Previous Message: Spelljammer Construction System (Part I)
Next Message: Re: Non-Magical Helms
Month Index: January, 1998
From: Leroy Van Camp III <malacoda@???????.com> Date: Sun, 21 Dec 1997 22:13:24 -0000 Subject: Re: Spelljammer Construction System (Part II)
IX Choose Armour The Armour Rating of a ship is based on several factors. The first is hull material; the sturdier the material, the better it is able to deflect shots. The second is MC; the more maneuverable a ship is, the harder it is to hit it if it is moving. The third is plating, adding extra layers of material to the hull. Find the ship's hull material on Chart 11 to determine base AR. This is modified by its MC, as shown on Chart 12. Chart 11 Chart 12 Material AR MC AR Mod Metal 4 A +3 Stone 5 B +2 Ceramics 6 C +1 Thick Wood 7 D - Thin Wood 8 E - Bone 9 F -1 G -2 With composite hulls, use the AR of the material that makes up the bulk of the ship, or the worst, if the split is even. Move the AR one step closer to the other material's AR on chart 14, unless this would make it equal to that material's AR. For example, a ship with 20 tons of wood and 5 of stone would have an base of 7, from the wood, moving one closer to stone, for an AR of 6. If instead of stone they used ceramics, there would have been no bonus. A ship only gains this bonus if the better material makes up at least 25% of the ship's hull; you don't get a bonus for having only 10% of your ship hulled in metal. This applies to the overall AR only, though. If a ship has wood ship has 10% of it's hull made up of metal, an attacker who targets that area rolls against the AR for metal. This can be used to protect particularly important areas of a ship (such as the helm room). If the designer wishes the hull can be plated. The resulting AR depends on what the original hull material was and what it is being plated with. Cross reference the two on Chart 13 to find out the AR. This number is modified by MC on Chart 12. Chart 13 Plating Material Hull Thick Material Metal Stone Ceramics Wood Metal 2 3 - - Stone 3 4 - - Ceramics 3 4 5 - Thick Wood 4 4 5 6 Thin Wood 5 5 6 7 Bone 6 6 7 8 Of course plating costs money. The cost per ton of the ship is shown on Chart 14. Chart 14 Material Cost per Ton Metal 400 gp Stone 250 gp Ceramics 600 gp Thick Wood 125 gp A ship with Partial Enclosure adds 1 to its AR, while a ship with Full adds 2. Having a Thick Wood as hull material gives the Great White a base AR of 7, but we decide to plate its hull with Metal. Going down to Thick wood on Chart 13, then moving over to Metal we have an AR of 4. There is no modification for an MC of D, but the ship's Partial enclosure adds 1 to this, giving it a final AR of 3. Just right for a typical warship. The cost for the plating is 24,000 gp. X Choose Internal Space Usage When a ship is built a large portion of its internal space is used for the rooms needed to house the crew and the facilities that serve them and the ship (i.e. kitchen, helm room, captain's quarters, and so on.) In addition, the actual frame of the ship takes up space as well. A ship has internal tonnage equal to its actual tonnage. The amount of space the frame takes up depends on its type; Standard and Heavy frames take up 10% of a ship's internal space. Extra Heavy uses 20%, and Light uses 5%. Remember, also, that a grappling ram takes up 10% of internal space for it's operational mechanics. By default, a ship's standard quarter's and facilities takes up 40% of internal space. This costs nothing; it is included in the frame cost. If the designer wishes, these facilities can be reduced or expanded, or new facilities added. The default crew quarters give just enough room to maneuver easily, enough space so each man has a fairly spacious bunk and space for personal belongings. Most crew quarters are set up in four or eight man rooms. In a ship above 10 tons, there is a separate captains quarters, with room for two people. Normally a ship includes enough space for the helmsman, a captain, a second in command, and the minimum number of riggers multiplied by 2.5 ( the extra space used for backup riggers, cooks, engineers, and so on). All numbers are rounded down. So, a two ton ship will only normally have space devoted to two men, since only one rigger is required, and they are likely to share captain and second in command duties. DM's are encouraged to eyeball these numbers for believability. A fighter is not designed to hold many men for days, no matter what the above numbers might say, for example. Crew quarters can be made more spacious and accommodating; this is rarely done. Every crew member made more comfortable uses .25 tons. So, to give more accommodations to a 10 man crew would use 2.5 tons. These changes in crew accommodations have no affect on cost. It is when additional rooms are added that cost becomes a factor. Crews can also be made to live in tighter, more cramped quarters; this is also rarely done, since it tends to reduce morale quickly. For every man made less comfortable .25 tons are saved No more than 10% of the ship's tonnage can saved this way. It is possible to add weapons internally; see section XI for more on space usage for internal weapons. Beyond this a variety of rooms can be added to a ship, as shown on Chart 15, below. Any internal space not assigned becomes cargo space. Note that these rooms are just samples, examples of how space is used and what it costs. They should be used as guidelines for other types of space usage. Chart 15 Room Space Cost Really Cramped Room (Cramped Crew) .25 tons per man 75 gp per man Cramped Room (Standard Crew) .5 ton per man 100 gp per man Standard Room .75 ton per man 125 gp per man Spacious Room 1 ton per man 150 gp per man Luxurious Room 1.5 tons per man 175 gp per man Suite 2 tons per man 200 gp per man Additional Dining Facilities .5 tons per man 100 gp per man Basic Engineering Room 2 tons 300 gp Advanced Engineering Room 4 tons 600 gp Chart/Astrogation Room 1 ton 250 gp Cargo Space 1 ton per ton of storage None Improved Kitchen 1 ton per 25 people to serve 300 gp per ton Shuttle Docking Facilities, External 10% of shuttle tonnage 50 per ton (minimum of 1 ton) Shuttle Docking Facilities, Internal shuttle tonnage plus 10% (minimum of 2 tons total) 100 per ton Descriptions Really Cramped, Cramped and Standard Rooms These are rooms designed to hold people, and include little more the the neccessities of a bed and a small amount of storage. The amount of extra space depends on type. Really Cramped rooms are little more than bunks built into walls. Cramped rooms have enough space to dress in. Standard rooms have enough space for a chair, plus a small table. Spacious Room Like a standard room, plus room for a desk and a dresser. It has enough room that it could be considered a berth or dorm room. Luxurious Room A room with enough space that a person could have furniture for several other people to visit. It has room enough for everything a Spacious room has, plus a table and chairs for guests and a large desk. Suite Basically a fair sized room you would find in a house; space enough for everything in a Luxurious room, plus space for luxuries like couches, stuffed chairs and self-serve bars. Additional Dining Facilities Simply space for people to eat. Generally not necessary unless the ship plans on carrying lots of extra people, such as troop carriers and cruise ships. Basic Engineering Room Enough space for a one-man shop. Includes shelves and workbenches. Advanced Engineering Room Like the basic version, but supports a three-man shop and more equipment. Chart/Astrogation Room Uncommon except on larger or exploration ships, this room is designed to hold the charts and equipment need to astrogate. Includes shelves and a desk to work at. Cargo Space Simply open space to store goods. Includes a variety of rings and pinions mounted on walls, floors and beams to tie cargo off to. Note that cargo space can be used for a variety of things besides cargo. People can sleep in the cargo bay, food can be eaten or courses can be astrogated. It is just that the cargo are does not fully support such actions (i.e. no walls for privacy, no shelves or desks for working at, and so on). Included free of charge is a basic hatch or door to move cargo in or out. Improved Kitchen This is additional space either for cooking for more people, or for doing more elaborate cooking. Uncommon on most ships, excepting troop carriers and cruise liners. Shuttle Docking Facilities, External This is space for another ship to dock externally. Includes reinforced tie points and loading and unloading platforms. Shuttle Docking Facilities, Internal This is a form of cargo space that includes a door for the shuttle to enter. Includes equipment to batten down the shuttle. XI Weapons A ship can normally have up to one half of its tonnage in weapons; each weapon has a tonnage rating. Anything beyond this has special considerations. A weapon's tonnage is shown on Chart 16, below. Chart 16 Weapon Tonnage Accelerator 1 Ballista Light 1 Medium 2 Heavy 4 Bombard 2 Catapult Light 1 Medium 2 Heavy 4 Greek Fire Projector 2 Jettison Light 1 Medium 2 Heavy 4 Sweeper, Gnomish 2 A ship with Partial enclosure can only mount one quarter of its tonnage in weapons normally, while a ship with Full enclosure can mount no weapons normally. A ship wishing to go beyond these figures has two choices. First, they can mount the weapons on the outer hull, off any deck. A ship can double the number of weapons they carry this way, but there is a price. These weapons have a -2 to hit, due to the odd placement, and the crew and the weapon is easier to hit, giving attacks against them a +2 to hit. It will also lower the MC by 1, due to the alteration of shape such weapons bring, though this does not apply to ships with Poor design. The second option is to mount the weapons internally. The tonnage of the weapon is subtracted from the ship's total cargo space. Also, even if turreted, internally mounted weapons will have poor firing arcs, 135 degrees at most. Adding a turret to a weapon takes up no space, but adds cost equal to 250 gp per ton of the weapon it is to hold. This cost is doubled for protected turrets, which give a +4 to AC to the weaponeers manning it. Internally mounted weapons add 10% to total cost of the weapon, including turrets. With Partial enclosure the Great White is allowed to mount one quarter of its tonnage in weapons normally, or 15 tons. We decide upon 2 heavy catapults on top with protected turrets (8 tons), a Greek fire projector in the mouth (2 tons) and a heavy jettison in the back (4 tons). The total is 14 tons, one shy of its max. The designer, though, wants two more, so decides to mount two heavy ballista internally, one on each side, both turreted. This takes up 8 tons of internal space. Although he puts both in turrets, they will still have a limited firing arc. XIII Choose Landing Capabilities Normally a ship does not have the capability to land on either land or water; by default a ship can only dock on a gravity-line dock or a special drydock. Being able to land on land or water is an option that costs money. To land in water a ship must have a sealed hull. Only wooden and ceramic ships are capable of landing in water, though they can be metal plated. Sealing cost 50 gp per ton of the ship. There are two forms of ground landing - Full and Partial. With Partial ground landing a ship can land on any clear, mostly flat surfaces without trouble. Any other kinds of surfaces can cause problems such as tipping over (as determined by the DM). Partial landing is mostly a function of reinforcing the hull and frame to support the weight of the ship. The cost depends on the frame type of the ship, as shown on chart 17, below. Full landing allows a ship to land on most fairly clear land surfaces, including hilly or mountainous areas. Full ground landing typically requires the addition of landing struts, like those seen on the Wasp or Deathspider. See chart 17 for costs. A ship without landing capabilities that tries to land on ground risks serious damage. The helmsman must make a roll versus Spelljammer piloting, as well as a save for the ship against crushing blow. If both are made, the ship takes no damage for now. If both are failed, the ship loses 10% of it's hull points; if one is missed while the other is made, the ship loses 5%. Every 24 hours the ship must save again, or lose 5% of it's hull points. As long as the ship does not move, this damage tops out at a total of 40% (including from the landing itself). A ship with a Heavy frame saves at +1. Extra-Heavy frames save at +2. Chart 17 Landing Type Cost per Ton Water 50 gp Ground, Partial Light Frame 50 gp Standard Frame 30 gp Heavy Frame 20 gp Extra-Heavy Frame 10 gp Ground, Full Light Frame 125 gp Standard Frame 100 gp Heavy Frame 90 gp Extra-Heavy Frame 80 gp Because of the shape, making the Great White a water-capable ship seems natural. This costs 3000 gp (60 tons x 50 gold). No ground landing capabilities are added. XIII. Add Options At this point the designer can add options not delineated here, or from other books. An example would be hoists and anchors, found in The Complete Spacefarer's Handbook XIV. Other Miscellaneous Statistics The ship is nearly complete. There are a few final details to attend to. Minimum Crew The minimum of crew required to run the ship is based on its rigging, plus at least one for the helm. Weaponeers are need to fire weapons, but the ship can certainly fly without them. The men required to man the ship can be found on Chart 18, below. Chart 18 Rigging Men None Only the helmsman Minimal 1 per 20 tons Standard 1 per 10 tons Topped Out 1 per 7.5 tons There is a minimum of 1 rigger, except for ships with None. These numbers are all rounded up. Note that these are just the requirements needed for the ship to move and maneuver normally at tactical speed. Most ships carry 25%-50% extra riggers as backup. When moving at spelljamming speeds most crewmen are taking shifts doing watch, swabbing the decks and other chores. These numbers also don't include support crew, such as cooks and engineers, though on smaller ships riggers often do these duties as well. It also doesn't include weaponeers. Saving Throws A ship normally makes saving throws based on its hull material, but the GM may occasionally require the save based on frame material. Both should be noted. Air Supply A ship can support one man with fresh air for four months for every ton of the ship. So, multiply the ship's tonnage by 120 days (four months) to get the total number of mandays of air. Every day the ship is not in another's air envelope, subtract the total number of air-breathing crew from this number. When this number drops to zero the air is stale. The ship then has the same number of stale mandays of air. After that the air turns deadly. See the Concordance of Arcane Space for more on the effects of stale and deadly air. The Great White is nearly finished. The designers add Major helms, and figure the ship needs at least 6 riggers for Standard rigging and one helmsmen, for a minimum crew of 7. With both the hull and frame composed of Thick Wood, that is what the ship uses for all of its saving throws. At 60 tons, the ship has a total of 7200 mandays of air. If the ship normally carried a total of 36 crew at all times, it could go for 200 days before air became stale. Leroy Van Camp III malacoda@???????.com owner-mystara-l@????.com ICQ #4253672 "You know, not kneeing you in the groin is a constant struggle." MST3K
Previous Message: Spelljammer Construction System (Part I)
Next Message: Re: Non-Magical Helms
Month Index: January, 1998