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		<title>Spelljammer Vessels</title>
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		<summary type="html">&lt;p&gt;2601:1C0:5000:CFF0:2CFD:4963:42DA:2048: /* 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 (cargo capacity listed in square footage)&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 arranged into two 26 gun broadsides.&lt;br /&gt;
::Cost: 300,000 Dollars (18 century)&amp;lt;ref&amp;gt;At the time the dollar were mandated to have 416.0 grains of silver, or about a 1 one troy ounce (480 would be an exact troy ounce) and that there was to be a eagle coin worth 10 dollars made with gold. In D&amp;amp;D 1 gold piece also equals 10 silver pieces so making the generous assumption that D&amp;amp;D silver and goldis held in equal to value in to a US 18th century Silver Dollar and Gold Eagle and that the price from Wikipedia was correct in the first place: if you tried to buy a ship like the USS Constitution in D&amp;amp;D: it cost 30,000 Gold Pieces.&amp;lt;/ref&amp;gt;&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;
::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;
==Klicklikak==&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;
==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;
::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-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;
::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;
==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;
::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;
==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;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&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;
::Standard Armaments: &lt;br /&gt;
::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 gp (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;
::Standard Armaments: &lt;br /&gt;
::Cargo: &lt;br /&gt;
::Keel Length: &lt;br /&gt;
::Beam Length: &lt;br /&gt;
&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;
::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;
==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;
::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;
==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/Beam: 250&#039; by 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, created initially 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 [[neogi]] 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. It looks like the ships of 2e were further evolved, [[Archeotech|now relics of another age]], the textures look too alien to be regular 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;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
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&lt;br /&gt;
===Nightwolf (Vodoni Scout)===&lt;br /&gt;
::Built By: &lt;br /&gt;
::Used Primarily By: &lt;br /&gt;
::Tonnage: &lt;br /&gt;
::Hull Points: &lt;br /&gt;
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&lt;br /&gt;
&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;
::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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::Beam Length:&lt;br /&gt;
&lt;br /&gt;
&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;
::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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::Beam Length:&lt;br /&gt;
&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;
::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;
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::Ship&#039;s Rating: &lt;br /&gt;
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::Beam Length: &lt;br /&gt;
&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;
::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;
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;
::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 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;
::Maneuverability Class: &lt;br /&gt;
::Landing - Land: Unknown&lt;br /&gt;
::Landing - Water: Unknown&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;
&#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;
::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;
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>2601:1C0:5000:CFF0:2CFD:4963:42DA:2048</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Abhuman&amp;diff=11767</id>
		<title>Abhuman</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Abhuman&amp;diff=11767"/>
		<updated>2023-02-26T07:19:57Z</updated>

		<summary type="html">&lt;p&gt;2601:1C0:5000:CFF0:2CFD:4963:42DA:2048: /* Lazul */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sharkabs.jpg|300px|thumb|right|They call them &amp;quot;Ab&amp;quot;humans for a reason.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abhuman&#039;&#039;&#039; (from &#039;&#039;ab-&#039;&#039;, &amp;quot;of, from, away from,&amp;quot; &#039;&#039;human&#039;&#039;) is a term used in the [[Imperium of Man]] to refer to a stable-breeding subspecies of [[humanity]]. Although their physiology and mentality would be so different that they should technically be classified as a whole different species altogether. Officially, they are not considered [[mutant]]s by virtue of their breed stability, but they are generally not treated the same way as &amp;quot;normal&amp;quot; humans. Civilian abhumans are almost always an underclass on other worlds, and when [[Imperial Guard]] regiments are raised from abhuman worlds as part of the Imperial Tithe they tend to be broken up into individual companies, platoons, or squads that are then attached to other regiments as auxiliary troops. Though, this is usually because most abhumans that qualify for Guard service are either [[ogryn|too stupid]], [[Beastmen (40k)|too undisciplined]], [[ratling|too specialized]], or [[Felinid|aren&#039;t numerous enough]] to maintain their own independent regiments. The Imperium recognises at least 70 different strains of permitted abhuman, with more than half of these being extinct in the modern day.&lt;br /&gt;
&lt;br /&gt;
So far as is known, none of the abhuman strains below are compatible with [[Space Marine]] implants, while all are compatible with the Psyker gene. Space Marines themselves are considered dubiously human in some circles, but since they don&#039;t breed, their inhumanity is the result of postnatal modifications, and they&#039;re all 8 foot tall killing machines that carry automatic armor-piercing grenade launchers, they don&#039;t count as abhumans. [[Heresy|Or else]]. Of course we don’t even know if Astartes are genetically dissimilar from normal humans beyond the Progenoid adding and tweaking genes to allow for the other implants to be accepted. The other implants just change how the body behaves in a certain way. So, they might genetically not be notably dissimilar enough to be anything other than homo sapiens sapiens. [[Adeptus Custodes|The Custodes]] however...&lt;br /&gt;
&lt;br /&gt;
== Origins ==&lt;br /&gt;
Humanity&#039;s characteristics are influenced by the conditions in which it grew up, including gravity, climate, and diet.  If a population were isolated in a different environment for a long enough time, their distant descendants would be adapted to those new conditions.&lt;br /&gt;
&lt;br /&gt;
During the [[Dark Age of Technology]], humanity spread to the stars, first with slower-than-light colony ships, and then with [[Warp]] drives after the discovery of the [[Navigator]]s.  Some of their destination planets were very different from Earth, and when humanity entered the [[Age of Strife]] with the collapse of the old government, the inhabitants of these worlds were cut off from other colonies (it is known that Gene Wars were fought between various governments made up of people that couldn&#039;t really be considered human anymore during the Age of Strife); when contact was restored during the [[Great Crusade]] (or even later), their gene pools had diverged so far from the baseline that they could almost be classified as separate species. The Imperium spared them, though, because while they were clearly not pure humans, they were useful and no more prone to mutation than any other human.  As humanity had ready access to genetic engineering in that era, it can be difficult to distinguish natural evolution from artificial enhancement in many cases, as Games Workshop does not usually reveal the necessary details.&lt;br /&gt;
&lt;br /&gt;
The Horus Heresy novels mentioned that even during the high point of abhuman tolerance, formerly human populations have been purged due to achieving certain (high) levels of genetic &amp;quot;deviancy&amp;quot;. The natives of Davin were shaggy creatures that were close to it, though Chaos may have had a hand in that, unbeknown to the Imperials.&lt;br /&gt;
&lt;br /&gt;
Abhumans can be loosely categorized by the nature of their origin.&lt;br /&gt;
&lt;br /&gt;
==Definitely Artificial==&lt;br /&gt;
&lt;br /&gt;
These abhumans are definitively known to have been manufactured at some point. In the case of the Afriel Strain and Gland War Veterans, though, their actual status as true abhumans is a bit iffy, as it&#039;s unclear just how many of their augmented traits (if any) are genetically transferrable, and their populations are closer to (dwindling) engineered batches rather than self-sustaining breeds.&lt;br /&gt;
&lt;br /&gt;
=== [[Squat|The Kin]] ===&lt;br /&gt;
&#039;&#039;Homo sapiens rotundus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Kin, or Squats as they are called in Necromunda, grew up on high-gravity mineral-rich worlds near the core of the galaxy and became adapted to be short, robustly built, and adept miners.  If this sounds familiar, it&#039;s because they were intentionally designed to be the space-equivalent of [[Dwarfs (Warhammer Fantasy Battle)|Dwarfs]] from [[Warhammer Fantasy Battle]].&lt;br /&gt;
&lt;br /&gt;
They were introduced in the [[Rogue Trader (Sourcebook)|First Edition]] of [[Warhammer 40,000]] as a separate army to the various Imperial forces (being fiercely independent), and were mentioned sparingly thereafter until they were written out of the background (hence the term &amp;quot;squatted&amp;quot;), but the [[Warhammer 40,000 6th edition|Sixth Edition]] rulebook has written them back in again and in Necromunda [[Squats#2022: Squats are back on the menu|they actually have models]]. And in [[Warhammer 40,000 9th edition|Ninth Edition]] finally made a [[Leagues of Votann|triumphant return]].&lt;br /&gt;
&lt;br /&gt;
They are morphologically very similar to Ratlings but have the inferior eyesight one would expect of a race adapted to low-light and/or interior conditions (where nothing to be looked at is ever very far away), as well as the increased [[Catachan Jungle Fighters|musculature]] and robustness to be expected of an environment harsher than Terra. Where Squats seem to be more adapted to hunting and gathering, Ratlings are more adapted to farming.&lt;br /&gt;
&lt;br /&gt;
And in the new Votann lore we learn that they originated from cloning, with their ancestors using &amp;quot;cloneskeins&amp;quot; to modify their bodies, leading to their current body, and even neutering their psychic presence to avoid Chaos, making them almost invisible to them like the Tau. And, unlike the greater Imperium, their society is centered around the [[Votann]], AI supercomputers which they get their name from. And are kept secret for [[Adeptus Mechanicus|obvious reasons]].&lt;br /&gt;
&lt;br /&gt;
=== [[Afriel Strain]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens maledictis&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Afriel Strains were the byproduct of the Imperium trying to create the &amp;lt;u&amp;gt;[[Mary Sue|&#039;Ultimate Human&#039;]]&amp;lt;/u&amp;gt; via a shadowy experimental process which used genetic material from a number of the Imperium&#039;s greatest heroes to, [[Fabius Bile|in effect, make clones of them.]] While this may sound [[Awesome]] in theory, the Strains themselves...[[Lamenters|seem to suffer a severe case of bad luck.]] The amount of genetic tempering has effectively made the Afriel Strain a new sub-species of human. Whether they are allowed to do their [[/d/|&#039;business&#039;]] and see whether the genes can pass on is unknown.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Afriel Strain project is still approved by the Imperium, by and large, and is still undergoing improvements to fix the...issue.&lt;br /&gt;
&lt;br /&gt;
=== [[Gland War Veteran]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens auctus glandulae&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Similar to the Afriel Strains, Gland War Veterans were humans that underwent severe genetic tempering to effectively combat and out-adapt the [[Tyranids]]. The term &#039;Gland War Veterans&#039; is sometimes shortened to Glandies or Gland Warriors; they were made by the [[Mechanicus]] of the [[Magos|Biologis Magi]] in order to create a new human sub-species to effectively kill Tyranids without needing to waste more human lives. Woah, wait..not waste human lives? Yeah, the Tyranids are such a huge threat that against them, human life (literally cheaper than actual currency) is so valuable the Mechboys are willing to throw serious resources into preserving as many soldiers as possible in combat.&lt;br /&gt;
&lt;br /&gt;
While still in its experimental phase, the [[Techpriest|Tech Priests]] in charge are already looking forward in making more of them and further improving on their combat effectiveness. In case you were wondering, these guys are EXTREMELY effective. No information on their sanity.&lt;br /&gt;
&lt;br /&gt;
=== [[Navigator]]s ===&lt;br /&gt;
&#039;&#039;Homo navigo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Navigators are a three-eyed, specialized group of psykers that helps guide Imperial Ships through the Warp (in fact, they were developed to enable Warp travel); although essentially vital for the Imperium&#039;s survival, some radical groups in the Imperium declare them to be heretical mutants. These guys are so different from the mainstream human, that they are actually classified as another species of the Human genus, and not a human subspecies, hence their scientific name. They also get their own house in the Houses of Terra within the Terran Administratum, which provides a large modicum of independent political clout within the Imperium and prevents them from being sacrificed to the Golden Throne.&lt;br /&gt;
&lt;br /&gt;
Navigators are never any other kind of psyker (including being a [[Blank]]).&lt;br /&gt;
&lt;br /&gt;
==Probably Natural==&lt;br /&gt;
&lt;br /&gt;
These abhumans are extremely adapted for one specific world (with two big exceptions), which is how evolution works; one would expect the [[Dark Age of Technology]] to be capable of far more versatile adaptations.  Typically, the only details we are given about them is their planet of origin.&lt;br /&gt;
&lt;br /&gt;
=== [[Felinid]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens hirsutus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thanks to 6th Edition, Imperial [[catgirl|catgirls]] are canon! They&#039;re found only on the planet [[Carlos McConnell]] and we know absolutely nothing about them whatsoever... which is quite disappointing, really. Judging by the Latin name, they are likely [[furry|furries]].&lt;br /&gt;
&lt;br /&gt;
Affirmed to be of the Neko variety in Liber Xenologis. Thank the Emperor....&lt;br /&gt;
&lt;br /&gt;
=== [[Perpetual]]s ===&lt;br /&gt;
&#039;&#039;Homo [[Mary_Sue|superior]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A human that cannot die and is functionally immortal. If you believe [[Erda]]&#039;s words, a Perpetual is a new species of Human, with the Emperor wishing to accelerate the evolution of standard Humanity into beings similar to Homo Superior and personally sought out every Perpetual on Earth for this task. Seeing as how she is a Master Geneticist, she may land some credibility. Perpetuals can also be Psykers, which is the only explicit confirmation of Abhuman psyker (excepting Navigators, though they are extreme specialists who were artificially engineered).&lt;br /&gt;
&lt;br /&gt;
In fairness, this might not be abhuman so much as a more evolved human, as opposed to a side grade specialist.&lt;br /&gt;
&lt;br /&gt;
=== [[Psyker#Imperium|Psyker]]s ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Homo sapiens psychicus&#039;&#039; (Presumed)&lt;br /&gt;
&lt;br /&gt;
The most common strain of &#039;natural&#039; abhumans are the Psykers. Considered a new fleeting species of Humanity that is yet too weak to fully shield itself from the [[Chaos|horrible gribblies of the]] [[Warp]]. Psykers are both despised &#039;&#039;and&#039;&#039; useful abhumans of the Imperium of Man, which no doubt creates some existential crisis and massive insecurity issues among these Psykers. Due to their (relative) abundance, Psykers have found many roles inside the Imperium when they are picked up from a roaming [[League of Blackships|Blackship]] from either the [[Inquisition]] or the [[Adeptus Astra Telepathica]]. This may include [[Astropath|Astropaths]] to guide the [[Imperial Navy]], [[Psyker Battle Squad|Sanctioned Psykers]] to be used and utilized in the [[Imperial Guard]], protecting the knowledge of a [[Space Marine]] Chapter as a [[Librarian|Librarian]], serve in [[Inquisition]] forces and even becoming a [[Inquisitor]] [[Gregor Eisenhorn|themselves.]] Those who got the short end of the stick becomes the [[Emprah|Emprah&#039;s]] [[Meatbread|psychic chow]] that is used to maintain the [[Astronomican]], though its probably the best an unstable psyker can hope for as they will be treated well, keep control and not be eaten by daemons upon death.&lt;br /&gt;
&lt;br /&gt;
There&#039;s also a particularly rare form of psyker known as a [[blank]] which is essentially a Psyker in reverse, resisting or nullifying [[Warp]] energies.&lt;br /&gt;
&lt;br /&gt;
=== [[Troth]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens verdantus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only found on the world of [[Verdant]]; no other details known other than some claiming that they may be [[Wood Elves (Warhammer Fantasy)|plant people.]]&lt;br /&gt;
&lt;br /&gt;
=== [[Neandor]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens hyannothus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only found on the world of [[Hyannoth IV]]; no other details known other than their names, which may be a blatant reference to the extinct Neanderthals and thus, are basically space cavemen.&lt;br /&gt;
&lt;br /&gt;
=== [[Scalies]] ===&lt;br /&gt;
&#039;&#039;Homo sauromimus&#039;&#039; (Presumed)&lt;br /&gt;
&lt;br /&gt;
Scalies are what happens when you mix an Ogryn with a Crocodile and launch the abomination down the deepest toilet hole. They often populate the underhive of Hive Worlds and are frequent bodyguards of [[Scavvies]] which are just poor hobos. They are so genetically unstable that their vox boxes have essentially twisted beyond proper human speech, only communicating via grunts or growls. Seriously, they are so far from the norm that they barely register as human, let alone a separate genetic caste.&lt;br /&gt;
&lt;br /&gt;
They are like Killer Croc from Batman. Each of them can regenerate their limbs like a reptile if it is chopped off. They aren&#039;t fielded by the Imperial Guard due to their inability to effectively communicate and somewhat heretical mutations.&lt;br /&gt;
&lt;br /&gt;
While they are found on many, distinct planets, they are only found in Hives, all of whom probably produce very similar waste, which the Scalies live in; combined with their &#039;&#039;lack&#039;&#039; of &amp;quot;stability&amp;quot; (i.e. having Scalies from different planets reliably breed true), they are what one would expect of natural evolution in an artificially similar environment.&lt;br /&gt;
&lt;br /&gt;
=== [[Sub]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens deformum&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ghouls from [[Fallout]]. Intensely fuck ugly individuals born from the rankest shit possible. Similar to Beastmen in terms of persecution, but for some reason, their fuck ugliness is still somehow [[Wat|more stable than their furry counterpart.]]&lt;br /&gt;
&lt;br /&gt;
=== [[Shadowkith]] ===&lt;br /&gt;
&#039;&#039;Homo sapiens purpurapellis&#039;&#039; (Presumed)&lt;br /&gt;
&lt;br /&gt;
Purple cannibals from the world of Grace in the Koronus Expanse. [[Meme|Probably behind the slaughter]].&lt;br /&gt;
&lt;br /&gt;
==Probably Artificial==&lt;br /&gt;
&lt;br /&gt;
These abhumans are adapted for a wide variety of worlds, and, critically, were found on multiple, distinct worlds; as evolution has an astronomically poor chance of producing results like this, odds are far better that the native population, in order to deal with problems brought about by the [[Age of Strife]], genetically tampered with themselves to survive, explaining why populations on similar but distant worlds would arrive at identical (or very similar) solutions.&lt;br /&gt;
&lt;br /&gt;
=== [[Caryatid]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens caeruleum&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bizarre looking [[Wat|flying blue babies]] that may or may not be the original inspiration for the [[Cherubim]]. Often viewed by [[Necromunda|Necromundans]] in the same way as rabbit&#039;s feet. While classified under the genus and species of Homo sapiens, we aren&#039;t too sure whether it is an Abhuman or a Xenos.&lt;br /&gt;
&lt;br /&gt;
=== [[Longshank]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens longatus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Longshanks are adapted for very low or zero gravity, such as would be expected on a damaged [[Imperial Navy|voidship]]. In appearance, the Longshanks are [[Indrick Boreale|bald]] with very pronounced eyes and have unnaturally long legs, when compared with baseline humans. May be an entire race of gingers if their name is any indication. Recently reappeared in the canon to be taken captive by Orks and then summarily executed by their [[Black Templar]] rescuers after assuming they were mutants.  Later being chastised by their commanding officer over the incident and forbidden from harming any more of the prisoners. Its unknown if the offending marines faced any punishment.&lt;br /&gt;
&lt;br /&gt;
=== [[Nightsider]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens tenebris&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Nightsiders are abhumans adapted to live in the dark; not much else is known about them. They may have any of the adaptations one might expect in a low-light environment, such as [[Anime|overly large eyes]] to gather as much light as possible or vestigial eyes that have given up on sight altogether, and/or enhanced alternative senses to cope, such as sonar.  As almost all dark environments are also cold, odds are very good they have some solution for this as well although this could be anything from thick, [[Nurgle|insulating fat]] and/or hair to having natural access to the Psyker discipline of Pyromancy, similar to how Navigators are stable psykers.&lt;br /&gt;
&lt;br /&gt;
=== [[Ogryn]] ===&lt;br /&gt;
&#039;&#039;Homo sapiens gigantus&#039;&#039; [[File:40k_ogryn.jpg|144px|thumb|right|Ogryn]]&lt;br /&gt;
&lt;br /&gt;
Ogryn are transparently based on the archetypal fantasy [[ogre]]: big, strong, and dumb.  They are useful as [[Imperial Guard]] shock troops because they are big enough to wreck the enemy and dumb enough to charge on command.  They are resolutely loyal to their immediate superior officer, but this also makes it extremely easy to turn them to serving Chaos, as they will perform any command given to them if their commanders are persuasive enough, though their childlike faith in the God Emperor makes outright corrupting them harder.&lt;br /&gt;
&lt;br /&gt;
Ogryn hail from high gravity worlds, where their large size is a major limiting factor (smaller creatures are much, much better at lifting more weight relative to their own, and everything is heavier on a high-gravity planet, including an organism&#039;s own body).  As even a relatively small amount of time to genetically drift would realistically cause them to [[Ratling|shrink]] due to extreme selection for minimizing height, as well as get smarter (due to the same pressures that made stock humans get smarter in a hurry), the implication is that someone or [[Games Workshop|something]] (such as the Guard population or planetary AI) has been inducing their large size and low intelligence [[grimdark|to help keep them contained]].  Their adaptations make them naturally suitable for cold, low-gravity worlds, although their low intelligence makes them unlikely to thrive in any environment where they are responsible for feeding, sheltering, and/or clothing themselves.&lt;br /&gt;
&lt;br /&gt;
=== [[Pelager]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens oceanus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abhumans adapted for Ocean Worlds; possibly an attempt to bring back the [[Saharduin]], like the Demiurg are an attempt to bring back the [[Squats]]. Are described as basically being Aquatic Ogryn.&lt;br /&gt;
&lt;br /&gt;
=== [[Ratling]]s ===&lt;br /&gt;
&#039;&#039;Homo sapiens minimus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ratlings used to be space [[halfling]]s, but the latest edition miniatures give them hairy bare feet, making them look more like space [[Hobbits]] (though both archetypes have a fair amount of overlap).  They are also noted kleptomaniacs, so they&#039;ve got some space [[Kender]] in them, too.  Their good eyesight and small size make them useful as snipers, but they are otherwise useless in a fight and their personal characteristics make them less than endearing to [[Imperial Guard]] leadership, though the Guardsmen themselves usually don&#039;t mind. Many Guardsmen are perfectly fine with trading with Ratlings for some [[Dakka|special equipment]] or extra rations, and they&#039;re well-known as the sorts of field cooks that can make three old rats, a handful of sawdust, and a stolen muddy boot taste downright &#039;&#039;&#039;edible&#039;&#039;&#039;. Also, they tend to [[Slaanesh|shag like bunnies]].&lt;br /&gt;
&lt;br /&gt;
Taken together, their adaptations make them excellent at surviving on hot, high-gravity worlds with scarce access to food, particularly a damaged [[Imperial Navy|voidship]], where they would also be adapted to tight living quarters.&lt;br /&gt;
&lt;br /&gt;
==Unknown==&lt;br /&gt;
=== [[Beastmen (40k)|Beastmen]] ===&lt;br /&gt;
&#039;&#039;Homo sapiens variatus&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beastmen are on their way to being declared [[Mutant#Warhammer_40,000|mutant]]s; as it is, the [[Adeptus Arbites]] has basically declared them an underclass, preventing them from traveling to most planets and excluding them from the [[Imperial Guard]] unless they&#039;re willing to be cannon fodder--something which many of them view as their chance to atone for the [[Grimdark|crime of being born as mutants]]. This will probably be for the best, since their [[Warhammer Fantasy Battle]] counterparts are one of the major parts of the armies of [[Chaos]], but one wonders if the 40K beastmen would be less likely to fall to Chaos if the Imperium made them feel just a little welcome.&lt;br /&gt;
&lt;br /&gt;
All Beastmen which have not been mutated by Chaos are morphologically similar, having a basic human body type modified to have the head and lower legs of a [https://en.wikipedia.org/wiki/Bovidae cloven-hoofed, ruminant mammal from Earth]; one can assume they also possess internal changes, such as a 4-chambered stomach. However, they exhibit widespread diversity within that category, leading to their common consideration of being [[mutant]]s. As these adaptations &amp;quot;merely&amp;quot; adapt the organism to being better at running, jumping, and being able to digest cellulose while sacrificing proficiency at climbing but Beastmen are found on many worlds throughout the Imperium, they would seem to be artificial if not for the fact that one would expect far better of the [[Dark Age of Technology]] than, for example, needing to include horns in order to accomplish digesting grass. Their most likely origin is being artificial but not for the standard reason (like Ogryn seem to be), in particular due to possible interference by nonhumans, such as [[Chaos]] or [[Dark Eldar]], both of whom are notorious for genetically tampering with human populations for their [[Troll|own ends]].&lt;br /&gt;
&lt;br /&gt;
=== [[Centaur]]s ===&lt;br /&gt;
Occupying the deep gray end of canon, the short story &#039;&#039;Children of the Emperor&#039;&#039; from the anthology &#039;&#039;&#039;Into the Malestrom&#039;&#039;&#039; features a guardsman stranded on a lost, feral world with super-high gravity, populated by abhumans whose ancestors gave themselves centaur bodies and super-enhanced muscles to cope with high gravity and abundance of deadly predators. He gets involved with a struggle between the Emperor-worshipping locals and a [[Khorne|Khornate]] [[heresy]], but the best he can do is to report to the Imperium when he escapes that the planet is feral, too dangerous &amp;amp; resource poor to colonize, and houses only some unimportant alien species, thus preventing the loyalists from being slaughtered as mutants by more Puritanical Imperials.&lt;br /&gt;
&lt;br /&gt;
===Stiltlimbs===&lt;br /&gt;
This race of abhumans is noted as first appearing in the Age of Strife. Other than that, very little is known of them.&lt;br /&gt;
&lt;br /&gt;
===Tohruk===&lt;br /&gt;
Debased and brutal cousins of the Ogryn, who have enacted a dark Pact with the Night Lords Chaos Space Marines.&lt;br /&gt;
&lt;br /&gt;
===Amphi===&lt;br /&gt;
This race of Abhumans from the world of Lampra are known to have shape-shifting abilities. This makes them yet another shape-shifting species in Warhammer 40K like the Simulacra, the Lacrymole, or those members of the Assassinorum who utiliize Polymorphine.&lt;br /&gt;
&lt;br /&gt;
===Drepanes===&lt;br /&gt;
These abhumans from the world of Azetium IV are noted as having heads similar to sickles. What this means is unknown. A more deadly version of the Coneheads? Sickle-like beaks?&lt;br /&gt;
&lt;br /&gt;
===Lazul===&lt;br /&gt;
A race of blue-skinned abhumans from the planet Garganus Prime. Other than that, little is known of them. The blue-man group in space? An entire race of Cad Banes? Slutty exotic harems for Pleasure Worlds like the Asari, Twi&#039;lek, or Orion? People poisoned by silver? Who knows.&lt;br /&gt;
&lt;br /&gt;
===Thrix===&lt;br /&gt;
Apparently these abhumans have &amp;quot;lethal plumage&amp;quot;. Maybe some sort of birdman abhuman with poison-exuding or razor sharp feathers?&lt;br /&gt;
&lt;br /&gt;
===[[Katana|Katara]]===&lt;br /&gt;
The Katara were a species of Abhumans encountered during the Great Crusade.&lt;br /&gt;
&lt;br /&gt;
An insular and honor-bound civilization that had evolved in the Kenuit System during the Age of Strife, they were tall, sunken-eyed, and extremely thin but graceful. Their cities spread beneath the ground of their moons and planets in vast networks of tunnels, and while technologically sophisticated they only used their skill to build cities, ships, and weaponry. [[Weeaboo|Ritual wars and duels were one of the primary aspects of their culture, primarily used to settle social discourse from art and philosophy to war and politics.]]&lt;br /&gt;
&lt;br /&gt;
During the Great Crusade, the Katarans were encountered by the Emperor&#039;s Children and after several skirmishes ultimately chose to have their fate decided by a duel between their champion Hamaya and the Astartes commander Abdemon. [[Japan|After Abdemon emerged victorious, the honorable Katarans committed mass suicide rather than serve as a permanently oppressed underclass to the Imperium&#039;s purebred humans on their own homeworlds.]] Of course, given what Abhumans or even just regular humans of the Imperium have to put up with every day in the present, [[Grimdark|some might even say that the Katarans made the logical choice.]]&lt;br /&gt;
&lt;br /&gt;
Not the least bit related to that chick from [[Avatar: The Last Airbender]].&lt;br /&gt;
&lt;br /&gt;
== DIY Abhumans ==&lt;br /&gt;
Rather surprisingly (considering how much creative freedom 40K typically offers), options for making your own abhuman breeds are actually quite limited, almost to the point of hardly being allowed at all. To recap, in the Imperium there are only 73 officially recognized abhuman breeds. 46 of those are declared extinct, and 12 more are believed extinct due to lack of contact. Only 15 abhuman breeds are officially alive and active in the Imperium of 40K, and 12 of those are named: Navigators, Beastmen, Ogryn, Ratlings, Squats, Nightsiders, Troths, Longshanks, Pelagers, Felinids, Scalies, and Neandors. That leaves &#039;&#039;only 3&#039;&#039; officially open slots for DIY abhumans.&lt;br /&gt;
&lt;br /&gt;
Now, you could quibble on which breeds belong where on the list, or even if some should or shouldn&#039;t be on it all, and how many free slots there actually are, but the end result still leaves little to no wiggle room for converters and fan-fluff writers that want to make their own thing while sticking to the lore.&lt;br /&gt;
&lt;br /&gt;
Then again, you could always just say &amp;quot;fuck it&amp;quot; and go ahead with a fan-creation, regardless of the official numbers, on the assumption that the [[Games Workshop|Administratum]] just got their paperwork wrong. [[Squats|It&#039;s not like that hasn&#039;t happened before]].&lt;br /&gt;
&lt;br /&gt;
{{Imperium}}&lt;br /&gt;
{{Important Species in 40k}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>2601:1C0:5000:CFF0:2CFD:4963:42DA:2048</name></author>
	</entry>
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