Tales of Spelljammer
Spelljammer Ship Statistics
A vast variety of boats and ships exist in the real world, from small rafts and longboats to intimidating galleons and swift galleys. To represent the numerous distinctions of shape and size that exist between water-going vessels, the following stat blocks categorize several standard ship sizes and their respective statistics, including all water vehicles that characters can purchase in the Core Rulebook. GMs can use or alter the statistics below to create new ships for specific cultures or races to suit the needs of their individual campaigns. All ships have the
Name: The name or type of the ship.
Size and Type: The size and type of the ship.
Squares: The number of 30-foot squares the ship takes up on the battle mat, followed by the ship’s actual dimensions. A ship’s width is always considered to be one square.
Cost: The ship’s cost in gp. Sometimes the description or the weapons section provides possible modifications for the ships. These are not included in the cost of the ship, nor are additions like rams or siege engines.
AC and Hardness: The ship’s base Armor Class and hardness, based on its size, defenses, and its construction material (hardness 5 for most wooden ships). To calculate the ship’s actual AC, add the current pilot’s sailing skill modifier (or Wisdom modifier, if she is using that ability to drive the ship) to the ship’s base AC. Touch attacks against a ship ignore its pilot’s sailing skill or ability modifier; thus a ship’s base AC is its touch AC. A ship is never considered f lat-footed. If the ship is not in motion, it has an effective Dexterity of 0 (–5 penalty to AC), and an additional –2 penalty to its AC.
hp: The ship’s total hit points. A ship that takes damage in excess of half its total hit points gains the broken condition. At 0 or fewer hit points, a ship gains the sinking condition. A ship that sinks completely is considered destroyed. Ships do not have ability scores, and are immune to ability score damage or drain. They are also immune to bleed damage. Unlike other objects, ships do not take half damage from energy attacks, but do take half damage from all ranged weapons except siege engines. This line also lists the total hit points for the ship’s oars and sails, if any.
Base Save: The ship’s base save modifier. All of the ship’s saving throws (Fortitude, Reflex, and Will) have the same value. To determine a ship’s actual saving throw modifiers, add half the pilot’s sailing skill modifier (or half the pilot’s Wisdom modifier) to the ship’s base saving
throw. A ship is immune to most effects that require a Will saving throw (though pilots, crew members, and passengers typically are not).
Maximum Speed: This is the fastest that a ship can move. When a ship has more than one means of
propulsion, it may also have more than one maximum speed. If a ship has sails, it can move at double its maximum wind propulsion speed when it moves in the direction of the wind.
Acceleration: This is how fast a ship can increase its speed each round. It also determines the maximum amount a ship can safely decelerate each round.
CMB and CMD: The ship’s base CMB and CMD. To calculate the ship’s actual CMB and CMD, add the current pilot’s sailing skill modifier (or Wisdom modifier, if she is using that ability to drive the ship) to the ship’s base CMB. A ship is never considered f lat-footed. If the ship is not in motion, it has an effective Dexterity of 0 (–5 penalty to CMD), and an additional –2 penalty to its CMD.
Ramming Damage: The base damage dealt by the ship on a successful ramming attack (without a ram).
Propulsion: The types of propulsion used by the ship.
Sailing Check: The skills typically used to make a sailing check with this type of ship.
Control Device: The typical control device the pilot uses to steer the ship.
Means of Propulsion: The actual means and amount of propulsion used to move the ship.
Crew: This is the minimum number of crew members needed to move the ship, in addition to the pilot. If a ship uses muscle propulsion, the number and size of creatures providing the propulsion are listed here as well. Any crew required to operate a ship’s siege engines is in addition to this number.
Decks: The usual number of decks on a ship and any important information about those decks is given in this section.
Cargo/Passengers: The amount of cargo (in tons) a ship can hold, as well as the number of non-crew passengers it can carry.
There are a variety of spelljammer helms available in Wildspace, and not all of them are created equal. The most common are the minor and major helms but far more exotic types exist. Each type of helm identifies the piloting skill and modifiers to the above statistics as applicable.