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    it, while one that has lost all its hull points has been destroyed.Most ship exteriors are considered to be thick wood, but there are also stone and metal

    ships in use, along with reports of ceramic, leather, bone, and even ships of glassstrengthened by the glassteel spell. Ships construction is varied by the race that buildsthem; these are noted in their descriptions.

    Initiative: This determines when the ship moves.Tactical Speed: A ships tactical speed (TS) is a reflection of the ship's speed andrelative power, and to a lesser extent its maneuverability. A ship with high TS can movefaster in a single round than one with low TS. The maximum tactical speed a ship canachieve dependents on the power of the helm. Each TS rating is equivalent to 150 feet of flight.

    Tactical Maneuverability (TM): class refers to the maneuverability of the craft incombat. This is a factor of sails, oars, fins, and other controlling devices over and abovethose provided by the ship's rating. In general, the hull design of a ship determines itsTM, with the quickest being the graceful ships of the elves and the most sluggish beingsea vessels that have been converted into spacecraft. A ship can be powered by weak

    helm and therefore have low TS, but a high tactical maneuverability can still functionwell in tactical combat.Spaceship tactical maneuverability is similar to those of flying creatures, but do not

    function perfectly as a creature. They are rated as follows: perfect, good, average, poor and clumsy, with perfect being the most maneuverable. A rating of clumsy for a shipindicates that it is below minimum maneuverable standards. Such ships are usuallyconverted sea craft modified for space travel and are outclassed by all craft builtespecially for space.

    Armor Class: Armor Class for a ship is the same as the Armor Class of a character.Armor reflects the difficulty that an attacker has in causing significant damage to the ship

    because of its construction or maneuverability.Armament varies from ship to ship. In a typical ship description, the standard

    armament is provided. Additional armament may be provided, though this cuts down oncargo space (the room that would normally be used for cargo is instead used to providespace for large weapons and their ammunition). The initial armament number reflects thenumber of armaments that can be built directly into the ship-further additions can bemade with each weapon taking up a certain amount of tonnage, be it , 1 or 1 ton.While a ship can have as much tonnage of weapon as can be fit onto a ship, it does

    become impractical for do so (i.e., lack of crew space) As a general rule armament doesnot exceed half the ship's total tonnage, this general rule allows some room for the crew'sneeds and provides enough breathable air for long voyages.

    Armament falls into a number of categories, along the lines of the siege machinery itdeveloped from:

    Catapult: blunt stone thrower;Ballista: extremely large crossbow;Ram: punches holes in ships;Bombard: very rare, expensive, and dangerous to use;Jettison: scatters debris;Alchemist Fire Projector: shoots liquid flame.

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    Further information on each of these weapons is given under the individual entries.Ship Modifications: Ships more often then not do vary from one another in that one

    ship will have a ram and another will be topped out in order to have excellent tacticalmaneuverability. All ships will have at least one ship modification.

    Crew: Each ship has two crew numbers . The first is the number of individuals needed

    to run the ship under normal circumstances. The second is the number of individuals thatthe ship can carry without dangerously overloading its atmospheric envelope. For example, a ship with a crew rating of 10/35 requires 10 men to run the ship properly butit can carry up to 35 without endangering its atmosphere. If only one number is present,this means that the ship generally cannot carry passengers, but only crew.

    When talking about maximum crew numbers and the air requirements of various races,man-sized races are assumed. For races and creatures that are not medium sized use thefollowing to determine air consumption: man-days for tiny, for small individuals, 2man days for large, 4 man days for huge, 8 man days for gargantuan, and finally 16 daysfor colossal sized creatures.

    Crew listings are also less than those listed in the Player's Handbook and other sources

    for groundling campaigns. This is because the spelljamming helm frees up a lot of manpower otherwise needed (such as sailors and rowers). If a converted groundling shipis returned to earth, it will need its full crew to function normally.

    Air Capacity: The total amount of man-days worth of air that a ship carries.Landing: Whether the ship can land on land or water without risking a crash. This

    feature does not affect ships using space docks.Hardness: This rating determines how much less damage the ship takes from attacks

    that hit the ship. For example a ship made of wood has a hardness rating of 5, if struck for 33 points of damage from a medium catapult, the hardness subtracts 5 from this totaldamage, so that the ship only takes 28 points of damage.

    Material: Many types of material have the same hardness rating but spells andcreatures do not equally affect all materials so it is of importance to mentions what a shipis made of. For example a ship made of wood will catch fire, while metal will not.

    Power Type: Power type defines the type of helm, engine, or other motive force thatcauses the ship to go through space. Most helms are powered by magical or other mystical energy that is converted it into motive force. In other words, the ships run onmagic. Different power types have different limitations and capabilities. A ship with no

    power is adrift, unable to control its motion. A ship can have multiple power sources. Theone "on-line" is the primary power source, while the others (including any spells) are

    back-ups. The common power types (discussed in more detail under Power Sources) are:

    Major Helms Minor Helms Serial Helms Pool Helms Forges Furnaces Lifejammers

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    Cargo Space Is the amount dedicated to storage of cargo. Each ton of a ship's sizereflects 2,700 cubic feet of space (typically 20 feet by 15 feet, and 9 feet in height) thatmay be used for carrying (nonliving or non-breathing) cargo. A 30-ton frigate willtypically carry 7 tons of cargo, about its normal tonnage. The remaining interior space is needed for crew, armament, and other necessities. For each large weapon

    added to a ship over and above its standard ordnance, a ton is subtracted from the totalamount available for cargo (the weapons and their ammunition occupy that space). Someship designs not reflect 100 cubic yards per ton space in their design, these ship often notcarry their full amount of cargo due to lack of space for such.

    Keel Length: Keel is the long dimension of the ship, usually but not always measuredalong the ship's keel. This is the long dimension of the gravity plane.

    Beam Length: Beam is the width of the ship, measured at the ship's widest point butnot counting any oars, poles, or sails that may widen the ship without effectivelycontributing to its real tonnage.

    Outfitting

    Most ships of space were captured, refitted, or inherited by their present owners. Largecommunities in space tend to build their own distinctive ships, which in turn are copied,stolen, or bought by others in space, accounting for both the wide variety foundthroughout the space lanes as well as the existence of a good group of "typical" ships.

    The frame to the right has many links to various ships that will display ship descriptionand thier deckplans in this frame. Ship description will include: power sources,armaments, and other magical and nonmagical equipment that may be helpful in space.Prices are given, but the general rule is "what the market will bear" (which oftentranslates into "how much have you got?").

    All ships and ship equipment are rare in space; there are a few "used spaceship shops"in the known spheres, but they are few and far between, and seldom do they have morethan one or two ships available. Often initial adventurers hire on for some trading cartelor as emissaries for some powerful wizard or enterprising faith, and take the ship in tradeof some heroic deeds. Such ships are usually bottom of the line, little more than tubs, butcan be converted into suitable adventuring vehicles with sufficient time and gold.

    In general, there is a 10 percent chance that an item listed here is available at any largespace civilization. There is an additional 20 percent chance that there is a rumor that theneeded item can be found somewhere else in the system (either as treasure or part of ahulk or belonging to someone else). This 20 percent chance increases by 5 percent for every week spent in one location, so that an individual looking for a major helm onCooper's Rock has a 30 percent chance of coming up with a lead on it in three weeks'time. The nature and details of such items are left to the DM (DM-check out theLorebook of the Void for ideas on what to include in such scavenger hunts).

    Ship Hulls There are a wide variety of ship hulls, ranging from converted oceangoing ships to the

    space borne beholder tyrant ships to the organically grown ships of the elves.The types listed in the shipyard come from various spelljammer box sets and modules

    and including new ships created by many game masters who have embraced Spelljammer as their campaign of choice. Also listed here is the galleon, the most common groundling

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    ship that is converted and taken into space (galleons are normally used by first-timeadventurers, as their poor armor ratings and low MCs, make them undesirable to moreexperienced voyagers). Note that there is a difference between tons when describingthe displacement of an ocean-going ship and tonnage in SPELLJAMMER TM game terms,where a spatial ton equals 100 cubic yards of atmosphere.

    Ship Construction The players and DM can experiment with new spelljamming ship designs themselves,

    or they might handle ship design as campaign activity undertaken by the player characters. Either way, the basic factors of ship design are tonnage, cost, and time.

    Tonnage determines ship size (by limiting the size of the air envelope), minimum crewsize (a function of minimum rigging needed), maximum crew size (the amount of air available), the type of spelljamming helm that can be fitted, the number and type of ship-mounted weapons carried, and how much cargo space is available.

    Materials used in the construction of the ship's hull determine its cost (which

    determines Armor Class). Some special costs are keyed to tonnage (such as rigging andany ram fitted).

    Time is the amount of time needed to build, repair, or modify a ship. This comes into play in an ongoing campaign, when the activities of many characters need to becoordinated.

    Shipbuilding Sequence

    1. Pick Tonnage: determine hull size and cost2. Select Ship Modifications3. Determine AC

    4. Determine MC and rigging required5. Determine maximum/minimum crew size6. Select helm type7. Determine ship-mounted weaponry8. Customize as desired

    Ship Tonnage and Hull Construction Select the size of ship desired. Table 6-1 equates general ship types with tonnages.Hull Size: The easiest way to decide on a ship's size is to find an existing ship (like the

    Hammership) can be used, or a new one can be created. If a new shape is desired, the DMshould oversee the process. The cost of creating a hull varies widely with the materials of

    which it is made (see Hull Cost).The maximum dimensions of a new ship can be derived from its tonnage, since a "ton"

    is defined as 100 cubic yards of volume. To figure a ship's dimensions, picture a cube of volume equal to the ship's then slice it up into "building blocks" from which the hull isformed. In short, multiply tonnage by 100, find the cube root (to convert the cube'svolume to its side length in yards), and then multiply by 3 (to convert yards to feet,rounding off). Thus, a 100-ton ship can be shaped from a cube 65 feet on a side. The cubesizes for various ship tonnages are given in Table 5-2 on page 65.

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    The dimensions of the basic cube can be altered as desired (e.g., a 30' cube can beshaped in several ways: 90' x30 'x10, 50' x27' x20', 125' x18' x12, etc). Final sizes can berounded down to the nearest 5 feet for ease of figuring.

    Ships will have thickness that differs by material so that all material come to 1d10 HitDice per ton . A typical wooden ship has a hull thickness of 3 inches which would require

    a group of warriors hacking at it with axes for 30 hit points of damage before causing a breech in the hull (and having to deal with the ships hardness rating). A ship made of metal thickness would be about 1 inch thick and those of stone being 2 inches thick (alsorequiring 30 hit points to breech the ships hull as well).

    Note: A ship's deck should measure at least 10' of vertical space (double for giant sizedcreatures). Thus, the minimum height of a three-deck ship would be 30 feet.

    Hull Cost : To find the cost of manufacturing the hull, multiply the ship's tonnage bythe base cost on the Hull Cost, Armor Bonus and Hardness table (Table 64). The Armor Bonus column gives the Armor Bonus of the material.

    The costs can be altered by a material's scarcity, and by the availability of qualified

    craftsmen. The DM can change the costs as desired. If other materials are made availablein the campaign, their values should be set according to the base Armor Rating and baseMC of the substances. The tables assume human capabilities and construction methods.Thick hull will cost twice as much and grants twice as many hit points (see ShipModification Thicken Hull).

    Creating a craft from precious gems or metals does not necessarily give any bonuses toits statistics. Much expensive construction is mere window dressing kings and queensfrom the riches of worlds often place the prestige of their pleasure craft before its

    performance.

    Time: The basic required for new construction is one day per ton in a dry dock capableof handling ships designed for spelljamming operations. Some spelljamming cultures canreduce the time required by up to one-half. The arcane can reduce this time even more, if they are working on a familiar and standardized design.

    If sub-standard facilities are used, or if the required specialists are not available, thetime required might be one-and-a half, twice, or even more times the base period.

    New construction is treated quite differently than repair for cost and time. The ship builders are much more interested in building new ships than in fixing old ones, and thisis reflected in their charges and in the priority they give the work.

    Table 6-1: Ship Types Ship Type Tonnage

    Fleet Flagship 80100Fleet Flagship 6080Large Cargo Ship 6080Medium Warship Ship 4050Medium Cargo Ship 4050Small Warship 2030Privateer or Trader 2030

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    Coastal or Groundling Craft 1020Shuttel 610Escape Craft 05Fighters (includes Flitters) 05

    Table 6-2: Tonnage/Cube Table Ship Tonnage Size of Cube 100 tons 65 feet80 tons 60 feet60 tons 55 feet50 tons 50 feet30 tons 45 feet20 tons 40 feet15 tons 35 feet10 tons 30 feet05 tons 25 feet03 tons 20 feet01 ton 15 feet

    Table 6-3: Hull Cost, Armor Bonus and Hardness Armor

    Material Base Cost Bonus HardnessBone 1,000 gp +5 4

    Bronze/Brass 2,250 gp +9 9Ceramic 750 gp +6 3Crystal 5,000 gp +7 7Earthen 1,100 gp +2 5Gems, Precious*

    Ornamental Stones 2,500 gp +6 6Semi-Precious Stones 5,000 gp +7 7Fancy Stones 10,000 gp +8 8Precious Stones 50,000 gp +8 8

    Gem Stones 100,000 gp +8 8Jewel (Gem Stones) 500,000 gp +8 8

    Glass 5,000 gp +1 1Glassteel 8,000 gp +10 10Leather 300 gp +2 2Mercane Composite 2,250 gp +13 8Metal 2,500 gp +10 10

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    Metal-Nephelium 4,000 gp +10 10Metal, Precious

    Copper 2,500 gp +8 9Silver 4,000 gp +8 8

    Electrum 20,000 gp +7 7Gold 40,000 gp +6 6Platinum 160,000 gp +10 10Mithral 640,000 gp +11 15Adamantite 1,250,000 gp +12 20

    Stone 2,000 gp +8 8Wood 1,350 gp +7 5* The assumption here is the builder is not going to use gemstones that are very brittle or soft.

    Ship Modification

    In this new version for spelljammer ship construction, I am introducing SHIPMODIFICATION , sort of a variation on feats that characters get. Ships get a base of three ship modifications plus an additional ship modification for every 5 HD the ship has(5 HD equals 5 tons) to a maximum of 20 ship modifications plus an additional 3 if shipis made of wood, 2 if ship is made of metal or stone, or 1 if ship is made of adamantite or mithral (If DM permits a ship may be purchased at extra tonnage, without increase inactual tonnage, so as to have more additional ship modifications the Triop is a goodexample of such a ship). For each ton of ship the ship has 1 HD, which in turn is equal toa volume of 2,700 cubic feet (100 cubic yards, HD is equal to 1,350 cubic feet [i.e., tons]). The following is the size table chart used in the ship construct chart.

    Table 6-4: Tonnage/Cube Table Ship AC Bonus Creature SizeTonnage Modifier Hit Points Equivalent to ton boat 2 +30 Huge1 to 5 ton ship 4 +40 Gargantuan6 to 40 ton ship 8 +60 Colossal41 to 320 ton ship 16 +80 Titanic321 or more tons 32 +120 Titanic

    The following is the list of Ship Modifications:

    AWAKEN SHIP [Ship Modification] Some living-ships are awaken have an intelligence rating greater then 2, and can perceivetheir surroundings.Prerequisites: Living ShipBenefit: Roll 3d6 to determine the ship intelligence and wisdom score. The ship gains5d4 skill points with intelligence modifier being applied to each d4 rolled to determinenumber of skill points that a living ship has. A living ship never has less then 5-skill

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    points regardless of its intelligence penalty.

    BURST OF SPEED [Ship Modification] This ship can briefly increase or decrease its speed.Prerequisites: Nimble

    Benefit: The ship when traveling in a straight line can briefly increase or decrease its TM by two points, even if it exceeds its usual maximum. It can only do this only once everyfour rounds and cannot make any quick turns in the same round.

    FIGUREHEAD [Ship Modification] Figureheads help sailors overcome superstitious nature and fears.Benefit: Crews aboard a ship with a figurehead gain a +2 morale bonus to fear effect.Figureheads run from 60300 gp cost, with typically the most expensive being a paintedfull figured female that is smiling (made of wood).

    FRESHEN AIR [Ship Modification]

    Some living ships can freshen the air supply of the ship air envelope (example: the elvenman-o-war ).Prerequisites: Living ShipBenefit: The ship freshen the air envelope each day at a rate of 10 man-day per 1 ton of the ship's sails. Each type of ship differs as to what portion of the ship freshens the air supply (the elven man-o-war sails refresh the ships air supply, other ships might have anorgan that purifies the air supply).Cost: An additional 10,000 gp per ton of sails used by the ship. A typical ship that is nottopped out will have 1 ton of sails per 10 tonnage of ship.

    GHOST SHIP [Ship Modification] The ship is an apparition that can manifest into reality.Prerequisites: The ship perished with all crewmembers on board.Benefit: The ship, crew and captain are now all undead. The ship has a Charisma score of 1218 (10+2d4). The ship gains a defection bonus equal to its Charisma modifier. Theship also has 50% chance of being missed by any given ship.Normal: Most captains of ships will never slay all crew that is aboard a captured shipleast he spawns a ghost ship.

    HAUNTED SHIP [Ship Modification] The ship is haunted by either a friendly or more typically a unfriendly ghost or other formof noncorporeal undead.Prerequisites: The ship must have someone die on board whose spirit is restless.Benefit: While ship's crew might not been keen being on board a haunted ship, other shipcaptains are likely to avoid dealing with a haunted ship.Special: The DM should create the haunting spirit and determine its goals, in most casesthis spirit is bonded to the ship. While boon at times, this ship modification is often a

    bane.

    HORN TUBES [Ship Modification]

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    The horn tubes are used to communicate with remote areas of the ship.Benefit: Horn tubes consist of two tubes that run into every room on the ship. There is areceiving tube as well as a sending tube. By blowing through the sending tube, the user alerts the operator and can ask to be connected to a specific room of the whole ship. Theoperator connects the two tubes together, and the two distant room occupants can

    communicate with each other. When the communication is over, the operator unhooks thetubes, and awaits another communications alert.Except in the case of an all-ship bulletin, only tow rooms can talk with each other. Threecannot be connected together. Also there is not limit to the number of communicationsthat can occur at the same time.Cost: These items cost 1,000 gp for an operator's console that can hold tubes for 20rooms (Ships that have more than 20 rooms must get more than one console, and there isno limit to the number of consoles that can be used on a single ship). Each pair of tubescosts 50 gp each. Each console takes ton of cargo space.

    HIDE PLATING [Ship Modification]

    Hide plating consists of covering the hull's outer surface with animal hides or similar materials. Using larger creatures is generally cheaper.Benefit: This gives the ship a +1 Armor Class bonus if the creature's armor class is better than the ship's AC. In addition, certain types of hides, such as dragon skin, can bemagically strengthened to +2 or even +3 at great cost. The table below shows the number of creatures needed to increase the ship's AC, according to size.Restrictions: Until the number of hides required is attached to the ship's hull, the shipdoes not gain the AC bonus. Some creatures not have hides that would be suited for hide

    plating such as oozes. Alignment and culture may restrict use of these materials at theDM's option. (Most human and demihuman cultures would not allow the use of intelligent or near-extinct creatures.)Cost: The cost is 20 gp per CR value of each animal used in the improvement. (Even theweakest creature is considered CR for purpose of calculating cost of hide plating.)

    Needed perSize of Hide Ship Ton Tiny (2 feet or less) 64Small (2 feet to 4 feet) 32Medium-sized (4 feet to 8 feet) 16Large (8 feet to 16 feet) 8Huge (16 feet to 32 feet) 4

    Gargantuan (32 feet to 64 feet) 2Colossal (64 feet to 128 feet) 2

    IMPROVED RAM [Ship Modification] The ship has ram either an improvement of a blunt or piercing ram, or has an advanceram type.Prerequisites: Reinforced Frame, RamBenefit: The ship can have a choice of the following ram types: blunt (with the added

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    bonus that the ramming ship takes only half the ramming damage), claw, cone, andgrappling. Other specialized improved rams can be created (with DM approval).Special: Ships with grappling rams can halve damage for each claw so as not take thismodification more then once (example: Scorpion ). This modification can be taken morethan once.

    INCREASED ARMOR [Ship Modification] The ship's armor class is improved over what is normal for material and size.Prerequisites: Reinforced FrameBenefit: The ship is of advanced design and as such gain's a +2 bonus to its armor classrating.Special: This feat can be taken up to 5 times.

    LANDING (LAND) [Ship Modification] The ship can land on the ground without crashing.Benefit: The ship is designed to land on the ground safely, most ship with this

    modification use only one side of a gravity plane (otherwise cargo, mass, sails andweapons would be crushed and crew members killed upon landing).Normal: A spelljamming ship normally cannot land on land.

    LANDING (WATER) [Ship Modification] The ship can land on water without crashing.Benefit: The ship is able to remain afloat on water surface and has some form of movement while in water (i.e., sails, mechanical webbed feet etcetera). Naturally if theship takes on too much water it will sink.Normal: A spelljamming ship normally cannot land on water.

    LIVING SHIP [Ship Modification] The ship or a portion of it is alive be it a plant, animal or mineral base life form.Benefit: The ship heals 1 hit point per day per 2HD that the ship has. Living ships do nothave limbs (limb would require the ship to have the improved ram ship modification), nor do they have senses to perceive the outside world, and at best have intelligence rating of 2 (roll 1d3-1 to determine intelligence).Even living ship does not have a Constitution rating.

    LUCKY [Ship Modification] The ship has a reputation for being very lucky.Prerequisites: Ship was designed and blessed by a priest with access Luck Domain andhas the skill: Profession (shipwright).Benefit: The ship gains the power of good fortune, which is usable once per day. Thisextraordinary ability allows the ship to reroll one roll that was just made. The result of thereroll must be taken, even if it is worse then the original roll. This reroll may be appliedto any of the ship's weapon (including it ram), or to a sailor making a skill check that iscritical for the ship to make, or any other roll the DM sees fit.

    MINIMIZE CREW [Ship Modification]

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    The ship requires less crew than what is needed to man the sails.Benefit: The ship only requires one crewman per 2 tons of sails that he ship has.Normal: A ship typically requires one crewman per ton of sails that the ship has.

    NIMBLE [Ship Modification]

    The ship is very maneuverable.Benefit: The ship's maneuverability rating is increased by one

    PLATING [Ship Modification] Hull plating consists of covering the hull's outer surface with a stronger material than thehull, usually metal scales or plates.Benefit: Ship gains a +3 armor bonus, but its MC Rating is reduced by one.

    Example: A 60-ton giff Clipper ship is plated with iron. Its Armor Rating changes from16 to 18, but its MC is reduced from Poor to Clumsy. The plating costs 24,000 gp.Cost: 400 gp per ton of ship (The metal plating is 1/8 of an inch in thickness.)

    QUICK TURN [Ship Modification] The ship is can change direction very rapidlyPrerequisites: Burst of Speed and NimbleBenefit: The ship can spin to face any direction at a cost of 2 TM point. In melee game,this movement must take place at the beginning or end of movement.

    RAM [Ship Modification] The ship has ramPrerequisites: Reinforced FrameBenefit: The ship gains the benefit of having a ram to use as a ships weapon. The ramcan either be blunt or piercing. The damage the ship does is dependent on its size andspeed it is traveling at (damage listed below is increased by 2d10 per TM that the ship istraveling at time of ramming).Special: Ships can take this ship modification more than once (example: Illithid

    Dreadnought , which as two rams).

    Size of Ship Damage Collateral Critical Huge 2d10 1720 (1d4) 1720 (x4)Gargantuan 4d10 1720 (1d4) 1720 (x4)Colossal 8d10 1720 (1d4) 1720 (x4)Titanic 16d10 1720 (1d4) 1720 (x4)Titanic II 32d10 1720 (1d4) 1720 (x4) REINFORCED FRAME [Ship Modification] The ship is less likely to suffer a collateral hitBenefit: When determining if a collateral threat is a collateral hit, the ship withreinforced frame is considered to have +4 AC bonus only for the purpose of resolving thecollateral hit.

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    REINFORCED HULL [Ship Modification] The ship is more durable then normal.Benefit: The ship gains +5-hit points.Normal: For purpose of breeching the hull with none siege weapon the hull has 30 hit

    points per section of hull, 10 feet by 10 feet of area. Smaller section such as having just

    enough room to squeeze a medium sized individual through takes about 5 hit points witha hole about 4 feet in diameter.Special: A Ship may gain this ship modification more than once.

    SAILS [Ship Modification] The ship has sails.Benefit: Ship increases its maneuverability class by one. The ship's minimum crew is one

    per ton of sails.Normal: Ships normally only have 10% of their tonnage being sails.

    SHIP OF THE LINE [Ship Modification]

    A ship of the line built to perform better then most ships.Prerequisites: Reinforced Frame, 40+ ton shipBenefit: The ship gains +1 initiative bonus and +1 dodge bonus to AC.

    STREAMLINED [Ship Modification] This ship is very fast.Prerequisites: Ship has minimum sails that either: follow the gravity plane and/or follows the keel and/or place at very rear of ship (example: Eagle Ship)Benefit: The ship's tactical speed rating is increased by one

    SUBMERSIBLE [Ship Modification] The ship is able to remain submerge under the water for an extended period of time.Prerequisites: Landing (Water), Reinforced Frame, the ship must be air tightBenefit: The ship is able to remain submerged for an extended period of time. The shiphas 4 man-days worth of air per tonnage of ship.

    THICKEN HULL [Ship Modification] The ship's hull is twice as thick then what it is normally allowed.Benefit: The ship hull is thicker requiring 60 hit points to breech and ship now has 2d10-hit points per tonnage. Wooden ships now have 3-inch thick walls, 2-inch walls for stone,and 1 inch for metal walls. In addition the ship gains a +1 bonus to armor class.Special: While this is a hefty bonus, any helm trying to move the ship be treated as if theship is doubled its tonnage, standard designs of 51 spatial tons or greater cannot bemoved if thicken by standard helms. For example a squid ship that is thicken hulledcannot be powered by a minor helm despite that it only displaces spatially same amountof space that a normal squid ship does. Ships that have thicken hull cost twice as much toconstruct.

    TOPPED OUT [Ship Modification] The ship has 20% of their tonnage being sails.

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    Prerequisites: SailsBenefit: The ship increases their maneuverability class by one higher then that of shipwith sails. The ship's minimum crew is one per ton of sails, and a ship that is topped outhas twice as much sails as standard rigged ship, it will require twice the number of menmanning the sails then.

    Normal: Ships normally only have 10% of their tonnage being sails.

    UNIQUE QUALITY [Ship Modification] The ship has something that is very unique about it. I may have built into it a uniqueweapon, like the Giff Great Bombard or the Gnomish Bola Ship. Other examples of unique qualities is a ship include the scro mantis that cannot land it water but is air tight,which allows it swap one prerequisite, such as "Landing (Water)" with another, such as"Increased Armor" so that it can submerge in water without taking in water for extended

    periods of timePrerequisites: Reinforced FrameBenefit: The ship has something unique which breaks normal ship construct by just a bit

    (i.e., swapping out one ship modification for another) or a weapon that is just plainstrange. DM must approve all such unique qualities and no ship should have more two.

    UNSINKABLE [Ship Modification] The ship is said to be unsinkable because of its superb construction or material used inits construction.Prerequisites: Reinforced Frame, Reinforced Hull, and 80+ tonnage in size.Benefit: The ship gains the following advantages: +1 to ships hardness and AC and lastlyit gains 20 hit points.

    Sails and Culture

    Many races in Wildspace view sails as demonstration of culture and attitude. The elven ships are grown from living plants. They have beautiful, lacy sails that

    form monastic and fragile wings over their ships, imparting an air of delicacy andelegance. Natural beauty and aesthetics are the highest goals of elven design.

    The neogi have sails resembling great, spiraling webs, and evoking the instinctivehuman and demihuman fear of arachnids. They also prefer ships that have a basicarachnid style to their construction. Long, multi-jointed legs used mainly for grappling attacks are standard features aboard these craft.

    Common Ship Modification by Race

    If the DM wishes, each race has particular ship modifications that are found on nearly alltheir ships. Below is a list of such ship modification by race.

    Aarakocra: +1 TS; +1 AC with wood.Beholder: Unique ship design and weaponry.

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    Dwarf: Increased armor, when working with stone or gems materials this modificationcan be taken 6 timesElf: Freshen air and living shipGiff: Reinforced frame, also lots of bombardsGnome: Horn tubes and unique deviceGoblinkin: +1 AC or MCHalfling: +1 AC or MCHuman (general): +1 AC or MC, or one special (example: Triop and Vipership).Human (groundling): -1 AC, MC clumsy when standard rigged.Human (Wa): +1 MC: double construction rate with wood.Illithid: +2 AC with thick wood; has MC as if rigged without standard rigging.Lizard Men: +1 AC.Mercane: Up to +3 overall, on any stat or combination of stats; build for others.Neogi: +1 MC; grapple-ram; lifejammer Scro: +1 AC or MC; claw-ram; usually doubles up on assigned crew.Thri-Kreen: +1 MC; ships MC perfect if under 4 tons.Vodonoi: Weapons have double range if manned by Enforcers/Destroyers; no alchemistfire.

    Armor Rating and Hardness Most of the time, the construction material determines the armor class, hardness and

    maneuverability class of a ship. Some ships may be made of unusual material (DMdecides the base AC, maneuverability class, and overall hardness) or may have different

    portions of the ship made of different material. Sometimes this results in all the above being improved (rarely), and some modifications will be mutually exclusive.

    These values should be recorded on the ship's Ship Record Sheet. The values maychange during the testing of the optional Ship Architecture rules are used.

    Maneuverability Class and Rigging A ship designed for spelljamming operations has a base Maneuverability Class that

    corresponds to its Material, Size, Rigging and Thickness of hull. All ships start with baseManeuverability Class of 'Average', which assumes they are 'Gargantuan' size, has norigging, made of wood of standard thickness (3 inches). It should be noted that thisapplies only to ships that are built by those who understand the mechanics of spacetravel; otherwise the ships have a base Maneuverability Class of Clumsy.

    Those ships of Colossal in size drop their maneuverability class by one, and ships of Titanic size drop their maneuverability by two. Boats of Huge size increase their Maneuverability Class by one.

    Ships made out of metal (including precious metals) and Leather drop onemaneuverability class, while ships made out of stone (including gemstones) and earthdrop by two maneuverability class.

    No rigging mean that the ship does not has the expense of having rigging, but shipsthat have rigging improve their maneuverability class will be one class, while ships thatare 'topped out' (i.e., have 20% of their tonnage being sails) increase their maneuverability by two. Ships with dwarven forges do not take a maneuverability

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    penalty or bonus for rigging.Ships with thick hull, have maneuverability class be one class worse, the exception to

    this is ships made out of stone (including gemstones) and earth. Conversely ships that are'gutted' (i.e., thin hulled) increase their maneuverability rating by one.

    Other Modifications like excellent design can increase the maneuverability rating by

    one (see Ship Design and Architecture ).

    Crew Size The number of crew a ship can safely hold is always equal to its tonnage. (Safe

    transport is equal to four months of possible travel time before the air turns foul.) Theminimum number of crew a ship needs to properly function (without MC penalties) is thefirst number of the crew entry in the ship statistics section of the ship description.

    Crew Minimum : Generally, it takes one crewman per ton of sails. In other words, if acoaster is 20 tons it has 2 tons of sails, requiring two crewmembers (deck crew or sailors)to maneuver the sails. The captain, officers, helmsman, and navigator are added to he thedeck crew to get the minimum crew size. When minimum crew is not available the

    maneuverability class is reduced (see Combat section). Ships that are topped out are a bitmore maneuverable.Crew Maximum : Spelljamming craft have approximately 2,700 cubic yards of air per

    ton of ship (remember that while a ship 100 cubic yards per ton of volume, its air envelope is about 27 times larger in volume). This air has enough oxygen to support oneman-sized crewmember for four months. Creatures and characters of different sizes usedifferent amount of air (see Air Envelopes section).

    Weapon Crews : the number of weaponeers needed per weapon carried determines thenumber of crewmen a ship needs to man all weapons. Weapons crews are not included inthe minimum crew needed to maneuver the ship. Most ships designers make sure that thenumber of the minimum crew and the weaponeers fall within the safety limit, but some

    do not (The giff Clipper, for example, typically carries only half the full complement of weaponeers).Weapon Crews : the number of weaponeers needed per weapon carried determines the

    number of crewmen a ship needs to man all weapons. Weapons crews are not included inthe minimum crew needed to maneuver the ship. Most ships designers make sure that thenumber of the minimum crew and the weaponeers fall within the safety limit, but somedo not (The giff Clipper, for example, typically carries only half the full complement of weaponeers).

    Helm Selection Most ships of 50 tons or less are equipped with a minor helm. Most ships of greater

    than 50 tons are equipped with a major helm. Specific races typically use some helmtypes, and some are so rare as to effectively unique.

    Weapon Selection All spelljamming vessels are capable of carrying large weapons. The craft's size

    determines the amount of space that can be dedicated to weapons.Only one-half of the ship's tonnage can be used for weapons. While exceptions do

    exist and are dealt with latter. All ships, however, regardless of their size, are able to

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    carry at least one light weapon.The addition of weapons does not increase the overall tonnage of the ship. For

    example, an elven Damselfly, being a 10-ton vessel, can hold up to five tons of armaments. It might have one heavy and one light weapon, on medium and three light, or five light weapons. Heavy weapons take up 4 tons of space, Medium weapons take up 2

    tons of space, and Light weapons take up 1 ton of space (Rams are considered lightweapons for purpose of space).Turrets: Normally, ship mounted weapons only fire in a limited arc, depending strictly

    upon their placement. A weapon mounted at the rear of a craft can only fire in the aftfiring arc; a weapon that points off the starboard can only fire in the starboard arc. Turretsare rotating platforms that allow weapons to be turned to face different targets quickly.

    Protected Turrets: These turrets provide shielding for weapon crew. They are doublethe cost of standard turrets, but gives 50% cover (+4 AC cover bonus, and +2 Reflexcover bonus) to the crew manning that heavy weapon. Small weapons can be movedeasily without a turret, but they can benefit from the cover a turret provides. A turret istypically made of metal (hardness 10, 30 hit points) inch thick. Cost of turrets is given

    in the equipment section of the Concordance of Arcane SpaceDual-mount turrets: A dual mount for a large ship borne weapon does not increaseturret size; a dual mounted medium ballista takes a medium turret. If the players wish todevelop unusual mounts, the DM must approve the details.

    Example of Ship Design : The Hammership, for example, is a smartly built ship.Weighing 60 tons, it can safely hold 60 crewmembers, and it has a minimum crew of 24individuals. Its three weapons (two heavy catapults and one heavy ballista) require 14weaponeers to man all three. Added together, this means 38 crewmembers are necessaryto run the ship and man the guns. Subtracted from the 60-crew maximum, theHammership has 22 reserve crewmembers, should any working crew die for any reasonor another.

    The Clipper ship, a giff spelljammer, however is not a smartly built craft. It weighs 65tons with a minimum crew of 18. With 26 bombards, it requires 78 crewmembers to run

    just the guns! This means a total of 96 crewmembers are needed to run everything nearly 50% higher than the ship's safe limit of 65.

    However, most giff Clipper ships have 65 crewmembers. During moments of peace,the crew loads all the bombards. A single crewmember stays with each of the 26

    bombards, ready to fire at a moments notice. Inefficient, but it works for the giff.

    Ship Design and Architecture This assumes that the players have commissioned or designed a new ship type and

    wish to build it. The stages of design are: planning, building, and the shakedown cruise.

    For the planning, a shipwright with profession - shipwright must be hired to overseethe project at an engineer's salary. Only one such shipwright can work on a design at onetime. Completion of the plans for a design takes as long as building the prototype. Oncethe plans are complete, the ship can be built at the standard costs and time.

    Once the construction is complete, the ship must sail on a shakedown cruise of at leasttwo weeks. At this time, the DM rolls 2d6 for MC, and 2d6 for AC. One die of each pair is a plus die and one die is a minus die. If the total is plus 2 or more, upgrade the MC

    by one or AC by 2 (superior design), if the total is 2 or less, reduce the MC by one or

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    AC by 2 (Design flaw). If the total is 1, 0, or 1, the MC or AC is as designed. If oneither results for AC or MC the result is a 5 the design is fatally flawed and must beabandoned.

    Ships of superior design will cost an additional 300 gp per tonnage of the ship, for really large ships it may be more economical to simply have more tonnage.

    Once at least three shipwrights have established a design with identical plans andidentical generated statistics, the ship becomes generally available for volume production.The arcane, if presented with a prototype, may adopt and produced the design sooner if the DM chooses.

    Profession (shipwright) (Wis; Trained Only) You are familiar with the techniques of ship design, construction and repair.Check: Normal maintenance and simple repair does not require a skill check. You

    need to make a Profession (shipwright) check when designing a ship. Ship designsrequire a minimum of one week to complete. Plans for a simple ship are straightforward(DC 15) to make. Ships with unusual features are harder, having a DC of 20+. Unusual

    features include: designed for space, better maneuverability, non-wood materials. Thoseof nonstandard shape (insect, fish, bird, etc.) increase the DC to 25 or higher. A failuremeans that another check, and another week of work, is required. A critical failure meansthe ship has some problems (bad maneuverability, structural flaws, and so on.

    Special: The Profession (shipwright) skill only allows you to perform simple repairsand modifications. The appropriate Craft skill (carpentry, blacksmithing, etc.) is requiredfor anything major.

    Ship Construction Rules, SPELLJAMMER, DUNGEONS & DRAGONS, D&D, ADVANCED DUNGEONS & DRAGONS, AD&D, theD&D logo, the AD&D logo, the d20 System logo and d20 are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.,and are used with permission. All titles, and all proper nouns, including character names, locations, and named items are considered ProductIdentity per Section 1 of the Open Game License v1.0a and are exclusively owned by Wizards of the Coast, Inc.

    2002 Wizards of the Coast, Inc.

    Compliance of Conversion Policy, Open Game License and the d20 System Trademark License:Use of WIZARDS OF THE COAST Product Identity including proper names and product titles is hereby permitted exclusively via this ESDConversion Agreement. A current version of this policy can be obtained at: http://www.wizards.com/d20/conversionpolicy.asp

    The distributor of this document accepts full responsibility for ensuring the materials contained within comply with the most r ecently publishedversion of that policy, and with the Open Game License, and with the d20 System Trademark License. If you wish to redistribute any portion of this document containing Wizards Product Identity, you must also agree to the terms of the current ESD Conversion Agreement.

    To obtain a digital copy of the original source material this conversion is derived from, please link to: http://www.svgames.com/downloads-wotc-adndspljmr.html

    Ship Construction Rules, 1992 Wizards of the Coast, Inc.d20 System, Conversion of Ship Construction Rules 2002, Mark T. Doolan Original Source: War Captain's Companion Boxed Set

    Equipment

    In large spelljamming ports, shipwrights and shops that sell what any ship crew willneed for their long voyages. In addition to what the ship needs crews often have personalneeds that are not covered in the PHB.

    http://www.wizards.com/d20/conversionpolicy.asphttp://www.svgames.com/downloads-wotc-adndspljmr.htmlhttp://www.svgames.com/downloads-wotc-adndspljmr.htmlmailto:[email protected]:[email protected]://www.svgames.com/downloads-wotc-adndspljmr.htmlhttp://www.svgames.com/downloads-wotc-adndspljmr.htmlhttp://www.wizards.com/d20/conversionpolicy.asp
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    Spelljamming Goods and Services

    Table 71: Other Spelljamming Items Item Cost Weight Anchors/Tethers Per ton of ship 10 gp

    Belaying Pin (wooden) 2 cp 2 lb.Bells 12 sp 2 lb.Boarding Plank 3 gp 250 lb.Booms, Sail 140 gp Buttons (by the gross) 1 sp Canvas (per square yard) 4 sp 1 lb.Crow's Nest 30 gp Grappling Hook 8 sp 3 lb.Ladder (per 10 feet of length) 5 cp 20 lb.Life Boats

    Large 10,000 gp 2,000 lb.Medium 5,000 gp 500 lb.Small 500 gp 200 lb.

    Life Preserver 4 sp ??Map case 1 gp lb.Mooring bits 2 gp

    Netting (per tonnage of ship) 3 gp 50 lb. Nonmagical Engines +/ 10,000-gp variablePeg Leg

    Child Novelty 1 cp lb.

    Wood 1 sp 1 lb.Metal 1 gp 4 lb.Ivory 3 gp 2 lb.Brass/Copper 25 sp 4 lb.Silver 25 gp 4 lb.Gold 250 gp 4 lb.Platinum 1,250 gp 4 lb.

    Plating (per ton of ship)Hide See Text Metal 400 gp

    Rams (per ton of ship)Blunt 100 gp Grappling 200 gp Piercing Ram 100 gp

    Rigging (per ton of ship) 100 gp Rope (Nautical) See description See belowRope (Standard) See description See below

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    Rope (Silk) See description See belowSpyglass 1,000 gp 1 lb.Sextant standard 20 gp

    collector's edition 50 gp Sextant spelljamming 100 gp

    collector's edition 250 gp Star Charts 100 600 gp Turrets

    Medium 500 gp Heavy 1,000 gp Light-Protected 500 gp Medium-Protected 1,000 gp Heavy-Protected 2,000 gp

    Wheel, Ship's 200 gp mechanical parts (per ton) 50 gp

    Table 72: Ship Armament Item Cost Weight Ballista Bolt 5 sp 4 lb.Bombard Shot

    Iron 2 gp 10 lb.Stone 1 gp 10 lb.

    Catapult Stone 3 sp 310 lb.Alchemist Fire 500 gp 32 lb.Jettison shot 2 sp 20 lb.

    Armaments Weapons in space have followed along the lines of their ground counterparts, and are

    the descendants of siege machinery and large naval weapons. In addition to the widevariety of personal weapons and magical abilities, there is a collection of catapults,

    ballistas, trebuchets, and scorpions available to the buyer, as well as a variety of rams.Bombards and other 'cannon' are used, but are not common their effectiveness isdoubtful, their powers change from sphere to sphere, and the explosive nature of the

    phlogiston makes carrying them dangerous at best.All of the standard ships are capable of carrying a base number of large weapons. The

    weapons themselves are not included in the cost of the ships these are merely placeswhere the buyer can install weapons without eating up living or cargo spaces. For eachweapon added beyond that, some cargo space must be sacrificed. Some weapons count astwo or three for this purpose, and these are noted accordingly.

    Ships typically have only a single ram, if they have any at all. If the ram is listed withthe ship's hull description, then it is an integral part of the ship. Otherwise it must be

    bought and installed.Weapons are listed in terms of hit points of damage they inflict (this applies to ship and

    personal equally in 3E), the rate of fire (in number of shots per round, this assumes a full

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    crew manning the weapon), Base Attack value, range increment, and critical hit multiple.A 1/2 rating for rate of fire means that the weapon fires one shot every two rounds. For every man less than the required minimum manning the weapon, reduce the rate of fire tothe next slower level. For example, a medium catapult with a crew of three and a rate of fire of 1/2 would have a rate of fire of 1/3 with a two-man crew and 1/4 with a single man

    trying to operate the weapon. A weapon cannot fire without at least one crewmember.Each siege weapon type of siege machinery has what is called Collateral Damage. Thefirst set of number is the chance on the natural attack roll on a D20 for the weapon tocause Collateral Damage, a second roll to hit is required to determine if the ship has takencollateral damage, the second number or range of numbers show the number of collateraldamage the ship takes.

    Table 73: Siege Weapons Range Base

    Weapon Damage Critical IncrementROF AttackCrew Type Cost

    Ballista, Light 2d6 19-

    20/x3900 feet 1/2 +3 1 Piercing 400 gp

    Ballista, Medium 3d6 19-20/x3 600 feet 1/3 +3 2 Piercing 600 gp

    Ballista, Heavy 4d6 19-20/x3 300 feet 1/4 +3 4 Piercing 800 gp

    Ballista, DualLight 2d6

    19-20/x3 750 feet 1/3 +1 2 Piercing 800 gp

    Ballista, DualMed 3d6

    19-20/x3 450 feet 1/4 +1 3 Piercing 1,200 gp

    Ballista, DualHeavy 4d6

    19-20/x3 300 feet 1/5 +1 5 Piercing 1,600 gp

    Bombard 4d10 x3 300 feet 1/3 +3 3 Bludgeoning 20,000gp

    Bombard, Great 10d10 x3 600 feet 1/3 +4 5 Bludgeoning 60,000gpCatapult, Light 2d10 x2 750 feet 1/2 +3 1 Bludgeoning 500 gpCatapult, Medium 3d10 x2 600 feet 1/2 +3 3 Bludgeoning 700 gpCatapult, Heavy 4d10 x2 450 feet 1/3 +3 5 Bludgeoning 1,000 gpGnomish,Sweepers 2d6 x2 450 feet 1/4 +1 3 Slashing 800 gp

    Alchemist Fire

    Proj.3d6 18-

    20/x2150 feet 1/4 +3 3 Fire 1,000 gp

    Jettison, light 2d4 x2 450 feet 1/2 +3 2 Bludgeoning 400 gpJettison, medium 3d4 x2 300 feet 1/3 +3 3 Bludgeoning 600 gpJettison, heavy 4d4 x2 150 feet 1/4 +3 4 Bludgeoning 800 gp

    Alchemist Fire Projectors, ballistas, catapults, gnomish sweepers, and jettisons for sakeof simplicity has the following additional characteristics: 25 hit points, AC 16, 5 hardnessand CR 2. All bombards, except he Great Bombard has the following characteristics: 25

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    hit points, AC 19, 10 hardness and CR 2. The Great Bombard has 50 hit points, AC 16,10 hardness and CR 8. The AC takes into account that opposing ships firing on weaponsand ships has maneuverability (i.e., at least a 10 dexterity score) and the weapons nothave any cover or concealment bonus. Reduce the AC by 5 if weapons not have shipsmaneuverability (i.e., treated as if having 0 dexterity score).

    Ballistas: Ballistas include all devices, which throw bolts, javelins, and spears withgreater force than possible by human (or inhuman) strength. Most are built along the linesof the crossbow, and are mounted on pivots on the ship's deck to fire at any targets.Ballista has a collateral threat value of 20/1.

    Bombards: Also called cannon, these items are very rare in the Known Spheres, for avariety of reasons. They ten to be unreliable, both from the standpoint of being physicallyuntrustworthy and more importantly, because the chemical or magical reactions theydepend on sometimes vary from one world to another. Gunpowder may work perfectlyinside one shell, only to be inert in another, and is a magical jewelry polish in a third.These differences are often written off as the whims of the gods themselves; to keep

    mortals in their place, but the results is that bombards are rare. The other reason that bombards is rare is that fire travels poorly through the phlogiston, and many a ship hasexploded as the result of a poorly protected powder magazine. If the DM chooses toallow bombards and other cannon to operate in a particular sphere, any critical hit has a10% chance of igniting the powder magazine, inflicting 2d10 points of damage and 5 feetradius explosion per 10 charges in the magazine. A magazine typically can hold up to 100charges and if a magazine has 100 charges it will explode for 20d10 points of damage ina 50-foot radius (naturally this damage and radius is tripled in the phlogiston!).

    Bombards are fixed in position once mounted, though they can be remounted in 1d4minutes in a new position.

    Bombards use magical smoke powder to function. One shot uses 10 charges of powder. The scarcity of smoke powder (which is a magical substance in fantasy space)makes bombards impractical compared to ballistas and catapults. Bombards has acollateral threat value of 1720/1d3.

    Catapults: The general category of catapults is large, stone-throwing devices operated by springs, cranks, or flywheels. Catapults are fixed in position once mounted and canfire only one direction. A catapult firing forward is permitted to fire at any target acrossits trajectory to a maximum of 10 range increments. All ranges take into account thenature of wildspace and the Flow.

    Catapults can be loaded with stone shot instead of large rocks. Stone shots is mosteffective as an antipersonnel weapon and will not affect a ship as effectively as thedamage drops from d10 to d4 (the ship's hardness will prevent much of this damage), buteffects all personal within a 10 foot radius of the spot where it hits. Catapults have acollateral threat value of 1920/1d3.

    Special: Catapults cannot attack a ships in the same hex or adjoining hex (each hex being 50 yards).

    Gnomish Sweepers: The saying goes, there is nothing in the universe that a gnomecannot make more dangerous, and when the small creatures turn their attention toweaponry, most intelligent species (except perhaps the Giff) move to another sector of space. Occasionally, the gnomes come up with an invention that works most of the time,

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    which they then release on an unsuspecting galaxy, usually cheapening the quality inorder to bring the price down.

    Gnomish sweepers are an example of such a device. Still experimental, they arenothing more than a pair of light ballistas with a common mount so that they can be firedin the same direction at the same time. The two bolts are linked with a heavy chain. The

    intention of the chain is to be used as an antipersonnel weapon against enemy crews.Early versions of the sweepers used chains long and thin enough to capture a couple of small sized opponents, but soon worked out the bugs to the point that they could use themagainst human opponents. The other problem with the sweepers remains uncorrected when the chain strikes something heavy, like a mast, weapon turret, or other piece of deck furniture, chain tangles and is useless.

    A gnomish sweeper affects all targets in a 10-foot square. It will continue on into thenext 10 foot square away from the ship firing it unless it meets with large, unmovableobject, which cause it to drop to the deck. In addition, every target within the 10-footsquare is forced to make a Reflex save (DC 20) to remain standing, the same as if a ShipShaken critical hit had occurred.

    The gnomish sweeper does not inflict hull damage but can be used as a duel light ballista in a crunch, with the same requirements for crew and reload time as a duel light ballista (the weapon does not fire unless both bolts are loaded).

    The gnomish sweeper's use as a weapon can be argued by military sage, but it should be noted that after an initial outpouring that saw most gnomish ships carrying a sweeper, practically no new gnomish ships carry the weapons. Gnomish sweeper has a collateralthreat value of 20/1.

    Alchemist Fire Projectors: These devices shoot a thin stream of flaming, explosiveliquid. Though they can be devastating in combat, like bombards they are not popular with ships that cross between the spheres because of the flammability of the Flow. Infact, alchemist fire projectors are recipes for disaster in the phlogiston. They are popular,however among crews that do not leave their spheres.

    Alchemist fire projectors are only effective when two ships are close enough to share acommon air envelope, as the alchemical substance will be snuffed out if it passes into anyhex that does not have an air envelope.

    Projectors affect the target and all others within a 5-foot radius delivering 3d6 hit points of damage. On the following round the targets takes an additional 3d6 hit points of damage. Targets can take a full round action to attempt to extinguish the flames beforetaking this additional damage. It takes a successful Reflex saving throw (DC 15) toextinguish the flames. Rolling on the ground allows the character a +2 bonus. Leapinginto a body of water that has sufficient volume to be fully submerged or magicallyextinguishing the flames automatically smothers the flames.

    Ships carrying alchemist fire projectors are more vulnerable to critical hits, and shipsattacking them increase the critical hit threat range by one to determine whether a criticalhit has occurred. For example, a medium catapult has a critical hit threat range of 20.Against a ship carrying an alchemist fire projector, this critical hit threat range is 1920.

    Alchemist fire projectors start fires where they hit, even on stone and treated wood:flammable materials nearby will catch fire and feed the flames. (See fire in the nextchapter). Alchemist fire projectors have a collateral threat value of 1720/1d2 plus fire.

    Jettisons: A jettison consists of a series of small catapults loaded with stones, trash,

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    debris, iron spikes, and garbage, and used as an anti-personnel weapon to clear theenemy's decks. Any type of catapult can be converted into a jettison of the same size byloading it with small rocks instead of a single stone. A jettison, however cannot beconverted into a catapult.

    Jettisons are mounted in place and cannot be moved. When fired, they hit a spot on the

    ship and may affect every target within the weapons radius (make a separate attack rollfor every potential target). Feats such as deflect arrow allows Reflex save (DC 20 + baseattack of jettison) to avoid damage form jettison. Catapults have a collateral threat valueof 20/1. The radius is dependent on the size of the jettison with light jettison have a 5 footradius, medium having a 10 foot radius, and heavy having 15 foot radius.

    Many spelljammers use catapults as temporary jettisons when they need to. Often jettisons are mounted at the rear of ships to deter pursuers.

    A jettison can be fired at an empty hex. This automatically sets up a field of debris inthat hex (see Combat).

    Rams: The effects of ramming are covered in combat. They depend on the relativesizes of the ship doing the ramming and its target. There are several different types of

    rams, however. Rams are very deadly and have a collateral threat value of 1720/1d4.Piercing Ram: A piercing ram is a long, sharp prow used to break open and break apart an enemy ship. An attack with a piercing ram can sometimes result in the two ships

    being locked together.Blunt Ram: This is a flattened ram designed to inflict internal damage by shaking up

    the smaller ship. It can also break up other ships, but there is no change the ships will become locked together after ramming.

    Grappling Ram: The grappling ram incorporates one or more movable arms whichattach themselves to an opponent's ship after ramming, locking the ships together, veryuseful during boarding situations. A grappling ram can also inflict damage on smaller ships.

    Turrets: A turret is a rotating platform. Weapons mounted on turrets can be turned toface different targets quickly. For example, a heavy catapult mounted on a turret can beswung to attack any ship in a 360-degree range.

    Turrets can also provide partial cover for the crew. Protected turrets are available atdouble the initial cost, and provide 50% cover (+4 AC cover bonus, and +2 Reflex cover

    bonus) to the crew manning that heavy weapon. Small weapons can be moved easilywithout a turret, but they can benefit from the cover a turret provides. A turret is typicallymade of metal (hardness 10, 30 hit points) inch thick.

    Hull Armor: All ship's hulls come with a stand AC and Hit Points, determined by theship's shape and construction. Plating a ship can increase a ships armor class. Andthickening the hull can increase its hit points. One can also build a new ship of similar design with stronger materials!

    Metal Plating: Also called barding, plating a ship consist of covering it in metal platesor scales. This protection gives the ship a +2 armor bonus, but the Maneuverability Classis reduced by one step. This only works when covering ships that are made of materialwith hardness less than that of metal. The metal plating is 1/8 of an inch in thickness.

    Hide Plating: Much like metal plating, this type of plating only works if the creatureshide covering the ship has naturally better armor then what the ship is made of. This

    protects the ship as follows: ship gains a +1 AC bonus. This armor cost 20 gp per CR

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    value of creature that the hide was taken from. The number of hides it takes to cover 1ton of ship depends on the size of creature. It takes the following number of creaturehides to cover 1 ton: 64 tiny, 32 small, 16 medium, 8 large, 4 huge, 2 gargantuan, and 1for a colossal sized hide. (Some colossal creature may cover up to 2 tons!).

    Improved Maneuverability: Each ship has a maneuverability rating determined by

    the shape of the ship's hull and such standard features as sails, balloons, oars, outriggers,and other physical accoutrements that can help shape the helmsman's spelljammingabilities. A ship owner can add to these existing features to improve his ship's dexterityand handling. This additional maneuvering equipment is called rigging, and requires bothan addition of manpower and cost.

    Rigging: All spelljammers have rigging of some sort. Rigging a ship beyond itsstandard results in an increase in the ship's maneuverability class (chapter 8: combat shearing attack and Chapter six: ship modification Sails).

    Rigging is many things, but never subtle. A nautiloid with additional steering oars or aShou Lung dragon ship with multiple sails will attract attention and enemies will know (if they are familiar with the hull) whether a ship is full rigged. Such ships are referred to as

    being topped out.Alchemist Fire: Alchemist fire is a sticky, adhesive substance. It usually is stored instone or ceramic jugs, each jug containing enough alchemist fire for one shot. Loadedinto an alchemist fire projector and lit, it fires a stream of flame, which can set almost anytarget ablaze. No one has yet refined it to the point where a hand-held projector isfeasible.

    Alchemist fire is always flammable. If a cask is opened and comes in contact with fire,it will explode automatically, causing 3d6 hit points of damage to everyone within a 5-foot radius, and causing additional damage next round as if the alchemist fire landed inthat exact same spot. Any other alchemist fire containers exposed to this explosion willalso explode with identical results unless their containers withstand the damage.Exploding alchemist fire also causes a fire in the hold.

    The largest gnomish ship ever built so far as is known the Dreadnever, wasdestroyed in this fashion when improperly stored alchemist fire was touched off in theship's magazine. The captain's last recorded words were It's awful dark in here)

    Ballista Bolts: A ballista bolt is a large arrow used in all the standard ballistas. Astandard ballista bolt will fit a light, medium, or heavy ballista. The difference in damageis caused by the power of the ballista's mechanism.

    Catapult Stones: Unlike ballista bolts, three types of catapults stones are available,one for each type of catapult: light, medium, and heavy. Only the proper sort of stone isreally useful in each type of catapult. A copper-pinching captain can use any type of similarly sized and readily available rock to inflict similar damage, and some combatshave involved tossing tables, dead bodies, cows, and other items through space as shot.

    Stone shot and Jettison shot: A bundle of stone shot or jettison shot can fit anycatapult or jettison. Usually this type of shot is stored as packages of rocks in thick bags,which burst when fired. Almost any sort of stuff can be substituted in an emergency.

    Bombard Shot: Two types of shot are used in bombards: large, round stones and castiron cannonballs. Using the latter increases the bombard's damage against a ship butnot against crewmembers. (Stone shot often breaks up on impact, scattering sharpfragments, while iron is less likely to do so.) Bombards using iron shot have a +2

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    circumstance modifier to hit.

    Table 74: Grenade-Like Weapons and Exotic Weapons Grenade-Like Weapons Blast Range Weapon Cost Damage Radius Increment Weight Type

    GrenadeBomb 150 gp 2d8 5 feet 10 ft. 1 lb. FireSmokebomb 70 gp Smoke 20 feet 10 ft. 1 lb. Obscurement

    Exotic Weapons Firearms Range Weapon Cost Damage Critical Increment Weight Type ChargeSmall

    Pug Barrel Pistol 200 gp 1d8 1620/x3 10 ft. 3 lb. Piercing 1Wheel Lock Pistol 625 gp 1d10 1820/x3 30 ft. 5 lb. Piercing 1

    Medium-sized

    Arquebus 300 gp 2d8 1920/x3 50 ft. 10 lb. Piercing 1Blunderbuss 300 gp 1d12 x2 10 ft. 12 lb. Piercing 1Caviler 275 gp 2d6 1820/x3 40 ft. 11 lb. Piercing 1

    LargeMusket 500 gp 3d6 x3 150 ft. 20 lb. Piercing 2

    Charge: For most guns this indicates the number of smoke/gunpowder chargesrequired to fire the gun.

    Misfire: All firearms misfire on a natural 1 or 2 on an attack roll. Roll d%. If the resultis 01-03 firearm explodes causing 1d8 hit points of damage (the firearm in question isdestroyed as well), 04-20 the barrel becomes fouled, takes 30 minutes of cleaning thefirearm before the weapon can be used again, 21-45 The fire mechanism jams andrequires 1d4 full rounds to clear the jam, 46-67 smoke powder lacks power, the shot isfired but has a range increment of 2 feet and the bullet does only 1d2 hit points of damage, 68-77 fire mechanism fails to produce a spark, the firearm does not fire, but can

    be fired next round without having to reload, 78-87 smoke powder failed to ignite, thefirearm does not fire, but can be fired next round without having to reload, 88-97 magicalmisfire, the smoke powder causes a minor magical effect (such as the bullet beingdisintegrated, or smoke comes out of the barrel and attacks the possessor for 1d3 hit point

    before dissipating, DM creativity is encouraged), 98-00 firearm fires as normal but with bullet enhanced with a minor magical effect (bullet does 1d3 extra damage after it hitsopponent as it turns into a grub and burrows further into the flesh of the opponent, DMcreativity is encouraged), due to the fact that the misfire occurred on a natural 1 or 2 it islikely that the target of the attack was not struck. Minor magical effects would be equal tocantrips and orisons.

    Multiple Firearm Attacks: Characters can fire multiple firearms per round only if they have multiple attacks due to high BAB, possesses the quick draw feat, and hasseveral firearms ready to fire.

    Reloading: Reloading a firearm takes two full round actions, and provokes attacks of opportunity. The process involves pouring smoke powder down the barrel and the lead

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    shot rammed home.Two-Pistols Fighting: If the character wishes to fire two pistols at once, they are not

    treated as light weapons (because of recoil). Other weapons can never be fired one-handed.

    Your DM may disallow some or all firearm weapons and you must check with him before you purchase a firearm weapon to find out if he is allowing such in his campaign.High strength modifiers never affect attack or damage from firearms (that is unless youuse your firearm as a club).

    Arquebus: An arquebus is an early form of the musket that requires to two hands touse effectively (that is unless you are large size), and almost as dangerous to its user as itis to the target. To use an arquebus, you must have a supply of powder and shot and a

    piece of slow-burning match or cord. These items may or may not be commonlyavailable. (Powder is treated as a magical item in these rules.) Reloading of the Arquebusrequires two full round actions that provoke attacks of opportunity.

    Blunderbuss: A variation of the arquebus with a wide bore and a trumpet-like barrel,like the arquebus this weapon requires two hands to use effectively. It has very poor range, but has two advantages: it can fire stones, pellets, iron shot, or anything else thatfits down its gullet, and it can hit several targets simultaneously. The blunderbuss fires acone of shrapnel that is 15 feet across at first range increment, 30 feet across at secondrange increment, and 45 feet across at third range increment. Every potential target must

    be fired on within that area, whether friend or foe, and takes the damage if hit. Anycritical rolled only apply to the target that was hit. The blunderbuss causes notappreciable damage beyond 30 feet. Reloading of the Blunderbuss requires two fullround actions that provoke attacks of opportunity.

    Caviler: A lighter form of arquebus that requires to two hands to use effectively (thatis unless you are large size), which inflicts less damage but is greater chance of gaining acritical hit. The caviler takes two hands to fire, but can be fired form hours horse back atno penalty. Reloading of the Caviler requires three full round actions that provoke attacksof opportunity.

    Musket: A heavier, more powerful version of the arquebus that requires to two handsto use effectively (that is unless you are large size), which requires a support to firecorrectly. This support is a Y-shaped pole jammed into the ground, upon which the barrelrests. Resting the barrel on some other support (rocks, for example) results in a 2

    penalty to hit. Firing it without any support results in a 4 penalty to hit. These penaltiesdo not affect the chance of misfire (large creatures may fire without any support with a 2

    penalty and any support allows a large creature to fire with penalty).Pug Barrel Pistol: This small short barreled pistol with a large bore, is often used a

    hidden back up weapon. It is most effective at close range. While it has short range andlow damage it also has the largest critical hit range. Reloading of the pug barrel pistolrequires a full round action that provoke attacks of opportunity.

    Wheel Lock Pistol: The wheel lock is the furthest advancement of gunpowder technology, a further development of the arquebus. Reloading of the wheel lock Pistolrequires two full round actions that provoke attacks of opportunity.

    Pistols: If the character wishes to fire two pistols at once, they are not treated as light

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    weapons (because of recoil). Other weapons can never be fired one-handed.Bullets: These large, round, lead bullets are sold in bags of 10 for 3 gp. The bag has

    negligible weight, but 10 lead bullets weight 2 pounds.Smoke Powder: This wondrous substance is similar, though not identical, to

    gunpowder. It is extremely scarce and, due to its volatile nature, dangerous to fabricate.

    Smoke powder will be available in a campaign only if the DM allows it. If the DMdoesn't want it in the campaign, it simply doesn't exist.Smoke powder is commonly found divided into two separate components--one, a

    steely-blue granular substance, the other, a fine white powder. Alone, each component isinert and harmless. However, when equal portions of the two are mixed together, thesmoke powder is complete and dangerous.

    When touched by a flame, the mixed powder explodes with great force, noise, andsmoke. The size and force of the explosion varies according to the amount of smoke

    powder used. A small, measured amount (a spoonful of each component) causes 1d2 points of damage. Such an amount is sufficient for a large firecracker or a single chargeof an arquebus (if these optional weapons exist in the campaign). Increasing the amount

    increases the damage proportionally--doubling causes 2d2 points of damage, triplingcauses 3d2, and so on.An explosion capable of causing 10 points of damage (5 charges) have a 5-foot radius

    and those capable of 30 points of damage (15 charges) have a 10-foot radius. Blastscapable of causing 50 or more points of damage (25 or more charges) have a radius of 15feet, and affect items and fortifications as would a giant's blow.

    When discovered, a pouch of smoke powder contains 3d6 charges. Charges fromseveral pouches of smoke powder can be combined to create bigger, more damagingexplosions. A single charge of smoke powder weights one ounce and 16 charges are 1

    pound, and smoke powder is often sold in kegs and in water resistant powder horns.Small kegs have 15-pound capacity and 20 pounds total weight, and cost 6,000 gp (thisassumes it is full to the brim with 240 charges)! Powder horns have 2-pound capacity andtotal weight, and cost 800 gp (this assumes it is full to the brim with 32 charges) for a full

    powder horn.Caster Level : 9th; Prerequisite : Craft Wondrous Item, 9+ ranks of Alchemy; Market

    Price : 25 gp; Weight : 1 pound per 16 charges.

    Grenade Like Weapons These explosive weapons require no proficiency to use, like other grenade like

    weapons, and are ranged touch attacks. A direct hit with an explosive grenade likeweapons means that the weapon has hit the creature it was aimed at and everyone withinthe blast radius, including that creature, takes the indicated damage. A miss requires a rollfor deviation as for regular grenade like weapons, but rather than dealing splash damageto all creatures within 5 feet, the weapon deals the same damage to all creatures with the

    blast radius of where it actually lands.Bomb: This round smoke powder bomb must be lit before it is thrown. Lighting the

    bomb is a standard action. The explosive deals 3d6 points of fire damage. Those caughtwithin the blast radius can make a Reflex save (DC 20) to take half damage.

    Smoke bomb: This cylindrical bomb must be lit before it is thrown. Lighting it is astandard action. One round after it is lit, this non-damaging explosive emits a cloud of

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    smoke in a 20-foot radius that persists in still conditions for 1d3+6 rounds and in windyconditions for 1d3+1 rounds. Visibility within the smoke is limited to 2 feet. Everythingwithin the cloud has 90% concealment.

    Table 75: Exotic Melee and Ranged Weapons

    Exotic Weapons Melee Range Weapon Cost Damage Critical Increment Weight Type** Small

    Blade boot 15 gp 1d4 19-20/x2 1 lb. PiercingClaw bracer 30 gp 1d4 19-20/x2 2 lb. PiercingGunsen 4 gp 1d3 x2 1 lb. Bludgeoning

    Medium-SizedKhopesh 20 gp 1d8 19-20/x2 12 lb. SlashingScourge 20 gp 1d8 x2 2 lb. Slashing

    Large

    Mancatcher 30 gp 1d4 x2 8 lb. BludgeoningScimitar, great 50 gp 2d6 18-20/x2 16 lb. Slashing

    Exotic Weapons Ranged Range Weapon Cost DamageCritical IncrementWeightType** Small

    Bolas 10gp 1d6* x2 10 ft. 3 lb. Bludgeoning

    Bolas, barbed 20gp 1d6 x2 10 ft. 4 lb. Piercing

    Boomeranga

    20gp 1d4* x2 20 ft. 2 lb. Bludgeoning

    Chakram 15gp 1d4 x3 30 ft. 2 lb. Slashing

    Medium-SizedJungle Throwing

    Knife5

    gp 2d4 x3 10 ft. 4 lb.Piercing andSlashing

    Simple Weapons Melee Range Weapon Cost Damage Critical Increment Weight Type** Small

    Belaying Pin 2 cp 1d3 x2 2 lb. BludgeoningBottle b 1d3 x2 10 ft. 2 lb. Bludgeoning & SlashingGaff/hook 2 gp 1d4 x2 2 lb. Piercing

    Medium-SizedGrappling Hook 5 gp 1d4 x2 10 ft. 3 lb. Bludgeoning & Piercing

    Melee Weapons Melee Range

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    Weapon Cost Damage Critical Increment Weight Type** Small-Sized

    Cutlass 15 gp 1d6 19-20/x2 3 lb. Slashing & PiercingMedium-Sized

    Machete 8 gp 1d8 19-20/x2 5 lb. SlashingSabre 20 gp 1d8 19-20/x2 4 lb. Slashing & Piercing

    Large-SizedMaul 15 gp 1d10 x3 20 lb. Bludgeoning

    a The boomerang returns only if it was thrown by a proficient user and misses itstarget.

    b For the bottle and the vial, any hit breaks the item unless a successful saving throwvs. normal blow is rolled. If a bottle is broken, it can then be used as a knife.

    Belaying Pin: This is a weapon of convenience for sailors of any campaign. Belaying pins are used to secure the lines of a ship's rigging, and there's always one nearby on thedeck of a ship.

    Blade Boot: Custom fitted to the wearer's own boot, this device consists of a sturdysole assembly concealing a spring-loaded dagger. The buyer can simply add one blade toeither of his boots at the given cost, or buy a matching set for double the cost.

    The wearer's movement is not impaired when the blades are retracted. With one or both blades extended, the wearer cannot run or charge. A monk using the blade attacks asif unarmed. The weapon finesse feat can be applied to blade boots.

    Note: A character wearing blade boots gains a +4 circumstance bonus on Escape Artistchecks made to escape from rope bonds.

    It takes a character trained in both Craft (Cobbling) and Craft (weaponsmithing) tomake blade boots. The Craft DC is 20 to refit an existing boot with a blade, or 15 to makea new pair. Refitting a boot takes about a day of work, it the blade and materials are onhand. Making a new pair of blade boots requires about a week.

    Bolas: A bolas is a set of three weighted balls connected by leather cords. To attack,you whirl the bolas in a circle over your head and then fling it at a target. The bolasconnect with your opponent with a successful ranged touch attack; disregard any armor,shield, or natural armor bonus of the target.

    A character struck by bolas must make a Reflex save (with a DC equal to the attack roll of the bola's wielder). If the saving throw fails, the target takes subdual damage andis considered pinned. (See "Grapple" in Chapter 8: Combat of the Player's Handbook for more information.) The bolas can pin only a Tiny, Small, or Medium size target.

    To escape the bolas, the pinned character must either breaks out (Strength check, DC20), wriggle free (Escape Artist check, DC 20), or cut (or be cut) loose (5 hp and onlyslashing weapons do damage).

    Regardless of the method, escaping is a full round action. (Remember that a target canuse the take 10 or take 20 actions to escape if the situation allows.)

    If the saving throw succeeds, the target suffers normal damage but is not pinned.Bolas, Barbed: The barbed bolas is similar to a normal bolas, except that its weighted

    balls are studded with hooked barbs.The barbed bolas functions identically to the bolas except that its damage is not

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    subdual damage. In addition, on any failed attempt to break or wriggle free, the grappledcharacter takes additional 1d4 points of damage.

    Boomerang: The boomerang is a curved throwing stick that will return to its thrower on a miss. To catch a returning boomerang, the character must make an attack roll (as if he were throwing the boomerang) and hit AC 10. Failure indicates that the boomerang

    lands 10 feet away from the thrower in a random direction.Bottle: Bottles are found in taverns and alehouses all over the world. Each time a bottle hits, it must roll a successful saving throw vs. normal blow or break. A broken bottle can be wielded as if it were a knife.

    Chakram: The chakram is a throwing quoit or disk with a sharpened outer edge, abouta foot in diameter. It is thrown frisbee-style, with a rapid spin.

    Claw Bracers: Popular with sorcerers and wizards of the Cult of the Dragon, a claw bracer is a metal armband with three steel claws projecting from the top, extending about4 inches beyond the tip of the wearer's extending fingers. The wearer can cast spellsnormally while wearing the bracer, and cannot be disarmed. Many claw bracers aremagic weapons.

    Cutlass: The cutlass is a heavy, slightly curved, single-edged blade of medium length.It was popular with sailors and marines for hundreds of years. Its heavy basket hilt givesthe wearer a +2 circumstance bonus on any checks to resist being disarmed.

    Gaff/hook: The gaff is a short, T-handled hook used to boat fish or handle heavycrates. For 5 gp, a hook can be attached in place of a missing hand, which provides acharacter with a weapon that cannot be disarmed.

    Grappling Hooks: Grappling hooks are often used at sea and in sieges. Usually, theyare made from three or four iron hooks welded together and a sturdy length of rope.Grapples can be thrown 50 feet horizontally plus/minus 10 feet per strength modifier or 30 feet vertically plus/minus 6 feet per Strength modifier. Although grapples aren'tintended for personal combat, a creative character can improvise a number of pull/tripmaneuvers with a grapple and length of rope.

    Gunsen: This deceptive weapon resembles an oriental fan. It is both a parrying device(bonus of +1 AC directed against one attack) and an effective bludgeon. The paper fancontained in a gunsen is used to distract and confuse an opponent, and is often decoratedwith beautiful designs.

    Jungle Throwing Knife: These weapons were not really knives as commonlyenvisioned; they had complex blades with two or more edged or pointed protrusions.Because of their size and extravagant shapes, they might just as well be called throwingaxes. Such weapons are used on the Dark Continent, notably by the Yuan-ti.

    Unlike most hurled weapons, jungle throwing knives were often thrown along ahorizontal plane as well as a vertical one. Because of their size and form, these weaponsinflicted more damage than most hurled weapons. Their multiple-edged branchesincreased their chances of hitting an opponent, and they were even known to bounce over or around shields to strike an enemy. Thus, they have + 1 circumstance bonus to hit whenhurled.

    Khopesh: The khopesh looks like a normal longsword whose blade suddenly turnssickle shaped about a foot from the hilt. It is heavy and awkward to use without a lot of training. You can use the khopesh to make trip attacks due to its hook-like blade.

    Machete: Many cultures regard the machete as a tool, and some cultures as a weapon

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    of war. It consists of a short, heavy, slightly curved blade designed for slashing. Manyvarieties of tribal swords or fighting knives fall into the category of machetes, and may beelaborately decorated blades of superior construction and balance. In eastern lands, these

    blades are known as parangs.Maul: The maul is simply a two-handed war hammer of enormous size. It is favored

    by the dwarves.Mancatcher: City guards and others who prefer to capture their opponents unharmeduse the mancatcher. A wielder who hits a Small or Medium size opponent with amancatcher can immediately initiate a grapple (as a free action) without provoking anattack of opportunity. (See "Grapple" in Chapter 8: Combat of the Player's Handbook for more information.)

    In addition to the normal options available to a grappler, the wielder of a mancatcher can attempt to pull his target to the ground (the equivalent of a trip attack though no rollis necessary.)

    The mancatcher has reach and cannot be used against adjacent opponents.It is rumored that the strange subterranean race known as the kuo toa have a larger,

    more dangerous version of this weapon called a pincer staff.Sabre. The sabre is a duelist's weapon and is slightly curved slashing blade of mediumlength. The sabre had one of the longest periods of service of any sword; they appeared inEurope during the 11th century, and were still considered standard issue for cavalrymenat the beginning of the 20th century. You gain a +1 circumstance bonus on your attack rolls when you use a sabre while mounted.

    Scimitar, Great: The great scimitar is common to Arabian style settings and is oftenwielded by strong humanoid creatures (such as orcs).

    Scourge: A scourge is a multi-tailed, barbed whip. The scourge is often dipped in a poison delivered via a injury (such as large scorpion venom). With a scourge, you get a+2 bonus on your opposed attack roll when attempting to disarm an enemy (including theroll to avoid being disarmed if you fail to disarm your enemy).

    You can also use this weapon to make trip attacks. If you are tripping during your owntrip attack, you can drop the scourge to avoid being tripped.

    Other Spelljamming Equipment There are a few other items that may be useful to the star voyager in his travels, some

    magical, some not.Anchors/Tethers: Anchors are used to moor a ship to a larger body such as an asteroid

    or tie together tow ships. Anchors and tethers are also used at space docks to secure shipsand keep them from drifting off in difficult situations. In general, a larger ship willgenerally require a larger anchor, but for very large ships, multiple tethers/anchors servethe purpose as well as a single large anchor. They are not necessary for ships that canonly land on soil, or for those that can never land. (On those special spelljamming ships,anchors are usually attached anyway, but for aesthetics alone). In wildspace, dropping ananchor will not reduce the ship's MC, AC, or TM.

    Belaying Pin: These short rods of metal or wood are wedged into the railing of a shipto secure the lines from the booms and sails. These sails must be firmly anchored in placeto properly