Spelljammer Vessels: Difference between revisions

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====Improvised Ships==
As all you need to make a Spelljammer Vessels is a helm and a mage, You can just plunk the chair down on anything of aproperate tonage and make it fly. At least in 5e version, if near gravity of something weighing 1 ton, its fly speed is still based its ship speed (so putting a helm on a rock won't let it fly (unless installing some sails or a car engine with GM permission).
 
Will such low entry, most groundings will just but a helm on a boat they own before realizing they should upgrade to a better ride.


==[[Elven Imperial Fleet]] Fleet==
==[[Elven Imperial Fleet]] Fleet==

Revision as of 22:39, 24 August 2022

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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.

Angelship

  • Built By: Kobold
  • Used Primarily By: Kobolds
  • Cost: 33,000 GP
  • Tonnage (2e): 33
  • Cargo Capacity Tonnage: 21
  • Crew: 8/33, 12/66 if manned by small creatures
  • Landing: Land
  • Hull Armor: Thick Wood
  • Power Type(2e): Minor helm
  • Keel/Beam: 130 ft./135 ft.
  • Weapons:
    • Foward: 2 Medium Ballistae, 1 Blunt Ram
    • Aft: 1 Medium Catapult

Created by Kobolds and strangely doesn't have a draconic-related name. Were the main kobold 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 "Night Angels".

Antlership

Built By: Unknown
Used Primarily By: Undead
Cost: 75,000·150,000 gp
Tonnage: 50-100
Hull Points: 50-100
Crew: 5/10/50-100
Manueverability Class: E
Landing: Can't Land
Armor Rating:
Saves As: Bone
Power Type: Major Helm
Ship's Rating:
Standard Armaments: 2 Light Catapults (360 degrees)
Front: 2 Rams
Cargo: 25-50 tons
Keel/Beam Length: 45ft./250ft.

Crafted from what is believed to be antlers of massive yet unknown creatures. As how made the ships are is also unknown, we have few leads.

the ship like 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 fack Spelljammer helm to confuse the enemy. (don't fix the weakness of AOE spells)

Argosy

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Barge of Ptah (Battle Barge)

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Battlewagon

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Blade (Arrow)

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Bloatfly

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Bolaship

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Caravel

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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
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Standard Armaments: 1 Large Weapon
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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

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Catamaran

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Citadel

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Clipper

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Coaster

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Tonnage: 10
Hull Points: 10
Crew: 8/10
Maneuverability Class: F
Landing - Land: No
Landing - Water: Yes
Armor Rating: 9
Saves As: Thick Wood
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Standard Armaments: 1 Large Weapon
Cargo:
Keel Length: 60'
Beam Length: 20'
Cost: 5,000 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

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Tonnage: 20
Hull Points: 20
Crew: 10/20
Maneuverability Class: F
Landing - Land: No
Landing - Water: Yes
Armor Rating: 9
Saves As: Thick Wood
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Standard Armaments: None
Cargo:
Keel Length: 90'
Beam Length: 20'
Cost: 10,000

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.

Corbina

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Cuttle Command

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Deathglory

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Great Bombard/Bombard

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  • Built By: Giff
  • Used Primarily By: Giff
  • Cost:
  • Tonnage: 40 (2e)
  • Cargo Capacity Tonnage: 20 (2e), 150 or 10 if max on fourteen giant cannonball
  • Crew: 12
  • Landing: Water
  • Hull Armor:
  • Keel/Beam: 140 ft./30 ft.
  • Weapons: 2 Ballistae, 1 Giant Cannon

Damselfly Ship

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Dragonfly Ship

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Dragonship

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Dolphin, Battle

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Dolphin,Shuttle

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Drakkar

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Tonnage: 10
Hull Points: 10
Crew: 20/10
Maneuverability Class: F
Landing - Land: No
Landing - Water: Yes
Armor Rating: 7
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Standard Armaments: 1 Large Weapon
Cargo:
Keel Length: 100'
Beam Length: 20'
Cost: 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.

Dreadnought

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==Dromond==::Built By:

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Eagle Ship

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Eel Ship

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Tradesmen (fish Ship)/Flying Fish Ship (5e)

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Flying Pyramid

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Great Galley

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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:
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Standard Armaments: 3 Large Weapons, Piercing Ram
Cargo:
Keel Length: 130'
Beam Length: 20'
Cost: 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 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.

Hammerhead Ship

Built By: Humans, Lizardfolk
Used Primarily By: Humans, Lizardfolk, Elves
Tonnage: 60 tons
Hull Points: 60
Crew: 24/60
Manueverability Class: D
Landing - Land: No
Landing - Water: Yes
Armor Rating: 6
Saves As: Hard Wood
Power Type: Major Helm or Minor Helm
Ship's Rating: As for spelljammer
Standard Armaments: 2 Heavy Catapults (Crew 5), 1 Heavy Ballista (Crew 4), 1 Blunt Ram
Cargo: 30 tons
Keel Length: 250'
Beam Length: 250'
Cost: 50,000 gold pieces

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.

Iambus

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Jade Spider

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Jade Spider Commandship

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Junk

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Klicklikak

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Lamprey Ship

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Leaf-Ship

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Leech

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Longship

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Mammoth

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Mantis

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Living Ship

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Nautiloid

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Mindspider

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Nightspider

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Mosquito

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Octopus (Tailgunner)

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Porcupine Ship (Spine-Ship)

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Quad of Thay

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Scalpel Ship

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Scorpion Ship

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Shrike Ship

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Sidewheeler

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Skeleton Ship (Boneship)

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Skiff

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Space Leviathan

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Space Galleon

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Space Galleon, Spacesea Giant

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Squid Ship

Built By: Humans
Used Primarily By: Humans, Lizardfolk
Tonnage: 45 tons
Hull Points: 45
Crew: 12/45
Manueverability Class: D
Landing - Land: No
Landing - Water: Yes
Armor Rating: 5
Saves As: Thick Wood
Power Type: Major Helm, Minor Helm
Ship's Rating: As for spelljammer
Standard Armaments: 1 Heavy Catapult (Crew 5), 2 Medium Ballistae (Crew 2 Each), Piercing/Grappling Ram
Cargo: 23 tons
Keel Length: 250'
Beam Length: 25'
Cost: 45,000 gold pieces

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 "built for ramming" design, too. They tend to be unpopular with those who have bad experiences with illithid nautiloids, though.

Stoneship

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Swan Ship

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Thorn-Ship

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Triop

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Turtle Ship (Battle Boat)

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Tyrant Scout Ship

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Tyrant Ship

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Unity Ship

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Urchin

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Uspo, Dohwar

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Vagabond

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Vipership (Darkviper)

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Wasp Ship

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Whaleship

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Whelk

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Wraith

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Wreckboat

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Xebec

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Yacht

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Yawl

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Yawl Wagon

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Zoocraft (Ark; Gardenship)

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==Improvised Ships

As all you need to make a Spelljammer Vessels is a helm and a mage, You can just plunk the chair down on anything of aproperate tonage and make it fly. At least in 5e version, if near gravity of something weighing 1 ton, its fly speed is still based its ship speed (so putting a helm on a rock won't let it fly (unless installing some sails or a car engine with GM permission).

Will such low entry, most groundings will just but a helm on a boat they own before realizing they should upgrade to a better ride.

Elven Imperial Fleet Fleet

Armada

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Armada, Monarch Class

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Man-o-War/Star Moth(5e)

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Flitter

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Radiant Ship

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Vodoni Fleet

Hunter-Killer (Vodoni Assassin)

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Nightwolf (Vodoni Scout)

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Werewolf (Vodoni Butcher)

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Vodoni Diamond (Unique)

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Wa Fleet

Locust

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Tsunami

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Unique

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!

Batship

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Hummingbird

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Quentin's Libraria

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Spelljammer

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Smalljammer

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