
::Manueverability Class: B&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 9&lt;br /&gt;
::Saves As: Thin Wood&lt;br /&gt;
::Power Type: Non-magical helm&lt;br /&gt;
::Ship&#039;s Rating: 4&lt;br /&gt;
::Standard Armaments: None&lt;br /&gt;
::Cargo: None&lt;br /&gt;
::Keel/Beam: 25 ft. by 10 ft.&lt;br /&gt;
&lt;br /&gt;
Like a real-life Catamaran, More or less a big windsurf board with hydroplanes. Not in in the improvised ship section given this is probably considered too [[Medieval Stasis|advanced for fantasy settings]] and this thing is absurdly fast for a ship of this size. Often used for a joy rides in low planetary orbit or as an escape vessel. This speed comes from its sail which requires the crew to lean hard to turn it. Destroying the sail is easy but at that point, if your hit the ship is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Citadel==&lt;br /&gt;
::Built By: [[Dwarves]]&lt;br /&gt;
::Used Primarily By: Dwarves&lt;br /&gt;
::Tonnage: 300 tons (and up), Larger Citadel are 700+ tons&lt;br /&gt;
::Hull Points: 300&lt;br /&gt;
::Crew: 100/300&lt;br /&gt;
::Manueverability Class: E&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 0&lt;br /&gt;
::Saves As: Stone&lt;br /&gt;
::Power Type: Forge&lt;br /&gt;
::Ship&#039;s Rating: 1-3&lt;br /&gt;
::Standard Armaments: 1·4 Heavy catapults (360°), 2-8 Medium catapults (360°), 3-12 Light catapults (360°), 3 heavy jettisons (360°)&lt;br /&gt;
::Cargo: 150 tons&lt;br /&gt;
::Keel/Beam Length: 250ft. by 200ft.&lt;br /&gt;
::Cost: 100,000-600,000 gp&lt;br /&gt;
&lt;br /&gt;
When you think a ship for space Dwarves, this is what you imagine. and this is just the smaller ship Dwarves commonly use. &lt;br /&gt;
&lt;br /&gt;
A Citadel is powered by the things Dwarves like to do. It&#039;s a Mine, Forge, and flying fortress all in one. Using their unique Forge helms, dwarves power their ship though the act of smithing. This unique form of fuel requires a ton of raw materials which is why all Citadels are created from hollowed-out mineral rich asteroids. Eventuality all the vains will run dry and the inhabitants must scout out a new asteroid with other spelljammers.&lt;br /&gt;
&lt;br /&gt;
the Largest Citadels have an SR of 1 and are unable to go warpspeed, so slow it takes them 1 year to travel between two planets. so they usually just sit still.&lt;br /&gt;
&lt;br /&gt;
==Corbina==&lt;br /&gt;
::Built By: [[Aarakocra]]&lt;br /&gt;
::Used Primarily By: Aarakocra&lt;br /&gt;
::Ship Type: Flitter&lt;br /&gt;
::Tonnage: 5&lt;br /&gt;
::Hull Points: 5&lt;br /&gt;
::Crew: 1/5&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 9&lt;br /&gt;
::Saves As: Thin Wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman + 1&lt;br /&gt;
::Standard Armaments: 1 Light ballista or 1 Medium ballista, or 1 Light jettison&lt;br /&gt;
::Cargo: 2.5 tons&lt;br /&gt;
::Keel/Beam Length: 60 ft. by 50 ft.&lt;br /&gt;
::Cost: 2,500 gp&lt;br /&gt;
&lt;br /&gt;
Made by the space Aarakocra, it&#039;s a biplane but uses a sail and spelljammer helm instead of a propeller. The ship also boosts the Ship&#039;s Rating by +1, making it fast at a cheaper price.&lt;br /&gt;
&lt;br /&gt;
The downside is that it still operates under the wright brothers&#039; Biplane model, requiring 300 feet of flat runway to be lifted off the ground (despite having a helm), the upgraded Maneuverability Class is caped at B, and the ship wings can&#039;t support any additional armor plating.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Corbina.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Deathglory==&lt;br /&gt;
::Built By: Gnomes&lt;br /&gt;
::Used Primarily By: Gnomes&lt;br /&gt;
::Ship Type: Large ship&lt;br /&gt;
::Tonnage: 70&lt;br /&gt;
::Hull Points: 70&lt;br /&gt;
::Crew: 18/70&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Maybe (leaks badly!)&lt;br /&gt;
::Armor Rating: 6&lt;br /&gt;
::Saves As: metal&lt;br /&gt;
::Power Type: Gnomish major helm&lt;br /&gt;
::Ship&#039;s Rating: As helmsman -1 (due to spell reflector)&lt;br /&gt;
::Standard Armaments: 2 Medium ballistae, 2 Medium catapults, 1 Medium jettison, 2 Tangle line guns, 2 Water cannons&lt;br /&gt;
::Cargo: 35 tons&lt;br /&gt;
::Keel/Beam Length: 80 ft. by 55&#039; (85&#039; including outriggers)&lt;br /&gt;
&lt;br /&gt;
the follow-up to the dreadnever-class ship, and this time it works! these armed to the teeth, A top-heavy warship when Gnomes get sick with pirates. Often found escorting gnomish merchant ships to protect fools ignorant from the horrors of gnomish engineering.&lt;br /&gt;
&lt;br /&gt;
== Great Bombard/Bombard ==&lt;br /&gt;
::Built By: [[Giff]]&lt;br /&gt;
::Used Primarily By: Giff&lt;br /&gt;
::Ship Type: Medium Warship&lt;br /&gt;
::Tonnage: 40-50&lt;br /&gt;
::Hull Points: 40-50&lt;br /&gt;
::Crew: 20/40 medium-sized creature, or 10 Giff (2e), 12 (5e)&lt;br /&gt;
::Manueverability Class: E&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 6&lt;br /&gt;
::Saves As: Thick Wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 2 light Ballistae, 1 Giant Cannon, Blunt Ram&lt;br /&gt;
::Cargo: 20 (2e), 150 or 10 if max on fourteen giant cannonball&lt;br /&gt;
::Keel/Beam: 140-155 ft. by 20-30 ft.&lt;br /&gt;
::Cost: 100,000gp (with the Giant Cannon costing 60,000 gp) (2e), 50,000gp with cannon included (5e) but [https://www.youtube.com/watch?v=J-6eSJu0Rko|giant cannonballs are 1,000gp each!!]&lt;br /&gt;
&lt;br /&gt;
Known as Great Bombards or just Bombards, they are ships built around a massive cannon that bring a tear of joy to any Giff each time they get to fire one of the massive cannonballs that cost 1000gp each. You could have bought an Emerald or a spyglass for that much money, or one-and-half for plate armor.&lt;br /&gt;
&lt;br /&gt;
If a captain Giff doesn&#039;t have that much Dough, they could instead invest in an armor-plated bow Ram at maneuverability cost to just ram the enemy. And may the gods help the sod if that Giff captain dose have the ammunition as they are getting in &amp;quot;danger close&amp;quot;.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Legend of the Spelljammer Great Bombard.png&lt;br /&gt;
Legend of the Spelljammer Great Bombard Stats.png&lt;br /&gt;
Legend of Spelljammer Great Bombard deckplan.png&lt;br /&gt;
Sais-bombard-splash.png&lt;br /&gt;
Sais-map-2.01-bombard.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Damselfly Ship==&lt;br /&gt;
::Built By: Humans&lt;br /&gt;
::Used Primarily By: Humans&lt;br /&gt;
::Ship Type:: Shuttle&lt;br /&gt;
::Tonnage: 10 tons&lt;br /&gt;
::Hull Points: 10&lt;br /&gt;
::Crew: 2/10&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 4&lt;br /&gt;
::Saves As: Metal&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 1 Heavy weapon, 1 Mangonel(5e)&lt;br /&gt;
::Cargo: 5 tons&lt;br /&gt;
::Keel/Beam Length: 100 ft. by 20 ft.&lt;br /&gt;
::Cost: 30,000 gp,  20,000 gp (5e)&lt;br /&gt;
&lt;br /&gt;
An upgrade on the Dragonfly. This second generation replaces wood with metal and encloses the decks. The main weapon is on the top deck, with some retrofitted with it being in the aft deck.&lt;br /&gt;
&lt;br /&gt;
Its speed and defense make it popular with everyone, from couriers, Explorers to hermits evading taxes, from Military command ships to pirates and smugglers.&lt;br /&gt;
&lt;br /&gt;
Like any popular &amp;lt;s&amp;gt;car boat&amp;lt;/s&amp;gt;flyingboat, you will see many people pimping out their Damselflies and organizing races to see who is the radius &amp;lt;s&amp;gt;driver&amp;lt;/s&amp;gt;sailer around.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sais-damselfly-splash.png&lt;br /&gt;
Sais-map-2.02-damselfly.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dragonfly Ship==&lt;br /&gt;
::Built By: Humans&lt;br /&gt;
::Used Primarily By: Humans, elves&lt;br /&gt;
::Ship Type: Shuttle&lt;br /&gt;
::Tonnage: 10&lt;br /&gt;
::Hull Points: 10&lt;br /&gt;
::Crew: 3/10&lt;br /&gt;
::Manueverability Class: C&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: C&lt;br /&gt;
::Saves As: Thin Wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 1 Light ballista or 1 Light catapult&lt;br /&gt;
::Cargo: 5 tons&lt;br /&gt;
::Keel/Beam Length: 100 ft. by 20 ft.&lt;br /&gt;
::Cost: 5,000 gp&lt;br /&gt;
&lt;br /&gt;
The predecessor of the Damselfly. Cheap, Highly maneuverable, but fragile. Your sacrificing the Damselflys armor and enclosed decks for a better Maneuverability Class and being a cheapskate. Some may put plating on a Dragonfly because they can&#039;t afford a Damselfly.&lt;br /&gt;
&lt;br /&gt;
Mages like them as they have enough space for their lab experiments; no one can interrupt them when deep in Wildspace/Phlagistan/Astral Plane, and have a speedy getaway boat if they do.&lt;br /&gt;
&lt;br /&gt;
The Firefly variant is just a Suisidle Dragonfly that replaces the Armaments to load it to the brim with explosives or Alcamy Fire. The helmsman may or may not be given a working Wreckboat or scroll/Magic item to get their asses out before they crash into a larger enemy ship.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SJA2 Skull&amp;amp;Crossbow Dragonfly.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dragonship==&lt;br /&gt;
::Built By: Shou Lung humans of Toril&lt;br /&gt;
::Used Primarily By: Shou Lung humans of Toril&lt;br /&gt;
::Ship Type: Medium ship&lt;br /&gt;
::Tonnage: 45&lt;br /&gt;
::Hull Points: 45&lt;br /&gt;
::Crew: 20/45&lt;br /&gt;
::Maneuverability Class: D&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 5-6&lt;br /&gt;
::Saves As: Thick Wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 2 Medium or 3 Large Weapons, optional Ram&lt;br /&gt;
::Cargo: 20 tons&lt;br /&gt;
::Keel/Beam Length: 150ft. by 20ft.&lt;br /&gt;
::Cost: 45,000 - 60,000 gold pieces&lt;br /&gt;
&lt;br /&gt;
Resembling a strange combination between a dhow and a sculpture of an [[Oriental Dragon]], the dragonship is a spelljammer designed by [[Oriental Adventures|Chinese and Japanese-flavored human nations]] as a true spelljamming ship, as opposed to just sticking a Helm in a dhow. Dragonships are particularly common around Torilspace because both the Wa and their rivals, the Shou, make extensive use of them; the fact that they&#039;re not Wa-exclusive is why this entry is up here and not down in the Wa Fleet section of this page, despite their extensive use of dragonships.&lt;br /&gt;
&lt;br /&gt;
Dragonships that prefer devoting their cargo space and Armaments to bombards and Alcemic fire projectors are known as Flaming Dragons, Which are a favorite among Shou Lung captains. Unfortunately because of how much [[Spelljammer]] and the D&amp;amp;D system in general tries to discourage the wide use of explosives, this preference for Flaming Dragons is the leading contributor to second-hand Dragonships not in widespread circulation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dragonship-2e-colored.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dolphin, Battle==&lt;br /&gt;
::Built By: Human&lt;br /&gt;
::Used Primarily By: Any race&lt;br /&gt;
::Ship Type: Medium Ship&lt;br /&gt;
::Tonnage: 50 tons (70 with Shuttle)&lt;br /&gt;
::Hull Points: 70&lt;br /&gt;
::Crew: 12/70&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Shuttle only&lt;br /&gt;
::Armor Rating: 5&lt;br /&gt;
::Saves As: Thick Wood&lt;br /&gt;
::Power Type: Major helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 2 Medium catapults&lt;br /&gt;
::Cargo: 35 tons&lt;br /&gt;
::Keel/Beam Length: 250 ft. by 30 ft.&lt;br /&gt;
::Cost: 70,000 gp&lt;br /&gt;
&lt;br /&gt;
A recent invention, This wooden [[star trek|Enterprise D]], is fully enclosed and comes with a detachable Shuttle at the top. The Shuttle also needs a jammer Helm so have to fork over the extra cash or work out a way to share.&lt;br /&gt;
&lt;br /&gt;
There is also the Narwhal variant which replaces the window on the lower bridge with a piercing ram (guess what it looks like).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Legend of the Spelljamer Battle Dolphin Stats.png&lt;br /&gt;
Legend of spelljammer Battle Dolphin Deckplan.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Dolphin,Shuttle===&lt;br /&gt;
::Built By: Humans&lt;br /&gt;
::Used Primarily By: Any race&lt;br /&gt;
::Ship Type: Small Ship&lt;br /&gt;
::Tonnage: 20&lt;br /&gt;
::Hull Points: 20&lt;br /&gt;
::Crew: 4/20&lt;br /&gt;
::Manueverability Class: C&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 6&lt;br /&gt;
::Saves As: Thin wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: None&lt;br /&gt;
::Cargo: 15 tons&lt;br /&gt;
::Keel/Beam Length: 40 ft. by 15 ft.&lt;br /&gt;
::Cost: 10,000 gp&lt;br /&gt;
&lt;br /&gt;
Galleon-like ship designed for planetary lands as a Battle Dolphin can&#039;t land and is too inauspicious.&lt;br /&gt;
&lt;br /&gt;
==Eagle Ship==&lt;br /&gt;
::Built By: [[Aarakocra]]&lt;br /&gt;
::Used Primarily By: Aarakocra&lt;br /&gt;
::Ship Type: Small Ship&lt;br /&gt;
::Tonnage: 35&lt;br /&gt;
::Hull Points: 35&lt;br /&gt;
::Crew: 8/35&lt;br /&gt;
::Manueverability Class: C&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 6&lt;br /&gt;
::Saves As: Thick wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman + 1&lt;br /&gt;
::Standard Armaments: 2 Heavy jettison, 2 Medium ballistae, 1 Light catapult (360°)&lt;br /&gt;
::Cargo: 18 tons&lt;br /&gt;
::Keel/Beam Length: 150ft. by 50ft.&lt;br /&gt;
&lt;br /&gt;
A recent creation from the Aarakocra, applying aerodynamics to shipbuilding, with wings maneuverable like a bird, this ship has a +1 Ship&#039;s Rating.&lt;br /&gt;
&lt;br /&gt;
The ship is designed for long exploration, thus low crew requirements. It&#039;s designed for running instead of direct fights; thus, the two Heavy jettison for the fools that chases them.&lt;br /&gt;
&lt;br /&gt;
==Eel Ship==&lt;br /&gt;
::Built By: Early humans or insectoid race?&lt;br /&gt;
::Used Primarily By: humans&lt;br /&gt;
::Ship Type: Small Ship&lt;br /&gt;
::Tonnage: 20&lt;br /&gt;
::Hull Points: 20&lt;br /&gt;
::Crew: 4/20&lt;br /&gt;
::Manueverability Class: C&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 6&lt;br /&gt;
::Saves As: Thin Wood&lt;br /&gt;
::Power Type: Furnace (15%); major or minor helm (85%)&lt;br /&gt;
::Ship&#039;s Rating: 2 (Furnace) or as per helmsman&lt;br /&gt;
::Standard Armaments: 1 Medium ballista (F), 1 Medium catapult (A)&lt;br /&gt;
::Cargo: 8 tons&lt;br /&gt;
::Keel/Beam Length: 110 ft. by 15 ft.&lt;br /&gt;
::Cost: 10,000gp&lt;br /&gt;
&lt;br /&gt;
A Precursor to the Lamprey. Crud but still popular today with the [[Planetary Defense Force|PDF]], pirates strapped for cash or for sneaking in a commando team.&lt;br /&gt;
&lt;br /&gt;
The origins are mysterious, theorized to be from early humans, thri-kreen ancestors, a highly intelligent race of giant wasps, or whatever the [[Psurlon]] were before transforming into worm-men.&lt;br /&gt;
&lt;br /&gt;
==Tradesman (Fish Ship)/Flying Fish Ship (5e)==&lt;br /&gt;
::Built By: Humans&lt;br /&gt;
::Used Primarily By: All Races&lt;br /&gt;
::Ship Type: Small Ship&lt;br /&gt;
::Tonnage: 25 tons&lt;br /&gt;
::Hull Points: 25&lt;br /&gt;
::Crew: 10/25&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 5&lt;br /&gt;
::Saves As: Thick wook&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: as per helmsman&lt;br /&gt;
::Standard Armaments: 1 Light catapult (F), 1 Medium ballista (APS)&lt;br /&gt;
::Cargo: 13 tons&lt;br /&gt;
::Keel/Beam: 120 ft/ 30 ft&lt;br /&gt;
::Cost: 25,000gp (2e)/20,000 gp (5e)&lt;br /&gt;
 &lt;br /&gt;
Most common Spelljammer ship, often being a party&#039;s first real Spelljammer ship. It is the most wildly used for merchants doing quick buying-and-selling systems hoping. Despite being a popular merchant ship, They couldn&#039;t land, limiting trade to spacefaring and flying ports. They only have light defenses but are often escorted by warships, especially ones owned by multiple trade guilds (Helms can be rare and expensive, (especially if you piss off a [[mercane]]) with some planet&#039;s luck just to own one).&lt;br /&gt;
&lt;br /&gt;
Like any popular ship, it&#039;s only a matter of time before a crew goes bandit or is used to expand a cutthroat fleet. The Light Cruiser Variant slaps more armour and weapons on the Tradesman, sacrificing Maneuverability Class from a D to an E but boosting the Armor Rating to 4 and upping the armaments to 3 medium-sized weapon mounts.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sais-flying-fish-ship-splash.png&lt;br /&gt;
Sais-map-2.03-flying-fish.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Flying Pyramid==&lt;br /&gt;
::Built By: Human followers of [[Ptah]]?&lt;br /&gt;
::Used Primarily By: Undead humans&lt;br /&gt;
::Ship Type: Large ship&lt;br /&gt;
::Tonnage: 90&lt;br /&gt;
::Hull Points: 90&lt;br /&gt;
::Crew: 6/90&lt;br /&gt;
::Manueverability Class: F&lt;br /&gt;
::Landing - Land: Maybe (40%)&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 1&lt;br /&gt;
::Saves As: Stone&lt;br /&gt;
::Power Type: Death helm or furnace (90% have both, 10% lack a furnace)&lt;br /&gt;
::Ship&#039;s Rating: 2 (Furnace) or as per victim&lt;br /&gt;
::Standard Armaments: 10 Heavy ballistae, 10 Heavy jettisons&lt;br /&gt;
::Cargo: 26 tons&lt;br /&gt;
::Keel/Beam Length: 80ft. by 80ft.&lt;br /&gt;
::Cost: 180,000 gp&lt;br /&gt;
&lt;br /&gt;
Being space Egyptians, the followers of [[Ptah]] and other Egyptian-espy gods, of course, made triangular stone monuments and then attached a space engine to them. Of course, they fell out of use long ago, repurposed by humans and undead (likely captained by a Lord [[Mummy]]) as a planetary defense craft or a raiding fortress. Some dwarves use them to transport them to the next asteroid after the old Citadel ship is spent. Like many big ships, they keep Wreckboats or Flitters in hidden behind stone walls in case the Pyramid sinking in space.&lt;br /&gt;
&lt;br /&gt;
==Hammerhead Ship==&lt;br /&gt;
::Built By: [[Human]]s, [[Lizardfolk]]&lt;br /&gt;
::Used Primarily By: [[Human]]s, [[Lizardfolk]], [[Elves]]&lt;br /&gt;
::Ship Type: Large ship&lt;br /&gt;
::Tonnage: 60 tons&lt;br /&gt;
::Hull Points: 60&lt;br /&gt;
::Crew: 24/60&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 6&lt;br /&gt;
::Saves As: Hard Wood&lt;br /&gt;
::Power Type: Major Helm or Minor Helm&lt;br /&gt;
::Ship&#039;s Rating: As for spelljammer&lt;br /&gt;
::Standard Armaments: 1 Heavy Catapults, 1 Heavy Catapults (360°), 1 Heavy Ballista (360°), 1 Blunt Ram&lt;br /&gt;
::Cargo: 30 tons&lt;br /&gt;
::Keel/Beam Length: 250 ft. by 25 ft.&lt;br /&gt;
::Cost: 50,000-60,000 gold pieces&lt;br /&gt;
&lt;br /&gt;
One of the more common jammer models, Hammerheads are popular with both traders and pirates for their comfortably solid size, carrying capacity, and armament values.&lt;br /&gt;
&lt;br /&gt;
There is also the Heavy version that replaces the armor with Metal, making them good at destroying smaller ships in thier way at the cost of being easily out maneuvered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SJA2 Skull&amp;amp;Crossbow Hammership.png&lt;br /&gt;
Hammership Color.jpeg&lt;br /&gt;
DDSJ SJR6 Greysoace Hammerhead.png&lt;br /&gt;
DDSJ SJR6 Greysoace Hammerhead2.png&lt;br /&gt;
Sais-hammerhead-ship-splash.png&lt;br /&gt;
Sais-map-2.04-hammerhead.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Iambus==&lt;br /&gt;
::Built By: [[Arcane]]&lt;br /&gt;
::Used Primarily By: Bardic humans&lt;br /&gt;
::Ship Type: Small Ship&lt;br /&gt;
::Tonnage: 35 tons&lt;br /&gt;
::Hull Points: 35&lt;br /&gt;
::Crew: 4/35&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 5&lt;br /&gt;
::Saves As: Thick Wood&lt;br /&gt;
::Power Type: [[Spelljammer_Helm#Bardic_Helm|Bardic helm]]&lt;br /&gt;
::Ship&#039;s Rating: As per Bard helmsman&lt;br /&gt;
::Standard Armaments: 3 Light ballistae (1-FP, 1-FS, l-APS), 1 Heavy ballista (F)&lt;br /&gt;
::Cargo: 17.5 tons&lt;br /&gt;
::Keel/Beam: 180 ft./ 20ft.&lt;br /&gt;
::Cost: 35,000 GP&lt;br /&gt;
&lt;br /&gt;
A ship is usually shaped like a giant musical instrument. No surprise that they are custom ordered built by [[mercane]] to be powered by a [[bard]]&#039;s musical skills. To make the ship go, you have to know how to play the integrated instrument acting as the Bardic helm. Being a self-powered flying acoustic stag, people aboard all heal twice as fast, making for a decent medical jammer, but at the detriment of the crew always being surprised at the start of combat when being attacked.&lt;br /&gt;
&lt;br /&gt;
==Junk==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
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&lt;br /&gt;
==Klicklikak==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
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&lt;br /&gt;
==Lamprey Ship==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
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::Power Type: &lt;br /&gt;
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::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sais-lamprey-ship-splash.png&lt;br /&gt;
Sais-map-2.05-lamprey.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Leaf-Ship==&lt;br /&gt;
::Built By: [[Thri-kreen]]&lt;br /&gt;
::Used Primarily By: [[Thri-kreen]]&lt;br /&gt;
::Ship Type: Large Ship&lt;br /&gt;
::Tonnage: 70&lt;br /&gt;
::Hull Points: 70&lt;br /&gt;
::Crew: 20/65&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 6&lt;br /&gt;
::Saves As: Ceramic&lt;br /&gt;
::Power Type: Crystal Throne&lt;br /&gt;
::Ship&#039;s Rating: 4&lt;br /&gt;
::Standard Armaments: 1 Heavy Catapult, Heavy bellistae&lt;br /&gt;
::Cargo: 30 tons&lt;br /&gt;
::Keel/Beam Length: 250 ft. by 40 ft.&lt;br /&gt;
::Cost: 280,000 gp&lt;br /&gt;
&lt;br /&gt;
Made of living crystal-like elven ships, usually having a translucent green or yellow. the ship can also have up to four Thorn-Ships docked on it. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SJA2 Skull&amp;amp;Crossbow Leaf Ship &amp;amp; Thorn Ship.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mammoth==&lt;br /&gt;
::Built By: Ogres&lt;br /&gt;
::Used Primarily By: Formerly Ogres, now Human Pirates and Mindflayer Slavers&lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
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::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&lt;br /&gt;
==Mantis==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
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&lt;br /&gt;
==Living Ship==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sais-living-ship-splash.png&lt;br /&gt;
Sais-map-2.06-living.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mosquito==&lt;br /&gt;
::Built By: [[Humans]]&lt;br /&gt;
::Used Primarily By: All races&lt;br /&gt;
::Ship Type: Flitter&lt;br /&gt;
::Tonnage: 6 tons&lt;br /&gt;
::Hull Points: 6&lt;br /&gt;
::Crew: 1/6&lt;br /&gt;
::Manueverability Class: C&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 5&lt;br /&gt;
::Saves As: Thin wood&lt;br /&gt;
::Power Type: Major or Minor Helm&lt;br /&gt;
::Ship&#039;s Rating: As for helmsman&lt;br /&gt;
::Standard Armaments: None&lt;br /&gt;
::Cargo: 3 tons&lt;br /&gt;
::Keel Length: 100&#039;&lt;br /&gt;
::Beam Length: 15&#039;&lt;br /&gt;
&lt;br /&gt;
Along with the Elven Flitter the Mosquito is one of smallest commonly used ships, this is a great benefit to it as it&#039;s designed to be maned by a single person as a personal landing craft or shuttle. It&#039;s small size and excellent maneuverability also make it prime stealth ship with a few easy modifications. Speaking of mods there are a few different variations of the Mosquito. These are the adformention stealth model, the Gnat which is a light weight variation, a domed version for creatures sensitive to light, and makeship bomb made by filling the ship with greek fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SJS_Mosquito.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Porcupine Ship (Spine-Ship)==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
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::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
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&lt;br /&gt;
==Quad of Thay==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel/Beam&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
WarCaptainsCompanion PlayerAid Quad of Thay.png&lt;br /&gt;
WarCaptainsCompanion PlayerAid Quad of Thay Diagram.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Scalpel Ship==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
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::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&lt;br /&gt;
==Scorpion Ship==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SJQ1 Heart of the Enemy Scorpion ship.png&lt;br /&gt;
Sais-scorpion-splash.png&lt;br /&gt;
Sais-map-2.09-scorpion.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Shrike Ship==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sais-shrike-ship-splash.png&lt;br /&gt;
Sais-map-2.10-shrike.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sidewheeler==&lt;br /&gt;
::Built By: [[Tinker Gnome]]s&lt;br /&gt;
::Used Primarily By: [[Tinker Gnome]]s, [[Dohwar]], Idiots&lt;br /&gt;
::Ship Type: Small ship&lt;br /&gt;
::Tonnage: 30 tons&lt;br /&gt;
::Hull Points: 30&lt;br /&gt;
::Crew: 20/30 (or 40/60 tinker gnomes)&lt;br /&gt;
::Maneuverability Class: E&lt;br /&gt;
::Landing - Land: 50% likely&lt;br /&gt;
::Landing - Water: 50% likely&lt;br /&gt;
::Armor Rating: 7&lt;br /&gt;
::Saves As: Metal&lt;br /&gt;
::Power Type: Non-magical or gnomish helm&lt;br /&gt;
::Ship&#039;s Rating: 2 or as per gnomish helmsman&lt;br /&gt;
::Standard Armaments: None&lt;br /&gt;
::Cargo: 15 tons&lt;br /&gt;
::Keel/Beam Length: 120 ft. by 25 ft.&lt;br /&gt;
::Cost: 40,000 to 90,000 (only idiots and other [[Tinker Gnome]]s pay that much in real money)&lt;br /&gt;
&lt;br /&gt;
Sidewheelers, named for their tendency to have massive paddlewheels on their sides that somehow convert the frantic peddling of [[Giant Space Hamster]]s into motive force, are the creation of the [[Tinker Gnome]]s of [[Krynn]]. That right there is all the warning you need if you&#039;re at all familiar with the dreaded Minoi. For the unfamiliar, the Minoi are an entire race of bungling inventors who build oversized, overly intricate contraptions that never work right, with the level of &amp;quot;go wrong&amp;quot; varying from &amp;quot;collapse into a heap of junk&amp;quot; to &amp;quot;violently explode&amp;quot;. Referred to as &amp;quot;the ship of the desperate&amp;quot;, only the most gullible, foolish, demented, or lacking in options of non-Minoi will have anything to do with them, and most intelligent creatures will avoid them like the plague. Even [[Illithid]]s and [[Neogi]] think twice before trying to plunder a Sidewheeler. Such is the ramshackle and shoddy nature of Sidewheeler construction that there is a 50% chance when the vessel attempts to land that it will crash, explode, fall apart, or otherwise be rendered inoperable upon touching down. Non-Minoi [[gnome]]s have been known to become space pirates solely to hunt down and destroy Sidewheelers as a blemish on the good name of the gnomish race.&lt;br /&gt;
&lt;br /&gt;
==Skeleton Ship (Boneship)==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
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::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
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&lt;br /&gt;
==Skiff==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
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::Keel Length: &lt;br /&gt;
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&lt;br /&gt;
==Space Leviathan==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
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::Power Type: &lt;br /&gt;
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&lt;br /&gt;
==Space Galleon==&lt;br /&gt;
A [[Spelljammer_Vessels#Galleon|Galleon]] but built by people living in Wildspace and the Astral Sea. Praised for its ability to land at sea and sail incognito as an ordinary Galleon because it is one (with the inclusion of the ability to fly faster than the speed of light, and other additional upgrades relating to related space sailing)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sais-space-galleon.png|5e&lt;br /&gt;
Sais-map-2.11-space-galleon.jpg&lt;br /&gt;
Sais-ship-of-space-clowns.jpg|[[Space Clowns]] Galleon&lt;br /&gt;
Sais-the-last-breath.png|haunted Galleon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Galleon, Spacesea Giant==&lt;br /&gt;
::Built By: [[Spacesea Giant]]&lt;br /&gt;
::Used Primarily By: Spacesea Giant&lt;br /&gt;
::Cost: 120,00 gp&lt;br /&gt;
::Ship Type: Large ship&lt;br /&gt;
::Tonnage: 60&lt;br /&gt;
::Hull Points: 60&lt;br /&gt;
::Crew: 11/20 Giants&lt;br /&gt;
::Manueverability Class: E&lt;br /&gt;
::Landing - made of stone but floats on Water&lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: Stone&lt;br /&gt;
::Power Type: Major helm&lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: 3 Heavy ballistae, 11-20 Giants throwing boulders (360°)&lt;br /&gt;
::Cargo: 30 tons&lt;br /&gt;
::Keel/Beam Length: 200 ft./50 ft.&lt;br /&gt;
&lt;br /&gt;
Owned by [[Spacesea Giant]]s how like rocks. Will have Elders on board to use magic to turn rock into filling cement.&lt;br /&gt;
&lt;br /&gt;
==Squid Ship==&lt;br /&gt;
::Built By: [[Human]]s&lt;br /&gt;
::Used Primarily By: [[Human]]s, [[Lizardfolk]]&lt;br /&gt;
::Ship Type: Medium ship&lt;br /&gt;
::Tonnage: 45 tons&lt;br /&gt;
::Hull Points: 45&lt;br /&gt;
::Crew: 12/45&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 5&lt;br /&gt;
::Saves As: Thick Wood&lt;br /&gt;
::Power Type: Major Helm, Minor Helm&lt;br /&gt;
::Ship&#039;s Rating: As for spelljammer&lt;br /&gt;
::Standard Armaments: 1 Heavy Catapult (Crew 5), 2 Medium Ballistae (Crew 2 Each), Piercing/Grappling Ram&lt;br /&gt;
::Cargo: 23 tons&lt;br /&gt;
::Keel Length: 250&#039;&lt;br /&gt;
::Beam Length: 25&#039;&lt;br /&gt;
::Cost: 45,000 gold pieces&lt;br /&gt;
&lt;br /&gt;
One of the common model jammers, squid ships are amongst the workhorses of [[Wildspace]]. They may not carry as much as their hammerhead cousins, but their stylized triple-rams and twin ballistae mean they can deliver a sharp, painful lesson to those who try and rob them... of course, pirates like to take advantage of that &amp;quot;built for ramming&amp;quot; design, too. They tend to be unpopular with those who have bad experiences with [[illithid]] nautiloids, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Squid ship.png&lt;br /&gt;
Squid Ship Color.jpeg&lt;br /&gt;
The Morkoth.png|The Morkoth, variant that replaces the Catapult with 2 more Ballistae&lt;br /&gt;
Sais-squid-ship-splash.png&lt;br /&gt;
Sais-map-2.12-squid.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stoneship==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&lt;br /&gt;
==Swan Ship==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&lt;br /&gt;
==Thorn-Ship==&lt;br /&gt;
::Built By: [[Thri-kreen]]&lt;br /&gt;
::Used Primarily By: [[Thri-kreen]]&lt;br /&gt;
::Tonnage: 3&lt;br /&gt;
::Hull Points: 3&lt;br /&gt;
::Crew: 1/6&lt;br /&gt;
::Manueverability Class: B&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 7&lt;br /&gt;
::Saves As: Ceramic&lt;br /&gt;
::Power Type: Crystal throne&lt;br /&gt;
::Ship&#039;s Rating: 3&lt;br /&gt;
::Standard Armaments: 1 Light ballista, 1 Alchemist Fire projector&lt;br /&gt;
::Cargo: 2 tons&lt;br /&gt;
::Keel/Beam Length: 50 ft. by 10 ft.&lt;br /&gt;
::Cost: 12,000 gp&lt;br /&gt;
&lt;br /&gt;
Fast attack fighter of the Thri-kreen, utilizing agility in place of low armor. They screen of the bipper Leaf ship. Also improved missiles because of all the Alchemist Fire.&lt;br /&gt;
&lt;br /&gt;
==Triop==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
WarCaptainsCompanion PlayerAid Triop.png&lt;br /&gt;
WarCaptainsCompanion PlayerAid Triop Diagram.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Turtle Ship (Battle Boat)==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sais-turtle-ship-splash.png&lt;br /&gt;
Sais-map-2.13-turtle.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unity Ship==&lt;br /&gt;
::Built By: [[K&#039;r&#039;r&#039;r]]&lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
unity ship 1.jpg|K&#039;r&#039;r&#039;r spaceship &lt;br /&gt;
unity ship 2.jpg|Floorplan of a K&#039;r&#039;r&#039;r Spaceship&lt;br /&gt;
&amp;lt;/gallery&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Uspo, Dohwar==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&lt;br /&gt;
==Vagabond==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&lt;br /&gt;
==Vipership (Darkviper)==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&lt;br /&gt;
==Wasp Ship==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SJA2 Skull&amp;amp;Crossbow Wasp.png&lt;br /&gt;
SJQ1 Heart of the Enemy Wasp and Turtle.png&lt;br /&gt;
SJQ1 Heart of the enemy Wasp and skybugs.png&lt;br /&gt;
Sais-wasp-ship-splash.png&lt;br /&gt;
Sais-map-2.15-wasp.jpg&lt;br /&gt;
Sais-mordy-astral-projection-wasp-ship.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Whaleship==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Legend of Spelljammer Whaleship Stat.png&lt;br /&gt;
Legend of Spelljammer Whaleship deck.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Whelk==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Legend of the Spelljammer Gnomish Whelk Stats.png&lt;br /&gt;
Legend of the Spelljammer Gnomish Welk.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wraith==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&lt;br /&gt;
==Wreckboat==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&lt;br /&gt;
==Xebec==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&lt;br /&gt;
==Yacht==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&lt;br /&gt;
==Yawl==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&lt;br /&gt;
==Yawl Wagon==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&lt;br /&gt;
==Zoocraft (Ark; Gardenship)==&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&lt;br /&gt;
==Improvised Ships==&lt;br /&gt;
As the creation of the Spelljamming Helm handles all of the hard parts about space travel (well, other than those parts covered by the [[Prime Material]] operating under more &amp;quot;rule of cool&amp;quot; physics than we do), this means that creating a vessel to sail through [[Wildspace]] and the [[Phlogiston]] is a lot simpler than building a rocket ship in, say, [[Star Trek]] or [[Star Wars]]. The earliest spelljammers were, in fact, literally just regular ships outfitted with a Helm and then launched off into space, and to this day taking a normal sea-faring vessel and sticking a Helm on it is the cheapest, simplest way to get spaceborne. After all, you can buy a sea-ship at any coastal community, whereas a custom-made space-ship is usually only going to be made by space-based communities or governmental powers.&lt;br /&gt;
&lt;br /&gt;
That said, being the el cheapo option means that these &amp;quot;uplifted ship&amp;quot; spelljammers come with some pretty severe drawbacks. They tend to be very slow and very awkward to fly compared to their space-built counterparts, and many are also ill-equipped for long-range voyages, since they weren&#039;t built with the necessity of sustaining an air envelope in mind. Add to it that &amp;quot;professional&amp;quot; spacefarers tend to look down on somebody flying one of these &amp;quot;improvised&amp;quot; jammers and in general, most people will look to trade up to a superior model when and if they can.&lt;br /&gt;
&lt;br /&gt;
===Caravel===&lt;br /&gt;
::Built By: Groundling humans&lt;br /&gt;
::Used Primarily By: Groundling humans&lt;br /&gt;
::Ship Type: shuttle&lt;br /&gt;
::Tonnage: 10 tons&lt;br /&gt;
::Hull Points: 10&lt;br /&gt;
::Crew: 8/10&lt;br /&gt;
::Maneuverability Class: F&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 9&lt;br /&gt;
::Saves As: Thick Wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 1 Large Weapon, 1 Medium ballista (360°}&lt;br /&gt;
::Cargo: 5 tons&lt;br /&gt;
::Keel/Beam: 70 ft./20ft. &lt;br /&gt;
::Cost: 10,000 gold pieces&lt;br /&gt;
&lt;br /&gt;
On the seas, caravels are versatile cargo carriers. In [[Wildspace]]? Not so much. They&#039;re cheap and easily handled by a small team, yeah, but that&#039;s largely all you can say about them positively. Jamming caravels tend to be sailed by either [[adventurer]] bands or the desperate.&lt;br /&gt;
&lt;br /&gt;
===Cargo Barge===&lt;br /&gt;
::Built By: Humans&lt;br /&gt;
::Used Primarily By: Humans, mind flayers, neogi&lt;br /&gt;
::Ship Type: Small ship&lt;br /&gt;
::Tonnage: 25 tons&lt;br /&gt;
::Hull Points: 25&lt;br /&gt;
::Crew: None&lt;br /&gt;
::Manueverability Class: F&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 8&lt;br /&gt;
::Saves As: Thick Wood&lt;br /&gt;
::Power Type: None•; 15% have minor helm back-up •100% of mind flayer craft are fitted with series helms.&lt;br /&gt;
::Ship&#039;s Rating: None or as per helmsman&lt;br /&gt;
::Standard Armaments: None&lt;br /&gt;
::Cargo: 20 tons&lt;br /&gt;
::Keel/Beam: 40 ft./20ft.&lt;br /&gt;
::Cost: 25,000 gp&lt;br /&gt;
&lt;br /&gt;
Small ships that only job is to hold cargo and be Towed by other Spelljammers. Hold trade goods or transport slaves. neogi also likes using them as rams. Barges also increase the Spelljammer&#039;s air pocket size, so explorers get a lot more air before cutting them free when they become deadweight.&lt;br /&gt;
&lt;br /&gt;
===Clipper===&lt;br /&gt;
::Built By: Humans&lt;br /&gt;
::Used Primarily By: [[Giff]]&lt;br /&gt;
::Ship Type: Large Ship&lt;br /&gt;
::Tonnage: 65 tons&lt;br /&gt;
::Hull Points: 65&lt;br /&gt;
::Crew: 18/65&lt;br /&gt;
::Manueverability Class: E&lt;br /&gt;
::Landing - Land: No (you can still try at risk to your hull&#039;s wellbeing) &lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 4&lt;br /&gt;
::Saves As: Metal (hull) or Wood (deck)&lt;br /&gt;
::Power Type: Major helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman -1&lt;br /&gt;
::Standard Armaments: 26 Bombards&lt;br /&gt;
::Cargo: 23 Tons (usually used primarily for smokepowder, helmseekers, and alchemist fire)&lt;br /&gt;
::Keel/Beam Length: 260 ft by 40 ft.&lt;br /&gt;
::Cost: 95,000 gp.&lt;br /&gt;
&lt;br /&gt;
One of the fastest ships on the water, including 3 sailing masts, but less than effective in space. Groundling humans quickly switched over, but Being British, the [[Giff]] adored the craft. Despite being based on the age of sails, a Giff-owned Clipper is the only ship in the game where a full complement of Cannon, given Giff love of gunpowder out weighted the risk of exploding in the [[Phlogiston]], or [[Warhammer Fantasy Battle|rolling Missfire on one of your cannons]]. &lt;br /&gt;
&lt;br /&gt;
Giff Clippers often travel in groups of at least 2. As a battle tactic, the crew often lets other ships not familiar with the Giff get close enough for a boarding action, thinking the ship is unarmed, only to fire all its broad side cannons. People fall for this as bringing a flammable weapon into the [[Phlogiston]] was a death wish in 2e, and the [[Grognard|D&amp;amp;D is dominated by a community that bemons any complicated technical invention that is not made of wood and pullies in their settings unless it&#039;s rare or unreliable]].    &lt;br /&gt;
&lt;br /&gt;
Never be in the range of a Clippers broadside.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
WarCaptainsCompanion PlayerAid Clipper.png&lt;br /&gt;
WarCaptainsCompanion PlayerAid Clipper Diagram.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Coaster===&lt;br /&gt;
::Built By: Groundling humans&lt;br /&gt;
::Used Primarily By: Groundling humans&lt;br /&gt;
::Ship Type: Shuttle&lt;br /&gt;
::Tonnage: 10&lt;br /&gt;
::Hull Points: 10&lt;br /&gt;
::Crew: 8/10&lt;br /&gt;
::Maneuverability Class: F&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 9&lt;br /&gt;
::Saves As: Thick Wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman -1&lt;br /&gt;
::Standard Armaments: 1 Large Weapon&lt;br /&gt;
::Cargo: 5 tons&lt;br /&gt;
::Keel/Beam: 60 ft./20ft.&lt;br /&gt;
::Cost: 5,000 to 10,000 gold pieces&lt;br /&gt;
&lt;br /&gt;
The cheaper, nastier cousin of the caravel, Coasters are intended to be used purely for coastal trading, hugging close to shore and sailing short distances at a time; they handle like a pregnant [[ogre]], and that&#039;s at sea... you have to be &#039;&#039;really&#039;&#039; desperate (or miserably cheap) to take one of these out to [[Wildspace]]. They&#039;re so ill-suited for space travel that they actually suffer a -1 penalty to their Ship Rating because of how badly they handle!&lt;br /&gt;
&lt;br /&gt;
===Cog===&lt;br /&gt;
::Built By: Groundling humans&lt;br /&gt;
::Used Primarily By: Groundling humans&lt;br /&gt;
::Ship Type: Small ship&lt;br /&gt;
::Tonnage: 20&lt;br /&gt;
::Hull Points: 20&lt;br /&gt;
::Crew: 10/20&lt;br /&gt;
::Maneuverability Class: F&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 9&lt;br /&gt;
::Saves As: Thick Wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman - 1&lt;br /&gt;
::Standard Armaments: None&lt;br /&gt;
::Cargo: 10 tons&lt;br /&gt;
::Keel/Beam: 90ft./20ft.&lt;br /&gt;
::Cost: 10,000 to 20,000 gp&lt;br /&gt;
&lt;br /&gt;
Bigger than caravels, cogs are popular merchant ships for sea-sailing, and in a pinch, can make passable cargo-haulers in [[Wildspace]]... but their poor maneuverability and lack of armament makes them easy picking for space pirates, so any merchant with common sense puts their coppers towards something better.&lt;br /&gt;
&lt;br /&gt;
===Drakkar===&lt;br /&gt;
::Built By: Viking groundling humans&lt;br /&gt;
::Used Primarily By: Viking groundling humans&lt;br /&gt;
::Ship Type: Shuttle&lt;br /&gt;
::Tonnage: 10&lt;br /&gt;
::Hull Points: 10&lt;br /&gt;
::Crew: 20/10&lt;br /&gt;
::Maneuverability Class: F&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 7&lt;br /&gt;
::Saves As: Thick Wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 1 Large Weapon&lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel/Beam: 100ft./20ft.&lt;br /&gt;
::Cost: 10,000 to 25,000 gold pieces&lt;br /&gt;
&lt;br /&gt;
A variant of the longship built and used by the raiders of [[Viking]]-esque cultures, drakkars make poor jammers even by the standards of &amp;quot;uplifted&amp;quot; sea ships, because they require more crew to function effectively than the air envelope they generate can safely support. As a result, drakkar-jammers are normally used as short-ranged vessels, rarely leaving the confines of their home planet unless it&#039;s to raid, say, a moon or the twin in a binary planet structure or something like that. Theoretically, a much larger jammer could carry drakkars as scouting ships, but that&#039;s a poor use of funds, to say the least.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SJA2 Skull&amp;amp;Crossbow Drakkar.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dromond===&lt;br /&gt;
::Built By: Groundling humans&lt;br /&gt;
::Used Primarily By: Groundling humans&lt;br /&gt;
::Ship Type: Shuttle&lt;br /&gt;
::Tonnage: 16&lt;br /&gt;
::Hull Points: 16&lt;br /&gt;
::Crew: 10/16&lt;br /&gt;
::Maneuverability Class: E&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 9&lt;br /&gt;
::Saves As: Thin Wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 3 Large Weapons, Piercing Ram&lt;br /&gt;
::Cargo: 8 tons&lt;br /&gt;
::Keel/Beam: 175ft./15ft.&lt;br /&gt;
::Cost: 8,000 to 15,000 gold pieces&lt;br /&gt;
&lt;br /&gt;
Comparatively large, relatively fast, and agile even in [[Wildspace]], decently armed and surprisingly cheap all things considered, the dromond is actually a fairly decent jammer for an uplifted sailing ship. The one drawback is that it might as well be made of cobwebs compared to some of the nastier monsters and ships out there in the [[Phlogiston]], so whilst it can make a decent choice for fledgling star voyages, upgrading as soon as possible should always be on your mind.&lt;br /&gt;
&lt;br /&gt;
===Great Galley===&lt;br /&gt;
::Built By: Groundling humans&lt;br /&gt;
::Used Primarily By: Groundling humans&lt;br /&gt;
::Ship Type: Small ship&lt;br /&gt;
::Tonnage: 20 tons&lt;br /&gt;
::Hull Points: 20&lt;br /&gt;
::Crew: 15/20&lt;br /&gt;
::Manueverability Class: F&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 7&lt;br /&gt;
::Saves As: Thick Wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman - 1&lt;br /&gt;
::Standard Armaments: 3 Large Weapons, Piercing Ram&lt;br /&gt;
::Cargo: 10 tons&lt;br /&gt;
::Keel/Beam: 130ft./20ft.&lt;br /&gt;
::Cost: 20,000 to 30,000 gold pieces&lt;br /&gt;
&lt;br /&gt;
Part of the oft-mocked selection of &amp;quot;uplifted sea-ship&amp;quot; jammers, Great Galleys are usually sent into [[Wildspace]] as early experiments by nations with fledgling spelljamming programs. Their reliance on manual propulsion by rowers, whether freemen or slaves, doesn&#039;t translate well, and means they tend to quickly exhaust their air envelopes. Theoretically, some [[magocracy|magocracies]] might achieve better results with galleys crewed by [[golem]] or [[undead]] rowers, but the general consensus is that there are simply better choices for a jammer out there.&lt;br /&gt;
&lt;br /&gt;
===Galleon===&lt;br /&gt;
::Built By: Groundling humans&lt;br /&gt;
::Used Primarily By: Groundling humans&lt;br /&gt;
::Ship Type: Medium ship&lt;br /&gt;
::Tonnage: 40&lt;br /&gt;
::Hull Points: 40&lt;br /&gt;
::Crew: 20/40&lt;br /&gt;
::Maneuverability Class: E&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 7&lt;br /&gt;
::Saves As: Thick Wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 3 Large Weapons or 1 light Catapult, 2 Medium Ballistae&lt;br /&gt;
::Cargo: 20 tons&lt;br /&gt;
::Keel/Beam: 130ft./30ft.&lt;br /&gt;
::Cost: 40,000 to 50,000 GP, 30,000 GP (5e)&lt;br /&gt;
&lt;br /&gt;
Being usually one of the most advanced kinds of sailing ships on the worlds of the [[Prime Material]], galleons adapt to being spelljammers with surprisingly good results; if you absolutely &#039;&#039;have&#039;&#039; to take a regular sailing ship into [[Wildspace]], the galleon is probably your best choice. Relatively maneuverable and well-armed, but with good cargo capacity, uplifted galleons are often the primary jammer of choice for groundling nations stretching out into space.&lt;br /&gt;
&lt;br /&gt;
===Longship===&lt;br /&gt;
::Built By: Groundling humans&lt;br /&gt;
::Used Primarily By: Groundling humans&lt;br /&gt;
::Ship Type: Flitter&lt;br /&gt;
::Tonnage: 4&lt;br /&gt;
::Hull Points: 4&lt;br /&gt;
::Crew: 4/12&lt;br /&gt;
::Maneuverability Class: E&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 8&lt;br /&gt;
::Saves As: Thin Wood&lt;br /&gt;
::Power Type: Major or minor helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 1 Large Weapon&lt;br /&gt;
::Cargo: 2 tons&lt;br /&gt;
::Keel/Beam Length: 75 ft. by 15 ft.&lt;br /&gt;
&lt;br /&gt;
Longships are primarily converted into spelljammers by [[adventurer]] bands, who appreciate the small size and minimal crew requirements of the vessel. However, that same small size makes them only useful for relatively short, quick journeys; an extended voyage can easily turn fatal as the air envelope fouls with waste-breath very quickly.&lt;br /&gt;
&lt;br /&gt;
==[[Elven Imperial Fleet]]==&lt;br /&gt;
The ships of the Elf Imperial Navy are highly distinctive amongst other spelljammers, in that they are &#039;&#039;grown&#039;&#039;, not built. Each elf ship begins its life as a magical plant indigenous to both [[Wildspace]] and the [[Phlogiston]] called a [[Starfly Plant]], which literally flies through space as part of its lifecycle. Elves seek out the fruits of these plants and use their magic to carefully sculpt and shape the embryonic space-tree, warping the seed into a distinct shape and creating a living ship. Whilst these ships are famously quick and agile compared to their manufactured counterparts, they are much more space-dependent than other spelljammers; many elf-jammers are incapable of landing on anything other than an air-world or a spacestation.&lt;br /&gt;
&lt;br /&gt;
===Armada===&lt;br /&gt;
::Built By: Elves&lt;br /&gt;
::Used Primarily By: Elves&lt;br /&gt;
::Ship Type: Flagship&lt;br /&gt;
::Tonnage: 100 tons&lt;br /&gt;
::Hull Points: 100&lt;br /&gt;
::Crew: 40/100&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 5&lt;br /&gt;
::Saves As: Ceramic&lt;br /&gt;
::Power Type: Major helm&lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: 6 Heavy catapults, 6 Heavy ballistae, 2 Heavy jettisons, 3 Bombards&lt;br /&gt;
::Cargo: 50 tons&lt;br /&gt;
::Keel/Beam: 300ft./30ft.&lt;br /&gt;
::Cost: 400,000 gp&lt;br /&gt;
&lt;br /&gt;
The largest ship in the elven fleet. Far so than their other ships, it&#039;s the death penalty if a non-elf nation owns one. The wings have been stiffened so the upper portion can be used as landing pads, having 40 Flitter ships parked&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Armada-2e-Front.webp|2e Front&lt;br /&gt;
Armada-side-2e.webp|Side&lt;br /&gt;
Armada-4e.jpeg|4e&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armada, Monarch Class===&lt;br /&gt;
::Built By: Elves (obsolete design)&lt;br /&gt;
::Used Primarily By: Elves, Drow&lt;br /&gt;
::Ship Type: flagship&lt;br /&gt;
::Tonnage: 100 tons&lt;br /&gt;
::Hull Points: 100&lt;br /&gt;
::Crew: 40/100&lt;br /&gt;
::Manueverability Class: D&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 4&lt;br /&gt;
::Saves As: Ceramic&lt;br /&gt;
::Power Type: Major helm&lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: 2 Heavy catapults, 4 Heavy ballistae, 2 Heavy jettisons, 2 Bombards&lt;br /&gt;
::Cargo: 50 tons&lt;br /&gt;
::Keel/Beam: 300ft./50ft.&lt;br /&gt;
::Cost: 400,000 gp&lt;br /&gt;
&lt;br /&gt;
A rare ship with only 6 made by the fleet before the Unhuman Wars, as a precursor to the Armada. Like the Armada, they are also a carrier for Flitters. They are painted orange. Wings are not organic unlike most elven ships, so they can&#039;t regrow when broken.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SJA2 Skull&amp;amp;Crossbow MONARCH ARMADA.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Man-o-War(2e)/Star Moth(5e)===&lt;br /&gt;
::Built By: [[Elves]]&lt;br /&gt;
::Used Primarily By: [[Elves]]&lt;br /&gt;
::Ship Type: Large ship&lt;br /&gt;
::Tonnage: 60&lt;br /&gt;
::Hull Points: 60&lt;br /&gt;
::Crew: 10/60, 13 (5e)&lt;br /&gt;
::Maneuverability Class: C&lt;br /&gt;
::Landing - Land: No (2e), yes (5e)&lt;br /&gt;
::Landing - Water: No (2e), yes (5e)&lt;br /&gt;
::Armor Rating: 7&lt;br /&gt;
::Saves As: Ceramic&lt;br /&gt;
::Power Type: Major helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 4 Large Weapons; 2 medium Ballista and 1 medium Mangonel, 1 medium jettison&lt;br /&gt;
::Cargo: 30 tons&lt;br /&gt;
::Keel/Beam: 200ft./20ft.&lt;br /&gt;
::Cost: 100,000 to 240,000 gold pieces (2e), 40,000 gp (5e)&lt;br /&gt;
&lt;br /&gt;
The second largest of after Armadas. being organic like most elven ship, it regrows and can be easily repaired by grafting wood and stone, and the crystal winds need constant pruning and shaping else it overgrows into unusable shapes.&lt;br /&gt;
&lt;br /&gt;
In absence of the Elven Imperial Fleet in 5e, the ship was renamed to the Star Moth, and is the main vessesl The Astral Elves, who also don&#039;t like it when other people use their ships. A improvement from Star Moth to Man-o-War was gaining the Flitter&#039;s ability to land on the ground and water despite the acquired wing shape. (guess astral elves are less hung up about the possibility grounding will steal the helm).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Man-o-War color.png&lt;br /&gt;
Sais-star-moth-splash.png|5e Side&lt;br /&gt;
Sais-star-moth-the-dark-star.png|Front&lt;br /&gt;
Asis-star-moth-splash-rear.png|Back&lt;br /&gt;
Sais-map-2.13-star-moth.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archaic man-o-war&#039;&#039;&#039;&lt;br /&gt;
::Built By: [[Elves]]&lt;br /&gt;
::Used Primarily By: [[Elves]]&lt;br /&gt;
::Ship Type: Large ship&lt;br /&gt;
::Tonnage: 50&lt;br /&gt;
::Hull Points: 50&lt;br /&gt;
::Crew: 10/50&lt;br /&gt;
::Maneuverability Class: D&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 8&lt;br /&gt;
::Saves As: Ceramic&lt;br /&gt;
::Power Type: Major helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 2 medium Ballista and 1 medium Mangonel&lt;br /&gt;
::Cargo: 30 tons&lt;br /&gt;
::Keel/Beam: 175ft./20ft.&lt;br /&gt;
&lt;br /&gt;
A older version of the man-o-war. Smaller and less well-armed then modern craft.&lt;br /&gt;
&lt;br /&gt;
===Flitter===&lt;br /&gt;
::Built By: Elves&lt;br /&gt;
::Used Primarily By: Elves&lt;br /&gt;
::Ship Type: Flitter&lt;br /&gt;
::Tonnage: 1&lt;br /&gt;
::Hull Points: 1&lt;br /&gt;
::Crew: 1&lt;br /&gt;
::Maneuverability Class: B&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 8&lt;br /&gt;
::Saves As: Ceramic&lt;br /&gt;
::Power Type: Major or Minor Helm&lt;br /&gt;
::Ship&#039;s Rating: As for helmsman&lt;br /&gt;
::Standard Armaments: None&lt;br /&gt;
::Cargo: 1/2 ton&lt;br /&gt;
::Keel Length: 20&#039;&lt;br /&gt;
::Beam Length: 5&#039;&lt;br /&gt;
::Cost: 10,000 gold pieces&lt;br /&gt;
&lt;br /&gt;
The smallest ship in the Imperial Navy, the Flitter is a one-man (well, one-elf) vessel that is largely used as a support ship to the other, larger ships in the fleet. Most aren&#039;t equipped with jamming helms at all, but instead are deployed when in an air envelope as gliders, typically to carry elves from a &amp;quot;mother ship&amp;quot; to another vessel or down onto the surface of a planet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SJS_Flitter.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Radiant Ship===&lt;br /&gt;
::Built By: [[Drow]]&lt;br /&gt;
::Used Primarily By: [[Drow]]&lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&lt;br /&gt;
==Mind Flayer Ships==&lt;br /&gt;
Because of [[retcon|speculated time travel shenanigans]], the ships popular with mind flayers during 2e were Spelljammer, originally created as a joint effort with humans as a way to deal with raiders while still sitting in the spectator seats as the Unhuman Wars raged. Though still known as brain-eating enslavers, mind flayers of wild space could be more trustworthy and allowed to make port in more places than a niogie or thier grounding counterparts. Ships have a cephalopod theme, with a shell-like command center to shield from sunlight and a large wooden spike ram carved in the shape of twisting tentacles. &lt;br /&gt;
&lt;br /&gt;
When 3e rolled around, Mind Flayers leaned heavier and more overtly into thier Cosmic Horror themes, now being the last survivors of a collapsed empire in a far future alternate timeline. It was not until 5e that Mind Flayer ships were mentioned again, with only the Nautiloid as an example, but another could be extrapolated. looks like the ships of 2e were further evolved, [[Archeotech|now relics of another age]], the textures look too alien to be normal wood, and the wood tentacle carvings were replaced with real tentacles.&lt;br /&gt;
&lt;br /&gt;
===Cuttle Command===&lt;br /&gt;
::Built By: Humans, mind flayers&lt;br /&gt;
::Used Primarily By: Human wizards&lt;br /&gt;
::Tonnage: 100&lt;br /&gt;
::Hull Points: 100&lt;br /&gt;
::Crew: 30/100&lt;br /&gt;
::Manueverability Class: E&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 8&lt;br /&gt;
::Saves As: Thick wood&lt;br /&gt;
::Power Type: Major helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 4 Heavy ballistae, 2 Heavy catapults, 1 Heavy jettison&lt;br /&gt;
::Cargo: 50 tons&lt;br /&gt;
::Keel/Beam Length: 120 ft. (high) by Variable&lt;br /&gt;
::Cost: 100,000 gp&lt;br /&gt;
&lt;br /&gt;
A ship of the Humans/mind flayers alliance during the Unhuman Wars. This ten-story-tall flying tower was mostly used by humans as mobile command base. &lt;br /&gt;
&lt;br /&gt;
Despite breaking most common sense in terms of Spelljammer warship-building doctrines, those wizards just couldn&#039;t feel safe unless their workplace was tower-shaped. As a result, despite its big imposing numbers, it has glaring design flaws when you call your shoots.&lt;br /&gt;
&lt;br /&gt;
Because the gravity plane is determined by the longest length on the ship, large weapon platforms needed to be placed on 4 out of 8 spindly tentacles so the plane goes through Cuttlefishe&#039;s eyes. At least the weapons crew can drift to the gun emplacements from the main body, but gods forbid you to get knocked off when the makeshift safety line you had to invent ([[fail|because the makers didn&#039;t think of that when designing this ship]]) gets cut. And also forbid that the enemy starts aiming at those tentacles, causing everyone to slam into a wall and having to navigate the now horizontal spiral staircases.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Legend of Spelljammer Cuttle Command Stats.png&lt;br /&gt;
Legend of Spelljammer Cuttle Command.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nautiloid===&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nautiloid 2e.jpg&lt;br /&gt;
Nautiloid MA.jpg&lt;br /&gt;
Sais-nautiloid-splash.png| 5e variant, now with a longer front deck and live tentacles.&lt;br /&gt;
Sais-map-2.07-nautiloid.jpg| schematics an upscaled remaster of the 2e deck planes despite not matching with the new 5e design &lt;br /&gt;
Sais-wreck-lucent-edict.png&lt;br /&gt;
Air-and-gravity with Nautiloid.png| the 2e Nautiloid design is used again to demonstrate gravity planes.&lt;br /&gt;
Sais-on-the-cover.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dreadnought===&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Legend of Spelljammer Illithid Dreadnougth Stat.png&lt;br /&gt;
Spelljammer Illithid Dreadnought deck.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Octopus (Tailgunner)===&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Legend of Spelljammer Octopus stat.png&lt;br /&gt;
Legend of Spelljammer Octopus decks.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Beholder Fleet==&lt;br /&gt;
[[Beholder]]s, being simultaneously one of the most magical races in [[Wildspace]] and also one of the weirdest shapes, don&#039;t have a lot of use for conventional ships. So, instead, they came up with their own take on spelljammers, using their natural spells such as disintegration and telekinesis to mold asteroids into shapes where a specialized breed of beholder-kin called the Orbus can propel them and their crews through the void. Although they also buy ships custom-built to their specifications from the [[Mercane]], too. Beholder ships are very rare, largely because beholders are xenophobic to an extent that even the [[Imperium of Man]] would look at them and go &amp;quot;Dude, you guys need to chill&amp;quot;, so beholder nations are small and fractious. Still, beholder ships are literally some of the most heavily armed vessels in all of [[Wildspace]] by simple virtue of having multiple beholders working together.&lt;br /&gt;
&lt;br /&gt;
Theoretically, nothing could stop another race from using one of these ships if they somehow captured it as booty, or even installing an Orbus into their own ship to use as a spelljamming helm, but this is very unlikely in practice. Firstly, beholder ships are regarded with about the same dread and loathing as [[neogi]] and [[illithid]] ships. Secondly, you&#039;ve got to actually &#039;&#039;take&#039;&#039; the damn ship off of its beholder crew, which is just... good luck! Finally, the beholders are determined to keep the orbii to themselves, so they will kill the little buggers if it looks like they might actually risk losing them.&lt;br /&gt;
&lt;br /&gt;
===Tyrant Scout Ship===&lt;br /&gt;
::Built By: [[Mercane]], [[Beholder]]s&lt;br /&gt;
::Used Primarily By: [[Beholder]]s&lt;br /&gt;
::Tonnage: 13&lt;br /&gt;
::Hull Points: 13&lt;br /&gt;
::Crew: 8/10 (total weapon crew: 2)&lt;br /&gt;
::Maneuverability Class: B&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 2&lt;br /&gt;
::Saves As: Stone&lt;br /&gt;
::Power Type: Orbus&lt;br /&gt;
::Ship&#039;s Rating: 2&lt;br /&gt;
::Standard Armaments: Special&lt;br /&gt;
::Cargo: 5 tons&lt;br /&gt;
::Keel Length: 120&#039;&lt;br /&gt;
::Beam Length: 90&#039;&lt;br /&gt;
&lt;br /&gt;
The Tyrant Scout Ship is a small vessel used by beholders for scouting, exploration, and other missions where they don&#039;t want to risk a Hive Mother in person or it&#039;s just not important enough to warrant a major display of force. Crewed by half a dozen beholders and powered by two orbii, the Scout lacks the Tyrant&#039;s communal beam blaster circuit weapon, but can still draw raw magical energy from two dedicated beholders and convert it into powerful bolts of force, described as resembling [[Magic Missile]]s on steroids. Physically, Tyrant Scouts are as wildly divergent in shape as Tyrants, they&#039;re just smaller.&lt;br /&gt;
&lt;br /&gt;
===Tyrant Ship===&lt;br /&gt;
::Built By: [[Mercane]], [[Beholder]]s&lt;br /&gt;
::Used Primarily By: [[Beholder]]s&lt;br /&gt;
::Tonnage: 23&lt;br /&gt;
::Hull Points: 69&lt;br /&gt;
::Crew: 15/23&lt;br /&gt;
::Maneuverability Class: C&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 0&lt;br /&gt;
::Saves As: Stone&lt;br /&gt;
::Power Type: Orbus&lt;br /&gt;
::Ship&#039;s Rating: 1-6&lt;br /&gt;
::Standard Armaments: Beholder Circuit&lt;br /&gt;
::Cargo: 11 tons&lt;br /&gt;
::Keel Length: Varies&lt;br /&gt;
::Beam Length: Varies&lt;br /&gt;
&lt;br /&gt;
Much like how the beholders are literally a race of [[mutant]]s where virtually no two individuals are exactly alike, so too are their Tyrant Ships wildly divergent in form. Each &amp;quot;beholder nation&amp;quot; under the reigns of its Hive Mother creates its own personalized, custom-tailored Tyrant Ship, which the mercanes love because it gives them more excuses to ramp up the price (to a degree, they&#039;re not &#039;&#039;stupid&#039;&#039;). Regardless of its custom jobs, however, Tyrant Ships all share the same basic structure - a concave &amp;quot;shell&amp;quot; indented with small pockets to serve as resting places for individual beholders with their tentacles down. Whilst they usually don&#039;t bother with the catapults and ballistae that other races arm themselves with, they more than make up for it with the fact that they carry the combined offensive power of up to two dozen beholders in one place. In fact, so long as the &amp;quot;queen&amp;quot; beholder is alive, the collected beholders can actually turn the entire ship into a focusing lens, allowing them to effectively blast out super-sized versions of their eyestalk spells across space. That&#039;s right, move over Great Bombard; the beholders are packing motherfucking laser cannons!&lt;br /&gt;
&lt;br /&gt;
All Tyrant ships carry 1 Hive Mother class beholder, 1d6 Orbii for propulsion, and a number of beholder crewmen. If a Tyrant ship is planning an invasion, it will also field various &amp;quot;Abomination&amp;quot; class beholders, though purely space-based missions will see Abominations either as a minority or entirely absent, due to their inability to contribute to the Beholder Circuit that provides both offensive and motive boosts to the ship.&lt;br /&gt;
&lt;br /&gt;
Two known variants of Tyrant ships exist; &#039;&#039;&#039;Rammers&#039;&#039;&#039; feature a built-in piercing ram and always carry Abominations, being primarily raiders and ship-to-ship combatants, whilst &#039;&#039;&#039;Alliance Ships&#039;&#039;&#039; extend the cargo hold (sometimes by literally welding a second spelljammer to the Tyrant ship) and house an increased crew of non-beholders, either Charmed slaves or a tentative alliance.&lt;br /&gt;
&lt;br /&gt;
Combatting a Tyrant is possible, and best done at long range; their magical attacks are powerful, but comparatively short ranged. Of course, even when you destroy the ship, you still have to worry about the pissed off survivors flying over to you under their own power.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Sais-tyrant-ship-splash.png&lt;br /&gt;
Sais-map-2.14-tyrant.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Drow==&lt;br /&gt;
Of course, the other spider-themed ships are [[lolth]] worshipers. The carapace is a mix of rock, precious metals, and &amp;lt;s&amp;gt;radioactive&amp;lt;/s&amp;gt; a radiant substance, making it super tough. As [[neogi]] are the few spider?-thing-creatures that don&#039;t worship lolth but mostly because they look ugly, Space drow Spend the majority of time bothering them instead of thier usual sworn enemies like the [[Elven Imperial Fleet]]. They Spent soo much time raiding neogi that they taught the emotionless [[neogi]] the concept of fear and imprinted a violent allergic reaction and ancestral phobia of the Jade Spider ship in [[Umber Hulk]]s.&lt;br /&gt;
&lt;br /&gt;
So focused are drow on Raiding neogi that humans attack drow ships on sight because of shared animal theming with neogi (instead of the ussaly reason to attack drow on sight).&lt;br /&gt;
&lt;br /&gt;
===Jade Spider===&lt;br /&gt;
::Built By: [[Drow]]&lt;br /&gt;
::Used Primarily By: Drow&lt;br /&gt;
::Ship Type: Small ship&lt;br /&gt;
::Tonnage: 20 tons&lt;br /&gt;
::Hull Points: 20&lt;br /&gt;
::Crew: 7/10&lt;br /&gt;
::Manueverability Class: B&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 0 (hull), 2 (legs), -2 (drill assembly)&lt;br /&gt;
::Saves As: Best of Ceramic or Metal&lt;br /&gt;
::Power Type: Radiant helm (55%); lifejammer (45%)&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman or victim&lt;br /&gt;
::Standard Armaments: 1 Adamantine drill (F), 1 Grappling ram (F)&lt;br /&gt;
::Cargo: 10 tons&lt;br /&gt;
::Keel/Beam: 40&#039;/ 20&#039;&lt;br /&gt;
::Cost: 150,000 gp&lt;br /&gt;
Only the entrance hatch is on the underside, which is also where the boarding drill is stored. They are [[Boarding Torpedo]]s a Jade Spider Command carries a dozen.&lt;br /&gt;
&lt;br /&gt;
===Jade Spider Commandship===&lt;br /&gt;
::Built By: Drow&lt;br /&gt;
::Used Primarily By: Drow&lt;br /&gt;
::Ship Type: Fleet ship&lt;br /&gt;
::Tonnage: 100 tons&lt;br /&gt;
::Hull Points: 100&lt;br /&gt;
::Crew: 20/100&lt;br /&gt;
::Manueverability Class: F&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 0&lt;br /&gt;
::Saves As: Best of Ceramic or Metal&lt;br /&gt;
::Power Type: Radiant helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsman&lt;br /&gt;
::Standard Armaments: 1 Adamantine Drill (F), 1 Grappling/piercing ram (F)&lt;br /&gt;
::Cargo: 50 tons&lt;br /&gt;
::Kee/Beam: 180&#039;/150&#039;&lt;br /&gt;
::Cost: 1,000,000 gp&lt;br /&gt;
&lt;br /&gt;
Bigger Jade Spider that carries the smaller Jade Spiders. The interior is cave-like, with upside-down buildings just to make the crew feel at home. Like the Jade Spider, the Commandship&#039;s only means of attack is to grab with its legs and use its bigger Adamantine boarding drill with no projectile options unless the backup mages want to throw &amp;lt;s&amp;gt;hands&amp;lt;/s&amp;gt; fireballs.&lt;br /&gt;
&lt;br /&gt;
==[[Neogi]] Fleet==&lt;br /&gt;
The Neogi are, hands down, the most hated race in [[Wildspace]], to the point that the [[mercane]] refuse to deal with them and even the [[dohwar]] are hesitant to do so. As a result, they had to build their own spelljammers, and being a race that looks like giant [[spider]]s, they naturally came up with a spider-motif for their ships. They also invented their own sick take on [[Spelljammer Helm]]s in the form of the Lifejammer and Deathjammer, because they are evil, &#039;&#039;evil&#039;&#039; little bastards. Neogi ships can theoretically be captured and reused, but since any spelljamming nation with any sense has a &amp;quot;Kill It On Sight!&amp;quot; mandate out for Neogi ships, nobody with any sense would try.&lt;br /&gt;
&lt;br /&gt;
===Deathspider(2e)/Nightspider(5e)===&lt;br /&gt;
::Built By: Neogi&lt;br /&gt;
::Used Primarily By: Neogi&lt;br /&gt;
::Ship Type: Flagship&lt;br /&gt;
::Tonnage: 100&lt;br /&gt;
::Hull Points: 100&lt;br /&gt;
::Crew: 30/100, 25 (5e)&lt;br /&gt;
::Manueverability Class: E&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 5&lt;br /&gt;
::Saves As: Crystal(2e)/ metal (5e)&lt;br /&gt;
::Power Type: Major Helm&lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
::Standard Armaments: 1 Heavy catapult, 1 Heavy jettison, 4 Heavy ballistae&lt;br /&gt;
::Cargo: 50 tons&lt;br /&gt;
::Keel/Beam: 175 ft. (excluding legs)/ 50 ft.&lt;br /&gt;
::Cost: 500,000 gp, 50,000gp (5e)&lt;br /&gt;
&lt;br /&gt;
Largest standard ship in wild space and pride and joy of the neogi fleet.  Associated so much with Neogi, they will be attacked on sight, tempting to steal but hassle when dealing with other Vessels. The ship can also carry up to 16 Urchins or one Mindspider in the abdomen. [[fail|You think the legs are so you can land the dame thing so living cargo could be herded into the abdomen, but they just snap off]]. Assume the legs are either for show or to hang nets to catch some astral winds and for astral fishing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Deathspider.jpg|A neogi Deathspider.&lt;br /&gt;
02-015.nightspider-splash.png&lt;br /&gt;
NIGHTSPIDER DECK PLANS.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
====Black Widow====&lt;br /&gt;
a warship variant, designed only deliver &amp;quot;retribution and punishment of the recalcitrant&amp;quot;, instead of trade. Tripled the number of catapults and ballistae with Alchamy fire projectors and bombards. The crew size required also increases, but that doesn&#039;t matter for the oxygen supply ad the neogi will eat the dead weight after the fighting its done.&lt;br /&gt;
&lt;br /&gt;
===Leech===&lt;br /&gt;
::Built By: Neogi&lt;br /&gt;
::Used Primarily By: Neogi&lt;br /&gt;
::Ship Type: Small ship&lt;br /&gt;
::Tonnage: 20&lt;br /&gt;
::Hull Points: 20&lt;br /&gt;
::Crew: 2/20&lt;br /&gt;
::Maneuverability Class: B (alone) or D (when mounted)&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 9&lt;br /&gt;
::Saves As: Metal&lt;br /&gt;
::Power Type: Lifejammer&lt;br /&gt;
::Ship&#039;s Rating: As per victim&lt;br /&gt;
::Standard Armaments: 1 Light catapult&lt;br /&gt;
::Cargo: 10 tons&lt;br /&gt;
::Keel/Beam Length: 50 ft. by 30 ft.&lt;br /&gt;
::Cost: 60,000-300,000 gp&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;parasitic&amp;quot; spelljammer, the Leech is little more than a Lifejammer helm fitted in a dome mounted to eight grappling legs, making it resemble a giant artificial tick. Leeches are used to subvert spacefaring beasts into living ships; they attach themselves to Gargantuan or bigger creatures capable of flight, if not spaceflight, and then paralyze them thanks to the venom coating the grappling limbs. The paralyzed creature is then helpless to stop the pilot from &amp;quot;steering&amp;quot; them through space, whilst also draining the beast&#039;s lifeforce for fuel. Leeches are usually found attached to [[krajen]], [[kindori]] or [[dragon]]s. &lt;br /&gt;
&lt;br /&gt;
The leech was initially used to run dispatches between neogi outposts, until a concerted assault by the elven fleet forced them to abandon the practice. The leech remained in use, however, and was typically used by rebel groups, rogue neogi and other unscrupulous individuals who needed to get somewhere quickly and did not want to take a ship.&lt;br /&gt;
&lt;br /&gt;
Newly constructed leeches have begun appearing in the Known Spheres, and are used by the neogi and other evil creatures, both for communication and for smuggling. Neogi diplomats from a half-dozen spheres claim that they are not responsible, though they suggest that their less-moral kin may be tempted.&lt;br /&gt;
&lt;br /&gt;
Some particularly desperate or depraved individuals, both neogi and non-neogi, have turned these ships into kamikaze weapons by filling them full of explosives or flammable substances like Alchemist&#039;s Fire.&lt;br /&gt;
&lt;br /&gt;
===Urchin===&lt;br /&gt;
::Built By: [[Neogi]]&lt;br /&gt;
::Used Primarily By: [[Neogi]]&lt;br /&gt;
::Ship Type: Flitter&lt;br /&gt;
::Tonnage: 3 tons&lt;br /&gt;
::Hull Points: 3&lt;br /&gt;
::Crew: 1/2&lt;br /&gt;
::Manueverability Class: C&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: Yes&lt;br /&gt;
::Armor Rating: 9&lt;br /&gt;
::Saves As: Thin Wood&lt;br /&gt;
::Power Type: Lifejammer&lt;br /&gt;
::Ship&#039;s Rating: As per victim&lt;br /&gt;
::Standard Armaments: Piercing rams (360°}&lt;br /&gt;
::Cargo: 1.5 tons&lt;br /&gt;
::Keel/Beam Length: 5&#039; radius (21&#039; including spikes)&lt;br /&gt;
::Cost: 1,500 gp&lt;br /&gt;
&lt;br /&gt;
The neogi answer to the elven Flitter, the Urchin is a small, one-man ship that basically looks like a giant ball covered in spikes, which is deployed as a kind of self-propelled mine.&lt;br /&gt;
&lt;br /&gt;
There are two major variants of the Urchin; the &#039;&#039;Gob&#039;&#039; takes an Urchin and stuffs it full of flammables and explosives to emphasize the &amp;quot;space mine&amp;quot; aspect - these are usually deployed to drift through [[Wildspace]], but may be outfitted with a Charmed pilot as a kamikaze vessel. Gobs are &#039;&#039;&#039;extremely&#039;&#039;&#039; hazardous to transport, so the job is given to the least important captain of a neogi fleet. In contrast, the &#039;&#039;Snowflake&#039;&#039;, a moniker gained from its protectively capped spines and distinctive white paintjob, is used as a short-ranged messenger on the rare occasions neogi feel like being diplomatic.&lt;br /&gt;
&lt;br /&gt;
===Mindspider===&lt;br /&gt;
::Built By: Neogi&lt;br /&gt;
::Used Primarily By: Neogi&lt;br /&gt;
::Ship Type: Medium Ship&lt;br /&gt;
::Tonnage: 40&lt;br /&gt;
::Hull Points: 40&lt;br /&gt;
::Crew: 3/40&lt;br /&gt;
::Manueverability Class: C&lt;br /&gt;
::Landing - Land: No&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 4&lt;br /&gt;
::Saves As: Metal&lt;br /&gt;
::Power Type: Lifejammer&lt;br /&gt;
::Ship&#039;s Rating: As per victim&lt;br /&gt;
::Standard Armaments: 2 Medium catapults, 1 Medium jettison, Piercing/grappling ram (fwrd), Piercing ram (Aft)&lt;br /&gt;
::Cargo: 20 tons&lt;br /&gt;
::Keel/Beam Length: 40 ft. (excluding rams) by 15 ft. &lt;br /&gt;
::Cost: 120,000 gp&lt;br /&gt;
&lt;br /&gt;
A relatively recent innovation, considered just as deadly as the Deathspider, gave its lighter, faster, more maneuverable, and stronger armor despite its smaller size and lighter armament.&lt;br /&gt;
&lt;br /&gt;
They are used in stealth missions and as command ships of the fleet owner because everyone thinks they will be in a Deathspider.&lt;br /&gt;
&lt;br /&gt;
A modified version is the Broodship Lander. While the neogi as a whole are seemingly unwilling to design ships to conduct ground invasions (though they are fine with commandeering the ships of other races, especially for illegal trafficking), there is a movement to create a kind of &amp;quot;generation ship.&amp;quot; Tentatively named the Broodship Lander, the basic idea is to take a Mindspider, fill it full of neogi eggs/hatchlings, and then set it into planetary orbit in hopes that it will eventually fall to the ground without killing all of the younglings aboard. Thus, when the survivors grow up, you have a neogi population that forcefully overcame their aversion to living on a planet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SJA2 Skull&amp;amp;Crossbow Mindspider.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[Vodoni]] Fleet==&lt;br /&gt;
Introduced in the module &#039;&#039;SJA4: Under the Dark Fist&#039;&#039;, the [[Vodoni]] are a malevolent, powerful and expansionistic spelljamming empire that already has control over a dozen known crystal spheres when they become known to the residents of Knownspace. This history of successful spacefaring conquest, and isolation from the major races of Knownspace, has led to the Vodoni developing their own personal fleet of uniquely designed ships, which aren&#039;t seen in any other hands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Vodoni ships SJA4.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Hunter-Killer (Vodoni Assassin)===&lt;br /&gt;
::Built By: &lt;br /&gt;
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===Nightwolf (Vodoni Scout)===&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nightwolf werewolf SJA4.jpg|Right&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Werewolf (Vodoni Butcher)===&lt;br /&gt;
::Built By: &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Nightwolf werewolf SJA4.jpg| Center&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vodoni Diamond (Unique)===&lt;br /&gt;
::Built By: &lt;br /&gt;
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&lt;br /&gt;
==Wa Fleet==&lt;br /&gt;
One of the little things about [[Spelljammer]] that its fans don&#039;t like to talk about much is that the [[Forgotten Realms]] was an inordinately prominent part of it. One of the ways this manifested was that the Grand Admiral of the [[Elven Imperial Fleet|Elven Imperial Navy]] was from [[Toril]]. Another was that the Toril nation of Wa was a thriving spelljamming faction, maintaining a large fleet with multiple unique models of spelljammer... which is kind of a surprise since [[Kara-Tur]] had largely been presented as a fairly [[Low Fantasy]] part of the Realms... Probably the big reason the Wa Fleet exists is that their distinctive [[Oriental Adventures|Chinese/Japanese aesthetic]] makes a good excuse for fairly unique-looking spelljammers.&lt;br /&gt;
&lt;br /&gt;
Born out of terror after seeing the Shou Lung and Elven fleet, Wa&#039;s emperor got a 140-person group together, and they produced the Tsunami and Locust ship after a decade of R&amp;amp;D, [[Just As Planned|only to all die a month later in a &amp;quot;freak&amp;quot; alchemy Fire accident]]. Wa has an intimidation and secrecy policy with fleet power focused on a few Goliath-sized ships supported by a cloud of tiny speedboats with a death wish, and to also have half the entire fleet must be in the air at all time while the other half is hidden across secret cave hangers. The emperor would like to keep his fleet a secret from rival nations but hard, given the Tsunami, a ship more at home in [[Dreadfleet]], to not draw addition when rolling up to the obscure port of Akkaido. Be warned while making a pit stop at Wa, under the emperor&#039;s order, if you leave your ship, they will kill you on the spot. &lt;br /&gt;
&lt;br /&gt;
The Wa fleet is particularly notable for using its own unique take on the [[Spelljammer Helm]], the blatantly obvious Ki-Helm.&lt;br /&gt;
&lt;br /&gt;
===Foxship===&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
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&lt;br /&gt;
===Locust===&lt;br /&gt;
::Cost: 375 to 500 gp to 1,500(typo or black-market prices?) &lt;br /&gt;
::Ship Type: Flitter&lt;br /&gt;
::Tonnage: 3/4&lt;br /&gt;
::Hull Points: 1 (8 normal pc hp)&lt;br /&gt;
::Crew: 2/3&lt;br /&gt;
::Manueverability Class: A&lt;br /&gt;
::Landing - Land and Water&lt;br /&gt;
::Armor Rating: 4&lt;br /&gt;
::Saves As: Light Wood&lt;br /&gt;
::Power Type: Rudder of Propulsion&lt;br /&gt;
::Ship&#039;s Rating: 6&lt;br /&gt;
::Standard Armaments: 1 Light Catapult (aft) or Light ballista (Foward)&lt;br /&gt;
::Cargo: 750 pounds of Greek/Alcamy fire, ammunition, or one passenger&lt;br /&gt;
::Keel/Beam: 14 ft/4 ft.&lt;br /&gt;
&lt;br /&gt;
Basically a two-man starfighter, but a cheap speedboat, maybe a WWII Japaness dogfighter is a better comparison.  As the same suggests, they move fast, they die in one hit, roll a nat 1 on your attack roll and the ship snaps in half and crushes you to death, and they swarm like crazy. For each Tsunami ship, it is escorted by at least 20 Locusts.&lt;br /&gt;
&lt;br /&gt;
===Tsunami===&lt;br /&gt;
::Cost: 600,000 gp&lt;br /&gt;
::Ship Type: Flagship+&lt;br /&gt;
::Tonnage: 200&lt;br /&gt;
::Hull Points: 200&lt;br /&gt;
::Crew: 75/200/300(at full plague capacity)&lt;br /&gt;
::Manueverability Class: C&lt;br /&gt;
::Landing - Land&lt;br /&gt;
::Armor Rating: 2&lt;br /&gt;
::Saves As: Metal&lt;br /&gt;
::Power Type: Ki-helm&lt;br /&gt;
::Ship&#039;s Rating: As per helmsmen&lt;br /&gt;
::Standard Armaments: 3 Medium Jettisons, 6 Bombards, 12 Heavy Ballistae, 10 Heavy Catapults&lt;br /&gt;
::Cargo: 100&lt;br /&gt;
::Keel/Beam Length: 950 ft./70ft.&lt;br /&gt;
&lt;br /&gt;
Described as a massive aquatic centipede or [[remorhaz]], having flexible segments that allow it to move like a sea serpent. It&#039;s the largest Human ship ever constructed, coming at just a 150 feet longer then the USA&#039;s Iowa class battle ship, with 6 are known to exist (plus 2 off the records if taking writer misconception as cannon). Interestingly enough six Iowa battleship were built with two more laid down but never built an Amazing reference if intentional. A tsunami carries a full &amp;quot;plague&amp;quot; of 36 Locust ships, stored in the Tsunami&#039;s legs. The leg hatches can aslo be users to let the ship crawl on land but this is mainly used to run the ship to safety when attacked while grounded. It is illuminated by magic lights and a garden to recycle air. Because of the size, it needs a lot of people with levels in [[Weeaboo Fightan Magic]] classes to keep the Ki-helm at full capacity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Tsunami Spelljammer.png&lt;br /&gt;
War-captains-companion-map-1-b.webp|tsunami with a full &amp;quot;plague&amp;quot; of Locusts. See the Bombard to comprehend how big it is.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Astral Ship==&lt;br /&gt;
Not official spelljammers, but as the setting was retired until 5e and now Wildspace is now a part of the astral plane, the following ships invented during the intermediate time could be retroactively included, though they were designed to operate just fine on the [[Astral sea]] without a [[Spelljammer Helm|helm]]. &lt;br /&gt;
&lt;br /&gt;
Astral Ship were first Invented and heavily used by the githyanki to get around and carriry thier large halls of loot through [[Astral plane]] quickly rather than using their Intelligence score fly speed. Was originally designed in 4e to only work in the astral plane, but now you can fly one anywhere.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Astral ships-4e.png&lt;br /&gt;
Githyanki astral ships-5e.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
===Astral Skiff===&lt;br /&gt;
::Built By: [[githyanki]]&lt;br /&gt;
::Used Primarily By: githyanki&lt;br /&gt;
::Crew: 3&lt;br /&gt;
::Cost: 13,000 gp (4e)&lt;br /&gt;
::speed: 15 miles per hour&lt;br /&gt;
::Keel/Beam Length: 30 ft. by 10ft.&lt;br /&gt;
&lt;br /&gt;
Can carry 12 passengers plus 3 crew.&lt;br /&gt;
&lt;br /&gt;
Githyanki uses them to patrol in the Astral Plane and for quick raids on the Material Plane.&lt;br /&gt;
&lt;br /&gt;
===Astral Clipper===&lt;br /&gt;
::Built By: Astral Sea Inhabitants&lt;br /&gt;
::Used Primarily By: Astral Sea Inhabitants&lt;br /&gt;
::Crew: 5&lt;br /&gt;
::Cost: 21,000 gp (4e)&lt;br /&gt;
::speed: 90 ft per round. (10 mph)&lt;br /&gt;
::Cargo: 30 Tons&lt;br /&gt;
::Keel/Beam Length: 50 ft. by 20ft.&lt;br /&gt;
&lt;br /&gt;
A 4e invention for their Astral Sea. Don&#039;t need a spelljammer helm, but the difference in edition lore makes it debatable if it would work fine in Wildspace.&lt;br /&gt;
&lt;br /&gt;
===Astral Schooner===&lt;br /&gt;
::Built By: Astral Sea Inhabitants&lt;br /&gt;
::Used Primarily By: Astral Sea Inhabitants&lt;br /&gt;
::Crew: 7&lt;br /&gt;
::Cost: 85,000 gp (4e)&lt;br /&gt;
::speed: 80 ft per round. (9 mph)&lt;br /&gt;
::Cargo: 50 Tons&lt;br /&gt;
::Keel/Beam Length: 50 ft. by 20ft.&lt;br /&gt;
&lt;br /&gt;
like the Astral Clipper, but with the same dimension except for height. With less speed and higher cargo capacity&lt;br /&gt;
&lt;br /&gt;
===Astral Brig===&lt;br /&gt;
::Built By: [[githyanki]]&lt;br /&gt;
::Used Primarily By: githyanki&lt;br /&gt;
::Crew: 5&lt;br /&gt;
::Cost: _&lt;br /&gt;
::speed: 12 miles per hour&lt;br /&gt;
::Standard Armaments: 2 Medium Ballistae&lt;br /&gt;
::Keel/Beam Length: 90 ft. by 30ft.&lt;br /&gt;
&lt;br /&gt;
standard githyanki military vessel and can transport up to sixty passengers.&lt;br /&gt;
&lt;br /&gt;
===Planar Raider===&lt;br /&gt;
::Built By: [[githyanki]]&lt;br /&gt;
::Used Primarily By: githyanki&lt;br /&gt;
::Crew: 10&lt;br /&gt;
::Cost: &lt;br /&gt;
::speed: 12 miles per hour&lt;br /&gt;
::Standard Armaments: 3 Medium Ballistae, 1 medium Mangonel&lt;br /&gt;
::Keel/Beam Length: 120 ft. by 40ft.&lt;br /&gt;
&lt;br /&gt;
The Largest ship the githyanki have that they use as a mobile HQ. Can carry 100 passengers. It&#039;s more or less a Galleon but with extra volume, Letting it fit that one extra Ballista.&lt;br /&gt;
&lt;br /&gt;
===Dominion Ships===&lt;br /&gt;
Not a specific kind of Astral ship, but rather a special upgrade/breed of ships in 4e. The point of a Dominion ship is so a god can imbue a portion of their power into a ship as to extend the range of their Astral Domain, allowing a god to resurrect a crew/exalted/Petitioner that dies outside their reach back inside their Astral Domain, as long as they die within 100 ft of the ship. [[Video game|So basically there mobile respawn points.]]&lt;br /&gt;
&lt;br /&gt;
obviously, each god produced its own style of Dominion Ships, and ships captured by an enemy lose their resurrection powers. Its also a preface that like most things in this tier of divine magic items and preference for low numbers in official D&amp;amp;D Lore even when dealing with the infinite, Even a group of Greater gods in the setting Usesly can only own a fluctuating number of five to twelve Dominion ship in their entire fleet (As fast as a divine ship can be made, PCs have a habit of destroying them faster). &lt;br /&gt;
&lt;br /&gt;
Example Fleets:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arvandor]]:&#039;&#039;&#039; Like an elf, made to for speed.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
The Plane Above Arvandor dominion ships.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Bane]]:&#039;&#039;&#039; Being a conquer, his ships are built as troop transports, Sacrificing speed to have more troops to disgorge during invasions and boarding actions.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
The Planes above Bane dominion ships.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mount Celestia]]:&#039;&#039;&#039; craft was made from a joint 4e alliance between [[Moradin]], [[Kord]], and [[Bahamut]]. Combining Kord&#039;s love of storms, and Bahamut&#039;s desire to have purchases that dragons can roost on, leaving Moradin to figure out how to make a practical ship. As expected of the Head of the dwarven pantheon this is a tough and swift ship, but unfortunately even though being the afterlife of most dwarven crafters, paladins have a habit of being just as reckless as any chaotically aligned person So numbers fluxulat a lot.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
The Planes Above Celestia dominion ship.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Hestavar]]:&#039;&#039;&#039; during 4e, [[Erathis]] wanted to unite the then shattered outer planes back into one single whole. Hestavar possessed one of the largest fleets to do so. The main perk of having [[Pelor]] on the team is [[Astronomican|having a beacon to help guide Hestavar ships through the chaotic sea born from the collective unconscious]].&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
The Plane Above Hestavar dominion ships.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Baator|The Nine Hells]]:&#039;&#039;&#039; As [[Asmodeus]] prefers to use [[Baatezu|devils]] that don&#039;t need the Dominion Ship&#039;s restricting powers to do his dirty work over regular exalted mortals (plus he would have very few mortal or petitioners as dead soul sent in hell all turn into lemure when they first enter). He keeps up to six hellships which he uses purely for intimidation, the ship powered by screaming deaths by the continuously resurrected dammed makes a point.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
The Plane Above Nine Hells dominion ship.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gruumsh]]:&#039;&#039;&#039; Like the [[Ork Fleets|orks]], Gruumsh&#039;s ships are held together with ducktape and prayers, unfortunately, his don&#039;t have that same [[WAAAGH]] belief or [[Mekboy]]z that [[Gork]] and [[Gork]] gift to their followers. All is expected of Gruumsh’s ramshackle dominion ship is expected to take a one-way crash into their intended destination. Like any Ork, If it doesn&#039;t fall apart in the first fight, crash it into more fight until it can fight no more (even using the wooden planks and pointy bits as weapons).&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
The Planes Above Gruumsh dominion ships.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tiamat]]:&#039;&#039;&#039; Wished she got as many bigger ships to have her dragon roost on like her brother Bahamut does but have to settle with small stealth ships. Unique power to double the area of a dragons breath weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Zehir]]:&#039;&#039;&#039; Small and fast ship despite Zehir wishing they were bigger. Can sacrifice one of Zehir chosen crew members to repair the ship.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
The Planes Above Zehir dominion ships.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unique==&lt;br /&gt;
These are the ships that have no counterparts anywhere; they are one-of-a-kind, custom made, not mass-produced like the rest of the jammers on this page!&lt;br /&gt;
&lt;br /&gt;
===Batship===&lt;br /&gt;
::Built By: Sarelk (presume his last name was Skyansdanya)&lt;br /&gt;
::Used By: Burnayette Skyansdanya&lt;br /&gt;
::Tonnage: 45&lt;br /&gt;
::Hull Points: 45&lt;br /&gt;
::Crew: 1/45&lt;br /&gt;
::Maneuverability Class: based on helmsman&#039;s Dexterity score&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 3&lt;br /&gt;
::Saves As: Best of Metal and Crystal&lt;br /&gt;
::Power Type: Unique&lt;br /&gt;
::Ship&#039;s Rating: 4&lt;br /&gt;
::Standard Armaments: 4 Light ballistae, Quasi-breath weapon ( 17 die fireball), 2 Claw attacks, 1 Bite attack, 1 Grappling-hook tail&lt;br /&gt;
::Cargo: 23 tons&lt;br /&gt;
::Keel/Beam Length: 180 ft. by 30 ft. (150 ft. wingspan)&lt;br /&gt;
::Cost: 225,000 gp&lt;br /&gt;
&lt;br /&gt;
Created by Sarelk, a magic user reportedly as strong or greater than [[Elminster]] (let that sink in). He likely built it because he had [[wizard|No sense of right or wrong]].&lt;br /&gt;
&lt;br /&gt;
He apparently created some kind of bat-dragon-mech-ship, with a flight mode and a combat mode were it rights it self and its gravity plane to use its back claws and belly combat deck. It also has a special Spelljaming cube helm that suppresses the helmsman&#039;s bodily sense to make the ship feel truly an extension of their body beyond just pins and needles feeling (though it is still a sensory deprivation experience unless your fighting something). Unfortunately for Sarelk, his wife Burnayette Skyansdanya accidentally wished herself into the cube helm, out of embarrassment she then ran away from their home crystal sphere. She now suffers from Madness after 700 years of being induced by isolation and sensory deprivation, she now attacks ships in [[Forgotten Realms|Realmspace]] for the last 200+ years despite being lawful good, likely just to feel sensation again.&lt;br /&gt;
&lt;br /&gt;
the cube helm is cursed to make its current helmsman live forever while inside and prevents them from taking potential life-ending actions. Only the wish spell can allow the helmsman to escape.&lt;br /&gt;
&lt;br /&gt;
Despite being a wizard with power compared to Elminster, Sarelk after chasing her for the last 900+ years, is trying to divses a nonlethal way to retrieve his wife, probably understanding the lengths a wish spell will twist words to screw you over.&lt;br /&gt;
&lt;br /&gt;
Fighting the Batship is also not an easy task as its essentially like fighting a ancient dragon with wings that reflect spells back at their casters. A nastier thing is that you must save against being charmed for each step you make on the ship else you become part of the batship&#039;s crew if there is an opening.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Spelljammer Realmspace Cover.png&lt;br /&gt;
Spelljammer Realmspace Flight &amp;amp; Attack Mode.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hummingbird===&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
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::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SJA3 Crystal Spheres Hummingbird Deckplan.png&lt;br /&gt;
SJA3 Crystal Spheres Hummingbird stats.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Golden Warrior===&lt;br /&gt;
::Built By: Humans, lizard men, gnomes, various others&lt;br /&gt;
::Used Primarily By: Amazing Mandar&lt;br /&gt;
::Tonnage: 40&lt;br /&gt;
::Hull Points: 40&lt;br /&gt;
::Crew: 12/30&lt;br /&gt;
::Maneuverability Class: D&lt;br /&gt;
::Landing - Land: Yes&lt;br /&gt;
::Landing - Water: No&lt;br /&gt;
::Armor Rating: 7&lt;br /&gt;
::Saves As: Thin Wood&lt;br /&gt;
::Power Type: Major helm&lt;br /&gt;
::Ship&#039;s Rating: By helmsman&lt;br /&gt;
::Standard Armaments: 1 Medium catapult, Piercing ram&lt;br /&gt;
::Cargo: 12 tons&lt;br /&gt;
::Keel/Beam Length: 150 ft. by 20 ft.&lt;br /&gt;
&lt;br /&gt;
A cobbled-together ship owned by the stag magician and regular magician Amazing Mandar. The ship is where he performs his shows. Says something about a man that carves the mast of his ship to be his face but with a long nose like a narwhal tusk.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
SJQ1 Heart of the Enemy Golden Warrior.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Quentin&#039;s Libraria===&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
::Manueverability Class: &lt;br /&gt;
::Landing - Land: &lt;br /&gt;
::Landing - Water: &lt;br /&gt;
::Armor Rating: &lt;br /&gt;
::Saves As: &lt;br /&gt;
::Power Type: &lt;br /&gt;
::Ship&#039;s Rating: &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Legend of Spelljammer Quentin&#039;s Libraria stats.png&lt;br /&gt;
Legend of Spelljammer Quentin&#039;s Libraria deck.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Spelljammer===&lt;br /&gt;
::Built By: Unknown&lt;br /&gt;
::Used Primarily By: Any&lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
::Crew: &lt;br /&gt;
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::Landing - Land: Unknown&lt;br /&gt;
::Landing - Water: Unknown&lt;br /&gt;
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&#039;&#039;&#039;The&#039;&#039;&#039; namesake vessel of the [[Spelljammer]] setting, the original, the defining model. The biggest flying ship known in all of [[Wildspace]], THE Spelljammer is a living machine big enough to house an entire city in its depths, and with the ability to open permanent portals between the [[Phlogiston]] and the Crystal Spheres. It wanders [[Wildspace]] as it sees fit, and whilst its origins are a mystery, it seems to serve as a kind of natural custodian of space - its travels, in a very real sense, &#039;&#039;create&#039;&#039; the spacelanes that allow the different Spheres to freely access each other for spelljamming trade and communication. THE Spelljammer is so alive it even propagates, &amp;quot;giving birth&amp;quot; to smaller replicas of itself called, simply, &amp;quot;Smalljammers&amp;quot;. These in turn can grow up to become as big as their parent, though there only ever seems to be one true Spelljammer at a time.&lt;br /&gt;
&lt;br /&gt;
THE Spelljammer&#039;s powerful magics give it some surprisingly nasty abilities. Firstly, it spontaneously generates living [[construct]]s called &amp;quot;Shivaks&amp;quot; to undertake its care and maintenance. Secondly, it forms a powerful telepathic bond with its Captain, giving them authority over the ship... though that authority will be negated if THE Spelljammer decides the Captain&#039;s orders endanger its freedom. Lastly, THE Spelljammer&#039;s air envelope is permeated with magical pheromones, which ultimately charm anyone who visits it; they become subconsciously enthralled with the ship, refusing to leave and feeling compelled to keep it safe and healthy. They still plot and fight and scheme amongst each other, but they turn as a collective against any external threat.&lt;br /&gt;
&lt;br /&gt;
THE Spelljammer basically looks like a giant manta ray with a city on its back.&lt;br /&gt;
&lt;br /&gt;
====Smalljammer====&lt;br /&gt;
::Built By: The Spelljammer&lt;br /&gt;
::Used Primarily By: Any&lt;br /&gt;
::Tonnage: &lt;br /&gt;
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The infant form of THE Spelljammer, Smalljammers seek out worthy individuals to bond with as their Captains before retreating into deep [[Wildspace]], hoping to one day grow into full adults.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Legend of Spelljammer Smalljammer stat.png&lt;br /&gt;
Legend of Spelljammer Smalljammer deck.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category: Dungeons &amp;amp; Dragons]][[Category: Spelljammer]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:4500:A540:C0B8:CB72:5D8F:A7</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Goblin&amp;diff=233127</id>
		<title>Goblin</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Goblin&amp;diff=233127"/>
		<updated>2023-02-20T08:22:42Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:4500:A540:C0B8:CB72:5D8F:A7: /* Goblin Slayer */ I think tucker&amp;#039;s kobolds fits in a sense of just how there able to do this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Path Gob Rat.PNG|thumb|right|300px|Brushy brushy.]]&lt;br /&gt;
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{{Topquote|I want to have goblins about me, for I am courageous. The courage which scareth away ghosts, createth for itself goblins--it wanteth to laugh.|Friedrich Nietzsche, &#039;&#039;Thus Spoke Zarathustra&#039;&#039;}}&lt;br /&gt;
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&#039;&#039;&#039;Goblins&#039;&#039;&#039; are mythological creatures of unclear origin and contradicting descriptions, but are generally agreed to be small humanoids with a mischievous nature, possibly belonging to the fey family (along with creatures such as redcaps, brownies, leprechauns, kobolds, etc).&lt;br /&gt;
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The origin of the word &amp;quot;Goblin&amp;quot; can be traced back to the British &amp;quot;Gobelinus&amp;quot;, which was the name of a demon that once caused trouble in Normandy. It has been theorized the term began with [[Kobold]], which was a German Fey spirit whose origins can be traced to one of a variety of earlier myths based in Paganism from various other cultures. Kobolds also gave their name to cobalt, due to the fact that new advances of mining in Middle Ages Germany allowed access to large amounts of that element, but the mining was very dangerous, they had no idea how to smelt the mineral, and it turned out to be toxic to touch, so as a result the numerous mine collapses as well as the &amp;quot;theft of the ore, with only poison and ash left behind&amp;quot; were blamed on Kobolds cursing the new metal. Either way, Goblin myths often involve mischief, mining, and chemistry. &lt;br /&gt;
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In modern fantasy, the term &amp;quot;Goblin&amp;quot; has been very much defined by the Tolkienian conception of the word - as in a species of stunted humanoids in service to evil (&amp;quot;Orc&amp;quot; was another name for said species, with Tolkien claiming the etymology of &#039;&#039;that&#039;&#039; word as being an old English term for demon). Goblin appearance has been further shaped by both video- and boardgames, as well as various artists. They are universally smaller than humans, although the exact size varies, and often have large pointy ears (larger, wider/triangular, and more animalistic than elf ears) and either long, crooked, and pointed noses (For DnD goblins, a large or otherwise impressive nose is a sign of virility and attractiveness in a male) or orc-esque noseless features.&lt;br /&gt;
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The basic goblin stereotype is that of a savage warrior and raider that attacks villages and ambushes unwary travelers; being one-dimensionally evil, they can be, and often are, killed without remorse in large numbers (unless you read Eberron, G:LTTE, or Terry Pratchett&#039;s Snuff). They act and move in small groups (as they don&#039;t pose a large threat by themselves but are  wary enough of human reprisals to avoid  mass hordes that will bestir an army to mobilize and wipe them all out), and are commonly the first true monster encounter for a young adventurer (most don&#039;t count animal culling even if said animals are unnaturally enhanced, such as the [[Giant Rat]]). Goblins tend to live in caves, swamps, or other &amp;quot;badlands&amp;quot;, and gang up with orcs and similar races, with whom they are sometimes described as belonging to the same family or species. Their intelligence is usually fairly low, although among dumber and larger brutes they will be the clever ones doing the &amp;quot;skilled&amp;quot; work while the bigger ones shout orders. &lt;br /&gt;
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A lesser but definitely competing Goblin stereotype is that they are an unusually technologically advanced and ludicrously smart/cunning race on par with if not better than [[Dwarves]], such as by creating fantasy machine guns or an entire robot army in Warcraft or Dungeon Siege, though usually with the handicap of being very blasé about construction- or even user-safety, as well as being consummate merchants; Tinker Goblins will gleefully sell or contract out to a wannabe evil conquerer, but almost never become one themselves. If you couldn’t tell from the examples given, this was really more of video game trope for a long time; goblins in tabletop were sometimes described as oddly industrious, but until recent years it never extended beyond a joke gimmick or the occasional war machine pulled right out of their green asses just to give the PCs/Good Races a hard time in a campaign/lore battle.&lt;br /&gt;
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Because of the comedy potential, players have always liked being goblins, and they were one of the three most-popular races requested for an add-on to 5e as of a (no longer) recent survey. &lt;br /&gt;
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[[Goblinoid]]s include a vast array of species in D&amp;amp;D, ranging from obscurities like the stone-skinned [[Norker]]s and the &amp;quot;they heal when you hit them, die if you heal them&amp;quot; [[Nilbog]]s to mainstays like the more organized [[Hobgoblin]]s and the big, scary, pseudo-[[orcs]] called [[Bugbear]]s.&lt;br /&gt;
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=In /tg/ Media=&lt;br /&gt;
In the [[Iron Kingdoms]] and [[Magic: The Gathering]] (sometimes), goblins have a penchant for technology and love to tinker with machinery (especially steampunk contraptions and the like), somewhat propagating the &amp;quot;mad scientist&amp;quot; archetype. &lt;br /&gt;
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In [[Kings of War]] goblins are still a source of evil comic relief. They&#039;re often suggested to have been created by the [[Celestians (Kings of War)|Celestian]] Garkhan the Black after he finished creating the orcs with &amp;quot;whatever was left,&amp;quot; although where exactly they came from is a mystery. They&#039;re still engineers as in many settings, but they tend to be very short-term thinking and don&#039;t like to test things before they use them.&lt;br /&gt;
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In [[Eberron]], goblins are quite a bit different than their usual portrayal, described in the d&amp;amp;d section below&lt;br /&gt;
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In [[Pathfinder]], they&#039;re stupid little freaks with all manner of strange quirks (good singing voices, fear horses and writing, like fire and pickles), sort of a cross between Gremlins and a baby-eating Stitch. They are also very funny and (somewhat) lovable, and even have their own comic series. Surprisingly, despite being described as naturally inclined towards a mixture of [[Chaotic Stupid]] (easily distractable to the point of stopping combat &#039;&#039;mid-swing&#039;&#039; to chase a frog or pick their nose) and [[Stupid Evil]] (love of torturing anything smaller than them) behaviors, they have no mental penalties. Pathfinder also has a goblin variant called the Monkey Goblin, which is even &#039;&#039;stupider&#039;&#039; than regular goblins, but much stronger and more agile, using a rat-like prehensile tail to aid it in a life in the trees.&lt;br /&gt;
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In [[Malifaux]], they&#039;re noseless hillbillies with very few womanfolk called Gremlins complete with straw hats, jug bands, blunderbusses, and lots of pigs. Also come in an Asian variant.&lt;br /&gt;
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=Tolkien Goblins=&lt;br /&gt;
[[File:Tolkien Goblins.JPG|thumb|The most accepted origin of Goblins in the Middle Earth setting.]]&lt;br /&gt;
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{{Topquote|Now goblins are cruel, wicked, and bad-hearted. They make no beautiful things, but they make many clever ones.|J.R.R. Tolkien, &#039;&#039;The Hobbit&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Tolkien was not consistent on the relationship between goblins and orcs.  Initially he said that &amp;quot;Goblin&amp;quot; was merely the halfling word for Orc, though that was swiftly contradicted.  The main narrative text of &amp;lt;i&amp;gt;The Hobbit&amp;lt;/i&amp;gt; contains few explicit mentions of orcs at all; it is remarked early on that the name of the sword &amp;quot;Orcrist&amp;quot; translates, in the ancient tongue of Gondolin, to &amp;quot;goblin cleaver&amp;quot;, and later Gandalf rebuffs Bilbo&#039;s suggestion that the Company walk &#039;&#039;around&#039;&#039; Mirkwood instead of through it by informing him that there is a necromancer&#039;s lair to the south and to the north the Grey Mountains are &amp;quot;bristling with hobgoblins and orcs of large and viscous breed&amp;quot;. LotR proper and later notes made further statements insinuating that goblins were a specific subtype of orc. Even later notes started to treat goblins and orcs like completely separate creatures, so take your pick, but the most &amp;quot;developed&amp;quot; canon leans significantly towards the &amp;quot;goblins are a runty orc subspecies&amp;quot; reading. Generally, since The Hobbit is the central foundation to his stories and it makes a point of explaining that Orcs are just larger types of Goblins, along with Lord Of The Rings having most Orcs as being not much bigger than Hobbits, Goblins are seen as around Hobbit-sized or even a bit smaller.&lt;br /&gt;
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Goblins/Orcs have a multiplicity of origin stories from Tolkien and he never really settled on one definitively, although the most prominent one posits that they are the twisted forms of Elves tortured and beat into submission by Morgoth and Sauron. Other origins include: an Asian group of Elves stolen from their people and bred as slaves by Morgoth &amp;amp; Sauron, just being animals uplifted by M&amp;amp;S, fallen Maiar, men who were corrupted rather than Elves (or a mix of the two, with post-corruption  interbreeding with humans as yet another possibility), or even just slimy rocks transformed by Morgoth&#039;s magic into living beings. Regardless of how they came about, once created they swiftly became the backbone of Sauron&#039;s armies (his other monstrous creations mostly not surviving the dwindling of magic over the passing Ages) that are heavily industrialized and produce only ugly things that cause sickness (perhaps a metaphor for wartime industry). On the subject of canon; Christopher Tolkien ultimately decided on them being Elves who were among the first group to awaken but believed Morgoth&#039;s whispers that the Valar were beings of evil and fled from them into the woods when the Valar first met the Elves to be later captured by or lured into Morgoth&#039;s power, so that&#039;s the go-to answer for the Tolkien scholars. &lt;br /&gt;
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The notion of an entirely evil race conflicted big time with Tolkien&#039;s Catholic beliefs, so there are hints that not all Goblins and Orcs were evil, as a few passages indicate no race was wholly united for or against Morgoth; there are independent groups of Goblins in The Hobbit, and a few lines given indicate that Orcs will go to great lengths to avenge their fallen leaders, while in his notes he considered them a race capable of free-choice and thus not the &amp;quot;[[Always Chaotic Evil]]&amp;quot; inborn bloc that many later works paint them to be. Frodo and Sam were even meant to pass through a friendly (if crude) village of pacifist renegade orcs at one point in a scrapped chapter.&lt;br /&gt;
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Although Tolkien did try to avoid overtly assigning any real life peoples to his fantasy races, the Goblins are very blatantly Asians with fangs and Tolkein once described them as &amp;quot;Mongol-types&amp;quot;. If you want to be &#039;&#039;really&#039;&#039; charitable you could argue that alternatively, in dialect and mannerisms, [[Ork|orcs and goblins are exaggerated Cockney thugs]] or louts from urban South West England, in direct contrast to the very genteel Midland Farm Country hobbits, bumping the caricatures down a notch or two from &amp;quot;out-and-out racist&amp;quot; to &amp;quot;exceedingly classist and provincialist&amp;quot;.&lt;br /&gt;
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Orcs and Goblins are repeatedly stated by the narration to be fantastic inventors and engineers, with one of Tolkien&#039;s notes alleging that they have access to rudimentary blackpowder weaponry, but this isn’t really shown. Sure, Uruk-Hai are anachronistic in their munition armor and drilling exercises, but that&#039;s entirely thanks to being bred, trained, and outfitted by Saruman. I guess the shantytown metropolis inside the Misty Mountains is a rather impressive feat of construction, but that&#039;s really it for stuff they are seen to have actually built themselves.&lt;br /&gt;
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=Warhammer=&lt;br /&gt;
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{{Topquote|Gork and Mork made da Goblinz for us to kick, kill, and eat. Dey iz nothing. Dey iz less than nothing. Even dere magic iz weak an&#039; pointless. Only use Dey got in a fight iz catchin&#039; Humie arrows. Wiv der &#039;eads.|Sheglak, Orc Great Shaman}}&lt;br /&gt;
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In early [[Warhammer Fantasy Battle]], Goblins were merely a shorter variety of Orcs, which were green-skinned evil humanoids who sometimes bred with humans. In fact, Warhammer Fantasy was the very first depiction of Goblins and Orcs as green-skinned, something that has since become a staple of the races in pop culture. This is mostly because they came from model ranges that GW had lost the rights to sell (e.g. Tolkien or D&amp;amp;D) and thus needed to quickly rebrand them as something with a veneer of uniqueness to finish selling their existing inventory. The specific choice of new complexion may have been inspired by [[Marvel Comics|The Incredible Hulk]], for like Orks he is also hugely muscled, mindlessly destructive, and originally &#039;&#039;grey&#039;&#039;-skinned.&lt;br /&gt;
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With the creation of [[Warhammer 40,000]], the Goblins became [[Grots]], also called Gretchin, who like the [[Orks]] were actually a type of fungus ape. Between their legs is only two bulging spore-sacs which burst upon death and grow into new Grots/Orks in the ground. After 40k had massive success, this was ported back into Warhammer Fantasy and Goblins, along with the Orcs, became fungus men. [[Skub|Some oldschool Warhammer fans have rejected this, and the term &amp;quot;Orcgina&amp;quot; can make many on /tg/ go into flashbacks about the arguments inspired between the oldfags and newfags on the subject.]] &lt;br /&gt;
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In both settings, Goblins/Grots are smaller greenskins who are extremely vicious but also extremely cowardly and refuse to attack something unless they outnumber it ten to one (preferably much more). Against nonthreatening foes however they enjoy torturing them, and POWs are subjected to horribly slow deaths to the chittering amusement of the tiny greenskins. &lt;br /&gt;
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In Warhammer Fantasy, Goblins are independent of Orcs, with most living in their own separate tribes. A few even have their own gods, like the [[Forest Goblins]] who worship the [[Spider-god]]. Despite this, many Goblins also join groups with Orcs, a decision that invariably ends with either the Goblins ganging-up to bully the Orcs into doing their manual labor, or them &#039;&#039;getting&#039;&#039; bullied by sufficiently numerous and united Orcs into doing said labor. &lt;br /&gt;
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While only the [[Black Orc]]s are capable of actually producing new goods or learning technical skills among the larger greenskins, Goblins produce many things, from chariots to giant flying ships. Of special note is the Night Goblins; master chemists whose biology is bizarre and alien in its fungal nature even to other greenskins. Red Goblins existed in the early model ranges, as well as Bugbears and Kobolds, but they vanished as the old model ranges were replaced. &lt;br /&gt;
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Apart from all this, the main distinction between Goblins and 40k Grots is that Goblins aren&#039;t all weak, subservient slaves - Goblins individually &#039;&#039;are&#039;&#039; pretty weedy, but they do try to deck themselves out in armor and whatnot and can even take over Orc tribes, if a cunning or vicious enough Boss arrives. Most often this will be a Shaman (for his tricks and ability to scheme) or a Night Goblin Warboss (for being fucking insane), but even a normal (AKA Plains) Goblin Warboss can be a significant threat.&lt;br /&gt;
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In 40k, Grots have almost no freedom and are only found alongside their bigger kin. They&#039;re not the strongest, quickest, meanest, or anything-est compared to the Orks, except for being better shots and more kunnin&#039;, to the point of generally being brighter (though that&#039;s not saying much). In most cases they are at best assistants, at worst slaves and moving targets. The only exception is the [[Gretchin Revolutionary Committee]], although that...ended badly. They fare a little better in Mek-controlled settlements where their technological know-how and small size are more in-demand. They may even be allowed to make their own tanks - small and scrappy, but dangerous at least.&lt;br /&gt;
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In both Warhammers, all greenskins speak in a British Cockney accent, with heavy Chav mixed in for variation. Goblins were renamed to Grots in [[Age of Sigmar]].&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Bad Moon Goblins.png|Warhammer Fantasy Goblins of today.&lt;br /&gt;
Image:Goblin Airship.JPG|Warboss Beater Pan(ic)!&lt;br /&gt;
Image:Gretchinmob.jpg|Grots.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{Template:Playable Factions in Warhammer: Age of Sigmar}}&lt;br /&gt;
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=D&amp;amp;D Goblins=&lt;br /&gt;
[[File:Goblin DMG 5e.jpg|right|300px]]&lt;br /&gt;
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{{Topquote|Goblins are what you default to when you have no idea what the party should be fighting, because they&#039;re just so splattered all over the realm that everyone just accepts that they can show up anywhere.|JoCat, &#039;&#039;A Crap Guide to D&amp;amp;D - Goblins&#039;&#039;}}&lt;br /&gt;
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[[Dungeons &amp;amp; Dragons]] did not do anything particularly innovative with goblins. Instead, they are fairly close(ish) to their Tolkien roots - or, rather, to a simplified caricature of Tolkien&#039;s goblins; small, hateful, savage creatures that infest the unwanted corners of the world, constantly squabbling amongst themselves for power and occasionally spilling out to raid and terrorize the neighboring civilized lands when their numbers build up enough. Whilst Tolkien&#039;s goblins were actually quite inventive and adept at building things, since they were a combination of the two peoples that Tolkien most disliked (the Central soldiers he&#039;d fought in WW1, and the industrialists he believed were destroying the countryside), D&amp;amp;D&#039;s goblins lack that trait due to [[Medieval Stasis]] - they&#039;re not quite as primitive as [[lizardfolk]], but are still the quintessential depiction of them as &amp;quot;just tribal scavengers&amp;quot;, in contrast to goblins in much other media being &amp;quot;the chaotic and/or evil tinker race&amp;quot;.&lt;br /&gt;
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In fact, when you scratch the surface, D&amp;amp;D goblins may tap into the same &amp;quot;evil mook&amp;quot; basis as Tolkien&#039;s goblins, but actually are deliberately taken in different ways. Whilst originally D&amp;amp;D [[orc]]s &amp;amp; goblins are implied to have often worked together, and even interbred, by the time of [[Planescape]] the two were actually bitter enemies - the two races share the same &amp;quot;heaven&amp;quot; of [[Acheron]], where they constantly war in an attempt to drive the other race to extinction. This even persisted into 3rd edition, when the orcs&#039; changed racial alignment of Chaotic Evil meant they shouldn&#039;t have been going to Acheron in the first place. This stands in stark contrast both to Tolkien (who initially said that &amp;quot;orc&amp;quot; and &amp;quot;goblin&amp;quot; were words in two different languages for the same race) and to other popular settings, such as [[Warhammer Fantasy]] &amp;amp; [[Warcraft]], where goblins tend to be a strong racial ally to orcs. Some sourcebooks, usually setting dependent, present a more nuanced portrayal of them and give them a deeper culture than that, but for the most part, D&amp;amp;D goblins are your standard generic cannon fodder evil mooks.&lt;br /&gt;
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However, just like the [[orc]]s, goblins have a &#039;&#039;long&#039;&#039; history of being a potential PC race in [[Dungeons &amp;amp; Dragons]] - they&#039;ve been playable in literally every single edition, with multiple incarnations in 3rd edition. The usual idea is to play them up as &amp;quot;spunky little troublemakers&amp;quot; - either a scrappier analogue for the [[halfling]] or a less kitschy counterpart to the [[gnome]] (or even a more high-functioning version of the [[Kender]], without the stigma). And, for what it&#039;s worth, goblin PCs are actually generally quite liked. In fact, goblins were one of the player races most requested for a formal update into 5th edition PC races. Given the second season of [[Critical Role]] features a goblin PC as a main character, in the form of Nott (a self-loathing female who wants to become a [[halfling]]), and the fact that [[Pathfinder]] goblins have such an fandom that Pathfinder 2e promotes them to a corebook race, many are expecting an eventual 6e to feature playable goblins in the PHB, just like how 4e added the [[tiefling]] and the [[dragonborn]].&lt;br /&gt;
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The biggest exception to goblins being generic evil baddies in d&amp;amp;d is the Eberron &lt;br /&gt;
setting, where they&#039;re given a nuanced portrayal, with a deep and sophisticated culture. In [[Eberron]], &amp;quot;goblin&amp;quot; is used to refer to bugbears, hobgoblins, and goblins. They are the descendants of the once mighty continent spanning Empire of Dhakaan that collapsed because of an invasion by the [[Daelkyr]], masters of the plane of madness. The invasion was eventually beaten back by an alliance between the empire and the orc tribes called the Gatekeepers (badass men-in-black style druids who protect the world from lovecraftian horrors), but the empire fell afterwards. They&#039;re not the banal savages that you can kill guilt free in many other settings. &lt;br /&gt;
&lt;br /&gt;
In the current day they are split up into three broad cultural groups (and a few splinter groups) - the smallest of the big three are The Heirs of Dhakaan, or Dar Dhakaani, which are the badass super disciplined remnants of the empire who preserved their way of life after the empire collapsed by hiding underground or in secluded mountains (thus quarantining themselves from the Plague of Silence) and would like to bring goblins back to their previous heights, especially now that they know the rest of goblinoid population is no longer contagious. The various goblin races are all equal under the Dhakaani and share a eusocial bond like ants. They specialize in different tasks - the hobgoblins are administrators and soldiers (females are usually bards), goblins are workers, scouts and spies, and the bugbears are shock troopers and heavy laborers - but if you&#039;re better at a job outside your cultural role, the empire doesn&#039;t waste talent and puts you in that job. On the darker side, Dhakaani are &#039;&#039;very&#039;&#039; xenophobic and see no place for non-goblinoids in their society (for good reason, as they could not share their eusocial bonds), at best exiling them from places they conquer, and at worst killing them all. The latter is disturbingly common, since Dar Dhakaani like to keep their existence secret to surface-dwellers and are usually quite good at it.&lt;br /&gt;
&lt;br /&gt;
Then you have the Ghaal&#039;Dar, who made up the bulk of the descendants of the collapsed empire and had to deal with the fallout. Their culture degenerated into petty barbarian tribes with a might-makes-right mentality, their eusocial bond destroyed by the daelkyr Plague of Silence. They are usually ruled by hobgoblins due to their superior ability to organize vs the other two subspecies. However, during the conflict known as The Last War they united and stole a chunk of land from the human kingdoms that they named Darguun. It&#039;s their &amp;quot;new goblin Homeland&amp;quot; and they&#039;re starting to rebuild their culture from there, but nobody thinks it will last. It&#039;s ruled by an alliance of clans with the leader, Lhesh Haruuc maintaining a delicate balance of power between them to maintain stability. He&#039;s tried to institute the rule of law and has been mostly successful, but a few clans (mostly in desolate areas where they can get away with it) only pay lip service. The country has been a success so far and their culture is slowly clawing it&#039;s way out of the dumps, but many are worried that when Haruuc dies it will all fall apart, so he is desperately looking for a competent successor. There&#039;s also an extra layer of Dar Dhakaani sending their spies, agents and entire squads of elite operatives masquerading as &amp;quot;Ghaal&#039;Dar from remote holds&amp;quot; or even assassinating Darguun leaders and replacing them with Dar Dhakaani doubles to manipulate Darguun into becoming a seed from which Dhakaani empire could be rebuilt and indoctrinating Darguun goblins into old Dhakaani beliefs instead of tribal traditions they picked up after empire&#039;s collapse. It wouldn&#039;t be out of character for Dar Dhakaani to kidnap entire villages of Ghaal&#039;Dar goblins to experiment on them in hope to reverse Plague of Silence effects.&lt;br /&gt;
&lt;br /&gt;
The last major cultural group are the city goblins. They&#039;re the descendents of Ghaal&#039;Dar goblinoids who weren&#039;t killed or fled when the humans conquered the continent, and were enslaved for a few thousand years. They&#039;re mostly lower g goblins, and were released from slavery about a thousand years before the current time. They&#039;re considered tax paying citizens and have all the rights (on paper) of human or [[Demihuman]] citizens of the countries they live in. However, they tend to be poor and live as second class citizens in many places due to racism and lack of opportunities, as well as objective reasons like short lifespan, meaning less time to get education for high-paying jobs compared to humans, and [[Warforged]] flooding the low-paying job market after the war and incidentally lowering wages for everyone else. The majority of them are loyal to their country of birth and consider themselves regular citizens, and they often dislike the Ghaal&#039;Dar for commiting war crimes during the Last War and giving goblins a bad name. Most of the ones who were sympathetic to Ghaal&#039;Dar moved to Darguun.&lt;br /&gt;
&lt;br /&gt;
Goblins (like 99% of races in this setting) are not naturally evil in Eberron; they have the same range of alignments as every other sentient race. For cultural reasons they do tend towards being Lawful Neutral, but only slightly.&lt;br /&gt;
&lt;br /&gt;
As a somewhat curious aside, D&amp;amp;D goblins are yellow (mostly) compared to the more usual goblin color of green. This trait  survived even after the popularization of green Goblins in most other fantasy settings, most prominently the aforementioned Warhammer Fantasy and Warcraft. A few settings sometimes portray them as shades of grey, or the previously mentioned colors with a grey tint. They&#039;re even portrayed as red or deep orange in some artwork.&lt;br /&gt;
&lt;br /&gt;
The D&amp;amp;D goblin has a &#039;&#039;huge&#039;&#039; family tree, to the point they even coined their own racial name; &amp;quot;[[goblinoid]]&amp;quot;. The two most prominent goblin-kin are the [[bugbear]]s - large, hairy, brutish goblins that, arguably, are D&amp;amp;D&#039;s attempt to maintain the orcy archetype without making orcs &amp;amp; goblins officially related - and the [[hobgoblin]]s, who are literally Tolkien&#039;s Uruk-Hai.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Goblin ODD1.png|Original D&amp;amp;D&lt;br /&gt;
Goblin MM 1e.jpg|1e&lt;br /&gt;
Markessa goblins A2.png&lt;br /&gt;
Goblin Monster card.jpg|AD&amp;amp;D Monster Card&lt;br /&gt;
goblin MCV1.jpg|2e&lt;br /&gt;
Goblin MM 2e.png&lt;br /&gt;
goblin First Quest.jpg&lt;br /&gt;
Goblin slaver First Quest.jpg|They call him Baby-Face&lt;br /&gt;
Goblin A0-A4.png&lt;br /&gt;
Goblin 3e.jpg|3e&lt;br /&gt;
Goblin 4e.jpg|4e. The only edition with GREEN goblins!&lt;br /&gt;
Goblin 5e.jpg|5e&lt;br /&gt;
TWBTW Jingle Jangle.png|Post-Tasha&#039;s they are looking pretty [[gnome]]y&lt;br /&gt;
TWBTW chucklehead.png&lt;br /&gt;
Goblin B1.png|Pathfinder&lt;br /&gt;
goblin ARG 1.png&lt;br /&gt;
goblin ARG 2.png&lt;br /&gt;
Goblin SF.png|Starfinder&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC Stats==&lt;br /&gt;
===BECMI===&lt;br /&gt;
Goblin PCs first appeared, alongside many other &amp;quot;classic humanoids&amp;quot;, as PCs in the Known World Gazetteer #10: The Orcs of Thar. Under the Basic system, they had the following crunch:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Goblin Ability Modifiers: -3 Strength, +1 Dexterity, +1 Constitution&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Goblin has racial ability score caps of 18 in all scores bar [[Intelligence]] and [[Wisdom]], which are capped at 16.&lt;br /&gt;
::Note: Like all Humanoids from &amp;quot;The Orcs of Thar&amp;quot;, a Goblin determines its [[Charisma]] score for interacting with [[human]]s and [[demihuman]]s by dividing its Charisma score by 3 (rounding down) and subtracting the result from 9.&lt;br /&gt;
::Goblin Natural Armor Class: 8&lt;br /&gt;
::Can become a [[Shaman]] (8th level) and a [[Wokani]] (6th level)&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
!Goblin&#039;s&#039;s level || XP Required || Goblin&#039;s hit dice&lt;br /&gt;
|-&lt;br /&gt;
|0||0||d8-1&lt;br /&gt;
|-&lt;br /&gt;
|1||800||2d8-2&lt;br /&gt;
|-&lt;br /&gt;
|2||1,600||3d8-3&lt;br /&gt;
|-&lt;br /&gt;
|3||3,200||-&lt;br /&gt;
|-&lt;br /&gt;
|4||6,400||4d8-4&lt;br /&gt;
|-&lt;br /&gt;
|5||13,000||5d8-5&lt;br /&gt;
|-&lt;br /&gt;
|6||26,000||6d8-5&lt;br /&gt;
|-&lt;br /&gt;
|7||55,000||-&lt;br /&gt;
|-&lt;br /&gt;
|8||110,000||7d8-5&lt;br /&gt;
|-&lt;br /&gt;
|9||220,000||+2 Hit Points&lt;br /&gt;
|-&lt;br /&gt;
|Subsequent||160,000||+2 Hit Points&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===AD&amp;amp;D===&lt;br /&gt;
Goblins went on to appear in [[The Complete Book of|The Complete Book of Humanoids]]:&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Modifiers: -1 Strength, -1 Charisma&lt;br /&gt;
::Ability Score Range: Strength 4/15, Dexterity 4/17, Constitution 5/16, Intelligence 3/18, Wisdom 3/18, Charisma 3/12&lt;br /&gt;
::Class Restrictions: [[Fighter]] 10, [[Cleric]] 9, Shaman 7, Witch Doctor 7, [[Thief]] 12&lt;br /&gt;
::Infravision 60 feet&lt;br /&gt;
::Can detect new or unusual constructions in an underground area with a 25% chance of success (1-2 on a d8).&lt;br /&gt;
::Goblin shamans have access to the Spheres of Divination, Reversed Healing, Protection and Reversed Sun.&lt;br /&gt;
::-1 Penalty to their attack rolls when in bright sunshine&lt;br /&gt;
::Monstrous Traits: Appearance (-2 to to reaction rolls), Bestial Habits (-2 to reaction rolls)&lt;br /&gt;
::Weapon Proficiencies: Axe, Military Pick, Morning Star Sling, Short Sword, Spear&lt;br /&gt;
::Nonweapon Proficiencies: Alertness, Animal Handling, Animal Training (Worg), Begging, Chanting, Close-Quarter Fighting, Fast-Talking, Fortune Telling, Hiding, Hunting, Information Gathering, Looting, Mining, Religion, Riding (Worg), Set Snares&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===3e Stats===&lt;br /&gt;
In 3rd edition, goblins appeared as an NPC race in the [[Monster Manual]] and were made fully playable in [[Forgotten Realms: Races of Faerun]]. They were reprinted without change in a few books after that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::-2 Strength, +2 Dexterity, -2 Charisma&lt;br /&gt;
::Small&lt;br /&gt;
::Humanoid ([[Goblinoid]])&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+4 racial bonus on Move Silently and Ride checks&lt;br /&gt;
::[[Favored Class]]: [[Rogue]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===4e Stats===&lt;br /&gt;
Like in 3e, the goblin appeared as a PC class in the [[Monster Manual]] for 4th edition. However, like all such races in 4e, its statblok there was...serviceable, but underwhelming. However, one of the last sourcebooks of that edition to be published, &amp;quot;The Dungeon Survival Handbook&amp;quot;, brought them back as an official race, and boy were they beefy!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity, +2 Wisdom OR +2 Charisma&lt;br /&gt;
::Small&lt;br /&gt;
::Speed 6 squares&lt;br /&gt;
::Low-light vision&lt;br /&gt;
::+2 Bluff, +2 Stealth&lt;br /&gt;
::Goblin Reflexes: +1 to Reflex defense.&lt;br /&gt;
::Racial Power - Goblin Tactics: At will, as an immediate reaction to being missed by an enemy melee attack, you can shift 1 square.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The biggest boost that the DSHb gave, besides the flexible mental ability score boost, was a selection of racial feats and racial utility powers, both of which really strengthened the goblin&#039;s mechanics and thematics.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the list of goblin racial traits&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Goblin Racial Feats:&#039;&#039;&lt;br /&gt;
* Ankle Biter: +1 feat bonus per tier to damage rolls vs. creatures larger than you, +1d6 damage on critical hits against creatures larger than you.&lt;br /&gt;
* Desperate Goblin Tactics: When bloodied, Goblin Tactics lets you shift 3 squares.&lt;br /&gt;
* Goblin Feint: When you use Goblin Tactics, you gain Combat Advantage against the triggering enemy until the end of your next turn.&lt;br /&gt;
* Shadowcreeper: Requires [[Assassin]] class. When you use Goblin Tactics, you shift 2 squares and gain Partial Concealment until the end of your next turn.&lt;br /&gt;
* Sneaky Stabber: Requires [[Rogue]] class. When you deal Sneak Attack damage to an adjacent foe, reroll any damage rolls of 1 until you get a result higher than 1.&lt;br /&gt;
* Wrist Biter: When you use Goblin Tactics, the triggering enemy takes 1d4 damage per your character&#039;s tier before you shift.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goblin Racial Utility Powers:&#039;&#039;&lt;br /&gt;
* Fast Filch: At-will. When adjacent to a creature granting combat advantage, as a minor action, you can make a Thievery check to pick its pocket or perform sleight of hand. Level 2.&lt;br /&gt;
* Leg Up: Encounter. When adjacent to a creature, as a move action, you can jump your speed horizontally or up to 10 feet vertically. Level 2.&lt;br /&gt;
* Little Green Lie: Encounter. If you fail a Bluff, Diplomacy or Intimidate check, you can re-roll the check as a free action. If it was a Diplomacy or Intimidate check, you can use your Bluff modifier instead. Level 2.&lt;br /&gt;
* Living Shield: Encounter. If you are hit by an enemy melee or ranged attack whilst adjacent to an ally, as an immediate interrupt, you can shift 1 square and transfer the hit to that ally. Level 6.&lt;br /&gt;
* Unwitting Guardian: Encounter. When adjacent to a Medium or larger creature, as a move action, you can can shift 1 square to enter the target&#039;s space, occupying it until the end of your next turn and being hidden from all creatures except the target. Level 6.&lt;br /&gt;
* Down and Through: Encounter. As a move action, choose a Medium or larger enemy adjacent to you and shift up to 5 squares to a different square adjacent to that creature; you can move through its space during this shift. Level 10.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===5e Stats===&lt;br /&gt;
Finally, goblins appeared as a PC race in 5th edition&#039;s Volo&#039;s Guide to Monsters. Like their fellow [[goblinoid]]s, the [[kobold]], the [[orc]] and the [[Yuan-ti]], they were officially described as &amp;quot;unbalanced&amp;quot;, which has earned a lot of fan flak, as this is literally an open invitation for more close-minded DMs to refuse goblin PCs - goblin fans are still hoping that WotC will eventually put out a splatbook with a &amp;quot;more official&amp;quot; and/or balanced version of goblin PC stats. Ironically, they were better off than the poor kobold. &lt;br /&gt;
&lt;br /&gt;
Hopes of a reboot were shattered when the Guildmaster&#039;s Guide to [[Ravnica]] came out in November 2018; whilst earlier [[Plane Shift]] articles had presented an alternative goblin statblock, the GGR simply reprinted the Volo&#039;s Guide stats below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity, +1 Constitution&lt;br /&gt;
::Small&lt;br /&gt;
::Speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Fury of the Small: Once per short or long rest, when you inflict damage with an attack or spell on a creature larger than you, inflict bonus damage equal to your level as you attack from below, probably punching the enemy in the balls.&lt;br /&gt;
::Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Surprisingly enough, after a second reprint in Eberron: Rising, the children’s “activity book” Adventure with Muk gave an alternative playable writeup, specifically for the Dankwood Goblins featured. All this does though is raise +1 Wis instead of +1 Con, and replaces Fury of the Small for the Forest Gnome’s Speak with Small Beasts, letting them communicate simple ideas to Small beasts and smaller. Which is nice for the utility, I guess.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, [[Plane Shift]] featured alternative goblin stats first - two separate versions, in fact. Whether they are better than the official versions is a matter of debate, though...&lt;br /&gt;
&lt;br /&gt;
;[[Zendikar]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Constitution&lt;br /&gt;
::Small&lt;br /&gt;
::Speed 25 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Grit: You have Resistance to Fire and Psychic damage, your Unarmored AC is 11 + Dexterity modifier.&lt;br /&gt;
::Tribal Affinity: Choose either the Grotag Tribe (you have Proficiency in Animal Handling), the Lavastep Tribe (you have Advantage on Dexterity (Stealth) checks made in rocky or subterranean environments) or the Tuktuk Tribe (you have Proficiency with Thieves Tools).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Ixalan]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::+2 Dexterity&lt;br /&gt;
::Small&lt;br /&gt;
::Speed 25 feet, Climb 25 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Climber: You have a Climb speed of 25 feet if you are not encumbered or wearing either medium armor or heavy armor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====3rd Party Settings====&lt;br /&gt;
;[[World of Farland]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +2 Dexterity&lt;br /&gt;
::Size: Small&lt;br /&gt;
::Speed: 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Goblin Proficiencies: You are proficient with the Scimitar, Shortbow, and Light Armor.&lt;br /&gt;
::Nimble Escape: This is basically the same as the trait of the same name from 5e canon, except this version can only be used once per short rest.&lt;br /&gt;
::Subrace: Choose the Urban Goblin or Subterranean Goblin.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Goblin&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +1 Constitution&lt;br /&gt;
::Urban Stealth: You have Proficiency in Stealth and apply twice your Proficiency bonus, rounded down, when making Stealth checks in Urban environments.&lt;br /&gt;
::Tenacious: After failing a saving throw, a skill check, or an ability check, you gain Advantage the next time that you make a save or check using that same ability score. This trait lasts until used or 24 hours have passed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Subterranean Goblin&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the statblock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::Ability Score Increase: +1 Wisdom&lt;br /&gt;
::Dungeon Stealth: You have Proficiency in Stealth and apply twice your Proficiency bonus, rounded down, when making Stealth checks in subterranean environments.&lt;br /&gt;
::Pious: You have Proficiency in the Religion skill.&lt;br /&gt;
::Improved Darkvision: Your Darkvision increases to 120 feet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pathfinder===&lt;br /&gt;
Of course the [[Pathfinder]] ruleset included Goblins, and tweaked them up a bit from their third edition version by giving them more dexterity. By Paizo&#039;s own reckoning, this puts their overall Race Points (RP) on a par with the other PC races, so should be a viable option for players, even if it is a bit uninspired.&lt;br /&gt;
&lt;br /&gt;
Pathfinder did considerably more to support Goblins as a usable race, for both players and DMs. An entire splatbook was dedicated to their place in Golarion, while they were also included in the Advanced Race Guide and had additional options in the Monster Codex, allowing for a respectable variety in race trait customisations, giving them things like bite attacks, perceptions boosts, weapon familiarity, among others; the ability to create a medium-sized goblin who is not a [[Hobgoblin]] (their secret is morbid obesity); a bunch of racial feats; and a handful of dedicated class archetypes, including [[Alchemist]]s with [[Awesome|flying mount companions]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Click &amp;quot;Expand&amp;quot; to see the stablock.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::-2 Strength, +4 Dexterity, -2 Charisma&lt;br /&gt;
::Small&lt;br /&gt;
::Humanoid ([[Goblinoid]])&lt;br /&gt;
::Base speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::+4 racial bonus on Ride and Stealth checks&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[Half-Goblin]]s=&lt;br /&gt;
Given the strong connections between goblins and [[orc]]s in some settings, particularly in [[Dungeons &amp;amp; Dragons]]&#039; older editions, and the existence of [[half-orc]]s, one may ask if there&#039;s ever been any love give to half-goblins? Well, ironically, not really; though [[Advanced Dungeons &amp;amp; Dragons]] claimed that [[goblinoid]]s interbred with each other and with orcs all the time, that fluff was lost after the change to 3rd edition, which wanted to try and make the two races distinct. As for goblin/human crossbreeding? Forget about it; they barely gave half-orcs any love, so you can imagine they&#039;d be less than interested in half-goblins.&lt;br /&gt;
&lt;br /&gt;
Except... there was one setting where [[goblinoid]]s took the place of orcs. In the [[Dragonlance]] setting, orcs don&#039;t exist, being replaced by goblins and [[draconian]]s, and so the half-goblin appeared there in 3.5&#039;s Races of Ansalon sourcebook. Surprisingly, they&#039;re known for both being very self-confident and assured (in fact, their Charisma penalty is described as stemming from coming across as &#039;&#039;too&#039;&#039; confident, making them seem overbearing or aggressive), in contrast to the propensity for wangsting endemic to half-orcs and half-elves in other settings, very brave (in contrast to the traditional goblin cowardice) and with a drive to be peacemakers and diplomats, rather like half-elves. Essentially, rather than bitching about being rejected by both worlds (human and goblin) or about the lack of a &amp;quot;true&amp;quot; half-goblin culture, half-goblins are near-universally driven to try and force the world to shape up and make a culture for them, by bringing goblins and humans to work together in peace. Which is actually kind of badass, and certainly a change from the norms for half-breeds. In essence, they&#039;re said to combine human ambition and drive with goblin ferocity and mob mentality.&lt;br /&gt;
&lt;br /&gt;
Half-goblins are described as looking more or less like human-sized goblins; half-bugbears might be particularly hairy, and half-&amp;quot;common&amp;quot; goblins shorter than average, but still within the human stature. Although this stature can lead to them being mistaken for [[hobgoblin]]s, they apparently lack quite as many fangs and have more human-like eyes, which makes the difference obvious enough at a closer look.&lt;br /&gt;
&lt;br /&gt;
=[[Magic: The Gathering]]=&lt;br /&gt;
{{Topquote|Goblins are eager to follow orders, especially when those orders involve stealing, hurting, annoying, eating, destroying or swearing.|&#039;&#039;Krenko&#039;s Command&#039;&#039; flavour text}}&lt;br /&gt;
&lt;br /&gt;
It should be no surprise that Goblins appear in Magic. Showing up in the very first set, Goblins have risen to be one of the most popular tribes in the game, and boy do they get a ton of support. They are known as the &amp;quot;characteristic&amp;quot; species of red, which means that they show up in pretty much every plane as the default red-aligned race. In fact, the number of planes in which goblins do not appear on can be counted on one hand. In general, when goblins show up, they are shown to be chaotic and unruly. They almost always have green or red skin, and travel in large groups, though this isn&#039;t always the case. On [[Ixalan]], they look more like monkeys with white fur and black skin, and tend to be individualistic. They love fire and scrapping together machines and weapons that should by no stretch of the means work, but they do. More often than not, these inventions require the sacrifice of another goblin to get it working properly.&lt;br /&gt;
&lt;br /&gt;
As a tribe, goblins often have small bodies and weak frames. When they show up with high power, it&#039;s usually at the cost of toughness. They are cheap to get out onto the battlefield, cheap to search up, and attack fast. They are perfect for aggressive red strategies, and they often come with ways to dump out even more goblins out onto the field. This usually comes in the form of goblin creature tokens, but some of the most powerful goblins let you dump them straight from your hand! If you don&#039;t wipe the board, or take out the few key goblins holding the deck together, you can expect the battlefield to be swarming with the little guys, and you&#039;ll be losing fast.&lt;br /&gt;
&lt;br /&gt;
Goblins aren’t always evil in MtG settings. Usually they’re more of a footnote that don’t even appear in any actual stories, and on cards they’re often portrayed as more destructive than outright evil; picture an entire race whose approach to warfare is indistinguishable from an audition for Jackass. There are occasional appearances of Goblins in less chaotic contexts such as Boros Recruit, which depicts a Goblin footman. Mirrodin offers the biggest example of a heroic Goblin, with the forest Elf main character of the first block having a companion named Slobad who was an elderly Goblin machinist.&lt;br /&gt;
&lt;br /&gt;
=[[Warcraft]]=&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Every great goblin invention was born from necessity, bubble gum, or an accident.|Goblin adage}}&lt;br /&gt;
&lt;br /&gt;
Goblins are a staple race in the Warcraft franchise. They are green-skinned, very short, have long and strong fingers, beaky noses, large pointy ears, and sharp teeth. &lt;br /&gt;
&lt;br /&gt;
In Warcraft 2, when the game expanded to more than just Humans, Orcs, Ogres, and Demons, Goblins were first mentioned. They were small mechanically-inclinded lunatics who invented great devices and were god-tier chemists. They offered their services to the Horde since it gave them more opportunities to wreak havoc and the races that would come to be those of the Alliance had ignored them for their entire history. &lt;br /&gt;
The Goblins mainly performed recon and VIP transport for the Horde via their Zeppelins, demolitions in the form of suicide Sapper squads, the invention of airtight missile-launching capsules that were tied to the backs of giant turtles to use as submarines, and finally experimenting on their Forest Troll allies to transform them into giant Berserkers. In secret they also helped the resident Sauron, an insane evil dragon named Deathwing, in his various endeavors. Goblins were described as insane, sadistic, and greedy for gold. &lt;br /&gt;
&lt;br /&gt;
In Warcraft 3, Goblins became a neutral group. It was revealed only a small portion of the Goblin race actually worked with the Horde, while the others have always provided their services to anyone with gold to spend and after the fall of the first Horde they have enforced that their own race remain entirely neutral to all factions. They did little of importance other than provide transportation for the various power players in this time. &lt;br /&gt;
When the second Horde was building their capital of Durotar, a small number of Goblins lead by world famous Gazlowe provided them with fair deals (which is itself a big deal for their race) for Goblin services including demolition. &lt;br /&gt;
&lt;br /&gt;
In vanilla World of Warcraft, Goblin lore expanded even further; a small number of Goblins were seen in the Alliance, some among the Horde, while it was revealed almost the entirety of their race dwell on an island called Kezan which has a massive underground city called the Undermine. The Cartels run Kezan, the most powerful of which is the Steamwheedle Cartel which performs the basic services offered in Warcraft 3. They maintain a few cities around the world including Ratchet (Gazlowe&#039;s city nearby Durotar), Booty Bay (a port which services anyone who reaches it, mainly pirates although they are just as much at threat from pirate attack), Gadgetzan (a desert city of scum and villainy, plus a small gladiatorial arena), and Everlook (a town high in the mountains of Kalimdor near by ancient magical Elf ruins). &lt;br /&gt;
&lt;br /&gt;
Goblins have a racial rivalry with the other mechanically-minded race, [[Gnomes]], although hostility varies from giant robot wars to having a giant racetrack where they see which race can build the best vehicles to next-door neighbors who collaborate with each other on inventions and take any opportunity to try and make the other admit their philosophy is better. In general, the Goblin philosophy is &amp;quot;Chemicals, 50% chance of exploding is acceptable, build it fast, what we’re really here to make is big bucks people!&amp;quot; while the Gnomish philosophy is &amp;quot;Magic and radiation, 10% chance of turning anything from your hair a different color to your entire self into a chicken is acceptable, take your time and spend decades if need be, do it all for the love of knowledge and invention&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
In Cataclysm, Goblins recieved a MAJOR update as they became a player race. One of the cartels which was one of the weaker ones (having their section of Kezan entirely on the surface, mainly producing pop culture, cars, sports, and edibles) joined the Horde after Deathwing set their portion of Kezan on fire (since in the middle of a not-football game a ball was kicked and hit him). Their trade prince sold the entire Cartel into slavery after charging them all their possessions for supposedly safe passage off the island, and the ships were caught in a naval battle between the Horde and Alliance. After conquering the island, they then joined the Horde which was in the middle of becoming a fascist genocidal dictatorship again thanks to shit leaders (also, their trade prince got to keep his job despite the mess he caused). They quickly upgraded the Horde from catapults to giant robots and from bow and arrow to machineguns, then created their own new capital by completely renovating a huge chunk of the continent into the symbol of the Horde complete with a Mount Rushmore of their racial leader. &lt;br /&gt;
During the Kezan levels it was also revealed that Goblins have become multicultural, taking on things previously alien to them like worship of the light and shamanism (although the former is seen as a combination of medic and television evangelism, while the latter is perceived as cutting deals with nature). Kezan is very modern and has television, pop stars, sunglasses, champagne, fancy cars, neon lights, not-Chinese food, electricity and lightbulbs, and many other conveniences not seen elsewhere in the rest of the Renaissance setting outside the homeland of the Gnomes. &lt;br /&gt;
&lt;br /&gt;
Goblin origins were also explained. In ancient times, Goblins were a semi-intelligent race of monkeys which were enslaved by Island Trolls and forced to mine a substance called Kajamite. Kajamite has a side-effect of causing a huge boost to intelligence (although not coherent thought) in anyone who imbibes it, and one day the Troll slavemasters entered the mines to whip their tiny laborers and were disintegrated with laser beams. Since then, the Goblins have mined Kajamite and used it as an ingredient in ingestibles of all kinds (including &amp;quot;Kaja-cola&amp;quot;) although their supply was beginning to run out, and there was fear they may regress back to being mere monkeys without it. Like most Cataclysm plots, this was never brought up again, although there were hints that with the Kaja-cola that was left everywhere they go, that monkeys drinking it have started becoming intelligent as well.&lt;br /&gt;
&lt;br /&gt;
Goblins in Warcraft 2 had extremely squeaky, high-pitched voices, and tended to babble or shriek. In Warcraft 3 the shrillness of the voice was lessened, and they became more calm and coherent. The Goblins in World of Warcraft still have a voice that is higher-pitched than a human, although only slightly more for males, while gaining something of an American Brooklyn accent. The non-Bilgewater Goblins still speak in their Brooklyn accent or a general American accent, whereas the Bilgewater Goblins speak like they&#039;re from New Jersey both in accent and expression.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GoblinZeppelin.png|A Goblin Zeppelin pilot in Warcraft 2.&lt;br /&gt;
Image:GoblinSappers 2.jpg|Goblin Sappers in Warcraft 2.&lt;br /&gt;
Image:Goblin Sappers.jpg|Warcraft 3 Goblin Sappers.&lt;br /&gt;
Image:Goblin Tinker WX.png|Warcraft 3 Goblin Tinker.&lt;br /&gt;
Image:WoW Goblin Fem.jpg|World of Warcraft female Goblin player characters.&lt;br /&gt;
Image:Warcraft Goblin Player Male.jpg|World of Warcraft male Goblin player characters. &lt;br /&gt;
Image:GOBLINS AND GNOMES.jpg|Goblin/Gnome rivalry. &lt;br /&gt;
Image:Kezan.png|The Bilgewater portion of Kezan.&lt;br /&gt;
Image:Goblin Easter.png|Goblins are into holidays in a big way, either as a business conspiracy or over-enthusiasm. &lt;br /&gt;
Image:Goblin femSapper.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=[[Goblin Slayer]]=&lt;br /&gt;
&lt;br /&gt;
{{Topquote|Before the demons destroy the world, the goblins will destroy the villages. The world being in danger isn&#039;t an excuse to let the goblins live.|The slayer himself}}&lt;br /&gt;
&lt;br /&gt;
[[Tucker&#039;s Kobolds|The said goblin in this manga while being a weak, tiny and barbaric humanoid is capable of many unorthodox tactics and teamwork that they could outplay and murder low level adventurers numerous times, whom the said adventurers underestimate the cunning goblins]]. They are barbaric primitives so they have to loot tools. However, they are capable of some degree of intelligence, like using signs like totems to create distractions as well as cover their weapons with urine and poisonous herbs to not only prevent adventurers from healing themselves, but also mark them with scents for goblins have an acute sense of smell. While they use mercenaries and pets such as wolves and orcs to further boost their effectiveness, the biggest contributors of their horde are their red shirt goblin goons, who are weak, small, but expendable and effective while attacking in groups. The horde is often led by a goblin mage that is capable of casting spells like fireball.&lt;br /&gt;
&lt;br /&gt;
Oh, and this being Japan, they&#039;re sadists native to the moon who have only one gender and use females of other races to reproduce; given their brutal nature, it&#039;s done via rape.  What the hell else would you read this shit for?&lt;br /&gt;
&lt;br /&gt;
=Troll 2 Goblins=&lt;br /&gt;
The notorious movie Troll 2 infamously [[Irony|features no actual trolls]]&amp;lt;ref&amp;gt;Nor any connection to its purported prequel, &#039;&#039;Troll&#039;&#039; from 1986, which is a fascinatingly bad movie in itself. Troll 1 features a surprisingly strong cast and a pair of protagonists both named &amp;quot;[[Harry Potter]]&amp;quot; (Sr. and Jr.), among a great deal of other weirdness unrelated to its &amp;quot;sequels&amp;quot;. Further, there have been &#039;&#039;two&#039;&#039; movies released as &amp;quot;Troll 3&amp;quot;, neither of which has a [[troll]], nor much connection to either Troll 1 or 2 or each other (one purported Troll 3 features a &amp;quot;hobgoblin&amp;quot; and the other features killer trees). And then there was a semi-official sequel to Troll 2 called &amp;quot;Goblin 2&amp;quot; (Troll 2 being originally filmed under the title &amp;quot;Goblins&amp;quot;) that actually featured a [[troll]] (and no actual goblins). But enough about other filmmakers&#039; [[Pun|Trolling]] of audiences.&amp;lt;/ref&amp;gt;. It instead features goblins (thus, its presence in this article), who live in the town of Nilbog (&amp;quot;Its Goblin backwards!&amp;quot;), and who, for the purposes of this movie, are vegetarian monsters who turn their human victims into plants via various potions and other concoctions. (The writer/director was an Italian with &#039;&#039;issues&#039;&#039;, okay?)&lt;br /&gt;
&lt;br /&gt;
That being said, the Troll 2 goblins are worth mentioning just because &amp;quot;vegetarian monsters who convert their prey into plants&amp;quot; is a fairly good line for &amp;quot;just how weird you can go with goblins&amp;quot;, and also a good adventure seed that could be used for a minor [[World of Darkness]] mystery baddie.&lt;br /&gt;
&lt;br /&gt;
=Monstergirl Depictions=&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
[[Image:Goblin_Bar_Wench.png|thumb|200px|&amp;quot;Hey sugar, what&#039;ll you be having? Tonight&#039;s special is already served to your table.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
{{Topquote|You can [...] design them so unexpectedly attractive that it&#039;ll make people question if they discovered a new fetish, or if it was there all along and this was just its awakening.|JoCat, &#039;&#039;A Crap Guide to D&amp;amp;D - Goblins&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Traditionally, the idea of goblins being [[monstergirls]] was something of a niche, at best; most thought of them as just hideous, stupid, filthy little monsters - who would want to put their dicks in that?&lt;br /&gt;
&lt;br /&gt;
Ironically, it was [[Warcraft]] that probably first sowed the seeds of female goblins being fuggable; whilst the attractiveness of female goblins in that game is contentious, people must admit that they were better-looking than the tumor-riddled, snaggle-toothed, scarred abominations that made up the canon depictions of most goblins prior to that. They were certainly attractive enough to start scoring [[Rule 34]] artwork, and this became a revelation to fa/tg/uys: that goblin-girls did &#039;&#039;not&#039;&#039; have to be fugly!&lt;br /&gt;
&lt;br /&gt;
From there, goblin-girls became an underground sensation, slowly developing and evolving in the steamier underbelly of /tg/ and on /d/ (or at least its &amp;quot;western counterpart&amp;quot; /aco/) until they have become as mainstream in the /tg/ fandom as any monstergirl has a chance of being. When brought up, expect the occasional joking argument on whether it should be standard for female goblins to be referred to as &amp;quot;goblettes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because goblins vary so widely in their depictions, it shouldn&#039;t be surprising that goblin-girls likewise have been a particularly fertile ground for interpretations. There are five &amp;quot;mainstream&amp;quot; depictions of the goblin-as-monstergirl you will probably encounter on /tg/, and many different sub-forms and cross-pollinations. All depend on which of the various &amp;quot;goblin aspects&amp;quot; a creator deigns to focus on; tinker skills, short-sighted hedonism, mischievousness, propensity towards rapaciousness, and/or fertility:&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Pervy Tinker&amp;quot; archetype directly traces its roots back to Warcraft&#039;s Rule 34&#039;d goblins: this envisions goblins as a &amp;quot;techy&amp;quot; race with a strong lewd streak, leading to them focusing their mad science skills on coming up with newer and more deviant ways of getting off. Depending on the fundamental tech level of the setting and the creator&#039;s own tastes, this can range from aphrodisiac gas grenades and crystal-powered sybians, to [[golem]]s built as living sex engines, bimbofying/transforming [[magitek]] rayguns, and vat-grown tentacle monster pets. Rule 34 interpretations of World of Warcraft lore can be counted as this, as well as rare goblins in Corruption of Champions that are mentally stable enough to keep their panties on while in a lab.&lt;br /&gt;
* The &amp;quot;Shameless Slut&amp;quot; archetype likewise has its roots in Warcraft goblins, vis-a-vis their canonical obsession with money, but is perhaps one of the more widely known &amp;quot;generic&amp;quot; archetypes as well. These goblins are hedonists who take a great deal of pride in their libido and their love of pleasure, integrating with the other races and usually gravitating towards roles based on &amp;quot;entertaining&amp;quot;; from barmaids to outright prostitutes. In fact, they are often depicted as actively enjoying whoring themselves out, as it ensures a steady stream of partners and profit, whilst sating their perverse and degrading sexual desires. These goblin-girls are often size-queens, specifically choosing partners based on the stature of their masculine organs. The adult comic artist Incase is fond on this archetype, and might as well have codified it with his drawings.&lt;br /&gt;
* The &amp;quot;Mischief Maker&amp;quot; archetype is the most innocent of the archetypes; portraying goblins as just playful, fun-loving hedonists whose greatest aims in life are pranking, partying, and making love, not necessarily in that order. This archetype is the closest to a pornified parallel of the old &amp;quot;civil goblins are just green-painted Halflings/Gnomes&amp;quot; canard, as the latter two in porn tend to also be found in whimsical depictions of normalized-sex communes. These  goblins are still generally less sentimental with their &amp;quot;free love&amp;quot; compared to them, but are significantly less transactional than the Shameless variety, and derive plenty of pleasure out of teasing their paramours.&lt;br /&gt;
* The &amp;quot;Savage Slut&amp;quot; archetype is perhaps the oldest of the archetypes, as it owes its origins to the original interchangeability of goblin and [[orc]]. These goblins are basically sexy &amp;quot;savages&amp;quot;; wild and primal little monstergirls who live a primitive lifestyle centered on hunting, playing, and of course capturing &amp;amp; having sex with men. Essentially, this depicts goblins as [[shortstack]] or [[loli|&amp;quot;a loophole for masturbating to underage children&amp;quot;]] orcs. Kenkou Cross&#039; Monster Girl Encyclopedia is squarely focused on this aspect.&lt;br /&gt;
* The &amp;quot;Breederphile&amp;quot; archetype is, in comparison, probably the youngest of these archetypes. These goblins are defined by their racial pregnancy fetishism, and by having bodies almost literally built to breed. Being impregnated is intensely orgasmic, pregnancy either fills them with bliss, makes them incredibly horny, or both, birth is a series of some of the most intense orgasms of their lives, and social standing revolves around how many daughters they have to boss around. {{BLAM|+++...SCANNING...+++}} {{BLAM|+++Congratulations Neophyte, you have just weathered the single worst psychic assault a slaaneshi daemon is capable of unleashing; you may now be promoted into the ranks of the [[Grey Knights]].+++}} This archetype does make some sense if you think about it: after all, as a &#039;cannon fodder&#039; species for PCs, where do all the Goblins come from? Corruption of Champions might as well have pioneered this archetype.&lt;br /&gt;
* The &amp;quot;Ghetto Goblin&amp;quot;, while not part of the &amp;quot;five aspects&amp;quot; breakdown, has a decent-sized backlog of smut and is unique enough to be worth an honorable mention. This variant of goblin-girl portrayal is native to [[Urban Fantasy]] settings. Mostly played as a watered-down mix of the &amp;quot;Shameless Slut&amp;quot; and &amp;quot;Breederphile&amp;quot; archetypes (the &amp;quot;water&amp;quot; in this case being some occasionally-awkward racial coding), Ghetto Goblins tend to be used as an attempt at a less-overtly-offensive repackaging of old &amp;quot;hot-blooded Latina&amp;quot; or &amp;quot;Ghetto Black Girl&amp;quot; racial stereotypes in that they are: sexually open, tend toward foul language and fiery tempers when angry and lewd vocalizing or body-language when aroused or teasing others, frequently dressed provocatively, and very often have a pronounced species/raceplay kink. While breeding for the Ghetto Goblin isn&#039;t usually as erotic as it is for the Breederphile, the social status of the Ghettoblin is often measured by how many offspring they have, how often they have sex, and how early they first had sex. They arouse easily, to the point that human men in their stories often need to talk Ghetto Goblins out of outright molesting them openly in public, not helped by the often-added detail of humans and goblins being very sensitive to each other&#039;s pheromones. As you can imagine, this is mostly a niche community depiction. More precisely, it was codified and achieved popularity on [[/aco/]] based almost entirely on the output of one prolific writefag.&lt;br /&gt;
&lt;br /&gt;
Whilst these archetypes are certainly well known and defined, there are also two setting-specific depictions of goblin monstergirls that have achieved enough recognition to be recognizable by name; the MGE Goblin and the CoC Goblin.&lt;br /&gt;
&lt;br /&gt;
The [[Monster Girl Encyclopedia]] depiction of the goblin is essentially a mashup of the Mischief Maker and the Savage Slut archetypes. These primitive mamono live in tribal clusters, entertaining themselves by playing pranks on each other or the races around them, hunting game, and conducting banditry for fun, profit, and boyfriends. In appearance, they resemble pointy-eared human [[loli]]s with horns and superhuman strength, allowing them to fight with weapons that only a strong human man would normally have a chance of lifting. Simple-minded and carefree, they have no intention of giving up the lifestyle they so enjoy.&lt;br /&gt;
&lt;br /&gt;
The CoC Goblin takes its name from Corruption of Champions, a [[/d/|hentai]] fantasy text adventure game that was popular on /tg/ for a while, before the fact that [[furries]] are much more willing to put money where their mouth is when it comes to getting fetishistic shit done led to the inevitable flooding of the game with [[beastfolk]] waifus and encounters and /tg/ promptly banished it. Still, before it went under, it had a significant impact on the goblin-girl arena: CoC may not have created the idea of the Breederphile archetype, but it certainly brought it to the attention of what passes for /tg/ mainstream. CoC&#039;s goblins are Breederphiles who became a pregnancy-obsessed all-female race due to succubus-corruption in their water supply. Once a brilliant race of alchemists and inventors, they have since devolved into a Savage Slut culture, living in crude tribes based on a massively curvy matriarch, her husband(s), and as many daughters as she can make who are willing to stick around - whilst goblins are fiercely competitive with each other, there is also safety in numbers, keeping them from being eaten by [[hellhound]]s or raped/beaten to death by [[minotaur]]s. Such clans are often notably inbred, for their corruption means they have little sense of objection to incest, with only the matriarch&#039;s jealous possessiveness in regards to her husband keeping her daughters at bay. They&#039;re also examples of the Pervy Tinker archetype, using what remains of their former knack for invention to create sex toys and perverse alchemical concoctions for use in subduing husbands and molding them to their liking.&lt;br /&gt;
&lt;br /&gt;
One memorable goblin monstergirl is Zanik from [[RuneScape]].  Zanik is a badass female goblin adventurer who is the star of one of the game&#039;s major story arcs, wherein she helps the player save her tribe of technologically advanced goblins from a KKK-like cult of racist humans and then from an evil god of war who wants to take back control of her tribe.  Fans of the game were so mad when the developers killed her off unfairly (and also gave her a graphical update that made her extra-ugly) that they later brought her back with a cuter redesign (though now fans gripe her new look is &#039;&#039;too&#039;&#039; cute, or more precisely cute&#039;&#039;sy&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
Incidentally, one of the first modern references to a sexy Goblin monster girl may be, of all things, a [https://www.youtube.com/watch?v=2NwPJo4ysXI Frank Zappa song].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Cute_Goblin_Adventurer.jpg&lt;br /&gt;
Image:Goblin_Dancer.jpg&lt;br /&gt;
Image:Goblin_Adventurer_1.png&lt;br /&gt;
Image:Goblin_Monk_1.jpg&lt;br /&gt;
Image:Goblin_Shamaness_1.jpg&lt;br /&gt;
Image:Goblin_Shamaness_2.jpg&lt;br /&gt;
File:MGE Goblin.jpg|When Lolis go after predators.&lt;br /&gt;
File:ZanikFanRedesign.jpeg|Zanik&#039;s graphical overhaul was so bad one dude decided to [[Get shit done|salvage it himself]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sneaky Goblin.gif&lt;br /&gt;
Image:Goblin Knight.JPG|A more &amp;quot;player character&amp;quot; variety.&lt;br /&gt;
Image:GreenGoblin3.jpg|Most goblins tend to [[Alchemist|throw pumpkin bombs]] and use flying crafts to annoy [[/co/|superheroes]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See also=&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 3rd Edition races]]&lt;br /&gt;
* [[Unified Setting/Goblins]] Yet another take on a classic concept.&lt;br /&gt;
* [[Goblin Slayer]], a man with a serious beef against goblins.&lt;br /&gt;
* [https://www.youtube.com/watch?v=jqx4ywmqYUw The most common reaction to Goblins]&lt;br /&gt;
* [[Goblinoid]], for the extended goblin family.&lt;br /&gt;
* [https://www.youtube.com/watch?v=nLLHu8qtxjg Rare footage of a Goblin ritual. Purpose unknown.]&lt;br /&gt;
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{{D&amp;amp;D4e-Races}}&lt;br /&gt;
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{{Pathfinder-Races}}&lt;br /&gt;
{{Starfinder-Races}}&lt;br /&gt;
[[Category:Kings of War]][[Category:Monsters]]&lt;br /&gt;
[[Category: Goblin]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:4500:A540:C0B8:CB72:5D8F:A7</name></author>
	</entry>
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