Spelljammer Vessels: Difference between revisions
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=Ships= | =Ships= | ||
== USS Constitution, (Old Ironsides)== | |||
::Built By: United States Navy | |||
::Used Primarily By: United State's navy | |||
::Ship Type: frigate | |||
::Tonnage (IRL): 1,576 | |||
::Cargo Capacity Tonnage: N/A | |||
::Crew: 8450 | |||
::Landing: N/A | |||
::Hull Armor: Heavy Wooden Plating | |||
::Power Type: Sail | |||
::Keel/Beam: 175 Ft(waterline)/43 ft | |||
::Weapons: 52 Cannons | |||
::Cost: 300,000 Dollars (18 century) | |||
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's is in the right ball park in terms of volume in terms of keel and beam, but is much, much, '''MUCH''' heavier. This stands to reason that she's not built to fly but even compared to the ships not built to land in a gravity well and so can exist unconstrained by weight, Constitution is in a field of her own. You might argue that it's unfair to compare an 18th century ship to Spell Jammer's, and while Old Ironside's is a heavy ship, even the 237 ton's of a large 16th century oared galley is overwhelming to a Spell Jammer. Bottom line: 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. | |||
== Angelship == | == Angelship == | ||
::Built By: [[Kobold]] | ::Built By: [[Kobold]] |
Revision as of 06:42, 15 February 2023
This page is needs images. Help plz. |
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.
Ship Stats
- Built By: who manufactures it
- Used Primarily By: how uses it most often, the people that are not piss poor pcs that latches onto the first direct they find.
- Tonnage: as Spelljammers Helms has a maximum weight limit, tonnage often indicates the size of the ship.
- Ship Type: breaks up tonnage into 6 size grades of ships:
- Flitters are the smallest under 6 tons and usually equipped with a rudder of propulsion instead of helm, used in any role a speedboat could fill. Quick, cheap, but fragile but needs another ship to get anywhere before running out of air. used for small-scale landings, boarding actions, and escape boats.
- 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, but the helm allows it to be further away than a Flitter. used as patrol boats, or transport things that a dingy can't hold.
- Small ships (20-30 tons)
- Medium ships (40-50 tons).
- Now needing a Greater Spelljammer Helm.
- Heavy ships (60-80 tons)
- Fleet Flagship (80-100 tons).
- Hull Points: damage before the ship stops working,
- Crew: the practical minimum or reasonable maximum crew needed to run the ship
- Maneuverability Class: Ship ability to turn rated A to G.
- Power Type: what helms are typical used
- Weapons: Typical ship armaments
- Keel/Beam: ship dimensions by Length and Width.
Ships
USS Constitution, (Old Ironsides)
- Built By: United States Navy
- Used Primarily By: United State's navy
- Ship Type: frigate
- Tonnage (IRL): 1,576
- Cargo Capacity Tonnage: N/A
- Crew: 8450
- Landing: N/A
- Hull Armor: Heavy Wooden Plating
- Power Type: Sail
- Keel/Beam: 175 Ft(waterline)/43 ft
- Weapons: 52 Cannons
- Cost: 300,000 Dollars (18 century)
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's is in the right ball park in terms of volume in terms of keel and beam, but is much, much, MUCH heavier. This stands to reason that she's not built to fly but even compared to the ships not built to land in a gravity well and so can exist unconstrained by weight, Constitution is in a field of her own. You might argue that it's unfair to compare an 18th century ship to Spell Jammer's, and while Old Ironside's is a heavy ship, even the 237 ton's of a large 16th century oared galley is overwhelming to a Spell Jammer. Bottom line: 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.
Angelship
- Built By: Kobold
- Used Primarily By: Kobolds
- Ship Type: Medium Ship
- 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: 2 Medium Ballistae, 1 Blunt Ram, 1 Medium Catapult
- Cost: 33,000 gp
Created by Kobolds and strangely doesn't have a draconic-related name. They are as big and just as wide as a Grounder'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 "Night Angels".
Antlership
- Built By: Unknown
- Used Primarily By: Undead
- Ship Type: Small, Medium, Large, or Flagship
- 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), 2 Rams
- Cargo: 25-50 tons
- Keel/Beam Length: 45ft. by 250ft.
- Cost: 75,000 to 150,000 gp
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.
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't fix the crew's weakness to fireballs).
Argosy
- Built By: Gravs
- Used Primarily By: Gravs
- Ship Type: Flagship+
- 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
- Ship Type: Large ship
- 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. by 60ft.
- Cost: 60,000 gp
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
- Built By: Scro
- Used Primarily By: Scro
- Ship Type: Large Warship
- Tonnage: 80
- Hull Points: 80
- Crew: 40/160
- Manueverability Class: E
- Landing - Land: No
- Landing - Water: No
- Armor Rating: 3
- Saves As: Metal
- Power Type: Major helm
- Ship's Rating: 2
- Standard Armaments: 4 Turret-mounted bombards, 1 alchemy fire projector, 6 Medium ballistae, 8 Medium catapults, Blunt Ram
- Cargo: 20 tons
- Keel/Beam: 150ft./50ft.
- Cost: 240,000 gp
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.
Blade/Arrow
- Built By: Goblins, Kobolds
- Used Primarily By: Goblins, Kobolds, Humans, giff & gnomes for weapons testing
- Ship Type: Flitter
- Tonnage: 2
- Hull Points: 2
- Crew: 1/2
- Manueverability Class: A
- Landing - Land: No (Yes if equipt with wooden runners)
- Landing - Water: No
- Armor Rating: 4
- Saves As: Metal (Blade)
- Power Type: Lifejammer helm or death helm
- Ship's Rating: As per victim
- Standard Armaments: 1 Alchemy Fire projector, 1 Piercing Ram
- Cargo: 1/2 ton
- Keel/Beam: 20ft. by 20ft.
- Cost: 6,000 gp
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.
Bloatfly
- Built By: Lizardfolk
- Used Primarily By: Lizardfolk
- Ship Type: Medium ship
- Tonnage: 48
- Hull Points: 48
- Crew: 6/40
- Manueverability Class: E
- Landing - Land: No
- Landing - Water: No
- Armor Rating: 6
- Saves As: Metal
- Power Type: Furnace (15%); minor helm (85%)
- Ship's Rating: 2 (Furnace) or as per helmsman
- Standard Armaments: 18 twin-mounted Medium ballistae
- Cargo: 6 tons plus 36 tons dedicated to egg-tubes
- Keel/Beam: 155 ft. by 55 ft.
- Cost: 144,000 GP
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.
For protection, its covered by 18 twin-mounted ballistae turrets. Though created as flying incubator, all that firepower is useful in conquering planets.
Bolaship
- Built By: Gnomes
- Used Primarily By: Gnomes (who else?)
- Ship Type: Small ship
- Tonnage: 25
- Hull Points: 25
- Crew: 10/25
- Manueverability Class: D
- Landing - Land: Yes
- Landing - Water: Yes
- Armor Rating: 5
- Saves As: Thick wood
- Power Type: Bolawhip (special)
- Ship's Rating: Special (maximum 6)
- Standard Armaments: 1 Bolawhip, 2 Light ballistae
- Cargo: 12.5 tons
- Keel/Beam: 12 ft. by 15 ft.
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.
Catamaran
- Built By: Humans
- Used Primarily By: Humans
- Ship Type: Flitter/escape vessel
- Tonnage: 1 ton
- Hull Points: 1
- Crew: 2/1
- Manueverability Class: B
- Landing - Land: Yes
- Landing - Water: Yes
- Armor Rating: 9
- Saves As: Thin Wood
- Power Type: Non-magical helm
- Ship's Rating: 4
- Standard Armaments: None
- Cargo: None
- Keel/Beam: 25 ft. by 10 ft.
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 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.
Citadel
- Built By: Dwarves
- Used Primarily By: Dwarves
- Tonnage: 300 tons (and up), Larger Citadel are 700+ tons
- Hull Points: 300
- Crew: 100/300
- Manueverability Class: E
- Landing - Land: No
- Landing - Water: No
- Armor Rating: 0
- Saves As: Stone
- Power Type: Forge
- Ship's Rating: 1-3
- Standard Armaments: 1·4 Heavy catapults (360°), 2-8 Medium catapults (360°), 3-12 Light catapults (360°), 3 heavy jettisons (360°)
- Cargo: 150 tons
- Keel/Beam Length: 250ft. by 200ft.
- Cost: 100,000-600,000 gp
When you think a ship for space Dwarves, this is what you imagine. and this is just the smaller ship Dwarves commonly use.
A Citadel is powered by the things Dwarves like to do. It'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.
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.
Corbina
- Built By: Aarakocra
- Used Primarily By: Aarakocra
- Ship Type: Flitter
- Tonnage: 5
- Hull Points: 5
- Crew: 1/5
- Manueverability Class: D
- Landing - Land: Yes
- Landing - Water: No
- Armor Rating: 9
- Saves As: Thin Wood
- Power Type: Major or minor helm
- Ship's Rating: As per helmsman + 1
- Standard Armaments: 1 Light ballista or 1 Medium ballista, or 1 Light jettison
- Cargo: 2.5 tons
- Keel/Beam Length: 60 ft. by 50 ft.
- Cost: 2,500 gp
Made by the space Aarakocra, it's a biplane but uses a sail and spelljammer helm instead of a propeller. The ship also boosts the Ship's Rating by +1, making it fast at a cheaper price.
The downside is that it still operates under the wright brothers' 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't support any additional armor plating.
Deathglory
- Built By: Gnomes
- Used Primarily By: Gnomes
- Ship Type: Large ship
- Tonnage: 70
- Hull Points: 70
- Crew: 18/70
- Manueverability Class: D
- Landing - Land: No
- Landing - Water: Maybe (leaks badly!)
- Armor Rating: 6
- Saves As: metal
- Power Type: Gnomish major helm
- Ship's Rating: As helmsman -1 (due to spell reflector)
- Standard Armaments: 2 Medium ballistae, 2 Medium catapults, 1 Medium jettison, 2 Tangle line guns, 2 Water cannons
- Cargo: 35 tons
- Keel/Beam Length: 80 ft. by 55' (85' including outriggers)
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.
Great Bombard/Bombard
- Built By: Giff
- Used Primarily By: Giff
- Ship Type: Medium Warship
- Tonnage: 40-50
- Hull Points: 40-50
- Crew: 20/40 medium-sized creature, or 10 Giff (2e), 12 (5e)
- Manueverability Class: E
- Landing - Land: No
- Landing - Water: Yes
- Armor Rating: 6
- Saves As: Thick Wood
- Power Type: Major or minor helm
- Ship's Rating: As per helmsman
- Standard Armaments: 2 light Ballistae, 1 Giant Cannon, Blunt Ram
- Cargo: 20 (2e), 150 or 10 if max on fourteen giant cannonball
- Keel/Beam: 140-155 ft. by 20-30 ft.
- Cost: 100,000gp (with the Giant Cannon costing 60,000 gp) (2e), 50,000gp with cannon included (5e) but giant cannonball is 1000gp each!!
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.
If a captain Giff doesn'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 "danger close".
Damselfly Ship
- Built By: Humans
- Used Primarily By: Humans
- Ship Type:: Shuttle
- Tonnage: 10 tons
- Hull Points: 10
- Crew: 2/10
- Manueverability Class: D
- Landing - Land: Yes
- Landing - Water: No
- Armor Rating: 4
- Saves As: Metal
- Power Type: Major or minor helm
- Ship's Rating: As per helmsman
- Standard Armaments: 1 Heavy weapon, 1 Mangonel(5e)
- Cargo: 5 tons
- Keel/Beam Length: 100 ft. by 20 ft.
- Cost: 30,000 gp, 20,000 gp (5e)
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.
Its speed and defense make it popular with everyone, from couriers, Explorers to hermits evading taxes, from Military command ships to pirates and smugglers.
Like any popular car boatflyingboat, you will see many people pimping out their Damselflies and organizing races to see who is the radius driversailer around.
Dragonfly Ship
- Built By: Humans
- Used Primarily By: Humans, elves
- Ship Type: Shuttle
- Tonnage: 10
- Hull Points: 10
- Crew: 3/10
- Manueverability Class: C
- Landing - Land: Yes
- Landing - Water: No
- Armor Rating: C
- Saves As: Thin Wood
- Power Type: Major or minor helm
- Ship's Rating: As per helmsman
- Standard Armaments: 1 Light ballista or 1 Light catapult
- Cargo: 5 tons
- Keel/Beam Length: 100 ft. by 20 ft.
- Cost: 5,000 gp
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't afford a Damselfly.
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.
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.
Dragonship
- Built By: Shou Lung humans of Toril
- Used Primarily By: Shou Lung humans of Toril
- Ship Type: Medium ship
- Tonnage: 45
- Hull Points: 45
- Crew: 20/45
- Maneuverability Class: D
- Landing - Land: No
- Landing - Water: Yes
- Armor Rating: 5-6
- Saves As: Thick Wood
- Power Type: Major or minor helm
- Ship's Rating: As per helmsman
- Standard Armaments: 2 Medium or 3 Large Weapons, optional Ram
- Cargo: 20 tons
- Keel/Beam Length: 150ft. by 20ft.
- Cost: 45,000 - 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.
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&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.
Dolphin, Battle
- Built By: Human
- Used Primarily By: Any race
- Ship Type: Medium Ship
- Tonnage: 50 tons (70 with Shuttle)
- Hull Points: 70
- Crew: 12/70
- Manueverability Class: D
- Landing - Land: No
- Landing - Water: Shuttle only
- Armor Rating: 5
- Saves As: Thick Wood
- Power Type: Major helm
- Ship's Rating: As per helmsman
- Standard Armaments: 2 Medium catapults
- Cargo: 35 tons
- Keel/Beam Length: 250 ft. by 30 ft.
- Cost: 70,000 gp
A recent invention, This wooden 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.
There is also the Narwhal variant which replaces the window on the lower bridge with a piercing ram (guess what it looks like).
Dolphin,Shuttle
- Built By: Humans
- Used Primarily By: Any race
- Ship Type: Small Ship
- Tonnage: 20
- Hull Points: 20
- Crew: 4/20
- Manueverability Class: C
- Landing - Land: No
- Landing - Water: Yes
- Armor Rating: 6
- Saves As: Thin wood
- Power Type: Major or minor helm
- Ship's Rating: As per helmsman
- Standard Armaments: None
- Cargo: 15 tons
- Keel/Beam Length: 40 ft. by 15 ft.
- Cost: 10,000 gp
Galleon-like ship designed for planetary lands as a Battle Dolphin can't land and is too inauspicious.
Eagle Ship
- Built By: Aarakocra
- Used Primarily By: Aarakocra
- Ship Type: Small Ship
- Tonnage: 35
- Hull Points: 35
- Crew: 8/35
- Manueverability Class: C
- Landing - Land: Yes
- Landing - Water: Yes
- Armor Rating: 6
- Saves As: Thick wood
- Power Type: Major or minor helm
- Ship's Rating: As per helmsman + 1
- Standard Armaments: 2 Heavy jettison, 2 Medium ballistae, 1 Light catapult (360°)
- Cargo: 18 tons
- Keel/Beam Length: 150ft. by 50ft.
A recent creation from the Aarakocra, applying aerodynamics to shipbuilding, with wings maneuverable like a bird, this ship has a +1 Ship's Rating.
The ship is designed for long exploration, thus low crew requirements. It's designed for running instead of direct fights; thus, the two Heavy jettison for the fools that chases them.
Eel Ship
- Built By: Early humans or insectoid race?
- Used Primarily By: humans
- Ship Type: Small Ship
- Tonnage: 20
- Hull Points: 20
- Crew: 4/20
- Manueverability Class: C
- Landing - Land: No
- Landing - Water: Yes
- Armor Rating: 6
- Saves As: Thin Wood
- Power Type: Furnace (15%); major or minor helm (85%)
- Ship's Rating: 2 (Furnace) or as per helmsman
- Standard Armaments: 1 Medium ballista (F), 1 Medium catapult (A)
- Cargo: 8 tons
- Keel/Beam Length: 110 ft. by 15 ft.
- Cost: 10,000gp
A Precursor to the Lamprey. Crud but still popular today with the PDF, pirates strapped for cash or for sneaking in a commando team.
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.
Tradesmen (fish Ship)/Flying Fish Ship (5e)
- Built By:
- Used Primarily By:
- Tonnage:
- Hull Points:
- Crew:
- Manueverability Class:
- Landing - Land:
- Landing - Water:
- Armor Rating:
- Saves As:
- Power Type:
- Ship's Rating:
- Standard Armaments:
- Cargo:
- Keel Length:
- Beam Length:
Flying Pyramid
- Built By: Human followers of Ptah?
- Used Primarily By: Undead humans
- Ship Type: Large ship
- Tonnage: 90
- Hull Points: 90
- Crew: 6/90
- Manueverability Class: F
- Landing - Land: Maybe (40%)
- Landing - Water: No
- Armor Rating: 1
- Saves As: Stone
- Power Type: Death helm or furnace (90% have both, 10% lack a furnace)
- Ship's Rating: 2 (Furnace) or as per victim
- Standard Armaments: 10 Heavy ballistae, 10 Heavy jettisons
- Cargo: 26 tons
- Keel/Beam Length: 80ft. by 80ft.
- Cost: 180,000 gp
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.
Hammerhead Ship
- Built By: Humans, Lizardfolk
- Used Primarily By: Humans, Lizardfolk, Elves
- Ship Type: Large ship
- 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: 1 Heavy Catapults, 1 Heavy Catapults (360°), 1 Heavy Ballista (360°), 1 Blunt Ram
- Cargo: 30 tons
- Keel/Beam Length: 250 ft. by 25 ft.
- Cost: 50,000-60,000 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.
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.
Iambus
- Built By:
- Used Primarily By:
- Tonnage:
- Hull Points:
- Crew:
- Manueverability Class:
- Landing - Land:
- Landing - Water:
- Armor Rating:
- Saves As:
- Power Type:
- Ship's Rating:
- Standard Armaments:
- Cargo:
- Keel Length:
- Beam Length:
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
- Built By: Thri-kreen
- Used Primarily By: Thri-kreen
- Ship Type: Large Ship
- Tonnage: 70
- Hull Points: 70
- Crew: 20/65
- Manueverability Class: D
- Landing - Land: No
- Landing - Water: Yes
- Armor Rating: 6
- Saves As: Ceramic
- Power Type: Crystal Throne
- Ship's Rating: 4
- Standard Armaments: 1 Heavy Catapult, Heavy bellistae
- Cargo: 30 tons
- Keel/Beam Length: 250 ft. by 40 ft.
- Cost: 280,000 gp
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.
Mammoth
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Mantis
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Living Ship
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Mosquito
- Built By: Humans
- Used Primarily By: All races
- Ship Type: Flitter
- 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.
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
- Ship Type: Small ship
- Tonnage: 30 tons
- Hull Points: 30
- Crew: 20/30 (or 40/60 tinker gnomes)
- Maneuverability Class: E
- Landing - Land: 50% likely
- Landing - Water: 50% likely
- Armor Rating: 7
- Saves As: Metal
- Power Type: Non-magical or gnomish helm
- Ship's Rating: 2 or as per gnomish helmsman
- Standard Armaments: None
- Cargo: 15 tons
- Keel/Beam Length: 120 ft. by 25 ft.
- Cost: 40,000 to 90,000 (only idiots and other Tinker Gnomes pay that much in real money)
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 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)
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5e
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Space Clowns Galleon
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haunted Galleon
Galleon, Spacesea Giant
- Built By: Spacesea Giant
- Used Primarily By: Spacesea Giant
- Cost: 120,00 gp
- Ship Type: Large ship
- 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
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- 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
- Ship Type: Medium ship
- 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.
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The Morkoth, variant that replaces the Catapult with 2 more Ballistae
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Swan Ship
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Thorn-Ship
- Built By: Thri-kreen
- Used Primarily By: Thri-kreen
- Tonnage: 3
- Hull Points: 3
- Crew: 1/6
- Manueverability Class: B
- Landing - Land: Yes
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- Armor Rating: 7
- Saves As: Ceramic
- Power Type: Crystal throne
- Ship's Rating: 3
- Standard Armaments: 1 Light ballista, 1 Alchemist Fire projector
- Cargo: 2 tons
- Keel/Beam Length: 50 ft. by 10 ft.
- Cost: 12,000 gp
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.
Triop
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Turtle Ship (Battle Boat)
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Unity Ship
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K'r'r'r spaceship
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Floorplan of a K'r'r'r Spaceship
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
- 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 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 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.
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.
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 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.
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
- Ship Type: Flagship
- 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
- Ship's Rating:
- 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. Far 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
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Side
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4e
Armada, Monarch Class
- Built By: Elves (obsolete design)
- Used Primarily By: Elves, Drow
- Ship Type: flagship
- 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
- Ship's Rating:
- 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 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't regrow when broken.
Man-o-War(2e)/Star Moth(5e)
- Built By: Elves
- Used Primarily By: Elves
- Ship Type: Large ship
- 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
- Power Type: Major helm
- Ship's Rating: As per helmsman
- 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).
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Archaic man-o-war
- Built By: Elves
- Used Primarily By: Elves
- Ship Type: Large ship
- Tonnage: 50
- Hull Points: 50
- Crew: 10/50
- Maneuverability Class: D
- Landing - Land: No
- Landing - Water: No
- Armor Rating: 8
- Saves As: Ceramic
- Power Type: Major helm
- Ship's Rating: As per helmsman
- Standard Armaments: 2 medium Ballista and 1 medium Mangonel
- Cargo: 30 tons
- Keel/Beam: 175ft./20ft.
A older version of the man-o-war. Smaller and less well-armed then modern craft.
Flitter
- Built By: Elves
- Used Primarily By: Elves
- Ship Type: Flitter
- 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
Mind Flayer Ships
Cuttle Command
- Built By: Humans, mind flayers
- Used Primarily By: Human wizards
- Tonnage: 100
- Hull Points: 100
- Crew: 30/100
- Manueverability Class: E
- Landing - Land: Yes
- Landing - Water: No
- Armor Rating: 8
- Saves As: Thick wood
- Power Type: Major helm
- Ship's Rating: As per helmsman
- Standard Armaments: 4 Heavy ballistae, 2 Heavy catapults, 1 Heavy jettison
- Cargo: 50 tons
- Keel/Beam Length: 120 ft. (high) by Variable
- Cost: 100,000 gp
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.
Dipite breaking most common sense in terms of Spelljammer warship building doctrines, those wizards just could feel safe unless their workplace was tower-shaped.
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'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 because they makers didn't think of that designing the 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.
Nautiloid
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Dreadnought
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Octopus (Tailgunner)
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Beholder Fleet
Beholders, being simultaneously one of the most magical races in Wildspace and also one of the weirdest shapes, don'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 "Dude, you guys need to chill", 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.
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've got to actually take 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.
Tyrant Scout Ship
- Built By: Mercane, Beholders
- Used Primarily By: Beholders
- Tonnage: 13
- Hull Points: 13
- Crew: 8/10 (total weapon crew: 2)
- Maneuverability Class: B
- Landing - Land: No
- Landing - Water: No
- Armor Rating: 2
- Saves As: Stone
- Power Type: Orbus
- Ship's Rating: 2
- Standard Armaments: Special
- Cargo: 5 tons
- Keel Length: 120'
- Beam Length: 90'
The Tyrant Scout Ship is a small vessel used by beholders for scouting, exploration, and other missions where they don't want to risk a Hive Mother in person or it'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'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 Missiles on steroids. Physically, Tyrant Scouts are as wildly divergent in shape as Tyrants, they're just smaller.
Tyrant Ship
- Built By: Mercane, Beholders
- Used Primarily By: Beholders
- Tonnage: 23
- Hull Points: 69
- Crew: 15/23
- Maneuverability Class: C
- Landing - Land: No
- Landing - Water: No
- Armor Rating: 0
- Saves As: Stone
- Power Type: Orbus
- Ship's Rating: 1-6
- Standard Armaments: Beholder Circuit
- Cargo: 11 tons
- Keel Length: Varies
- Beam Length: Varies
Much like how the beholders are literally a race of mutants where virtually no two individuals are exactly alike, so too are their Tyrant Ships wildly divergent in form. Each "beholder nation" 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're not stupid). Regardless of its custom jobs, however, Tyrant Ships all share the same basic structure - a concave "shell" indented with small pockets to serve as resting places for individual beholders with their tentacles down. Whilst they usually don'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 "queen" 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's right, move over Great Bombard; the beholders are packing motherfucking laser cannons!
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 "Abomination" 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.
Two known variants of Tyrant ships exist; Rammers feature a built-in piercing ram and always carry Abominations, being primarily raiders and ship-to-ship combatants, whilst Alliance Ships 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.
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.
Neogi Fleet
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 spiders, they naturally came up with a spider-motif for their ships. They also invented their own sick take on Spelljammer Helms in the form of the Lifejammer and Deathjammer, because they are evil, evil little bastards. Neogi ships can theoretically be captured and reused, but since any spelljamming nation with any sense has a "Kill It On Sight!" mandate out for Neogi ships, nobody with any sense would try.
Deathspider(2e)/Nightspider(5e)
- Built By: Neogi
- Used Primarily By: Neogi
- Ship Type: Flagship
- 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.
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A neogi Deathspider.
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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
- Built By: Neogi
- Used Primarily By: Neogi
- Ship Type: Small ship
- Tonnage: 20
- Hull Points: 20
- Crew: 2/20
- Maneuverability Class: B (alone) or D (when mounted)
- Landing - Land: No
- Landing - Water: No
- Armor Rating: 9
- Saves As: Metal
- Power Type: Lifejammer
- Ship's Rating: As per victim
- Standard Armaments: 1 Light catapult
- Cargo: 10 tons
- Keel/Beam Length: 50 ft. by 30 ft.
- Cost: 60,000-300,000 gp
A "parasitic" 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 "steering" them through space, whilst also draining the beast's lifeforce for fuel. Leeches are usually found attached to krajen, kindori or dragons.
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.
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.
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's Fire.
Urchin
- Built By: Neogi
- Used Primarily By: Neogi
- Ship Type: Flitter
- Tonnage: 3 tons
- Hull Points: 3
- Crew: 1/2
- Manueverability Class: C
- Landing - Land: Yes
- Landing - Water: Yes
- Armor Rating: 9
- Saves As: Thin Wood
- Power Type: Lifejammer
- Ship's Rating: As per victim
- Standard Armaments: Piercing rams (360°}
- Cargo: 1.5 tons
- Keel/Beam Length: 5' radius (21' including spikes)
- Cost: 1,500 gp
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.
There are two major variants of the Urchin; the Gob takes an Urchin and stuffs it full of flammables and explosives to emphasize the "space mine" aspect - these are usually deployed to drift through Wildspace, but may be outfitted with a Charmed pilot as a kamikaze vessel. Gobs are extremely hazardous to transport, so the job is given to the least important captain of a neogi fleet. In contrast, the Snowflake, 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.
Mindspider
- Built By: Neogi
- Used Primarily By: Neogi
- Ship Type: Medium Ship
- Tonnage: 40
- Hull Points: 40
- Crew: 3/40
- Manueverability Class: C
- Landing - Land: No
- Landing - Water: No
- Armor Rating: 4
- Saves As: Metal
- Power Type: Lifejammer
- Ship's Rating: As per victim
- Standard Armaments: 2 Medium catapults, 1 Medium jettison, Piercing/grappling ram (fwrd), Piercing ram (Aft)
- Cargo: 20 tons
- Keel/Beam Length: 40 ft. (excluding rams) by 15 ft.
- Cost: 120,000 gp
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.
They are used in stealth missions and as command ships of the fleet owner because everyone thinks they will be in a Deathspider.
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 "generation ship." 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.
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 group 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 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's order, if you leave your ship, they will kill you on the spot.
The Wa fleet is particularly notable for using its own unique take on the Spelljammer Helm, the blatantly obvious Ki-Helm.
Foxship
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Locust
- Cost: 375 to 500 gp to 1,500(typo or black-market prices?)
- Ship Type: Flitter
- Tonnage: 3/4
- Hull Points: 1 (8 normal pc hp)
- 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 pounds 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 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.
Tsunami
- Cost: 600,000 gp
- Ship Type: Flagship+
- 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.
Described as a massive aquatic centipede or remorhaz, having flexible segments that allow it to move like a sea serpent. It's the largest Human ship ever constructed, with 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, stored in the Tsunami'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.
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tsunami with a full "plague" of Locusts. See the Bombard to comprehend how big it is.
Astral Ship
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 helm.
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.
Astral Skiff
- Built By: githyanki
- Used Primarily By: githyanki
- Crew: 3
- Cost: 13,000 gp (4e)
- speed: 15 miles per hour
- Keel/Beam Length: 30 ft. by 10ft.
Can carry 12 passengers plus 3 crew.
Githyanki uses them to patrol in the Astral Plane and for quick raids on the Material Plane.
Astral Clipper
- Built By: Astral Sea Inhabitants
- Used Primarily By: Astral Sea Inhabitants
- Crew: 5
- Cost: 21,000 gp (4e)
- speed: 90 ft per round. (10 mph)
- Cargo: 30 Tons
- Keel/Beam Length: 50 ft. by 20ft.
A 4e invention for their Astral Sea. Don't need a spelljammer helm, but the difference in edition lore makes it debatable if it would work fine in Wildspace.
Astral Schooner
- Built By: Astral Sea Inhabitants
- Used Primarily By: Astral Sea Inhabitants
- Crew: 7
- Cost: 85,000 gp (4e)
- speed: 80 ft per round. (9 mph)
- Cargo: 50 Tons
- Keel/Beam Length: 50 ft. by 20ft.
like the Astral Clipper, but with the same dimension except for height. With less speed and higher cargo capacity
Astral Brig
- Built By: githyanki
- Used Primarily By: githyanki
- Crew: 5
- Cost: _
- speed: 12 miles per hour
- Standard Armaments: 2 Medium Ballistae
- Keel/Beam Length: 90 ft. by 30ft.
standard githyanki military vessel and can transport up to sixty passengers.
Planar Raider
- Built By: githyanki
- Used Primarily By: githyanki
- Crew: 10
- Cost:
- speed: 12 miles per hour
- Standard Armaments: 3 Medium Ballistae, 1 medium Mangonel
- Keel/Beam Length: 120 ft. by 40ft.
The Largest ship the githyanki have that they use as a mobile HQ. Can carry 100 passengers. It's more or less a Galleon but with extra volume, Letting it fit that one extra Ballista.
Dominion Ships
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.
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&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).
Example Fleets:
Arvandor: Like an elf, made to for speed.
Bane: Being a conquer, his ships are built as troop transports, Sacrificing speed to have more troops to disgorge during invasions and boarding actions.
Mount Celestia: craft was made from a joint 4e alliance between Moradin, Kord, and Bahamut. Combining Kord's love of storms, and Bahamut'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.
Hestavar: 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 having a beacon to help guide Hestavar ships through the chaotic sea born from the collective unconscious.
The Nine Hells: As Asmodeus prefers to use devils that don't need the Dominion Ship'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.
Gruumsh: Like the orks, Gruumsh's ships are held together with ducktape and prayers, unfortunately, his don't have that same WAAAGH belief or Mekboyz 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'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).
Tiamat: 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.
Zehir: Small and fast ship despite Zehir wishing they were bigger. Can sacrifice one of Zehir chosen crew members to repair the ship.
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
- Built By: Sarelk (presume his last name was Skyansdanya)
- Used By: Burnayette Skyansdanya
- Tonnage: 45
- Hull Points: 45
- Crew: 1/45
- Maneuverability Class: based on helmsman's Dexterity score
- Landing - Land: Yes
- Landing - Water: No
- Armor Rating: 3
- Saves As: Best of Metal and Crystal
- Power Type: Unique
- Ship's Rating: 4
- Standard Armaments: 4 Light ballistae, Quasi-breath weapon ( 17 die fireball), 2 Claw attacks, 1 Bite attack, 1 Grappling-hook tail
- Cargo: 23 tons
- Keel/Beam Length: 180 ft. by 30 ft. (150 ft. wingspan)
- Cost: 225,000 gp
Created a Sarelk, a magic user reportedly as strong or greater than Elminster (let that sink in). He likely built it because he had No sense of right or wrong.
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'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 Realmspace for the last 200+ years despite being lawful good, likely just to feel sensation again.
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.
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.
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's crew if there is an opening.
Hummingbird
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Golden Warrior
- Built By: Humans, lizard men, gnomes, various others
- Used Primarily By: Amazing Mandar
- Tonnage: 40
- Hull Points: 40
- Crew: 12/30
- Maneuverability Class: D
- Landing - Land: Yes
- Landing - Water: No
- Armor Rating: 7
- Saves As: Thin Wood
- Power Type: Major helm
- Ship's Rating: By helmsman
- Standard Armaments: 1 Medium catapult, Piercing ram
- Cargo: 12 tons
- Keel/Beam Length: 150 ft. by 20 ft.
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.
Quentin's Libraria
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Spelljammer
- Built By: Unknown
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The 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, create 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, "giving birth" to smaller replicas of itself called, simply, "Smalljammers". 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.
THE Spelljammer's powerful magics give it some surprisingly nasty abilities. Firstly, it spontaneously generates living constructs called "Shivaks" 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's orders endanger its freedom. Lastly, THE Spelljammer'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.
THE Spelljammer basically looks like a giant manta ray with a city on its back.
Smalljammer
- Built By: The Spelljammer
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The infant form of THE Spelljammer, Smalljammers seek out worthy individuals to bond with as their Captains before retreating into deep Wildspace, hoping to one day grow into full adults.