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==Improvised Ships== 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 "rule of cool" 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. That said, being the el cheapo option means that these "uplifted ship" 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't built with the necessity of sustaining an air envelope in mind. Add to it that "professional" spacefarers tend to look down on somebody flying one of these "improvised" jammers and in general, most people will look to trade up to a superior model when and if they can. ===Caravel=== ::Built By: Groundling humans ::Used Primarily By: Groundling humans ::Ship Type: shuttle ::Tonnage: 10 tons ::Hull Points: 10 ::Crew: 8/10 ::Maneuverability Class: F ::Landing - Land: No ::Landing - Water: Yes ::Armor Rating: 9 ::Saves As: Thick Wood ::Power Type: Major or minor helm ::Ship's Rating: As per helmsman ::Standard Armaments: 1 Large Weapon, 1 Medium ballista (360°} ::Cargo: 5 tons ::Keel/Beam: 70 ft./20ft. ::Cost: 10,000 gold pieces On the seas, caravels are versatile cargo carriers. In [[Wildspace]]? Not so much. They're cheap and easily handled by a small team, yeah, but that's largely all you can say about them positively. Jamming caravels tend to be sailed by either [[adventurer]] bands or the desperate. ===Cargo Barge=== ::Built By: Humans ::Used Primarily By: Humans, mind flayers, neogi ::Ship Type: Small ship ::Tonnage: 25 tons ::Hull Points: 25 ::Crew: None ::Manueverability Class: F ::Landing - Land: No ::Landing - Water: Yes ::Armor Rating: 8 ::Saves As: Thick Wood ::Power Type: None•; 15% have minor helm back-up •100% of mind flayer craft are fitted with series helms. ::Ship's Rating: None or as per helmsman ::Standard Armaments: None ::Cargo: 20 tons ::Keel/Beam: 40 ft./20ft. ::Cost: 25,000 gp 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's air pocket size, so explorers get a lot more air before cutting them free when they become deadweight. ===Clipper=== ::Built By: Humans ::Used Primarily By: [[Giff]] ::Ship Type: Large Ship ::Tonnage: 65 tons ::Hull Points: 65 ::Crew: 18/65 ::Manueverability Class: E ::Landing - Land: No (you can still try at risk to your hull's wellbeing) ::Landing - Water: Yes ::Armor Rating: 4 ::Saves As: Metal (hull) or Wood (deck) ::Power Type: Major helm ::Ship's Rating: As per helmsman -1 ::Standard Armaments: 26 Bombards ::Cargo: 23 Tons (usually used primarily for smokepowder, helmseekers, and alchemist fire) ::Keel/Beam Length: 260 ft by 40 ft. ::Cost: 95,000 gp. 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]]. 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&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's rare or unreliable]]. Never be in the range of a Clippers broadside. <gallery> WarCaptainsCompanion PlayerAid Clipper.png WarCaptainsCompanion PlayerAid Clipper Diagram.png </gallery> ===Coaster=== ::Built By: Groundling humans ::Used Primarily By: Groundling humans ::Ship Type: Shuttle ::Tonnage: 10 ::Hull Points: 10 ::Crew: 8/10 ::Maneuverability Class: F ::Landing - Land: No ::Landing - Water: Yes ::Armor Rating: 9 ::Saves As: Thick Wood ::Power Type: Major or minor helm ::Ship's Rating: As per helmsman -1 ::Standard Armaments: 1 Large Weapon ::Cargo: 5 tons ::Keel/Beam: 60 ft./20ft. ::Cost: 5,000 to 10,000 gold pieces 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's at sea... you have to be ''really'' desperate (or miserably cheap) to take one of these out to [[Wildspace]]. They're so ill-suited for space travel that they actually suffer a -1 penalty to their Ship Rating because of how badly they handle! ===Cog=== ::Built By: Groundling humans ::Used Primarily By: Groundling humans ::Ship Type: Small ship ::Tonnage: 20 ::Hull Points: 20 ::Crew: 10/20 ::Maneuverability Class: F ::Landing - Land: No ::Landing - Water: Yes ::Armor Rating: 9 ::Saves As: Thick Wood ::Power Type: Major or minor helm ::Ship's Rating: As per helmsman - 1 ::Standard Armaments: None ::Cargo: 10 tons ::Keel/Beam: 90ft./20ft. ::Cost: 10,000 to 20,000 gp 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. ===Drakkar=== ::Built By: Viking groundling humans ::Used Primarily By: Viking groundling humans ::Ship Type: Shuttle ::Tonnage: 10 ::Hull Points: 10 ::Crew: 20/10 ::Maneuverability Class: F ::Landing - Land: No ::Landing - Water: Yes ::Armor Rating: 7 ::Saves As: Thick Wood ::Power Type: Major or minor helm ::Ship's Rating: As per helmsman ::Standard Armaments: 1 Large Weapon ::Cargo: ::Keel/Beam: 100ft./20ft. ::Cost: 10,000 to 25,000 gold pieces A variant of the longship built and used by the raiders of [[Viking]]-esque cultures, drakkars make poor jammers even by the standards of "uplifted" 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'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's a poor use of funds, to say the least unless you have some plans to try and make a sort of steam punk aircraft carrier or to use a Drakkar as a lander. <gallery> SJA2 Skull&Crossbow Drakkar.png </gallery> ===Dromond=== ::Built By: Groundling humans ::Used Primarily By: Groundling humans ::Ship Type: Shuttle ::Tonnage: 16 ::Hull Points: 16 ::Crew: 10/16 ::Maneuverability Class: E ::Landing - Land: No ::Landing - Water: Yes ::Armor Rating: 9 ::Saves As: Thin Wood ::Power Type: Major or minor helm ::Ship's Rating: As per helmsman ::Standard Armaments: 3 Large Weapons, Piercing Ram ::Cargo: 8 tons ::Keel/Beam: 175ft./15ft. ::Cost: 8,000 to 15,000 gold pieces 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. ===Great Galley=== ::Built By: Groundling humans ::Used Primarily By: Groundling humans ::Ship Type: Small ship ::Tonnage: 20 tons ::Hull Points: 20 ::Crew: 15/20 ::Manueverability Class: F ::Landing - Land: No ::Landing - Water: Yes ::Armor Rating: 7 ::Saves As: Thick Wood ::Power Type: Major or minor helm ::Ship's Rating: As per helmsman - 1 ::Standard Armaments: 3 Large Weapons, Piercing Ram ::Cargo: 10 tons ::Keel/Beam: 130ft./20ft. ::Cost: 20,000 to 30,000 gold pieces Part of the oft-mocked selection of "uplifted sea-ship" 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'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. ===Galleon=== ::Built By: Groundling humans ::Used Primarily By: Groundling humans ::Ship Type: Medium ship ::Tonnage: 40 ::Hull Points: 40 ::Crew: 20/40 ::Maneuverability Class: E ::Landing - Land: No ::Landing - Water: Yes ::Armor Rating: 7 ::Saves As: Thick Wood ::Power Type: Major or minor helm ::Ship's Rating: As per helmsman ::Standard Armaments: 3 Large Weapons or 1 light Catapult, 2 Medium Ballistae ::Cargo: 20 tons ::Keel/Beam: 130ft./30ft. ::Cost: 40,000 to 50,000 GP, 30,000 GP (5e) 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 ''have'' 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. ===Longship=== ::Built By: Groundling humans ::Used Primarily By: Groundling humans ::Ship Type: Flitter ::Tonnage: 4 ::Hull Points: 4 ::Crew: 4/12 ::Maneuverability Class: E ::Landing - Land: No ::Landing - Water: Yes ::Armor Rating: 8 ::Saves As: Thin Wood ::Power Type: Major or minor helm ::Ship's Rating: As per helmsman ::Standard Armaments: 1 Large Weapon ::Cargo: 2 tons ::Keel/Beam Length: 75 ft. by 15 ft. 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.
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