Spelljammer Vessels: Difference between revisions

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==Octopus (Tailgunner)==
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===Radiant Ship===
===Radiant Ship===

Revision as of 17:05, 26 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

Built By: Gravs
Used Primarily By: Gravs
Tonnage: 150 tons
Hull Points: 150
Crew: 55/200
Manueverability Class: D
Landing - Land: Yes
Landing - Water: No
Armor Rating: 0
Saves As: Stone
Power Type: Grav Helm
Ship's Rating: As per helmsman
Standard Armaments: 2 Heavy ballistae, 2 Medium ballistae
Cargo: 100 tons
Keel/Beam: 175 ft/ 175 ft
Cost: 300,00 GP

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'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's inside to do so).

Barge of Ptah (Battle Barge)

Built By: Humans worshipers of Ptah
Used Primarily By: Humans
Tonnage: 60 tons
Hull Points: 60
Crew: 24/60
Manueverability Class: F
Landing - Land: No
Landing - Water: Yes
Armor Rating: 8
Saves As: Thin Wood
Power Type: Major Helf
Ship's Rating:
Standard Armaments: 6 Medium ballistae, 4 Medium catapults, 2 Medium jettisons
Cargo: 40 tons
Keel/Beam: 145 ft./60ft.

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.

Battlewagon

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Blade (Arrow)

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Bloatfly

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Bolaship

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Catamaran

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Citadel

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Corbina

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Cuttle Command

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Deathglory

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Great Bombard/Bombard

Built By: Giff
Used Primarily By: Giff
Tonnage: 40
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Crew: 12
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Standard Armaments: 2 Ballistae, 1 Giant Cannon
Cargo: 20 (2e), 150 or 10 if max on fourteen giant cannonball
Keel/Beam: 140 ft./30 ft.

Damselfly Ship

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Dragonfly Ship

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Dragonship

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Tonnage: 45
Hull Points: 45
Crew: 20/45
Maneuverability Class: D
Landing - Land: No
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Armor Rating: 6
Saves As: Thick Wood
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Standard Armaments: 3 Large Weapons, optional Ram
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Cost: 60,000 gold pieces

Resembling a strange combination between a dhow and a sculpture of an Oriental Dragon, the dragonship is a spelljammer designed by 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'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.

Dolphin, Battle

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Dolphin,Shuttle

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Dreadnought

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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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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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Mammoth

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Mantis

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Living Ship

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Nautiloid

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Mosquito

Built By: Humans
Used Primarily By: All races
Tonnage: 6 tons
Hull Points: 6
Crew: 1/6
Manueverability Class: C
Landing - Land: Yes
Landing - Water: Yes
Armor Rating: 5
Saves As: Thin wood
Power Type: Major or Minor Helm
Ship's Rating: As for helmsman
Standard Armaments: None
Cargo: 3 tons
Keel Length: 100'
Beam Length: 15'

Along with the Elven Flitter the Mosquito is one of smallest commonly used ships, this is a great benefit to it as it's designed to be maned by a single person as a personal landing craft or shuttle. It'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.

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

Built By: Tinker Gnomes
Used Primarily By: Tinker Gnomes, Dohwar, Idiots
Tonnage: 30 tons
Hull Points: 30
Crew: 20/30 (or 40/60 tinker gnomes)
Maneuverability Class: E
Landing - Land: Yes
Landing - Water: Yes
Armor Rating: 7
Saves As: Metal
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Keel Length: 120'
Beam Length: 25'
Cost: 40,000

Sidewheelers, named for their tendency to have massive paddlewheels on their sides that somehow convert the frantic peddling of Giant Space Hamsters into motive force, are the creation of the Tinker Gnomes of Krynn. That right there is all the warning you need if you'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 "go wrong" varying from "collapse into a heap of junk" to "violently explode". Referred to as "the ship of the desperate", 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 Illithids 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 gnomes 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.

Skeleton Ship (Boneship)

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Skiff

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Space Leviathan

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Space Galleon

A 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 one (with the inclusion of the ability to fly faster than the speed of light, and other additional upgrades relating to related space sailing)

Galleon, Spacesea Giant

Built By: Spacesea Giant
Used Primarily By: Spacesea Giant
Cost: 120,00 gp
Tonnage: 60
Hull Points: 60
Crew: 11/20 Giants
Manueverability Class: E
Landing - made of stone but floats on Water
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Power Type: Major helm
Ship's Rating:
Standard Armaments: 3 Heavy ballistae, 11-20 Giants throwing boulders (360°)
Cargo: 30 tons
Keel/Beam Length: 200 ft./50 ft.

Owned by Spacesea Giants how like rocks. Will have Elders on board to use magic to turn rock into filling cement.

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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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 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

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Tonnage: 10 tons
Hull Points: 10
Crew: 8/10
Maneuverability Class: F
Landing - Land: No
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Armor Rating: 9
Saves As: Thick Wood
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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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Clipper

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Coaster

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Tonnage: 10
Hull Points: 10
Crew: 8/10
Maneuverability Class: F
Landing - Land: No
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Armor Rating: 9
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Standard Armaments: 1 Large Weapon
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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
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Armor Rating: 9
Saves As: Thick Wood
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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.

Drakkar

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Tonnage: 10
Hull Points: 10
Crew: 20/10
Maneuverability Class: F
Landing - Land: No
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Armor Rating: 7
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Standard Armaments: 1 Large Weapon
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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.

Dromond

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Hull Points: 16
Crew: 10/16
Maneuverability Class: E
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Standard Armaments: 3 Large Weapons, Piercing Ram
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Keel Length: 175'
Beam Length: 15'
Cost: 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 fledgeling star voyages, upgrading as soon as possible should always be on your mind.

Great Galley

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Tonnage: 20 tons
Hull Points: 20
Crew: 15/20
Manueverability Class: F
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Armor Rating: 7
Saves As: Thick Wood
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Standard Armaments: 3 Large Weapons, Piercing Ram
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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.

Galleon

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Tonnage: 40
Hull Points: 40
Crew: 20/40
Maneuverability Class: E
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Armor Rating: 7
Saves As: Thick Wood
Power Type: Major or minor helm
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Standard Armaments: 3 Large Weapons or 1 light Catapult, 2 Medium Ballistae
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Keel Length: 130'
Beam Length: 30'
Cost: 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

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Tonnage: 4
Hull Points: 4
Crew: 4/4
Maneuverability Class: E
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Armor Rating: 8
Saves As: Thin Wood
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Standard Armaments: 1 Large Weapon
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Keel Length: 75'
Beam Length: 15'

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.

Elven Imperial Fleet

The ships of the Elf Imperial Navy are highly distinctive amongst other spelljammers, in that they are grown, 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.

Armada

Built By: Elves
Used Primarily By: Elves
Tonnage: 100 tons
Hull Points: 100
Crew: 40/100
Manueverability Class: D
Landing - Land: No
Landing - Water: No
Armor Rating: 5
Saves As: Ceramic
Power Type: Major helm
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Standard Armaments: 6 Heavy catapults, 6 Heavy ballistae, 2 Heavy jettisons, 3 Bombards
Cargo: 50 tons
Keel/Beam: 300ft./30ft.
Cost: 400,000 gp

the largest ship in the elven fleet. For so than their other ships, it'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

Armada, Monarch Class

Built By: Elves
Used Primarily By: Drow
Tonnage: 100 tons
Hull Points: 100
Crew: 40/100
Manueverability Class: D
Landing - Land: No
Landing - Water: No
Armor Rating: 4
Saves As: Ceramic
Power Type: Major helm
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Standard Armaments: 2 Heavy catapults, 4 Heavy ballistae, 2 Heavy jettisons, 2 Bombards
Cargo: 50 tons
Keel/Beam: 300ft./50ft.
Cost: 400,000 gp

A rare ship made by the fleet before the Unhuman Wars, as a precursor to the Armada. Like the Armada, they also a carrier for Flitters. they are painted orange. Wings are not organic like most elven ships, so they can't regrow when brocken.

Man-o-War(2e)/Star Moth(5e)

Built By: Elves
Used Primarily By: Elves
Tonnage: 60
Hull Points: 60
Crew: 10/60, 13 (5e)
Maneuverability Class: C
Landing - Land: No (2e), yes (5e)
Landing - Water: No (2e), yes (5e)
Armor Rating: 7
Saves As: Ceramic
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Standard Armaments: 4 Large Weapons; 2 medium Ballista and 1 medium Mangonel, 1 medium jettison
Cargo: 30 tons
Keel/Beam: 200ft./20ft.
Cost: 100,000 to 240,000 gold pieces (2e), 40,000 gp (5e)

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.

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't like it when other people use their ships. A improvement from Star Moth to Man-o-War was gaining the Flitter'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).

Flitter

Built By: Elves
Used Primarily By: Elves
Tonnage: 1
Hull Points: 1
Crew: 1
Maneuverability Class: B
Landing - Land: Yes
Landing - Water: Yes
Armor Rating: 8
Saves As: Ceramic
Power Type: Major or Minor Helm
Ship's Rating: As for helmsman
Standard Armaments: None
Cargo: 1/2 ton
Keel Length: 20'
Beam Length: 5'
Cost: 10,000 gold pieces

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't equipped with jamming helms at all, but instead are deployed when in an air envelope as gliders, typically to carry elves from a "mother ship" to another vessel or down onto the surface of a planet.

Radiant Ship

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Neogi Fleet

Deathspider(2e)/Nightspider(5e)

Built By: Neogi
Used Primarily By: Neogi
Tonnage: 100
Hull Points: 100
Crew: 30/100, 25 (5e)
Manueverability Class: E
Landing - Land: No
Landing - Water: No
Armor Rating: 5
Saves As: Crystal(2e)/ metal (5e)
Power Type: Major Helm
Ship's Rating:
Standard Armaments: 1 Heavy catapult, 1 Heavy jettison, 4 Heavy ballistae
Cargo: 50 tons
Keel/Beam: 175 ft. (excluding legs)/ 50 ft.
Cost: 500,000 gp, 50,000gp (5e)

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. 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.

Black Widow

a warship variant, designed only deliver "retribution and punishment of the recalcitrant", 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't matter for the oxygen supply ad the neogi will eat the dead weight after the fighting its done.

Leech

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Urchin

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Mindspider

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Broodship Lander

Seminling unwilling to adopt vessels designed for a ground invasion (fin with commandeering other ship though for illigle trafficking), their is a movement among nieogi of filling a striped down Mindspider filled with eggs to orbit a planet, in a vain hope that it won't crash and that neogi living on the ground will become a thing.

Vodoni Fleet

Introduced in the module SJA4: Under the Dark Fist, 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't seen in any other hands.

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

One of the little things about Spelljammer that its fans don'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 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 Chinese/Japanese aesthetic makes a good excuse for fairly unique-looking spelljammers.

born out of terror after seeing the Shou Lung and Elven fleet, Wa's emperor got a 140-person goup together and they produced the Tsunami and Locust ship after a decade of R&D, only to all die a month later in a "freak" alchemy Fire accident. Wa has an intimidation and secrecy policy with fleet power foccued on a few Goliath-sized ship supported by a cload 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's order, if you leave your ship, they will kill you on the spot.

Foxship

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Locust

Cost: 375 gp
Tonnage: 1,500
Hull Points: 1
Crew: 2/3
Manueverability Class: A
Landing - Land and Water
Armor Rating: 4
Saves As: Light Wood
Power Type: Rudder of Propulsion
Ship's Rating: 6
Standard Armaments: 1 Light Catapult (aft) or Light ballista (Foward)
Cargo: 750 pound of Greek/Alcamy fire, ammunition, or one passenger
Keel/Beam: 14 ft/4 ft.

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 an on on your attack roll, the ship snaps in half and crushes the crew to death, and they swarm like crazy. For each Tsunami ship, it is escorted by 20 Locusts.

Tsunami

Cost: 600,000 gp
Tonnage: 200
Hull Points: 200
Crew: 75/200/300(at full plague capacity)
Manueverability Class: C
Landing - Land
Armor Rating: 2
Saves As: Metal
Power Type: Ki-helm
Ship's Rating: As per helmsmen
Standard Armaments: 3 Medium Jettisons, 6 Bombards, 12 Heavy Ballistae, 10 Heavy Catapults
Cargo: 100
Keel/Beam Length: 950 ft./70ft.

Describable as a massive aquatic centipede or remorhaz, its the largest Human ship ever constructed, 6 are known to exist (plus 2 off the records if taking writer misconception as cannon). A tsunami carries a full "plague" of 36 Locust ships, each storn in a leg. 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.

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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